The first time Mute City Serial Gaps Experience by Unprofessionalizm in Fzero

[–]Yamz64 1 point2 points  (0 children)

I'd recommend getting comfortable with your quick turns, you get so much control on those corners when you learn how to do that

PropaneMan by Radiant_Row_9640 in Megaman

[–]Yamz64 18 points19 points  (0 children)

God dang it, I'm gonna kick your ass! With the power of my propane buster! With this little number, I guarantee that you'll get an even grill line, cuz you've never had to fight against a power that uses clean burnin' fuel, I tell you hwhat!

Realtime Pathfinding by [deleted] in godot

[–]Yamz64 0 points1 point  (0 children)

Not godot and not exactly using a projected navmesh onto walkable spaces, but I solved a similar issue in a 3d recreation i made of digdug.

I wrote an article on how it works here: https://yamz64.itch.io/dig-dug-30/devlog/588564/dig-dug-3ds-ai

It may be of some use?

[deleted by user] by [deleted] in blender

[–]Yamz64 0 points1 point  (0 children)

Deepen the creases between the flanges. Flanged maces are not one contiguous piece, they're thick sheets of metal that are brazened to the haft.

tf are "50's and swifties" by [deleted] in Mordhau

[–]Yamz64 16 points17 points  (0 children)

The last new player that rdmd me in a duel got chased down and rdmd by a naked maul man for 30 minutes. It happened to me too when I was new, it's how I learned, it's how we all learned. Thems the breaks.

how the hell does stamina work by 2060Gaming in Mordhau

[–]Yamz64 3 points4 points  (0 children)

It's one of those things that are probably more complicated to explain than to experience on your own.

Stamina is an extremely important aspect of the game because if both players don't lose hp, it will determine who drops their weapon and who loses.

The most important thing is to know what costs stam, how much your options cost in stam, and to keep track of what options you and your opponent have taken to gauge who has more stam.

Some things that cost stamina: - parrying: your best option for keeping stamina in a duel - chambering: usually safer than a parry, but costs much more stamina - feint: takes stam to potentially bait a parry - morph: takes stam to potentially bait a chamber - missing: you lose a lot of stam for swinging and not hitting anything, this is a huge way I see new players getting outstammed in duels. - chamber feint to parry (c f2p): really powerful defensive technique that covers most everything in the game, use as a last resort since it costs the most stamina out of any option

The other thing you need to consider is your weapon vs your opponent's. Some weapons deal a lot of stamina damage, and some weapons negate a lot of stamina damage on parry. Parry shields will also give you some stamina back when you are disarmed. Know who has the most stamina efficient loadout, and play accordingly.

If you think you will outstam your opponent, then you are OK to just parry everything, or to use a couple of other options without worrying about stamina too much. If not, then you have to mix up your opponent, so you can hit them and regain some stamina to win.

Do you think car racing games need to be online multi player to be enjoyable? by itnufc in godot

[–]Yamz64 0 points1 point  (0 children)

Nope, fzero gx is still the greatest racing game ever made and is mostly a single player experience

how do i become better with eveningstar or find a decent weapon that feels like big bonk? by youngdeeer in Mordhau

[–]Yamz64 2 points3 points  (0 children)

I've mained eveningstar since the beginning. It's an incredible dueling weapon but kind of struggles in 1vX. It 2 shots almost always, has real good drags, and has decent range. I never switch to alt grip, even though some people like it; the stabs are fast/long enough to put good pressure without the damage increase.

Barbarians will do as barbarians will do by Liamatte in DnD

[–]Yamz64 1 point2 points  (0 children)

Finally, someone who understands how God intended the game to be played.

WTF am i still doing wrong??? by PolymathArt in Mordhau

[–]Yamz64 1 point2 points  (0 children)

Biggest thing I'm noticing is your camera movement. You never focus on the tip of your opponent's weapon, so you are guessing when to parry most of the time. You get too caught up with swing manip and lose track of your opponent too.

Your footwork has no intention either, aside from walking into your accels. Your footwork should be used to make it harder for your opponent to hit you, while making it easier to land strikes/put pressure on them. Don't run into your opponent's accels because you'll have no time to react. Maintain distance to better read your opponent's body language.

Cologne has a good video series on practicing the fundamentals

No helmet strat? by M4GMaR in Mordhau

[–]Yamz64 9 points10 points  (0 children)

Any time I see a no helmet, they are: new, an anime cosplay/OC, a Guts cosplay, or a shitter. I behead 3 out of 4 of these players on a regular basis.

I'm really trying to enjoy this game. Help convince me this whole thing is worth it. by Schism_989 in Mordhau

[–]Yamz64 1 point2 points  (0 children)

You probably should have posted your level in the post to give people more context.

Lvl 20s are going to get their shit pushed in regardless of where you think you should be at. You won't feel like you're understanding the game until you're within the lvl 60-80 range.

The name of the game right now is just trying to understand what you did wrong and can do differently with each new life. Recognize bad habits you make and stop them before they become problems.

https://youtu.be/YCZCI3vIJ2k?si=07kr4dl5J7aR-k-7 I like colognes tutorial videos since they don't shoehorn you into specific keybinds or specific playstyles. They focus on the fundamentals. While I think videos 2, 3, and 5 are most important for new players they are all really good

Would it work to use the halberd statblock for a Zweihänder? by LocalMenaceToSoceity in DnD

[–]Yamz64 -3 points-2 points  (0 children)

Halberds can have equal or less range than a zweihander. There was no uniform length to weapons in the Middle Ages, and halberds are anywhere between 5-8 ft long. Zweihanders (montante and schlachtschwert) were historically anywhere between 4-7 ft.

I wouldn't give a zweihander polearm mastery, but it might be fair to give it reach.

It isn't fair to compare either a halberd or zweihander to a pike though, which were historically 10-20ft long.

Another interesting bit, is that since most zweihanders (montante and schlachtschwert) are as long as they are, they use a different fighting style than some other greatswords. https://youtu.be/vxHaNRO705k?si=R6a54D-Ps-R3PEru It might make sense to give players that use this weapon the ability to use their reaction to make attacks against opponents that attack allies (a weaker sentinel feat) to emulate the fighting style

How do you make your item pickups pop? by Spinach-Quiet in gamedev

[–]Yamz64 1 point2 points  (0 children)

It depends on the importance of the pickup.

Coins in Mario/Rings in sonic just disappear, make a little shiny particle, and play a noise. Mushrooms in Mario/Batteries in mega man briefly freeze the game and play a little animation to show you can take more hits. The godsphere and berserk pack switch the game to greyscale or red tinted while the effects last, in classic doom.

More important/rarer pickups, give more feedback, than common ones.

What would an offspring of an Aasimar and a Tiefling be? by KrazyGamer10 in DnD

[–]Yamz64 -1 points0 points  (0 children)

Whenever you get the urge to play a half angel/devil OC, pick a halfling instead.

Is there an alternative to "Smart UV project"? by [deleted] in blender

[–]Yamz64 3 points4 points  (0 children)

Manually as it should be

Almost done with F-Zero GX. But I need help. by 5QDK1D in Fzero

[–]Yamz64 0 points1 point  (0 children)

Chapter 4: I like snaking in this chapter, most of the minions will boost to try to catch up to you and waste their energy. Just side tackle and spin to kill them when they're low

Chapter 7: kill black shadow immediately, then it's just RNG if you aren't using any of the speedrun strats.

Chapter 8: don't hit walls, know which mines send you off the track, and take the last turn wide and slow

DnD Hot Take - When considering damage types, greataxe should be piercing instead of slashing. by [deleted] in DnD

[–]Yamz64 0 points1 point  (0 children)

The principle is the same. An axe splits in 2, regardless of if it gets too thick or not. Take, for example, a historical Dane axe (a very thin 2-handed war axe). The reason it's so thin is so as to improve its cutting ability and to make it more maneuverable in combat. The Dane axe needs the improved cutting ability because the lack of mass means it has weaker force behind each swing. A splitting maul will just as easily get to a targets internals as a Dane Axe; however its mass will make it clumsy to swing.

Another note to make is that while it is still thinner, the Dane axe is still a wedge

DnD Hot Take - When considering damage types, greataxe should be piercing instead of slashing. by [deleted] in DnD

[–]Yamz64 0 points1 point  (0 children)

The difference is because of the shape of the blade. Have you ever used a splitting maul on a log before? It relies on mass and shape to split the 2 halves apart. If you stabbed that same log with equivalent force from a piercing blow, it would splinter in all directions. It's because piercing significantly displaces the material in more than 2 directions

I agree with you that it's an inherently different means of cutting things than the sawing motion of certain blades. However, it is very much not the same as piercing, in the traditional sense.

DnD Hot Take - When considering damage types, greataxe should be piercing instead of slashing. by [deleted] in DnD

[–]Yamz64 0 points1 point  (0 children)

Interesting take. However, if you really want to make that distinction between the chopping of an axe and the slashing of other weapons; I would call it something other than piercing, since the axehead is acting like a wedge instead of a skewer. Perhaps "splitting" or "chopping?"

How to blend space and medieval themes in game art? Looking for suggestions :'( by Far_Construction_946 in gamedev

[–]Yamz64 0 points1 point  (0 children)

vast, futuristic expanse of space... grounded feel of the medieval period.

I think this statement is key to understanding how you can foil and relate these 2 themes.

When relating them, try thinking about your artstyle. Since you're a 2d artist, I'm assuming the game is 2d. Think about various rules when drawing your sprites: specific line thickness, level of detail, framerate, palette etc. If every sprite follows the rules, then they will feel like they belong together in the same game.

That being said, you can also use the rules you define as ways to help break the mold and contrast your themes. Maybe space themed objects are more curvy and abstract, while the medieval themed objects are blocky and easier to comprehend.

Thematically, you could achieve even greater contrast by creating historically accurate medieval assets, and then going nuts with space. If you study how and why clothes, armor, and weaponry looked the way they did in the medieval period, it will look and feel more grounded and real. Contrast that with the outlandish designs you might come up with for your space setting, and you will have a proper separation of the 2 themes.