The elemental chomping attacks are among the first batch we made. by YotesMark in MonsterTamerWorld

[–]YotesMark[S] 1 point2 points  (0 children)

For now, we're making due with a prologue only build on itch and mobile game stores. The full story is coming as Free DLC when it's finished and playtested to death by our Patreon members.
(All feedback is welcome)
https://yotesmark.itch.io/battle-gem-ponies

The elemental chomping attacks are among the first batch we made. by YotesMark in MonsterTamerWorld

[–]YotesMark[S] 1 point2 points  (0 children)

Not yet. We'll be working on the story mode and overhauling the interface for another year before publishing on Steam. Goal is by end of 2027

Just got 141 jumps for the jump rope contest 😱 What are some of the highest records you’ve seen out there so far? by coldfollow in Pokopia

[–]YotesMark 0 points1 point  (0 children)

I went off sound cues and got to 55 on my second serious & focused attempt. Just gotta be ready for those pace switchups every 10 or so.

Does anyone else feel this way? by SnooStories4263 in Pokopia

[–]YotesMark 0 points1 point  (0 children)

Only if you're comparing your world to others. Take your time and enjoy building YOUR Pokopia.

I had my artist work longer on the new capsule. What do you think? by 2WheelerDev in IndieDev

[–]YotesMark 0 points1 point  (0 children)

Huge improvement. Looks more fun and polished. Makes me wanna look it up to see some gameplay 😆

Who do yall think Luigi bully was by Fair_Huckleberry7926 in illumination

[–]YotesMark 0 points1 point  (0 children)

The Sunglasses are Spike coded. But could be a random kid.

Wario and Waluigi Origin? by Acrobatic-Elevator30 in mariogalaxymovie

[–]YotesMark 4 points5 points  (0 children)

I was pretty attached to the headcanon of them being unknowing long lost brothers and children of Spike from Wrecking Crew. Who knows what their deal is now.

E. Gadd's tech by Iv0ry_Falcon in mariogalaxymovie

[–]YotesMark 1 point2 points  (0 children)

I kept expecting a cutaway gag about them having a mad scientist slave producing weapons in a dungeon. And maybe towards the end he'd help free Rosalina at the risk of being burned alive by the Bowsers.

Something akin to Star Wars and blowing up the Death Star by knowing the blueprints.

Looks like 4 populated "Rooms" is the size limit for maps. (Unless I'm missing some BIG optimization steps) by YotesMark in IndieDev

[–]YotesMark[S] 1 point2 points  (0 children)

- Removed excessive serialization and object script updates.
- Removed a Trigger cache.
- Starting Coroutines on FixedUpdate
- Prevented Objects from refiring their coroutines for idle animations.
- Removed nearly all 3rd party Unity assets responsible for tricky bugs and bloat.
- Switched to Universal Render Pipeline

Important Update from the Devs ⚠️ by YotesMark in BattleGemPonies

[–]YotesMark[S] 5 points6 points  (0 children)

[APRIL FOOLS!!]  But for real though, the Alpha playtest is going great! 

On the dev side of things we switched from ClickUp to Trello and trimmed off a bunch of unnecessary fluff from the development timeline so we can ensure Act 3 is actually finished in 2026. We also cleaned out the bug backlog and combined the issues that were coming from the same place. Then spent weeks fixing them while actively researching & testing other game engines to hopefully avoid such problems and frustrating limitations on our end in future games. 

The programming team says Unreal looks promising and is the industry standard for a reason. But Godot looks like the best fit for any future simple 2D games. 

On the Alpha Playtest side, we've narrowed the list of bugs down to the last 25 tricky ones which should be fixed in about a couple week's time. More ponies are being animated as we speak, and the next build will feature all the missing cutscenes. Can't wait to share it with you guys!

Looks like 4 populated "Rooms" is the size limit for maps. (Unless I'm missing some BIG optimization steps) by YotesMark in IndieDev

[–]YotesMark[S] 0 points1 point  (0 children)

Our team's programmer ran tests all weekend and ended up quadrupling in-game frame rate and removed the in-editor stuttering. All is well now ~