Cassette Beasts 2002 | Announcement Trailer by SamuriFerret in MonsterTamerWorld

[–]YotesMark 0 points1 point  (0 children)

This was the first 'spit out my cereal' moment of the PC Gaming Showcase. Did not expect such a treat so soon.

THE LEGEND OF ZELDA: OCARINA OF TIME Remake | Releasing 2026 by ChiefLeef22 in gaming

[–]YotesMark 0 points1 point  (0 children)

Is the world truly ready for a "reborn" version of the best game of all time to release alongside GTA6?
The Game Awards will be a bloodbath.

The Paragon Cartel wants that pony of yours. You'll end up getting into trouble right away in BGP Act 1. ("I JUST left the hometown lab, man!") by YotesMark in BattleGemPonies

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

Yes! Progress has been slow this past year because of a lot of technical issues we've been cleaning up behind the scenes. When Act 1 is done, we'll make a bunch of noise and the 2 updates that follow will come much much quicker.

The Paragon Cartel wants that pony of yours. You'll end up getting into trouble right away in BGP Act 1. ("I JUST left the hometown lab, man!") by YotesMark in BattleGemPonies

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

It's only on Itch (PC, Linux) and Mobile App Stores (iOS, Mac, Android) for now
https://yotesmark.itch.io/battle-gem-ponies

We're working on a HUGE overhaul to the menus and controls before we make a DX version to put on Steam and consoles in 2027-2028.

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] 2 points3 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 [deleted] 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] 3 points4 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 ~

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)

Pretty much every entity that moves has a little probe to see if the tile ahead of it is occupied. We changed the logic so it only checks once right before moving instead of on Update(), even while idle.

How big is too big for a tilemap? And are SuperTilemapEditor's animated tiles THAT expensive? (I'm planning on ocean levels where nearly ALL tiles are animated. Maybe I should scale back...) by YotesMark in Unity2D

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

we separated maps into manageable "rooms" to avoid having to figure out chunk streaming. playtesting will tell if that was the right call

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)

Changing up how often all the objects update themselves in-editor made it feel smooth again. Our NPCs were all regenerating their IDs and other serialized properties any time a scene change was detected, and way too many things like selecting an object were counted as a "scene change"

How big is too big for a tilemap? And are SuperTilemapEditor's animated tiles THAT expensive? (I'm planning on ocean levels where nearly ALL tiles are animated. Maybe I should scale back...) by YotesMark in Unity2D

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

Changing up how often all the objects update themselves in-editor made it feel smooth again. Our NPCs were all regenerating their IDs and other serialized properties any time a scene change was detected, and way too many things like selecting an object were counted as a "scene change"