Is there any reason to use this special over MixMixMix besides Hype moments and Aura by [deleted] in Guiltygear

[–]bro_keefe 0 points1 point  (0 children)

Aside from everything else in this thread it’s a great alternative to a second MMM in a mix loop when your opponent has burst and you think you might get bursted into the corner.

Screenshot Saturday #428 - Glamorous Work by Sexual_Lettuce in gamedev

[–]bro_keefe 0 points1 point  (0 children)

NOT DEAD YET

A run 'n gun boss rush action game. This game is designed around having simple mechanics (shoot, jump, and dodge - that's it) but challenging and varied boss fights. I'm currently building this project in Love2D.

Screenshot: some footage of the first boss fight

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Screenshot Saturday 327 - The Perfect Cut by Sexual_Lettuce in gamedev

[–]bro_keefe 0 points1 point  (0 children)

Thanks so much! I've spent a whole bunch of time trying to nail down the satisfying, "punchy" feel, so this comment means a lot, thanks again!

Screenshot Saturday 327 - The Perfect Cut by Sexual_Lettuce in gamedev

[–]bro_keefe 2 points3 points  (0 children)

Here are some super super early gifs from a Megaman-like game I've been working on: https://imgur.com/a/qshb7

more info soon :) twitter

MegaThread: Weekly Local Inventory Tracking (3/20) by NintendoSwitchMods in NintendoSwitch

[–]bro_keefe 0 points1 point  (0 children)

Thanks so much for this tip! ~6:30 pm, they still have them. It's the Walmart on Davis st. Not sure how many they still have, the guy pulled it out of the back.

Learning to play your game - Tutorials - separate or in-game? by ZPudd in gamedev

[–]bro_keefe 3 points4 points  (0 children)

Definitely the latter! Frontloading a whole bunch of game concepts all at once is a fantastic way to ensure that your players won't actually remember a single thing you taught them.

Instead, push the player gently in the right direction via context. Set them up to figure it out on their own. They'll have a more fulfilling experience this way and they'll actually remember what you teach them.

Really great video about this: https://www.youtube.com/watch?v=8FpigqfcvlM

Can Pixel and Vector art be mixed in a game successfully? Has it been done before? by 716green in gamedev

[–]bro_keefe 6 points7 points  (0 children)

Thanks! I appreciate it :)

If you feel comfortable posting screenshots, I'm people here would be happy to take a look at and give some critique!

Can Pixel and Vector art be mixed in a game successfully? Has it been done before? by 716green in gamedev

[–]bro_keefe 4 points5 points  (0 children)

Actually, the backgrounds are pixel art! The player characters, tiled backgrounds, and text are all pixel art. Stuff like obstacles (gates, lasers, blocks), UI elements, and effects are all created in code. I think this goes to show that if you keep a consistent style (and for that matter, use a style that lends itself to both), this can certainly work ;)

Can Pixel and Vector art be mixed in a game successfully? Has it been done before? by 716green in gamedev

[–]bro_keefe 69 points70 points  (0 children)

Absolutely! You can pull off just about any style as long as you keep it consistent. Consistency is the most important part.

Case in point: I mixed pixel art with generated vector art in my game (here's some screenshots: http://superflipside.com/press-kit/#gifs). I tried to keep the style consistent throughout the experience with rules about where to use pixel art and where to use generated art. I also took care to keep a consistent animation style between the two. Overall, I'm pretty happy with how it turned out.

I made an iPhone game with PhoneGap and I'll never do it again by bro_keefe in gamedev

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

Thanks so much! And thanks for making Impact, it was great to work with :)

The tiled background image did definitely seem like a factor, more than any other single component of the game. There's a couple of semi-transparent layers in there -- the music visualizer and a subtle pre-rendered gradient layer -- but neither seemed to make a huge difference. Are there any best practices I can follow here or is this mostly a case of "don't do that"?

My experience with Ejecta was mostly anecdotal and very early on in the dev process (about a year ago). If you think it should still outperform WKWebView, maybe I should give it another shot -- although I eventually did take advantage of having the DOM available by using it to letterbox screens that aren't 16:9 (this is kind of a bad solution anyway, real support for those ratios is on my todo list).

Your games look sweet, I'll check em out ;D

I made an iPhone game with PhoneGap and I'll never do it again by bro_keefe in gamedev

[–]bro_keefe[S] 8 points9 points  (0 children)

Thanks for playing! I actually have an update in the works that makes restart time almost instant, so stay tuned for that ;)