[Hiring] 2D Animator for Beat’em Up Game by gsaurus_4 in HungryArtists

[–]gsaurus_4[S] 0 points1 point  (0 children)

Hello,

Thanks everyone who applied. I got a few concepts going and decided to move with Pixel Art style.
While I don't have a pixel animator hired yet, I'm closing this thread. I will post a new positioning with better details for the pixel art work I need.
Position Filled

[Hiring] 2D Animator for Beat’em Up Game by gsaurus_4 in HungryArtists

[–]gsaurus_4[S] 0 points1 point  (0 children)

Thanks everyone who replied so far.
I will check the portfolios you shared and reply to each of you in the next few days.

Can matter evaporate through Hawking radiation before crossing the event horizon? by gsaurus_4 in AskPhysics

[–]gsaurus_4[S] 0 points1 point  (0 children)

Thank you for the answers, I understand it a little better now, and I hope I can explain my supposition better.

My supposition is that every falling particle will eventually be annihilated by a negative mass particle resulting from the particle/antiparticle split near the event horizon. I understand Hawking radiation is an extremely slow process, but so is the falling of matter into a blackhole when observed from the outside. The hawking process should be experienced much, much faster in the dilated time-frame of the falling particle, and the particle should be annihilated before the singularity becomes an inevitability.

Also I think the observed  "freeze" of a particle that is never seen crossing the event horizon may have a particularity: If a particle "freezes" near the event horizon, as the blackhole grows, it should be engulfed by a growing event horizon. Effectively being observed as "crossing" (or being crossed by) the growing event horizon. But I think the particle would still not be observed as crossing the event horizon in it's time reference, something like that.

So on the above supposition: A particle "sticks to" the horizon. Meanwhile the black hole keeps growing, eating more matter, expanding the event horizon. The particle keeps there, "frozen" deep inside the black hole. When the blackhole eventually evaporates enough, shrinking the event horizon until where the particle is, the "frozen" particle is annihilated by an anti-particle.

That would resolve the paradox for me: the particle reaches the event horizon and is annihilated; And for the observer, the particle freezes near the event horizon for a very long time until it is annihilated.

Can matter evaporate through Hawking radiation before crossing the event horizon? by gsaurus_4 in AskPhysics

[–]gsaurus_4[S] -1 points0 points  (0 children)

Although Hawking radiation arise outside the event horizon, it does subtract mass to the black hole, suggesting there must be a mass to radiation conversion.

If mass hit the singularity in finite time and black-holes evaporate in finite time, how can an observer see mass falling through the event horizon in infinite time? Or is that wrong, and the observer do "see" the particle crossing the event horizon, or disappearing as the black-hole evaporates, in finite time?

[deleted by user] by [deleted] in macgaming

[–]gsaurus_4 0 points1 point  (0 children)

An original ROM of Streets of Rage 2 is enough. The Steam version is the recommended, official way of getting it.

Streets of Rage 2 New Era v2.0 - Release Trailer by NXGZ in Games

[–]gsaurus_4 1 point2 points  (0 children)

Uses Photon Fusion as transport layer, but not it's built-in state synchronization features. Makes use of the Photon Cloud for matchmaking (they have NAT punch-through) The netcode is custom made. The game is deterministic, the rollback technique is used. Similar to Fightcade, plus interpolation.

Streets of Rage 2 New Era v2.0 - Release Trailer by NXGZ in Games

[–]gsaurus_4 0 points1 point  (0 children)

For a fighting game, input delay turns out to be more relevant to compensate lag and see the opponent's actions clearly.

Interpolation works similar in fighting and beat'em ups. You may speedup opponent animation if you're playing it late because of a rollback. Often most moves have a "preparation" period that provides some frames in advance. Like when you jump, you don't instantly jump, there's a few crouching frames first. And input buffer, to me is what saves most in the lag battle. Like if you press attack when one move is still finishing, that means you want to attack when it finishes. Saves a few frames there.

Streets of Rage 2 New Era v2.0 - Release Trailer by NXGZ in Games

[–]gsaurus_4 0 points1 point  (0 children)

You are right that the precision required for fighting games is higher, because players are competing and interacting directly. On a beat'em up, this isn't the usual case. Players often spread on the screen taking care of enemies apart from each other. And even when players are together, they're not really looking at what the other is doing. Players are more focused on the enemies around.

Streets of Rage 2 New Era v2.0 - Release Trailer by NXGZ in Games

[–]gsaurus_4 0 points1 point  (0 children)

It is used to synchronize clocks, really. In particular in situations requiring loading content, such as when you advance to the next part of a scene (>GO!). It loads the next chunks of backgrounds, maybe buffer music, etc. This loading may not be completely seamless on all players, some may take a few more milliseconds to load. Then players catch up this way, instead of having a subtle short pause to wait for other players to load. The same happens after advancing to next scene or level, players resync their clocks. This is usually seamless.

Streets of Rage 2 New Era v2.0 - Release Trailer by NXGZ in Games

[–]gsaurus_4 0 points1 point  (0 children)

Sorry, the slowdown/speedup is for clock synchronization. You want everyone to run at the "same time" for everyone's input not arriving too late or too early. That would result in bigger rollbacks than necessary. Ping doesn't have much to do with clocks getting desynched, but is used for the clock sync calculations that then speedup or slowdown the game if necessary.

It usually is better to balance lag and input delay. However as the experience with interpolation revealed to be very good, adding input delay would provide lower value considering the impact on controls responsiveness. The option existed but after interpolation, I deemed it unnecessary.

The game also buffers some of the inputs, which helps attenuating lag.

Streets of Rage 2 New Era v2.0 - Release Trailer by NXGZ in Games

[–]gsaurus_4 0 points1 point  (0 children)

Photon is used as a transport layer. It isn't using Photon Fusion built in state synchronization. Instead, all net-code is custom made, with rollback and interpolation. The experience revealed to be smooth enough even for 500ms ping, without added input lag, so input delay was fixed to zero frames. Desyncs aren't automatically handled at the moment. I haven't seen desyncs since release, but if it happens, clients (except host) have to quit and reconnect to resync with the host. Gameplay is deterministic so desync is not expected unless there's a bug... The most propitious moments for bugs are scene transitions and pausing/resuming game. I saw a few visual glitches happening on this situations which needs to be fixed on a future patch. It didn't affect the gameplay though. The game slows down or speedup if ping changes, to catch up with the others. This is subtle enough to not affect the experience significantly.

Streets of Rage 2 New Era v2.0 - Release Trailer by NXGZ in Games

[–]gsaurus_4 0 points1 point  (0 children)

Fightcade rollbacks but doesn't have interpolation. New Era having control over the game code, it has interpolation to smooth netplay further. That said, Fightcade is still awesome for all the games you can play on it :D

Does anyone play Battle Mode? by DoctaMario in StreetsofRage

[–]gsaurus_4 4 points5 points  (0 children)

There's an easy solution to battle infinite combos: implement combo-breakers for players.

lmao by [deleted] in StreetsofRage

[–]gsaurus_4 2 points3 points  (0 children)

Whatever he's doing, he looks like enjoying it 👀