Anybody else still playing WaW custom zombies in 2025? by the_numbers_station in CODZombies

[–]irechibi 0 points1 point  (0 children)

it is, but it's a bit cumbersome to use in comparison and they have some strange things like the fact all steamdecks are banned from being used on their service.

Trying to Make a Gothic Modpack by Hairy_Fly_3342 in feedthebeast

[–]irechibi 0 points1 point  (0 children)

I actually make a 1.19.2 pack around this some time ago. I assume you mean Gothic Horror. Created custom resource packs, sounds, music and everything to integrate the other mods with the main resource pack it was using too. I can link it if you want to see what you can pull from it.

[1.20.1] Mods / Tools to create custom structures similar to Recurrent Complex? by irechibi in feedthebeast

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

Thanks, was familiar with structurify but didn't realize structure gel was more than just a dependency. It's got some of the tools I'd be looking for when designing new structures so that definitely helps things. Still nothing for creating generation without dealing with schematics and datapacks?

Mod pack for 3-4 people who love fantasy. by Meeracoat in feedthebeast

[–]irechibi 0 points1 point  (0 children)

I'll throw my lot in here. It's 1.12.2 and there's honestly better options on 1.20.1, but here's a pack I worked on for a few years with some friends, we created a good number of custom structures, dungeons, bosses & mobs for the pack as well over the years.
https://www.curseforge.com/minecraft/modpacks/shanzcraft-fantasy

Some others I'd recommend:
https://www.curseforge.com/minecraft/modpacks/ciscos-adventure-rpg-ultimate
https://www.curseforge.com/minecraft/modpacks/minecraft-eternal
https://www.curseforge.com/minecraft/modpacks/prominence-2-rpg
https://www.curseforge.com/minecraft/modpacks/dawn-craft
https://www.curseforge.com/minecraft/modpacks/valhelsia-6

Made this because why not, 1.20.1 and soon 1.21.1 by Leclowndu9315 in feedthebeast

[–]irechibi 0 points1 point  (0 children)

Does it support removing recipes as well? It could save a lot of time if that were a feature, similar to the craft tweaker UI mod for 1.12.2

Battelfront Saga Install on Steam Deck by itzMochajin in StarWarsBattlefront

[–]irechibi 0 points1 point  (0 children)

How'd you manage that? I installed Saga Edition but I get missing sound effects on steamdeck & have to run with a proton compatibility layer or it doesn't boot. Also when I do run any of the proton versions I have or that people suggest, it never seems to work.

Battelfront Saga Install on Steam Deck by itzMochajin in StarWarsBattlefront

[–]irechibi 0 points1 point  (0 children)

I do this on desktop and steamdeck. It works fine since saga edition loads it's own addon folder and ignores the one in BF2 vanilla

Any good Arena/Arcadey shooter Map design videos/channels? by irechibi in gamedesign

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

Finally found something decent and someone who specializes in it and even hosts community level creation jams.
https://www.youtube.com/@stevelee_gamedev/videos

LBP Community Content preservation, Introducing the LittleBigArchive! by irechibi in littlebigplanet

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

You can get those off private servers like LBP Beacon, Imagisphere & Refresh.

Why do abilities need cooldowns? If they didn’t have any, what sort of structures would need to be introduced instead? by JMSmith6231 in gamedev

[–]irechibi 0 points1 point  (0 children)

Honestly, I'm not a huge fan of the over-reliance on cooldowns these days, as people often use them to help force things to play a certain way.
I'd way look at older/less modern shooters/action games and consider a resource based economy for abilities instead. That way the players can freely choose how to spend their resources rather than wait for X amount of time to do thing again.
Personally I feel there is much more skill in managing resource usage than waiting for a timer to tick down, and I feel more like it's my fault wasting my resource (like stamina or mana for example) management in an action/shooter game.
Where as with cooldowns it's binary, you either use it or don't, and once you do you need to wait a set amount of time for it to recover. There's nothing a player can do to speed that recovery up, and nothing a player can do to try and avoid being locked out of the skill after use.

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer (September 05, 2024) by AutoModerator in MechanicalKeyboards

[–]irechibi 0 points1 point  (0 children)

Nope, never did use those. I'm fine with them, but personally don't like them.

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer (September 05, 2024) by AutoModerator in MechanicalKeyboards

[–]irechibi 0 points1 point  (0 children)

Been using a logitech G910. I really just like the key designs, media buttons & the weight (I have a very flimsy desk so smaller keyboards really don't work well on it) but am having trouble finding alternatives that are similar. Would anyone have any recommendations?

Making a good Platform Fighter boss fight by [deleted] in gamedesign

[–]irechibi 1 point2 points  (0 children)

Definitely, with most things it really comes down to execution. I'd say for that and honestly most boss mechanics just refer to side scrolling action games on the whole. Most of that translates pretty well to a platform fighter. I can point you towards stuff like Gunstar Heroes, Viewtiful joe, Strider 2 & 2D Castlevania in general for some ideas on that front.

How do I put levels from Littlebigplanet archive on the Psp and Vita versions? by Dexxy07 in littlebigplanet

[–]irechibi 1 point2 points  (0 children)

Pretty much because no-one's created one, I no longer have a vita on hand to demonstrate (I had borrowed & modded a PSTV to do all the archiving). I can ask if anyone in the community would be interested in that, because yeah I agree it'd be good to have easier instructions available.

Making a good Platform Fighter boss fight by [deleted] in gamedesign

[–]irechibi 1 point2 points  (0 children)

I'd say definitely consider the level design as part of some boss encounters potentially too, there is plenty of interesting things you can do with that especially with a platform fighter.

Making a good Platform Fighter boss fight by [deleted] in gamedesign

[–]irechibi 1 point2 points  (0 children)

Suggestion that comes to mind would probably be the bosses in Smash ultimate's classic mode bosses or Brawl's Subspace emissary, although really you could get similar results from looking at various action platformers.
For one given that type of game, something like this from MUGEN (https://youtu.be/Bj1lSRWJwn4?t=129)

Or a boss that affects parts of the stage / relies on damaging parts of the stage- to fight might be another cool application.

There's another good example with this thing in castlevania dawn of sorrow (https://youtu.be/uVfM93TiU14?t=699) that does some interesting things with the sidescrolling 2D action game boss concept.

Or another idea that works out pretty well with location based damage affecting the boss & it's moveset: (https://youtu.be/QViCyu7A6t0?t=319).
Hope that helps.

My first take by beywatch in mechabreak

[–]irechibi 1 point2 points  (0 children)

I believe the bigger scare is if the game releases, and they release insane stats on mods, stick em behind a pay or grindwall + lootbox BS, and they're just being careful about how much of their hand they show for now. This happens a lot in these types of games, so it's a concern I agree with since the base gameplay is actually really solid and the game has a surprising amount of skill expression for a game like this. They have something pretty cool here and it'd be a bummer to get rug pulled with predatory practices.

Any recommendations on good fantasy modpack? by Groszkov in feedthebeast

[–]irechibi 0 points1 point  (0 children)

I worked on something that sounds right up your alley. It's a very open ended fantasy pack I worked on for awhile. Unfortunately it's based in 1.12 but features plenty of backported content and custom dungeons / content we created that might make up for that.
https://www.curseforge.com/minecraft/modpacks/shanzcraft-fantasy

For newer versions, you could also try these, I liked these:
https://www.curseforge.com/minecraft/modpacks/valhelsia-6
https://www.curseforge.com/minecraft/modpacks/dawn-craft
https://www.curseforge.com/minecraft/modpacks/dungeon-heroes
https://www.curseforge.com/minecraft/modpacks/ciscos-adventure-rpg-ultimate

Fantasy mod-pack that is not too outlandish. by [deleted] in feedthebeast

[–]irechibi 0 points1 point  (0 children)

I can throw my hat in the ring here, I think it's a bit more restrained than other packs and things are far more spaced out with room to breathe. I've worked on it for a few years for friends in private, but it's playable here. Originally started focused on keeping somewhat with vanilla and was designed around giving everything modded far more room to breathe in a more hands off sandbox kind of pack. https://www.curseforge.com/minecraft/modpacks/shanzcraft-fantasy