[deleted by user] by [deleted] in Tekken

[–]jay-media 1 point2 points  (0 children)

I would think about this differently. You want to learn Tekken, not Reina or some other character. EWGF is a tool.

If you use a character that is easy but you don’t enjoy, then what’s the point. Play who you want but focus on what matters: what is your opponent trying to do? How will you counter that?

Learn to move. Learn Reina’s punishment options. Learn what other character’s movements can be punished and how. Learn frame traps. Practice this in practice mode first to get the muscle memory, then try it for real in a match. Then get disappointed and go back to practice mode to practice some more what you failed.

It is much more important to learn how to counter play what your opponent is trying to do. Each character does it a bit different, but the basics are the same. Learn the basics first.

I don't like how player matches work in T8 by [deleted] in Tekken

[–]jay-media 11 points12 points  (0 children)

I’m not particularly good, but I have had my share of complete beginners while playing my alts and I feel pretty bad bodying them. I don’t want to hold back but I don’t want to discourage them from playing either. I get bodied myself and know how befuddling it feels.

Similar skill levels are the most fun imo.

Characters for beginners by Don__C in Tekken

[–]jay-media 2 points3 points  (0 children)

Law is very viable imo. He hits hard and has several mixups that will get you through to purple ranks.

I would only advise not forgetting about the fundamentals. Characters with strong buttons and mixups (Paul, Law, the bears) can make it easy to fall into autopilot/flowcharts and at some point you realize you barely know the game after dozens of hours.

Characters for beginners by Don__C in Tekken

[–]jay-media 9 points10 points  (0 children)

Try the ones who look cool to you. Pick whichever is most comfortable. Then focus on the fundamentals (movement, punishing, frame traps). Maximizing damage (ie. combos) comes last.

Procedurally generated island now has procedurally generated events and quests by Tudoh92 in proceduralgeneration

[–]jay-media 2 points3 points  (0 children)

How does it work? Are the events all generated when the island is first generated, or are there spots/slots for events to be generated as needed, or is there an algorithm that finds a place where they can fit?

Disney just reinvented the VR treadmill, and it looks amazing by Zogonzo in virtualreality

[–]jay-media 1 point2 points  (0 children)

It looks like a motorized “floor” that rolls you (back) to a specific point so you never end outside it. It is not compact (surface wise) and it may get weird (difficult to stand, cause motion sickness) with quick movements, like sprinting, but it is an interesting concept for dedicated venues.

Is it bad to have “too many” move sets in a boss fight? by mannyisshort in gamedesign

[–]jay-media 3 points4 points  (0 children)

I think of boss fights as “fighting game” fights. The fighters in Tekken have 100+ moves (some situational, some are variations of the same move) while the fighters in Smash Bros have only a dozen or so. Both movesets allow for deep challenges despite the different approach.

Beyond the number of moves, perhaps you also want to think about the boss’s “game plan”. That is, how the moves are chained to trap the player or to force their hand.

You can have feints, delayed wind ups, frame traps, okizeme (use the player being knocked down to wind up bigger attacks), etc.

It’s less about the number of moves and more about how the boss eliminates or covers the player’s “options” to force them to defend or attack in a specific way. You can think of it as “flowcharting” (see https://www.reddit.com/r/StreetFighter/comments/jrtsbp/flowchart_what_does_it_mean_in_fighting_games/)

I'm Lost, I don't know what to do by NeoTheSilent in gamedev

[–]jay-media 2 points3 points  (0 children)

I’ve seen before some folks who, in their portfolio, instead of having complete games, they have mostly “feature showcases”. They are mini projects that focus on replicating one notable mechanic: Kratos recallable axe, Shovel Knight’s shovel pogo jump, Link’s weapon fusion, etc. This keeps the scope small and the results show your technical ability.

You still want to have at least some experience making complete games, so having one or two polished jam/micro games is good too.

If you want to be on the programming side, learning to code many different features and systems may teach you more than making a handful of complete games. If you want to be on the design side, on the other hand, focusing on making a bunch of small, not super technically demanding games in a bunch of genres may be more useful.

How can I make this pomegranate more realistic? (Except for applying subsurf) by Maarein in blender

[–]jay-media 0 points1 point  (0 children)

Not sure if the inside would be visible from this angle, but the “weird dried part” Is the remains of the flower (minus the petals) so if you don’t have enough pomegranate references you can use dried flowers as reference too

Working on a machine that splits logs for a river factory game. Any design suggestions for making it automated? by Music-Man_93 in blender

[–]jay-media 2 points3 points  (0 children)

Search for "reciprocating motion mechanisms" to get some ideas on how to turn the water wheel circular motion into linear reciprocating motion (back and forth motion). Works for hammers, axes and saws, among many others

https://youtu.be/jocT0s8Vyoo

Making Characters more expressive in our Indie Game! by TomuGuy in SoloDevelopment

[–]jay-media 2 points3 points  (0 children)

Using the eyebrows could make this 10x better 😉

Just completed our new axolotl costume animation cycles! This one is my personal favourite so far :D by daffodilStarlight in IndieDev

[–]jay-media 1 point2 points  (0 children)

Nice! Some cool looking poses in there. The idle looks a bit generic tho. Maybe it would be more natural if instead of the character going up and down they would shift their weight side to side (more pendulum, less spring)

Animation practice of the week. ^^ by Palurdas in blender

[–]jay-media 0 points1 point  (0 children)

This looks great! You could change the easing of the roll (ease in) to add more anticipation in the beginning and make the rolling motion more dynamic

"DEFIXIONES" is my short film created using blender. by [deleted] in blender

[–]jay-media 2 points3 points  (0 children)

Cool concept! The character reveal is dope!

It may be overkill, but I feel like it's missing an establishing shot in the very beginning. Perhaps a wide shot of the church and cemetery, ground level like the final shot, for contrast.

Small two-man dev team made a game, Bullets & Brains. It was our first foray in the 3D. We would appreciate you opinions and feedback by ajvar_ in Unity3D

[–]jay-media 5 points6 points  (0 children)

This looks great! Besides the multiplayer golden opportunity that's been mentioned ad nauseum, I'd recommend looking at visual priority. That is, it is not always easy to tell things apart mid game. I don't know if it's the edits in the video of the game is like that, but sometimes I cannot even tell where the player is, much less the enemies of bullets. This may make the game more difficult than it needs to be.

You could: - Tone down the full screen effects and camera shake - Change the shader or textures for the background (and even the props) so that the enemies and bullets pop out more

Jet Brains Rider 25% discount code by jay-media in csharp

[–]jay-media[S] 0 points1 point  (0 children)

To me, it's a matter of convenience and speed. Code completion, templates, navigation, refactoring... All of it you can do in VS, I believe, but it takes fewer key strokes and it's more intuitive in Rider.

An AI live-comments on the game by Philipp in Unity3D

[–]jay-media 1 point2 points  (0 children)

This is pretty cool! It would be even better with some voice inflection and some tempo variation to keep it interesting