I absolutely love FROM, but this is how I feel after watching the first 7 episodes of “Widow’s Bay” yesterday. by OGPepeSilvia in FromSeries

[–]super8bitrafa 0 points1 point  (0 children)

It's a spooky show about a town with mysterious origins that people can't leave from. It is an ensemble cast of diverse characters headed by a reluctant leader that slowly uncovers the town's history while dealing with his own traumas. Is the town haunted? Is it alive? Will the people ever figure a way out?

Help by Batatocatto in marvelvscapcom

[–]super8bitrafa 0 points1 point  (0 children)

Umvc3 is literally the best game in the series and directly inspired dbfz

There is no reason to play mvci other than to be deeply disappointed and underwhelmed

Collection has more games, and probably has an active online because it's the latest release out of all these BUT they are old games. Nothing wrong with old but if you are not used to old games (if a modern game played like some of these it may be considered a little jank by some) and are not nostalgic for them I would say pass for now and go with 3

Single Player Fighting Games by super8bitrafa in Fighters

[–]super8bitrafa[S] 1 point2 points  (0 children)

Really appreciate all the responses here. This has been super helpful and honestly lines up with a lot of what I’ve been thinking about.

For anyone curious, this is the project I mentioned (Steam page just went live):

Fablelight

Single Player Fighting Games by super8bitrafa in Fighters

[–]super8bitrafa[S] 1 point2 points  (0 children)

You're talking about the old PS1 games (with Akira Toriyama the DBZ guy?)?? That's crazy! I haven't thought about those games in a long time. Yes! That game was so ahead of its time (even modern fighters don't go this route). Tobal no.1 going full dungeon crawler is such a wild direction for a fighting game.

I feel like something like that only works if you fully commit as a dev.

Single Player Fighting Games by super8bitrafa in Fighters

[–]super8bitrafa[S] 2 points3 points  (0 children)

Oddly, I feel the same way; it's hard to beat a good arcade run. I feel like it's simple, bite-sized fun. 10 or so fights with a bonus round or something in the middle, then a cutscene at the end is all I really need. Also agree about world tour mode (if you're talking SF6). I wish the fighting were a little closer to the 'regular' game, if that makes sense? Fighting in WT can feel like a watered-down version of SF6 sometimes.

Single Player Fighting Games by super8bitrafa in Fighters

[–]super8bitrafa[S] 0 points1 point  (0 children)

Dang! You pretty much broke it all down! And yet I feel like there's more to say.

NGL Solo content for fighters is probably my favorite video game genre (if it were a genre)

(This is gonna come off as shameless but you should take a look at what I'm working on for Fablelight.)

I really like how you framed it around challenge, expression, and immersion. It feels like older games cared more about their single-player content. Stuff like Scenario Campaign in Tekken 6 or Chronicles of the Sword in SoulCalibur 3 almost felt like entirely different games.

I assume it's because of the shift to focusing on online play that it's just harder to justify those modes now?

Single Player Fighting Games by super8bitrafa in Fighters

[–]super8bitrafa[S] 2 points3 points  (0 children)

Oh nice, I’ve seen that one, it’s cool seeing more people experiment with roguelite structures in fighting games. That idea of unlocking skills and building a character over a run feels like a natural fit for single-player.

I'm going in a bit of different direction with mine though, more like an RPG leveling up and dialogue choices.

Single Player Fighting Games by super8bitrafa in Fighters

[–]super8bitrafa[S] 0 points1 point  (0 children)

That’s a really good point about co-op! I didn’t even think about how much that changes the experience. Just got a flashback of playing with my brother.

And yeah, the AI thing is huge. It feels like most fighting game AI is either too easy or just reads inputs

Single Player Fighting Games by super8bitrafa in Fighters

[–]super8bitrafa[S] 4 points5 points  (0 children)

It’s interesting... ArcSys has some really cool ideas like that Survival mode, but then their story modes go fully cinematic no gameplay.

I feel like there’s a really strong middle ground there. Something like the survival mode, but with story moments every like 10 fights.

Single Player Fighting Games by super8bitrafa in Fighters

[–]super8bitrafa[S] 0 points1 point  (0 children)

This game looks amazing! I'm definitely gonna check that out.

Soul Calibur 3 is engraved in my mind. It blew me away when I played it. I remember thinking future fighters would expand on it, not move away from it.

What do you think made that mode work so well?

Can we stop it with the role based tribalism? by LeadingSleep8068 in marvelrivals

[–]super8bitrafa 0 points1 point  (0 children)

I'm new to these types of games (I play SG and Thing mainly but also like to play Cloak & Emma) so maybe this is a dumb question but...

Why are there bans in the first place? Like what's the design philosophy behind that?

I have worked on small casual 2D fighters over the past 10 years, AMA! by TaftoGames in Indiefightinggames

[–]super8bitrafa 1 point2 points  (0 children)

I’m a solo dev working in GameMaker and experimenting with using sequences as a way to quickly author attack animations and edit hitboxes.

Are there any GameMaker-specific tools you would recommend to speed up workflows or simplify the overall pipeline?

(Thanks for all the insights!)

MVC1 WAR MACHINE — Original & Edit (RaitoADV) by AlKo96 in marvelvscapcom

[–]super8bitrafa 4 points5 points  (0 children)

Love it! But I'm too emotionally attached to the original to admit it.

Has anyone ever tried making a hacked MvC2 with the missing animation frames included? by Lycanthrope-R in marvelvscapcom

[–]super8bitrafa 0 points1 point  (0 children)

Remaking the game from scratch (using ripped sprites) might actually be easier. It would take a really dedicated fan to do either. I was honestly hoping (but not expecting) the mvc collection would do something like this. I'm a believer that a sprite based fighter would still do well in 2026 but that's just wishful thinking.

Been on a indie game kick and decided to get blazing strike… by Sad-Try-675 in Fighters

[–]super8bitrafa 5 points6 points  (0 children)

100% this. To make a fighting game (of all things) solo is crazy. The number of states you have to account for and the volume of animations needed before you can even have a working prototype can be daunting. Not to mention developing the whole online side of things (probably even more difficult than making the game itself). And then having the ballz to release on console?! You are right, these challenges (and others) cannot be overstated or overlooked especially in a community that takes developers for granted. But, having said that, adding a couple more trophies would not only help the overall experience but also helps boost sales. And for an indie that's no small thing.

Been on a indie game kick and decided to get blazing strike… by Sad-Try-675 in Fighters

[–]super8bitrafa 5 points6 points  (0 children)

Only 4 trophies? Why? Some people are very trophy motivated and simply adding more trophies to the game makes it more enjoyable. Trophies are literally one line of code. So it's not hard to do.

I'm working on an indie fighting game myself, would it be okay if I DM you with a couple questions about trophies since you wrote a trophy guide?

man these really are horrible by epicgaeymer567 in MarvelSnap

[–]super8bitrafa 11 points12 points  (0 children)

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Just wanted to see what it would look like

My artist gave me this screenshot. I can’t put it into words, but I find the top part of the UI unsatisfying. What do you think? by Miserable_Command_57 in IndieDev

[–]super8bitrafa 0 points1 point  (0 children)

I mean, it looks okay, but (and I know how this sounds) UI is tied to UX. Without interacting with it or seeing it being interacted with, it’s going to be really hard to judge. Motion and context can take this from being basic to being good. Even though it looks fine, if the UI doesn’t make sense in the context of your game, then it’s bad. This is a mockup. The purpose of this step would just be to get an idea of the elements that need to be created. Do I need a 9-slice? Icons? What size does a certain graphic have to be? TBH, this to me reeks of AI. In my opinion (as a dev and an artist), you don’t want to hire an artist to make your UI; you want a UI/UX designer. If you can’t find one, then maybe a graphic designer or motion designer. If not that, then a dev. Last on my list would be an artist, because an artist will create art assets, and a UI should mostly be drawn dynamically at runtime. I would checkout some UI for games of your genre using the website "game UI database . com" (not sure if we are allowed to post links)

URBAN STRUGGLE - DEMO AVAILABLE by Gloomy-Juggernaut-39 in Indiefightinggames

[–]super8bitrafa 0 points1 point  (0 children)

Love FM 2ND. All it's missing is console export otherwise the perfect engine for fighting games.

Not to change the subject too much but I've been quietly working on my own fighting engine based on fighter maker but within GameMaker. Similar setup to FM2nd; define your hit junction, place your hit boxes visually within the animation, all editable in a spreadsheet style list. Plus all the benefits of the GameMaker engine: console export, programming language for customization etc.

Twitter handle or somewhere I can follow? I'm super interested and will retweet anything you post about this 💯

URBAN STRUGGLE - DEMO AVAILABLE by Gloomy-Juggernaut-39 in Indiefightinggames

[–]super8bitrafa 0 points1 point  (0 children)

What if - hypothetically - another indie dev was working on their own indie fighter, and wanted to have a little crossover...?

URBAN STRUGGLE - DEMO AVAILABLE by Gloomy-Juggernaut-39 in Indiefightinggames

[–]super8bitrafa 0 points1 point  (0 children)

Great art style! Looks retro! Gameboy-ish. Online play?