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Glubbfubb
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  • What are your guys' opinion on Dancing Blade, Marth/Lucina's Side Special, mainly from a mechanical standpoint
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    Janx_uwu
    Janx_uwu
    I don't play swordies. My only opinion is that I think it's funny how Marth/Lucina/Roy/Chrom players are conditioned to use the down-angled Dancing Blade to build up damage at lower percents, because I have tough guy and can punish them for doing the objectively correct attack. Smash Ultimate is a funny game.
    A_Kae
    A_Kae
    I once had a conversation on dancing blade that lasted over 2 hours. I probably don't have the mental energy to do that right now, but if there's specific details you want to talk about I can totally do that. Mechanical standpoint is kind of a broad topic so if you could narrow down what you're looking for me that would help.

    Edit: But sort of broadly speaking, I think it's a move that's never lived up to it's potential despite big changes every game. But it's a difficult sort of move to get right since mechanically it's basically a glorified jab combo and it runs the risk of overshadowing the rest of a character's grounded kit because of that. See brawl db.

    Also multihits are always going to be kind of jank and sweetspots are always going to be kind of jank and the intersection of them is always going to so much harder to have work right.
    I changed my opinions a bit on wavedashing in platfighters; my original issue was that it felt slapped on at times with no reason for its inclusion, just a crutch to attract the melee fanbase. Wavedashes should be included if they bring something to the table that other movement options don't, such as a need for micromovement. In my game, I am actually testing out how a grounded airdash would feel, and it has a nice wavedash feel, so I am deciding to flesh out that part of the mechanic to make it more good to use. But it's unique since wavedashing, like air dodging, running, and air dashing, costs stamina, meaning if you use too much you get penalized, so its a balancing factor. I think with this nuance, the concept of wavedashing would be distinct from the likes of Melee or Rivals of Aether. What I am trying to say is that add wavedashing if it feels natural with your game's physics.
    As annoying as the stun mechanic is in Street Fighter, I like the concept of attacks applying a certain amount of meter onto the opponent, and if it fills all the way, the opponent gets a penalty. In my game, Sigma Busters, I may implement a similar meter, but instead of stunning, filling up the meter forces you to lose a star, which is the resource needed to perform enhanced Special Moves and Hypermax Attacks/Supers. The idea is that the heavier the fighter, the more stun they can sustain, balancing how they are often combo food due to their higher weight. The idea is that you can't just hoard stars, as there is a tangible risk to keeping them, as if you take too much stun, you can lose one of your precious stars. How does that sound?
    Honestly, I kinda like Zelda's Lightning Kicks and wish for them to not be removed if she gets a major moveset rework. I always feel Zelda having mixing magic with a monk-like fighting stance fits her general character if we're discussing Zelda as a whole. If we had multiple playable Zeldas at once I would encourage more specific references, but if we only have the one Zelda I would like to keep her greatest hits.
    From a vacuum, how would you say Terry's Super Special moves are balanced in Smash, mainly as moves you can't immediately dole out outside of special conditions, if they weren't tied to a pure comeback mechanic and function around a Final Smash Meter esc mechanic or varying lengths, how would you feel if every character would have a move like this?
    Honestly, this may be just me, but Ganondorf should of had a custom move in Smash 4 where he used his Gerudo Dragon instead of Flame Choke, say what you will about Falcondorf, but the move exists, it's a pretty solid burst movement option on Dorf, and I imagine it wouldn't be difficult to reimplement, plus it harkens back to Melee, which would be a cool reference in my opinion. In fact Custom Moves could have been used to keep some cut Smash moves, Olimar can have either with Winged Pikmin or his Pikmin Chain from Brawl, Captain Falcon could of used his Smash 64 Falcon Punch, Bowser could have kept the Koopa Claw, and so on and so forth. If anything this makes me want to make a creation thread where we remake custom moves for every character in Smash, how would that sound?
    Do you think all the claims of Smash Ultimate "dying" is taken way out of proportions. Games become less popular overtime yes, but I feel Smash Ultimate fills it's own niche in the franchise that allows it to keep a unique competitve community.
    fogbadge
    fogbadge
    Gamers are dramatic
    KingofPhantoms
    KingofPhantoms
    They're over exaggerated. Games aren't truly "dead" until their servers go offline or very, very, very few people are still playing them. Even the former aspect doesn't hold true for some games, as several games that never even had online compatibility (including Melee) still have massive and active competitive playerbases.

    Heck, even the original Counter-Strike and it's Source remake are still decently active online games, even if they're not as huge or advanced as CS:GO was or CS2 is. Ultimate has a far higher and more active playerbase than either of those games. I'm sorry, but that is absolutely not what a "dying" game is lmao.
    Janx_uwu
    Janx_uwu
    Smash Ultimate has a lot of problems but at the end of the day it's still Smash Bros. Gonna have an active playerbase no matter what happens - 2020 was an awful year for Smash that could've very well killed it, so thank goodness the online is just barely playable. Hungrybox's online tournaments helped out a ton. So thanks to the community we are nowhere near dead.

    At least until the next Smash game or until Rivals 2 adds Goku or something. Time will tell if Ultimate has staying power in the face of competition from its sequel and other platfighters.
    Hot take, Green Missile is one of the worst designed special moves in the game. All parts of the move are flawed. The misfire mechanic both makes the move capable of random cheese while overshadowing the charging mechanic, but the uncharged version is too laggy to be practical.

    If I were to rework the move, I would make it a bit like Giant Punch, in that you can keep the misfire for later should you fully charge the move. However I would add on top of that and allow you to charge the Green Missile a second time, making a super misfire that is extremely powerful, but the charge is more volatile to hold, meaning if you get hit while charged you lose the whole Green Missile, setting you back at square one.

    Ngl I might add this move to Sigma Busters, I feel it's too good a concept to not use.
    Tell me the logic of calling Captain Falcon's Up Special Falcon Dive and his Side Special Raptor Boost. Raptor Boost sounds more like an Up Special than Falcon Dive IMO, especially in context with how Falcon Dive works in Smash aestetically.
    Trying to make a straightforward attack priority system for Sigma Busters. In case your wondering, it just determines what happens when two hitboxes collide at once.

    My current idea is that hitboxes go from 0 to 10, jabs are priority 1 to 3 depending on the character, and slower jabs often have priority over faster ones. Characters with higher priority attacks always phase through the attacks of those with lower priority, meaning they don't get damaged. If the priority is equal, then the character with the higher percent has priority, as a bit of a minor comeback mechanic, though since it is a niche interaction it won't change anything major. When two aerial hitboxes collide, both characters will be damaged and sent back a set knockback, with the damage they take is an average of the two attacks. Finally, projectiles have their own priority system, where higher-priority projectiles will go through lower-priority ones, while certain physical attacks have properties that determine whether they remove or reflect projectiles. To be honest, I don't know if this is too complicated, especially since priority will only be determined if the hitboxes collide on the same frame, but it could have some unique applications. Anyways to improve this system in your eyes?
    An aspect of DLC I don't see people talk about is the DLC for stuff you can get in game legitimately but after you complete a difficult challenge, stuff like Torchwood and RoboGoat for Garden Warfare 2, Wortox in Don't Starve Together, and the Heroes in Bloons BT6, you can get them legitimately for free but it's time commitment, but you can also pay for them to bypass the challenge. How does people like this DLC structure, i feel it's harmless and gives people options since you can get the stuff for free legitimately, you just need to go through some hoops. But I want to know what you guys think of this niche practice?
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    KneeOfJustice99
    KneeOfJustice99
    As with many things, it depends on being well-balanced.
    • Remember, just because a player isn't paying actual money to get an item, doesn't mean their time is free. It's important to respect the time that players are putting into your game, especially when there's a lot of other games with systems like battle passes that eat up a lot of time.
    • Make sure the level of challenge in acquiring the DLC content isn't too high (as to make people feel they have to pay up), but also not too low (as to make it pointless to have DLC in the first place.) This is going to depend on what the content actually is, as well as the mechanism through which it's attained.
    • Make sure the DLC is fairly and reasonably priced for what it is; as a general rule, try and go for the lower side if it's something you can actually unlock in the game anyways, otherwise people will think of it as a bit of a scummy practice.
    I think it's one of them where it's a good idea in principle, but there's a lot of ways through which it can be kind of ruined. I do respect the move to have all DLC content accessible in the game you're already paying for, though; just so long as it's not under some silly concept like timed exclusivity or whatnot.
    Glubbfubb
    Glubbfubb
    I'll keep that in mind if I implement that kind of DLC for my game.
    In a general projectile rating, how would you rate Dr. Mario's pill, like how good is it in a vacuum and why is it good/bad, I want to dive into a move like this for one of my characters in my platfighter
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    Janx_uwu
    Janx_uwu
    It's good, gives a slow character a way to approach and combo into strong moves, but has a lot of counterplay that forces the opponent into a situation that Dr Mario can then take advantage of (shielding the pill which means Doc can grab and dthrow-downb for an early kill, and jumping which lets him hit a nasty back air or cover landing options).

    In a vacuum, the projectile is decently slow and does little percent. But slower projectiles are great because they stay on the stage for a minute and put pressure on the opponent to dodge or shield it as mentioned earlier.

    If you're giving your character a pill (which in short is a bouncier fireball with better hitstun), I would make sure they have good aerials to follow up with and decent grab range with at least one kill throw.
    To me the most important part of a multi-player game isn't the sheer amount of players playing it at a time, but rather the amount of players playing after the initial drop off. It's one thing to have a massive player count, but keeping a consistant level of players, even when it's not at it's peak, means their is a consistant audience for the game
    Does a character with a really really REALLY good horizontal recovery make up for a potentially poor vertical recovery. Are there examples of competively viable Smash characters with such a trait, is it a good healthy way to balance characters?
    MBRedboy31
    MBRedboy31
    I'm not an expert exactly, but I do think a horizontal recovery focus is generally worse than a vertical recovery focus. Horizontal recovery characters can only approach the ledge from one angle that's relatively easy to edgeguard without putting yourself in as much danger. And, there's situations where you end up under the stage's ledge before you can begin your recovery (such as if you were semi-spiked, as gravity will pull you below you down there before you exit hitstun) where you end up in a big disadvantage even before you begin your recovery attempt, as you no longer have the option to recover onto the stage instead of onto the ledge and your recovery becomes especially predictable.

    Probably the most famous example of a character with mostly a horizontal recovery is DK. He's decent in some games I guess? I'm not sure if it's really a balancing thing why his recovery is like that, or if it echoes the game feel of DKC (since your most powerful movement option in DKC is the roll jump, which is primarily a horizontal movement option.)

    Characters like Jigglypuff and SSF2 Bandana Waddle Dee are an interesting case where they have vertical recovery by means of midair jumps, but if they are out of jumps, they only have a horizontal recovery option.
    I programmed autocancelling into my game Sigma Busters, not that difficult actually, just need to set up a few timers and such, but still I programmed one of the magic Smash words.
    Honestly, Smash Stick would be seen as a more adopted option if you could disable Smash Attacks with tilt inputs; that way you can have reliable tilt attacks and easier-to-access smash attacks on one button layout, and not be super species with your tilt inputs so you can get to use the actual tilt attacks. Would you say that if Smash Stick allowed you to disable Smash Attacks through the tilt buttons, would it be used more?
    Rivals of Aether 1 players, how do you feel about the mechanic of walking through fighters rather than pushing them like the Smash Bros. Do you think that this changes any interaction? I am wondering since I am considering how collision works when two players walk into each other, and I feel Rivals collision system would be better to implement for my game.
    My game Sigma Busters is probably the only game where something like Big Battlefield is a competitvly legal stage. I say this since characters have a lot of movement options, so stages are naturally bigger to compensate. I don't know the general reception of such a change in feel, but I feel it would add a nice new style of platform fighter, which has been my goal since the beginning.
    In an ideal world, how would you want directional influence to work in a platform fighter to make it balanced for both parties? I ask this since I heard there are some complaints of how Smash's directional influence is jank, and I want to know if that's true.
    Homelander in OU, clapped by Omni-Man
    Homelander in UU - clapped by Metro Man
    Homelander in RU - clapped by Spongebob
    Homelander in NU - clapped by Sporticus
    Okay, Homelander dropped to PU, a tier where the power level is so low that Waspinator is a meta threat. From an objectionable standpoint, who will win, Waspinator of Homelander?
    I always wonder, with Meta Knight in Brawl always being called for bans, I never see and discussion on what would happen if he was banned, how would the meta shift now that matchups he otherwise oppress are gone, like would any mid-tier be higher tiered now, I am curious
    I'm debating if I should change the grab mechanic in my game Sigma Busters. More specifically I'm more open to each character having a different style of grab to reflect their alien physique. Aremi, my main character, being the basic shoto/Mario-esc character would have the standard 4-directional grab. LAMBDA, a character relying on brute strength would only have a back and forward throw, but they can charge their throw to make it both more powerful and launch farther. Weevle, being a grappler rushdown hybrid, would instead have an 8-direction grab. This is just testing the waters, but I want to know if it's a good idea?
    Glubbfubb
    Glubbfubb
    What I mean A_Kae A_Kae is that there would be a larger variety of throw styles among the cast, so they feel more distinct. LAMBDA, for example, has only a back-and-forward throw, but they have the unique property of charging their throws to make the launch character go farther, but charging the throw carries the risk of the caught fighter escaping. Maybe Weevle could have the unique property of grabbing and throwing characters in the air, though these air throws are only up, back, and forward, so no worries about chucking your foe into the void downward. Some characters can apply status effects with their pummels, like poison or burning, or they could bite the opponent to heal themselves. A lot of possibilities with expanding the utility of one's throw.
    A_Kae
    A_Kae
    I guess what I'm thinking of with a charged throw is that it's kind of like pummels in smash where you pretty much know how many you can do based on percent so a charged throw might devolve to just "can/can't". Or is it like a partial charge thing? Not a binary base/charged.

    Status effects seems cool! Something that comes to mind, and maybe you've already thought of this is extending the effects of other moves against statused opponents. Sort of like A.K.I in Street Fighter 6. I don't know if you're familiar with that.
    Glubbfubb
    Glubbfubb
    Imagine a Smash Attack, but its also a throw, that's what I am trying to do with the charges throw.
    Bruh wouldn't it of been super funny if there was a Wario and Waluigi DLC in Mario + Rabbids and the weapons they would wield would be Wario with a machine gun and Waluigi a bat, and they are basically accidental gangsters as they are on the run from the bad guys for stealing a precious artifact. I just think the image of Wario with a machine gun is the funniest thing that could feasibly happen in the Mario franchise, because what other weapon would he wield, and no brass knuckles wouldn't count because that would be Daisy's thing.
    Janx_uwu
    Janx_uwu
    I would think Wario would use Waluigi as his weapon.
    KneeOfJustice99
    KneeOfJustice99
    i initially misread the original post as thinking that wario was actually using waluigi as a sidearm alongside his machine gun, and while wario with a machine gun absolutely makes sense in my mind too (i can't help but think some sort of jetpack joyride floating mechanic would suit him well), the idea of wario just pelting waluigi at people is undeniably hilarious and oddly fitting for the pair
    Janx_uwu
    Janx_uwu
    Wario + Waluigi become the first melee character in Mario + Rabbids, except Waluigi stretches out so comically long during the swing that their range of attack is like twenty feet

    KneeOfJustice99 KneeOfJustice99 And I imagine, as one of their special moves, the tables would turn and Waluigi would throw Wario as a grenade of sorts (the blast being a Waft of course).
    Sigma Busters development story.
    Looked at various fighters from various franchises, specifically of the heavyweight archetype, as references for my own game. I've been developing a concept for a female heavyweight fighter since I like my roster to have unique "alien" concepts and that one is something I haven't seen other plat-fighters accomplish. Looking at the Smash Bros roster, I notice a running theme with heavies is that they are related to royalty in some way, Bowser, Ganondorf, Krool, and Dedede, taking the concept of large and in charge and running with it. So I decided that for my female heavyweight fighter, I will also make her a royalty-themed character, mixing the reality of Peach and Daisy with the frame and power of Krool or Dedede. There were some odd design challenges to make a working concept, I felt an insect theme would work best, but I originally didn't want to do a classic queen bee, but rather a wasp or mole cricket of all things. I felt this made her concept too complicated, so after some discussion with Kirbeh Kirbeh I decided that the bee concept is a time-honored classic, bees are cool for moveset potential anyway so even if the direction is cliched, I can do something cool with it. Right now I have a unique semi-zoner heavy of sorts, who uses honey to slow down opponents to help patch the main weakness of heavies, approaching tools while mixing in some Krool and Dedede esc attacks to complete the picture. Her name is Vespa by the way.

    The message is to think fighters through, take a core concept and build upon it to make something unique. How does the concept I show to you guys shape up?
    Is there a character from a fighting game, not just from Smash Bros, that has a well functioning, well-balanced, and excellent kit, but the top tiers are so broken in their jankiness from their broken strats that it devalues the balanced characters, making them bottom tier trash despite their good kit. Some notable examples and why the way they are maybe?
    Honestly I'll say it upfront, AI isn't the issue, it's the grifters who abuse it that are the issues. AI is best used in my eyes as an aide, not replacing the work but rather optimize what you already have. Stuff like suggesting to put a comma in one place, making math equations out of certain scenarios, stuff like that is fine to use AI in my opinion, the issue is grifters abusing it at the expense of workers, it should just be an assistant, not a replacement
    Does anyone find it odd that there wasn't any new levels based off Sonic Lost World and Mania, when Forces and Frontiers had their own dedicated stages? Like I know Shadow never appeared in those stages but he also didn't appear in Frontiers as well, so I don't get why Lost World and Mania content weren't added as well.
    MBRedboy31
    MBRedboy31
    I think a big reason why those games would be skipped is because Shadow Gens‘ aesthetic and theming overall is on the more detailed and gritty side, and those games (Lost World especially) wouldn’t fit it super well.

    I wouldn’t say Lost World is lacking relevance right now, though, since Sonic Rumble has a lot of Lost World levels (it has 4 distinct level themes in that game, while no other Sonic game has more than one in the main mode.)
    Janx_uwu
    Janx_uwu
    I think you could make a Lost World or Mania level work in Shadow Gens - I'm imagining the subways of Studiopolis, or the undergrowth of Silent Forest - the question is why? Forces is a cool game to pull from because the game genuinely had a lot of missed potential, and if you have to pull from a game that Shadow's irrelevant in, Frontiers makes the most sense from a marketing standpoint given it's the most recent mainline game.
    I wonder if instead of menus, for my platform fighter, all gameplay selections are done via a hub world. A major plot point of my game revolves around a singular ship overlooking the galaxy, so I am picturing this massive interconnected hub that acts as a lobby for all the modes of the game. Maybe something like Rayman Legends or Pizza Tower, a playground where you can test all the character's moves in a safe environment while you travel through and pick your mode of choice. There could even be changes to the hub to reflect special events like holidays. How does that sound to you guys, would it sound fun?
    Do people like Smash Run just becuase of all the references in battling iconic enemies in gaming, or is it becuase of the gameplay and the untapped potential that gameplay could bring. I'm thinking this question when designing the basics of my take on Smash Run for Sigma Busters, where its an endless score attack mode, but the twist is you have to choose when to end on your own terms, since if you die your score will be set to 0. The logic is that it separates the good and great players, a good player can get far, but a great player can decide when to stop and cash the full bounty.
    osby
    osby
    I mostly like the gameplay, tbh. The enemies are cool but they aren't the main reason I like Smash Run. I think it's fun to wander around in a huge map, trying to get stronger under a time constraint.

    Compared to that, a score attack mode would feel a bit too arcade-y and not as exciting to me.
    I am fascinated by just how WRONG this theme song is for Transformers Generation 2. The first line seems to imply some so bad its good rap, before it just devolves into non sequiturs and random bits of exposition. Fascinating, isn't it?
    Didn't know I could do this, but you can program godot so that when you press certain buttons, it takes you to a website outside the program. So I added a button on the main menu that takes the player to my Discord server for the game, cool huh?
    With how big the Pokemon leaks are, I think it should come to you guys attention that more than 2500 GameFreak employees got their personal data leaked, I feel that is no laughing matter and is one of the few times I support Nintendo seeking out legal action
    I wonder if my struggles with game design is due to some combination of laziness, general confusion, or some sort of internal inadequacy that I can't identify. I admit I am more of a writer than game designer, but I feel like I have the capabilities to make a good game, I just have been having these lingering struggles that I can't just get past. I don't want to disappoint people or lead on the people who have been helping me into nothingness. I don't want to be a pariah or something like that. I just want to prove to you guys that I can make something special, but I always have anxiety if the work I am doing is not good enough, or is not going by quickly. Thoughts like that eat at my mind, and I don't want to be seen as a hated figure on the internet for lying to you guys. My game isn't cancelled or anything, I have just been having lasting issues and this is something I have to fix myself.
    KneeOfJustice99
    KneeOfJustice99
    Here's my take on things. Game design is tough. It's a long, arduous, and difficult process that - at times - can feel aimless, and it's very easy to let the process drag you into a swirl of negativity. At the same time, those little victories amongst a process that's arduous can feel like everything's falling into place - getting things to work, coming up with concepts that feel good, playtesting resulting in cool emergent concepts, and so forth.

    It's like climbing a mountain. Every single step is a victory, but there's no point in trying to rush to the summit. It's completely understandable that you'd be anxious to ensure you're coming out with a product that people would like, but remember; art takes time, and anyone worth their salt will understand that it's better to take time for your work and time for yourself than it is to end up hurting yourself and the project as a whole by rushing it out.

    I can't pretend to understand everything going on in your head right now, but I can say this; you're not going to be seen as a hated figure even if the worst comes to pass with this sort of thing. It's hardly like you're some YandereDev-type figure taking money from people and then lying to them for years - and if there are people trying to tell you that you're a bad person for taking time for yourself and taking time to polish the game you're working on, my best advice would be to ignore them.

    I know I can't force you to think one way or the other, but at the very least, you should know that it's okay to take time for yourself. Even if your game ends up being a years-long project because of other committments you need to handle, or even if it's just because you want to take breaks to gain a fresh perspective when you come back - that's fine. Your game's going to be all the better for it. :)
    Glubbfubb
    Glubbfubb
    KneeOfJustice99 KneeOfJustice99 I feel I am just thinking too far ahead when I should focus on now. Sure, a character select screen is difficult, but i don't have the resources at the moment to even make one. Something like a pause menu is something more in my line of progress so that would be the likely next step for me.
    KneeOfJustice99
    KneeOfJustice99
    That's a good way of approaching things! If you feel like you're struggling to approach one particular feature, it's good practice to move onto something else, then you can use the experience you gained from that (or just a fresh perspective) to come back to the original problem. Don't feel like you've got to be gated into doing things in a particular way - things like polish or whatnot can come in the post-production phase.
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