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Glubbfubb
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  • The more and more I develop the physics in Sigma Busters, the more and more it reminds me of a 2D Sonic game, a bit between the classic and Rush games, this is purely coincidental and is neither a good or bad thing, but its just weird the physics remind me of such a franchise. For a platform fighter, I don't if that is good physics to be reminded of.
    I've been thinking about the whole AI in games debate, but one thing I'm surprised no one brings up is games using AI to improve the AI of computer players. Imagine an AI learning from top players in fighting games and using that knowledge to make the computers near on par with professional fighting game players, that way you can theoretically close the skill gap in competitive play. I feel that is a ethical use of AI in video games, since it's not so much stealing from people's art but moreso learning from them and try to be on par with the human players. What do you guys think of this nuance?
    Wario Wario Wario
    Wario Wario Wario
    That's already a thing - Amiibos come to mind - though if you want to make standard base-game AI on par with competitive players, you'd probably get better results by just getting competitive players to consult on the development of the computer players. Something you should keep in mind on the ethical side is that creative jobs are not the only jobs in creative fields, people are hired to code in-game AIs, I don't think this would be a big issue since there's still someone coding an AI either way, but still.
    Been playing Sonic Colors during the last week, and it's the Sonic game I am most mixed on. My primary issue with it is that it is both too long and too short. On one hand, the zones having 6 required levels plus a boss fight is just too long, especially since the levels themselves don't vary enough in layouts and gimmicks to make the worlds fully interesting. On the other hand the levels housed in each world take about a minute and a half to complete each, even when taking a suboptimal path, so the levels themselves feel uninteresting. One mechanic I am also split on are, of course, the Wisps, I feel Laser, Spike, Drill, and Frenzy are excellent power-ups, they give Sonic new capabilities and focus on his speed (Laser, Drill) or momentum (Spike, Frenzy) which naturally evolve his capabilities. Then there are the likes of Rocket, Hover, and Cube, abilities that just exist and aren't that interesting to use, they don't evolve Sonic's capabilities and feel more like key cards to access to parts of the level. You could make the argument for the four wisps I do like as well, but they at least allow interesting level design. The slowness of the later three color powers makes the sections focusing on them clunky. If Sonic Colors focused more on the five wisps I liked over the three bad abilities, I might have more fun with it. I feel like the Wisp system we have right now is simply a first draft, a mechanic to be improved with a future game, like how Generations improved the boost gameplay to make it fully refined. It would be cool to see a Sonic-like with a more expanded Wisp mechanic.
    CapitaineCrash
    CapitaineCrash
    It's kind of weird that they brought back the wisps in Forces, but instead of expanding on them they're pretty much bring nothing to that game.

    Personally I really love Colors, it felt super refreshing after Black knight and Unleashed but I think your criticism are fair.
    Glubbfubb
    Glubbfubb
    The issues with the wisps in Forces is that they are too limited, they are mainly limited to the Avatar stages, which already is a small part of the game. Plus you can only use the wisp capsule that matches with their corresponding Wispon. This kills the mechanic in my eye as it basically means if a Wispon is considered quite bad, which Sonic Forces has quite a few of, then you'll be punished by not being able to use their corresponding wisp. This is a shame since the concept of Wispons are cool, and it would be better if A wisps were more plentiful, and B you can use any wisp capsule, and having your Wispon touch the corresponding Wisp capsule would instead supercharge them to make them more powerful.
    So what does light rpg elements even mean nowadays, I'm confused about the terminology.
    What do you guys think are the core list of status effects in video games, no matter the genre. What I mean is what types of effects you expect to appear in games that have said mechanic, and what do you expect them to do. This question is less stupid than it sounds.
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    osby
    osby
    • Damage over time (bleed, poison, burn, etc.)
    • Freeze/paralysis/stun, basically you're not moving for a while
    • Effect that reduces your attack/defence/agility, etc.
    • Instant KO
    These are basically all I can think of. I focused on effects rather than names and the type of common ones drastically change between genres so it feels hard to add more.
    How would you guys feel if Rollout and Egg Roll were reworked to be like Sonic's Spin Dash? How would it affect Puff's and Yoshi's viability.
    The more I develop this platfighter game, the more the game places emphasis on both combat AND momentum. You have more accurate controls compared to other platfighters, you have a lot of ways to take advantage of momentum for travel, and air and fall speeds seem to be on the faster side. Would this be a game feel you guys would be up to playing, I feel this gives the game its own identity, especially since my original idea was placing emphasis on the platform side of platform fighters.
    Hot Take: Ganondorf is not the worst character in the Smash bros series, Zelda is, if only becuase Zelda had a worst standing than Dorf in Smash Melee.
    So I heard Melee Bowser had a lost tech in older versions called Flame Canceling, could you tell me what it was, I have a similair move in my platfighter and I may want to reimpliment that tech for said move
    KneeOfJustice99
    KneeOfJustice99
    Tl;dr, in 1.0 and 1.1 of NTSC Melee, you can skip the startup and go directly into the active frames of Fire Breath, because of a conversion issue between the frames of the aerial and grounded attack. You can perform this by perfectly timing landing and attacking, with the framesave being potentially capable of making the attack a frame 1 move. This was patched out in 1.2, so it's ostensibly not tournament legal. However, Kirby can still perform it - though it's not optimal for him, mostly because of how floaty he is.

    I'd recommend checking out the SmashWiki on this, it's got more info on usage than I can think of off the top of my head, but in terms of usage, it gives Bowser the possibility to explore mindgames when airborne and gives it a little more usage for the sake of edgeguarding.
    Glubbfubb
    Glubbfubb
    Good to know, thx for the info
    I just witnessed an entire DIscord server implode firsthand
    From my understanding, a Smash Attack's lowest charge is its base form, while charging adds a multiplier to damage and knockback, capping out at a 1.4x multiplier for damage and a 1.2x multiplier for knockback at full charge, would you say this is true? Any other technical variables I should take into account for these types of moves?
    A_Kae
    A_Kae
    1.4x damage, with certain moves being at 1.2x. knockback isn't technically modified directly but as a consequence of how knockback is derived from damage.

    This is for the platform-fighter/"smash clone" you're working on, yeah? I don't think it's really necessary to get bogged down in the technical details of how other games work. Just focus on making what you want and how you want things to feel and work. it's fun to experiment with different designs, too.
    Glubbfubb
    Glubbfubb
    Good point, I just want something to reference to branch out into something unique
    A_Kae
    A_Kae
    A minor technical detail that might be relevant to you: The charge starts a couple frames (at least, depending on move) in to the animation and not immediately. For example fox's fsmash is ult starts charging on frame 5. This lets you release the button before that point and not waste any frames charging when you want it out as fast as possible. Some moves like ddd's fsmash have this charge point very late into the startup which allows for very slow moves to have quicker releases from the charge animation.

    It's something that I've found is obvious to most people when it's pointed out but typically you don't think about it.
    Question, especially to those Melee Captain Falcon mains, would a universal 4 frame jumpsquat feel any different from a universal 3 frame jumpsquat? I'm trying to figure out jumpsquats in my game, hence the question.
    Glubbfubb
    Glubbfubb
    I don't know if that's an issue, I mean players shouldnt expact every game in a genre to play or feel the exact same, on one hand it could bebseen as a bit slower yes, but on the other it gives players more control of if they want to short or full hop, it's a bit of give and take, the challenge is finding a proper balance, and if Captain Falcon in Melee can be a top tier while maintaining a 4 frame jump squat then I think players will manage.
    KneeOfJustice99
    KneeOfJustice99
    Honestly, same here. I can't see it being a massive issue if your game's balanced around that.

    Bear in mind, a ****ton of platfighters are trying to match or mirror Melee in many ways... so actively evolving the genre by doing something different is probably a good shout.
    Glubbfubb
    Glubbfubb
    Yeah, in my platfighter the wavedash equivalent is a roll that you can do as a dedicated burst movement or evasive option, you can even cancel it into a Smash/Charge Attack to perform a DACUS inspired maneuver. However the wavedash is linked to a stamina meter that fills overtime. This meter also links to other actions like enhanced air dodges and most notably enhanced special moves, and if you use to much stamina your character will give out weaker attacks and take more knockback until they can refill the stamina deficit, so there is a delicate balancing act in managing your stamina meter.
    I think I finalized the differences in physics between Smash Bros and my own game, the main changes is twofold. The first is that there is no big burst of speed when dashing before transitioning to the run, its more smooth this time around, which synergizes with my other new mobility options better. The other is the fact you can have the option of fastfalling while you are in the middle of jumping, on top the option of jumping then fastfalling, if that makes sense. Would these physics changes be any major to you guys, especially the fastfall changes.
    Anyone use Windows 11, or does everyone still use Windows 10, tell me the comments
    So my platfighter is going to focus more on smoother, more precise movement, and the mechanic of tilting the stick to walk faster is going to be more refined as is the running mechanics reflect the new walking mechanics. This may or may not mean I would remove the burst movement produced by dashing, but that allows me to make my ground speed more precise, is that a good idea.
    Bruh I didn't realize having jump tier to a button and not a joystick was so helpful until I played rivals for a bit, they don't use joysticks for jumping, and the controls are made in a way to synergize with that desicion.

    I am considering utilizing that control sequence as a base and not smash, of course, I will have my own take on it, I want to make my game not a rivals clone, but since they are THE 2d graphics platfighter, analyzing their control scheme could be a smart choice, is that a good idea?
    So I have this concept for a character in my platfighter, basically they are a heavy weight bruiser whose gimmick is they are impeccable in the front but terrible in the back, they have the worst back airs and back tilts in the game, and their gimmick is that they take reduced knockback when attacked in the front, or they have a more powerful Tough Guy but only in the front, would that sound healthy?
    Honestly a Little Mac archetype could work if you focus less on him sucking in the air and more so sucking from the back. The purpose/main rule of Boxing is to fight facing the opponent, so it would make sense for him to be weaker when attacked from the back. Maybe give him a mechanic where he gets less knockback when attacked from the front and more when attacked from the back, which if combined with general stat buffs would likely make him a more well balanced and less toxic fighter to face.
    Dr Coello Cephalo and Verlisify, two people I used to like and binge regularly, and two people I discovered were awful people, why do I have bad luck with those people. Coello was just [DATA EXPUNGED] who I friended since we shared the same opinions on game design, and I didn't realize he was... that until months later, and Velisify was a poke tuber who at first seemed like a nice counter smogon youtuber after some controversial developments during Scarlet and Violet that i later found out was a person with some... highly questionable views. I'll stop talking about those people since they represented a dark time in my life I don't want to see occur again and if anyone else tries to do these things to me again you get the block hammer.
    I don't know if this opinion is shared, but to me the ideal fighting game comprises you piercing the guard of your opponent while preventing tbe opponent from piercing your guard, an equal defense and offense, what's the issue is balancing offense and defense of each character so they won't have the abilities to stall out battles.
    The change in controls in my game compared to Smash Bros is honestly a necessity, shields are linked to the meter, and since grabbing and dodging in smash also triggers shields, I don't want to make accidental shield activations to waste meter, that is why some functions are being shuffled, to minimize these scenarios, you main have 1 button to activate your shield, so it's intentional on whether you want to activate it
    How about instead of how hard you press the button to determine if your short or full hoping, it's how long the button is pressed during the jumpsquat that determines if your short or full hopping, is that how short hopping works normally, because if it is the jump squat makes more sense to me now
    Does anyone find it weird in Smash bros that while 2 of the 4 letter buttons have unique functions, neutral and special attacks, the other 2 are dedicated to the same function, in this case jumping, personally I feel that is a waste of button, so I may elect to make one button a full hop and the other a short hop, I don't know if this is a good idea, any feedback.
    Do you guys think doing a short hop in smash is a bit TOO precise, like I feel for a such an important function, there should be more ease into determining what counts as a short hot, any ideas as to make the function easier to do, I don't want to just remove it in my platfighter
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    Janx_uwu
    Janx_uwu
    Short hops in Ultimate are based on the jumpsquat window, so it's about 3 frames, or 1/20th of a second. That sounds bad, but I promise short hops come naturally after just a bit of practice. It's definitely my favorite mechanic in platfighters, I'm glad you're keeping it.

    It was actually made easier in Ultimate, though it came at a cost. By pressing jump and attack at the same time, you can do what's called a "rising shorthop aerial" which is what it sounds like, you start the aerial as soon as you leave the ground, this is used in some combos and strings (Like in Luigi's zero to death) but is generally going to leave you more open than a normal short hop aerial.

    That seems like it would make sense, competitive players get to keep doing normal shorthop aerials, and less competitive players get to do a cool competitive thing that can give them some fun stuff to show off to friends or climb the ranks in Elite Smash. Everyone wins! Problem is, since the rising shorthop aerial is tied to "Jump+Attack", you can no longer do a "rising aerial" with a normal jump, at least not as well as in Smash 4. I've heard Greninja players had to really get used to this change, given how much mileage the guy gets off of neutral air kill confirms.

    The Beefy Smash Doods iirc proposed having "rising shorthop aerials" be something you can turn on or off in the controller options menu. That might work.

    PS - just learned from Smash Wiki that Ultimate's rising shorthop aerial has slightly less damage compared to any other kind of aerial. If you include rising shorthop aerials in your game, I don't think a damage modifier is neccessary.
    Glubbfubb
    Glubbfubb
    Yeah I am just trying a find a better windows to make proper short hops, that is my main issue
    Glubbfubb
    Glubbfubb
    You know, since on a standard platfighter controller, there are 2 jump buttons, one button can always do a full hop, while another can do a short hop, may be a bit too complicated though
    In my platform fighter I might make it so that jumping is instantaneous and snappy, no delay with jumpsquats, when you jump you immediately jump, there is still landing lag however. TBH I don't get jumpsquats in platfighters, either everyone has different jumpsquats, which just screws over the ones with very long squats, or everyone has the same jumpsquat to the point where it feels uncessary, like when I play a platfighter, or any platform, I want instantaneous jumping, since I feel more control over my character. The keeping of a landing squat already adds risk to jumping since you have to go on a cooldown to move again, but it also doesn't cause delay in how you move in the air.
    Internal Frickface
    Internal Frickface
    i thought it was tied to how many frames jump was held before pre-jump ends, unless that's only how it works for tap-jump, idk
    A_Kae
    A_Kae
    In smash, sh/fh is decided during the pre-jump frames. Release jump before the end and you get short hop, keep holding it until you actually become air-borne and it's a full hop.

    I don't think there's anything truly necessary about jumpsquats if that's how you want your game to feel, but mechanically it provides a small buffer window for "perfectly" timed rising aerials and adds a small amount of vulnerability to jumps so they aren't a free escape option, imo just feels better too. Being fast on core movement is good but too fast can feel weird. Small decisions like this have a lot of impact on how a games plays and feels to play, so it's really important to find that right balance.
    Janx_uwu
    Janx_uwu
    I've always had trouble gauging the strength of my stick taps in Smash - especially in a competitive match, it's really hard to do tilts and not smashes without something like tilt stick. I won't judge tho, this game may be a slower pace and therefore be easier to take time to differentiate a tilt and a flick.
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