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Glubbfubb
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  • So does Japanese television have different standards and practices than American TV, been watching Samurai Sentai Shinkenger, and despite being the basis of Power Rangers, already shows swearing and the drinking of alcohol in the first 2 episodes alone. Is there something I am missing about Japanese television standards?
    Decided to watch my first Super Sentai show, decided to watch Samurai Sentai Shinkenger first (known in the west as Power Rangers Samurai)
    Here is an interesting question, with how much grammar applications have evolved over the years, being trained on the same stuff as AI, would you consider grammar checkers another form of AI.
    Hot Take, the worst part of the Acolyte isn't the show itself, but the obnoxious political grifter youtubers bashing on it and overshadowing any genuine critiques or praises the show may have had.
    Okay Reddit is down, so I am asking you fine people about game design. What do you guys think is an ideal platform fighter boss fight. With a genre that allows more flexibility in boss design, I want to know what to do and not do when designing bosses for the genre. This is important since a major mode in my game is a Smash Run esc roguelike game with a focus on finding and slaying boss monsters, if you played Street Fighter 2010 before on the NES that is the general loop I am going for. What are some bosses in Smash Bros that I can research to form the best boss encounters.
    KneeOfJustice99
    KneeOfJustice99
    I think it depends on what you actually want from your bosses. In a more general sense, I'd actually say that I don't think most of Smash's bosses are... great? They tend not to give a lot of feedback when you hit them, and considering the appeal of the game is manouverability, it's kind of annoying that the bosses tend to be static or at least mostly static in nature.

    Ironically, I reckon the best Smash boss is probably Sephiroth, from the Sephiroth Challenge, for this reason.

    Obviously you don't have to have your bosses be identical to ordinary characters, though. I think finding a happy medium would be best.
    Glubbfubb
    Glubbfubb
    I actually want to provide smaller, more mobile bosses in my lineup. I intend for most bosses to feel some knockback, and some bosses will have a tell when performing certain actions where you can hit a certain part of the boss for big damage. I was also going to take advantage of the increased mobility to have more bullet hell like attributes. Thats some ideas I have, what ideads do you have?
    Okay is Sigma Busters a good name for a video game, specifically a fighting game, I named it since a major plot point of the game is the threat of a giant space ship called the Double Sigma, and characters will naturally bust into the ship, hence the name Sigma Busters, but does the name work as a fighting game. Names are hard for me if its not obvious.
    Bruh why are so many YouTubers getting exposed in such a rapid timeframe, first it was Shane Dawson, then EDP445, then Miranda Sings, then the Completionist, then Illuminaughti, then Dr Disrespect, and now Mr Beast, and a few like MoistCritical almost got killed in the crossfires. I swear to god if someone like JaidenAnimations gets exposed ill lose faith in the world.
    Here is a controversial question, do you think platform fighters cut too close to the Smash Melee cloth, or, in other words, are too rooted in Melee's mechanics to form a wholly unique identity of their own. Additionally, do you think other platfighters should strive to feel different from Smash Bros in general to form their own unique identity and therefore their own audience. Or does straying from such mechanics alienate you?
    osby
    osby
    Saying people don't like Ultimate's gameplay is a huge hyperbole.
    Janx_uwu
    Janx_uwu
    I mean, in all fairness didn't Ultimate take a lot of things from Melee, such as general movement speed and directional airdodges?

    I do think there's enough to seperate them though and I think Ultimate plays great, its faults are in preventable things like a lack of player expression (caused by how the characters are designed) and input lag (with modding this becomes a non-issue).
    Glubbfubb
    Glubbfubb
    I just feel the genre has room to experiment and branch out from Melee's mechanics. Take my game for example, it's engine is naturally faster than it's contemporaries while the mechanics allow the players to be more accurate and purposeful with their actions. There is the addition of a run button, allowing characters to better modify their speed on the fly without relying on an often sensitive stick. You can also air dash, roll, and use an airdodge to stall in the air to increase your potential mobility. Finally everyone has the new addition of a back tilt attack, 2 sets of specials, with one set requiring a special Drive Rush esc stamina meter to activate, and 3 hypermax attacks which essentially act as Final Smashes balanced for competitve play. Sure all these mechanics are experimental, but I feel changes to the core formula like this can really help the sub genre innovate and evolve rather than cater to a single demographic.
    Very odd hot take, I think Sonic Lost World 3DS is a bad game... on normal mode... On HARD MODE it is probably one of the most underrated Sonic game imo. The levels are fast-paced and exciting, and at worst, they are just a bit long in the tooth, they also made the snowball stage bearable somehow, so I will it that credit. I think no one talks about that game because you need to play Lost World 3DS on normal mode to unlock hard mode, which is a bad game, so your reward with a good game by playing a bad game.
    Do you think Sonic Lost World will ever be examined and seen as a flawed classic? I feel like I see more defenders with Sonic 06 than Sonic Lost World. I like the game, I wish Sega stuck to the style of that game instead of running the boost formula to the ground.
    What games do you feel like should be Esport, or at least played at a competitive level?
    One alternate timeline I see no one talk about is what if the Virtual Boy was made into a normal handheld console like the Game Boy, if you ignore the red and black graphics the actual visuals were essentially an in between point between the classic Gameboy and more advanced Gameboy Advanced, so I wonder what would happen if the Virtual Boy was actually created as just the next model in the game boy lineup instead of the Game Boy Color, which to me was just a console that just existed with little fanfare imo
    Wario Wario Wario
    Wario Wario Wario
    As someone who's played every VB game and read quite a bit on its history: removing the VR element and making it handheld would not save the Virtual Boy, it was doomed from the start, almost every dev working on it - especially Nintendo - viewed it as a toy and not a console; the red colour palette was closer to an artistic decision than a technical restraint (the lack of colour was a budgetary restraint, but red itself was not); the game library was just poor - even if the good games certainly would benefit from not being marketed as VR games - and 3D just isn't as major a selling point when the lack of colour was such a big complaint about, and easy mockery target in 90s edgevertising for, the original GB, and it does not affect any games' gameplay. Even if you purely copied over the aspect ratio and mode 7 stuff, and not the red or 3D or library or etc, that is nothing compared to how big a deal colour was for the GBC.
    Do you think heavyweights in platform fighters are inheritly imbalanced due to their positive traits, or are there ways to make them viable without overbearing
    ZephyrZ
    ZephyrZ
    I don't think they're inherently unbalanced, I just think they're in a tricky position.

    Personally I think its fine if they aren't top tiers. I think high mid tier is kind of an ideal spot for a strong heavy. Characters who take high levels of technical skill should still probably better but I like heavies to be strong enough that they can still reward players who are good at mind games and reads.

    I haven't kept up with competitive Ultimate for a long time now but last I was involved I felt like Bowser was in a really good spot. Maybe metagame developments as well as the inclusion of Steve and Kazuya have since changed that though, I dunno.
    Glubbfubb
    Glubbfubb
    Kazuya is the prime example of how you DONT design a heavyweight, heavies peaked with Smash Melee DK and Ultimate Bowser.
    S
    StoicPhantom
    Heavyweights are already good in Ultimate so we don't really have to wonder. The emphasis comes more on the game mechanics themselves as opposed to character traits when it comes down to it. Ultimate is much more advantage focused than other games so heavy weight and KO power is more valuable than say Smash 4 where neutral played a much bigger role. Even Ganondorf is better than people claim it's just that Smash players refuse to learn to play defensively.
    Do you think Smash 64 needs a new tier list, there hasn't been a new one since 2015
    Let me post this random psychedelic mind melter that is also a music video promoting a dogwater platformer called Top Banana in the middle of the night on Smashboards, people will definitely feel something.
    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
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