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Glubbfubb
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  • To you guys what makes a solid patreon for a game designer, how can I entice people to subscribe to me to help with the development of my game
    KneeOfJustice99
    KneeOfJustice99
    If nothing else, I recommend regular development updates. If people are donating money to help with the development, they'll want to see what that money's going towards - too many projects like this get half-finished and abandoned with everyone's money vanishing with it, so people are naturally going to be skeptical at first.
    I don't know if this has anything to do with some algorithm but I just blocked 13 accounts in Instagram that post nothing but barely SFW content, all because I follow Pokemon artists and liked a few anime memes. TBH i might delete the app because I am trying to cleanse myself of brainrot and these barely SFW image accounts are part of a bigger issue with algorithms. Sorry for tangent, nothing wrong here just... REALLY annoying that I can't like certain stuff if it risks my feed being flooded by this rotting content, sad really.
    Okay I need all the niche game players out there to tell me some indie fighting games that have good online play, and I want to know HOW they got this online play. I am concerned that my fighting game will be unable to afford servers, since they can cost on average 100$ per month to maintain, which I clearly can't afford if I don't have external ways to pay for content like microtransactions. Really need help on this, is it possible to have a varied online experience with P2P servers or something.
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    StoicPhantom
    I mentioned before that dedicated servers don't benefit fighting games and P2P is fine. What you're looking for isn't something physical but more so based in the netcode itself. Good netcode is more about improving perceived experiences not removing the latency inherent to the internet itself. Different games have done it differently and it depends on subjectivity more than anything.

    Some have deliberately delayed input offline so that it matches the experience online. Others have implemented delay-based netcode so that all players are delayed until a universal timing can be achieved. And still others have implemented rollback netcode where it attempts to predict what the player does and rolls back the game to the previous state if it fails and implements what the player actually does. And I'm sure there's lots of other tricks done that we aren't privy to thanks to legal roadblocks in viewing proprietary code.

    Sorry, but there's not really any shortcuts around this topic. I'd suggest studying how the internet and P2P works and then figuring out what makes the most sense for your game in terms of mitigating latency.
    Random question, how do you guys like Street Fighter 2010: The Final Fight, has anyone played it before, if so do you feel like it should have a spiritual successor in some kind?
    Pick one of these animal combatants to protect you, the rest will jump your selected combatant. Tell me in great detail why you chose them.

    Perry the Platypus (Phineas and Ferb)
    Terence (Angry Birds)
    Cocaine Bear (Cocaine Bear)
    Donkey Kong (Donkey Kong)
    Jake the Dog (Adventure Time)
    If your a Plants vs Zombies fan, check out this cool dude, he has been making beautifully animated plants with cool abilieis, much better than what PopCap is making.
    One last vaguely lucid question asked during midnight, who are the guys responsible for naming all the music genres, Crunk, Snap, Japanoise, Catholic Psychedelic Synth Rock, lowercase (yes in all lowercase) Vaporware... these are all the names of actual music genres, I am not lying.

    I am surprised no one has tried to replicate Rayman Legends' challenge mode, because I feel like its the gold standard for challenge modes in platformers. There is a variety of challenges available of various difficulty levels, from collectithons to survival to races. There is also the choice of doing smaller daily challenges or committing to a giant weekly challenge for big rewards. I feel like if a game like Smash Bros were to use this challenge mode, it could be expanded greatly, a challenge could have you be forced to survive an endless enemy arena using a specific character or try to get the best score in an endless target test, there could be a ton of possibilities. I may add this mode to my own platfighter's online mode, since I feel it gives a lot of continuous retention.
    I figured out the lowkey most terrifying power, the ability to have full control over every aspect of cheese.

    Think about it, cheese isn't just dairy, it also contains fat, salt, and bacteria in its ingredients, so you can essentially make someone lose their body fluids instantly.
    Anyone feel that the modern stands in Jojo's Bizarre Adventure feel more like SCPs, not that is a bad thing, I just feel like the newer stands like Milagro Man and Sugar Mountain Spring just give off that vibe
    KneeOfJustice99
    KneeOfJustice99
    I think that's a pretty awesome element of "modern JoJo" in some ways
    I've personally held a belief for ages that Araki discovered Wikipedia midway through writing part 6 and never really looked back? Hence why a lot of the abilities going forward are a lot more esoteric in some ways.
    That said, userless Stands are such a cool thing to work around and really shake up the formula in a cool way that automatic Stands aren't quite capable of. Les Feuilles is a good example of this in my mind.
    Glubbfubb
    Glubbfubb
    Yeah I feel part 6 was sorta a traditional phase for the franchise, as we had a mix of tradtional stands like Stone Free, Diver Down, Planet Waves, but there was a lot of esoteric stands too like Dragons Dream, Foo Fighters, and of course Heavy Weather, I'll tell you if Dragond Dream was a Part 7+ stand it would not get the hate it deserves

    Userless stands are also not a new concept, stuff like Anubis, Cheap Trick, Notrious BIG, Chariot Requim, and to an extent Stray Cat and Foo Fighters, have been around since the beginning of stands
    Tomb of the Mask is the best game of all time, you can move and collect coins, which is the point of video games, we should spread the word on this game, so the company behind it can collect 1 Tombillion dollars, #TombSweep
    I have been thinking of an alternate timeline where instead of crossing over with the X-Men since Capcom had the rights to Jojo's Bizarre Adventure at the time, they made Jojo Vs Street Fighter, and that evolved into its franchise called Jump Vs Capcon, which I feel would have more longevity than Marvel Vs IMO. I wonder what kind of roster you would have formed from that, though I do predict you would see the Mega Man Zero version of Zero over the X version, and you may see Megaman.EXE and Asura as playable characters since they fit with Shonen Jump's general aesthetic. What do you think?
    KneeOfJustice99
    KneeOfJustice99
    Honestly? That sounds really interesting. It'd be cool to see how that'd evolve with time to be honest, especially when it comes to stuff like the first Jump vs. Capcom's assists or whatever. Fantastically unique concept, too!
    Glubbfubb
    Glubbfubb
    I imagine Jump vs Capcom 2 New Age of Heroes to have its Jump roster be one-third of both Jojo and Dragon Ball characters, Jojo would focus on Stardust Crusaders since it is the most iconic part, and Golden Wind/Vento Aureo since it is the newest part of the time with some Diamond is Unbreakable characters in there as well. Meanwhile, Dragon Ball will be an equal focus between OG Dragon Ball and Dragon Ball Z. The rest would be smaller Jump franchises such as Yu Yu Hakuzo and Rurouni Kenshin. The Capcom roster would be mostly intact, though I predict SonSon would be a series staple alongside Zero and Strider Ryu due to having a similar aesthetic to Jump's lineup. Also, BTW this SonSon is canonically the granddaughter of the original SonSon from the arcade game.
    D
    darkvortex
    Possible you end up with a longer franchise than marvel vs, but with each jump franchise being creator owned you likely end up with big cuts between games. I think it would be interesting as you would be able to chart a real evolution (one piece and naurto wouldn't be in till the mvc2 analog at the earliest but would likey dominate the roster by 3)
    How take, the most forgotten Street Fighter character is Remy from SF3, he never appeared in a future game, but unlike the other SF3 exclusive characters he doesn't have any ironic fan base to him like Twelve or Q
    Do game developers usually pay artists and music makers through one time payments or residuals?
    If I even license my fighting game for big tournaments, would it be fair if I just ask for it to be official the tournament organizers just need to give my team a 20 - 25% profit cut, about how would you say would be fair?
    KneeOfJustice99
    KneeOfJustice99
    I think it'd depend on what kinda vibe you wanna go for with your licensing agreement. I'm not exactly clued in on how licensing works in the fighting game space, but it's worth noting that - considering the amount of competition in the space - it might be better not to. Don't take this as gospel though, this one's a shot in the dark from me.
    I am weirdly obsessed with G from Street Fighter for some reason, I do not know why.
    Does anyone have odd ideas for guest characters in fighting games. I talked to a friend who after watching the trailers for the Hazbin Hotel series thought that cast's style would fit perfectly into Skullgirls, and predicted Moxie and Millie from Helluva boss were going to be guest fighters as some sort of duo stance character. Of course that never happened but it did make me think about that choice in character, I think they can work too personally.
    psb123
    psb123
    Appa and Momo from Avatar the Last Airbender in the next Samurai Shodown game.

    KneeOfJustice99
    KneeOfJustice99
    Probably my most bat**** suggestion for the context of the game it'd be in, but I reckon Alex Rider could be a very fun candidate for JoJo's Bizarre Adventure: All-Star Battle R... even if, ostensibly, I can easily agree with an argument that it doesn't make sense.



    For context, Alex Rider's the main protagonist of the YA book series by Anthony Horowitz which is essentially a series of spy thrillers. Araki, however, was commissioned to illustrate covers for the series' Japanese release, as well as internal sketches (which I think was in around 2007?) And, I have to say... Alex's designs as seen both in his sketches and covers look fantastic, plus, it'd be kind of wild to see someone that different in the roster overall. After all, a young British spy would really feel different to the rest of the cast, but still has tons of potential to feel... JoJo-esque, if interpreted correctly.

    I picture him being akin to Baoh in that he'd have a completely unique moveset style focusing on an evasive trapper playstyle using various gadgets. A sort of "get into and then out of trouble" vibe feels like it'd fit his character well, and I think the only other characters that come close to that playstyle are Trish and Wonder of U, which don't really do it in the same way either.

    Like, obviously there's a ton of more fitting guest fighters, whether you turn to his other actual works like Gorgeous Irene or to other series that follow in JoJo's footsteps in some way, but... man, my childhood experience of being slightly obsessed with these books for a few months needs this.

    And hey, on a tangentially related note - more book characters need to end up in games, dammit! It's a hugely underrepresented market, and you know damn well that half the population of the United States would go absolutely berzerk if someone from Animorphs was added to Mortal Kombat or something
    Hadokeyblade
    Hadokeyblade
    One of my bizzare dreams in life is too help make a fighting game and convince the rest of the hypothetical team to put in the most bizzare and random guest fighter we can think of.

    Like Grunkle Stan or something.
    How can I balance the fine line where I want people to buy DLC Fighters in my fighting game while not having said DLC Fighters run around the meta. My idea was not to have DLC Fighters, instead have most fighters just be added in updates and instead have the DLC be stuff for like skins and new taunts, but I feel like that type of stuff is not something people would buy.
    Glubbfubb
    Glubbfubb
    Okay, that sounds like a good idea. My idea was when the game becomes big enough to commission famous Dubstep artist Waterflame (that guy who made those sweet tunes from Geometry Dash) to make remixes of all the stage themes.
    KneeOfJustice99
    KneeOfJustice99
    Sounds cool! Hell, even if you couldn't do that, charging something like 99 cents for remixes of the character themes to switch up the game's style could be a lot of fun - whether you were to go with a dubstep style, chiptune, jazz-funk, etc. Obviously you'd need music in the base game handled already before that though, so you might wanna check how you'd handle that (in terms of licensing and the like, just in case you'd need to get the original composer involved for rights stuff.)
    Glubbfubb
    Glubbfubb
    On the crossover idea, one of my friends is doing a Clash Royale-like game, and if both of our games are going anywhere, we were going to do some cross-promotion.
    I don't know how everyone else feels about it, but I feel Sora's Spell Cycle Neutral Special is one of the most well-designed moves in the game, you have three different but distinct moves at your disposal, but to use them all properly you need to know to best cycle through the spells you want, which therefore means you need to use all 3 spells the best of your ability. I don't know it's just a very solidly designed move and something I quite like, even making my own version of it when making one of my own Platfighter characters.
    I had a random dream last night where Arc System Works was sick of waiting for a new Capcon Vs. game and announced Guilty Gear vs Jojo's Bizarre Adventure, which harkened back to Guilty Gear's 2D roots while maintaining their modern designs, all the while combining mechanics with the Heritage for the Future fighting game. They also made a oddly big deal showing off the playable debut of Buford from Part 1.
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