just did a few things today on the jam game. blocked out a level, made some effect bits, a few new sprites. i'm trying to save a bit of energy for a final push on my next day off so i'll just be doing things to set up for that until then
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after you set up a guy in a game it’s crazy how easy it is to change a few numbers and make what feels like a totally new guy. that doesn’t account for content like art and stuff, but from a purely programming side i can just make a mess of guys! 245,000 guys…
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spent all day animating. still have a single animation that needs to get done, the boss, and a few fx, but everything else is done. i’ll be spending the next few nights on levels and i’ll finish up the last bit of animating on my next day off. close to done, should be just in time for the deadline
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i think he's just on something
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squash the lattice on one axis and then rotate the model, it does wild things with the light
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that's the thing yuh know, it is entirely built around it, they didn't just change the physics for no reason and that's the reason i can let it slide. as much as i would like to see a version with jsr physics, i do think it would have to be a very different game
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the company that makes it exclusively make those types of games, it's a shame
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also if bombrush didn't exist we wouldn't have this masterpiece: youtu.be/iy9Zoda2_p8?...
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i'm trying to pace myself with it so i don't consume the whole thing too quickly. i was surprised by how good the story is too
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go play jsr! if you like bombrush you will definitely like jsr and it's like 7 bucks on steam
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this is an incredibly minor gripe though, i absolutely adore the game
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pile of something that designers call 'pain points' or was worked out by focusing too much on playtest data or something. it works for this game, especially with the combo system and upside down rails and stuff, but i would love to see a version where the jsr style physics were implemented
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the one problem i have with it is that the character has no physicality to it whatsoever. you can go from 0 to 100 on a dime, which is not a bad thing, but i do think it's worse than something like jsr where you needed to build speed and consider the terrain. i feel like this got thrown into a-
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i originally wanted to interrogate this question i had about why they had a modal switch in these games for the graffiti, but after actually using it, seeing how quick and impactful it is, i genuinely love that aspect. it doesn't interfere with gameplay as much as i though it might
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i played through jsr, i couldn't get jsrf working though so i'm playing bombrush cyberfunk and i love it fr. i can't believe they managed to make a new soundtrack that rivals the original and the combo system is such an elegant piece of design. the second jump is great and i love the boost too
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jet set radios problem is there is no dog characters
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it's fucking hard, i believe in you dude!
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i wish zenless zone zero wasn't a 'give children gambling addictions' type game. it has a super nice, cohesive style, it's character action which i love and the music is great, it doesn't look like it's a AAA game from this decade besides the fidelity. just sell me a fucking video game though!
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aint that the truth
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Ignore and DM's with this shit. There's a bad commission bot trying to scam people going around.
Got 3 DM's from different accounts already
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bombrush cyberfunk is really the sequel you're looking for tbh
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i don't know if it's smilebit but they are making a new one. i don't expect much from it, they've already shown how it looks and it's ugly as hell so i can't imagine the rest of it will be anything
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charlie is modded in actually, there’s also stuff like sonic adventure levels and funny meme graffiti. it really does seem very easy to just mod in whatever
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he’s in jet set radio as well! you can play as pots, he is also a very late unlock in that game so i’d never seen him
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ty!
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it’s very good so far! a very natural evolution of the jsr formula and the soundtrack rivals the original
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maybe but that's a different game, but it turns out you can play as pots in jet set radio as well! he's just one of the very last things you unlock
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bombrush cyberfunk fixed this by adding charlie from smiling friends
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jet set radios problem is there is no dog characters
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kobolds in space
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also it may seem weird to say that i didn’t have much time but designed a bunch of characters, but i’ve been thinking about how i want them to look since i started. it was really about just getting that information down
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the more i use trenchbroom the more i love it, it has everything i want a level design program to have and it keeps it all super simple. i’m not doing them this time but i’m excited to try trimsheets and nice baked lighting for my next game
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i didn’t have a ton of time for the jam game today but i managed to design all of the enemies and their key poses. i’ll be spending my next day off animating them. tomorrow i need to program a couple of small things, but after that it will be level work, maybe making textures
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i’ll be doing another test soon, but most of what’s left is just art and levels. which is good, because i’ve only got about another week
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i got a lot done today on the jam game, but the biggest thing was working out a mechanic i’ve had since near the beginning that i could not get integrated. when i started viewing it from the clarity angle i came up with a solution really quick that made it feel better to use and easier to understand
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robot!
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jsr only uses it for larger graffiti which means it’s less frequent, but it honestly feels like an even bigger interruption because i’m never sure which ones are which, there’s no indicator for it. still though, i do like the inputs they chose at least, it really goes with the motion
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for a game that does the same concept right check out deeprock galactic
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it doesn’t matter what it set out to do, it’s a critique of capitalism from a viewpoint of someone who is immensely privileged by it and so wants to believe that the only thing that needs to change is something simple and individually actionable, like replacing a single person in charge
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i think this works better for jams specifically, because nice art is sort of a luxury in jams. the most important thing is a good game, but part of a good game is being clear about what you want the player to do and what all they can do and clarity leads into art very naturally
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there are panels you can shoot in the environment to open doors that need to be clear before you reach them for instance, so i also made some art for that. the ui is mostly done now but i still have quite a bit of clarity related work to do. one mechanic has no visual at all right now for example
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i’ve been trying to think of ui as less of just number output and more about clarity, and just one part of clarity at that. so today i did a bunch of stuff to increase clarity, some of it is ui but it’s also about adding art that will help visually separate important things in the environment
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"Bill!"
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robot!
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by modal switch i mean that the mode of play changes, your controls do something different than they do during normal play. in this case you have to use the stick you usually move with to input commands that fill out the graffiti
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i'm going to complete jsr, jsrf and then play bombrush to figure out which of them works better, but i really can't imagine a modal change working better than the simplicity of futures system where you just have to hit all of the marks. maybe tho!
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now i play jet set radio. i started playing it because i saw that in bombrush cyberfunk there is a modal switch for graffiti and i wasn't sure why they would do that, much to my surprise it was because the original jsr had a modal switch too. future didn't, and that's what i was remembering
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i also figured out how the levels need to be built, they need to be small with lots of bends and breaks, flat for the most part but with lots of objects for enemies to stand on at different heights. it's like a weird high speed version of skeet shooting
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i was there and i don't understand it tbh
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also it supports 4k!
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