heck yeah! it can be a bit tough at first but you'll get it!
heck yeah! it can be a bit tough at first but you'll get it!
I'm not sure how dm works on bsky I've never gotten one, but I followed you
if you have any questions feel free to DM me, I may or may not be able to answer all of them though!
thank you kindly!
I'm aware most people say g'dough but internally in my head I only say go-dot, can't help it, and I think it sounds way better
that'll do it :) thank you!
thank you kindly!
thank you! and yeah when I was playing FO3 back in the day, before I knew how to gamedev, I sorta intuited that when you chunked a dude the normal guy was being replaced with a physics object in a sleight of hand trick, and that's how the death ragdolls in my games work now too
bounty hunters aren't a big part of this game. Though some background lore overlaps with GS, particularly as it pertains to androids, but it's a new story in terms of plot/characters.
charging ultimately has to do with timing/spacing, like most games. And circumstances with stats/gear can lead to some hyper armor existing. In this case I'm just testing things against inactive enemies
lol, that's funny. I actually do plan fishing for TSS, oddly enough. It was originally planned for my previous game but I became so time pressured that it fell by the boards.
if you make a sensible skin solution to swap in different looks for your weapon, then adding more weapons isn't exactly "hard". the hard part is adding entirely new melee animations. So for me, adding a new weapon archetype is hard, adding a new weapon of an existing archetype is not very hard.
the weapons go by archetype. right now the only archetype that looks presentable for the public is the basic two handed, as seen here. I plan a couple other archetypes though, including Large Weapons (which are larger and slower and stonger).
Demonstrating in a test environment a high impact mace weapon that can send enemies flying. #gamedev The methodology of enemy deaths is similar to my previous game GS, but more advanced. Its original inspiration is actually fallout 3! #metroidvania #actionrpg
lmao what on earth
yeah, stuff like this will be fun to do later
I agree, thank you!
while not every game has to be the same, my view of games is that they're not just a story or an experience, they're kind of a toy too, and I try not to forget that
right now it's just this, but on the pile of things to do (and it's a big pile) is a range of context sensitive actions, including secret conversations if you do it near certain npcs
thank you very much!
thank you! ๐
it's a game I'm working on called The Silver Sun. I previously released a game called Ghost Song. Thanks!
So there's a "chill" button on the controller and on pressing it you just kinda hang out. #screenshotsaturday You can then use the right analog stick to do stuff, like move your head around. Yes, I have my priorities straight dev-wise. Thank you for noticing! #gamedev #metroidvania #actionrpg
haha, sheesh
haha, that's awesome
In Ghost Song -- this is never mentioned in game and I've never seen anyone do it -- but the Sprinkler bombs can be directly controlled by the right analog stick if you hold L2 down. I made some odd decisions lol #gamedev I wonder if anyone ever stumbled on this on their own. #metroidvania
thank you very much!
yeah, takes a bit of elbow grease haha. thanks!
thank you!
Kill all clankers. Never before has this been more relevant. #screenshotsaturday WIP demoing some destruction stuff. Sword type weapons can sometimes cut enemies clean in two! #gamedev #metroidvania #animation #actionrpg