Profile avatar
simoncarroll.bsky.social
American nomad. Lived in every corner of the USA. Draws and makes 3D stuff. AND Here's a comic I made with my barb and my goblin a while back: https://www.webtoons.com/en/canvas/barbs-bounty/list?title_no=795027
185 posts 226 followers 53 following
Regular Contributor
Active Commenter
comment in response to post
Understood. I'll have to add armored undies to address this weakness.
comment in response to post
Bear is on the list!
comment in response to post
Ooh I like that, nice!
comment in response to post
I pray to God every day that I will never have to face a moose.
comment in response to post
I didn't expect this game to be so bloody!
comment in response to post
And yeah you're right, making the dashes really big would be an option to tone down the precision and difficulty, but i think I'd like to try and other alternatives while keeping this as a backup
comment in response to post
need to dodge and what direction to dodge in to get it work. And that aspect needs to be better communicated by me to the player so they aren't left fumbling in the dark.
comment in response to post
So that's an aspect that I actually don't have to worry about. In its current interstation, if the enemies sword overlaps with your body it counts as a hit. So when you dodge you can actually see that the sword missed you, and that part feels pretty good. The problem is figuring out when you-
comment in response to post
🦌
comment in response to post
amount of time testing different dodges and timing. So I would say when I return to the barb I will have to spend some time really thinking about how to make things clearer and more easy to intuit for the player. In the current set up it could very easily leave people really frustrated.
comment in response to post
Well, hmm. I think the biggest issue with the barb was that I was trying to be too special. I was doing too much and trying to break the mold with stuff like no i-frames and directional dodging, and it made the rules of combat too unwieldy. Like to hard to figure out unless to spend an ungodly-
comment in response to post
You are too kind!
comment in response to post
Thank you!
comment in response to post
True, but in his case he was drippified after the raising.
comment in response to post
Looks solid to me! The only thing that I could even imagine improving upon is making that gummy wall look more part of the environment, but I'm sure that's on the way.
comment in response to post
Wow you must move really quick then, either you while playing it or your character. Personally putting levels together is my greatest adversary, so I find what you've made here very impressive.
comment in response to post
Wait wait, this is ONE level? It looks absolutely ginormous
comment in response to post
Yeah that sounds like a pretty good foundational idea. But as a game progresses and the player gets better at doing the right thing, to keep pushing em making the timing more precise can be a good addition.
comment in response to post
I looked that up and I love the aesthetic! It actually gives me more ideas for visuals, so thank you for the reference!
comment in response to post
Righteous
comment in response to post
This guy is the definition of COOL
comment in response to post
Oh boy, he wouldn't appreciate hearing that... But I do! So thanks!
comment in response to post
For sure! I generally have a hard time sticking with one thing long term cause im constantly getting excited about doing different things. So I get what you mean about switching stuff around. And that's a nice setting, seems fairly novel to exist in an era of recovery, I like that!
comment in response to post
Oh my bad I scrolled back to your first message, and you already said you were only experimenting
comment in response to post
That's interesting, I didn't know there were specific size limitations for sprites. But given that rpg maker has a very specific look that makes a lot of sense. And that's awesome! I love fear and hunger! Are you planning on making yours a dark and brutal experience too?
comment in response to post
They are so cute
comment in response to post
If I can figure it out I want to give him reddish cheeks after too many slides.
comment in response to post
I love that the proportions are realistic. I can't think of an rpg maker game where the walking guys weren't in the big head teeny body style.
comment in response to post
The green filter one would be my first choice off just gut reaction
comment in response to post
Impact on that third attack looks really satisfying!
comment in response to post
That's great! My worries that I made him move too much have been quelled, thank you!
comment in response to post
Appreciate your input!
comment in response to post
Even if you didn't fix it, it would feel pretty normal considering the rest of what's happening in this office.
comment in response to post
That's a good point, I didn't even consider the looks of the matchup. I was only focusing on the player's animation and added the skeleton to make the new clip more comparable to the old one.
comment in response to post
The original for reference.
comment in response to post
in idle or walking loops, but I actually don't know how to layer a stagger onto him when he's mid anim montage attack. I've tried a few things in testing but they don't look right. Do you have any ideas? I'm in unreal, by the way.
comment in response to post
Oh believe you me, I know all too well that the player barb's punches need an upgrade. I am planning on tackling that in the next couple of days actually. It will definitely have a quicker impact at the end like you suggest. And for the enemy? So I know how to give him stagger anims when he is--