"Loving tough and scrambling hearts with indie dev M. Paul Weeks"
Chatted with @mpaulweeks.com about Scramble Heart City and the trials and tribulations of indie FG development. Check out the next playtest this weekend!
www.patreon.com/posts/loving...
Posts by CMZinac
ST Honda mirrors are pretty funny.
In case you missed the announcement and amazing trailer, Makai World Cup 2026 will be joining @sq.ncfgc.org in Durham, North Carolina on October 3rd-4th!
We'll be there to bring you some of the best VSAV action in North America!
Registration goes live on May 8th!
Iron Galaxy Studios: "A number of teammates and friends are losing their jobs as we adjust to a new company structure" www.gamedeveloper.com/business/iro...
Btw we have one of these chains in our town.
Hey I was in Nakano yesterday.
Come work with me and my very nice Australian friends
I'm not really looking for anything permanent. Of course I'm always open to working with the right team for longer.
Can even take on porting work since I have experience with NS/PS4/PS5/XSX/XB1 Steam and EOS. Experience implementing cross play on all these platforms as well.
Just gonna reach out again to see if anyone needs an extra hand for Unreal support/Netcode/lobby/character action and controls/fighting games.
My cost of living is pretty low and so my rates are reasonable.
Math has ruined the fighting games (I am only half joking)
It's been two months since the layoff and I have been writing up a storm! But social channels are unreliable, and I don't do algorithm bait, so please make sure you can keep up on my work by signing up as a Patreon member (free tier is fine) and you'll get it in your email.
patreon.com/pattheflip
I had the pleasure of working with this man. Didn't even recognize him at first because he didn't have the dreads. Funny guy.
Ignoring all other issue with root-motion driven movement (such as walking), anyone find it never quick feels *right* compared to just programming the dang thing? I have some theories on why, but wonder if anyone else has this experience.
I myself had the same thought last night
It's the build in media viewer plugin I believe. You can apply any viewport and image to it.
Then I can immediately take it to test in after some action setup.
Here's my simple workflow for blocking in actions.
And they are again suffering from not invented here syndrome by not adopting dear imgui in favor of their own solution which likely will become abandonware.
Honestly after 10+ years of Unreal it's fatiguing to see how little tools customization support has improved considering how much money has been thrown into other things. Whatever happened to text based assets?
Since those "tourists" never were invested into the these games, meaningful conversations were basically impossible.
This feels kinda similar, but not exactly the same. I used to have so many conversations with "drive by designers" who did not play fighting games trying to tell me what fighting games need.
bsky.app/profile/patt...
"The C stands for Consumer"
On the new(ish) wave of consumerism in fighting games, how the tone of the conversation has changed, and tips on avoiding tourist traps. Another reminder that talking about fighting games and playing them are two separate hobbies.
www.patreon.com/posts/c-stan...
Hi hi, Dear ImGui 1.92.7 is released!
50+ changes (e.g. tables reworked columns freezing with hidden columns, reorder from context menu, webgpu for emscripten 5 & wgvk native, nav keyboard/gamepad to open context menus, & many fixes/improvements)
github.com/ocornut/imgu...
Freeze works again. Guess I need to work on supporting material parameters so you can visually tell.
They are also using hit slow here, which does help to improve the impression of cutting in cases where weapons do have hitstop at the location of impact.
So this video is what I'm kinda talking about with cutting attacks feeling more like blunt attacks. Probably works for smash because the normally zoomed out camera, but the large hit shake also fights against the "clean cutting" feeling I'm discussing.