PokeVideoPlayer v23.9-app.js-020924_
0143ab93_videojs8_1563605_YT_2d24ba15 licensed under gpl3-or-later
Views : 206,307
Genre: Gaming
License: Standard YouTube License
Uploaded At Aug 10, 2024 ^^
warning: returnyoutubedislikes may not be accurate, this is just an estiment ehe :3
Rating : 4.97 (192/25,569 LTDR)
99.25% of the users lieked the video!!
0.75% of the users dislieked the video!!
User score: 98.88- Masterpiece Video
RYD date created : 2024-11-08T21:17:38.216458Z
See in json
Top Comments of this video!! :3
I also find that the fastest way to find the best value for something (and is extremely helpful for a higher lower sort of thing,) is to get the two most extreme values, then if you choose the middle number and see if it’s too much or too little and you choose the in between for the middle number and the extreme you want it closer to and repeat this until you get the perfect value. This is also one of the fastest ways to guess proven by maths.
144 |
I know I’m exposing myself as a theatre kid here, but the principles feel similar. I remember almost every director I ever worked with or around almost always wanted the actors to overdo it so they could rein them in. It’s easier to get a person to do less once they demonstrate they can do more than it is the other way round usually. Often what the actor thinks is “too much” really isn’t.
What a dev might initially think is too much for a game might end up becoming a huge draw for players, or you might find somewhere you can use it, like the flurry attack here.
191 |
I think a new frame during the flurry rush animation will help make the move look more smooth, Since when isadora does her slash big slash because its so fast it looks like the sword just appears from the ground to isadora holding all the way up in the air. I think adding it will make the flurry’s rush make the sequence of attacks look and feel more satisfying to pull off.
I hope make sense.
58 |
There's a coding method I was taught called "A lion in the desert" (Possibly based on "How To Catch A Lion In The Sahara Desert") which basically states that you have to try a value that is definitely too high, or a value that is too low and split the value in half over and over until reaching the desired result.
Basically, you set it to the unreasonable 300%, then you try 200% (assuming we're only considering what we're adding over 100%) and then 150%, then 125% and so on. And then if the added speed doesn't feel like enough, you go backwards. For example, if 200% felt like too much and 150% feels like too little, you'd try 175%.
13 |
One other way to do tuning is to crunch the numbers to make sure they are meaningful.
If something attacks every 2 seconds and dies in 4 hits, make sure your upgrade pushes your attack speed enough that you can fit 4 strikes in that window.
It's not a good feeling when you get a 5% upgrade but it doesn't change the gameplay except for some edge cases, like making boss fight go 5% faster.
5 |
That’s so true, I was testing my brick breaker game with no damage and then with every bounce the main character would get faster, after a while they went through stuff because of how fast they were and then I got the idea of a skill that makes you go lightning fast and go in a straight line without bouncing on enemies until you hit a wall!
3 |
@InboundShovel
3 months ago
Wishlist Isadora's Edge on Steam!
store.steampowered.com/app/3125320/Isadoras_Edge/
And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadora…
Thank you!
206 |