• 2 Posts
  • 25 Comments
Joined 1 year ago
cake
Cake day: June 20th, 2023

help-circle



  • Is the culture of Rust/Cargo getting as bad as JS/NPM these days

    Thanks for saying it.

    When I see some rust projects, they looks like they where managed by JS devs (“1 need, 1 package”) that want to do compiled language… The amount of dependencies can be utterly insane.

    For me, it mostly means rust have a strong package system, not that rust have good devs.

    I’m doing Python at work and you have to use a many pypi package for financial reasons (yet, I restrict myself as much as possible), but seeing this mindset is scope specific open source project is crazy.

    All of this does not means all rust (or JS) devs are bad, its just a consequence of bringing code to the masses: Its a good thing in many way. Lets acknowledge this and not being impressed by badly engineered dependency choices.







  • Haha, a PA fellow here!

    PA is very cool when you find players matching your skills. I have good memories of 4V4 games, when both teams synchronise to puts players with the same level at the same starting location so everyone have fun.

    It does not have that much soul, IMHO, and performance problems when games stands too long on multiplanetary systems.











  • Because Rivals 2 add grabbing, there will be shields (at 0:41, you can see Maypul using it), and so, parry too.

    Depicts peoples asked to keep the Rivals of Aether DNA (very fast combats) and not add grab/shield, Dan’s (the main dev/designer) thought it add more depth to the fight (and, I suspect, lower the bar of new players and Smash players because you could simply be destroyed in seconds if you were not prepared in original one). While it’s sad to see a specificity of original game removed, I think he is right and this choice will push its IP further.

    Ah, and of course, rollback netcode written from scratch. I mean, rollback netcode written from scratch on a second iteration of a beloved platform fighter.

    I’m so excited!


  • Maypul is my main on Rivals of Aether and I’m in love with this one. I was not that much impressed with other characters (quite the opposite TBH). Yet the attention to the details, the augmented moveset and the poses of this Maypul are really impressive: She is fun to watch and looks fun to play.

    It’s hard to say just watching the moveset, but it looks like area of ground attacks is big. Combined with the speed (the Maypul signature) I have the impression she’s really deadly. In original Rivals of Aether, Maypul is not a strong damaging character, but a very fast and hard to manage one.

    The new multiple plants push her power further. Puppy seems to be the most technical and it will create some epic tournament moments, IMHO, and the edge one will make her off stage management more dynamic. In Rivals of Aether, its off stage is deadly, but at a particular angle.

    I also realize she have a smoker badass almost quiet voice which is totally on par with the description (she protects the forest and talk to plants). It’s so well made and integrated I actually not even notice it at first watch! Keep in mind indie fighting games often fail on this (voices can be… well… bad and repetitive).

    It’s a VS platform fighting game, it can’t be balanced at launch before many patches. But it will be an instant buy for me.


  • The previous blue was chosen based on how it appear on TV. The old blue (the one on the photo) appeared too dark. They put the blue back to how it was originally. I think there is a Wikipedia page about it it’s super fun to see how French flag change totally in the decade after La Révolution.