#the fighting game tutorial
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shawnthebro ¡ 6 months ago
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It’s time to have a fully functional camera in code. There are very few things remaining. Let’s keep working on it!
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bixels ¡ 1 year ago
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Splatoon 3: Side Order is good, but not great. I still highly recommend it, but if you care about the story, you're going to be disappointed. Quick review: spoilers ahead.
Side Order was the devs experimenting with Splatoon's gameplay loop. The campaign is a rogue-like, and it works amazingly well. Super fun, super challenging, building my deck and fighting through challenges with the stakes of resetting really scratched an itch in my brain. They did a great job with it.
Unfortunately, I feel like priority went to game design rather than story. Much of the mysterious artwork we saw in the first teaser trailer was completely unused; turns out, all of that was just concept art that never made it into the final product. Side Order failed to make me care about what was happening. I don't know why the protagonist had to be Agent 8; it could've been anyone else and the story would've worked the same.
Octo Expansion was the absolute peak of meshing story and gameplay. The campaign's hook is insanely strong; we immediately empathize with Agent 8 because we know from previous lore that octolings like her have been trapped underground for all their lives. We care about her fight to the surface because it's a fundamentally ideological fight for freedom. The plot stuff about Tartar and the Thangs is just nice set dressing; 8's fight for freedom is the real story.
There's none of that in Side Order. I don't particularly care about Marina's metaverse, even if it's tied to Octo Expansion's story. I don't know why Acht is there other than backstory stuff. It really feels like 8 is just told to do something and she does it because she's the protagonist; she has zero personal stakes or motivations in the conflict. This is a story blunder the devs did in Splatoon 3's default campaign––forgetting to give the protagonist a personal reason to fight––that I hoped would be fixed here, but alas.
What makes it worse is that the gameplay and story progression are completely out of sync. I beat the entire game on my third run in 4 hours. With each run, you get up to two keys to potentially unlock bits of story. That means you'll get about one piece of the story every two runs. There are twelve pieces of the story; I got the first and then beat the whole damn game. Now I have to go back and grind to see the remaining story when I've already beaten the final boss and resolved the conflict. I missed the entire story because I never had to reset because I blazed through the gameplay! It's just a real shame that I experienced everything without knowing... why it's happening. The final boss had me asking myself what the hell is going on because I don't know the backstory at all.
Again, I still really recommend. The devs did a great job, but Side Order remains in the shadow of Octo Expansion's incredible success. Like the default singleplayer campaign, there's just a lot of lost story potential here that, while not necessary, would have really elevated this DLC into something amazing.
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rowanisawriter ¡ 1 month ago
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is evreyone aware of the polish undercut + adventurers beard combo .
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sleepy-crypt1d ¡ 3 months ago
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Say what you will about cry of fear but I will never get over how good the book Simon fight is. How perfectly it puts you in Simon's shoes, how quickly your entire perception of the game is twisted and you are forced to adapt to entirely new controls and movement to survive.
It's such a good tie in to what Simon is going through in game, how his disability causes a sudden need to reorient himself. To relearn how to move around the world and how to defend himself, dropping us in the deep end just as he was.
We must learn in the moment, breaking all second nature movements or thought out plans. It's purpose is to strand you. Nothing familiar in the way you control your own body.
Everything you've learned up to this point is ripped from you. Your movement is different, your vision is different, your weapon has changed and the reload is more difficult. Maneuvering through the fractured paths of book Simon's arena is slow and dragging, a direct contrast to the snapping fast pace of the rest of the game and I adore it.
There is no planning, there is no warning, you simply must figure it out.
I adore what it manages to accomplish with so little, by changing so little, we are left nearly completely defenseless and it's such a good way of tying our own experiences in with Simon's.
I just, I love it a lot. I've only done the fight once, twice since I died on my first attempt, but it remains one of my favorite things about the game.
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icywhip ¡ 3 months ago
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Today I found out that vanilla counts as a fruit because it's a bean and it pissed me off...
Anyway, here's some Vanilla stuff. I'm still working on his design a bit so, aha, be patient with me as he changes each time I draw him-
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kirkwallguy ¡ 5 months ago
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ok i do have complaints and hate the gameplay (<- bad at it) but i am enjoying mass effect MUCH more now im out of the citadel.
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pianokantzart ¡ 1 year ago
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Am I crazy or does Luigi's Mansion 2 require more observational thinking than the usual Mario game?
I'm used to the hard part being the reaction time and the hand-eye coordination, but this is that + puzzles.
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river-rain-torrent ¡ 1 month ago
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AC-LOG 1 ::080625:: USER [C4-621 "Raven"] DEPLOYED RaD Scout C-2000 ENTER UNITS ENGAGED:
MT - A lot [Please enter valid number] Light MT - Do i have to enter this every time i want to do a debrief log? [Please enter a valid number] AH12: HC HELICOPTER - ... One.
UNIT COUNT REGISTRATION SET TO AUTOMATIC
COMBAT EFFECIENCY NOTES GENERATED:
UNIT SUSTAINED HEAVY DAMAGE DUE TO EXPLOSIVE PROXIMITY - [AIRBOURNE MANUEVERS RECOMMENDED] USER FAILS TO NOTICE INCOMING FIRE DURING COMBAT EYE TRACKING LOCKED TO HOSTILE TARGET - [PSYCOLOGICAL ASSESSMENT PASSED TO HANDLER] DISPLAY LATENCY INTERFERENCE FROM LOW CHARGE - [ALL PERIPHERAL ASSEMBLY PARTS SHOULD BE PREPARED FOR ENGAGEMENT] COMBAT AREA RESTRAINTS INTERRUPETED MOVEMENT - [HIGHER AWARENESS OF SURROUNDINGS NEEDED]
DISPATCH LOCATION: Rubicon 3, Southern Belius, Grid 135, Contaminated City
-OBJECTIVES CLEARED BY HANDLER-
USER "Raven" LOG:
Finally. Initial Landing and introduction to Rubicon 3 was, unwelcoming at best. The Outer Shell Security managed to knock us off course from the target city. Luckily they had dispatched RLF MTs in the area to warm up the systems. Only major engagement was one Heavy Combat Helicopter, exploited blind spots and aggressive attack patterns to dispatch quickly. We have a new callsign, ALLMIND declared Raven MIA but thats us now. 621 has a nicer ring to it.
LOG CLOSED
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tsururoach ¡ 1 year ago
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Some ocs for an older game concept
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wayfinderships ¡ 9 months ago
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L.imbus moots! I evoke thee!!!
...So like. What's the consensus on G.regor? Cool? Not cool? Asking for a friend- (and myself)
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shawnthebro ¡ 7 months ago
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We have a functional camera at the current time, but we can improve it by porting it to code!
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silverhalla ¡ 1 year ago
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people are always hating on the hinterlands but I am here with a hot take: the storm coast sucks SO much worse
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spinosacha ¡ 5 months ago
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Les Miserables adventure video game. Is this anything.
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tblsomedoodles ¡ 6 months ago
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Priorities are had lol.
i can't say i've played a lot of veilguard but here's some sillies for the beginning of it anyways. b/c, ngl, i kinda wanna see what exactly would happen if Solas took down the veil. But if he had actually killed Verric i would have quit then and there.
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0ann3 ¡ 1 year ago
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Finally drew a full body of them after so long 🤧
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Now I don't have to open something like 3 imgs of them when drawing KSHLKAJHs
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Also sharing a story idea that's been eating me when drawing Yu and typing it out before I forget lolol (It's gnawing me to the point that I drew them first before the chars I use in the fanfic I'm already typing)
Summary/Prompt: A regular faceless npc student suddenly remembers his past life and all previous timelines during the 8th time loop. But without Yu and Grim anywhere, he doubts that they're going to survive this year if he does nothing.
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More hcs:
Appearance of White is based off on White Rabbit, while Vaughn is based on how I remember student npcs froms the game ToT
While White also vaguely remembers his past life, he does know that he had a sister who had been the one who told him basically how the story of TWST goes
1st timeline also had no Yu nor Grim, and White got pulled out from the school after being heavily injured when Riddle had overblotted. He kept in touch with Vaughn, from whom he heard that the academy had gotten dangerous with some more overblots or with the way some Dormleaders runs their house/handles their students
2nd-7th timeline had different Yu's depending on timeline, but Grim and the way how some certain students overblots was always the same.
White does not remember anything from the near end of school year onwards, or the days after the Ramshackle prefect returns to their world.
White had shared the story to Vaughn who believes him despite not completely getting it.
They try to find a way to prevent other students from overblotting, and figure out what had caused the time loops and why only White remembers.
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haplogamingchef ¡ 2 months ago
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Mastering Ironeye: The Ultimate Elden Ring Nightreign Guide
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Introduction
Welcome to your all-in-one guide for mastering Ironeye in Elden Ring: Nightreign. If you're looking for a powerful support class that also brings serious ranged damage to the table, Ironeye is the way to go. In this detailed breakdown, you'll learn exactly how to make the most of Ironeye’s abilities—from optimal weapon use to positioning, team synergy, and boss fight tactics. Whether you're brand new to the game or refining your build, this Nightreign Ironeye guide covers everything you need to start dominating as the best support class in Elden Ring.
We’ll go over ability mechanics, gear selection, upgrade routes, and real-time combat strategies to help you maximize your impact across PvE scenarios.
Understanding Ironeye’s Strengths and Role in Your Team
Ironeye in Elden Ring: Nightreign is best defined as a ranged support class. This character shines by combining damage output with team protection. The marked ability is at the heart of Ironeye's utility—it not only revives allies quickly but also increases the enemy's vulnerability, making them take 10% more damage and suffer heavier stagger buildup.
Key strengths include:
Excellent at interrupting boss mechanics (like sleep attacks).
Effective in kiting fast-moving enemies and flyers.
Allows your frontline to focus on aggro while you control spacing and crowd pressure.
Reliable at keeping stagger pressure on enemies, especially bosses.
The gameplay loop is simple but powerful: maintain your distance, mark enemies strategically, and punish mistakes with burst damage.
Core Combat Mechanics and Movement Mastery
Getting the basics right with Ironeye is critical. The key to staying alive and doing consistent damage lies in movement and attack precision. Here’s a breakdown of essential controls and techniques:
Two-Handing Your Bow: Use Y + RB or Triangle + R1 to enter two-hand mode. This boosts your damage and allows for quicker shot cycles.
Aiming and Shooting: LT to aim, RT to fire. You'll get more accuracy and flexibility, especially in mid- to long-range duels.
Jump-Back Shot: Dodge (B or Circle) + RT triggers a backstep attack. This move lets you maintain space while still dealing damage.
Triple Shot Sprint: Sprint forward and press RT to unleash three arrows. Use this to apply pressure or chase down weakened targets.
Skill Activation: With two-handing active, use RT again to activate your weapon skill or enchantment, if available.
Pro Tip: The charged ultimate (Y + RT) can pierce through multiple enemies. Holding the input lets you aim—ideal for lining up shots in boss fights or clustered mobs.
Weapon Selection and Upgrade Strategy for Ironeye
Success with Ironeye depends heavily on your weapon choices. While any bow works early on, certain options provide significant boosts depending on your target’s weaknesses.
Early Game Tips:
Find Element-Specific Bows – If you’re up against a lightning-weak boss, prioritize finding a lightning-infused bow.
Rare/Blue Weapons Are Worthwhile – Even if they don’t match your damage type perfectly, rare weapons can be upgraded further and faster.
Smithing Stones – Aim to collect Smithing Stone [2] by Day Two, especially from mines. These are key to boosting damage for mid-game fights.
Recommended Approach:
Search early areas for churches and bosses.
Loot based on enemy weaknesses (ping areas where a lightning, fire, or holy element can give you an edge).
Don’t forget to visit your Grace points frequently for upgrades.
Top Tip: Always have a secondary ranged option (like a wand or elemental bow) to exploit boss weaknesses.
Using Ironeye’s Marked Ability Effectively
The Marked Ability is what separates Ironeye from basic ranged characters. Not only is it a dash (comparable to Bloodhound Step), but it sets enemies up for team combos.
Benefits of Marking:
Targets take +10% damage from all sources.
Significantly increases stagger susceptibility.
Helps tanks and melee DPS secure staggers or criticals faster.
When to Use It:
Dash into an enemy and apply the mark before a team burst.
Use on fast or aerial targets to control the flow of the fight.
Apply during boss attack wind-ups—this allows your team to get a major damage spike while they’re exposed.
Stack Pressure: Keep hitting marked targets to prevent stagger bars from resetting. This is crucial in prolonged boss encounters.
Exploration and Day-One Priorities
Getting started right on Day One sets the tone for your entire run as Ironeye. Your goal early on should be to secure key upgrades and elemental gear to align with upcoming boss weaknesses.
What to Focus On:
Target Elemental Weaknesses – If you know a boss is weak to lightning, explore zones with lightning weapons.
Search for Greases – These consumables let you coat your bow with elemental effects for added power.
Secure Healing and Buff Items – These items become especially important since Ironeye has low health scaling.
Do Not Overcommit Early: Mines are great for Smithing Stones but avoid deep exploration until Day Two unless you're well-equipped. Save major grinding for later when your gear and stats catch up.
Key Locations to Prioritize:
Churches for buffs.
Mines (light exploration only).
Areas with rare item drops (blue-tier bows or greases).
Day Two Strategy: Upgrades and Evergaol Runs
Day Two is where your Ironeye build really starts to scale. With access to more materials and tougher challenges, you should focus on leveling up, finding Evergaols, and refining your playstyle.
Main Goals:
Level Up Regularly – Return to Grace points often and invest in Dexterity and Mind (for faster bow use and ability usage).
Find Evergaols – These reward around 10,000 runes and often contain useful loot like rare weapons or stat-boosting relics.
Gear Synergy – Start looking for weapons or artifacts that match Ironeye’s strengths (ranged damage, mobility, stagger support).
Survivability Tips:
Prioritize dodging upgrades like improved rolls or dash boosts.
Look for Wending Grace, which lets you revive once per life—game-changing for boss fights.
Adapt Based on Elemental Zones: If you enter a lightning-heavy area, pick gear that resists or enhances that damage type.
Boss Fight Strategy and Team Synergy
Ironeye isn’t just about dealing damage—it’s about positioning, timing, and setting your team up for success. Knowing how to handle boss fights is what elevates a good Ironeye into a game-changer.
General Boss Tactics:
Stay Behind the Boss: Most enemies have frontal AoEs. Stick to the rear or sides, allowing your tank to absorb aggro.
Use Ultimate Shot to Interrupt: Your Y + RT attack can disrupt abilities like the sleep move from the Augur fight.
Track Aggro Swaps: If the boss targets you (e.g., red chest mark), kite away from your team to reduce risk.
Supporting Your Team:
Constantly mark bosses to raise team damage.
Use ranged pressure to keep stagger bars active, aiding melee teammates in triggering criticals.
When a teammate is down, prioritize picking them up. Ironeye’s revive is one of the fastest in the game.
Avoid Overextending: Ironeye is not tanky. Don’t get greedy—stay mobile and use distance to your advantage.
Dealing with Groups and Fast Enemies
Crowd control is one of Ironeye’s hidden strengths. You’ll often find yourself facing waves of enemies or highly mobile units like flyers.
Tactics for Handling Multiple Targets:
Aim for the Weakest First: Focus down the lowest-health enemies to thin out the group.
Position High: Use terrain to get a better angle and avoid being surrounded.
Use Triple Shot Smartly: Sprint-shot (forward + RT) is ideal for groups when retreating isn't an option.
Special Cases:
Flyers and fast bosses (like Augur) are where Ironeye shines. Stay locked on, keep firing, and use dodge shots to maintain pressure.
When fighting multiple enemies, mark one to reduce group pressure and allow your team to collapse on that target faster.
Use Jump-Back Shots to escape quickly if surrounded. This move gives just enough spacing to reposition without taking a hit.
Late Game Tips and Advanced Tricks
By the late game, your Ironeye should feel like a fully realized support DPS class. At this point, maximizing your contribution depends on optimizing cooldowns, refining mark timing, and adjusting your loadout for each fight.
Late Game Focus Areas:
Elemental Swaps: Carry multiple bows or enchantments tailored to specific enemy weaknesses (e.g., Holy for Albanarox).
Critical Combos: Stack marked shots with teammate ultimates for massive burst.
Situational Magic Use: If you find yourself with underused FP, equip a wand or talisman for ranged elemental damage.
Important Reminder: Some bosses are resistant to piercing. Have a magic or elemental alternative ready to avoid being stuck in a damage drop-off.
Support Mentality Wins Games: Reviving allies, applying mark frequently, and controlling field presence is often more impactful than raw DPS.
Conclusion
Ironeye is one of the most versatile and rewarding classes in Elden Ring: Nightreign. With a mix of mobility, crowd control, and team support, this build offers a strong balance between survivability and pressure.
Whether you're pinning down flyers, keeping your team alive, or marking a boss to break its posture, playing Ironeye right means knowing when to stay back, when to mark, and when to unleash damage. Mastering these rhythms transforms you from a backline shooter to a frontline enabler.
Stick to ranged positioning, prioritize utility, and keep pressure on your enemies’ stagger bar. If you follow this guide, you’ll soon see why Ironeye is considered one of the best support roles in the game.
Frequently Asked Questions (FAQ)
Q: Is Ironeye good for beginners? A: Yes. Ironeye has straightforward mechanics and is very forgiving thanks to its ranged style and revive ability.
Q: What stats should I focus on first? A: Dexterity, Mind, and Endurance. These boost bow efficiency, ability usage, and movement.
Q: What weapon should I use? A: Look for bows that match enemy weaknesses. Elemental bows (Lightning, Holy) are especially strong.
Q: Can Ironeye deal with bosses alone? A: Yes, but it’s more effective in a team. It excels in supportive roles, softening up targets and reviving teammates.
Q: What is the best time to use the marked ability? A: Before a damage burst from your team or to interrupt dangerous boss mechanics.
Q: Is Ironeye viable in all fights? A: Mostly, yes. However, against high-resistance piercing enemies, you may need a backup magic or elemental weapon.
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