NEO·GIU

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NEO·GIU

NEO·GIU

@neogiu_

artist and gamedev girl (silly) https://t.co/nwvBmjdLEP

Katılım Nisan 2010
1.2K Takip Edilen707 Takipçiler
Blader
Blader@LocalBtnMasher·
@PandaKingEX And yes, FF did have the infinite, but that was almost immediately tuned and shut down in their next group of Bmups
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Swillo
Swillo@PandaKingEX·
Beat em ups were the first games with cheesy combo systems and the combo systems that modern beat em ups have are just absolutely ridiculous.
Nanashi@Nanashi61696

@DintheAbary Exactly. They won't play an old school beat em up because they don't want to get over that hurdle of getting their ass kicked, so they'd rather either play dark souls and pretend like they are god gamers, or play CAGs and bully on weaklings.

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doubttom
doubttom@Doubttom·
@neogiu_ @GameyeVG Ok hear me out....can you turn it around? Not running directly at the screen but like at an angle like away...it would add to the tension and immediate need to respond like in the side scroller
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NEO·GIU
NEO·GIU@neogiu_·
made a mockup based on what I think a ghosts n goblins game would look like in 3D with narrow, mostly linear stages, sorta like crash
NEO·GIU tweet media
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Memesrfunny
Memesrfunny@MemesrfunnyLMAO·
@neogiu_ Now this is what I call a concept! I gotta good feeling they’d force ghost n goblins into an open environment like in the n64 Zelda’s instead of something more coherent like this if the ghost n goblins 64 plans went through tho lol
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Mia Cain
Mia Cain@MiaCain2001·
dialogue is in yay
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NEO·GIU
NEO·GIU@neogiu_·
@berserkx33 shit, the contextual death anims are a great idea hadn't even come to mind lol GnG deaths are already funny, definitely would work
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NEO·GIU
NEO·GIU@neogiu_·
@AlexMesses I did take a lot of assets from PSP medievil for this, lol game design wise they'd be pretty different though
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Alex Messi
Alex Messi@AlexMesses·
@neogiu_ Basically Medievil. It even has a similar color scheme.
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NEO·GIU retweetledi
Shitpost 2077
Shitpost 2077@shitpost_2077·
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Mashi81
Mashi81@mashi_81·
@neogiu_ sorry, but i totally disagree, it wouldn't be gng
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NEO·GIU
NEO·GIU@neogiu_·
@JFpaes15 @yuramikon I think the first is the more interesting one, some great level design in it but yeah, sad to see it didn't keep going
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JFpaes15
JFpaes15@JFpaes15·
@yuramikon @neogiu_ Played both 1&2 recently, genuinely great games, severely underrated. Was really bummed to know a third was in deveopment but was canceled.
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NEO·GIU
NEO·GIU@neogiu_·
@Niflheimm155983 I think they're all worth exploring but it simply doesn't get better than FF imo
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Niflheimm
Niflheimm@Niflheimm155983·
Honestly I think I’m going to just forget about going through the Capcom beat em up catalog, because I feel like Final Fight is kind of the only one you need. It’s just the purest, rawest distillation of core bmup gameplay and crazy difficulty, and I’m not convinced anymore that the rest of the genre is fleshed out enough to justify a deep exploration of dozens of different games. Life is too short for that and there are too many other things to play. I feel like the ultimate flowchart is SOR2 for a beginner game, Final Fight for the classic definitive bmup, and SOR4 for the modern, combo based, fighting game-esque take on the genre (sorry Fight n Rage fans but I just don’t like that game very much)
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NEO·GIU
NEO·GIU@neogiu_·
@mashi_81 it's really because of its limitations so I think an approach of a very limited, tight level design, would work for taking gng into 3D properly
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NEO·GIU
NEO·GIU@neogiu_·
@LocalBtnMasher @DintheAbary yeah, one thing I see devs constantly doing when making combat is tackling combos and strings as the first thing lol it's a misguided approach from the start had to guide a few fellow devs away from that
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Blader
Blader@LocalBtnMasher·
@DintheAbary My theory, is that instead of developers trying to reduce the amount of times enemies spend in hitstun, they instead went into the direction of trying to make hitstun more interesting. To me that is misguided
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Mr.Din
Mr.Din@DintheAbary·
I'm finding myself less impressed by (extensive) combos the further I get into the inner workings of development. (Secret project) They're not hard to implement and hardly make up the meat of any combat game. I think combo guys get bored and need shiny things to distract them.
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Birdman
Birdman@Birdman1087558·
@neogiu_ Anyone bringing up Maximo does not understand GnG.
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NEO·GIU
NEO·GIU@neogiu_·
@mashi_81 of course! and I like it a lot but the design just isn't the same as the main GnG games, it's not nearly as linear and tight
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NEO·GIU
NEO·GIU@neogiu_·
@mata_trouxa sim, pena que nunca vingou muito bem comercialmente
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Mata Trouxa
Mata Trouxa@mata_trouxa·
@neogiu_ Medievil é foda demais, deveria ser mais reconhecido
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NEO·GIU
NEO·GIU@neogiu_·
@JustGuille07 yeah, we just have Maximo, which is a take on the franchise, but it's not really GnG design-wise even though I like it a bunch
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JustCallMeGuille 🇻🇪 (C0MM$ OPEN‼️)
@neogiu_ I'm honestly surprised that no 3D GnG games were ever made (afaik, correct me if I'm wrong, please). I know some sister games were developed I think, but nothing with the GnG name
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NEO·GIU
NEO·GIU@neogiu_·
@JustGuille07 yeah, all the limitation in the movement and the very tight maps would be ideal for GnG an unexplored niche for sure
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