I have a problem with beat em up games where you can go up and down the screen, in that I find I can't tell exactly where the enemy is and when they line up, it's like my depth perception is completely off. The only time this has ever been an issue is with this genre, no other game, 2D or 3D, has given me this issue.What the hell is going on and how do I fix it?
>>11990668play guardian heroes
you probably have brain damage, you should get that fixed
you punch the air until they walk into you, then you figure it out
it's a meme genre, always has been and always will bethey don't even have level design which is a core pillar of game design, just rooms with a different coat of paint and enemies thrown in
>>11990668Sounds like a (You) problem. Just line up the characters feet and you should be able to hit them. There's usually a little wiggle room so you can hit people slightly above or below you.
>>11990691lil zoomer doesn't understand how due to the lack of mechanical darwinism and high gameplay density that beat em ups CRUSH modern action games that rely on mechanics
>>11990695I mean I did literally say it was a me problem, not the genre, it's just that this is the only genre I've had this issue with
>>11990668>I can't tell exactly where the enemy is and when they line upPay attention to where the characters are standing. If their feet are lined up, you're lined up
>every beat 'em up ever>punch and kick>kick is just punch but with like 1 extra pixel of range>maybe a throw if you hit a button while touching the enemy
>>11990724Imagine a sidescrolling beat 'em up but with Super Street Fighter combat
>>11990734Guilty Gear Judgment?
>>11990696What?
>>11990668yeah this is annoyingcouldn't they have coded it so there's a grace area and you can attack if you're close enough?
>>11990824Why does /vr/ constantly do this stupid strawman bullshit?
>>11990807Final Fight and other arcade games don't fall into these design traps like m*dernshit
>>11990668You need to look at their feet. Unless it's a flying enemy, then you need to look at the shadow on the ground.
>>11990724>simple, easy to grasp controls>games are tough as nails and would likely be impossible with complex control requirementsIt's good.
>>11991463Not really. 99% of beat 'em ups are horrifically repetitive button mashers.
>uh no bro they're actually super deep you just have to exploit glitches and infinites and do a 1 credit clear while standing on your head
>>11991485"The games become more interesting if you try to play without getting a game over" is normal. You can play something like Mega Man or Castlevania by just bruteforcing stages until you clear one, getting a game over to reset lives and eventually beating the game (in Mega Man, you'll also eventually get a powerful weapon in the process to do this more easily), or figure out weakness order/boss exploits to ignore most bosses entirely. That's why people say that Mega Man bosses are more interesting buster only, for example.
>>11991512>the games hard if you do a self imposed challenge because the actual game is shallow dogshit
>>11991532Are Mega Man games shallow just because you never stopped using Metal Blade or Storm Tornado, anon? If you find a game boring, you limit yourself more.
Reminder that most le epic players who claim Beat Em Ups are a le skill genre, never beat their games without exploiting glitches.>Final Fight>Infinite Stun Lock>Exploiting reverse jump to magically travel more distance than forward, go to the end of screen, max cap the enemies, to fight a small amount of them>Hit a boss and when it's down, wiggle in a specific way over its body to avoid the rebound, infinite repeat = win
>>11991604>>Hit a boss and when it's down, wiggle in a specific way over its body to avoid the rebound, infinite repeat = winShow me an example of this.
>>11991608https://youtu.be/7Ktn8T-feIE?t=498>skill
>>11991615https://youtu.be/iebAfbLoDv8?t=492>skill
>>11991619https://youtu.be/WJQosQnNGGA?t=535>skillReminder that these are 3 replays from 3 different people. Look at the variety of skill expression. Fucking Kek
>>11991615>>11991619>>11991624Yeah, I assumed you were talking about the Sodom fight. Any others?
>>11990696>Dude the game design in this game is amazing! The enemy design and level design is all so intricate!>[Spams an unintended infinite for 40 minutes straight]Ahh yes like the Devs intended
>>11991532I mean, all you have to do to win is put in more money. So you kinda have to self impose a challenge. That's why console versions give you only 3 credits before a game over. That's a self (developer) imposed challenge.
>>11991807It goes beyond exploiting glitches btw. These people literally memorize specific positions on map to glitch out bosses and stops them from actually performing their moves.
>>11991481>>11991485translation:>i suck at these games and have intense feelings of sour grapes
>>11992095>>11991615>>11991619>>11991624That is some nice skill for sure.
>>11992098Let's see you beat any of them, or even get past the first level of Streets of Rage without dying. :)
>>11990704Shadows can help with this similarly, though they sometimes stand out more than others. Also when in doubt move diagonally and start attacking just before you think you line up, and the enemy movement will often have them walk into your attack if you mistimed it in most cases. Attacks with long active frames like Grand Upper can help get the hang of that.Think of it similar to shit like when you pull into a parking space, and use the car next to you to gauge if you're deep enough into the spot. Just a compensation trick to help when at a sensory disadvantage.
>>1199148199% of any genre is shit
>>11992108>Let's see you beat any of themI am not gonna memorize where to stand per boss, to disable a boss's entire moveset.
>>11991807>>11991819Both of these things are fun! Final Fight is and always will be an amzing game, and yes, it absolutely moggs modern action games>>11990734Imagine a bad game? Why would I?>>11990691>game is different, therefore bad
shites of rage is wank
>>11990691
>>11990691streets of the seethe making a scrub cope
>anon lays out issues with the design of the genre>zero actual refutation besides retarded "git gud" images You'd think if he was so wrong it'd be easy to refute him
>>11990691>they don't even have level design which is a core pillar of game design, just rooms with a different coat of paint and enemies thrown inJust like shmups, fighting games, block puzzles, sports games, rhythm games, etc. Not a valid criticism.
40 posts and no ones helped me with my depth perception issue apart from two guys ;-;
>>11991604>final fight is a goodun >probably unintended, really satisfying to pull off, still doesn't trivialize the game>probably unintended, really satisfying to pull off, doesn't trivialize the game, it's kinda just using movement really well>this one might be intentional, it isn't exactly clear which boss strategies are unintended, its kinda just using movement really wellOne man's exploits are another man's strategies. I don't think they break the game as it's still plenty challenging. I like final fight quite a bitCaptcha: HRAWR
How do I do Kassar's spinning pile driver in Warriors of Fate? I know it's a 360, but there's got to be a trick to it.
>>11993102Because looking at feet and shadows is the trick. There's nothing else to it.
>>11993102Honestly, I don't even see depth. If your punch overlap with their body then its a hit.
>>11990824>couldn't they have coded it so there's a grace area and you can attack if you're close enough?most beat em ups already have this.
>>11993659OP is thinking too hard. Imagine being a 10 year old kid playing this game. All you should do is, see the overlap of your punch with enemy sprites. Your brain is really good at adjusting stuff.
>>11990668Ninja Warriors doesn't have a third axis
>>11993102Anon, it's a 2D game that you are playing on a flat 2D screen. There is no motherfucking depth perception anywhere. What the hell are we talking about here?Anyway, just play Ninja Warriors Once Again, specifically the Japanese version. It's a great game so just do it. Classic side-view beat em up with no ambiguous hitboxes.