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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 1456446069579-0.jpg (110.56 KB,633x319,633:319,devilsdaggers.jpg)

File: 1456446069733-1.png (728.67 KB,1000x533,1000:533,Minecraft_Win10_Beta_-10.png)

4e5219 No.25646 [Last50 Posts]

I really like low poly graphics when done right like devil daggers, but I think it looks like trash in games like minecraft I'd like to start making some for my game so what are some guidelines to follow to make it look good? What is the best program to create low poly graphics in?

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4e5219 No.25647

File: 1456449382684-0.jpg (102.8 KB,1014x774,169:129,tf2medic.jpg)

File: 1456449382684-1.jpg (53.58 KB,484x454,242:227,redwires6kg.jpg)

File: 1456449382684-2.jpg (45.25 KB,640x362,320:181,lowpolyadam.jpg)

A typical low-poly model would run you about 500-1000 polygons.

Low-poly modeling is essentially playing connect-the-dots to represent a convincing silhouette of your wanted object. And then being creatively stingy with the number of said dots.

Notice the Medic's bonesaw. You can use alpha maps in your textures to save a fair number of vertices that would've been otherwise wasted representing the curved edges of the object which in the end, probably wouldn't of had looked as good. That's an example of being creatively stingy while making low-poly models.

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4e5219 No.25649

>>25647

Ok, I see what you mean, minecraft doesn't make good looking silhouettes, just boxes, whereas devil daggers makes tons of unique and interesting ones.

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4e5219 No.25657

Good low poly tries to avoid looking low poly, bad low poly does it because looking like shit is a "hip" visual style.

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4e5219 No.25664

File: 1456510463730-0.png (5.97 KB,159x292,159:292,Steve_(mob)[1].png)

File: 1456510464023-1.jpg (111.71 KB,413x528,413:528,tumblr_kv2hgo4Nel1qzb7ox[1….jpg)

>>25657

>bad low poly does it because looking like shit is a "hip" visual style.

Or, in Minecraft's case, because the programmer has very poor art skills and couldn't make a proper model loader for models made by a decent artist (see pics). Dock's models still weren't perfect, but they sure would be nicer to look at than Notch's attempts.

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4e5219 No.25665

>>25664

Seriously? Those models look pretty decent, but mojang was that fucking incompetent?

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4e5219 No.25666

>>25665

You have no idea.

The only reason Minecraft is a thing is cause notch got pissy when WURMOnline added dragons. He left and made his own game with obfuscated code so he had total control. Its really a shame as it is a great genre but was started by a piece of shit that ran in a browser.

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4e5219 No.25667

>>25666

There's better ways to do it.

Then again, mods exist and fix a lot of shit.

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4e5219 No.25668

>>25667

My point is that the original, that started the genre, was based in the browser. Modding happened after it was popular. If we had better games around that point then the genre would not be as shitty as it is as they would be a baseline for what is 'good'.

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4e5219 No.25670

>>25668

Fair enough.

What I'd love to do is make a less shit Minecraft, but I'm not nearly good enough at coding or art to justify working on it i'm a heck of an ideaguy though :^)

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4e5219 No.25671

>>25670

If you want to start learning programming then start up gamemaker or another simple engine and make pong.

Dont worry about syntax or other specifics unless you know what language you want to use, at this point you want to learn the basic ways that things work and how to use those to your advantage.

Having common sense and a logical mindset works wonders as well.

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4e5219 No.25672

Forgot to mention in >>25671 that you can also work with MineTest. Its a framework for minecraft like games written in c++. Try to make that your end goal.

Also learning code is like learning a language. each language (c++, java, python, etc) has their own nuances, but they are mostly the same logic wise. Focusing on learning the logic behind a language is what will allow you to learn the syntax and other specific features.

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4e5219 No.25673

File: 1456538494478.jpeg (285.42 KB,3840x2160,16:9,mWifp72.png.jpeg)

>>25646

>using textures in your low poly game

For what purpose?

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4e5219 No.25682

>>25673

the reflection and shadows are textures :^)

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4e5219 No.25685

File: 1456558659717-0.png (9.77 KB,409x595,409:595,Screenshot from 2016-02-27….png)

File: 1456558659718-1.png (15.98 KB,369x536,369:536,Screenshot from 2016-02-27….png)

File: 1456558659718-2.png (12.87 KB,64x64,1:1,gamebro_texture.png)

figured I'd take a swing at the low poly pixel art style.

kind of fun.

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4e5219 No.25701

File: 1456620393124-0.jpg (67.75 KB,600x450,4:3,Megaman legends Pokte Mayo….jpg)

File: 1456620393124-1.png (74.8 KB,296x200,37:25,megaman legends 2 Yosyonke….png)

File: 1456620393124-2.jpg (38.28 KB,400x300,4:3,megaman legends roll and m….jpg)

So what programs do you guys use.

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4e5219 No.25703

>>25685

I love this!

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4e5219 No.25719

>>25701

I used the standard blender/gimp for >>25685 but tbh gimp is not a pixel art tool so I'd personally recommend asesprite for textures if you're going to get serious, because that's what I'll use if I get serious.

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4e5219 No.25721

>>25701

I should also mention that some advanced techniques like dithering look fucking awful when translated from pixels to texels.

>>25703

thanks brocephalus :D

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4e5219 No.25791

File: 1456865473000.png (803.82 KB,1300x1000,13:10,Isara Lo-Poly.png)

Here's my low-poly take on Isara from Valkyria Chronicles.

Modeled in Blender.

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4e5219 No.25808

Minecraft isn't lowpoly, it's just shit developer art.

Like anything else graphical, making lowpoly look nice is all about the skill of the artist.

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4e5219 No.25819

>>25791

How do I do this? Also, did you do more of V.C.? I love that game sone much! I hope that the SEGA Canvas engine is made open source someday, I'd love to make new missions.

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4e5219 No.25829

File: 1457010602714.png (124.65 KB,1960x1080,49:27,Isara Lo-Poly (Wires).png)

>>25819

I just created her on a whim for this thread. :3

Forgot to mention I mostly textured her using the built-in Texture Paint mode in Blender.

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4e5219 No.27090

>>25791

Just played VC since this thread. Her race represents Jews.

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4e5219 No.27097

File: 1467004684263-0.jpeg (98.16 KB,1024x768,4:3,1.jpeg)

File: 1467004684264-1.jpg (90.13 KB,480x270,16:9,2.jpg)

File: 1467004684264-2.jpg (202.45 KB,1920x1080,16:9,3.jpg)

Kind of relevant to this thread.

>>25647

>low-poly model would run you about 500-1000 polygons

Okay, that's low-poly. What would you say about semi low-poly then? I'm talking about PS2 level graphics here. Pics related.

My guess would be around 2.5k polygons, right? Maybe a little less.

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4e5219 No.27151

File: 1467482782643-0.jpg (1.13 MB,1772x1198,886:599,gtasanandreaspatscrn1.jpg)

File: 1467482782643-1.jpg (103.99 KB,1316x919,1316:919,150610-Mortal_Kombat_-_Dea….jpg)

>>27097

2000 polys would be more like for San Andreas' main characters (NPC's were around 1k). You can see it was still pretty blocky with that number, but it was an open-world game.

For games with only 2 characters, that number can go up to 10k, as it was the case for Mortal Kombat Deadly Alliance.

So yeah, depending on how much stuff you were trying to render at once, your characters' polycount would float around those two numbers during the PS2 era.

>>27090

Funnily enough, if you looked in the artbook, the concept artist (Raita) was bothered by the fact that he couldn't have her with blonde hair, as he pictured her in his mind. Now imagine if he had his way:

>A race of blonde haired folks

>With purple-bluish eyes

>Race of engineers and inventors

>Guilt-tripped by the entire world for something they didn't do

Hmmmmmm, sure would've sounded like another race, wouldn't it...?

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4e5219 No.27970

>>25808

>Minecraft isn't lowpoly, it's just shit developer art.

This. A good artist can make good art using any medium.

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4e5219 No.28317

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4e5219 No.28331

File: 0561ca6e14ee901⋯.jpg (118.94 KB,720x858,120:143,443291f12683df03c1f45237c9….jpg)

>>25685

>>25673

>hipster low poly

NO!!! THIS IS NOT HOW LOW POLY IS SUPPOSED TO WORK!!!!! GET THE FUCK OFF MY BOARD, HIPSTERS!!!!!!!! RRRRRRRRRRREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

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4e5219 No.28359

>>25673

Word. I dont understand why people put textures in these games... they end up looking worse!!

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4e5219 No.28363

>>25685

Reminds me of Megaman Legends. I like it.

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4e5219 No.28366

File: 1185c182fe05d62⋯.png (182.82 KB,648x644,162:161,franpost4.png)

>>28359

Not everything needs to look like material design.

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4e5219 No.28372

>>28366

I really appreciate the work that went into this. It was made by a true craftsman.

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4e5219 No.28385

>>25646

You seem to have a misunderstanding about MineCraft, while it features low poly models, it does not feature a low poly style. MineCrafts "art style" is simply programmer placeholder art.

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4e5219 No.28417

>>28366

Decent looking model but holy shit that UV map makes me puke.

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4e5219 No.28429

File: 566f91ecb17b3a8⋯.png (287.21 KB,1414x315,202:45,How Minecraft Ruined Voxel….png)

Why don't any modern voxel-based games look anything better than

>DUDE CUBES LMAO

>DUDE 3D DOT HEROES LMAO

>DUDE MINIMALISM LMAO

?

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4e5219 No.28430

>>28429

There are many, below I've listed a couple off the top of my head.

Games (Not necessarily good games, but they all render voxels better);

No Mans Sky, Landmark, Planet Explorers, Star Forge (Terrain is voxels, building blocks are displayed with 3D tilesets (How all cube volex games should be doing it))

Engines; Voxel Farm, Atomontage Engine

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4e5219 No.28431

>>28429

It's because of Minecraft. Since Minecraft does it, everyone else has to, too. People who think original thoughts when making games are unbelievably rare.

>No Mans Sky, Landmark, Planet Explorers, Star Forge

Tech demos don't count.

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4e5219 No.28449

File: cc1e1bcd40b98b9⋯.png (278.53 KB,680x871,680:871,rigCrinkly.PNG)

>>25670

I'm making a non-shit non-cube Minecraft with an emphasis on PvP (totally not Rust I swear)

Give me your ideas - if they're worth a shit I'll write em down

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4e5219 No.28451

>>28449

Show what else you've made than these models. Where's your game?

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4e5219 No.28454

>>28451

Pretty aggressive there, m8. I'll post it when the time comes - until then, I'll resort to posting things I'm currently working on.

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4e5219 No.28456

>>28454

Try working on video games next time.

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4e5219 No.28457

File: 589892a9b30a900⋯.png (66.89 KB,800x318,400:159,nodev2.png)

>>28449

>>28454

>Shat all over another anon's release thread

>calling other people aggressive

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4e5219 No.28458

>>28457

>being mean on the internet is not allowed!

>>28456

try being less of a faggot next time. The main reason it's taking me this much to be satisfied with the model is that I have a severe case of malignant perfectionism.

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4e5219 No.28459

>>28458

There's a difference between being aggressive to prove a point and being a butthurt faggot. Guess which you are.

> I have a severe case of malignant perfectionism.

Enjoy never getting anything done.

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4e5219 No.28461

>>28459

>There's a difference between being aggressive to prove a point and being a butthurt faggot.

Guess we know who you are

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4e5219 No.28467

File: 6ea7fde8d1e41d2⋯.jpg (56.63 KB,640x340,32:17,YOURE A BLOCKHEAD JOE.jpg)

>>28461

>N-no you!

Where's your game btw

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4e5219 No.28475

>>28449

>Give me your ideas

Don't focus so much on PvP, that's what kills these kinds of games. It's not the quality of the PvP, because that's just gameplay in general, but it's the fact that you draw in teenagers that just roam in packs and destroy everything on the server. if you're fine with your game turning into dumb faction war bullshit between 12 year olds, then go ahead and focus it on being a rust clone, but if you want a good community that doesnt just poison every server and make the game into cowadooty with crafting, don't have "an emphasis" on pvp. Add some co-op mechanics that make mindless killing and KOS niggery a loss for the aggressor.

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4e5219 No.28487

>>28429

Minecraft isn't actually Voxel, its Polygons. all the cubes are 6 sided polygons with 12 triangles. its not using voxel technology.

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4e5219 No.28488

>>28449

instead of being a piece of shit like rust, make it so people are incentivized to help each other. After a person gets to a certain goal or level, they can sign up for certain jobs. Like sheriff, farmer, miner, bandit ect...

people can set create towns or cities, the closer people live to each other the safer they are and the better they will do, but you don't have to live in a town or city.

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4e5219 No.28489

>>28488

maybe a town needs resources to expand, they have a sign where they say what they need and someone or a group can take the job.

create general shops and such. you don't need money, barter system would work.

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4e5219 No.28494

>>28489

so a worm online clone?

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4e5219 No.28508

>>28449

Use either directional blocking like Warband or Chivalry style combat. Not saying it would be easy to implement, but when done right, both require skill, timing, dexterity, whatever you want to call it. I would guess that Chivalry's would be harder to implement. More complex animations.

If you're emphasizing PVP, don't involve levels, and don't include OP gear. In Chivalry, shields wear down stamina and can't be used because you eventually just get your block broken, in Warband, your shield eventually just breaks after like ~7 hits (and, in the meantime, if your timing is bad, you'll get hit if you get tricked into starting a swing if it's on your opponents' "tempo")

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4e5219 No.28509

>>28508

>>28508

Also, don't include OP bullshit gear. If I spend 2,000 hours learning your combat system, I should be able to take gear I earn in 20 minutes and beat some autistic retard who has been building up gear for 50 hours, in Minecraft it's just click spam and potions so whoever has the best potions/armor/enchantments wins, which basically means whoever is the most autistic wins. Warband had a mod called Battle of Europe which increased the effectiveness of armor, slashing weapons would basically bounce off of all good armor (pretty much anything better than full chainmail), but if I had a mace or a strong piercing weapon I could still take on a guy in plate armor, but he would have a strong advantage because he could use a fast cutting weapon like a sword which is particularly effective against unarmored targets; this is one way to grant players who invest huge amounts of time a big bonus without making more skilled players who are new to the server totally ineffectual in combat. If you want to have a PVP focus, then, in my opinion, people need to be able to build bases that can't be broken into immediately if they're not there. One way to do this would be to have players place an enchanted block inside structures (e.g. towers/bunkers/whatever) which prevent non-allies from building/mining anything within a certain squared area around them. To make it fair, I would suggest a siege system, depending on how active your players would be, here's how it would work.

-Group A builds a castle

-Group A buys powerblocks which prevent people from just punching down the gate/walls/mining underneath/building over

-Powerblocks are relatively cheap to start so you can get a small initial castle, but increase in cost at a linear rate; requiring maintenance of powerblocks could be extremely annoying, forcing players to do boring ass bullshit instead of working on improvements (latter is somewhat fun, former isn't) so be careful with this

-Group B wants to besiege Group A. How do we get around the bullshit system of B only wanting to attack when A is online but prohibiting B from attacking when A is offline empowering defenders by encouraging them to leave? Siege towers.

-Group B places a construction sign, in an arbitrary amount of time, let's say 48 hours, a battering ram will appear, for an arbitrary period of time, let's say an hour, the attackers will be able use the ram to ram through gates; you should figure out some way to make it impossible to have a castle without a gate that can fit through a cart, one way to do this is to require castles to have carts of grain sent to a central flag which the castle is built around, this would then pretty much require players build central castles with "strong/expensive" powerblocks (longer period between when you can besiege, make it somewhat harder to bash down the gates), and after those are built, they need to build farms (which require more space than can fit within a main castle), ideally which autogrow/are harvested by NPC peasants who can be captured or killed in a siege, and then around this they would put a wall with a cheaper/less effective version of powerblocks, let's just say Powerblock II means if enemies put down a battering ram they can attack after a 24 hour period. Another thing would be sallying, in the case of Powerblock II if the defenders are around the construction sign 30 minutes before the battle, they can attack it and destroy it and stop the siege temporarily, in the case of

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4e5219 No.28510

>>28509

(2/2)

Powerblock I if the defenders attack the sign 1 hour before the ram is designated to appear for the assault to begin, they can destroy it and delay/stop the siege. What this would mean is that if I am an attacker I have to sit around my stuff and defend it for an hour, and the time delay beforehand serves the purpose of enabling both the attackers and defenders to have as many guys on as possible. It would be in my opinion a little unfair for the attackers to have no defense of their construction sign, so I think a Powerblock III could work, but you can only place wooden defenses in it (e.g. a palisade), instead of any delay between attacking or whatever like with powerblock I/II all that happens is that attackers (the defenders sallying forth to attack the besiegers defending their construction area) can move up to a wall, place a ladder, and raise it in let's say 5 seconds, and if no sallying-defender walks on the ladder it can be pushed down off the wall by the "defending" besiegers after 5 seconds, this would mean that if I besiege your castle and build a little wooden fort outside of it I have to defend it for an hour where u can only attack it by using a latter to move up the relatively short walls (limit the height), it forces you to go through a chokepoint but it doesn't prevent you from attacking. If this system ends up favoring besiegers too much, you could give defenders the ability to make a sacrifice to the gods or something, enabling them to attack a besiegers' fort for 20 minutes with a 10 hour warning at any point (instead of getting to attack only 1 hour or 30 minutes before the battering ram appears).

This is just basically my idea of how to fix Minecraft's shitty faction mod. If you have 3 retards with the best gear, 4-6 skilled players will probably be able to besiege you and win.

I have no idea how spawning/respawning should work with such a system. Having a dangerous word like the nether which is "smaller" which you can portal in and out to would be a cool idea, like if I wanted a fast way to invade your base I'd have to go into Hell and build a tunnel that moves in the direction of your base let's say 200 blocks to cover 1000 blocks in the "real world" (i.e. I place a portal into hell at point A, move 500 blocks east, put portal in hell, come out in the real world 2500 blocks east of point A). A rip off, but a cool idea.

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4e5219 No.28512

Minecraft is a RTS masquerading as an MMO masquerading as an action game. The combat would be completely acceptable if you had a large field of units that would each trade blows as if they were clickspamming each other; hell, the game already has some terrain advantages (water slows you down to the point that a competent archer will never have to worry about melee, trees block arrows and offer ambush opportunities). However,in one-on-one combat it's completely fucked. The only way to win is to have better gear. Terrain advantages just aren't enough unless you have a bow and the other guy doesn't (that is, you have better gear). And the game's so poorly optimized, you need a top-tier gayman peecee or a dedicated server before you can handle anything better than 3v3 battles.

I want a 1st person Age of Empires, honestly. Let me command an army in a blocky world.

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4e5219 No.28521

>>28512

You haven't seen modern versions of Minecraft. There is now a timer based swing system where you will produce the biggest damage while attacking to a timer; spamming the swings will produce negligible damage. There are also sweeps and craftable shields. All together, it dramatically changes the PvP battle dynamics for Minecraft.

https://youtu.be/R9Yd_3cD2yk?t=1m07s

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4e5219 No.28522

>>28521

Yeah I'm sure there's not a super easy hack that lets you swing at the zenith of the timer every single time...

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4e5219 No.28527

>>28521

Yeah, and everybody ignores it.

People made plugins to restore the old behavior. People just straight-up ignore the new mechanics, and don't use axes or craft shields. Some people bitched about their gaming mice being invalidated.

Help me, I love the game's potential but the fandom is cancer and so is the dev team.

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4e5219 No.28528

>>28521

>>28527

Oh, and PvE is still shit because enemies do contact damage or spam arrows when you get close. Skeletons have just as much DPS at two blocks out as a zombie has to start (granted, zombies get a damage boost as they take hits...which is also annoyingly un-telegraphed, because they do contact damage and there's no attack animation to convey to the player that they're gonna hit).

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4e5219 No.28531

>>28487

>Minecraft isn't actually Voxel

imo that just makes the whole indeh "voxel revival" even worse when voxel-based games now have to fend against any visuals that would call to mind Minecraft (unless they're shitheads intentionally banking on Minecraft's still-remaining popularity)

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03e174 No.28955

File: d67a7a82892dbc6⋯.jpg (53.89 KB,689x693,689:693,john lennon doing a funny ….jpg)

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d56b7c No.28993

File: a5f4f18356cd948⋯.jpg (93.67 KB,520x390,4:3,1490673169377.jpg)

>>25666

>Tfw you will never sperg out so hard you make 2.5 billion dollars

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86d214 No.28994

>>28993

>quit making game because they added dragons

>make own game

>don't know how to finish it

>add dragons to game

>sell for billions

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