When you do everything right as the killer and lose because the ring spawned right ontop of the remaining survivors

u/Strukun — 17 days ago

ES Lore Movie: Final Progress Update

Hey there eveyone, it's been a minute since I gave an update in regards to my Lore Movie, but, I can finally come in to give one last progress report.

I'm now working on editing the ending and the Credits, I will be posting a WIP of the Credits in a bit, but from there on, the video is now basically complete, aside from placeholders that need to be replaced with fanart and editing the cinematography for the ending.

There is no approximate release date, or at least, not one I can come up with, but what I can say is that my part in the lore movie is nearly done. Thank you all for your patience and support alike, this project has become basically a massive collaboration among many people in this community, and easily has over 100 hours put into it, and I thank u/Fixingfox and u/NessNine for all their help, I'm forever grateful.

Have a great rest of your days! (Videos will be posted here https://youtube.com/@strikins)

u/Strukun — 1 month ago

Holy Soulless Sonic reference

Saw this flavor at the theaters and the first thing I thought of was this bloody eyed bastard and its victims 😭

u/Strukun — 2 months ago

(SPOILERS) I just finished weird route and dude.

Holy shit, how do I even go about COMPREHENDING everything that just went down?

Noelle is so far gone even trying to abort the route by saying "Stop" doesn't stop her, she'll keep pulling you into the lake until you give in and tell her to proceed.

Moreover, there are so many things we are told with Noelle's cutscene. She specifies how ever since "Dess Left". The fact she goes about saying that Dess "left", rather than say something like "Missing", and this is even more important (in my opinion) as Noelle mentions that she too wants to leave town, and wants to go to the other side of the lake.

Furthermore, we can see that "Proceed" is more than just a command, it quite literally, like Noelle says, she feels she can do anything, things no one else can, and it seems to be MORE than just a feeling, but the power to truly push beyond all physical and literal limitations, to do what you say.

And lastly, the massive elephant in the room, the ending.

"Insert Chapter 7

Side B"

I feel like this can prove like Depths Theory AND Device Theory. What if we're "inserting" Chapter 7 because the Depths are under the lake, and we ended up drowning? The game has had so much connotations with water, the goner maker, the sound of the ocean when we first enter the Dark World in Chapter 1, the song on the other side of the lake, and now this?? And then we have again, a cutaway to a computer screen, and even now it's STILL something I have trouble interpreting. What, could it possibly mean? Is it something in-universe? Is it talking directly to us? Are we the ones inserting the Chapter? Why IS their a computer controlling the Chapter's? Is the computer real or just metaphorical? What does it all mean??

u/Strukun — 2 months ago

Was there anyway I could have played this LMS better?

It feels like I played to the best of my abilities and I even had a decent card combo but Frameway is genuinely impossible to go up against, hell I literally nearly won but Ivan I-Frames has an infinite range with his M1 and evaporates my health in a couple blows. Was there any way I could have won this outside of maybe a hypothetical "best" card combo against Fleetway?

u/Strukun — 2 months ago

New Metal Sonic Stun reversion bug ladies and gentlemen!

This game can't go an update without having a bug buff Kolossos or Fleetway and this one does exactly that for both of them! Occasionally if you drag Kolossos as Metal Sonic he will be able to block mid attack and completely null the stun once it's over, leaving you in the most vulnerable position oat. And now slamming Fleetway into a wall as Metal is completely against your favor as now with Burst he can Burst after you slam him and he will no longer be stunned! This seems to be the most consistent one of them all and while Burst is intended for blocking Stun Stack which I think is a good thing, I HIGHLY doubt it's supposed to turn Metal's like 7 second stun into a 1-2 second stun.

u/Strukun — 2 months ago

Regardless of what may or may not happen tomorrow I'm ready

I BELIEVE IN DELTARUNE TOMORROW

u/Strukun — 2 months ago

An analysis of Experimental Update I | Day 1

Honestly, it could have been much worse, and sure Trippy absolutely has to be fixed, that floatiness was NOT it, but aside from it and the bugs from the first hour or so of the update dropping, this update overall wasn't bad. Sure, there are still issues that have to be fixed bug wise, like Kolossos still having the M1+Block bug, and also while I'm not sure if this is a bug, for both Kolossos and Fleetway Grab and Fateful Drain should not work on an Eggman with Shield Up and a Knuckles with counter up, this just like there was no way it was intentional, after all these moves stop Charge from both 2011 and Kolo, so having them just be useless against Grab and Drain just isn't right. Overall, not terrible! Sure, things still need fixing from stray bugs from the code being held by hopes and dreams or just so far how buggy the Kolo Block update seems to have been, but what we got was pretty decent, especially on the PS side of things. (Eggman can also speak now so... 10/10 update and game.)

u/Strukun — 3 months ago

EXPERIMENTAL UPDATE I IS OUT

GREATEST UPDATE OAT??? WIP REWORKED SUPER SONIC?? MORE THAN JUST A KOLOSSOS UPDATE??? WERE EATING GREAT

u/Strukun — 3 months ago

Sick ass Metal bug to Clash with Fleetway

Now I don't recommend actually doing this bug at all if you're not above 110 HP, but when playing against Fentway, if he uses Burst and begins to use Chaos Dash directly afterwards, Metal can somewhat consistently bypass the I frames on start up and use Destructive Charge on him. This will end up stunning Fleetway and leaving him stunned, however this procedure has two downsides, one, the move will still continue so if you slam Fleetway into a wall during this bug, the move will finish and then Fleetway will be stunned, and secondly you take crazy damage during it as you're taking both the recoil damage from Destructive Charge and damage from Fleetway's Chaos Dash. You effectively trade your I frames for his. Use with caution and make sure you have high enough HP for it, wouldn't want to die before you could aura farm with a clash.

u/Strukun — 3 months ago

ES Funkin': Nasty (Showcase)

Alright so it's been a hot minute since anything regarding ESF came out, but that's gonna change soon! Hopefully! And so, I'm gonna showcase Nasty, this'll be the first of hopefully my next couple progress/update posts.

u/Strukun — 3 months ago

Mild Take?: 2011X is balanced, the other executioners (Fentway and Grablossos) are overtuned

The way I see it, 2011X is not a great starter killer, lemme get that out of the way now. He is far to complex to be effectively used by a beginner, and I'd decide Kolossos to be a much better starter.

That being said, I think 2011, while suring needing fixes here and there, (CHARGE BUG, PLEASE. Oh, and Invis CD) I think he's generally the most balanced of the killers. He does a fair amount of damage, he has his flaws of course like every other character in this game (Verticality.) He is still overall great, and his win condition is also fair, lasts for a minute thirty, pauses the timer, makes his M1 hitbox smaller and have a longer cd, and in turn he does 60 damage and is really fast. This *is* fair, but when compared to the other EXEs, we begin to have problems.

Kolossos moves barely slower than 2011, yet has a larger hitbox, does more damage, has the second best verticality of every killer, and has two ways to mitigate the fact he's a "slow brute" killer, that be in Grab and Charge. (And I'm not even going to bother talking about Grabs hitboxes) Now, can Kolossos be dealt with? Yes actually, as someone who's played in competitive private servers, he can be managed. The keyword lies in COMPETITIVE, where everyone is insanely good, is in a vc giving constant comms, and all usually in sync. In Publics, a Good, not great, but Good Kolossos could whoop most survivors.

Now we move onto the worse offender, Fentway. His issue lies in many things, but the biggest is his description. He is a Juggernaut Killer. In turn of being killable and having to be careful to not be killed, he's stronger than most EXEs. Now, on paper this sounds fair. Yeah they're stronger, but they have to play with more caution. But this formula gets completely thrown out the window with Fleetway's design. He is the fastest killer outright, his hitbox is a MASSIVE sphere that is damn near unjukeable when he's running, and almost a guaranteed hit when he's flying. Not to mention, he can hit you with a CRITICAL HIT. This is massively unfair as it puts you in a position where you could be downed or killed by a crit when a normal hit wouldn't have. Instead of having a crit mechanic, just give him a flat increase in damage when he gets under 150 HP, at least then it'll be consistent. Then there is the second problem, Flight. Flight lets him go to wherever he wants in the map with little to no issue, lets him avoid all stuns unless its Amy's Hammer Throw, Tails' cannon, or Blaze's Sol Dash. Otherwise he can just stay up there and avoid all the stuns. Now, that'd be bad enough, but then we have all the I-Frames his moves have. Chaos Dash, Startup of Laser, Burst, and Fateful Drain, all of these moves give him I frames, and for sure, he needs them like Burst, but having a move like fateful drain that is great mobility, i frames all the way through, and heals him if it lands, is all a bad combo.

Now, with all these issues, how could they realistically be fixed? Well, let's start with Kolossos, and primarily, his Grab. It has a lingering hitbox, gives him i frames if he misses it, does a flat 36 damage unless you're Knuckles holding punch, and leads into his 55 damge M1 because of his lack of end lag, dealing in total a whopping 91 damage to most survivors. Also known as a death sentence. Now, grab can be fixed in many ways. Make the hitbox more manageable, remove lunge/mitigate how far he lunges, add the endlag back so he can't hit you while you're down, all of these are good options. From there, lower his sprint speed just be a little, to actually make the "slow brute" believeable, as his sprint speed is of 52. Wanna know what 2011X's? 53.5. That's a 1.5 difference, and he does 10 more damage than 2011's M1, which turns a three shot into a two shot.

Now with Fentway, make his hitbox much smaller, it should not be twice his size, either cut the flight meter by a bit or make it slower to regenerate his flight, remove critical hits all together and just add a flat boost in damage when he gets under 150 HP, make Fateful Drain have 2 charges instead of 3 and in turn let him get a bit more HP from it, let Burst be used while he's stunned, and in return let the burn do a little more damage or remove the I frames from the move, and possibly remove the indicator from Burst, after all he already has Chaos Dash and it's indicator.

I'm no great balancing guy, but this is what I believe could make things more manageable. (Also Tripwire... yeah I dunno man being a trapper in a game like OM just doesn't work.)

u/Strukun — 3 months ago

Silver might be the most miserable survivor to face if the player decides to make it so

Now I'm sure this is like the one millionth post about "Oh Silver's broken!" Or "Oh Silver is brainless!", and truthfully, I do not have a problem with most silvers. They provide a fun and interesting challenge as a 2011/Tripwire main.

But there are one type of players, players that exist solely to make the next 5-7 minutes of the match downright unfun for not only the exe, but survivors at times, those being the Silver's that just loop in one spot the whole match while being pricks when not being focused.

For example, the top parts of Green Hill near the spawn. Why can you fly up there? Why aren't there invisible walls there? He just sits there all game throwing suspensions and rocks to pester you, and if you're playing Tripwire, you're fucked, and if you're playing 2011, you've just got to try and widdle him down with Charge, waiting a full 20ish seconds for it to get off cooldown and try again, just wasting more and more time. Same thing goes for the bridge on YCR, just flying up and down being a prick. On Angel Island, by where the ring spawns occasionally, just fly up there when in trouble. Mystic Cave. Need I say more.

Again, I do not hate Silver. As much as his kit is annoying, he isn't brainless and has quite good skill expression, and I'd rather fight a skillful Silver who outsmarts me and makes me lose time using Time Reversal, Suspension, and rocks 100 times over than Silver players who just sit in one spot and waste time.

u/Strukun — 3 months ago

I've been banging my head over this question, mostly for my own mod but it's started to bug me and make me question other mods, particularly Mario's Madness. How does an Overworld even function? And from there, how do you actually get to making one? Is it just entirely from scratch, or are there basis to jump off of? From there, it also makes me ask, is there a size limitation to overworlds? Obviously there has to be for optimization's sake, but we see in certain mods that allow BF to move around in a certain area before a song starts, or again in MM's case where there is an interactable overworld that lets you jump into songs from there. So again, my question is, does anyone know how they work? And if so, how can you learn to start making one?

u/Strukun — 4 months ago