#Hitstop
fishing hitstop. i am truly revolutionizing fishing games right here
June 24, 2025 at 4:53 PM
neet so overwhelmingly obese her footsteps have hitstop
June 11, 2026 at 1:07 AM
wearing a big shirt that says I ♥️ HITSTOP
December 6, 2025 at 9:29 AM
what 10 frames of hitstop looks like #gamedev #indiedev (should take a page out of Sakurai's hitstop video and make the hitting character vibrate a bit too, maybe)
March 27, 2025 at 4:04 AM
DS1 More Hitstop mod proof of concept
April 11, 2026 at 2:07 AM
Tonight's Project: Continues work on the melee framework.
Very very sloppy structure right now as I figure out the handles I need to serialize.

But, I am able to define hit frames and apply damage instances to HP.

Plus some fun hitstop juice.

#CherubDev #UE5 #GameDev
March 26, 2026 at 8:08 AM
he needs to have hitstop
May 27, 2025 at 6:44 PM
tbh you can get pretty far with chunky sound effects, hitstop, and a couple particles
May 5, 2025 at 9:25 AM
i just noticed that the original Mario had hitstop
September 22, 2026 at 10:40 PM
This. I cannot believe how many combat teams out there get this one wrong. In general, there is a lot of hitstop misuse in big AAA games. Proper use of hitstop makes your attacks not only feel stronger and cooler, but importantly also makes your combat more legible.
Another one. Cuts (swords, knives, etc) feel MUCH more like cuts if the hitstop occurs after the weapon has passed through the opponent, with some kind of slash VFX / smear on top. Hitstop while the weapon is overlapping with the opponent can feel more like a blunt strike.
bsky.app/profile/cata...
would love to see a thread of small practical pieces of advice developers just starting out or unfamiliar with a genre might not know!

I’ll start: if you’re using a tag-based system, don’t just give everything an individual tag—look for thematic groups where similar events can lead to same outcome
April 1, 2026 at 2:55 AM
Another one. Cuts (swords, knives, etc) feel MUCH more like cuts if the hitstop occurs after the weapon has passed through the opponent, with some kind of slash VFX / smear on top. Hitstop while the weapon is overlapping with the opponent can feel more like a blunt strike.
bsky.app/profile/cata...
would love to see a thread of small practical pieces of advice developers just starting out or unfamiliar with a genre might not know!

I’ll start: if you’re using a tag-based system, don’t just give everything an individual tag—look for thematic groups where similar events can lead to same outcome
Biggest lesson I learned was, snap your floats! Build on a grid. Large floats take up a lot of extra calculations and the results may vary depending on the hardware. This can cause a lot of unpredictable bugs. Things move around or fall out of the world. A lot of indie projects make this mistake.
April 1, 2026 at 2:04 AM
Insect Glaive users and Hitstop Enjoyers Rejoice!

Source: TheGamer

#MHWilds
December 3, 2024 at 3:23 PM
Just released the Dark Souls 1 Hitstop mod on patreon.

Makes player attacks cause hitstop against all enemies, and has settings to adjust hitstop as desired. Works for PTDE, DSR, and all other mods. Will be available for everybody later on (as always!)

www.patreon.com/posts/155816...
DS1 More Hitstop mod proof of concept
April 17, 2026 at 1:13 AM
Did a quick n dirty anim-based hitstop in 🐭⚔️ and

not sure I can go back, wow, this is night n day. Kinda hard to see in isolation, so first post here is with the hitstop turned on,
March 29, 2025 at 5:26 AM
Hitstop and vfx make impacts so much juicer #screenshotsaturday

#indiegames #gamedev #ue5 #realtimeVFX
July 12, 2025 at 9:27 AM
dark souls mod where every attack has one full minute of hitstop
April 10, 2026 at 10:46 PM
Hitstop and weapon attack sound effects will pack a greater punch in the full version of #MHWilds! You'll feel the impact and responsiveness of attacks much more, especially for big moves and finishers.

Here's a work-in-progress video showcasing the changes with the Great Sword.
December 19, 2024 at 10:32 PM
i think this will be controversial but if ffxiv added hitstop to player animations i'd nut
July 27, 2026 at 7:52 PM
hey jimmy! gimme a hitstop with nothin!
May 31, 2026 at 9:15 AM
Hitstop in 2026 wird ein Banger 🔥
January 12, 2026 at 5:57 AM
wait no--hitstop
July 9, 2026 at 3:00 PM
good hitstop > good graphics
What’s your gaming hot take?

I’ll go first:

I think Bethesda hasn’t been good for the gaming industry because they’ve led to this push towards open world non linear experiences as well as normalizing shipping out games that are full of bugs.

Not everything needs to be open world!
May 4, 2026 at 9:27 AM
In vanilla, only big enemies and most bosses make player attacks cause a tiny bit of hitstop.

This mod makes hitstop happen when hitting all enemies, and (optionally) increases the amount stop time, which is determined per-weapon and per-attack. Stronger attacks mean more hitstop.
April 11, 2026 at 2:07 AM
Fine tuning the game feel! A couple more things to do but got the hitstop timed with the player animations, or at least more accurately timed than they were. Stamina bar soon.

#gamedev #IndieGame #IndieDev #PixelArt #Horror #Godot
March 16, 2026 at 1:58 PM