10-15-2012, 03:53 PM
See, added Meta's basic attacks in at no time at all, and he plays different from Gilbert and Vipershark.
![[Image: bADeG.png]](/image.php?src=http%3A%2F%2Fi.imgur.com%2FbADeG.png&hash=16e3d9b1d214becc61d336017e69bc4f)
THE FIGHTERS RESOURCE - Official Thread
|
10-15-2012, 03:53 PM
See, added Meta's basic attacks in at no time at all, and he plays different from Gilbert and Vipershark.
![]() Thanked by: Sol, Garamonde, Zadaben, Keiang,
10-15-2012, 05:07 PM
well, guess i'm back on track. i still need to add another 2 specials and the rest of the KO's.
Thanked by: Zadaben, Crappy Blue Luigi, Garamonde, recme, Ploaj, Baegal, Rosencrantz, LunchPolice
10-15-2012, 06:41 PM
I most likely misunderstood what you meant Baegal.
![]() ![]() Also ![]() Help is appreciated.
10-15-2012, 06:55 PM
its the laziest way you could ever perform that maneuver, and you know it.
you should cut down the amount of frames needed for both the appearance and the actual attack down to 4, as in, you should appear ready to attack right away, feel the recoil of the projectile being launched, and then simply vanish. that motion blur there is completely unnecesary and adds nothing to the sequence. need references for better posing? check any of the megaman x sprites on the site. Thanked by: Crappy Blue Luigi, Gaia, Garamonde, recme, Kami, Ploaj, HandToeKnee, Shade, Iceman404, Baegal
I tried making my stats and what not but I think I messed up with some of the attacks since I wasn't sure how projectile based attacks would be listed.
I have no idea what I'm doing. EDIT- Just noticed that my sheet is in the middle of the old topic. I'll add it hear to make it easier to find or something. I should also add that the spring drop move doesn't hurt the opponent, it just sends them into the air, leaving them open to an attack or giving the player time to get away. Also, the missile attack, as I said in the stats, goes at a wide arc. I mainly made it like that to avoid opponents hitting you once then running away until the clock runs out (aka my little brothers strategy). Thanked by: Kami, Ploaj, Phaze, Shade, Crappy Blue Luigi, Zadaben, Garamonde, HandToeKnee, Iceman404
10-16-2012, 02:56 PM
(This post was last modified: 10-16-2012, 02:58 PM by NICKtendo DS.)
10-20-2012, 04:32 PM
Ploaj, would you be able to implement a fighter who operates like the Pokemon Trainer in Smash Bros. and shifts between three characters directed by a third?
Probably all with separate stats, too.
10-20-2012, 09:24 PM
(10-20-2012, 05:55 PM)Ploaj Wrote: Yep, but he'd be hard to balance properly. You could always design him as three separate situational characters. It would be kind of like Rock Paper Scissors, where each works in a different scenario. The person playing Zaba's fighter would be constantly trying to find the ideal character to use, and the person fighting against him would be trying to manipulate that character's weakness.
10-21-2012, 10:36 AM
i'd rather have him switch movesets like Ryu in Marvel vs Capcom, by means of making that switch as a special attack.
10-21-2012, 11:13 AM
(10-21-2012, 10:36 AM)Cobalt Blue Wrote: i'd rather have him switch movesets like Ryu in Marvel vs Capcom, by means of making that switch as a special attack. I don't think our ideas are mutually exclusive. He could switch characters based on a special attack, and have those character's movesets be highly situational. Thanked by: Zadaben
10-21-2012, 12:33 PM
(10-21-2012, 10:36 AM)Cobalt Blue Wrote: i'd rather have him switch movesets like Ryu in Marvel vs Capcom, by means of making that switch as a special attack. Yes this is what I'm going to do, use one of the specials as the switch character move. Keiang I'm not entirely sure what you mean by situational movesets, could you please explain?
10-21-2012, 01:14 PM
![]() I made a rough animation for ShadeDBZ's character thingy but it's way too many frames and it's way off model oh well it's just a thing to show you how it could be done there are tons of other ways, this is just my take on the attack Thanked by: Garamonde, Zadaben, Ploaj, Candel, Phaze, megaMasquerain, Phantom Killah
10-21-2012, 03:06 PM
(10-21-2012, 12:33 PM)Zabadabenabadaba Wrote: Keiang I'm not entirely sure what you mean by situational movesets, could you please explain? You know how each character has strengths and weaknesses? Each is probably able to deal with most situations, even if they have a specific strength. Think of it like this: They have some areas where they're good, and some where they aren't as good, but they're still generally balanced. In the case of your character, each moveset would have a specific situation it's designed to be good in, so it'd look more like this: Players would need to try to counter whatever strategy the opponent was using, and vice versa. For example, Moveset A could be based around ground-based offense. The FORWARD ground moves would be really good, and they could flow together really well. On the flip side, maybe this moveset would have horrible BACK and AIR attacks. It would be great at doing damage and breaking opponent defenses, but horrible at avoiding damage or dealing with airborne targets. If the opponent realized/remembered this, then they would probably start doing a lot of airborne attacks, which would mean that the player would have to switch off to another moveset, which would be well suited to dealing with that kind of thing. As a whole, this results in a character that can deal very well with any situation, but needs time to prepare, and could be severely punished if they were wrong about the scenario, or the scenario changed on them. I hope that didn't sound completely idiotic.
Oh I see, I was going to do that to an extent, but I wouldn't want my characters to be too polarized, because the switch time would allow my opponent to constantly switch to be paper to my rock and such, and then it would be easy to beat my character.
Thanked by: Keiang
|
« Next Oldest | Next Newest »
|