Users browsing this thread: 6 Guest(s)
tFR:SDtW Non Gors Workshop - NEWS! (05/31)
A swordsman wouldn't fit your character at all, and it was probably just me, but a gunfighter would be hard to implement in a game like TFR. It could prove to be a worthy challenge though. If you do go the gunfighter route, no arm cannons, use actual guns.
[Image: b6Bqjzn.gif]
Thanked by: Garamonde
A gunslinger in a fighting game is pretty simple if you just make the..err.. impacts the muzzle flashes, I'd think.
Thanked by:
A sword fighter could work if he used something akin to a lightsabre instead of an actual sword...
Thanked by:
[Image: YGww8.gif][Image: XruNa.gif]
I could only envision Gaia either using arm cannons or going the Zero-esque route with the light saber.
But I still think that rocket punches and the Gaia Buster (?) fit him better. Maybe he could have a Gaia Blade light saber as a special move.
[Image: sweet-capn-cakes-deltarune.gif]
Thanked by:
(04-16-2012, 05:14 AM)Hoeloe Wrote: A sword fighter could work if he used something akin to a lightsabre instead of an actual sword...

Not like there can't be more than one, but my character with the laser hands was going to have a few attacks in which her laser fingers were basically lightsabers :I
[Image: b6Bqjzn.gif]
Thanked by:
(04-16-2012, 01:45 AM)Korby Wrote: A gunslinger in a fighting game is pretty simple if you just make the..err.. impacts the muzzle flashes, I'd think.

Ever thought something akin to the Gundam Wing: Endless Duel fighter, or the Battle Assult games?

Mega Man and Firebrand (who shot fireballs from his mouth for some of his attacks) in Marvel vs Capcom were ranged fighters and to an extent, Samus Aran from the Smash Bros titles. Peacock is like a gunslinger fighter in a sense from Skullgirls. BB hood from Darkstalkers also played with guns (and about a third of the SNK roster focuses on gunplay), so yeah.

Virtua-ON is another example of guns-n'-fighters. I could go on, since giving him robot options with Gaia's design asthetic would make him look akward.. I might need to look into that too.
Thanked by:
I was just saying, that even with gunslingers being in fighting games, they're a harder beast to manage.
[Image: b6Bqjzn.gif]
Thanked by:
Considering that's up to one's perspective. I like to say the one who knows a character best is the one who created him, which shouldn't be hard to come up with a few ideas. I got plenty too.

Most of the punches will be replaced with a series of shots. Punches 1 and 2 will be some sort of a "weak shot" type, in which he is in a similar position of a person holding a pistol, and fires twice if one desires (since the second shot replaces the second punch). The heavier hit (foward punch) is replaced by a stronger shot that has a knockback effect, with the < Punch rockets the opponent into the sky to start an aireal combo that has a flamethrower-esque uppercut animation.
Thanked by:
I think a gunslinger could work if the projectiles don't go through the entire screen, that would make your character have an unfair advantage, imo (it also depends on how much of a delay you have between simple attacks)
Thanked by: Gwen
(04-16-2012, 01:10 PM)Mutsukki Wrote: I think a gunslinger could work if the projectiles don't go through the entire screen, that would make your character have an unfair advantage, imo (it also depends on how much of a delay you have between simple attacks)

These kind of factors are what make a gunslinger a tad bit more difficult, you have a lot more factors to consider as guns have extremely good range, and are usually strong, so you have to find ways to make them effective without being unfair and giving an unfair advantage.
The one Bleach fighter on the Wii dealt with "gunslingers" terribly. Uryuu could hop back infinitely and fire shots at the same time, as well as going across the entire battlefield, along with his attacks doing a lot of damage he was practically invincible because he could hop'n'fire and you would constantly be stuck in recoil.
[Image: b6Bqjzn.gif]
Thanked by:
Or after so many shots, he'll have to reload
[Image: 803ce84258.gif]
Thanked by:
Basically, I was thinking that it would delay a bit for the more stronger attacks as a solution. Weaker ones would have less range, can be more easily dodged, but could be used more rapidly (to an extent), as such more powerful ones could be more slower, but more range and possible knockback and burn damage. But a duck or a jump could dodge the weaker shots easily if Gaia's not in the same position, which could open up for a counterattack. It can be the same if Gaia's taking too long to fire off a stronger shot it can give the foes an opening before he fires the shot.

Thanked by:
(04-16-2012, 01:19 PM)Gaia Wrote: Weaker ones would have less range, but could be used more rapidly, as such more powerful ones could be more slower, but more range and possible knockback and burn damage.

This feels familiar, I wish I could remember the game I saw something similar. Maybe it was Jump Ultimate Star? I think it was Train Heartnet from the Black Cat series, he uses a gun, that may be a good inspiration? (Because basically, I see TFR as having a JUS-like approach to figthing)
Thanked by: Gwen
(04-16-2012, 01:19 PM)[robo9] Wrote: Or after so many shots, he'll have to reload

I was thinking something like that but most of his ammo laser-type, he won't run out for awhile. Shy

This feels familiar, I wish I could remember the game I saw something similar. Maybe it was Jump Ultimate Star? I think it was Train Heartnet from the Black Cat series, he uses a gun, that may be a good inspiration? (Because basically, I see TFR as having a JUS-like approach to figthing)
[/quote]

Really? Then if that's the case, it should be intresting later in this project.
Thanked by:


Forum Jump: