alf2: current state - insights - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Projects (https://lf-empire.de/forum/forumdisplay.php?fid=10) +--- Thread: alf2: current state - insights (/showthread.php?tid=6801) |
alf2 - current state: to-do list - YinYin - 03-11-2012 to-do: (Click to View) re: woody double teleport (Click to View) next up: pick one item i can already do and i will report back RE: alf2 - current state: john amulet part 4 - YinYin - 03-31-2012 progress on the list: none progress everywhere else: lots so here is an unannounced update i have decided to spoiler this feature because i consider it to be of similar weight as the fusion or louisEX all following features that are somehow tied to this will also just be named amulet power part 3, 4, 5 and so on spoiler (Click to View) next up: john amulet part 5 i would still love to hear more thoughts on the woody teleport issue further explained in the last post or a pointer to what thing of the list (i don't want to do) i should tackle first RE: alf2: current state - insights - Reaper - 03-31-2012 Quote:i would still love to hear more thoughts on the woody teleport issue further explained in the last post Spoiler (Click to View) Quote: Spoiler (Click to View) RE: alf2: current state - insights - YinYin - 03-31-2012 (03-31-2012, 10:01 PM)Reaper Wrote: What I'd propose is giving the catched character the ability to cancel the teleport/ wrench from Woody's grip, presumably so that Woody teleports alone. sounds like a mighty good solution next question: how would woody start this move? an automation if next to a teammate seems wrong because its not controllable once again (but that would be the easiest - like rudolfs counter when going invisible with an opponent close by) i think quickly adding another +J would be the most natural DvJJ - for teleporting two - even if that will only grant a split second to react for canceling it now i only need to figure out how to let the passenger cancel his teleport without canceling woodys i wonder whether this option should be available for opponents too (thus only one set of frames for both cases) or whether they should stay helpless ... (secondary set for teammates) RE: alf2: current state - insights - Reaper - 03-31-2012 Adding a +J would have been my thought as well. I'm not quite sure how it would affect the accuracy though. It's just a matter of split-seconds, but maybe it would be the little bit that is too much. Testing both possibilities in-game would probably be a good idea. I say it would be best to make the option only available for teammates. Ideally, you'll want to make it as easy as possible to cancel the teleport if needed. If the enemy would be able to do that as well, I imagine the move to be rather weak. RE: alf2: current state - insights - Lauli - 04-01-2012 The canceling might be a problem, as it's too little time to react. If you turn it the other way around - to enable the teleport option for the teammate - then it might solve the reaction time problem: Woody catches the teammate, teleports. Teammate has, a timeframe of let's say 1 second to activate his teleport. Then the teleport option depletes. I think this could be done with an invisible weapon and the like. But then again, this would be too much work for a rather rare occasion. Spoiler (Click to View) RE: alf2: current state - insights - YinYin - 04-01-2012 (04-01-2012, 10:10 AM)Lauli Wrote: The canceling might be a problem, as it's too little time to react.well most players go into the defense frames before performing a move - but the teleport doesn't start from there you have to wait for the defense to end and that is enough time for a teammate to either move towards you or move away (because who stands around still next to his buddy during a fight? unless he wants a lift) or otherwise enough time to realize woody wants to teleport away (and then hit a button if it connects to cancel) so i think the time frame might be ok (04-01-2012, 10:10 AM)Lauli Wrote: If you turn it the other way around - to enable the teleport option for the teammate - then it might solve the reaction time problem:i dont quite understand this Spoiler (Click to View) RE: alf2: current state - insights - Lauli - 04-01-2012 YinYin Wrote:well most players go into the defense frames before performing a move - but the teleport doesn't start from thereWait a second, does that mean you can perform the teleport without catching your teammate? :O So you just teleport any teammate with you who happens to stand next to you? That's cool. The DvJ+J option would be the best one then I think. Disregard that thought I had about the teleporting I had. RE: alf2: current state - insights - YinYin - 04-01-2012 (04-01-2012, 11:34 AM)Lauli Wrote: Wait a second, does that mean you can perform the teleport without catching your teammate? :Othere is catching required - or some other interaction but i would try to implement that into the teleport itself because the need to do another action (ie yet another input) that is useless on its own would be bad it would also serve as a check, whether to take a close teammate or teleport normally alone RE: alf2: current state - insights - Lauli - 04-01-2012 YinYin Wrote:there is catching required - or some other interactionOh well in that case; don't disregard my previous suggestion. I thought about Woody giving everyone a very short "buff" to every teammate around when he performs the DvJ (the normal one, without anyone caught, etc.). The buff depletes after a short time, but you still have enough time to "use" the buff. If you use the buff - by pressing J for example - the teammate can decide wether to teleport along with Woody or not. Kinda like Woody giving everyone the ability to teleport. Look at that graphical demonstration, it's amazing (Click to View) |