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[C] Walker - 2.08 - 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: [C] Walker - 2.08 (/showthread.php?tid=7056) |
RE: [Character] Walker - 2.02 - YinYin - 06-23-2013 (06-23-2013, 10:33 AM)支倉凍砂 Wrote: What do you think about increasing the acceleration, i.e. jump distance?Ultimately it would result in an instant dash - which would be ok because that usually is what you aim for anyway when you start to run. (06-23-2013, 10:33 AM)支倉凍砂 Wrote: Difference being, in that game, characters are solid objects so you cannot dash through them.Actually that doesn't seem too complicated. The only problem I see is getting stuck at that object inside a speedy looking frame (like running against a crate). That'd be stupid. A better solution would be allowing to start the PP at any point inside the PD or automatically starting the PP upon touching an opponent (itr kind 3). Also I think the PD could end with a punch if the player doesn't input anything (the frames right next to the speed line frames on the sprite sheet). It would be similar to Bats speed punch. And yea a separate input for the PP would be great. (06-23-2013, 10:33 AM)支倉凍砂 Wrote: What would need to be done to allow dashing?Land in state 6. (06-23-2013, 10:33 AM)支倉凍砂 Wrote: How do you feel about the new JK? On maximum range grounded opponent recovers much faster than you and characters like Deep can instantly punish you for it. Only on close range you can follow up into SP.Negative knock back = pulling him towards you with a kick? That wouldn't make much sense. Could you instead increase the knock back without destroying the follow up on close range? That would require the opponent to waste your recovery time by closing in on you again so you might get a chance to roll or dash away. RE: [Character] Walker - 2.02 - 支倉凍砂 - 06-23-2013 (06-23-2013, 11:02 AM)YinYin Wrote: Ultimately it would result in an instant dash - which would be ok because that usually is what you aim for anyway when you start to run.I guess I'll bring it along for the next experimental patch. ; ) (06-23-2013, 11:02 AM)YinYin Wrote: Actually that doesn't seem too complicated. The only problem I see is getting stuck at that object inside a speedy looking frame (like running against a crate). That'd be stupid.Is that what happens anyway if you try to run through a crate or rock? I'll include faster cancel to PP in next patch. (06-23-2013, 11:02 AM)YinYin Wrote: Also I think the PD could end with a punch if the player doesn't input anything (the frames right next to the speed line frames on the sprite sheet).I do like when I dash through Henry's arrows and get to do a full combo of a normal A afterwards.[/quote] And yea a separate input for the PP would be great.[/quote] I'll save it for later, I want to see if it is possible to play without it. If it turns out to be as bad as it is now it will get seperate command. (06-23-2013, 11:02 AM)YinYin Wrote: Could you instead increase the knock back without destroying the follow up on close range? That would require the opponent to waste your recovery time by closing in on you again so you might get a chance to roll or dash away.Sounds good. RE: [Character] Walker - 2.02 - YinYin - 06-23-2013 (06-23-2013, 11:55 AM)支倉凍砂 Wrote: I do like when I dash through Henry's arrows and get to do a full combo of a normal A afterwards.Again you can easily have both when you think about how Davis' run attack can be cancelled by pressing attack midway (you stop earlier but miss an opportunity to hit a falling opponent). RE: [Character] Walker - 2.03 - 支倉凍砂 - 06-30-2013 I have been busy with writing a game proposal to get a job this week, and next week I will probably be programming for an other application. I'll try to get something out next Sunday too. (06-23-2013, 03:05 PM)YinYin Wrote: think about how Davis' run attack can be cancelled by pressing attack midwayI so didn't know that! XD Experimental Patch 2.03
I think that's about it. I removed the split hitbox from JK as it was really awkward when you hit opponent in air (not in a combo). The longer PD looks a little stupid to me, but it works better than before. The "buffed" hop works better as well, but it's not exactly perfect. I spent some time trying to make an anti-projectile counterattack, but to no avail. Basically I had Walker create a ball in front on him, opponent can destroy this ball with attacks (rebound) but other balls and such put it in its "active mode", where it becomes a slow moving wall (effect: 14) that rebounds balls (effect: 4). However, I realised that is changes team to opponent so while it certainly rebounds balls back to opponent they just miss and the wall itself hurt Walker. It is not included in this patch. And I'm not sure I like it either (at least now for him): Phantom Dash is supposed to be his anti-projectile move anyway so it felt a little redundant. What I am thinking about now:
Download link: https://www.dropbox.com/s/j0wtzyyztiri1yi/Walker%20%5B2.03%5D.rar As always, comments & suggestions are welcome. RE: [Character] Walker - 2.03 - YinYin - 06-30-2013 (06-30-2013, 03:01 PM)支倉凍砂 Wrote: Phantom Guard Phantom Punch launces lowerIt still looks ridiculous because it goes up so perfectly straight without any x motion. (06-30-2013, 03:01 PM)支倉凍砂 Wrote: However, I realised that is changes team to opponent so while it certainly rebounds balls back to opponent they just miss and the wall itself hurt Walker.You could again use the little drop held object trick - same as the wall bounce - to rebound without changing teams. (held object becoming the rebounded one - but not changing teams because it was created before the parent object got hit) (06-30-2013, 03:01 PM)支倉凍砂 Wrote: removing Phantom Punch follow-up from Phantom Guard. Maybe instead add a stronger throw attack.Certainly do that - even though I would miss the non jump PP. (06-30-2013, 03:01 PM)支倉凍砂 Wrote: As I use the Super Punch motion for the counterattack, should he get a new Super Punch?The non jump PP perhaps? (06-30-2013, 03:01 PM)支倉凍砂 Wrote: Deeps normal A and Strike hits so low that Phantom Dash cannot go through them. Strike also has magical 3F start-up with amazing range making hop SK a very dangerous aproach as well. Is this how it should be, or should I do something about it (add projectile move or long-range counterattack or attack-while-moving-forward-attack...)?Maybe you should consider making the PD shorter again - but go all the way with its evasive properties: just like Rudolfs dodge, no body. Also should you ever consider making him run again I would really love to see this as his run attack: ![]() Similar to Woodys, except you would need to continue a combo after the second hit as the last one knocks down. edit: gotta add - I agree with everything else. RE: [Character] Walker - 2.03 - Monolanier - 06-30-2013 actualy thing which I dont like about sprites that it looks strange when frames are changing and details are getting bigger and smaller, RE: [Character] Walker - 2.03 - 支倉凍砂 - 07-03-2013 (06-30-2013, 06:39 PM)YinYin Wrote: You could again use the little drop held object trick - same as the wall bounce - to rebound without changing teams. (held object becoming the rebounded one - but not changing teams because it was created before the parent object got hit) Do you think the move sounds interesting at all? Maybe it fits another character more? (06-30-2013, 06:39 PM)YinYin Wrote: Maybe you should consider making the PD shorter again - but go all the way with its evasive properties: just like Rudolfs dodge, no body.I have considered giving back the running to him, I think a character would need a weapon (Deep/LouisEX) to be able to use it properly, but... I am a little afraid that SK will fall into disuse. But then again you get access to a run J dash so maybe not... (06-30-2013, 06:43 PM)EXG9 Wrote: actualy thing which I dont like about sprites that it looks strange when frames are changing and details are getting bigger and smaller,If you can specify which moves/frames/sprites it easier to improve. ![]() RE: [Character] Walker - 2.03 - Monolanier - 07-03-2013 Sorry for not saying which frame. The one yinyin is talking RE: [Character] Walker - 2.03 - Memento - 07-03-2013 The only diffirence that I can see in this animation is in the pants/midsection. The shirt seems to be going over his crotch at moments, which looks a little bit weird considering the shirt looks very tight. RE: [Character] Walker - 2.03 - YinYin - 07-03-2013 (07-03-2013, 03:13 AM)支倉凍砂 Wrote: Do you think the move sounds interesting at all?I think it could work as his 4th and final ground move (pp/pd/pg and this .. phantom shield?). Also I just reread your description and now I don't actually see why the rebound would be a problem. If it starts out as an inactive energy veil waiting for a projectile to hit before it starts moving forward as a shield I don't see why it should be 'reboundable' at all. If it gets hit by a character it should just shatter and disappear. (07-03-2013, 03:13 AM)支倉凍砂 Wrote: I have considered giving back the running to him, I think a character would need a weapon (Deep/LouisEX) to be able to use it properly, but...Why would he need a weapon to run? And why would SK become too powerful with running? |