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[Char] Jules - 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: [Char] Jules (/showthread.php?tid=3537) |
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RE: [Char] Jules - Silverthorn - 07-05-2010 (07-04-2010, 11:56 PM)Alectric Wrote: I still got beaten. This is probably because he's a bit stonger than the regular Justin. I had no problems beating 2 coms in VS mode with Jules while it's a bit harder with headed version :P RE: [Char] Jules - Marshall - 07-06-2010 very nice character indeed. Face pic is great while animations of the moves transformed some fairly unoriginal ideas into a very fun character. Coupled with the sick sound effects, you've got my thumbs up and vote to continue to develop it a bit more. Extra moves are not a must, but I certainly would like to see the acid on the ground have an effect. RE: [Char] Jules - dubbleD - 07-06-2010 makes my day trying something as random as jules buut i didnt get much time to try him out ![]() still, a quality character indeed. love it ![]() i agree with marshall, it would be nice if you can add a little more like the acid on the ground but its up to you
RE: [Char] Jules - YinYin - 07-06-2010 well well why can you start the DvA from having caught someone without taking the caught person with you? not good other than that i really really like the DvA move maybe you could add the possibility to somersault throw the caught character in the air instead of rushing to the ground if you press J as you catch him (or if youve managed to DvA with a caught character) for the spinning throw i would suggest making it available for heavy objects aswell (and the normal throw for characters) maybe A for normal and J for spinning (+J to repeat, similar to louis?) for both objects and characters but well ... for a stage/opponent character i can understand if you always want him to spin characters around when throwing them but you should allow some direction control for his throwing the acid move is very well animated the varying brightness one the single drops really fits but i dont feel the slimy/fluid stuff suits a character connected to julian/justin - im kinda missing some energy moves (turning the two he has into energy moves is only graphical work) but then again hes also missing a head if you really want to make it fit you could turn that acid into blood :p (07-04-2010, 06:39 PM)Blue Phoenix Wrote: an action when a char walks through the acid. (07-06-2010, 12:10 PM)Marshall Wrote: certainly would like to see the acid on the ground have an effect. (07-06-2010, 01:18 PM)dubbleD Wrote: i agree with marshall, it would be nice if you can add a little more like the acid on the ground but its up to you :) (07-04-2010, 06:43 PM)Lauli Wrote: Haha, yea I meight add some nice things with the acid and stuff. ;Doh no not might you will you cant have all that stuff on the ground without any interaction (07-04-2010, 11:56 PM)Alectric Wrote: Also, you forgot to include the whirlwind toss move (D>A when grabbing) in the readme.he does not have a different throwing right now - there is no D>A to do it and whats with the Railway Bridge now? RE: [Char] Jules - Lauli - 07-13-2010 I have add'd some things to the spinning-throws and fix'd things and also did some other things. THINGS! (Thanks YinYin) You can perform normal throw, or the spinning throw now. Press Jump, right when you perform the normal throw. If you continue pressing Jump, the spinning continues, with a little mp-cost though. If anyone has some nice ideas what to do with the acid, please post ;D I thought about that, when he's rolling through a pond of acid, it get's thrown up in the air again. But yea, not really spectacular. RE: [Char] Jules - Taniaetc - 07-13-2010 Well, the acid could hurt someone except Jules if he/she walks into it. or when jules walks near the pond it could suck itself up and heal him. RE: [Char] Jules - forgetlatios - 07-13-2010 make it like a liquid thing- slips you, when it gets hit it either evaporates or flies off somewhere. or even fresher, it turns into a blob of jelly goo thing that chases you :P when it gets you, it holds you... and after~ 2seconds, it goes BOOM. just like davis' DvJ in reinforced. RE: [Char] Jules - Lauli - 07-13-2010 Haha, these are some pretty crazy ideas :D Crazy in a good way. Anyways, problem is, that I can't have the acid have a normal itr. It would be probably the most obvious thing to add, since acid also hurts only when you touch it. Only, it would look funny when a weapon falls on the acid pond. Alot of sparks and weapons wiggling around and weird sounds and all. RE: [Char] Jules - forgetlatios - 07-13-2010 why not use bdefend: 100 to destroy weapons on acid? looks weird... but works RE: [Char] Jules - YinYin - 07-14-2010 hm ... do you think you could make it possible to aim with the d>a? i know the dvz way wont work because of the way youve set up so many opoints but maybe a few clever hit_Fa and dvx/y combinations can create a little auto aiming ive just had this idea for an automatic locked health regain feature that would suit him very well as some kind of a boss character basic idea is this on low hp and full mp he will automatically pop out an energy skull for a head and heal himself back to close to full hp, maybe also rising his stamina for hes more close ranged
works quite well and can also be tweaked everywhere the mp in 60/65 defines in which range the hp has to be (due to the regain) and the mp of his other moves can make it more or less likely for him to have 500mp at some point only problem is that normal punches use some mana now just like henrys and rudolfs do and i think you wont like the design change he would go through :p [attachment=2069] haha |