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[Char] Jules - Printable Version

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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 :D

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. ;D
oh 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

    DC-Code:
<frame> 60 punch
   pic: 10  state: 3  wait: 2  next: 61  dvx: 2  dvy: 0  dvz: 0  centerx: 42  centery: 79  mp: 6 hit_a: 300
 
<frame> 65 punch
   pic: 12  state: 3  wait: 2  next: 66  dvx: 2  dvy: 0  dvz: 0  centerx: 26  centery: 79  mp: 6 hit_a: 300
 
<frame> 300 head_pop_ani
state: 8xxself mp: 500
opoint: selfhit -fall/bdefend -injury


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