If you press Attack while standing over a pick-up-able guy and a weapon, you get the weapon, and the guy goes in the air like he was just released from your grip. Same bug in LF2 when you grab a guy who's on the same spot as another grabbable guy.
problem?
Yeah problem!: How unfair is that. </whine>
thanks a lot
Thank you!
why do you call them chris and joe?
I thought they had different names in LF1, and "Chris" and "Joe" are in keeping with Julian's incongruously innocent-sounding name.
By the way, why does weapon attacking kill all your momentum? Is it an LF1 thing?
I'm sorry for necroposting, but this project is simply amazing. I always dreamed of doing this when I was younger ever since I learned how to mod LF1, but I was never able to get the game in a window mode for me to rip the sprites. Somebody showed me this project on Facebook and I must say that it is some quality work. It's this kind of work that I look for in mods of LF2, and sadly I must say that I rarely find these kinds of gems.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
(turn on annotations & read the description, I left a lot of notes there)
I took the liberty to do a rough damage estimate of all attacks in the game by comparing the number of pixels lost in the 100 pixel HP bar when damage is taken, and then x5 to match up with the LF2 numbers.
Specials Dragon Punch: 90 Tiger Dash: 80 Thunder Punch: 50 Thunderkick: around 14*7=98 (in practice its about 90 in total) LouisPalm / HenryPalm: 60, range about 4/7 screen, no damage fadeoff. Deep Charge: 35 per hit, stun (max hits x2) Deep/Firen/Julian Explosion: 100 Firen Blaze: 80 Dennis Spinkick: 24*4=96 (in practice its about 90) Freeze Whirlwind: 25*4=100 (in practice its about 100) Julian Soulpunch: 40
Balls
All balls can be turned into iceballs. Energy Ball: 50 Henry Arrow: 40 Deep Ball: 10, stun x2 (can potentially hit x3, can hit falling) Fireball: 50 fire Iceball: 30 ice Julian Ball: 40/3 = about 15? (there are 3 skulls per wave, I checked the damage for 1 wave) John Disc: 30 per hit
Weapons Baseball Bat: 20, stun x3 / 40 thrown Scythe: 30, knockdown / 50 thrown Sword: 30, stun x3 / 50 thrown (when Deep swings it in melee range, its a 1-hit stun due to the ball) Ice Sword: 20 ice / 30 thrown ice Boomerang: 50 thrown Shuriken: 20 thrown stun x3 Milk & Beer: 20 thrown stun Crate & Boulder: 70 Dynamite: 100 (same as Explosion. TNT itself cannot hit anyone.)
Julian's big bang damage is way higher in the game than in LF1, because each opointed explosion hits; in LF1 the whole thing counts as a single 100dmg hit.
Palm attacks seem to have a slightly wider z-axis than most attacks.
Other differences from LF1 that aren't noted in this thread yet:
* You actually drop your weapon any time you use a special move.
* You actually cannot jump or run while holding a weapon. Jump is actually the throw button.
* zort said using a weapon kills all momentum. This is accurate to LF1.
* The D>A juggle combo is actually accurate to LF1, its entirely doable but much harder to pull off. However, the cooldown period between each hit is longer than in LF1 than in LF½ and the dvy launches upward a bit more.
* Maximum grab punches in LF1 is 5, not 8, though you can grab longer than you can grab attack. And there seems to be some random chance of getting pushed away.
* Deep's sword is very inaccurate; the fall is not the same(sword, blast & charge), the blast normally doesn't disappear on hit.
* Throws are way further in original LF1. Also, chain throws are really unfair in this mod.
* Teleport facing actually works differently and positions a bit closer on x-axis.
* Now obviously you can't defend in LF1, but I noticed in LF½ that there is no broken_defend, and I checked the data and found out its the same as frame 111...