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Hmm, I think the tail of those is way too long. Make it shorter and therefore add some particles to the hitting.
Also, did I understand this right? You can also shoot, let's say, two straight fireballs and if you hit back, then the third one will blast upwards. So you don't necessarily have to shoot all three upwards once you hit back.
That's a neat feature! :o
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08-28-2011, 12:49 PM
(This post was last modified: 08-28-2011, 02:37 PM by YinYin.)
![[Image: xmpv14.gif]](http://i52.tinypic.com/xmpv14.gif)
hold back to charge it
the full charge has three projectiles as seen here
if you stop early or don't have enough mana you will only launch one or two
@Lauli: yes, you can combine them as you like
next up: stage 1 places or davis run attack charge
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08-28-2011, 01:51 PM
(This post was last modified: 08-28-2011, 01:54 PM by Lauli.)
It might require some new sprites, but wouldn't it be more consistent if this feature would be in the D>A? In a similar way how Firen has it. But it's not such a big deal, haha.
Other than that, I like these hold-back attacks a lot!
I'm a bit confused about Davis' hold-back inputs though. The video shows that he got a horizontal dragon punch with >>+<A ( 0:13), however it also shows a charged run-attack with the same input ( 0:21). Wouldn't it be more obvious to the player if the charged run-attack actually resulted in a horizontal dragon punch?
EDIT: Wait a second... you will start posting stages now, which means we're close to a first release!! :,D
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(08-27-2011, 01:59 PM)YinYin Wrote: ![[Image: 1PVQfSOH6MFbIbrNEOmUKrnkQ.gif]](http://uploadpic.org/storage/2011/1PVQfSOH6MFbIbrNEOmUKrnkQ.gif)
hold back to aim any of the three fire blasts from the D>A up
(08-26-2011, 09:04 AM)Siegvar Wrote: Hmm... I'm totally baffled. is that a similar system to Sinow's Pet system? or an improvement? its the pet system combined with something else for the different states
i'm just not lifting john up high above the ground to start it (08-26-2011, 10:23 AM)Lauli Wrote: Are these different amulet powers upgrading on each other (part 1, then level up to part 2 makes him stronger, etc.) or is each power different, but equally strong? both? you just get one level up tho
to be exact one of the two states (not powers) doesn't have much difference to the original state
but you get thrown back into it if you are knocked out on the third one or defend without performing a move
so the second one is an indication that the amulet power has been unlocked and he is now capable of going into the third state - activating the amulet power
only spoilers looks funny
you can view parts of laulis post and my answers below without getting any more info on the previous feature
(08-26-2011, 10:23 AM)Lauli Wrote: I don't really know what this does now, but since it's on the same importance as the fusion or LouisEX, this gotta be pretty cool.
Will you add more of those BIG attacks? no - this is not a 'big' attack
i just think that john is already great the way he is and i won't do any more additions on him the way i do them on other characters (alternatives on his special moves) - so most updates i do for him will be crammed into this (08-26-2011, 10:23 AM)Lauli Wrote: Actually, I wonder if this post even is supposed to be spoilered. Everything I'm talking about there is mentioned un-spoilered in your post :P wrong
i have extracted everything here that is mentioned unspoilered
but you can keep doing this if you just want to stay safe 
next up: a deep combo or freeze icicle cannon
i have an i dea to make it better
use this thing u used for henrry i think that when u hold the kets it makes it stronger
so first do those 3 blasts
than little more holding make 4 blasts
and the strongest if u hold it more it makes some 3 bigger blasts maybe some cool dragon shape to the fire
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08-28-2011, 02:28 PM
(This post was last modified: 08-28-2011, 02:31 PM by YinYin.)
(08-28-2011, 01:51 PM)Lauli Wrote: It might require some new sprites, but wouldn't it be more consistent if this feature would be in the D>A? In a similar way how Firen has it. But it's not such a big deal, haha. it would require a completely new animation
this one only required three more sprites
also firen and freeze need to differ
just the way freeze doesn't have an ice run and firen doesn't have a fire sword (08-28-2011, 01:51 PM)Lauli Wrote: I'm a bit confused about Davis' hold-back inputs though. The video shows that he got a horizontal dragon punch with >>+<A (0:13), however it also shows a charged run-attack with the same input (0:21). Wouldn't it be more obvious to the player if the charged run-attack actually resulted in a horizontal dragon punch? i am giving you the opportunity to choose this instead of the stage 1 places
pick it and i will explain (08-28-2011, 02:25 PM)DesignHeaven Wrote: than little more holding make 4 blasts no (08-28-2011, 02:25 PM)DesignHeaven Wrote: and the strongest if u hold it more it makes some 3 bigger blasts no (08-28-2011, 02:25 PM)DesignHeaven Wrote: maybe some cool dragon shape to the fire no
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YinYin Wrote:i am giving you the opportunity to choose this instead of the stage 1 places
pick it and i will explain Okay then, sounds like a plan ;)
Sorry, in case I disappointed anybody :P
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08-28-2011, 02:49 PM
(This post was last modified: 08-28-2011, 02:54 PM by YinYin.)
![[Image: 15qu521.gif]](http://i53.tinypic.com/15qu521.gif)
>>+<A (< held down and released)
the charge will only occur if davis doesn't have enough mana for the horizontal dragon punch
also if he gains enough mana while charging, pressing A during the charge will make him perform a stronger horizontal dragon punch
both are getting better defense and more damage similar to woody's charge
next up: john JA action or deep heavy attack
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deep heavy att.
Might be back, might be not :^) anyways awesome to see you guys again!
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08-28-2011, 03:59 PM
(This post was last modified: 08-28-2011, 04:00 PM by Lauli.)
YinYin Wrote:the charge will only occur if davis doesn't have enough mana for the horizontal dragon punch
also if he gains enough mana while charging, pressing A during the charge will make him perform a stronger horizontal dragon punch
both are getting better defense and more damage similar to woody's charge Hmm...
So basically there's following inputs.
>>+A<A ... charged dragon punch
>>+A< ... dragon punch ( if enough mp)
>>+A< ... charged run attack ( if not enough mp)
>>+A ... normal run attack
In my opinion these are a bit too much possible actions for a "run attack". Wouldn't it be a lot less confusing to the player if you'd have one charging state that either leads to a charged run attack or a dragon punch at some point?
Also, something else. What's the correct order of input for that hold-back-run-attack? First Attack, then holding back? Simultaneous?
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>>+A<A ... charged dragon punch ( if not enough, but later enough mp)
>>+A< ... dragon punch ( if enough mp)
>>+A< ... charged run attack ( if not enough mp)
>>+A ... normal run attack ( thats a different input) (08-28-2011, 03:59 PM)Lauli Wrote: In my opinion these are a bit too much possible actions for a "run attack". i understand your concern
but most of all this is just the horizontal dragon punch
the charging animation basically tells the player: hey you didn't have enough mp there - get some more
the charged dragon punch is a very rare occurance - because it requires you to first have just not enough mp and then charge long enough to get the required amount (recharging mp is actually slower here) and press attack instead of releasing the charge
this may be complex but its more of a hidden feature anyway
if you don't know it it won't bother you
i think the basic idea that this input has two different actions depending on mp is a fact players should grasp quick enough unless they also keep wondering why their special moves don't work when they don't have enough mp
(08-28-2011, 03:59 PM)Lauli Wrote: Also, something else. What's the correct order of input for that hold-back-run-attack? First Attack, then holding back? Simultaneous? simultaneous works best on most keyboards
however it doesn't matter when the opposite direction is pressed (unless it could interfere with the input before)
as long as it is held in the required frame
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