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[C] Walker - 2.08
#41
The downward spectre kick honestly looked better than the punch.
The counter attack simply transforms him into Davis (8011).
The dash doesn't seem to work because you are using 179 as your end frame of the jump. If you end it at 212 it works.
On that note if you fear the hit_j will already trigger in 212 just add hit_j: 210 in frame 210 - or finally get rid of the JJ attack as the input has nothing to do with attacking and together with getting the dash back you also relocate that action to the actual dash attack.

I like the Mario jumping effect. You can actually have something right inside the crouch frames to jump off enemies without fully reaching the ground too - abusing the hit lag for intended motion is great.
The move itself however doesn't look that good as I already said - get in touch with gad asap! :D

(06-21-2013, 03:06 PM)支倉凍砂 Wrote:  By the way, is there a way to create an object that can't leave the screen?
Depends on what it shall do.
If it's just a visual literally not leaving the screen state 9997 (come/move/stay!) will do.
If you need your object to physically stay on stage (not screen), you can only achieve this by respawning it upon leaving the screen.
Just make it hold another object (possibly itself) via wpoint. Once it goes off screen (or disappears) the held object will drop in frame 0.

edit: Also the extended reach using >> to start DvA/D^A is very hard to pull off. (almost impossible to me in an actual fight)
You could simplify the input by only performing the spectre kick via A and drop the downwards punch as it doesn't seem to make much sense at that height anyway(?).
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#42
man, I should do a char for my self, but cant get into spriting right now -.-


sup team, nice too see new char, like the sprites, somewhere looks strange, bubt mehh.
@Gad, make a stream or something what thouse made with his char clyde, "The way I am making a char"
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#43
Is it just me or everyone have data conflict with Davis and Woody? D: Everytime i try to use skills, Walker transforms into Davis, sometime Woody, with glitched animation.
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#44
(06-21-2013, 05:00 PM)YinYin Wrote:  The downward spectre kick honestly looked better than the punch.
Though Spectre Kick looks ridiculous if you make it 3F start-up.
I hope I can get Gad to make proper graphics.
(06-21-2013, 05:00 PM)YinYin Wrote:  The counter attack simply transforms him into Davis (8011).
Fixed.
(06-21-2013, 05:00 PM)YinYin Wrote:  The dash doesn't seem to work because you are using 179 as your end frame of the jump...
I have implemented your JD+A/J input for the punch, and the kick is JA. It works quite well as long as you don't spam.

(06-21-2013, 05:00 PM)YinYin Wrote:  
(06-21-2013, 03:06 PM)支倉凍砂 Wrote:  By the way, is there a way to create an object that can't leave the screen?

If you need your object to physically stay on stage (not screen), you can only achieve this by respawning it upon leaving the screen.
Just make it hold another object (possibly itself) via wpoint. Once it goes off screen (or disappears) the held object will drop in frame 0.
I was thinking if one could add a bouncing-of-the-screen effect on certain attacks.

(06-21-2013, 05:00 PM)YinYin Wrote:  Also the extended reach using >> to start DvA/D^A is very hard to pull off. (almost impossible to me in an actual fight)
You could simplify the input by only performing the spectre kick via A and drop the downwards punch as it doesn't seem to make much sense at that height anyway(?).
It is quite hard, yes, but I like it. Just →→A for an invulnerable attack is too easy I believe.
Perfectly executed hop Spectre Punch is 4F start-up, only 1F -slower than a normal punch so I believe it should have its uses... against human players. As computers instantly spams A when you get in range it is quite hard to do it against them. I did some hurtbox changes to it, so it might work better now.


Version 2.01: https://www.dropbox.com/s/dkmfjvs0ra4nrg....01%5D.rar
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#45
(06-22-2013, 01:55 AM)支倉凍砂 Wrote:  I have implemented your JD+A/J input for the punch, and the kick is JA. It works quite well as long as you don't spam.
Yeah the input for those two is amazing now. I press A for the kick and hold A for the punches. However I feel that the kick is too powerful by inflicting dance of pain. It makes it too easy to grab opponents. I think you either need to make it knock the opponent out or only send to the second injury frames.
Actually you probably have this to hit falling characters but not knock out standing ones so here is how you could possibly have both:
Separate the itr into two frames: first itr has a low fall value an a certain arest, this one will hit non falling characters and push them away without knocking them out (because this actually feels great);
second itr will have a high fall value to hit falling opponents (but it won't trigger if the first itr hit due to its arest).

(06-21-2013, 03:06 PM)支倉凍砂 Wrote:  I was thinking if one could add a bouncing-of-the-screen effect on certain attacks.
Certainly, if the object going off screen always has the same sense of direction (always going forwards or backwards) then the dropped object too will always have the same direction. So you could let it start in a bounce off animation.

(06-21-2013, 03:06 PM)支倉凍砂 Wrote:  It is quite hard, yes, but I like it. Just →→A for an invulnerable attack is too easy I believe. I believe it should have its uses... against human players. As computers instantly spams A when you get in range it is quite hard to do it against them. I did some hurtbox changes to it, so it might work better now.
I tend to forget invulnerability when I test things for input difficulty. I wouldn't mind having a fully vulnerable version that is easier to pull off. (not to mention most of the time I face bots - sometimes pretty smart custom AI but still ...)
The input could also get easier if you gave the little hop some more air time.

Also the Phantom Guard is awesome. I think it could last a little longer though, maybe even start to wait in a loop between the guarding state and one with state 0 so you stop defending by walking away any time you like.
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#46
(06-22-2013, 01:54 AM)Jester Wrote:  Is it just me or everyone have data conflict with Davis and Woody? D: Everytime i try to use skills, Walker transforms into Davis, sometime Woody, with glitched animation.
Fixed in 2.01.

(06-22-2013, 07:34 AM)YinYin Wrote:  However I feel that the kick is too powerful by inflicting dance of pain. It makes it too easy to grab opponents.
Actually you probably have this to hit falling characters but not knock out standing ones so here is how you could possibly have both:
Separate the itr into two frames
I have implemented this for the jump kick (hereby JK), but I think I'll just make JP to always cause knockdown.

(06-22-2013, 07:34 AM)YinYin Wrote:  
(06-21-2013, 03:06 PM)支倉凍砂 Wrote:  I was thinking if one could add a bouncing-of-the-screen effect on certain attacks.
Certainly, if the object going off screen always has the same sense of direction (always going forwards or backwards) then the dropped object too will always have the same direction. So you could let it start in a bounce off animation.

So, I make an object (type: 0?) and make it hold an special item and it will drop the item upon leaving the screen, and from there I can do whatever I want?

(06-22-2013, 07:34 AM)YinYin Wrote:  
(06-21-2013, 03:06 PM)支倉凍砂 Wrote:  It is quite hard, yes, but I like it. Just →→A for an invulnerable attack is too easy I believe.
I tend to forget invulnerability when I test things for input difficulty. I wouldn't mind having a fully vulnerable version that is easier to pull off. The input could also get easier if you gave the little hop some more air time.

I'd rather add a specific hop attack than changing the command.
I upped the dvy with 1 and the airtime increased from 7F to 10F, so maybe that works better for you.

With the increased height hop SP works better as a jump-in as well.

(06-22-2013, 07:34 AM)YinYin Wrote:  Also the Phantom Guard is awesome. I think it could last a little longer though, maybe even start to wait in a loop between the guarding state and one with state 0 so you stop defending by walking away any time you like.

I thought PG was too strong and that I'd have to halve the active frames. (o.o')
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#47
(06-22-2013, 02:39 PM)支倉凍砂 Wrote:  So, I make an object (type: 0?) and make it hold an special item and it will drop the item upon leaving the screen, and from there I can do whatever I want?
type 0 are characters - they either cannot leave the stage or won't disappear. Items or blasts (type 3) however will disappear.
You can spawn and hold (opoint kind 2) anything with a wpoint so it doesn't have to be an item (can be the same object that flies off to disappear).
And yes you can do whatever you want from the dropping frame 0 onwards.
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#48
Thanks, I got it to work somehow. If you are close to the corner Spectre Kick will bounce them back to you.
The +3F hop is in this patch, as well as new kind of Phantom Guard > Phantom Punch.

Note that I have changed the IDs so you will need to update your data.txt

Walker 2.02: https://www.dropbox.com/s/a852pw025whrob....02%5D.rar

What I am thinking of now:
  1. increasing distance and/or duration of Phantom Dash
  2. adding either a high-damaging ground move or another move to help with space control
  3. increasing normal jump height
  4. increasing hop distance
  5. adding zwidth to Spectre Punch
  6. increasing damage of P and SP, but decreasing damage for JP
  7. increase damage of SK, and maybe SP too
  8. adding some wall bounce to JK
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#49
(06-23-2013, 05:18 AM)支倉凍砂 Wrote:  Thanks, I got it to work somehow. If you are close to the corner Spectre Kick will bounce them back to you.
Awesome, this should always happen when characters are knocked against a wall in lf2. (I hate them getting stuck there and combos extending infinitely)
(06-23-2013, 05:18 AM)支倉凍砂 Wrote:  The +3F hop is in this patch
Better but still not my cup of tea. I bet he will make a really cool com opponent but not a well playable character.
(06-23-2013, 05:18 AM)支倉凍砂 Wrote:  new kind of Phantom Guard > Phantom Punch.
This one is ridiculous. Why so high? Also why is the phantom punch always hidden behind another action? Next to the no run hop this is the second reason why his controls are very clumsy. PD and PGs only purpose seems to be starting the PP when it would be much easier to start it with a ground D^A.
(06-23-2013, 05:18 AM)支倉凍砂 Wrote:  increasing distance and/or duration of Phantom Dash
Only do that if you also increase the time frame in which you can do the PP (I think it's too short - I often end up just dashing into the opponent without doing it and getting my a** kicked).
(06-23-2013, 05:18 AM)支倉凍砂 Wrote:  adding zwidth to Spectre Punch
That would require a radically new and well done animation to justify larger than normal zwidth on a melee attack.
(06-23-2013, 05:18 AM)支倉凍砂 Wrote:  adding some wall bounce to JK
Add wall bounce to everything(!) - Just to see how over powered he gets with it.

Maybe also add the kick/dash attack to the hop or allow dashing after it like after the jump.
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#50
(06-23-2013, 09:27 AM)YinYin Wrote:  Awesome, this should always happen when characters are knocked against a wall in lf2. (I hate them getting stuck there and combos extending infinitely)
Pleased to hear that you like it.

(06-23-2013, 09:27 AM)YinYin Wrote:  Better but still not my cup of tea. I bet he will make a really cool com opponent but not a well playable character.
Your words are true. I beginning to think that a normal run would maybe make him stronger, but I also like to keep the uniqueness.
What do you think about increasing the acceleration, i.e. jump distance?

(06-23-2013, 09:27 AM)YinYin Wrote:  This one is ridiculous. Why so high? Also why is the phantom punch always hidden behind another action? Next to the no run hop this is the second reason why his controls are very clumsy. PD and PGs only purpose seems to be starting the PP when it would be much easier to start it with a ground D^A.
Because I went crazy in this "experimental" patch. The sole reason he can do PP from PG is that was what I used as the counterattack before I programmed the throw. There is no real need to keep it really.
The reason why PP was originally only available from PD is because that is how it works for the character I ripped the move off.
Difference being, in that game, characters are solid objects so you cannot dash through them.
I've been wondering if it is possible to make an invisible projectile attach to opponent and create an itr: 14 wall so you cannot dash throw, but it seems complicated.
It's not like I can't change it to be its own command.

(06-23-2013, 09:27 AM)YinYin Wrote:  Only do that if you also increase the time frame in which you can do the PP (I think it's too short - I often end up just dashing into the opponent without doing it and getting my a** kicked).
Of course. ; )
Though I have more of a problem with even Deeps projectiles outranging PDs range.

(06-23-2013, 09:27 AM)YinYin Wrote:  That would require a radically new and well done animation to justify larger than normal zwidth on a melee attack.
Well, he hits around himself as he spins is my logic. With some proper graphics some magical light could appear around him as well.

(06-23-2013, 09:27 AM)YinYin Wrote:  Add wall bounce to everything(!) - Just to see how over powered he gets with it.
lol
Will do.

(06-23-2013, 09:27 AM)YinYin Wrote:  Maybe also add the kick/dash attack to the hop or allow dashing after it like after the jump.
I have considered adding an attack.
What would need to be done to allow dashing?

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.
I'm thinking either making it knockdown or giving it negativ knockback to allow SP easier.
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