Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
what new features would you like in lf2?
#21
(05-02-2014, 04:51 PM)Bamboori Wrote:  you wont need a top left pixel thing :p i mean you can even use partial alpha transparency in your sprites.
Yes. I understand, but this:
Quote:but a projected one also came to my mind. I'll see if I can do that and how it looks. Maybe it'll stay exclusive to a sunset background or something :p
Unless you plan to have the developer manually create all the shadows, then you MUST allow setting colorkeys. Try brainstorming the mechanism of generating a shadow sheet from a grid, and you will see what I mean.
[Image: signature.png]
A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

Reply
Thanks given by:
#22
(05-02-2014, 04:25 PM)Bamboori Wrote:  
(05-02-2014, 04:09 PM)Bat Tamer Wrote:  And to fix the rolling input issue, why not have inputs reset when you get up from rolling? This would allow mid-roll moves while preventing any other special moves. It may be a little weird, but it's my only idea.
i dont know about that rolling input thing :p why not make a d>a in the rowing frames?
He was talking about:
(05-01-2014, 05:56 PM)STM1993 Wrote:  1) Option for players to change input saving time.
In LF2, you can press the buttons for D>A one at a time, but I find that this button input saves way too long for my liking, especially when I'm playing Henry and I don't want him to automatically use D>A all because I tried to face the opposite direction and shoot an arrow after rolling.

I don't want it to only be exclusive to rolling because I might also want to block, then turn, then A, but then it'd make me do D>A. Basically my biggest complaint about LF2 is how you can't manipulate D to block/roll/whatever without causing the game to read it as wanting to use a special move, but otherwise I really do like the ability to save an input. The only reason why it doesn't seem like such a big issue is because you'd always be using >>JA instead of trying to block, but to me it just takes away a certain playstyle from being viable and restricts it to AI who can input stuff without triggering moves. Look at this modified version of Annoying Henry! No human player can do this without screwing up! And if you've played YinYin's Crusher Davis AI, you probably won't be able to block a dash attack, turn around and hit A without screwing up either.

A 4th special/attack button is alright I guess if a little weird to get used to, but I suppose it could be also used for special moves trigger to overcome the issue. For commands or other misc actions, I'd suggest putting them as Q or E or something near WASD.
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
Reply
Thanks given by:
#23
@A-MAN: well the only thing i thought of so far was drawing the current sprite in grey flipped and scaled :p ill look more into it when i get the core stuff working.

@STM1993: hm, so you mean the 4rth button doesnt really need to be an attack button but rather a "special" button? sounds interesting :) then we could do stuff like smash bros, regular controls plus special button combined with directions.
how would you like going back to lf1/streetfighter style and use inputs like <->-<-A instead of inputs starting with D?
Reply
Thanks given by:
#24
Allowing all types of inputs would be good. You can do tags like hit_DFA, hit_FBFA, hit_DFA, hit_FB (B being the other attack). If it's possible to make inputs be read by each specific letter, the flexibility would be endless.
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.
Reply
Thanks given by:
#25
i think that should be no problem, but it wouldnt solve the accidentally special attack issue right?

also with my current planning, it wont be possible to do wait:0 . do you think that will be a major drawback?
Reply
Thanks given by:
#26
I dislike movement inputs for LF2 - you can't press all buttons at once to execute, has input confusion and its inconsistent with the idea of having to press D to access special moves. That said, I think it should be added in anyway for modding flexibility.

I think having no wait 0 is okay as long as LF2 no longer has first frame limitations. By that, I mean you can use opoints on first frame.

It would be nice if you can DC healing properties directly. Right now its restricted to using -mp tag on first frame, drinking a hidden milk/beer, and healing dark HP only.
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
Reply
Thanks given by:
#27
Well, FBFA was an input programmed in the original LF and reinstated on HF. I find it somewhat natural since it doesn't affect your positioning. UDLR is a very awkward input to me (Livermore, the Dennis in HF, uses this for Hurricane Kick because there are no other suitable inputs open)

"wait" in Marti's code means how long to keep that frame going. wait: 0 means there that frame will only be out for 1 frame(TU); wait: 1 means two frames(TU) before the next is triggered. I hope you mean that wait:1 means waiting for just one frame on your version.
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.
Reply
Thanks given by:
#28
(05-02-2014, 09:18 PM)Bat Tamer Wrote:  "wait" in Marti's code means how long to keep that frame going. wait: 0 means there that frame will only be out for 1 frame(TU); wait: 1 means two frames(TU) before the next is triggered. I hope you mean that wait:1 means waiting for just one frame on your version.
But what about 0? "wait:" sets how much extra should the frame be delayed. If wait is 0, then this means that the frame will pass in the normal (1./FPS)th of a second. Else, the wait value will just be added to that 1; (1.+waitvalue)/FPS. Having "wait:1" ignored completely doesn't make any sense IMO.
[Image: signature.png]
A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

Reply
Thanks given by:
#29
yeah just one frame for wait: 1 :P
and opoint is possible in every frame :)

i think i should put the special move combos aside for now as the first alpha will only be with template anyways.
when the alpha is done we can test how a nice special move system could work.

edit: well in my code it will be wait = number of frames. i find that way less confusing :p
Reply
Thanks given by:
#30
If you have wait: 1 equal one frame, then you don't need to worry about wait: 0. You just pushed it up one number to make things clearer. That's exactly what I thought you were meaning.

Edit: I'm kinda curious to see how this will turn out on GameMaker. I'm not thinking it's a bad system, but it's not often for a program like this turning out amazing games.
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.
Reply
Thanks given by:




Users browsing this thread: 1 Guest(s)