02-06-2013, 12:29 PM
It's not hard to create an x-offset by a generalized amount (f.e. 100), it's pretty much the same with using an y-offset for carrying ^^
Though your point about 'it's strange to have your character running without control' is valid.
What do you think about the idea of turning the character into a 'hand-launched' (gesture, summoning, but not exactly the 'throw' of an heavy object) projectile?
Regarding the problem of not picking up enemies, we could add another layer of ready-ok requests, which means the characters won't get 'picked up'in the first round of itr8 interaction, but only in the second. Downside is another delay of 2 or 4 ticks (not sure how fast kind 8 can act) and the characters will be moved to the same xz coordinate (which may or may not be very noticeable).
Btw, as of now, the 'combo's merely consist of one character performing an attack based upon a second's movement abilities.
With a few proper protocols, we could refine this into some 'real' comboing. Example:
Character A starts a Combo with Character B as backup.
A runs towards the enemy, B auto-follows.
Upon contact, A starts a basic melee combo and hits the enemy upwards. A then uses a ybdy to order 'Fire AoE Sidewards' to B.
B does some AoE move, whilst A teleports into the enemy (ensuring, regardless of what B does, the combo will continue) and perform a uppercut.
A orders B to 'fire AoE upwards' as a finishing move.
The implementation of the combo is obviously all done in Character A, whilst the implementation of the generalized 'Fire AoE xwards' would be part of the API and would depend upon how it was implemented in B. (F.e. Firen would use explosions / fireballs, freeze would use ice stuff, davis may perform strafing combos).
Trivially, not all characters can support any sort of order and the API would need to deal with that, f.e. by a layer of confirmation:
-A checks order XY from B.
-B confirms the order.
-A starts doing something and/or orders XY to B
or
-A checks order XY from B.
-B doesn't react (order and according ybdy not implemented)
-A waits for ~3 frames and then realizes B doesn't support order, combo must be altered or aborted.
>>> The downside of this is, that some characters wouldn't be able to combo at all, f.e. if there is a Davis always requiring an assistance uppercut, he couldn't do proper combos with characters not supporting said move. But one could claim this would be an issue of a lazy DCer not implementin said move to his character (or a lazy DCer not giving Davis a set of alternative combo's).
Though your point about 'it's strange to have your character running without control' is valid.
What do you think about the idea of turning the character into a 'hand-launched' (gesture, summoning, but not exactly the 'throw' of an heavy object) projectile?
Regarding the problem of not picking up enemies, we could add another layer of ready-ok requests, which means the characters won't get 'picked up'in the first round of itr8 interaction, but only in the second. Downside is another delay of 2 or 4 ticks (not sure how fast kind 8 can act) and the characters will be moved to the same xz coordinate (which may or may not be very noticeable).
Btw, as of now, the 'combo's merely consist of one character performing an attack based upon a second's movement abilities.
With a few proper protocols, we could refine this into some 'real' comboing. Example:
Character A starts a Combo with Character B as backup.
A runs towards the enemy, B auto-follows.
Upon contact, A starts a basic melee combo and hits the enemy upwards. A then uses a ybdy to order 'Fire AoE Sidewards' to B.
B does some AoE move, whilst A teleports into the enemy (ensuring, regardless of what B does, the combo will continue) and perform a uppercut.
A orders B to 'fire AoE upwards' as a finishing move.
The implementation of the combo is obviously all done in Character A, whilst the implementation of the generalized 'Fire AoE xwards' would be part of the API and would depend upon how it was implemented in B. (F.e. Firen would use explosions / fireballs, freeze would use ice stuff, davis may perform strafing combos).
Trivially, not all characters can support any sort of order and the API would need to deal with that, f.e. by a layer of confirmation:
-A checks order XY from B.
-B confirms the order.
-A starts doing something and/or orders XY to B
or
-A checks order XY from B.
-B doesn't react (order and according ybdy not implemented)
-A waits for ~3 frames and then realizes B doesn't support order, combo must be altered or aborted.
>>> The downside of this is, that some characters wouldn't be able to combo at all, f.e. if there is a Davis always requiring an assistance uppercut, he couldn't do proper combos with characters not supporting said move. But one could claim this would be an issue of a lazy DCer not implementin said move to his character (or a lazy DCer not giving Davis a set of alternative combo's).
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