Let's see which sort of protocol messages I can figure out out of my head...
- I offer to be the carrier in a combo move.
- I accepted the carry offer and are on your position, ready to combo.
- I'm standing/moving somewhere in a carry-pose. This bdy is displayed behind my back, if you detect it in front of you, you need to turn around.
- I'm standing/moving somewhere in a carry-pose, stand straight, 80 px above ground.
- I'm standing/moving somewhere in a carry-pose, tilt forward, 80 px above ground.
- I'm standing/moving somewhere in a carry-pose, tilt backward, 80 px above ground.
- I'm in a carry-pose and teleporting in 1 tick, perform state 400.
- I'm in a carry-pose and teleporting in 1 tick, perform state 401.
- I dismounted from the carrier.
- I throw the carried at a shallow angle, perform attack.
- I throw the carried at a high angle, perform attack.
- I aborted the combo, jump/fall down.
I've marked the few messages that could be sent by the carried' character, everything else are orders/instructions/informations from the carrier.
Those are pretty much the cases you mentioned + the necessary additional ones (f.e. turning) and two messages for teleports (though we may can scrap the ally teleport), as this is a legit way of 'moving'.
Did I forget/mistake anything?
Both characters take a pose, character B turns into an fuzzy energy thingy animation and disappears, giving A a signal. A performs a flashy charge up animation and then points his hands forward (or performs a casual gesture like Firen's D>A, Freeze's D>A, etc). B now performs some sort of projectile attack (maybe, but not necessaryly) ending with him reappearing in the midst of the impact location (in a cloud, in an explosion, or maybe the projectile turns into the character right upon impact and instead of dealing direct damage, the character starts a melee combo).
Aka, A converts B into a projectile and launches him at the enemy.
One could even add protocol bdys to permit A to influence B's attack. F.e. A could spawn a few invisible T3's, which can react to orders along the lines of "need explosion here", which can be dropped by B at positions designated by B.
Example: A is Firen, B is Davis.
Davis turns into a blue energy animation and disappears, Firen performs a launch animation and spawn a hidden T3. Davis flies forward as a blue projectile. Upon hitting an enemy, he turns back, gives the hit target a beating, then spawns a T0 bdy behinjd the enemy, causing Firen's hidden T3 to create an explosion at that spot.
Just to realize the hit target was a stone... but je, combo successfull.
- I offer to be the carrier in a combo move.
- I accepted the carry offer and are on your position, ready to combo.
- I'm standing/moving somewhere in a carry-pose. This bdy is displayed behind my back, if you detect it in front of you, you need to turn around.
- I'm standing/moving somewhere in a carry-pose, stand straight, 80 px above ground.
- I'm standing/moving somewhere in a carry-pose, tilt forward, 80 px above ground.
- I'm standing/moving somewhere in a carry-pose, tilt backward, 80 px above ground.
- I'm in a carry-pose and teleporting in 1 tick, perform state 400.
- I'm in a carry-pose and teleporting in 1 tick, perform state 401.
- I dismounted from the carrier.
- I throw the carried at a shallow angle, perform attack.
- I throw the carried at a high angle, perform attack.
- I aborted the combo, jump/fall down.
I've marked the few messages that could be sent by the carried' character, everything else are orders/instructions/informations from the carrier.
Those are pretty much the cases you mentioned + the necessary additional ones (f.e. turning) and two messages for teleports (though we may can scrap the ally teleport), as this is a legit way of 'moving'.
Did I forget/mistake anything?
(02-06-2013, 01:51 PM)YinYin Wrote:(02-06-2013, 12:29 PM)Alblaka Wrote: 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?I don't exactly understand.
Both characters take a pose, character B turns into an fuzzy energy thingy animation and disappears, giving A a signal. A performs a flashy charge up animation and then points his hands forward (or performs a casual gesture like Firen's D>A, Freeze's D>A, etc). B now performs some sort of projectile attack (maybe, but not necessaryly) ending with him reappearing in the midst of the impact location (in a cloud, in an explosion, or maybe the projectile turns into the character right upon impact and instead of dealing direct damage, the character starts a melee combo).
Aka, A converts B into a projectile and launches him at the enemy.
One could even add protocol bdys to permit A to influence B's attack. F.e. A could spawn a few invisible T3's, which can react to orders along the lines of "need explosion here", which can be dropped by B at positions designated by B.
Example: A is Firen, B is Davis.
Davis turns into a blue energy animation and disappears, Firen performs a launch animation and spawn a hidden T3. Davis flies forward as a blue projectile. Upon hitting an enemy, he turns back, gives the hit target a beating, then spawns a T0 bdy behinjd the enemy, causing Firen's hidden T3 to create an explosion at that spot.
Just to realize the hit target was a stone... but je, combo successfull.
My Creations: (Click to View)
Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka