07-30-2013, 04:49 PM
(07-30-2013, 04:14 PM)Alblaka Wrote: I just feel like a character with only 1 projectile, 1 standard combo and 1 teleport is too plain. If it's a genuine sprited character, it may be fine (since it's more of a graphical incentive), but for my recolors I need to compensate with gameplay content (imo).I understand where you are coming from, but that compensation however doesn't work when you consider the gameplay. First of all you only listed 3 "standard" moves - for a normal hero you still got the 4th. Second, such a character is only plain if the moves he has aren't connectable (that includes basic attacks).
4 moves can be a lot more than their sum if you can combine them creatively. 7 moves that don't connect with anything the character can do will always remain just 7 moves.
Maybe you could show me how your 7 moves work together?
(07-30-2013, 04:14 PM)Alblaka Wrote: Shadow can't be avoided as it needs to be a state:3000+T3 for the object detection.If you are just detecting type 0 you don't need state 3000 (think kind 9). For the graphical side I suggest to make it thinner (closer to the shadow height) and use a fitting centery (not actually spawning the object below ground). If you don't like the idea of making it thinner maybe just try to add some perspective to it so the circle half in the background is smaller than the one in the foreground.
Regarding the overlap issue, I TRIED to fix it by moving the actual object below the ground, but that didn't help (so far). I could possibly try seperating trigger and circle, then move the circle backwards by ~10 px, but that would both bug on the upper border and be a pain to coordinate.
If you got a suggestion, I'm open.
(07-30-2013, 04:14 PM)Alblaka Wrote: Wouldn't a instant-catching projectile (which cannot be blocked), that grants you a stream of healing whilst you stay fully mobile sort of overpowered? I figured the stationary-ness would balance the low-cost/hard-to-avoid/medium-heal factor.Yes it would be. Maybe a short chase or some z control would loosen this up a bit. Also I meant useless in terms of it's original intend, as you are still running through or standing right inside the blood/energy stream without gaining anything. (the stun time is of course useful but you can stun an opponent with about anything so why use this?)
As well, how is a ~2-3 second stun 'useless'?
You can pull off quite some evil combinations by casting D>JJ, f.e. placing a Babylon at the enemies feet or start punching him.
(07-30-2013, 04:14 PM)Alblaka Wrote: Working on it, but with the restriction of not modifying other characters, it IS a challenging task.Impossible I say. And you say there is no ueber-complex DCing involved ... where exactly do you draw the line for that stuff?
(07-30-2013, 04:14 PM)Alblaka Wrote: I imagine this could happen on a modded char who can free himself from frames 130-132 (like my Trio Mortale's Rim), but otherwise I can't say I've seen that specific issue yet. Unless you stayed transform for considerable time, there's a 2-minute time out mechanism in the catch (I'm a CS student, I can't have the possibility of you dieing whilst transformed and then causing an enemy to be immortal).It happened on a human controlled (idle) Henry.
(07-30-2013, 04:14 PM)Alblaka Wrote: I doubt anyone would be willing to 'just sprite' without actually designing the character itself.That's why it's called collaboration. Both can design the character, inspire each other, discuss the pros and cons of every detail to find the perfect extreme.
On the other hand, I don't really like to 'just DC' to some given sprites, either.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves