08-04-2013, 12:15 PM
(08-04-2013, 05:58 AM)Jester Wrote: The first thing i can say after testing is he's now look better than ever xD (dat eye patch :P)Yah, credit for idea goes to you.
(08-04-2013, 05:58 AM)Jester Wrote: His jump attack without arrow is now totally harmless. It has no hitbox at all, cause no damage. Beside, i think you should remake that attack also. Cuz swinging his leg like that in mid air is very hard to use in combat.It doesn't look bad imo, but you're right, it's pretty useless. Will fix that.
(08-04-2013, 05:58 AM)Jester Wrote: The 2nd thing is my idea for the Raining Arrow skill. It shouldn't be separated in 3 different waves. It should be in one-big-wave instead. And the arrows should fall diagonally instead of vertically :P1 wave? It separeated to give it chasing effect (or rather teleportaion ;p), I prefer it in that way.
If you prefer the arrows falling vertically, i suggest making small portals will appear for each arrow and then they fall down. Must be cooler
I can see the pink energy disappear from the arrows when they start falling down. Keeping them sparkling is better.
Diagonally? I can try it.
Portals? No way, there is already effect of summoning arrows in air. And Robyn =/= John, he is simple archer with some tricks.
(08-04-2013, 05:58 AM)Jester Wrote: Btw i tried out picking the fallen arrows, thanks to the counter skill still working properly. It's awesome xDNope.
When an arrow hit, it bounced out of the target. Are you planning to make them pick-able again?
Wait.
Maybe...
I just realized bouncing after hit someone has no sense, will think about it yet. But I like this effect >: D
(08-04-2013, 08:40 AM)Gad Wrote: U could place Download link in first post. ;dVoila!
(08-04-2013, 09:48 AM)YinYin Wrote: Well using itr kind 8 sets its coordinates to the character. You would have to quickly correct it with a large dvx value, stop with 550, and then reset the actual dvx value it's supposed to use. This might however delay the whole thing too much (not to mention z movement still acting during this procedure). If you are holding weapons at an unique angle in the jump frame you could transform the arrow into a second jump version there (and back to normal in all other frames). Everything else I can think of would kill z motion due to creating a new object so that's not a good solution either.Gonna try that, thanks.
(08-04-2013, 09:48 AM)YinYin Wrote: I only see weird frames when an arrow hits a ground arrow ...As I said eariler, I can delete those bounces, but it looks really bad when arrow hit someone/something, then set in weird position and disappear like nothing ever happened : p
Also I don't really like how the arrows bounce off things. Do you really need frames 0-15 for this? I'd rather make them disappear instantly in those frames.
(you've got 3 objects at hand - this certainly should be fixable - if you still don't know I'll have a look at it)
I need them
Quote:since some of frames 0-15 are used to holding weapon.
(08-04-2013, 09:48 AM)YinYin Wrote: Give a copy of the itrs in frame 60 and 65 the same y offset as the bdy of the pickable arrow. (AI should already ignore it due to the new object id)Erm, that's what I did, but game ignore second itr. Even when I've split a frame into two with different itrs, it's still not working.
Will fix all the things you mentioned. Aerial bomb arrow sounds especailly interesting.