(03-27-2014, 01:52 PM)YinYin Wrote: I may be repeating previous suggestions, but I'm too lazy to double check.I'm just glad you are still giving well thought-out responses after all these years! : D
(03-27-2014, 01:52 PM)YinYin Wrote: Phantom DashRoger, I'll speed it up!
I think the catching dash frame could travel much faster and last less long. More like Bats speed punch. Unless you ditch the speedy looking frame for a run animation similar to Louis' catch. It is also rather hard to get a useful wall bounce with this, if any at all.
I'm not really sure it is possible to make a useful wall bounce of this attack. As the opponent is thrown, you will get hit so he would need an attack that extends his hitbox well outside his hurtbox, and I'm not really sure how I would do that to an unarmed character.
Then again, I'm just reusing the same bounce effect as for SK, so maybe one could tweak a more fitting motion for PD/PC.
The biggest reason I added wall bounce was because you said "add wall bounce to everything" a couple of pages ago. : p
(03-27-2014, 01:52 PM)YinYin Wrote: Phantom PunchI agree it looks rather bad. So I should do a makeshift aerial sprite of the punch, and in the last frame(s) give it the same data as #212 so that it both goes to JP and JK, am I getting it right?
You might want to stay inside the rising fist frame longer before going into the jump frame (until the very top of the arch). Else the animation looks really weird if you don't do anything in the air. Just give it the same state and hit_ links as the jump frame to enable the combos.
I'll certainly make a go at it.
(03-27-2014, 01:52 PM)YinYin Wrote: Phantom Guard2
I gotta admit I don't like heavily pre scripted combos like this one. Although having an up and down version of the phantom guard is a good idea (like Johns heal and Woodys teleport).
(03-27-2014, 01:52 PM)YinYin Wrote: Phantom Guard2Wow, stuff has happened in the DC world since my last visit.
To begin with you could try changing both your counters from being an extra character file to this: http://www.lf-empire.de/forum/showthread.php?tid=9084
It's much more fair for the attacker, as he can get past it with a strong hit. You have more options for it (front and back action). And it's less clutter inside the character selection and data.txt.
I think it would be best for both of them to essentially be the same, with a situational twist (like John/Woody mentioned above). DvJ is the quick option that dispatches the opponent fast and reliably (no flipping), while D^J is a combo starter. This difference is enough for me (considering they are one and the same move, but using a different option).
If you do make the change to the cpoint counter, here is what I would also change:
Make the counter stance itself much longer, maybe infinite with the option to move out of it at any time. And use something that looks more 'ready' than 'I'm dizzy'. Here is an edit of the drinking frames that could do:
This thing would have the advantage of being easier to use (timing doesn't have to be as accurate, you can cancel any time, it could work for front and back hits) and the disadvantage of not countering stronger attacks.
How strong is a "stronger attack"? Are we talking fall-values?
The one thing I'm concerned about using this new tecnique for is speed. For some reason state 8000 loads the new character and skips 1F of time in the same frame, so the current counterattacks have instant start-up which I do like.
You can't creates objects in a command frame, so that will cause 1F lag. And objects can't activate their itrs the first 1F they're out either, right? Wouldn't this cause the counterattacks to have a start-up of 3F at best?
If this is the case, I would rather keep the current D↓J as it is, as it is just a tool to get out of a pressured situation and those 2F can really make a difference.
Though, the cluttering in the character select is a valid concern, so I'll be considering it for sure.
As you might have noticed I'm heavily influenced by regular 1-on-1 2D fighters, which is why for me having limited active frames and then having recovery frames for the opponent to punish makes sense. Then again, now I'm not sure what you are meaning by "strong attacks", so it might not be so bad anyhow.
(03-27-2014, 01:52 PM)YinYin Wrote: Phantom Kick
Only the sudden teleport without any sound or animation to back it up breaks this. Visually the sudden movement with little regard to inertia doesn't feel right and for the game play you should at least limit the teleporting range.
(03-27-2014, 01:52 PM)YinYin Wrote: Phantom KickDo you mean limit the teleporting range as in making it not using the teleporting-state, or is there in fact a way to alter how the teleporting-state works? Do you even think it is an interesting idea?
It could work as a pure follow up, but even then you need to limit the teleport range. Otherwise you may still just start a different move first, simply to get to this one and teleport all over the background. I still wonder why you don't have this aerial downwards kick on J+DvA and the upwards one on J+D^A instead of inverting these directions and replacing one with a rather unfitting aerial arm swing.
As I mentioned earlier, maybe making it a follow-up move for each other move, you could fine tune the "homing" action for each move getting rid of the teleporting. Then again, should the move even be there?
I don't know but inverse up and down for the air moves feel natural to me. But maybe that's just me.
It's kind of how Deep has his "up-attack" at down. (Deep is probably the character I've played the most)
I could flip the commands though, it does make more sense when you think about it.
Do you dislike the arm-animation because it is my poor reusing of sprites, or do you just think it is unfitting at all?
This again is "ripped" move, this is kind of the look I was hoping for:
![[Image: EDtieb.gif]](http://cdn.makeagif.com/media/3-27-2014/EDtieb.gif)
Though, I hadn't even considered putting the multi-hit-kick there, that might be interesting.
(03-27-2014, 01:52 PM)YinYin Wrote: Phantom Punch and the loss of air combosYou are okay with a really high "bouncing" super/run punch?
I don't see why the previous combos should not be possible any more. Adjust all the itrs and throws and you should be able to reconnect a lot of things. Also don't drop the jump punching. I really like that part.
(03-27-2014, 01:52 PM)YinYin Wrote: Lack of variationHmhm, noted and will try it out! : D
The super attack would be much better off with an uppercut (D^A) that doesn't make Walker jump (stays on the ground with a raised fist).
Either jump or dash attack could use the animation you currently use for J+D^A. This would be all the variation you need on the basics without requiring any new sprites.
(03-27-2014, 01:52 PM)YinYin Wrote: GeneralI'm really not prioritizing picture alignment (just grab a weapon) and sounds right now. Any work that goes into that might be gone tomorrow (though I'll try to fix the stuff that is certain to be there, such as defending animation).
The character still has quite a few jerky motions with misaligned sprites. The defense frame for instance isn't centered correctly (feet shift around if you press D+><><><...). There are also quite a few swing sounds for attacks missing, making the punches that do have a sound stand out in a weird way.
Thank you, YinYin, for you continuous input over all this time!
.edit// By the way, regarding the second counterattack: whatabout remaking that special move the original Walker had called stampede, where he grabs the opponent as a meatshield and keeps running forward. I guess it would help when Walker needs to fight multiple characters?
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