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[Concept Idea] Global Combo System
#11
So we stick with the throwing heavy-objects style, but add explosions to it :3
Updated the list so far.
Now I've just gotta check which Y range is not used by any of my characters...

Quote:- 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 are performing my combo, use this bdy to attach trail effects.
- I've performed/are performing my combo and would like an AoE effect of the carrier to appear at the position of this bdy.
- 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.

I figured an explosion out of nowhere would be reasonable, so there's now a new a protocol tag for the carried in this regard. F.e. Firen could spawn some (not gameplay-relevant) flame trails, whose spawner will follow B as he attacks and then turns into the explosion at the AoE request.
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Greetz,
Alblaka
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#12
great
get cracking

edit: I've been thinking some more about this - and now I think it might actually be a better solution to use a cpoint.
That will require less hassle with all the different itr kind 8 layers and will prevent multiple characters sitting one just one.
The prevention of opponents teaming up basically stays the same.
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