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[Char] Clide
#31
Wow,too fast ,i will make some new gif
Lol, i spent 3h for 4 sprite
sorry 4 my bad eng
[Image: stand-10_zpse8943b33.gif][Image: walk-11_zps3a4de3e2.gif][Image: att-3_zps48065cd2.gif]


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Thanks given by: Trickityhouses
#32
i have no problems with doing blood and weapon points whatsoever
if you dont mind me doing them and can wait for it a little i'll be on it
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Thanks given by: Trickityhouses
#33
yeah that'll be cool. Thanks. Hes practically done, I just need some input on how balanced/fun he is or if there are any serious bugs. Also going to do another face pic.
[Image: 3rdslim.jpg]
[Image: DAslim.jpg]
[Image: Rocky.jpg]
[Image: Clidebanner.jpg]




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#34
man, awesome char and easy to play with. I found a bug. When i take a weapon and run, it just turns around like what to say.. Hmm. it just rotates around his arm on the run and rounds it like a satellite.
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Thanks given by: Trickityhouses
#35
(12-24-2010, 04:24 PM)firzenx Wrote:  man, awesome char and easy to play with. I found a bug. When i take a weapon and run, it just turns around like what to say.. Hmm. it just rotates around his arm on the run and rounds it like a satellite.

yeah the w point i didn't change from Dennis's weird run
[Image: 3rdslim.jpg]
[Image: DAslim.jpg]
[Image: Rocky.jpg]
[Image: Clidebanner.jpg]




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Thanks given by: betitngoan
#36
quick data/game-play review:

D>A
im not sure whether its a good idea to have only one of the two projectiles move down while the other one goes straight - to me his fists suggest both of them going straight, even tho its not bad giving them a little more z range by going apart at a distance - but then maybe it should be done to both

also i think you should keep the foot at the back stationary (similar to the defending) and only move the front one
you can of course give the move a little recoil but images so closley tied as defend and the first frame of such a move should have the feet the same and not jump around
just some centerx fixing there
(the centering/his feet during the normal punches are a bit jumpy aswell)

run attack/super punch
at first they felt way too fast - but ive gotten used to it as thats his trade mark here
but i think you might want to revalue the timing on some frames - the last frame of the super punch and the hitting frame of the run attack deserve some more wait - maybe you can reduce the time on other frames in favor of those

D^A
love it - voice fits real well too, first new voice in lf2 that didnt make me think: wtf
but i think the explosion could be even more picky when it comes to sweet spot hit someone
right now you can walk pretty close into someone and the explosion will still appear behind the opponent
it also has a pretty good reach to the front - that could still be reduced aswell
maybe both edges just far enough for the explosion to only appear if an opponent is really inside it

DvA
hes sliding way too far for the little charge time it took him
if you want to keep the distance without more charge time i think you should switch its input with D>J
as that conveis the motion better (like woodys tiger dash) - also then it could use a dvz: right at the start
(and lifting him above the ground by one px to keep the sideway motion you give him)
because right now it feels too static - you will always go a pretty long distance without any aiming or control
the canceling by pressing A doesnt feel right as he suddenly stops all the sliding motion he just had and starts doing normal attacks, i dont really like that
the combination with D>J is not better and very hard to perform as a sure to hit attack because here your motion doesnt stop, but the possibly already hit opponent didnt get pushed in front of you and thus your attack is wasted in the void behind him

D>J
okay the way it is even tho only two aerial looking kicks on a ground move are a bit strange
however if you put the slide on this then i would recommend using the DvA+A hit combo on DvA
and use these two kicks as a classic +J+A combo in the air

edit: also it is not a good idea to just spam move inputs into the catching frames
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Thanks given by: Whaat , betitngoan
#37
It´s nice that YinYin comments so much. I hope you will comment my char too when i´m going to publish it :3
Might be back, might be not :^) anyways awesome to see you guys again!
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#38
(12-24-2010, 04:35 PM)YinYin Wrote:  D>A
im not sure whether its a good idea to have only one of the two projectiles move down while the other one goes straight - to me his fists suggest both of them going straight, even tho its not bad giving them a little more z range by going apart at a distance - but then maybe it should be done to both

Good Idea I was thinking that too. Its a little weird for one to change direction. I guess I left it like that because he used to shoot 5 shots going in all sorts of directions.

(12-24-2010, 04:35 PM)YinYin Wrote:  also i think you should keep the foot at the back stationary (similar to the defending) and only move the front one
you can of course give the move a little recoil but images so closley tied as defend and the first frame of such a move should have the feet the same and not jump around
just some centerx fixing there
(the centering/his feet during the normal punches are a bit jumpy aswell)

yeah I can never get them matched up. I didnt even notice the normal punch was so jumpy thanks for pointing that out.

(12-24-2010, 04:35 PM)YinYin Wrote:  run attack/super punch
at first they felt way too fast - but ive gotten used to it as thats his trade mark here
but i think you might want to revalue the timing on some frames - the last frame of the super punch and the hitting frame of the run attack deserve some more wait - maybe you can reduce the time on other frames in favor of those

Easy fix.

(12-24-2010, 04:35 PM)YinYin Wrote:  D^A
love it - voice fits real well too, first new voice in lf2 that didnt make me think: wtf
but i think the explosion could be even more picky when it comes to sweet spot hit someone
right now you can walk pretty close into someone and the explosion will still appear behind the opponent
it also has a pretty good reach to the front - that could still be reduced aswell
maybe both edges just far enough for the explosion to only appear if an opponent is really inside it

Thanks glad this power is so awesome. its the Voice of Link in super smash bros brawl. All of the sounds are from that game actually. They have good sounds :) This shouldn't be too hard to adjust. I might make it a smaller hit zone, I was thinking it was too small when I was testing it.

(12-24-2010, 04:35 PM)YinYin Wrote:  DvA
hes sliding way too far for the little charge time it took him
if you want to keep the distance without more charge time i think you should switch its input with D>J
as that conveis the motion better (like woodys tiger dash) - also then it could use a dvz: right at the start
(and lifting him above the ground by one px to keep the sideway motion you give him)
because right now it feels too static - you will always go a pretty long distance without any aiming or control the canceling by pressing A doesnt feel right as he suddenly stops all the sliding motion he just had and starts doing normal attacks, i dont really like that the combination with D>J is not better and very hard to perform as a sure to hit attack because here your motion doesnt stop, but the possibly already hit opponent didnt get pushed in front of you and thus your attack is wasted in the void behind him

so are you saying that it should have control to it? I'm not sure how to do that but that'll make it a better skill so i agree. I'll have to swap some of the powers around to make it d>j. I kinda like the sliding of the kick but I see what you mean. its not that accurate and pretty hard to land. How do you suggest the slide combo to be like? I can only think of stopping it dead to preform it.

(12-24-2010, 04:35 PM)YinYin Wrote:  D>J
okay the way it is even tho only two aerial looking kicks on a ground move are a bit strange
however if you put the slide on this then i would recommend using the DvA+A hit combo on DvA
and use these two kicks as a classic +J+A combo in the air

Something like the davis combo? I might have to tinker with this. I really like to use this skill tho, its just really good at ranging and its like a mini strafe.

(12-24-2010, 04:35 PM)YinYin Wrote:  edit: also it is not a good idea to just spam move inputs into the catching frames

What do you mean? too many specials on the grab frame? I should remove some I guess maybe keep the explosive strike one

Anyways thanks man, good feed back I really appreciate it. This should help a lot in making him more rad.
[Image: 3rdslim.jpg]
[Image: DAslim.jpg]
[Image: Rocky.jpg]
[Image: Clidebanner.jpg]




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Thanks given by: betitngoan
#39
(12-24-2010, 10:13 PM)Trickityhouses Wrote:  its the Voice of Link in super smash bros brawl. All of the sounds are from that game actually.
i should have noticed

(12-24-2010, 10:13 PM)Trickityhouses Wrote:  so are you saying that it should have control to it? I'm not sure how to do that
i can add a data sample of it to the w and b point addition
if you want to know it will involve dvy: 550 (to stop and lock motion on that axis) to make him hover exactly one px above the ground (not noticable visually) so he can really slide (also sideways)
and state: 100 so he does not go to the crouch frame when landing (but the stop frame instead)

(12-24-2010, 10:13 PM)Trickityhouses Wrote:  How do you suggest the slide combo to be like? I can only think of stopping it dead to preform it.
none at all because i dont think you should be able to stop it dead (that just opposes the idea of it being a slide)
the only thing i can imagine is that the slide will sweep opponents off their feet propelling them towards the point where he will always stop
and there right at the end he could do his super punch with +A
that would fit as a combo imo (mainly because he uses his other leg here)

(12-24-2010, 10:13 PM)Trickityhouses Wrote:  Something like the davis combo?
exactly. its much easier to use that way - both AI and players are used to handling that kind of a move and you can pull it off at any time instead of having to do the slide before it
only difference is that yours will only deal 3 hits the way i see it
to cope with that the jump attack that could be added to it would do the double kick you have on D>J right now

(12-24-2010, 10:13 PM)Trickityhouses Wrote:  What do you mean? too many specials on the grab frame? I should remove some I guess maybe keep the explosive strike one
yes - none of them work well right now
if you turn the DvA into the davis like attack that can definitley be in the grab frame
and if you want to keep the D^A you will need to create some different starting frames for it to properly place the opponent into the hit area

but

i would refrain from keeping the D^A inside the grab frame as i think that makes it a little too easy to pull off (no need to aim and time the move properly here)
and for its strength you would think that he needs to focus quite a bit so doing it right after or while holding someone should be pretty difficult for him



edit:
did most important wpoints on the basic frames (weapon attacking and movement)
will yet have to fix some heavy wpoints
did not do the special move wpoints now because i dont know where exactly you will take them

however as i also made a version of the slide how i imagine it to be i had to sort all the mess behind the explosion move to be able to work on that
original frames should all still be there
the new slide is at 300-308 and the end is 94-97 (you did not use these frames yet so you can copy them over to yours if you like)

if you did work on some special moves or other stuff just replace all the basic frames you did not work on to get the wpoints

.dat   clide_s.dat (Size: 86.85 KB / Downloads: 125)
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Thanks given by: Trickityhouses
#40
(12-27-2010, 02:49 PM)prince_freeza Wrote:  did it for the sake of practicing, feel free to use trickity ;)
[Image: clidef.png]
Sorry PF but imo Trickity´s versio is better.
Might be back, might be not :^) anyways awesome to see you guys again!
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