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(01-07-2013, 02:37 PM)nbaheen Wrote: its not possible to go above the frame limit and it will never be,unless you use another game engine altogether but if you do that it will not be counted as LF2 :P In that case, it will be counted as NLF2 (Not Little Fighter 2)
(01-07-2013, 02:37 PM)nbaheen Wrote: but chris is possible to make;there isn't really anything fancy in his moves(data wise) That's great!
... I guess I shall start with something relatively small first, maybe a critter or something
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01-07-2013, 03:20 PM
(This post was last modified: 01-07-2013, 03:21 PM by nbaheen.)
9466
(01-07-2013, 02:46 PM)Shane "Bane" Neumann Wrote: (01-07-2013, 02:37 PM)nbaheen Wrote: its not possible to go above the frame limit and it will never be,unless you use another game engine altogether but if you do that it will not be counted as LF2 :P In that case, it will be counted as NLF2 (Not Little Fighter 2) ![[Image: 2222139670.gif]](http://r23.imgfast.net/users/2317/43/87/70/smiles/2222139670.gif) but where will you get the engine,most people don't have the nerves or time to write a game engine from SCRATCH :P
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9466
well actually you could go over the framelimit by temporary transforming into a t3 or similar object and spawning an invisible t0 dummy for that time during unhittable frames. there are other ways with t3 objects to somehow bypass the frame limit, but that is kinda my favourite one
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01-07-2013, 03:31 PM
(This post was last modified: 01-07-2013, 03:31 PM by nbaheen.)
9467 yeah it can be sorta done with transformation,i think it can also be done by transforming temporarily into a 'dummy' character which automatically does the attack then transforms back to the real character,at least i think its possible that way
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01-07-2013, 03:41 PM
(This post was last modified: 01-07-2013, 03:41 PM by Shane.)
9468
(01-07-2013, 03:20 PM)nbaheen Wrote: (01-07-2013, 02:46 PM)Shane "Bane" Neumann Wrote: (01-07-2013, 02:37 PM)nbaheen Wrote: its not possible to go above the frame limit and it will never be,unless you use another game engine altogether but if you do that it will not be counted as LF2 :P In that case, it will be counted as NLF2 (Not Little Fighter 2) ![[Image: 2222139670.gif]](http://r23.imgfast.net/users/2317/43/87/70/smiles/2222139670.gif) but where will you get the engine,most people don't have the nerves or time to write a game engine from SCRATCH :P What I meant was that if it didn't count as LF2 it would count as NLF2. ;P
(01-07-2013, 03:21 PM)Bamboori Wrote: well actually you could go over the framelimit by temporary transforming into a t3 or similar object and spawning an invisible t0 dummy for that time during unhittable frames. there are other ways with t3 objects to somehow bypass the frame limit, but that is kinda my favourite one  (01-07-2013, 03:31 PM)nbaheen Wrote: yeah it can be sorta done with transformation,i think it can also be done by transforming temporarily into a 'dummy' character which automatically does the attack then transforms back to the real character,at least i think its possible that way Okay, my head is spinning now
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01-07-2013, 03:49 PM
(This post was last modified: 01-07-2013, 03:58 PM by nbaheen.)
9470 its kind of simple(at least to my head)
your character performs his 'attack' however his 'attack' is nothing but a transformation,he transforms to the 'dummy' that dummy will not have any frames but standing and the stat thingy(the speed jump height,etc at the top),the standing frames will have a 5-7(longer or shorter not important) wait time and the real frames for the attack(s) in the standing frame the player can perform another keyboard combo(or simply wait) which will do the real attack,this way you can make the dummy character perform more attacks and after the attack is performed it will go to a transformation frame which transforms it back to the real character
(the idea came to my mind when i read bamboori's post)
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01-07-2013, 04:21 PM
(This post was last modified: 01-07-2013, 04:23 PM by Lauli.)
9471
To be honest I wouldn't worry so much wether or not you could fit these 12 moves into the frame limit, but rather how much work and playtesting it would be to make every single one of them balanced and fun to play.
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01-07-2013, 04:25 PM
(This post was last modified: 01-07-2013, 04:33 PM by nbaheen.)
9472
lauli has a good point and super Shuan is plain overpowered
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9473
(01-07-2013, 04:21 PM)Lauli Wrote: To be honest I wouldn't worry so much wether or not you could fit these 12 moves into the frame limit, but rather how much work and playtesting it would be to make every single one of them balanced and fun to play. Making Cave Story mods is similar in a way: it takes a lot of work and play-testing to make sure that the weapons and the enemies are balanced and that the location is good enough and that the enemies aren't impossible to defeat (unless it's deliberate but then that's overkill and unfair). 'Sides, more work is helpful for some because it helps distracting them from bad things in their life that they're not yet ready to deal with.
(01-07-2013, 04:21 PM)Lauli Wrote: ![[Image: tumblr_lmhnqeHo6V1qb4rel.gif]](http://media.tumblr.com/tumblr_lmhnqeHo6V1qb4rel.gif) Alright, starting whichever day you first posted that pic, that pic is your "signature pic." Just like some people have a "signature move" (which they use the most, like Goku's Kamehameha or Naruto's Shadow Clone Jutsu).
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01-07-2013, 04:36 PM
(This post was last modified: 01-07-2013, 04:48 PM by Lauli.)
9474
I was going to write a long response, but eh. Screw that.
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