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Version: LF2 Remake (Updated 12/27/13)
#51
Apparently June's DvA move doesn't cover the weapon she's wielding so it can damage or break the weapon and looks a bit strange. You might wanna fix that.
aka Verdusk

I don't have a sicknature

LF2 SurGen (survival stage generator!)
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#52
Found something interesting that I thought you should know since it'd be perfect for a full mod.

You know arrows? If you take away the bdy, the arrows still function as normal but:
1) When hitting Julian's D>J, no rocks will appear.
2) The arrows bypass John's D>J shield and anything with itr effect 4.
In short, it'd work as normal on anything that has a bdy, but if it doesn't have a bdy, it will just bypass it. This would be great for making Henry's arrows pierce stuff that other projectiles can't, and you can add a bdy with a very high y-value on the arrow along with an itr on the same value for any shields that you want to block such arrows, as well as fix that arrow boulder bug.

Also, Henry uses a different set of arrows on DJA(frame 140 instead of 40, deals only 25 damage instead of 40) instead of the normal arrows. In your mod, the multishot arrows are still fall 60, is that intentional?
(also, see my previous post if you haven't already. its feedback for the mod in general.)
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#53
The project has been on hold. When I add new characters, I don't just try to improve their gameplay; I'd like to update them graphically as well. Take a look at Bat. The Hari helped me out with him by making so many sprites such as making his arms move while he walks and smoothing out his punches. I wanted him to be up to LF2's standards in both gameplay and visually. I'm holding off on Firzen because of this as I want him to give him a revamped moveset that his sprites cannot suffice for. If I were to make minor characters up to playable status, I would require a lot of custom sprites to make them up to par visually and gameplay-wise.
The main reason I decided against making the minors playable was because they'd be deadly to fight in stage mode with a new AI and moveset. It also ruins the challenge of enemy progression found in beat-em-ups (and LF2). For me, it's either a full playable roster, or stage mode. I cannot do both as I feel one needs to be sacrificed to achieve the other. Either way, my main priority for this mod is competitive balance. That does not mean I will leave the minor characters as-is no matter what, as I feel they can be touched up to perform slightly better.

As to the feedback:
Davis cannot use J to jump up as it reads both inputs through D^J, doing it twice if you don't touch it. I'm more used to the full input so I took the single button out.
DOP = Dance of Pain/Dizzy. That move for AnDi allows him to escape if the opponent takes too long to attack him.
I think it's impossible for me to make all the characters not try to attack again by holding A unless you want them to whiff mid-attack (or make them not able to attack again like Louis. That sounds like a good idea now that I think of it). For LouisEX, I already slowed it down enough to where he cannot attack twice since that was extremely OP.
I'm thinking about bringing back Julian's armor but toning it down (Yes, I know enough hex to do that.) I really wanted Julian to be a hard-hitting powerhouse, but with the speed of the game it sounds like armor is the way to go for him. I'll keep his damage output as-is right now. I want people to enjoy him for once before figuring out how to balance him from there.
The only thing I can think of to make Julian's/June's evasion more useful is to increase the distance and make them recover faster. June's will be faster, but she can only do it once compared to Julian's multiple times in case he could get punished.
I will think about adjusting the bdy for Henry's arrows. It may make him OP since they probably can't be punched anymore.


Right now, I'm fixing up LEX and Bat, and lowering the hurt times to give the original feel of LF2 back. I increased the hurt times to guarantee hits from early-testing problems. Now that I tested the original LF2 again, reversion is in order. This was mainly done because of Julian's slowness. His speed buffs in this version were made to fix that to an extent.
I have plans in the future for Firzen to be made a balanced character with an entirely new moveset. The only moves I will keep are his D^A (redesigned) and maybe D>J. I want him to actually use the elements rather than just combine them. I need to settle on a good idea for his moves, then a lot of new sprites are in order.
I'm trying to fix whatever bugs I can from the DC, so knowing that removing the bdy from the arrows does help.

Julian and June will be next, and Rudolf will be tweaked on the side. I still need to finish up Louis's new Parry. Two months feels like a long while for some reason after messing with LF2 non-stop for a year. I'll make another post when I'm finished with Bat.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
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#54
(03-06-2014, 11:08 PM)Bat Tamer Wrote:  I think it's impossible for me to make all the characters not try to attack again by holding A unless you want them to whiff mid-attack (or make them not able to attack again like Louis. That sounds like a good idea now that I think of it). For LouisEX, I already slowed it down enough to where he cannot attack twice since that was extremely OP.
Yup. I figure if the character's jump attack is already too slow to land a 2nd hit, might as well just make the last frame have next: 0 instead of next: 999, or at least make the wait very long.

(03-06-2014, 11:08 PM)Bat Tamer Wrote:  The only thing I can think of to make Julian's/June's evasion more useful is to increase the distance and make them recover faster. June's will be faster, but she can only do it once compared to Julian's multiple times in case he could get punished.
Actually I was referring to image's ability to distract the AI. Movement-wise, it seems quite okay especially since now that you are invincible while moving and the armor in future will compensate for distance issues.

Now that the image is a type 3 ball, the AI will ignore it completely. Furthermore the deception is a bit weak since the image lacks a shadow due to state 3005. At least for a temporary measure you could make the first image frame part of Julian's data so the AI will actually be deceived for 25 TU, and then when the image begins bending it goes back to being a type 3. An alternative idea for mirror image could be to make Julian freeze in place, but suddenly teleport ahead using some kind of catching or itr k8 trick like the YinYin character while leaving the same type 3 image behind.
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#55
There's one problem though: a character not in frame 212 will NOT be able to dash. A change like this is very controversial to me as I figure players would wonder why they cannot dash after they attack. I kept it as is because I don't feel it is a fair trade to sacrifice the ability to dash after an attack just to fix characters from attacking twice in the air. It messes with the controls. I'm only reluctant because I know what will happen to dashing if this change is made. I'll do it if more people are concerned about it. I'm sorry, but it doesn't seem like a fair trade to me.

Onto progress:
I tweaked Julian's armor to be very low. He still has his full armor unlike Louis and Knight. I buffed Freeze's Ice balls to be better against guards so he can at least remove his armor with one Ice ball. Firen is not a problem since he gets his projectiles out fast. This buff also makes fighting against Freeze a little riskier. I made Firen's explosion unblockable since I was shocked to see Julian simply walk away from it unscathed. Aside from a few move tweaks and slightly lowered movement, some may find him too good now when I never touched his damage output. I'll be sure to tone down anything exploitable though.

Still need to figure out how to fix Louis's Parry, and then June will be next
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
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#56
(03-07-2014, 09:45 PM)Bat Tamer Wrote:  There's one problem though: a character not in frame 212 will NOT be able to dash.
Try state: 6
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#57
Holy sh*t it works! This might interfere with a future idea however. Still, fixing both problems is a fair deal.

While working on Julian (whose dash attack uses his jumping attack), I recreated the "Eason" bug from Hero Fighter, where he can repeatedly dash by dashing after a dash attack. My theory was right to why it happened. I'll upload a video on it and give some explanation behind it.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
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#58
It's darn simple: Julian does not actually use dash frames but rather his jump frame for dashing (due to using jump state instead of dash state). Same for Knight. Just give him actual dash frames and a dash attack.
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#59
I only thought his dash linked into his jump attack. I still had the idea down though. I planned on fixing that after I recorded it.

I recorded it just to show progress since I haven't uploaded anything in a while.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
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Thanks given by: YinYin , STM1993
#60
Just like the dash weapon attacks on many characters :D
Looks silly. Is dangerous.
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