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[C] Walker - 2.08
#61
The only diffirence that I can see in this animation is in the pants/midsection. The shirt seems to be going over his crotch at moments, which looks a little bit weird considering the shirt looks very tight.
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#62
(07-03-2013, 03:13 AM)支倉凍砂 Wrote:  Do you think the move sounds interesting at all?
Maybe it fits another character more?
I think it could work as his 4th and final ground move (pp/pd/pg and this .. phantom shield?).
Also I just reread your description and now I don't actually see why the rebound would be a problem.
If it starts out as an inactive energy veil waiting for a projectile to hit before it starts moving forward as a shield I don't see why it should be 'reboundable' at all. If it gets hit by a character it should just shatter and disappear.

(07-03-2013, 03:13 AM)支倉凍砂 Wrote:  I have considered giving back the running to him, I think a character would need a weapon (Deep/LouisEX) to be able to use it properly, but...
I am a little afraid that SK will fall into disuse. But then again you get access to a run J dash so maybe not...
Why would he need a weapon to run? And why would SK become too powerful with running?
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#63
I must have described what I meant poorly. >_>

(07-03-2013, 09:02 AM)YinYin Wrote:  I think it could work as his 4th and final ground move (pp/pd/pg and this .. phantom shield?).
Also I just reread your description and now I don't actually see why the rebound would be a problem.
If it starts out as an inactive energy veil waiting for a projectile to hit before it starts moving forward as a shield I don't see why it should be 'reboundable' at all. If it gets hit by a character it should just shatter and disappear.
The "(rebound)" I wrote meant I used frame 30 to do that.

To make it more clear:
1. Walker creates a projectile in front of him.
2. It is destroyed if it is rebounded (frame 30), ex. opponent punches it. If it is hit by something else (frame 20), it goes to "active mode".
3. In active mode it slowly moves forward for about 5 seconds, with itr kind 14 and effect 4. If it gets hit the timer restarts.
4. However as it has changed team, opponent projectile attacks will be bounced back but will only damage Walker's team. And Walker's teams projectile will also be bounced back and hurt Walker's team.

(07-03-2013, 09:02 AM)YinYin Wrote:  Why would he need a weapon to run? And why would SK become too powerful with running?
I meant the opposite in both cases. >_>
I think maybe a character with weapon works better with the "hop" Walker now uses.
With the bad air-to-ground hitbox of SK I thought it will hardly be used if I remove the hop. However, then I realized it might be fine as you now instead have run dash from which you can use it.

Sorry for the misunderstanding.

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#64
(07-05-2013, 01:33 AM)支倉凍砂 Wrote:  1. Walker creates a projectile in front of him.
2. It is destroyed if it is rebounded (frame 30), ex. opponent punches it. If it is hit by something else (frame 20), it goes to "active mode".
3. In active mode it slowly moves forward for about 5 seconds, with itr kind 14 and effect 4. If it gets hit the timer restarts.
4. However as it has changed team, opponent projectile attacks will be bounced back but will only damage Walker's team. And Walker's teams projectile will also be bounced back and hurt Walker's team.
You won't have this problem if you use frame 10 (hitting) instead of frame 20 (hit) as this won't result in a team change. But I guess this is not much of an option as it would again also hit characters.
Either way the drop object method is still there to skip the team change.

(07-05-2013, 01:33 AM)支倉凍砂 Wrote:  I think maybe a character with weapon works better with the "hop" Walker now uses.
With the bad air-to-ground hitbox of SK I thought it will hardly be used if I remove the hop. However, then I realized it might be fine as you now instead have run dash from which you can use it.
In that case he needs to run in the next release.
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#65
(07-05-2013, 05:43 AM)YinYin Wrote:  You won't have this problem if you use frame 10 (hitting) instead of frame 20 (hit) as this won't result in a team change. But I guess this is not much of an option as it would again also hit characters.
Either way the drop object method is still there to skip the team change.
I'm not too sure how projectiles work. When I was testing around it was frame 20 it went to when it was hit while "inactive" and frame 10 when it was "active", so I just went along with that.

(07-05-2013, 05:43 AM)YinYin Wrote:  In that case he needs to run in the next release.
Have you tried playing stage mode with 7 computer Walkers?
I'll miss the bunny hopping when an stage end. T_T

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#66
Nice char love him.
But i still dont understand how to do all his attacks
I onley know how to throw on ground a player or to give him punching up..
very tricky data you used
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#67
Hello everyone!

It has been almost 9 months since I made any posts here, and what can I say.
Caught up in everyday life trying to get a job, which I finally did a couple of weeks ago!
Now I'm brimming with energy for LF2 again, so I hope you still are interested in Walker.

I looked back at some comments and PMs, and decided to go nuts.
As I was considering earlier I have now switched back Walker to normal running, so no more bunny hopping.
Also I have now allowed Walker to cancel his dash into his air specials as he could do that from his hop.

I also skipped the anti-projectile move, I think it would fit some other kind of character better.

Other major changes include:
  • Phantom Dash: has change from being a command dash with a punch follow-up to be a dashing throw instead. Just to test I'm using Louis throw animation (with wall bounce). I think this works much better than the old move where you had to time the follow-up attack with little visual clues.
  • Phantom Punch: as PD (or Phantom Catch now?) has changed to not have this as follow-up this is now a standalone move (as suggested by comments). As it is now much easier to use and still cause quite much damage due to JD+A it costs 25mp (I think it was 10+10 before).
  • Phantom Guard2: I added a second experimental counterattack, and right now it counters the same things for the same time. On successful counter it deals massive damage though in a flashy(?) way.
  • Phantom Kick: after making the divekick for Phantom Guard2 I asked myself "how would it be if it was a standalone move?" and this is the result. The animation is poor and I believe the move is way too strong as it disrupts your opponents play very much, though it is quite satisfying when you get those five hits in.
  • :

My concerns right now:
  • Phantom Punch and the loss of air combos: Before you could do Super A > Phantom Dash > Phantom Punch to air combo, but with the changes to Phantom Dash/Catch, now I think there will be less opportunity for those old air combos. Because of this, I pondering whether the Jump Punch (JD+A) should go, as it severly limited in use now, and makes Phantom Punch give much more damage then maybe it should (which is why I upped the cost).

  • Phantom Guard2: is just a stronger version of Phantom Guard. Can one make it more interesting? Just changing the start-up and active time for the move I feel isn't really it. A move more fitted for crowd control maybe (like the original move Stampede)? Or something to counter projectiles like making Walker teleport behind the opponent on successful counter (to combat his lack of range)? I am all ears for suggestions!

  • Phantom Kick: I think the move aside from looking awful right now, probably is broken. (I was sad to find out that the teleporting state doesn't track your opponent's height) Your opponent cannot really pick up a heavy item with out being punished. While it is only 10 damage for that, if you time it with your opponents jump you can get some more hits and damage in. Is this move interesting at all? One could make it a follow-up move for each of the other moves (so that you cannot use it alone and adjust the trajectory for each move)? Or should it just die?

  • Lack of variation: Super A and Run A uses same animation, Jump A and Dash A uses same animation. While this is mostly because the sprites are only half-done due to me going icognito for a year or two, does anyone have any suggestion for changing this (for future sprites)? I guess more moves that launches opponent for air combos would be interesting?

Download Link: https://www.dropbox.com/s/iejivlvbzqsv4z....04%5D.rar

Thank you guys for all your comments, help and most of all patience.
I'll try to stay more active from now on!
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#68
looks good but your 2nd mediafire said Invalid or Deleted File. but 1st one works....downloading
Quit Playing LF2 But Still Love LF-EMPIRE....          
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#69
Wow. I'm stunned, that you're still working over this. Good luck then! I don't rly have an opportunity to test it. :D
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#70
(03-27-2014, 09:39 AM)Alapottra Wrote:  looks good but your 2nd mediafire said Invalid or Deleted File. but 1st one works....downloading
I have switched over to Dropbox for all my releases.
You will find links to all 2.00 or later versions in the first post under Version History.
I recreated a link to 1.03 as you seen to be interested in older verions as well.

(03-27-2014, 10:29 AM)Gad Wrote:  Wow. I'm stunned, that you're still working over this. Good luck then! I don't rly have an opportunity to test it. :D
I hope that you can find the time to finish the sprites whenever I have figured out what I actually want! : D
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