07-23-2020, 06:31 PM (This post was last modified: 08-05-2020, 06:24 PM by Memento.)
Sauce and I want to make some changes to the original LF2 characters. Sauce and I are both working on data, Sauce does the AI.
Right now we are working on:
- Woody. Progress state: almost finished. New move: >>A or JA (fast!) or A from crouch/defend hit --> Quick uppercut punch
- Freeze. Progress state: almost finished. New move: D^A+A --> Ice punch combo
- Firen. Progress state: 0%. New move: DvA fire kicking combo
- Rudolf. Progress state: 10%. New move: DvA slash
CHARACTERS 1. Woody (v0.99)
Created for LF2 Extended initially, with sprites by Arcane and data by Memento.
CHANGES TO MOVES
- Run attack *=quick uppercut) [>>A]
- D^J has changed to the quick uppercut
- DvJ now covers both teleport moves. DvJ = teleport to friend; DvJ+A = teleport to opponent
I think this move should get lower dvx and a faster start.
First this can be use as a Shield Swipe (maybe push A while defense could use it)
Second,in video after this move and a kick,opponent falling because the blanking between two attacks is too short,adjust wait setting could fix it.
Anyway,a good change.
I won't be doing much work for this one, as we already have valuable sprites & data that should simply be modified a bit into running properly with the original game.
I won't be doing much work for this one, as we already have valuable sprites & data that should simply be modified a bit into running properly with the original game.
Well Done.
How much fighters do you want to work for?If you are going to make it for mod,I can make some changes with boss characters.
I found a lot of LF2 materials from other versions. I think it will be very gorgeous to use in mod. Then I know how to put the staff table in the stage mode, so in fact, I can complete most moves.
07-28-2020, 06:39 AM (This post was last modified: 07-28-2020, 09:15 AM by JCostal.)
(07-23-2020, 06:31 PM)Memento Wrote: I'm pretty sure there will be more edits coming, so I'll just put this into 1 thread.
This is my throw at slightly modifying the original LF2 characters to make them more interesting even.
Created for LF2 Extended initially, but the sprites are being used for a new purpose now (LF2 Timelapse hopefully).
This is a 1-day edit to the original Woody, meant to be add to Woody's game (h)
I adjusted Woody's data so his brand new move blends in with his existing ones. Please let me know if he needs any adjustments, however minor.
Changes:
- New move, DJA (defend-jump-attack): a defence breaking punch that can be used to setup combos
- Run attack: same move as DJA
- From DJA, you can press A to continue the attack series that was the original run attack, starting off a new combo
- When you do DJA from catching or directly after taking another blow, it will cause the opponent to fall (fly up). Here you can quickly press D>J to Tiger dash for extra damage (not in the YouTube preview)
I felt like Woody's run attack could never really be used, so now he's got a proper use for it ^_^
Please let me know if this is an improvement to the original character, yes or no
Please let me know what you think, and if this is a positive adjustment to the original character yes/no
Even though Woody is't my favorite character I consider him the strongest fighter.
Davis and Dennis have great potential for practical combos (ignoring Dennis' infinite combo, being clearly unintentional), Woody, however, has the most overpowering skill in all game... the FLIP-KICK!
No Mp! Vrest! Fall 70 + 50 damage. In addition to a large collision box and enabling Woody to Dash.
Again: NO MANA AT ALL! ZERO!
First of all: the sprite animation is very nice and I fully agree with what you said: Woody's running_attack is't that useful. But now, lets analyze: Would an experienced player prefer to use your DJA skill (a reasonably more difficult imput), Arest with a little more damage potencial and longer animation, or the Flip-Kick?
Well... i choose Flip-Kick.
In addition, Woody has 6 inputs. John doesn't have that many spells. Neither Julian ... With this new one we have 7! I think is too much.
My sugestion: lets keep this new attack as a running attack.
Woody throws a quick punch in to opponent's stomach. A fast animation with relevant dvx, low damage, small collision box and high fall (30~40?). After that:
Hit-A= The original running_attack. But i prefer to punch first and then the high-kick (fall: 45).
Hit-J= (35~50 mp) Woody quickly crosses the enemies, appearing on the other side where can apply HIT_A as well.
So, to maintain the opportunity momentum let's hit-lag the enemy without damage. An obj/t3 with fall: -1 will easily do this.
Concept: a effective engage without high damage, made to initiate combos. It's Woody's version of Davis's jumphit. The Dragon jumps, the Tiger advances.
This topic make me inspired to remade my Woody Super_punch.
If anyone enjoy, can pick and use. But its just a sample.
08-02-2020, 10:17 AM (This post was last modified: 08-03-2020, 02:52 PM by Memento.)
Hmm yes. As for the comparison with D^A: the first part of the DJA hit is with a wait +: 2 and a vrest: 12. After that an arest value with a wait: 0. The use of the move is different from the flip kick, it allows for breaking defences in a slightly different situation. Honestly I like it as a stunning attack, but I understand why you say another move is too much for Woody. I like him this way, but I have to consider these things so thanks!
@TheHari I changed the sprite sequence a bit in the update
CHANGES TO MOVES
- Run attack *=quick uppercut) [>>A]
- Quick uppercut (from standing/walking) [(fast) JA]
- Quick uppercut after teleport [D^J/DvJ + A]
- Quick uppercut from stop_running frames
The new move is mainly a defense breaker. It reduced it's effectiveness a little bit in this update and changed the input from DJA to the above. I also removed the energy cost and reduced the bedefend and fall values. Is this better?
There's also a recording in the .zip file, if you don't want to play. It can be viewed in LF2
(08-03-2020, 04:00 PM)酱油君~ Wrote: Sauce's original character edits
Rudolf:
Freeze:
If anyone own these sprites,please call me.
From where did you get freeze's sprites ???
Memento give me a folder named "From 2.4",I thought It's coming from your "Little Fighter 2.4",and then I asked if we should use other's sprites,and answer is "Yes,only non-existing moves that we feel should be added."and then I used it.Do you make this sprite?