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1076099 Posts in 44163 Topics- by 36129 Members - Latest Member: UmmagummaGames

December 30, 2014, 10:32:04 AM
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2841  Developer / Indie Brawl / Re: Indie Brawl: The Next Character on: September 30, 2008, 06:16:58 AM
I was actually planning on making a thread for Xoda in the next few days. I've already begun thinking about her move list, in fact. I envision her as a fast and strong brawler, limited mostly by a lack of reach. Here's what I've got so far:

A- Rapid Punches- A few weak punches followed by a strong finishing punch. Quick and powerful, but with very short range.

>A- Sliding Kick- Xoda slides straight forwards, kicking anything in the way.

^A- Spinning Kick- Xoda spins rapidly, rising slowly and damaging all nearby enemies.

vA- Huh? - Possibly some sort of kick aimed downwards?

S- Energy Blast- Hold S to charge up the attack, and release to fire a projectile. Unless it's been charged, it should be very weak (and unlike Quote's spur, you can't hold the charge).

>S- Throw- Xoda throws an enemy, dealing no damage but causing lots of knockback. If Xoda throws one enemy into another, the second enemy takes damage.

^S- Fly- Xoda flies straight towards the nearest enemy.

vS- Shield- Xoda creates a safe zone around herself. The shield blocks all projectiles (including her own). She can only have one shield at a time.
2842  Developer / Indie Brawl / Re: Indie Brawl: Playtesting on: September 30, 2008, 04:31:41 AM
It's still really eays to pin people down with Nikujin's attacks. If you just keep spamming slash then shurikens, it's really hard to avoid. Then again, maybe I just need to block more. But if you are pinned, really the only thing Naija can do is sit there guarding.
Nikujin's fast, and like most fast characters in fighting games, he's good at pinning his opponents. Is it really too overpowered, though? Even if you hit with three slashes and shurikens, it still only does 9 damage. This is better than the other characters, but Nikujin also has less health (25 instead of 30 in the version you have, but only 20 in the current working version).

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I thought a controller would be friendlier using the d-pad? Then you could have double tap to go down, but I reckon that would get tedious and annoying.
I think I'll just increase the delay first. If it's still an issue I can add the double tap mechanic.
2843  Developer / Indie Brawl / Re: Indie Brawl: Priorities on: September 30, 2008, 04:26:23 AM
Of the two, I'd work on the Golden Knight. The move list we're working with is in the 6th post or so.
2844  Developer / Indie Brawl / Re: Indie Brawl: Stage 1: Outer Wall (Cavestory) on: September 30, 2008, 04:19:43 AM
Also the health bars need to be always on screen.

Yup, I believe this has been said already. But while you're add it, Nightshade, you could add the portraits to the healthbar so the player knows who's who?  Tongue
That's my plan.  Smiley
2845  Developer / Indie Brawl / Re: Indie Brawl: Playtesting on: September 29, 2008, 07:15:18 PM
- Nikujin seems to be overpowered compared to the other two.
Can you give me some more specifics? From my own experiences, he was great against Quote, but had major problems with Naija (stupid spike seeds).
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- Quote's King attack is too powerful. Easy to spam, unblockable.
I didn't find it too bad, but it could probably use a bit longer warmup time.
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- Naija's moves are too slow. Consider making flipper kick faster?
I can make flipper kick a bit faster. It's already pretty strong, though, dealing more damage than all three of Nikujin's standard attacks put together.
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- We found that the one-way platforms were too easy to go through if you were trying to do a down attack. Maybe make a delay before going through?
There already is a delay. I can, of course, make it longer.
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Also I couldn't get the menu system working with brawl38. It kept saying that an event that didn't exist (Release <no key> key) had code that was referring to an unknown variable (Control.p1_type) which works elsewhere. The string of code is in the character select room creation code, and it worked with brawl34, so I'm confuzzled  Huh?
I'll be adding the menu soon, and I'll deal with that when it comes up.
2846  Developer / Indie Brawl / Re: Indie Brawl: Story Mode on: September 29, 2008, 05:04:24 PM
1) I doubt that we could get permission to use commercial characters, especially if they're portrayed as bad guys.

2) The game should celebrate the awesomeness of indie games, not belittle commercial games.
2847  Developer / Indie Brawl / Re: Indie Brawl: Stage Design on: September 29, 2008, 02:15:24 PM
The only problem is that the engine doesn't currently support slanted one-way platforms. I'll see what I can do.  Gentleman
2848  Developer / Indie Brawl / Re: Indie Brawl: Character Submissions on: September 29, 2008, 10:08:17 AM
Sexy Hiker would not be mouse controlled. He would have a standard movelist, just like everyone else. Only his moves would propel him in a direction.
2849  Developer / Indie Brawl / Re: Indie Brawl: Character Submissions on: September 29, 2008, 07:21:17 AM
Why not?
2850  Developer / Indie Brawl / Re: Indie Brawl: Character Submissions on: September 29, 2008, 07:07:39 AM
For both characters it would be difficult to get a good movelist though. I assume that the Man With No Limbs would use his guns and stuff, and Sexy Hiker using his hammer, but it's still quite hard to make the movelist distinct.
This is why I want them to move by mechanics.
2851  Developer / Indie Brawl / Re: Indie Brawl: Stage 1: Outer Wall (Cavestory) on: September 29, 2008, 06:11:30 AM
The camera would need to be disabled for an auto-scrolling stage.

I agree with Chutup's points about scrolling stages, so if we made the Outer Wall scroll, it should do so fairly slowly.
2852  Developer / Indie Brawl / Re: Indie Brawl: Playtesting on: September 29, 2008, 06:05:16 AM
I was going to hold off releasing this until I could give it a little more polish, but since you need it by tomorrow, here's the current version of the game I'm working with. I haven't added any menus yet, so you'll need to manually edit the create event of the Control object to change controls, characters and settings.

Also, I don't recommend the wireless gaming receiver. I've heard it causes problems with other wireless devices, and you can buy a wired controller for only slightly more.
2853  Developer / Indie Brawl / Re: Indie Brawl: Character Submissions on: September 29, 2008, 05:58:52 AM
Plus Tim doesn't have any attacks besides time control, which would be ridiculously difficult to implement.
2854  Developer / Indie Brawl / Re: Indie Brawl: Menu System on: September 28, 2008, 06:35:16 PM
I found one little error, where you forgot to include parentheses, but once I fixed that it ran very nicely. It looks like we've got a solid foundation to work with here.
2855  Developer / Indie Brawl / Re: Indie Brawl: Design Doc and Engine Test- New Demo 9/21 on: September 28, 2008, 12:14:06 PM
It's in there. You just need to find your way around the gmk file.

Alternately, you can use a program like XPadder or Joy2Key.
2856  Developer / Indie Brawl / Re: Indie Brawl: Naked Ninja (from Nikujin) on: September 28, 2008, 11:53:17 AM
I've been tinkering around with Nikujin's moves, and I've made his attacks very combo-friendly. Quote has zero combos (as far as I know), and Naija only has two (sweep+kick and sweep+beast charge), but Nikujin has plenty.

The standard katana slash is the key to these combos. Hitting with it leaves the opponent vulnerable to nearly any other attack, including another katana slash. This is balanced by limiting the attack to a three-hit combo. Every third hit has a longer cooldown. The first two hits deal 2 damage, and the last does 3.

Low slash trips enemies, leaving them open to another attack (but not another low slash). It deals 2 damage.

Wall run lifts the enemy into the air, and leaves them vulnerable to most aerial attacks. It does 4 damage total (6 if next to a wall), but has very poor reach, so it's difficult to pull off.

Flip slash doesn't lead to any other combos, but it's a good finisher. It does 4 damage.

Shuriken can be fired rapidly, allowing you to combo into another shuriken. Like the katana slash, though, you need to pause between every three shuriken. Damage is only 1 per shuriken.


Here are a few of my favorites:
Slash+Slash+Slash
(6 damage) A standard three-hit combo.

Shuriken+Shuriken+Shuriken
(3 damage) Nikujin's only ranged combo.

Sweep+Slash+Slash+Slash
(8 damage) Like the standard combo, but adds in a sweep for extra damage.

Slash+Slash+Run+Flip
(12 damage) Probably my favorite combo. Get off a few quick slashes, lift the enemy into the air, and spike them into the ground.

Slash+Slash+Sweep+Run+Slash+Slash+Flip
(18 damage) The most powerful combo I've found. It requires you to be right on top of your opponent, and it's very hard to pull off.

Sweep+Slash+Sweep+Slash+Sweep+Run+Slash+Slash+Flip
(24 damage) The most powerful wall combo (it can only be done if you and your opponent are next to a wall). In other words, don't stand next to a wall when fighting Nikujin.
2857  Developer / Indie Brawl / Re: Indie Brawl: Quote and Curly on: September 28, 2008, 07:43:45 AM
I think it would look better if King actually slashed with his sword as he moved forwards.
2858  Developer / Indie Brawl / Re: Indie Brawl: Naked Ninja (from Nikujin) on: September 28, 2008, 07:42:30 AM
I was thinking the exact same thing.
2859  Developer / Indie Brawl / Re: Indie Brawl: Design Doc and Engine Test- New Demo 9/21 on: September 28, 2008, 07:41:53 AM
Also, a suggestion: Blocking needs to be more... stylish. Right now they just hold a hand to their face. I think a further animation should occur if they DO block something. I know a King sprite hasn't been made yet, but, perhaps if Quote blocks a shot, King should pop up for a quarter of a second or so? maybe with a nice two or three frame "attack" animation? It would make the dull business of defense a little more gratifying.
I always thought it would be cool if Naija's shield from Aquaria popped up when she blocked an attack.
2860  Developer / Indie Brawl / Re: Indie Brawl: Stage 1: Outer Wall (Cavestory) on: September 28, 2008, 07:40:35 AM
The scaling itself seemed lovely to me. However, it was extremely laggy on my computer. On the very edge of unplayable.
This is odd. It runs at exactly the same speed it did before for me. Restarting your computer might fix it.
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