Blaizer
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« Reply #75 on: January 22, 2010, 10:56:24 PM » |
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She runs around screaming, then whoever picks her up gets a kiss and full healing
Full healing is never fun, my most hated item in SSB is the heart. It was removed in SSBM and SSBB because of this...
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JMickle
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« Reply #76 on: January 23, 2010, 06:41:38 AM » |
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ah ok. i haven't played SSB a lot so I'm not too up on things like that. But the principle is the same either way.
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Blaizer
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« Reply #77 on: January 24, 2010, 02:12:23 AM » |
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Partial healing is always good.
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Goodbye
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« Reply #78 on: February 04, 2010, 08:05:38 PM » |
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How about the guy from Glum Buster?
Edit: and for Ogmo, how about we have the big boss from the first Jumper chasing him as he jumps away?
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« Last Edit: February 04, 2010, 08:12:25 PM by Goodbye »
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John Sandoval
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« Reply #79 on: February 04, 2010, 09:35:49 PM » |
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Glum Buster Kicked ASS.
But the only things I remember him doing were: Firing red circular projectiles and Creating a blue triangle around enemies.
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Inanimate
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« Reply #80 on: February 05, 2010, 03:23:17 PM » |
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He could create the triangle, and it'd knock everyone inside in the direction it points.
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William Broom
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« Reply #81 on: February 05, 2010, 08:44:02 PM » |
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I think the triangle thing is a good idea, it's fairly unique and recognizable.
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« Reply #82 on: February 06, 2010, 08:05:46 AM » |
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Actually, that was sortof what I was thinking. Except, I thought that the triangle would stun all of the enemies in it and then he'd shoot at them. But, the triangle doing damage alone sounds good.
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Inanimate
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« Reply #83 on: February 06, 2010, 09:23:56 AM » |
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Not doing damage, but slinging them across the stage. That's already a veritable threat.
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Plasticware
Level 1
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« Reply #84 on: February 06, 2010, 08:34:17 PM » |
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Sumotori guy  Not gonna bother animating him. Too much trouble. Someone else can do that.
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« Reply #85 on: February 06, 2010, 09:46:27 PM » |
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Idea for Sumotori Guy (who looks awesome by the way!)
He tries to chase a character, and kinda stumbles slowly. If he gets near a character, he tackles and knocks 'em back decently, with some damage. However, every step he makes, he has a random chance of falling over, and if someone is near him when he falls over, they get knocked back pretty far, but don't take as much damage. So basically, avoid him.
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Durza
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« Reply #86 on: February 07, 2010, 06:36:47 AM » |
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Here's an idea: what about QWOP? He could start running awkwardly across the screen, then fall on his head and damage anyone he hits.
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« Last Edit: February 07, 2010, 06:43:09 AM by Durza »
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Ach! Hans, run! It's the lhurgoyf!
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Soulliard
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« Reply #87 on: February 07, 2010, 10:51:51 AM » |
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Damsel: I like the idea. She could kiss anyone who stands close enough to her, granting a small amount of healing.
Stickman: It's an icon not really unique to indie games.
Glum Buster: Not a bad suggestion.
Sumotori: Love it. I like how you somehow made such an abstract figure fit IB's style. I think simplicity would be best in terms of gameplay. Just have him run around and knock back anyone he runs into (no damage necessary). Think the barrel enemies from DKC2.
QWOP: I couldn't imagine including him without making him the useless summon. But Juni already sort of fills this role.
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Inanimate
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« Reply #88 on: February 07, 2010, 12:53:48 PM » |
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QWOP: Well he could just kind of awkwardly flail around on the ground and knock people back from him.
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« Reply #89 on: February 07, 2010, 02:36:21 PM » |
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Damsel: I like the idea. She could kiss anyone who stands close enough to her, granting a small amount of healing.
Sorry to be a downer, but that wouldn't work with Naija, Iji, and the other female characters. If it weren't for that, it would be an awesome idea.
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« Last Edit: February 07, 2010, 03:07:22 PM by Goodbye »
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