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Author Topic: Indie Brawl: Meta  (Read 72867 times)
Soulliard
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« on: December 20, 2009, 10:42:52 AM »

Discuss whatever you want here.
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Soulliard
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« Reply #1 on: December 20, 2009, 11:02:28 AM »

I'm reorganizing the forum a bit. What do you think?
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thatbrod
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« Reply #2 on: December 20, 2009, 01:17:02 PM »

Since anything goes here, I thought I'd mention something.

The TIG Box shouldn't do any damage, it should just be thrown, hit the floor and summon a character. Some characters are useless when the TIG knocks you away (Most notably, Gunlimb's attack is totally useless b/c you'll never be in the direct center of the attack)
« Last Edit: December 20, 2009, 01:20:35 PM by brod » Logged

Soulliard
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« Reply #3 on: December 20, 2009, 07:59:43 PM »

Gunlimb still acts like a good barrier though.

You might be right, though. Maybe I just need to lower the knockback.
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Mogget
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« Reply #4 on: December 22, 2009, 02:15:06 AM »

Since anything goes, I've got some questions.

First of all, are there any kind of ultimate moves planned at all? They always spice up the actions, and look awesome while doing it. Of course, it might be difficult to implement reasonably, and the spriters might not be up to it, but one can dream...right? Beg

Second of all, could there be HUGE stages like Hyrule Temple? I always find those really fun.
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« Reply #5 on: December 22, 2009, 11:01:31 AM »

I would enjoy bigger stages as well. Not even bigger platforms, just more space off the platforms- so we can have edge guarding and stuff.
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Soulliard
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« Reply #6 on: December 22, 2009, 11:13:47 AM »

Ultimate moves are cool, but would require tons of work. Maybe in Indie Brawl: Perfect World Edition...

Bigger stages are certainly possible, though. The next release should include a few more stages.
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Rostiger
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« Reply #7 on: December 22, 2009, 11:27:34 AM »

Yeah, i think things like Ultimate moves are on about the same level of priority like taunts and loser/winner animations: they all would be cool, but need to be set back for the sake of being realistic until all other character animations are done. When this point is actually archived someday, then we can get into things like Ultimate moves.

By the way, Soulliard, big props for keeping things organized! I wish I could be more active, but your continuity and endurance keep me motivated!  Beer!
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Clemens Scott
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« Reply #8 on: December 22, 2009, 11:49:01 AM »

I think Naija is overpowered...anyone else agree?
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MaloEspada
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« Reply #9 on: December 22, 2009, 11:59:48 AM »

I'd like to know how long the project will accept new characters after the first complete release.
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Soulliard
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« Reply #10 on: December 22, 2009, 12:13:51 PM »

For as long as people are willing to work on them.
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Soulliard
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« Reply #11 on: December 22, 2009, 12:14:39 PM »

I think Naija is overpowered...anyone else agree?
I can't say I do... Care to elaborate?
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NickCarney
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« Reply #12 on: December 22, 2009, 06:14:08 PM »

I find it almost impossible to escape when this move, ">A - Beast Charge," is used repeatedly. 
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hyperduck
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« Reply #13 on: December 23, 2009, 05:46:59 AM »

Can I ask, just curious really, if there is still going to be a 'rooftop' iji stage? And if so, is godsavant still making it? It was in my inbox ages ago when I was complimenting the stage drafts he did, but I don't know what's happening with that now. I guess I want to know this because as soon as the Iji stage is done, I will plan on having the Iji music in just before that time.

I feel that an accordion remix is going to be the way for iji..  Who, Me? heheheh.
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Soulliard
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« Reply #14 on: December 23, 2009, 08:28:51 AM »

The design and background are ready, but the foreground has not been drawn yet, to my knowledge.
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hyperduck
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« Reply #15 on: December 24, 2009, 07:44:38 AM »

Awesome! Had no idea it was that far a long. Greatness, I will be back in England at my computer that lets me record things in Jan so expect something between Jan-Feb (exams etc :Z)
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Rostiger
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« Reply #16 on: December 26, 2009, 03:10:47 AM »

A nitpick that struck me last time I played IB: when hitting an opponent from behind, the hurt sprite is shown. Problem is that most of the sprites are done to look like you were hit from the right. I think this could be fixed by flipping the sprite depending on the side the player was hit from last.
Again, it's just nitpicking, but I think this could be improved with relatively little effort.
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Clemens Scott
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ink.inc
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« Reply #17 on: January 07, 2010, 12:14:12 AM »

Small nitpick: when the tigsource community project logo pops up as the game begins, it should have a little bit of animation. Perhaps a bit of flickering like a crappy local tv connection would be nice.
« Last Edit: January 07, 2010, 03:27:17 PM by ink.inc » Logged
ink.inc
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« Reply #18 on: January 07, 2010, 07:06:12 PM »

I wanna revive something from the old Meta Thread: Derek Yu as the announcer.
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Mentalpatient109
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« Reply #19 on: January 07, 2010, 09:15:34 PM »

I wanna revive something from the old Meta Thread: Anthony Carboni as the announcer.
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