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878432 Posts in 32923 Topics- by 24333 Members - Latest Member: blackarm

May 21, 2013, 09:57:04 PM
TIGSource ForumsDeveloperCreativeIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: Guarding
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Author Topic: Indie Brawl: Guarding  (Read 18387 times)
Soulliard
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« Reply #15 on: March 27, 2010, 03:03:00 PM »

I'm not sure what you mean by that.
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Winterous
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« Reply #16 on: March 27, 2010, 07:16:09 PM »

Here's what I'm thinking...

Characters have shield hp in addition to regular hp. Shield hp slowly goes down while a character is guarding, and slowly regenerates when not guarding.

If a character is hit with an attack while guarding, the attack deals no damage and little knockback, and the guarder is stunned for 2 or so frames. It also reduces shield hp proportionally to the attack's damage.

If a character runs out of shield hp, the character is briefly stunned, and can't guard again until shield hp are fully recharged.

If the guard button is pressed immediately before the attack hits, it will reflect the attack if it was a projectile.

Guarding will work slightly differently for different characters. Some characters have more shield hp than others, and some have a longer period to reflect projectiles.

I think this sounds good, go with it.

1- Characters guard by pressing down. They can't guard in the air. Dropping through platforms is accomplished by double-tapping.

I think this is the best way, but instead of double-tapping to go through platforms, just push jump while holding down.
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Soulliard
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« Reply #17 on: March 27, 2010, 07:28:28 PM »

Since jump might be tied to the up key, that wouldn't work for some control set-ups.
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Winterous
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« Reply #18 on: March 27, 2010, 07:38:32 PM »

Since jump might be tied to the up key, that wouldn't work for some control set-ups.
Aah ok.
Well, double-tap it is then Smiley

And yeah, I think my ideas for the shield were a bit intricate, doncha think?
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mokesmoe
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« Reply #19 on: March 27, 2010, 08:38:00 PM »

Those aren't really 3 different control schemes as much as they are "do we want dodging and/or throws?"
As I stated earlier, I don't want throws. I do want dodging, but I like the simpler controls too, so I'm torn on that one.
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Contrary
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« Reply #20 on: March 27, 2010, 11:10:30 PM »

I'm not sure what you mean by that.

Like, when you imput a move while you're blocking an attack and it comes out as soon as the blockstun is over.

And it's going to be a blanket two frames for every move? With all the long, pretty animation, I reckon that everything blocked will equal a free jab/grab. And with how strong jabs are in this game...

Edit: I play Smash Bros on the computers at school all the time and no one has problems with 8 button layouts (Directions, A, B, Z, and R).
« Last Edit: March 28, 2010, 11:03:28 AM by Contrary » Logged
shig
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« Reply #21 on: March 28, 2010, 05:16:28 AM »

I don't like down arrow for blocking. It's a more minimalistic control scheme but not necessarily the simpler. It would be really awkward to block in the air or right after running. Also, can you go from guarding to VS or VA instantaneously? If not that would be even more awkward since you'd have to release the down button to press again to do a VS.
Anyways, does guarding have endlag? Like, any at all when you release the block button?

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Winterous
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« Reply #22 on: March 28, 2010, 05:51:06 AM »

It would be really awkward to block in the air

Blocking would probably be impossible while in the air anyway.
Your point about the vS / vA is good though.
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Soulliard
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« Reply #23 on: March 28, 2010, 12:13:21 PM »

I'm not sure what you mean by that.

Like, when you imput a move while you're blocking an attack and it comes out as soon as the blockstun is over.
Pretty much every move in Indie Brawl works like that, so blocking will work the same way.

Quote
And it's going to be a blanket two frames for every move? With all the long, pretty animation, I reckon that everything blocked will equal a free jab/grab. And with how strong jabs are in this game...
No, it will have to vary from one attack to another. I was using 2 frames as a reference point.

Quote
Edit: I play Smash Bros on the computers at school all the time and no one has problems with 8 button layouts (Directions, A, B, Z, and R).
Adding an extra button complicates things a little, but a shield button should be pretty intuitive. I'm more worried about the keyboard locking up when more than 1 player is playing.

I don't like down arrow for blocking. It's a more minimalistic control scheme but not necessarily the simpler. It would be really awkward to block in the air or right after running. Also, can you go from guarding to VS or VA instantaneously? If not that would be even more awkward since you'd have to release the down button to press again to do a VS.
Anyways, does guarding have endlag? Like, any at all when you release the block button?
If down was used for blocking, you wouldn't be able to block in the air, and you could go to vS and vA straight from blocking.

I imagine guarding would have a small amount of endlag, which would vary from one character to another.
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Gimym TILBERT
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« Reply #24 on: March 28, 2010, 12:33:40 PM »

Er maybe not relevant but what if
A+S= guard?
guard + arrow = dodge?

Same amount of button, more option, just like smash.
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battlerager
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« Reply #25 on: March 28, 2010, 01:31:25 PM »

Er maybe not relevant but what if
A+S= guard?
guard + arrow = dodge?

Same amount of button, more option, just like smash.

Would not be a good idea due to keylocking or whatever its called on pc keyboards
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Soulliard
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« Reply #26 on: March 28, 2010, 01:44:23 PM »

Plus, it's not very intuitive, and it's more difficult to do than pressing a single button.
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Bremze
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« Reply #27 on: March 28, 2010, 04:03:47 PM »

Just brainstorming, maybe dodge could be a perfectly timed block and it would lock up your skills for the usual block cooldown but allow you to move around freely during that time?
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Eagle0600
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« Reply #28 on: March 29, 2010, 01:32:29 AM »

Probably not a good idea. Why allow movement as a reward for blocking well?
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jwk5
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« Reply #29 on: March 31, 2010, 05:14:36 AM »

Why not do the usual fighting game route of Left + Left = Dash Left, Right + Right = Dash Right?
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