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1075981 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 09:23:33 PM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: Main Characters
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Author Topic: Indie Brawl: Main Characters  (Read 222841 times)
Gainsworthy
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« Reply #360 on: January 20, 2009, 02:49:00 AM »

Nice movelist. As cute as that would be, and as much as I'd love to see The Ninja in the game... well, The Ninja's a pacifist. I remember very long... err, discussions were had on the Metanet forums back when it came out for "PLZ GVE N WEAPOONS". Tempers were raised.

Well, uh, what I'm saying is that Mare and Raigan would have to give the thumbs up first. Though that applies for the inevitably awesome N stage, too. Has anyone asked yet?
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Soulliard
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« Reply #361 on: January 20, 2009, 05:31:37 AM »

Metanet sold N's IP in order to make N+, so I wouldn't count on anything, even a level.
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Zaratustra
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« Reply #362 on: January 22, 2009, 02:43:51 AM »

Sexy Hiker tentative moveset v2:

A - Kick. SH's fastest attack (which isn't saying much), but weak.
A^ - Thrust hammer upwards. Knocks enemies up some. If it hits a platform, SH hitches himself upwards.
A< - Swing hammer in front. Knocks back enemies slightly. If it hits a wall, SH is thrown backwards.
Av - Thrust hammer downwards. If there's ground, SH is thrown upwards.

S - Creates a soccer ball item. This ball bounces a couple of times, dealing less damage with each bounce.
S^ - Overhead smash. Knocks enemies back a long distance if they're in midair, rebounds projectiles. If it hits a wall, SH is thrown upwards. Serves as a recovery move when near walls.
S< - Underhand smash. Knocks enemies back and up a long distance, pushes SH back a bit.
Sv - Swings hammer below SH. If there's ground, SH is hurled forward at high speed.
« Last Edit: January 22, 2009, 05:55:43 AM by Zaratustra » Logged

Gainsworthy
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« Reply #363 on: January 22, 2009, 05:07:39 AM »

Metanet sold N's IP in order to make N+, so I wouldn't count on anything, even a level.

They sold it? Ew. Didn't know that. Whatevs, power and money to them! Also, N+ iss pretty swell.



Also: Soccer Ball. You know your source material!  :D
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PlasmaMan
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« Reply #364 on: January 31, 2009, 08:50:15 AM »

Well, this game isn't finished, but it's still a good retro platformer, starring a knight. He acts like a slow, heavy melee character, which the project doesn't seem to have too much of yet, except maybe the dwarf, but he has more ranged atttacks.
screenshots here, and demo's at the bottom.
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Soulliard
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« Reply #365 on: January 31, 2009, 10:45:29 AM »

Looks like an interesting game, but if we need a knight, I think Kaltos is the best choice. Plus, The Spirit Engine 2 is already finished.
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Valter
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« Reply #366 on: January 31, 2009, 07:18:55 PM »

Looks like an interesting game, but if we need a knight, I think Kaltos is the best choice. Plus, The Spirit Engine 2 is already finished.
Really? What about Blue Knight, from Castle Crashers? He's been mentioned previously, and I think more people know about him than The Spirit Engine 2.
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Soulliard
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« Reply #367 on: January 31, 2009, 09:24:24 PM »

I already added him to the roster. If we wanted a more traditional knight, though, without all the ice, then we would add Kaltos.
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Soulliard
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« Reply #368 on: February 06, 2009, 05:21:15 PM »

I have a few more ideas for movelists that I'd like to share.


Barkley

Stats: A master of mid-range slams and jams. He has relatively high defense and mobility.

A- Pass- Barkley throws a basketball in front of him. It deals fairly high damage and is affected by gravity.

>A- Shove- Barkley delivers a quick shove with his basketball.

^A- Free Throw- Barkley throws a basketball at a higher angle.

vA- Slam Dunk- Barkley slams his basketball into his opponent’s face, for a powerful melee attack.

S- Double Team- Barkley teleports forward, leaving an illusionary double behind. Both he and his double deliver a quick melee attack.

>S- Showboat Jam- Barkley jumps forward as cameras flash. He finally lands with a devastating explosion. It’s a slow, but very strong attack.

^S- Holy Slam- Barkley floats upwards in a beam of light, then comes down, dealing massive damage.

vS- Vamp Slam- Barkley attacks with a slam dunk and heals himself.


Blue Knight

Stats: Blue Knight is a tad slow, but he has an excellent defense and quick, strong attacks with his mace. Many of his attacks freeze his opponents, leaving them stunned for a long time. However, if a frozen enemy is hit with another attack (even a freezing one), they will break free.

A- Ice Slash- A quick, elemental slash that freezes the target.

>A- Mace Spin- Blue Knight spins his mace in a circle in front of him, delivering a few quick attacks.

^A- Mace Strike- An uppercut strike that sends enemies straight into the air.

vA- Mace Pound- A slow downward strike that creates a small shockwave.

S- Shield- Blue Knight brings up his shield, protecting him from attacks and reflecting projectiles.

>S- Ice Shot- A projectile that damages and freezes the target.

^S- Ice Punch- A fist of ice rises beneath Blue Knight, launching him upwards and freezing enemies.

vS- Ice Storm- A number of icicles appear above Blue Knight and rain downwards at a slight angle, freezing enemies.


Cabadath

Stats- Cabadath is incredibly quick and agile, thanks to his teleportation, and he has excellent reach. His defense is a little low, however.

A- Scythe- A quick horizontal swipe with his weapon.

>A- Get Over Here- Extends spear axe-end forward, then pulls. Pulls opponent closer if it hits.

^A- Skewer- Cabadath stabs his spear straight into the air.

vA- Chzo- A red tentacle attacks from the ground in front of him.

S- Teleport Dodge- Cabadath teleports backwards, then charges forwards with his spear. Can be used to dodge an enemy's attack.

>S- Teleport Charge- Cabadath teleports forwards and swipes with his scythe.

^S- Teleport Drill- Cabadath teleports upwards, spinning his weapon like a drill as he reappears.

vS- Teleport Lunge- Cabadath teleports to the ground, where he shoves the spear head downwards.


Lyle

Stats- Lyle is a master of thrown weapons. He has more ways to use thrown weapons than other characters, and he can summon cubes to throw if no other items are handy. Nearly all of Lyle’s moves involve a thrown weapon. If no thrown weapon is equipped, he will instead throw a shadow cube, a weaker version of a blue cube.

A- Throw- Lyle throws an item.

>A- Far Throw- Lyle throws an item at a greater speed.

^A- High Throw- Lyle lobs the item into the air.

vA- Downward Throw- Lyle throws an item into the ground.

S- Cube Summon- Lyle summons a cube of a random color (blue, red or yellow).

>S- Huh?

^S- Jump Throw- Lyle throws an item straight downwards and boosts into the air.

vS- Kick?
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godsavant
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« Reply #369 on: February 06, 2009, 05:43:32 PM »

I dreay of a single-use Bonesaw meter for Barkley that culminated in a Chaos Dunk, but I suppose that's what the Hell B-ball item is for, am I correct?
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Soulliard
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« Reply #370 on: February 06, 2009, 05:49:48 PM »

Yep. Although Showboat Jam has a mini-chaos-dunk effect.
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Valter
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« Reply #371 on: February 06, 2009, 06:01:24 PM »

Lyle

Stats- Lyle is a master of thrown weapons. He has more ways to use thrown weapons than other characters, and he can summon cubes to throw if no other items are handy. Nearly all of Lyle’s moves involve a thrown weapon. If no thrown weapon is equipped, he will instead throw a shadow cube, a weaker version of a blue cube.

A- Throw- Lyle throws an item.

>A- Far Throw- Lyle throws an item at a greater speed.

^A- High Throw- Lyle lobs the item into the air.

vA- Downward Throw- Lyle throws an item into the ground.

S- Cube Summon- Lyle summons a cube of a random color (blue, red or yellow).

>S- Huh?

^S- Jump Throw- Lyle throws an item straight downwards and boosts into the air.

vS- Kick?
I think Lyle should have a "Cube Power" meter that is used for summoning cubes. Since he's conceivably summoning items, and not just firing temporary bullets like other ranged characters, there should some restriction so that he can't spam cubes all over the place.

In fact, cube power would help his ^S. The ^S ability could have Lyle just use the item to propel himself up if he has an item. If he doesn't have an item, it would let him immediately summon a cube and then throw it. That way he could "chain" cube tosses into a 3 or 4 combo jump. If the cube power meter allowed for a maximum of three or four tosses in quick succession, it would give him power, but also keep players wary of spamming cubes everywhere.

I think the green cube should be added to possible cube summons. It wouldn't blow up on contact, so other players could conceivably use it.

The standard A attack should throw in an arc. The >A attack should throw straight forward until the item hits a wall.

for vS, how about an Item Draw skill? It would bring the nearest item to Lyle straight into his hands. Then you could make >S a kick power, which does very low damage but knocks enemies away from him to give him a bit of breathing room.

I think Lyle would need some kind of item magnetism power to offset his ultimate reliance on items. Presumably, the way you described him, he should be able to take over an item heavy field, which would offset his general short-range weaknesses.
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Soulliard
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« Reply #372 on: February 06, 2009, 06:47:34 PM »

I think a cube meter would add an unnecessary complication. It's always a good idea to keep things as simple as possible. Since shadow cubes disappear on contact, and would be fairly weak, there's no reason to limit their use.

The main problem with the green cube is that, since it doesn't disappear, green cubes would be all over the level before long.

I was considering throwing items straight for his >A, and I still might. It could cause problems with some attacks, though, like Naija's seed.

An Item Draw power is an excellent suggestion.
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shig
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« Reply #373 on: February 06, 2009, 07:04:41 PM »

I wouldn't like the cube summon to be random. Either assign different S moves to different cubes or do something like the longer you charge, the stronger your summoned cube gets.

I don't want all his A moves to be just throws, either. After all, he could just throw items like all other characters.

Making an alternative movelist soon.
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Soulliard
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« Reply #374 on: February 06, 2009, 07:14:08 PM »

I don't want all his A moves to be just throws, either. After all, he could just throw items like all other characters.
That's kind of the idea. The difference is that Lyle can throw cubes even when he isn't carrying an item.
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Lucaz
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« Reply #375 on: February 06, 2009, 07:50:24 PM »

The main problem with the green cube is that, since it doesn't disappear, green cubes would be all over the level before long.
You can either limit the number of greens in screen (after, say, 5, they are no longer generated) or make one dissappear each time a new is created beyond some limit.
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shig
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« Reply #376 on: February 06, 2009, 07:54:49 PM »

A: Kick. Sends some items sliding forward.

>A:  Huh?

^A: Y'know that enemy in Lyle In Cube Sector that punches your cubes back at you? Lyle should do that punch. His hand gets huge, his face gets a cartoonish and exaggerated angry expression. This attack would stop projectiles and reflect thrown items. Stationary cubes would fly farther with this.

VA: Summons HUGE Cube: Either he summons it at his hands and then throws it to smash, or he just summons it floating slightly infront of him and it falls by itself. Massive damage.

>S-  Sticks his arms and summons cube in front of him. If the cube gets summoned at the same place where another character is, then the character gets "encased", "stuck" in the cube. Basically it'd paralize the opponent. If not, he'd simply finish the summon.

S- Summon Cube :  Quick, little damage when thrown. Should be slightly quicker than >S to compensate. Another difference between this move and >S, is that >S would leave the summoned cube laying on the ground. Wich would be perfect for kicking or punching it. In this one, said cube gets summoned in Lyle's hands, ready for throwing.

vS-Summon Red Cube : Takes longer than S, but explodes. Can hit yourself if you are not careful.

^S- Huh?

Aaaaaand that's it Shrug. Basically, he can do something without having to resort to cubes. But since all his moves so far either involve cubes or are capable of being used to LAUNCH these cubes at enemies I'd say he is pretty pathethic without them.

I was thinking of putting his cat or the last boss's pistol in the list, but that would be too far fetched.

BTW, I'd rather have to manually summon cubes and launch them downwards to recover from falls than having some ^S move that does just that.

I kinda wanted >S to be a grappling move where Lyle smashed his enemy until he was shaped as a cube, too. It would've been manly and awesome, but I thought it would also be kinda out of character.  Sad

EDIT: A and >A could probably be switched.
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godsavant
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« Reply #377 on: February 06, 2009, 08:02:32 PM »

The main problem with the green cube is that, since it doesn't disappear, green cubes would be all over the level before long.
You can either limit the number of greens in screen (after, say, 5, they are no longer generated) or make one dissappear each time a new is created beyond some limit.

I like your first limiting solution better, otherwise Lyle players can simply generate new blocks to make old ones disappear when other players try to use them.
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William Broom
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« Reply #378 on: February 06, 2009, 08:06:39 PM »

I didn't get very far in Lyle, so I'm wondering how many of these moves are actually in the original. Are shadow cubes in it? What about huge cubes? Or turning enemies into cubes?

I really like the idea of Lyle trapping his opponents in a cube, if that's authentic enough. While they are cubified, they behave exactly like a normal cube, so Lyle can throw or kick them off the edge. But he has to be very quick since they can mash buttons to escape.
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shig
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« Reply #379 on: February 06, 2009, 08:11:37 PM »

There are huge cubes wich you can lift very near the end of the game. You can't summon them and you can't walk around carrying them. You can just pick one side and throw them away and they would break.

Trapping people in cubes didn't happen in the original game, but I guess that's what would happen if you summoned a cube in the same place that someone else is.

I'd also like to hear you guys's opinions on his recovery move. Should just throwing cubes down work or do we need a ^S move just for recovery purposes? If we choose the first option, the coders should watch out so he doesn't end up being able to fly forever.
« Last Edit: February 06, 2009, 08:15:50 PM by shig » Logged
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