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Author Topic: Indie Brawl: Quote and Curly  (Read 57368 times)
Soulliard
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« on: August 02, 2008, 04:03:25 PM »

Since I figure it's inevitable that they would be included, here's how I envision the characters from Cave Story.

Both should be ranged attack specialists. I see Quote being focused more on direct damage, while Curly's attacks are more defensive in nature. I didn't want the two to be clones, so I gave each one unique attacks.


Quote:

Portrait- -Oracle

Submitted Sprites:
Idle- -Oracle
Jumping- -Oracle
Walking- -Oracle
Shooting- -Oracle
Shooting Up- -Lucaz
Hurt- -Kovski
Shielding- -Kovski
Missile Launcher- -Kovski
Booster- -Kovski
Throwing- -Kovski
Fireball- -Kovski
Missile- -Kovski
Explosion- -Kovski
Polar Star- -Kovski
Slashing- -Xion
Phantom King- -Annabelle Kennedy
5 Spur Sprites (based on how much it is charged)-


Stats-
Quote's attacks are a little slow, but very powerful. They generally have great range. His defense and movement are unexceptional, although his booster gives him great vertical mobility.


Move List:
A - Polar Star - A quick ranged attack. Damage is high considering how quick the attack is. However, it does not stun opponents.

>A - Blade - A basic attack that does low damage, but has considerable knockback.

^A - Polar Star - Fired upwards.

vA - Rocket Launcher - Fires a rocket downwards at a 45 degree angle. Normally, it hits the ground immediately and explodes. Deals very high damage.

S - Spur - Similar to Samus's cannon in SSB, Spur can be charged up to deal great amounts of damage, and you can hold the charge while making other attacks.

>S - Spirit King - A phantasmal King charges forward a short distance, attacking all nearby enemies.

^S - Booster - Quote launches himself into the air with his jet pack. The flames damage those below.

vS - Fireball - Fires a slowly moving, bouncing ball of fire that deals high damage. Since it's affected by gravity, Fireballs can be used to attack enemies below you.



Curly:

Portrait- Not submitted


Sprites-
Idle-
Walking-
Jumping-
Hurt-
Throwing-
Punch/Kick-
Machine Gun-
Machine Gun downwards-
Machine Gun upwards-
Bubbler-
Nemesis-
Snake-
Tow Rope-


Stats-
Curly is very similar to Quote. However, her attacks are a little less straightforward.


Tentative Movelist:
>A - Punch - A basic attack that does low damage, but has considerable knockback.

A - Machine Gun - Fired for as long as the button is held, in bursts of up to ten bullets. The damage is mediocre, but the bullets stun the enemy for a very short period of time. This attack has considerable recoil.

^A - Machine Gun - Fired upwards.

vA - Machine Gun - Fired downwards. Can be used to hover temporarily.

S - Bubbler - As long as the button is held, Curly summons bubbles which float around her. They damage (but don't stun) enemies they contact. The button can be pressed a second time to fire the bubbles forward.

>S - Snake - A fairly weak and slow missile that goes through walls.

^S - Tow Rope - Curly grabs ledges with a tow rope.

vS - Nemesis - The more badly Curly is injured, the more damage Nemesis deals. When Curly is on the brink of death, it is one of the most powerful attacks in the game.
« Last Edit: December 31, 2008, 09:51:04 PM by Nightshade » Logged

Inane
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« Reply #1 on: August 02, 2008, 04:17:47 PM »

Looks good to me Smiley.
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
William Broom
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« Reply #2 on: August 02, 2008, 06:34:26 PM »

Well, this is going to be something of a departure from the SSB style of character, since they will both have excellent ranged capabilities, better than anyone in Brawl. You may find that against close-combat characters, Quote and Curly can just leap around the stage with their Boosters and Curly's Machine Gun, avoid all attacks and lay down a wall of projectiles.

Think carefully about the number of projectile attacks you're giving to these and other characters, and compare to SSB. The majority of damage in SSB is dealt at close range. Curly and Quote's moves sound more like Small Arms.

I'm not saying we should be aiming for an exact clone of Brawl with different characters. But just think about it.
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Valter
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« Reply #3 on: August 02, 2008, 06:36:07 PM »

Actually, you could do both quote and curly together, like in hell. The jump and double jump would be reduced, but you could have them firing in both directions at once.

Maybe you could do an ice climbers thing? Control one of them at a time, with the other following along and mimicing the other? Then they could combine like I mentioned before!I think it'd work, although it might end up being a nightmare to code. Huh?
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Inane
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« Reply #4 on: August 02, 2008, 07:10:56 PM »

I think it'll work fine with the ranged specialists. Kinda hard not to have them since quite a few characters in indie games have only projectiles.
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
Xion
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« Reply #5 on: August 02, 2008, 07:35:21 PM »

I don't really like the super limited selection melee attacks/abundance of ranged attacks for basic A moves. It's not so much that I disagree with the ranged specialists thing, but I'd like to have more of a melee selection. Maybe like this:
Quote:

A - Punch - A basic attack that does some damage, and has considerable knockback.

>A - Pistol Whip with the Polar Star (or a slash with King's sword?)

^A - Polar Star - Fired upwards, with limited range. There's a little idle period before the weapon is drawn, but if timed right can be devastating to anything at point-blank range - if it connects it launches the enemy straight into the air.

vA - Low kick

vA(air) - Polar Star - Fired downwards. (drawn a bit faster, launches straight down.)

[The rest is the same]

Curly:


A - Punch - A basic attack that does low damage, and has moderate knockback.

>A - Machine Gun - ~Five shots are quickly fired off, doing a little damage and knockback, but the drawing of the weapon is quite a powerful strike itself. Has a bit of recoil.

>A (tapping A) - Machine Gun - Continual fire.

^A - Machine Gun - Fired upwards. [Tapping applies here too.]

vA - Machine Gun - Fired downwards. Can be used to hover temporarily.

[The rest is the same]

? ? ?

Quote's slightly more powerful punch can be used to create distance between himself and his target. Curly has no such luck with her punch and must rely on her more versatile machine gun and bubbles to keep foes away.
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Soulliard
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« Reply #6 on: August 03, 2008, 07:47:39 AM »

I don't really like the super limited selection melee attacks/abundance of ranged attacks for basic A moves. It's not so much that I disagree with the ranged specialists thing, but I'd like to have more of a melee selection.
With only eight moves per character, each move ought to be awesome and unique. Giving each character four generic punches as 'A' attacks makes characters a little too similar, if you ask me. While most characters wouldn't have projectiles as standard attacks, I think it's perfectly fitting for the game's ranged specialists.

Quote
Well, this is going to be something of a departure from the SSB style of character, since they will both have excellent ranged capabilities, better than anyone in Brawl. You may find that against close-combat characters, Quote and Curly can just leap around the stage with their Boosters and Curly's Machine Gun, avoid all attacks and lay down a wall of projectiles.
If it becomes a problem, we can always lower Quote and Curly's speeds. However, I doubt that will be the case. If most ranged attacks are either slow (Spur, Blade, Fireball) or don't cause knockback (Polar Star), then it won't be difficult for melee characters to close in on them.
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Valter
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« Reply #7 on: August 03, 2008, 09:05:56 AM »

I like Xion's idea with the sword, actually. Cave Story is a shooter game, which is why even the sword he gets is used as a ranged weapon. In Indie Brawl, though, the sword could be used for most of his A moves as a short range weapon.
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kyn
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« Reply #8 on: August 03, 2008, 10:23:44 AM »

I know this is yet too early to discuss, but I want to get this idea out before I forget to mention it.

I think by now everyone has seen those Cave Story Early Pictures. Well, all the character's got to have at least two costumes right? I think for Quote's alternate costume we should pick that blue costume we see so much in the alpha release.
There's also a green one, and a brown, but we see much more from the Blue one (I specially like it because of the Crimson eyes).

Either way, it's just an idea I'd like to see archived, we don't need to worry about this at this stage.
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Soulliard
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« Reply #9 on: August 03, 2008, 03:14:35 PM »

GeneralValter: Quote's punch could be replaced with a sword swing. I wouldn't want to do more than that, though; Quote is a gun-toting killer robot, not a master swordsman.

kYn: I don't think two costumes are necessary. Even if two players use the same character, keeping track of who's who isn't usually too difficult.

In any case, we need to finish the primary sprites first.
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Zaratustra
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« Reply #10 on: August 18, 2008, 03:58:27 AM »

Maybe have Curly use the Tow Rope to swing around instead of a jetpack?
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Corpus
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« Reply #11 on: August 18, 2008, 05:18:02 AM »

I kind of assumed we'd be doing the two costumes thing, but, like Nightshade says, that's something to worry about later on.

I think just different colour schemes would suffice for it, though.
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Yigguth
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« Reply #12 on: August 18, 2008, 10:57:51 AM »

I think his vA on the ground should simply do nothing. It might get a little confusing if he has a completely different move on land than he does in the air. (maybe he can turn around and a ? will appear like in the game?)
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Oracle
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« Reply #13 on: August 18, 2008, 11:02:13 AM »

I think his vA on the ground should simply do nothing. It might get a little confusing if he has a completely different move on land than he does in the air. (maybe he can turn around and a ? will appear like in the game?)
How about kneeling down and using the missile launcher?
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Yigguth
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« Reply #14 on: August 18, 2008, 11:03:32 AM »

Now THAT is a good idea, Oracle
edit: That would make the quote movelist complete now wouldn't it?
« Last Edit: August 18, 2008, 01:10:43 PM by Yigguth » Logged
Oracle
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« Reply #15 on: August 18, 2008, 01:42:36 PM »




Allrighty, i dont think i can squeeze anymore on my tight schedule! (but im sure im going to anyway!), i got 2 exams comming this week!

Cheers fellas!  Beer!

PS: Also, it might be a waste of time making portraits at that size, since its pretty much the same as a sprite, and we could take a still frame from the idle anim and use it (not that making a 48x48 sprite takes much time, but just saying, if we can cut corners, why not)
« Last Edit: August 18, 2008, 01:47:18 PM by Oracle » Logged
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« Reply #16 on: August 18, 2008, 03:18:57 PM »

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Soulliard
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« Reply #17 on: August 18, 2008, 06:15:35 PM »

Maybe have Curly use the Tow Rope to swing around instead of a jetpack?
Good suggestion.

Quote
I think just different colour schemes would suffice for it, though.
I tested the game out with some friends today, and to help keep our characters straight, I tinted each one a different color. This worked pretty well, actually, and took almost no effort to do.

Quote
I think his vA on the ground should simply do nothing. It might get a little confusing if he has a completely different move on land than he does in the air. (maybe he can turn around and a ? will appear like in the game?)
I was thinking that if you were on a one-way platform, you could fire through it with the Polar Star.

I'm not sure how we could balance the missile launcher, and still make it a distinct attack. Quote's already got a few forward-firing projectiles, so adding another might get redundant. (In Cave Story, the Missile Launcher's only unique feature was that it had limited ammo, which wouldn't work very well in a fighting game)

Quote
Sprites by Oracle
Excellent work!

We could use the idle sprites as placeholders, but I think portraits would add a nice level of polish to the game.
« Last Edit: August 18, 2008, 06:19:00 PM by Nightshade » Logged

Melly
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« Reply #18 on: August 18, 2008, 06:18:33 PM »

Looks amazing Oracle.
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Oracle
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« Reply #19 on: August 18, 2008, 06:44:55 PM »



Quote
I think just different colour schemes would suffice for it, though.
I tested the game out with some friends today, and to help keep our characters straight, I tinted each one a different color. This worked pretty well, actually, and took almost no effort to do.[/quote]

I actually was going to ask about this...are pallette swaps doable? you know, like in the old fighting games like street fighter.

Quote
I'm not sure how we could balance the missile launcher, and still make it a distinct attack. Quote's already got a few forward-firing projectiles, so adding another might get redundant. (In Cave Story, the Missile Launcher's only unique feature was that it had limited ammo, which wouldn't work very well in a fighting game)

I was thinking more in the line of shooting a couple/one homing missiles (robotech/macross style)
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