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891200 Posts in 33530 Topics- by 24769 Members - Latest Member: LaYxOn

June 19, 2013, 07:04:29 AM
TIGSource ForumsDeveloperCreativeIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: Nikujin [DONE]
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Author Topic: Indie Brawl: Nikujin [DONE]  (Read 61941 times)
Soulliard
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« Reply #375 on: December 26, 2009, 10:27:30 AM »

Well, it just ends abruptly. He goes straight from spinning the staff back to standing idly. After the last hit with the staff, he should hold the staff out for a few frames. The same pose could be used while he prepares for the attack.

Since it's his slowest, most powerful attack, staff spin has a lot of warm-up and cool-down, and he needs to be doing something during these times.

So you don't need to change what's already there. Just add to it.
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Logabob
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« Reply #376 on: December 26, 2009, 05:36:49 PM »

I don't know if it's a bug, but at a certain percentage, Headstab just deals damage, but no longer stuns, knocks back, or results in niks' patented ninja flip. It seems to be at around the 70% mark when this happens. Forgive me if this is an intentional feature, I haven't bothered to check out if it's by design, as it just seems too weird to be intended that way.

Note that that the bug occurs on at least GK, Tril, and Lyle. I haven't attempted it on anybody else.
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Soulliard
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« Reply #377 on: December 26, 2009, 06:57:04 PM »

It's a glitch. It will be fixed for the next release.
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Clemens
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« Reply #378 on: December 31, 2009, 10:21:58 AM »

I was a bit unhappy with the general movement of the staff animation, but now that I look at it again I got an idea how I could finish the motion with a cool stance. I'll do an edit next year. Wink
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Clemens
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« Reply #379 on: January 02, 2010, 03:45:52 AM »

Bumpedybump - how's this?

« Last Edit: January 02, 2010, 03:52:39 AM by Rostiger » Logged

William Broom
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« Reply #380 on: January 02, 2010, 04:17:00 AM »

Looks sweet! I especially like the little 'bump' movement you gave him to go along with the pose at the end.
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Soulliard
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« Reply #381 on: January 02, 2010, 10:05:53 AM »

That's perfect!
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Soulliard
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« Reply #382 on: January 15, 2010, 03:25:51 PM »

Hey, could someone whip up a simple particle or two for Nikujin's attacks?
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Clemens
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« Reply #383 on: January 18, 2010, 12:21:37 AM »

I'm not so much the particle/effects specialist, but next weekend I'll have more time on my hands again and I'll be able put some work into IB. I'll see what I can do then.
It would be cool to have some kind of references though to how the attack effects would look good.
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Soulliard
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« Reply #384 on: January 18, 2010, 12:32:52 PM »

Just stars or smoke of the same color as Nikujin's sword trails would look good. They don't even need to be animated, since I can do that with code.
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Soulliard
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« Reply #385 on: September 25, 2010, 11:47:43 AM »

I think it's necessary to go back to the older characters and improve them, especially based on recent feedback I've gotten. I'd like to start with Nikujin, since I think he's pretty well-designed overall, and fairly straightforward.

One of the suggestions made was that attacks have less warm-up time and a larger amount of cool-down time. For a fast character, I don't think Nikujin's actually too bad in this capacity, but a few attacks could be modified.

One way to achieve this would be to add a larger cool-down time to his fastest attacks, A, vA and S. These attacks could still be used to initiate combos by allowing them to be cancelled into other attacks, but they would be a bit more punishable.

I'd also like to change attacks which currently deal set knockback to instead deal (low) variable knockback. Since characters push each other, set knockback is no longer necessary, and variable knockback can make delivering combos a bit more dynamic, IMO. So this will be a slight change to A, vA, S and >S.

I'd also like to make a minor, common-sense update to A and >S, so that if they hit a target behind him, they push it away instead of drawing it nearer.


And that's about all I really want to change with Nikujin. I'm pretty happy with him as he is. But does anyone else have any other suggestions?
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Contrary
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« Reply #386 on: September 25, 2010, 11:54:24 AM »

Will you need more frames of animation?
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Soulliard
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« Reply #387 on: September 25, 2010, 11:55:53 AM »

I don't think so. Nikujin's animations are all pretty good.
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« Reply #388 on: September 25, 2010, 02:45:49 PM »

on the latest version Nikujin's been more balanced than ever in my opinion (i still remember those horrible days were he was over nine thousand @.@), so try not to change him too much.
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« Reply #389 on: September 25, 2010, 02:55:16 PM »

Quote
add a larger cool-down time to his fastest attacks, A, vA and S.

 Larger cool-down on his VA would break a few combos where you need to walk closer to the opponent after the VA connects to deliver the next attack. If you do A, VA, ^S, for example, chances are it won't connect unless you walk towards a bit before the ^S.

 
Quote
I'd also like to make a minor, common-sense update to A and >S, so that if they hit a target behind him, they push it away instead of drawing it nearer.

When you talk about >S pushing people away you mean only the last hit, right? Because the other, smaller hits should draw targets near.
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