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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsIndie BrawlIndie Brawl: Nikujin [DONE]
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Author Topic: Indie Brawl: Nikujin [DONE]  (Read 90001 times)
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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Rostiger
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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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Clemens Scott
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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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-Frikman-
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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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shig
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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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Soulliard
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« Reply #390 on: September 25, 2010, 03:38:39 PM »

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.
True. If I adjust the knockback, these combos might still work, though.

Quote
When you talk about >S pushing people away you mean only the last hit, right? Because the other, smaller hits should draw targets near.
I'm talking about the smaller hits. The last hit only hits in front anyways, so drawing in a target behind you would put you at a disadvantage.
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Contrary
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« Reply #391 on: September 25, 2010, 03:40:11 PM »

I think hitstun is another thing that would have to be increased with the longer anims.
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Soulliard
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« Reply #392 on: September 25, 2010, 04:50:48 PM »

I agree.
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shig
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« Reply #393 on: September 26, 2010, 10:23:32 AM »

The last hit only hits in front anyways, so drawing in a target behind you would put you at a disadvantage.

Actually, no. The last hit hits opponents behind him, too, and that makes it a good move for hitting enemies on both sides at once.
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Soulliard
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« Reply #394 on: September 27, 2010, 01:56:41 PM »

Yes, but I'm not sure if that's really the way the attack should work. It doesn't look that way from the animation.
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shig
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« Reply #395 on: September 27, 2010, 06:47:59 PM »

I'd say it does look just like that from the animation... I was even going to suggest changing this move to make it stationary or directionally influenced to make it more versatile for hitting both sides.
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Soulliard
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« Reply #396 on: September 27, 2010, 06:59:51 PM »

I suppose that would make it a bit more unique. I think the final hit should be a bit stronger in front, though.
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-Frikman-
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« Reply #397 on: October 28, 2010, 01:15:58 PM »


after seeing Xoda's guard sprite I said "hey, i think i can do something like that =D" and this is the result of that. not sure if it's good enough because of the hand shading :/
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mokesmoe
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« Reply #398 on: October 28, 2010, 03:13:34 PM »

Also the fact that he seems to have no right arm and two left ones.
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-Frikman-
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« Reply #399 on: October 28, 2010, 04:54:25 PM »

see? I suck. I'll try to fix it and post it tomorrow if it turns out better -_-U
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