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879505 Posts in 32984 Topics- by 24367 Members - Latest Member: bastion_music

May 24, 2013, 08:17:46 AM
TIGSource ForumsDeveloperCreativeIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: Nikujin [DONE]
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Author Topic: Indie Brawl: Nikujin [DONE]  (Read 61716 times)
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.

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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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mokesmoe
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« Reply #400 on: October 28, 2010, 07:57:38 PM »

The sword looks really good though.
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-Frikman-
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« Reply #401 on: October 29, 2010, 02:46:48 PM »


ok I think this two went better than the last one so here they are. btw I didn't made the sword (or anything), i just borrowed it from the wall cling sprite (and so all the other stuff) so don't give me credit for that nice sword n_nU
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Veo
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« Reply #402 on: October 29, 2010, 07:50:17 PM »

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mokesmoe
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« Reply #403 on: October 29, 2010, 07:57:30 PM »

I know you copy-pasted the sword, I meant the positioning of it.

Veo's looks nice, but the right hand looks odd. I can't tell whether it's on his sword, his hip, or making some stereotypical rap motion.
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Veo
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« Reply #404 on: October 29, 2010, 08:00:54 PM »

I know you copy-pasted the sword, I meant the positioning of it.

Veo's looks nice, but the right hand looks odd. I can't tell whether it's on his sword, his hip, or making some stereotypical rap motion.
It's meant to be on the sword I will make an edit right quick

Edit: How about this?


What I am trying to go for is for him to have an open hand on the blade

« Last Edit: October 29, 2010, 09:08:25 PM by Veo » Logged
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