michael
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« Reply #160 on: January 16, 2009, 07:52:39 PM » |
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too fast eh? or maybe the tomahawks just move too slow. i think we need to test with two players
and we'll get the shift strafing in
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you rob the bank, i'll rob stewart
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isaac
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« Reply #161 on: January 16, 2009, 08:08:09 PM » |
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I think the horizontal movement feels good... but it may need to be slowed once you've got other players going. Will different classes move at different speeds?
I do think the jumping is much too floaty though! But I realise that 'jump floatiness' mostly down to personal preference and everyone likes something different.
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Nate Kling
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« Reply #162 on: January 16, 2009, 09:53:03 PM » |
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This is great news! I was wondering where this thread went. And it came back with a bang! Demo feels good, i think it feels right on. No complaints from, only suggestion is that I want more of the game!!
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Valter
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« Reply #163 on: January 16, 2009, 10:01:58 PM » |
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I think the horizontal movement feels good... but it may need to be slowed once you've got other players going. Will different classes move at different speeds?
I think that the speed should be kept, but players should be not allowed to pass over enemies. That way, they sort of have to stay away from each other, and a line of battle can be established. Also, I think the Tomahawk shouldn't go faster, but should go farther. If the speed is kept as is, the tomahawks will need a larger range so that they can reach an enemy that's retreating.
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Super-Dot
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hup hup
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« Reply #164 on: January 17, 2009, 12:33:00 AM » |
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Kelsey Higham, student at SJSU
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Xion
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« Reply #165 on: January 17, 2009, 12:54:07 AM » |
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tomahawk fires really slowly.
I'd be pissed/never play the brave if this is how slow he fired. I want nigh in-stan-tay-nee-ous response from the actions I wish to execute.
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Super-Dot
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hup hup
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« Reply #166 on: January 17, 2009, 01:40:53 AM » |
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I agree that the brave feels pretty floaty, though I'm not sure whether I like it or not. Why is there a delay between the time you release the tomahawk button and the time that the tomahawk gets thrown? I recreated the basic motion of the Brave in Platformajigger (which doesn't support variable jump height), if anyone wants to mess with motion or make levels. Just paste the block: /==BRAVE PROTOTYPE==\ An approximation of the movement of the Brave in an early prototype of Battle in the Drum of Every Heart
Acceleration: 1.0000000000000000 Speed Limit: 3.0000000000000000 Friction: 0.2000000000000000 Jumping Speed: 5.4000000000000006 Gravity: 0.4000000000000000 Terminal Velocity (this one gets changed every time Block Height and Width gets changed, because science): 19.0000000000000000 Protagonist's X-Position: 8.9999999999397542 Protagonist's Y-Position: 386.0000000000000000 Protagonist's Width: 14.0000000000000000 Protagonist's Height: 14.0000000000000000 Block Height and Width (they have to be square): 16.0000000000000000 Horizontal Blocks Onscreen: 20.0000000000000000 Vertical Blocks Onscreen: 15.0000000000000000 Zoom Level: 1 FPS: 30
The President has been kidnapped by ninjas. Are you a bad enough dude to rescue the President? 8888 888 888 88 88 8888 88 88 888 8 8 88 88 8 8 88 8888888 88888 Thank you Mario! But our princess is in another castle! \==BRAVE PROTOTYPE==/ |
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« Last Edit: January 17, 2009, 05:49:21 PM by Super-Dot »
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Kelsey Higham, student at SJSU
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JLJac
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« Reply #167 on: January 17, 2009, 02:54:29 AM » |
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Horizontal movement is great, but I think the jumps are way too floaty. I imagined the brave having a very down-to-earth/heavy feel to him, with high jump speed and high gravitation. Also I think the current strafe move is great, it's a little hard to pull off but not too hard. Also it's logical, you start running in the direction you want to go and then turn around to attack backwards. It's not possible to pull off on too short platforms, and you need to turn your back to your enemy for a few frames to do it. This is great, because otherwise I think that people would run around the maps backwards all the time.
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Robotacon
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« Reply #168 on: January 17, 2009, 03:17:12 AM » |
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salade
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« Reply #169 on: January 17, 2009, 08:41:43 AM » |
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I'd be pissed/never play the brave if this is how slow he fired. I want nigh in-stan-tay-nee-ous response from the actions I wish to execute.
I like that you first prep the tomahawk before throwing it. The delay prevents you from just button mashing to victory, but the prep phase allows you to do some precise aiming if you want to. And reducing the jump height while you have a 'hawk prepped was also a cool idea. This is just really well designed so far! xion, did you know you could do that? also, you can hold down the attack button to keep a tomahawk ready(don't know if that was clear in valter's post), then release when you want to fire. it reduces your jump height though. Only thing I noticed is that when you are jumping with a tomahawk in the ready position, it is not as smooth. i see that you just change the starting value of jump(in the code) but you should actually change the number that it is divided by(make it smaller). This is pretty much perfect in my opinion(see post directly bellow). I really like your approach to some things. the platforms are pretty thick, but since this is a prototype it dosn't look like their going to be that way in the final product. can't wait for the next prototype!
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« Last Edit: January 17, 2009, 09:03:56 AM by salade »
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michael
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« Reply #170 on: January 17, 2009, 08:59:52 AM » |
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great stuff.i agree that the tossing feels too delayed. right now if you press jump and attack at the same time, you'll throw at your jumps peak. i think the tricksiness comes from the desire to be able to stall the attack. maybe if you hit x and then hold it, he throws one and then stats charging for the next? how do they do it in megaman? we want to be able to throw instantly but also be able to stall the attack (there will eventually be some charge up) we'll put in both strafe systems and see which one we like once its more developed superdot! i think your game will be very helpful for testing with this project next up, whirl attack, jumping whirl attack
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« Last Edit: January 17, 2009, 09:16:14 AM by michael »
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you rob the bank, i'll rob stewart
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Xion
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« Reply #171 on: January 17, 2009, 11:57:44 AM » |
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I think the delay between firing and charging could be substantially shortened. Just throw the thing when I let go of the button, yeah? After the first 'hawk is thrown, I can understand wanting some delay between subsequent ones so as to avoid spamming tomahawks everywhere, but that first one...If a scout pops up out of a bush or something and I push the button I shouldn't be damning the game for firing so slowly that he gets completely away before the axe even leaves my hands.
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nihilocrat
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« Reply #172 on: January 17, 2009, 01:17:08 PM » |
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I like the handling of the brave, but I think his horizontal speed should be a little slower, and perhaps the friction a little higher. In the finished product, it might make for a more "interesting" game (read: easier to mess up) with lower friction, but on the other hand it feels like the brave is hard to precisely control.
Looks awesome though, keep up the good work.
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salade
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« Reply #173 on: January 17, 2009, 07:24:31 PM » |
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the braves speed is good, but i think what balances it is that he get's slower with a ready tomahawk. that's what balances it. that way if your not fighting you could zip across the stage. idea is that to do his whirl attack only when he has a tomahawk ready.
the mega man idea sounds awesome though.
Am I allowed to share a bunch of code i've been tinkering with?
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michael
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« Reply #174 on: January 17, 2009, 07:38:47 PM » |
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certainly
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Valter
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« Reply #175 on: January 18, 2009, 08:53:53 AM » |
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the braves speed is good, but i think what balances it is that he get's slower with a ready tomahawk. that's what balances it. that way if your not fighting you could zip across the stage. idea is that to do his whirl attack only when he has a tomahawk ready.
This is important. Conceivably, there's going to be one area in each stage where most of the fighting will be happening. Most of the characters should be able to go very quickly when they're not doing anything. If you have to walk for 20 seconds just to reach any fighting every time you respawn, there's gonna be trouble.
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SkyBox
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« Reply #176 on: February 05, 2009, 10:05:01 AM » |
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Is the farmer class still in? I was thinking that on cliff-like maps designed to limit the effectiveness of buffalo riders, the farmer could grow tall climable vines that would let players easily cover vertical distance, like Jack's beanstalk.
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Carrie Nation
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« Reply #177 on: February 06, 2009, 03:25:36 PM » |
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This thread is falling back, so why not give it some more attention? Because it looks great.
I love how you translated TF2 character classes into pseudo-native american culture so well.
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salade
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« Reply #178 on: February 06, 2009, 03:30:16 PM » |
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i'm still working on the code I was going to share. slaving over some math for it.
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« Last Edit: February 06, 2009, 03:37:25 PM by salade »
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shig
Guest
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« Reply #179 on: February 06, 2009, 04:55:49 PM » |
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What if the Brave's controls were similar to 2d fighting games?
Attack button does a non-spammable melee move, if you do the hadouken commands (down, down-forward, forward + attack) then he'd throw the axe. Keep pressing left then right then left then right then left for hurricane.
And the brave NEEDS at least one melee attack.
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