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Author Topic: Indie Brawl: Who next?  (Read 27425 times)
Soulliard
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« Reply #40 on: October 16, 2008, 08:17:05 AM »

Here are my own ideas for Trilby and Lameza's movelists (building off those described above):

Trilby:
A - Umbrella Strike - A quick swipe.

>A - Flit - Looks the same as in The Art of Theft, deals damage to anyone he flits past. Also steals their item.

^A - Float - Trilby opens his umbrella, attacking enemies above him. The umbrella also limits his terminal velocity.

vA - Umbrella Shield - Trilby opens his umbrella in front of him, shielding himself and pushing nearby enemies away.

S - Tazer - Trilby tazes an enemy. This stuns them, leaving them open for another attack.

^S - Zip Line - Trilby fires his grolly straight up. Anyone caught in his way takes damage. He can use it to grab ledges.

>S - Thievery - Trilby disables an enemy's special attacks, similar to Iji's cracking. Also steals any held items.

vS - Smoke Bomb - Turns temporarily invisible.


Lameza:
A - Whip Crack - A simple whip attack.

>A - Katana - Has less reach than whip crack, but does more damage.

^A - Flare Gun - Sends sparks into the air above him. A short-ranged area attack, not a projectile.

vA - Axe - A slow but powerful unblockable attack.

vA(air) - Spear - A powerful stab that hits enemies right below Lameza.

S - Bomb - Lameza creates a bomb that can be thrown (similar to Naija's seed).

>S - Shuriken - A standard forward-firing projectile.

^S - Whip Grapple - Lameza attacks upwards with his whip. Can be used to grab ledges.

vS - Kunai - A projectile that rolls along the ground.
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Zaratustra
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« Reply #41 on: October 16, 2008, 08:58:18 AM »

More data on Lemeza's weapons and sub-weapons.
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Anarkex
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« Reply #42 on: October 16, 2008, 11:51:03 AM »


I like this idea, but I have no idea what powers you get in Yume Nikki. Like with Lemeza, mock up a movelist and she'll get more support.

A little long, but I have a decent moveset right here. Since Yume Nikki isn't exactly the most combat-centric game, I took some liberties with the moves. I was going for a tricky sort of character with some high-risk attacks.
If anyone thinks they have a better idea for something, by all means I'd like to hear it.


Madotsuki (Yume Nikki)

A = knife. A simple stabbing attack
A> = frog head tongue. decent range, and if you hit with the tip, it pulls the enemy closer.
Av = Hand head (medamaude). Has significant starting lag, but hits through defenses. it grabs and throws, doing good damage and knockback.
A^ = Flute. deals close range damage, and sends musical notes traveling upwards, but has a little ending lag. The notes can travel through floors but travel slowly, don't hurt much, and don't last long.
S = poo hair. place a fly where you're standing. If an enemy touches it, it deals damage and causes them to flinch. There's a limit to how many flies you can put out.
S> = Midget power. places a tiny Madotsuki on the ground that walks forward and drags the enemy with it, doing damage as it goes. Press >S again to make it explode, otherwise it disappears shortly.
Sv = Counterattack. This can be done a couple of ways, but each is pretty much the same effect. One is by using the Triangle Kerchief power. If she's hit during the move, she turns invisible for a moment and reappears with the knife, doing a dramatic running slash through.
the second possibility is only if you aren't already using Uboa as some kind of support. Madotsuki pulls out the blonde girl as a human shield (or if that's annoying to animate, just transforms into her). If she's hit, UBOA. Uboa could either cause damage or paralyze whoever hit her.
A third possibility is for her to pinch her cheek, and if she's hit, her bed appears and she jumps out of it, damaging the person that hit her when the bed appears and damage+knockback when she pops out.
Sv (midair) = falls straight down head first with a bloody shockwave around her when she lands. A little lag after this move for her to get up, during which you might make her invulnerable.
S^ = Witch. Flies straight up in her witch costume and can glide around until you perform an aerial... Or until she hits the ground.

Other interesting things you may or may not implement:
Guard: Blanket power, wraps herself up in a big blanket.
If you intend to implement dashing attacks, hers could be her bicycle. Jolts forward a bit and crashes into the enemy.
Miscellaneous regular attacks, in case you think the A moves I mentioned are unbalanced or if you need to put in aerials, can also be
Cat form scratch, stoplight to freeze and knock down, her rolling "decapitated head" power, Her umbrella, or a snowball with the purple hat and scarf (or Yuki-onna).
The snowball in particular might make a nice air-to-ground projectile.
For a flinch animation you might want to use the "faceless ghost" power as reference and have her stumble back as her face vanishes momentarily and her
head spins around. If you're letting characters get knocked down, you can use her "decapitated head" for that.

I thought about the physics and animation in the game Jump Ultimate Stars (DS) as a reference for what this game might be like (as it's also essentially a smash clone), but I didn't copy off the game by any means,
 and Madotsuki wouldn't play exactly like any character in any game in particular. I only thought of the way the game transitioned into elaborate character actions for even its fairly simple attacks, and how it took liberties
concerning the skills each characters have compared to the source material.

is a bit long-winded, but a good example of how the game plays (skip to about 0:48, the narrator is annoying)

I also thought a lot about Nayuki Minase from Eternal Fighter Zero (PC fighter) for her stance and animations, as Nayuki fights while sleepwalking, her animations
show a kind of off-balanced stance. I don't intend for Madotsuki to look as exaggeratedly off-balance, but it's interesting to consider all the same.


for an example of how Nayuki fights.

lastly, http://www.gamefaqs.com/computer/doswin/file/580358/52629 is a guide to the game, in case you want to play through and see what things are like or see what other things there are in the game.

Sorry about how long this was, I wasn't sure if I'm supposed to make a new thread or something so I didn't. Also sorry for totally nerding out there at the end, I couldn't help it... and even if you don't use this idea the references might be useful for something else.
« Last Edit: October 16, 2008, 11:54:31 AM by Anarkex » Logged

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« Reply #43 on: October 16, 2008, 11:55:45 AM »

Problem with Nikki is that the game is hard to find and hard to get running. So most people won't really be able to find out what the source is.
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Anarkex
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« Reply #44 on: October 16, 2008, 11:58:42 AM »

Is it really? I thought there was a self-contained installer for the English game floating around...I could probably track it down if you think it'd make a difference.

It's pretty obscure even as indie games go I realize, but it does have a pretty solid following and it's a side of indie gaming that isn't very well represented by the current confirmed characters. It's really a commendable game and probably deserves a little publicity...
« Last Edit: October 16, 2008, 12:53:44 PM by Anarkex » Logged

Xion
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« Reply #45 on: October 16, 2008, 01:02:56 PM »

vS - Smoke Bomb - Turns temporarily invisible.
I don't think invisibility would be a benefit so much as a detriment, so maybe it could turn nearby enemies invisible (and slow them down) temporarily? Or if anyone gets caught in the smoke they'll exude smoke and take damage for a period of time. Or maybe it could have warping qualities, teleporting Trilby to a nearby place over solid ground and away from enemies. Only usable while on the ground, though.
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Soulliard
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« Reply #46 on: October 16, 2008, 02:25:12 PM »

I'm not sure about the invisibility myself, although it should benefit the player more than the player's opponents. After all, the player should have some idea of where Trilby is.

Although I really like the teleportation idea.
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KennEH!
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« Reply #47 on: October 16, 2008, 03:35:18 PM »

vS - Smoke Bomb - Turns temporarily invisible.
I don't think invisibility would be a benefit so much as a detriment, so maybe it could turn nearby enemies invisible (and slow them down) temporarily? Or if anyone gets caught in the smoke they'll exude smoke and take damage for a period of time. Or maybe it could have warping qualities, teleporting Trilby to a nearby place over solid ground and away from enemies. Only usable while on the ground, though.
Why just solid ground? It could be like a third jump used in the air.
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« Reply #48 on: October 16, 2008, 06:21:10 PM »

It would be really cool if he turned invisible and placed some sort of decoy in the field. Like something that looks exactly like Trilby but turns out to be just a cardboard cutout after you hit it.

It would be cool, but I don't know if it would actually fit with the gameplay and/or the character. Just brainstorming here.

As for the smoke bomb, I'd rather have it as a dodging move like MetaKnight's VB move(in SSBBrawl).

Quote
Why just solid ground? It could be like a third jump used in the air.

Then what about the grolly?
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DjangoDurango
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« Reply #49 on: October 16, 2008, 09:04:55 PM »

Trilby List

Much better, more diverse. shig was right about all the flitting.

The Smoke Bomb Teleport idea has merit as well. While turning invisible is less problematic in 2D than in 3D, it's still not all that great. But teleporting is better. The only real problem I see with it is that you'd have to spend about a split-second looking for him when he randomly pops up somewhere else on the screen, which may or may not be that big a deal.

Unless... instead of teleporting away from an enemy he teleports to them and lands a strike. Somewhat like (forgive my MK references) Mileena's Teleport Kick as opposed to Noob's Darkness or Reptile's Chameleon.

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William Broom
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« Reply #50 on: October 16, 2008, 10:25:49 PM »

I think if invisibility teleported you to a random location, it would be quite annoying and fairly useless. How about this: when you use it, you disappear, and then have a moment to press a direction. Then you reappear a set distance in that direction. You can use this to jump through enemies or projectiles, or just to get around. You can even double-bluff the opponent by not pressing a direction and reappearing exactly where you were. It's kind of like literally turning invisible, but the set distance makes it much more controllable.

Problem with Nikki is that the game is hard to find and hard to get running. So most people won't really be able to find out what the source is.
Eh, I never found it hard to install. The hard part was actually finding anything to do in the damn game. But with that guide I'm going to try it again.
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« Reply #51 on: October 17, 2008, 03:33:04 AM »

I think if invisibility teleported you to a random location, it would be quite annoying and fairly useless. How about this: when you use it, you disappear, and then have a moment to press a direction. Then you reappear a set distance in that direction. You can use this to jump through enemies or projectiles, or just to get around. You can even double-bluff the opponent by not pressing a direction and reappearing exactly where you were. It's kind of like literally turning invisible, but the set distance makes it much more controllable.

That's a great idea. So, I'm thinking I'll do Trilby next. Chutup, what do you want to do? You're a bit more experienced than me, so you'd be better suited to, say, Yumi Nikki.
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William Broom
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« Reply #52 on: October 17, 2008, 03:35:19 AM »

I'm going to do Dwarf next, since he already has a movelist and idle sprite.

However, I don't recommend you do Trilby right now, since we haven't gotten permission to use him yet. Either do a different character, or wait until we have permission. I'll send off an email to Yahtzee right now about it.
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Rory
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« Reply #53 on: October 17, 2008, 03:39:14 AM »

Ooh yeah, that's a fair point. Good luck!
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William Broom
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« Reply #54 on: October 17, 2008, 04:25:51 PM »

Yahtzee gave permission, so you can do Trilby now if you like. However, I'm thinking maybe you should start a new thread for Trilby, and keep this thread as the 'who next' thread. Make it clear in your OP that this thread is not for suggesting characters, but for discussing which confirmed character should be worked on next. Although confirmed is kind of a hazy definition - for example, Madotsuki wasn't 'confirmed', but I have no problem with Anarkex posting about her because he'd already suggested her several times in the submissions thread. Hmmm...

Oh well, whatever. It'll work out.
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Rory
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« Reply #55 on: October 17, 2008, 09:10:46 PM »

...right. Ok, I'll make a Trilby thread now-ish then.
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William Broom
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« Reply #56 on: January 25, 2009, 05:57:31 AM »

I'm bumping this thread. Since I am somewhere close to finishing Trilby, I figured now would be a good time to start discussing the next character I should work on, so we'll have had a thorough discussion by the time I set to work.
 First of all, a quick summary. So far we have 9 characters at various stages of coding completion:
Naija, Quote, Nikujin, Golden Knight, Turner, Liero, Dwarf: finished (minus testing and balancing, of course)
Trilby: In production, over 50% of moves implemented
Xoda: In limbo waiting for a response from Rory, but mostly complete.

So, who next? I am going to recommend Iji, since we currently only have two long-range characters (Quote and Liero), and she will balance it out a bit. 3/12 characters as ranged specialists sounds like a good number to me. But I'm open to suggestions.
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Soulliard
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« Reply #57 on: January 25, 2009, 08:41:52 AM »

Your choices are Gish, Barkley, Iji, Lyle, Akuji, Sexy Hiker, Shotgun Ninja, Cabadath or some newly suggested character. Of those, Iji, Gish and Lyle seem like the best choices to me.

Iji already has a movelist on the wiki (I think you made it, actually):
A   Cyclic Fusion Ignition System   Shoots electricity at a short range. Can be held down for a constant stream of damage, but has no knockback.
↑A   High Kick   A slow kick that launches targets upwards.
←A/→A   Kick   A powerful, close range attack.
↓A   Resonance Reflector   Strikes all enemies in a small circle around Iji, and also reflects projectiles.
S   Crack   Iji touches a target, electrocuting it and temporarily disabling its special attacks.
↑S   Huh?
←S/→S   Rocket Launcher   A powerful projectile with a big explosion if it hits a player or a wall.
↓S   Velocithor   Crouches slightly and then fires a continous beam that travels through walls and players, dealing a constant stream of damage. Not very powerful, but has awesome range and is unblockable. Needs to be charged before firing.

Here are a few other random suggestions for Iji-
-The Nuke would make a good recovery move. It could blast all nearby enemies and then launch Iji upwards.
-If we can't get permission for Quote, his rocket launcher attack could be given to Iji, since it would fit her just as well. We'd just need to switch the Rocket Launcher and Velocithor's controls.
-Iji also has a few rapid-fire weapons, like the Machine Gun, Splinter Gun and Pulse Cannon. I don't think they're all that interesting, so I don't mind their absence from the movelist, but if you don't like how an attack is turning out, you could add one of these instead.
-She's actually more of a mid-ranged fighter than long-ranged fighter, like Naija. This is cool, since there are even fewer of them than there are long-ranged characters.
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William Broom
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« Reply #58 on: January 25, 2009, 09:05:47 PM »

Nuke for recovery seems like a good choice to me. At first I was skeptical about Velocithor but the more I think about it, the better it seems. It would be a really unique attack as long as it was balanced correctly.
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Soulliard
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« Reply #59 on: January 25, 2009, 09:24:07 PM »

If it's too much, the plasma cannon would fill a similar role.
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