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21  Player / Games / Re: League of Legends on: March 18, 2011, 11:36:03 PM

aaaaaaaaaaaaaaaaaaa
22  Developer / Art / Re: show us some of your pixel work on: March 10, 2011, 03:01:47 PM
It's not really -for- anything... I have some pipe-dream games I'd like to make, but I don't have any coding or design experience. This is just me expressing the kinda stuff I'd like to make, I suppose.
Mind if I ask what kind of ~pipe-dream~ games you had in mind?
23  Player / Games / Re: League of Legends on: March 08, 2011, 03:58:32 PM
i am the worst jarvan
24  Player / Games / Re: Marvel vs Capcom 3 on: February 26, 2011, 02:56:50 AM
Generally top-tier characters are also extremely easy to learn. See: Dudley in SF3:3S, Sentinel in MvC2.
Yeah, I'm not saying ALL of them, but I've seen this is the case quite often. Whenever I introduce a newbie to a fighting game, I recommend picking a character that is considered top or high tier. They may or may not be more complex, but they're overall more effective and some of them have pretty much no bad match-ups. Zafina, the absolute lowest character in Tekken 6 is quite complex with several stances and weird moveset, but she can be spammed to death by a less than spectacular Bob.

The reason is simple: in the heat of battle, you can't really worry about all that complex shit. The top-tier characters are usually the ones that are super easy to learn off the bat, have good responsiveness (what you input is what you get, which is not the case for some heroes), and have good combo potential (both the moves are easy to combo into and they are strong)

This is absolutely false on so many levels.

Tournament level fighting games are about "worrying about that complex shit in the heat of battle". They are about reaction, factoring in as many options as possible and reading your enemy at the same time. All tier lists are based on high levels of play. Not low levels. Q is good at low levels of play in 3rd Strike because of how simple he is. He is bottom tier. Zangief is extremely easy to beat idiots with, he is mid tier in the SF4 series. Abel becamse top tier because he WASN'T simple. It took well over a year to discover that in Vanilla SF4, he was in fact, borderline top tier. Then he got buffs in Super after everyone just barely figured this out and pretty much sat near the top of the list. Fei was the same way, everyone took Fei for garbage. Surprise surprise, he is incredibly difficult to use well and ended up mid tier at the end of SF4's lifespan, with the assumption that he was low tier, he received many buffs and became top in Super. Complexity does not factor into tier listing, only visible power does. Simple characters are universally simple.

Eddie in Guilty Gear is outright the hardest character in the game (well arguably, Venom and Bridget give him very close competition) and is the best character in 3 iterations of the XX series. Complexity has zero to do with tier, tier lists are based off the assumption that the best players (capable of handling all discovered complexity) are playing them. Period.
25  Developer / Design / Re: Designing a fighting game? on: February 24, 2011, 09:37:56 AM
I do not know of anyone a part of Creators Club I'm afraid.

To answer your question:
-French is my first language.
-I do the animation but i need to learn a lot, some of them are awful. I just discover that i can have better animations by removing some sprites.

I just begin the game two weeks ago. I only did the 400 first sprites of the first character and raw ideas of the game and the different characters.

For the graphics, i was fed up with the doujin/loli style in the non-mainstream fighting game so i'll go for a realistic style with a bit of cel-shading. A graphic test below:

http://www.hiboox.fr/go/images/animaux/test-graphique1,6e8e9b18255f941937fd880c76296a83.jpg.html


So you're using the OG Mortal Kombat style of graphics with filtering? I'm a bit confused by your artistic process. It's probably the best route you can take if you have no artistic experience I suppose, but the advantages 2d and 3d animation possess are actually really helpful from a gameplay perspective. You can't really exaggerate for effect and implication, and character designs are harder to control since you are much more limited to reality.
26  Developer / Design / Re: Designing a fighting game? on: February 23, 2011, 10:55:06 AM
Well you seem to have a solid grasp of mechanics most modern fighting games employ, so that's good. Hitstun scaling is very common now, and gravity increases are done strangely sometimes. A lot of modern games employ "loop scaling" where hitstun scales faster if you use the same move more than twice in a combo, getting more drastic the more you use it (BlazBlue does this, Marvel 3 does this). I don't think a lot of games actually do gravity scaling that much anymore? At least, I cannot notice it in Marvel 3. With hitstun scaling, that may be enough generally. Drop out is also a fine option (though looked down upon by many because it's "lazy" but is is honestly no more lazy than hitstun scaling. You still have to design around the dropout to make combos interesting).

Is English your first language? Do you mind if I ask if you're personally doing the animation? If so, do you have an artistic background of sorts? Fighting games take a monumental amount of effort and if you are a talented artist, I know two like-minded projects that could use animators (both games are attempting heavy emphasis on GG-like play).
27  Developer / Design / Re: Designing a fighting game? on: February 22, 2011, 09:21:35 PM
Do you have an animator/programmer? What kind of platform are you going for here?

I am a tournament level Guilty Gear/BlazBlue player and have placed top 5 consistently (for BB) and won a few tournaments here and there for both. Be specific on what you need. I can rip anything you give me to shreds and tell you everything relevant to a quality fighting game depending on your intended goals.

You can contact me and get as absolutely specific as possible. I have worked on a fighting game (Testing and Design) and did heavy research for another engine. If you need heavy consulting on the genre, testing venues (getting tournament level players to test) etc, I can also offer any of this to you.

Listing all the specific stuff is VERY time consuming, you'll need to ask me specific questions on the matter besides "what don't I do". However, I'll give you a basic foundation:

Balance your universal mechanics towards the aggressor, not the defender. This doesn't necessarily mean you should go hog wild making every universal mechanic offensive in nature, or always directly favor the offensive player for using. But it gives disincentive to passive play, since it always encourages an active action (if you touch someone and get frame advantage, it snowballs into a mixups or meter gain or the other player getting into a positioning disadvantage or getting closer to taking more and more damage) etc. This will make small mistakes more encourage to take advantage of. However, if you favor too heavily towards offense, what happens is a chicken situation. Whoever makes the first absolutely minor mistake loses (in which no one will want to take an action). So you need to strike some sort of chord in between the two, where offensive is good, but not overwhelmingly powerful. After that it becomes a balance of where you want to go in here.

So if you had to go on a scale of how you control the pace of the game, overall:
Defense - - - - No Favor - - - - Offense
If you err to hard onto any side, you get into a passive game. But you should strike a distance between No Favor and Offense, to encourage action at all times, and so there's no meaningful time wasted.

Remember that a character's moveset qualifies as mechanics. Things like knockdowns, throws, frame advantage, having mixups on moves all give incentive towards doing well by themselves. So often if these tools are extremely strong, you can get more defensive with your universal mechanics set. You'll notice most of universal moves in Guilty Gear are defensive oriented.. that is because offense is very, very, very powerful in that game. While in BlazBlue, the mechanics are similar, but the characters themselves aren't nearly as strong offensively (less damage, knockdowns and positioning advantage mean less, less frame advantage on moves). So the game is overall more passive and slow.
28  Player / Games / Re: League of Legends on: February 22, 2011, 07:06:42 PM
Pretty sure the position for that (it was under designer) is either filled or is final candidate stage. There were two design positions that have been taken off the list recently. I know someone who is gunning for the Design Intern position, so I believe they took the job offer off the page there because there are a few people close to getting hired. Meanwhile, for Assistant Designer for example, I do not think anyone has made it into the latter interview stages yet? I can't speak too specifically though because I'm not entirely sure how the system works.

Edit: Oh and one of the most important qualifications I know about is you have to play the game. Like a lot. To the point where I'm pretty sure every potential candidate I know of in the design field is rated 1400+ in the ranking system, making them well, well above average players. To put that in perspective, 1400 Elo is roughly the top 2-5% of the games player base, if not an even higher percentage.
29  Player / Games / Re: League of Legends on: February 22, 2011, 06:33:42 PM
@ken: i think it is very fair to say you are the best player on tig, just going by your ratings. maybe you can help me with some of what i'm about to post:
Well, I don't consider rankings alone a true measure of skill. I am probably a bit better than my solo ranking. Not by a large amount, but I'm a good team player with strong strategy and I generally play support champions/tanks better. This isn't very good for solo ranked because it's harder to carry a game as a good tank than it is a good DPS unless that tank does outstanding damage as well (pre-nerf Galio/pre-nerf Malphite).

Those tips in general look pretty good, but you forgot to mention: After 20 minutes, the first bloodrazor is purchased, or your bottom lane has lost a tower, you need control of Baron ASAP. At any moment, those key elements generally open up a free baron kill if your team is split with 2 at bottom, dead or what have you.
30  Player / Games / Re: League of Legends on: February 22, 2011, 05:03:32 AM
i do know at least one of the important members of the team is a member here and i have seen him quoted as saying riot likes to hire people with some experience making their own games

This is very, very true.

*whistles*
I like to think I'm a fairly good player myself.
So young... so naive...

I play with a few 1600-1700 players. Mechanically, I'm not an amazing player, but I'm very good at the game when it comes to an informational standpoint and above average mechanically. Generally I sit as an average player when I get into the 1500s bracket but playing a lot to get your ~true Elo~ kills the game for me sometimes because losing sprees where you go back into having to carry a game sucks. Generally I am considered an equal level players by some 1700s on a Korean premade as well. That might not make me the best player on TIG, but it probably elevates me pretty high.
31  Developer / Art / Re: show us some of your pixel work on: February 17, 2011, 08:34:13 PM


yay, done.
32  Developer / Art / Re: show us some of your pixel work on: February 17, 2011, 12:03:42 PM
In game portrait, 10 colors:



There's a lot of blue for a reason Smiley
33  Player / Games / Re: League of Legends on: February 11, 2011, 06:12:03 PM
Yes Smiley
if you are the kensk of im_taric fame i could use your cultural expertise in building superwebsite INTERNETCOUPONCODE: http://HTTP://SIXBOOTS.com for league of legends exploit awareness

who else is looking forward to being a tree???
what does this post even mean
34  Developer / Art / Re: show us some of your pixel work on: February 11, 2011, 08:33:25 AM
Really? It's not a Kunai? (my vision sucks and I didn't look too deeply at the fine details).  Sorry about that haha.
35  Developer / Art / Re: show us some of your pixel work on: February 11, 2011, 07:58:14 AM
The recovery looks a little odd, pulling something that heavy would require a good deal of effort, and the axe should fall back further than it's resting state and should be adjusted after that. Also, the straight tween looks really odd, the animation should be focused more towards the lifting and the axe in motion from the recovery. That's probably a bit too much, but the tween itself (where the axe moves perfectly fluid when being lifted into neutral) stands out as the most odd part of the animation. Basically it looks like when the axe is drawn back, it's being moved mechanically with no sense of weight. Everything else looks okay but that strikes me as the strangest thing to fix.

Here is a very hasty drawing to illustrate:


Yes, I have very poor handwriting.
36  Developer / Art / Re: show us some of your pixel work on: February 10, 2011, 03:20:25 PM
It looks like there's a frame in there that's wayyyyy too short, which is seemingly causing the limping. His arm looks weird too because of it.
37  Player / General / Re: Total Time Logged In (don't lie) on: February 10, 2011, 02:02:52 PM
3 days, 18 hours and 36 minutes.

I have left TIGsource open while I've gone to bed though.
38  Developer / Art / Re: show us some of your pixel work on: February 09, 2011, 06:49:47 PM
I eventually want to do every character but I am doing like 2 other things that are probably 5x more important sooooooo...
39  Player / Games / Re: League of Legends on: February 09, 2011, 06:37:25 PM
Yes Smiley
40  Developer / Art / Re: show us some of your pixel work on: February 09, 2011, 06:34:41 PM
have some crossposting:

Some of the League of Legends characters.

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