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Contrary
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« Reply #120 on: February 28, 2010, 09:24:24 AM »

Lol are you like my long lost brother or something? Jeez. When I used to post compulsively here three times an hour I also brought up a lot of the issues you're talking about. If you look back, back, into the pages of the pinned IB threads, you'll see me complaining about lack of a guard button, dominance of ranged attacks, and general unbalance.

Personally, I think melee attacks need to be buffed, a lot. They are as slow as ranged attacks in nearly every case, have much less range (duh), have long recovery animation, and knock enemies back way out of melee range with minimal hitstun.
Then I went on about the lack of mixup scenarios and defensive options, etc. etc.

But eh, then I realized that people already found IB fun, and they weren't going to change it because of my ramblings, so I decided just to see where this ambitious (and beautiful) project went.
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nothingxs
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« Reply #121 on: February 28, 2010, 10:02:15 AM »

Lol are you like my long lost brother or something? Jeez. When I used to post compulsively here three times an hour I also brought up a lot of the issues you're talking about. If you look back, back, into the pages of the pinned IB threads, you'll see me complaining about lack of a guard button, dominance of ranged attacks, and general unbalance.

Personally, I think melee attacks need to be buffed, a lot. They are as slow as ranged attacks in nearly every case, have much less range (duh), have long recovery animation, and knock enemies back way out of melee range with minimal hitstun.
Then I went on about the lack of mixup scenarios and defensive options, etc. etc.

But eh, then I realized that people already found IB fun, and they weren't going to change it because of my ramblings, so I decided just to see where this ambitious (and beautiful) project went.


They're not really complaints per se, I'm just pointing out what I feel is appropriate. At the end of the day the game seems open source, so it's not like it's impossible for a branch to open out at some point with people trying to make it a more traditional sort of fighter, and for that mode to wind up back in the main game. The game seems loaded with all kinds of potential, really, and it's probably very fun in four player mode as it is now (well, at least the version with more characters implemented in the downloadable version).

By the by, I tested Shocksplinter vs Shotgun... Shotgun seems to cool down a lot faster on the ground than in the air. If you're falling from a high distance with Iji, you can cough up a single Shotgun blast before hitting the ground while you can put two Shocksplinters out. Weird.
« Last Edit: February 28, 2010, 10:12:02 AM by nothingxs » Logged

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« Reply #122 on: February 28, 2010, 12:30:54 PM »

I'm just saying I don't think Soulliard intends to make any big engine changes anymore.

Anyways yeah, air recovery and ground recovery are different, I think. I remember Naija's ^A swirly attack is faster when used in the air and has less recovery animation on the ground. Because attacks cancel upwards movement from jumps, you can jump ^A and then land on the ground, making it considerably better than just a ground ^A.

I'm sure you can do that sort of thing with a lot of moves.
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Soulliard
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« Reply #123 on: March 04, 2010, 11:50:37 AM »

Very insightful posts. Here are my brief responses.

My biggest issue is with what I feel is a lack of 'normals' -- just simple, basic melee attacks altogether. I know most characters in this game don't normally have these, but if you want to enhance the actual fighting aspect, there should probably be a few of these so that close combat is a bit more interesting.
Most characters have a number of close-combat attacks. Characters with a ranged emphasis, such as Liero, do not, though. They don't need a lot of melee attacks since they shouldn't be spending as much time in close combat. It's worth noting that, of the currently completed characters, there's is an unusually high number of ranged attackers, compared to what the finished game will be like.

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- Most characters' second jumps seem way too low. This seems to be more of a problem simply because characters are so short and stages aren't very tall, and it might be more of a non issue in the long run.
I've found that most characters can jump more than high enough. I may reduce the height of their initial jump and boost the height of their second jump, though.

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- HP before you start FLYING with everything is a bit... low?
Possibly. I can increase character durability a bit.

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I have the most reservations about her altogether.
She has not been heavily playtested yet, so there will still certainly be issues.

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- Shotgun start up is too slow -- it's too close to the rest of the weapons. Should probably be faster.
Yes, it should.

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- Shotgun reach is too short. Consider making the cone longer but have the same ending 'spread'.
I don't like this idea. Shotgun is supposed to fill the role of a melee attack, even though it is a projectile. I prefer to think of it as a melee move with good reach.

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- Shotgun damage hitbox should start right on top of Iji. Right now it's a bit far in front of her.
Okay.

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- And in the end, the Shotgun is too similar to the Shocksplinter even with changes. No reason not to use Shocksplinter instead.
The Shotgun fills the role of a slow melee attack with long reach. Shocksplinter is Iji's basic projectile. They have very different roles; they just need better balance.

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- And in a lot of cases (whenever you're on the ground, for instance) there's no reason to use Shocksplinter when you can just hit the Plasma Cannon. I can't think of one, anyway.
This is probably true. I'll make the Shotgun faster and Plasma Cannon slower, so all three moves have more clearly-defined uses.

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- Kick knockback is way too strong for a 'normal' attack. See issues with normals above. This is fine otherwise.
Maybe. I could reduce its cooldown and power, but I think the slower, more powerful kick fits the source material.

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- Ground rocket is questionable... explosion isn't that big, damage is forgettable and uses are few. Could benefit from a bigger explosion.
From my own experiences, it's quite useful. One of my playtesters uses it more than any other move.

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- Nuke is actually... fine as it is. Deals about the right amount of damage and does roughly what it should. I'd increase the upwards movement if choosing to go straight up.
I might do this. Nuke actually grants quite a lot of recovery, but due to the animation, it doesn't look like as much.

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- v+S should probably be a separate move when done in the air instead of the Plasma Cannon.
Maybe. Do you have something in mind?

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- Iji can't block. Sad
I've been thinking about this issue for a while, and I'm strongly considering reintroducing guarding of some sort. Keep your eyes peeled for a new thread in the coming week.

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- All in all, Iji feels like a really bad Liero.
Iji has less emphasis on ranged combat than Liero does, but she has the moves and durability to make a solid melee combatant. They just have different play styles.

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I know I say I hate balancing down, but holy christ.
Initially, everyone seems to think that Liero is overpowered. And he is top-tier. But after playing with him for a while, you realize that he's not as powerful as he seems at first. He has the worst defense and mobility in the game, by a substantial margin, and there isn't much he can do if caught in a melee.

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- Banana Bomb: ridiculous, HAELP. Is this necessary?
The move is incredibly slow, and easily avoided after it's thrown. Plus, it can hurt yourself if you're not careful. It provides some excellent battlefield control, and gives you some unique options, but it's really not that effective for dealing damage (unless your opponent is stunned).

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- Shotgun has... infinite reach? He probably doesn't need a weapon that good.
Well, Liero is the ranged specialist. It doesn't usually make a difference anyways, since stages aren't that large, and Doomsday rockets are more effective at long range.

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- If v+A and >+A are going to be transformation attacks, I altogether expect up+A to be the attack that'll move me upwards.
This has been brought up before. And I absolutely agree. Naija is getting a new recovery move, inspired by Spirit Form, which should be implemented soon.

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- I can't be the only one to notice that >+B -> A is really abusable?
I don't think anyone else has mentioned it, but yeah, that's incredibly cheap. I'll make sure I fix it, along with Trilby's other abusable combos.

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Feels like another fairly complete character. I like the fact he can string attacks together relatively easily. I just wish Bonesaw wasn't automatic -- I want to activate this mode manually, not have it spring up on me all of a sudden when I get enough Bonesaw power, because I might not want it or may want to save it for another situation.
That is actually the way it worked originally. You entered Bonesaw mode by pressing vS once the meter was full. But people didn't realize this, so it went unused, except by experts.

I don't know why you wouldn't want Bonesaw mode anyways.


I wonder should there be a tourney style mode where 90% of the content of the game is strip for a street fighter clone right down to the circle + button moves, limited air control, and pallet swaps.
No. You're suggesting that we make a second game.

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with that said joke characters in this type of game could be those from other tig related content like the characters from comic compo(2)
1) Making a character takes a lot of work, so character slots should be used for major indie game figures, not obscure community references.
2) There's no reason so-called joke characters can't be as effective as any others.

Iji's fine. For one, the kick is a relatively slow melee attack. Are you saying it should weaker than the equal-speed ranged attacks?
The kick actually comes out very quickly, but it has a long cool-down. Just a little nit-pick.


Iji has no real melee options except a kick to knock you back with. I'm saying it's actually kind of boring.
Her Resonance Detonator (^A) is a strong melee attack. Nuke (^S) may be a recovery, but it also acts as a slow, powerful melee attack. Shotgun (>A) and Rocket (vA) have a short enough range that they can be used like melee attacks. And Crack (>S), while certainly not a normal attack, is certainly a strong melee option.

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Look at just about every fighting game in existence and you'll notice that just about every character's basic attack (to refer to SSB, look at everyone's standing normal attack) comes out very, very fast. Only a few characters have this in Indie Brawl.
I think just about every character has this, except Liero. Iji included. The kick animation looks powerful, but it comes out very quickly. I could reduce the cool-down a bit, I suppose.

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Compare SSB where every character has 'tilt' moves which are all technically normal melee attacks -- four different kinds (stand, f-tilt, u-tilt, d-tilt) and three 'smash' attacks, which tend to be better melee attacks or have some interesting properties (u-smash, d-smash, f-smash). Let's not even go into the whole tons of different normals in the air...
Differentiating between tilts and smashes is impossible with keyboard control. Aerial moves do exist, though, to an extent. Many moves have different properties when used in the air.

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The Shotgun is 'faster' in that the burst travels faster and therefore hits people in front of her faster. However, actual move startup is identical -- the amount of time for the move to actually do something from it being inputted.
The shotgun is slightly faster. But I agree. The difference is not nearly great enough, and there's very little reason to use the shotgun over the shocksplinter.

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As for the Shocksplinter, it isn't a whole lot faster than the Plasma Cannon... actually, in the version I'm playing it looks like the Plasma Cannon's start up is actually faster by a frame or so.
The Shocksplinter has a slightly faster start-up, and a much faster cool-down, but again, I agree. Plasma Cannon should be slower.

In Death Worm Desert, if you jump up onto a platform from below in a certain way, you'll stay in your jumping sprite.
This isn't limited to the DWD, but the error is entirely visual. It's on my to-do list, but not very high on it.


Lol are you like my long lost brother or something? Jeez. When I used to post compulsively here three times an hour I also brought up a lot of the issues you're talking about. If you look back, back, into the pages of the pinned IB threads, you'll see me complaining about lack of a guard button, dominance of ranged attacks, and general unbalance.
Actually, I have been thinking a lot about reintroducing guarding. I'll start a topic about it soon.

I disagree about ranged attacks being overpowered, though. Some characters are ranged-focused, and obviously have great ranged attacks, but I don't think most ranged attacks are as powerful as you think they are.


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Bremze
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« Reply #124 on: March 05, 2010, 05:24:30 AM »

What exactly are you going to change? Make the base stun duration lower, but make it scale better with higher damage %?

I don't know why you wouldn't want Bonesaw mode anyways.

It can interupt your combos and allow an opponent to close the distance/get away. Hard to say which way is better.

I also think that Liero's flamethrower startup is a bit too quick but I might think that because I kinda suck.  Shrug
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shig
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« Reply #125 on: March 05, 2010, 07:58:39 AM »

About the Bonesaw mode, I also prefer manual activation.

If the players fail to notice/understand the mechanics, just give more audio/visual cues. Some distinct sound when the meter gets full. And while it's still full, both the GK and the meter could flash or sparkle or something.
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Soulliard
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« Reply #126 on: March 06, 2010, 08:12:07 AM »

What exactly are you going to change? Make the base stun duration lower, but make it scale better with higher damage %?
What are you referring to?

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I also think that Liero's flamethrower startup is a bit too quick but I might think that because I kinda suck.  Shrug
It starts instantly, but only deals a small amount of damage per step.
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« Reply #127 on: March 06, 2010, 08:41:25 AM »

I'm sorry to change the subject back to joke characters, but I just wanted to say that Nikujin isn't really my personal definition of a serious joke character. I think a joke character has moves that are ridiculous/humorous and are still good. Take Wario (MY main) for example. He has a FART attack! How hilarious is that?! Most of his other moves are wierd and funny too, yet are very useful (or at least for me) at the same time. Plus, many of them are not really moves typical of Wario in his games, but are rather based on the type of character he is. However, the only indie game character that I can think of having humorous moves in battle would be Karoshi, and we all know that 1)he is a support character and 2)he dies in his game, so it'd be awkward having him fight and 3)I don't think that he's THAT well-known a character.

Nonetheless, here's what his movelist would be like so as to give an idea of what a character with humorous moves is like:
A-Blood Splurt-...I'd rather not describe this one.
A^-Head Pop-His head pops up into the air, hitting enemies above. When used midair, his body jumps up to the head like a recover move
A>-Limb Throw-removes his arm and throws it like a boomerang
Av-???
S-Explode-He explodes,spreading his body parts all over the place. Has massive spread and knock back, but leaves him a vulnerable bouncing head for a while.
S^-Super Karoshi-quickly turns into super Karoshi and flies upward. Does good damage and great knock back.
S>-Karoshi kart-ramming attackthat does good damage and knockback, but is hard to control.
Sv-Safe drop-summons and throws a safe in mock of Lyle
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nothingxs
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« Reply #128 on: March 06, 2010, 01:43:24 PM »

Here's an idea for Iji. Since she already has a "get off of me" move with the Resonance Deflector, why not make her kick instead a cancellable move that knocks you directly backwards? The cancellable feature would allow for either a shotgun to be cancelled from it, or a shocksplinter in lieu of that if your kick would push your opponent too far from you.

Just an idea.

Also, thanks for your uberpost. I've been busy this week so I hadn't had much of a chance to peek back in here.

To note a comparison to other games: almost every character in a game that has a ranged emphasis still has some form of melee combat available to them, however mediocre it may be. In some cases they may just have a good mix of both options. A good example of this would be Snake in SSBB having a multitude of methods to deal with you at a range to control the screen, but still have great melee options. Another example would be Cable from MvC2, whose main fierce attack is gunshots and uses lasers, a jumping ranged scimitar attack and grenades to fight yet still has a few normals in his arsenal for close fighting purposes. Yet another example of this is Dhalsim, who is essentially a ranged character altogether that still has melee options regardless. There are very rarely "pure" melee characters in any game, and I think the reason Liero is as good as he is has to do with the fact that very few melee attacks in this game keep you in range. I could see Nikujin being a bad matchup for Liero because once Nikujin gets close, he will stay there for a while.

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I don't know why you wouldn't want Bonesaw mode anyways.

It's usually a bad idea to ask why a player wouldn't want to do something if it was available. It's a better idea to go with the logic that a player likes to make their own decisions, whether they may be advantageous or disadvantageous to them, and therefore it makes more sense to give players a choice whether to do so or not.

To note, you could just display the command to transform into Bonesaw mode next to the Bonesaw bar. Also, I'd suggest you make the command independent of any other commands -- A+S seems to make the most sense to me since you can press both keys at the same time with no major ghosting issues.

LATE EDIT AVOIDING DOUBLEPOST: Now that I think about it, does Iji even need the Plasma Cannon? It seems like a cool idea, sure, but it's redundant considering the moves she already has. I don't think she desperately NEEDS to be a far-range combatant so much in that she should have a better close range game. What about the machinegun or the plasma machine gun thingy which name I forget?
« Last Edit: March 07, 2010, 02:45:23 PM by nothingxs » Logged

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« Reply #129 on: March 07, 2010, 03:08:38 PM »

I find the plasma cannon very useful at long ranges for juggling the enemy off the side of the screen.
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nothingxs
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« Reply #130 on: March 08, 2010, 04:07:16 PM »

I find the plasma cannon very useful at long ranges for juggling the enemy off the side of the screen.

And besides that one use... what? Outside of providing very far range control directly in her X axis it's not a very useful move. Seems like a good way to get cheap kills in 4 player mode, granted...
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« Reply #131 on: March 09, 2010, 08:30:45 AM »

It's useful if enemies are lined up. Other projectiles stop when they hit an enemy.
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« Reply #132 on: March 09, 2010, 01:19:13 PM »

I find the plasma cannon very useful at long ranges for juggling the enemy off the side of the screen.

And besides that one use... what? Outside of providing very far range control directly in her X axis it's not a very useful move. Seems like a good way to get cheap kills in 4 player mode, granted...
Surely it's good if it has 1 or 2 applications? You don't want one move that you can use in every single situation, that'd be no fun.
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« Reply #133 on: March 09, 2010, 05:15:02 PM »

It's also a instant hit.
It has the same startup as liero's doomsday missiles, and doesn't have to travel.
I don't see anyone complaining about how terrible the doomsday is.
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« Reply #134 on: March 09, 2010, 10:53:30 PM »

It is also not deflectable like other projectiles.
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nothingxs
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iji, god damnit.


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« Reply #135 on: March 10, 2010, 06:51:23 PM »

It's also a instant hit.
It has the same startup as liero's doomsday missiles, and doesn't have to travel.
I don't see anyone complaining about how terrible the doomsday is.

Doomsday controls a great deal of space, and on top of that it deals damage over a ton of it. It's kind of a great attack. The instant hit thing is actually kind of wildly good too since there's no dodging / big air maneuverability options, so I suppose it gets more of a pass than I originally gave it.

I find the plasma cannon very useful at long ranges for juggling the enemy off the side of the screen.

And besides that one use... what? Outside of providing very far range control directly in her X axis it's not a very useful move. Seems like a good way to get cheap kills in 4 player mode, granted...
Surely it's good if it has 1 or 2 applications? You don't want one move that you can use in every single situation, that'd be no fun.

A move that has only one or two applications doesn't make it a good move, unless it's very good at what it does (and what it does is not irrelevant to the game, on that note). Honestly, I haven't seen more of the plasma cannon in more detail in actual VS matches so arguing much about it until it's seen is kind of moot.
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« Reply #136 on: March 10, 2010, 08:12:19 PM »

The uses it has are enough. I actually end up using it a lot when I'm playing, so that's that. Seriously, let it go.
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« Reply #137 on: March 10, 2010, 10:45:34 PM »

If you want it to be less powerful... Just make it so if you use it in the air, it has to wait until you hit the ground before it can do anything.
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« Reply #138 on: March 11, 2010, 02:55:30 AM »

That's exactly what it currently does.
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« Reply #139 on: March 11, 2010, 04:02:08 AM »

Then it's not more powerful than the doomsday...  Shrug
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