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Author Topic: Indie Brawl: Bonesaw Hills [DONE]  (Read 22931 times)
Rostiger
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« Reply #40 on: January 27, 2009, 02:26:04 AM »

I'm pretty sure you can transfer resources like rooms if you use File>Merge Game. That just bungs all the resources together. So what you would have to do is get the version with the new room and delete all its elements except for those that are new in that build. It might still have problems but it would be better than re-tiling by hand, right?

That would be pretty cool if it works. Then we could make new stages faster and take a bit off of Brain Soups workload.  Gentleman
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Clemens Scott
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Soulliard
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« Reply #41 on: March 03, 2009, 01:58:32 PM »

I'm mostly done with this. I've just got a problem with the bombs. When attacked, they're very difficult to actually hit anything with, since they tend fly over the other character's head.

They probably need a major overhaul.

Suggestions?
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ElTipejoLoco
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« Reply #42 on: March 03, 2009, 02:07:31 PM »

Make them roll when hit rather than go flying, perhaps? Or change the blast radius and time before detonation?

I'd have to play the stage to make any worthwhile suggestion.
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Soulliard
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« Reply #43 on: March 03, 2009, 02:20:17 PM »

It's also very difficult to predict when the cannons are about to fire, since the level is huge and the cannons are usually off-screen.

I'm considering removing them entirely.
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ElTipejoLoco
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« Reply #44 on: March 03, 2009, 02:52:50 PM »

Didn't Melee handle offscreen hazards by simply making the camera zoom-out to include them as they were about to, well, become hazardous to players?

It might be too much trouble, though, so maybe removing them is a better deal...
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Soulliard
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« Reply #45 on: March 03, 2009, 03:20:26 PM »

I tried that, but since the stage is so big, and the cannons are so close to the edges of the stage, it's really jarring.
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« Reply #46 on: March 03, 2009, 03:23:00 PM »

Why not make a flashing [HAZARDOUS] arrow pointing to where the hazard is off screen, and (optionally)in the arrow, a picture of the hazard?
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battlerager
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« Reply #47 on: March 03, 2009, 03:37:11 PM »

Why not make a flashing [HAZARDOUS] arrow pointing to where the hazard is off screen, and (optionally)in the arrow, a picture of the hazard?
This.

Combined with a sound indication that cannons will soon be fired.


Seriously, a "Cannon charging" sound would make this very clear once you know where the cannons are.
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Soulliard
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« Reply #48 on: March 03, 2009, 03:42:04 PM »

Either way, that's not the major problem. The fact that it's nearly impossible to aim the bombs when striking them makes them pretty much pointless.
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battlerager
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« Reply #49 on: March 03, 2009, 03:44:15 PM »

Either way, that's not the major problem. The fact that it's nearly impossible to aim the bombs when striking them makes them pretty much pointless.
Maybe they can be changed to items that can be picked up and thrown, but still blow up after a certain period of time!?  Shrug
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« Reply #50 on: March 03, 2009, 05:05:46 PM »

Maybe they can be changed to items that can be picked up and thrown, but still blow up after a certain period of time!?  Shrug

This!  Wink

That's a good idea!
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J.W. Hendricks
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« Reply #51 on: March 03, 2009, 05:12:20 PM »

Maybe they can be changed to items that can be picked up and thrown, but still blow up after a certain period of time!?  Shrug

This!  Wink

That's a good idea!

Like the one pokemon in Super Smash Bros!
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Soulliard
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« Reply #52 on: March 03, 2009, 05:54:06 PM »

It's certainly a good suggestion. I'll try it out.  Smiley
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eerr
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« Reply #53 on: March 04, 2009, 02:13:58 PM »

who says you actually have to hit anything?

maybe the bomb striking the ground deals itself damage, creating a nice bounce pattern.
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« Reply #54 on: March 05, 2009, 12:37:39 AM »

Why not make a flashing [HAZARDOUS] arrow pointing to where the hazard is off screen, and (optionally)in the arrow, a picture of the hazard?
Or, why not just make the cannons shoot when they're on-screen? It's easier, and it makes sense...
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mokesmoe
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« Reply #55 on: March 05, 2009, 07:09:15 PM »

For hitting the bombs, I was saying it more for getting it away from you, than for hitting others with it. Maybe you could make fly in a predefined arc, so it would be easy to aim. Or you could make it so after it's hit, it blows up the next time it hits something, but make it not blow up when hit by another move, so its jugglible. (and doesn't blow up instantly from multiple hit attacks, and the timer would still be there, so no bomb ping-pong, unfortunately.)
Is jugglible even a word?
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Rory
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« Reply #56 on: March 05, 2009, 07:27:52 PM »

It is now! Jugglible, juggleible, jugglable, juggleable. Whatever.

I'm not sure what you mean though.
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Soulliard
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« Reply #57 on: March 05, 2009, 07:30:07 PM »

It would usually easier just to jump away from the bomb than to attack it. With a few exceptions (Turner), attacks don't usually have both good reach and knockback.

A predefined arc doesn't look good if you attack it from an odd angle.

Sadly, without a quick, long-ranged, high-horizontal-knockback move, bomb ping-pong isn't really possible. Liero's fan is the only move that falls into this category so far (and it's also the only move that already works on the bombs).

A large part of the problem with making the bombs hittable, is that it would take a lot of work to get it to feel right. And since there aren't any other hittable items currently planned (besides some destructible terrain), I'm not sure if it's worth it.  Shrug
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Rory
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« Reply #58 on: March 05, 2009, 07:32:35 PM »

destructible terrain

Kiss

But uhh... yeah, predefined arc = cheap-looking. Sorry moe!
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mokesmoe
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« Reply #59 on: March 05, 2009, 07:58:36 PM »

Also, I know I've practically lost the argument, but in Bonesaw, the bombs were hard extremely to control, that was they're major selling point!*
*selling may or may not mean annoying.
And on a more serious tone, with all the shrapnel, just hitting it so it explodes in there general area still makes it damaging, or at least annoying to them. (Slowing them down, not actually frustrating to them)
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