One quick note about Lyle's sprites: to keep them consistent with the game's style, there need to be outlines around internal borders as well (like his arms and legs). Also, I wouldn't get too wrapped up in animating Lyle for two reasons:
-Nic Destefano wants to see Lyle's sprite first before he gives his approval.
-Liero and Nikujin are the highest priority characters right now. If they can be completely animated in time, the milestone 1 build could be finished by mid-March.
Yeah, I know, just felt kind of inspired on working on Lyle... Sorry
Maybe he will be easier to persuade with some juicy animations to back us up? Also, be sure to show him the big picture of all characters when sending him the e-mail, so he gets the grafical theme of IB. Otherwise he might respond something like "Lyle doesn't have an outline" not knowing what he has been adapted to.
A when not holding an item - Summon shadow cube.
It seems like your move list would end up functioning almost exactly like mine (he doesn't have to summon weaker cubes, but he still summons stronger ones), only he can't throw up or down unless he summons a cube first. Disabling half his attacks when he doesn't have an item equipped seems unnecessarily limiting.
But in your move list, what does A do when not holding an item? Are you supposed to be able to throw cubes without summoning them? I just wanted to fit the phantom cube into the movelist in a way that is somewhat closer to the original, meaning you will be able to run around while summoning.
vA- Downward Throw- Lyle throws an item into the ground, himself going upwards like an extra double jump.
It's been said before, but ^S needs to be a recovery move. If people are going to try out different characters, it helps to be consistent, and an obscure recovery like this will never be discovered by new players on their own.
Might be, but I still don't like the thought of pressing ^ to make a downward aimed attack
S summons special cubes.
Which ones would they be?
That would be the ones following
S - summon green cube. Takes about 1 second, but you need to stand still.
Summoning a green cube is really not an advantage for Lyle, since usually it just means that your opponent will be throwing the item back at you.
Maybe this could be compensated for by slightly higher damage? The same goes for when the cube is spawned on the battlefield, we don't want people avoiding it because it just gets back at them, so it needs some kind of good feature.
>S- blue cube. This cube is summoned and thrown forward instantly, making it usable as a "quick attack". Does less damage than the shadow cube.
Blue cubes need to deal a pretty good amount of damage. Remember, they're a standard item, and if they don't do much damage other characters will never find them to be worth picking up.
Very good point. If we were to use my movelist or parts of it, this could be compensated for by making the phantom cube, with higher damage, taking a significantly longer time to spawn, while the blue cube still does damage enough to be useful for other players.
^S- Pick up enemy. Lyle is able to walk around with the enemy for about three seconds, maybe depending on the enemy's button mashing.
Random button mashing is pointless. This would be better as a simple timed effect.
A question of taste, is it not
I think there should be some whay to get loose a little faster, otherwise it would be too frustrating and boring, being unplugged from the game entirely for three seconds, just idly waiting for your death.
Maybe pulling out of the ground can be used as a summoning animation for all cubes but the phantom cube, being somewhat more true to LiCS? Also I love that pulling animation
This is a good suggestion.
Whe've got to get that animation in! :D
The main point I was trying to make with my movelist was that you should be able to run around while summoning a phantom cube, something I think would make the gameplay while playing Lyle a lot more LiCS-like.
wow
That's the best thing ever. You adapted his ingame walking animation perfectly.
The only thing that is wrong here is how the arm behind his torso doesn't seem to swing/move as much as the other one.
I suddenly feel like replaying LiCS from the beginning.
Thank you, glad I inspired you