You were a great help with coming to understand the basics in AI. I knew nothing about Fighting Games back then. For instance, my next small project is a Roller-Coaster Tycoon inspired game made in C# with XNAįighting Games: Man, 2011 was a long time ago. My fun these days come from designing and programming. I'll email all the bugs I've found so far.Ĭlick to expand.Original Movesets: I bet that was fun. Crusade and implement a separate button entirely for Smashes? Maybe you could take a hint from Smash Bros. I end up Smashing a lot when I don't want to. I still recommend changing his moves to not be a Wolf clone.Ĥ. I'd recommend some sort of attack limit per air-time on those moves, similar to how you're only allowed one air-dodge per air-time.ģ. However, one glaring design flaw is the ability to stall for WAY too long in the air given that he's completely still while charging his attacks. His Up-B is also very telegraphed, making it easy to parry if he attempts to recover.Ģ. It seems like it'd be impossible to fight around his puddle as well if players are aware of it, as they just won't go near it. Orcane feels vastly underpowered compared to the other two characters. Thegame also does not run at full speed if there are over 2 players, and the game slows down IMMENSELY during Character Select after picking my first character.ġ. Also, yes, my DirectX is the latest possible version. I have no Xinput controllers so I've been using Xpadder as well. I could use my 360 controller, but playing not on a Gamecube controller just feels wrong. Is there any way to get a Gamecube controller working reasonably? I'm currently using Xpadder, and it basically works, but I don't know how to get the C-stick working and dashing feels bad because I have to double tap. I cant tell if it's actually incorrect, or if it's just a visual bug, because I don't have anyone here to take over P2 and try to hit me, at the moment. I've been able to replicate it somewhat consistently by dying mid-down air and occasionally it happens when I use the move twice in a row.Ģ) With Orcana, his hurtbox is Zetterburn-sized at the beginning of the round, and then it becomes the correct side after ducking. Sometimes it just sticks there after the move is over, even though there's not an actually active hit box. Speaking of hitboxes, there are two things that were odd.ġ) On character 3, there's some weird stuff going on with the hitbox of his non-smash down air. Is the crosshair a sweetspot? On that note, are there any moves that spike? When I turn hitboxes on, sometimes there's a little crosshair, along with the arrow. Like, the blast zones feel close ont he sides, but far on the top? Not sure what's really going on there. Theres something weird feeling about the relation of the blast zones and the camera. I know you said character 3 is unfinished, but I'm wondering: are his non-smash aerials suppose to be so juggleable, with basically a set knock back and zero kill potential, or is that just unfinished? But then I figured out how to do it backwards, it was a game changer. At first it was frustrating, because I would try to use it as a follow-up and it would just be bubbles. Like I didn't really have to time it correctly, I just kinda did it. Like, 5 frames or less, if I'm not mistaken? For me, it kind of makes the combos.less satisfying sometimes. Some nice chomping sounds.Īlso, maybe I'm incorrect, but it seems like the majority of moves come out really fast. Some of the sound effects are really satisfying, like whiffing Orcana's forward tilt and Zetterburn's third jab. I'm no designer, but maybe have edges of the stages be angled, to help people recover when they're close? Not having ledges will take some getting used to. I've personally never had any interest in stamina mode. So, I'm just going to post a huge train of my thoughts about the game so far.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |