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Raiu

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Posts posted by Raiu

  1. BloodStorm is one of those games that I love just because of what it could have been.  There's some great concepts wrapped up in lousy mechanics and cliche'd character designs.

    In short, I'm definitely downloading this stage.

     

    Edit: Using it.  I like it.  I added actual BloodStorm music to it, though.  (I found it... ahem... inside Kingdom Hearts, if you're wondering)

  2. Huh.  I probably didn't download this Agrias before because I wasn't keeping track of the authors of each one, and I thought I already had it.  (Since that was one whole computer ago, I don't know which one I had.  Might have been kainintherain's)  I'll grab this one and see how it goes.

    (Though, to be honest, as far as FFT goes, I'm hoping that someday there'll be a Reis Dular.  She was always my favorite character)

  3. His point was that Quick Attack is supposed to be fast(it usually goes first in the games), so being a charge move just seems weird. I guess.

    Yeah, exactly.  Going by the game mechanics that Quick Attack almost always goes first (regardless of either character's Speed stat), it seems like it should be a quick command so you can use it to pre-empt enemy attacks, not one that requires holding and waiting.

  4. Well, in the readme file (readthisreadthat.txt), it says the character's gender is "Male, I s'pose (because gender ratios and stuff)", so.... not that ambiguous.

    Er, anyway...

    Has anyone else mentioned the oddity of Quick Attack being a charge move?  Maybe I'm thinking about it wrong, but it seems like it should be a non-charge move, to be able to actually take advantage of its "quickness".   Or, to put it another way - it's supposed to always go first, but how can it go first if you have to sit there charging it while the opponent acts?

    Not really a problem per se, just an oddity.

  5. i totally agree with the size issue. i wanted him to be a character that is combo heavy...and him being huge doesnt really work well....so what ill do is make  him 4x bigger when you choose the 11th palette (like duck hunt dog's 11th palette where he mimics Clifford) and will also double his defense. as far as the death scream when knocked out, he does the exact same scream when he dies...i see the awkwardness in that so i reversed the scream upon death. u gotta really listen closely..lol.

    That sounds great.  Still looking forward to this.

    If you've played Smash TV (and you probably have), you'd know what I'd suggest for projectiles.

    Um... those little star-shaped shots that Scarface's second form shoots?

    ... if that's not your suggestion, it's still an interesting suggestion.  (Scarface reminds me a lot of Sinistar)

  6. On the one hand, this really plays down what made Sinistar so awesome back in the day.  He was a terrifying, nearly-unstoppable planet-sized menace that utterly dwarfed your tiny ship and could kill you in a single hit while it took multiple hits (with a special weapon with limited ammo, no less) to take him down.  (To give some perspective: most games at the time didn't have bosses at all, and the ones that did had bosses that died in a single hit)

    Reduced to human size (and given, from what I can tell, normal character mechanics - i.e., he flinches, can be knocked down, thrown, etc., as opposed to Apocalypse-like boss mechanics), he's not anywhere near as menacing. Maybe he should be a bit larger and have some form of super armor, to really recreate that "oh, crap, HERE IT COMES" feel.  (Also, it seems a little odd that his death scream is used for his victory pose, but that's really nitpicking)

    On the other hand... WOO, SINISTAR!  I love the sheer variety of attacks, and that he has eating his opponent as a super attack.  (For those who never played the original game, that was his only attack)

    So, all in all, despite the nitpicks, I'm seriously looking forward to this.

  7. I didn't know there was an Anne of Green Gables anime (made in 1979, or so Wikipedia tells me), but it's pretty funny to see a character made out of it.  

    And she plays pretty nicely.  Good animation, easy to control, nice combo-ability, decent specials and supers.  She also has good but not overwhelming AI.  She doesn't hit hard, though, but that's what I'd expect from a little girl who attacks mainly with flowers.

    I think she's a keeper.

  8. Does Eliza have the same immunity to all-but-normals that Borewood's Lucifer has?  It looks like she's taking damage, but I can't seem to beat her no matter how many times I hit her or what I hit her with. 

    Edit: Okay, I can beat her with Fou-Lu, especially when he's in Infini form (Palette 12), but, oddly, my other giant bosses can't seem to beat her.  Also, her health bar, if forced visible, never moves, even when she is definitely taking damage.  It only goes from full to empty when she's actually defeated.  (I do notice she can only take damage when she's leaning forward, and not while she's leaning back.  She's supposed to only lean back during her attacking animation, but I know Borewood doesn't care about accuracy)

    I'll have to see what else works and what doesn't.

  9. ... man, I was about to create a topic in News about this, since I didn't see it there.  Glad I checked Releases.

     

    I think the lizard-men move a little too quickly and jerkily compared to the source game (where they sort of hover and drift around), but I like this.   Another one for the Dragon Collection.

     

    From what I can tell, Gomeramos King has lower health and defense and slower attacks, the Deadly Dragon just has a new intro, and Scyther/Evil Spirit Incarnate has a new portrait and apparently an options setting that I can't find.  Are those all the updates?

     

    Edit: Oh, yikes.  It looks like The Deadly Dragon now bugs out (neither moving nor attacking, not even doing its hovering animation) if it's not the first character in a Team battle. I think I'll keep the old version.

     

    On the other hand, I don't know exactly what you did to Gomeramos King, but it finally runs at full speed on my computer (and, mind you, my computer is less than a year old and has pretty decent specs), so kudos. :)

  10. Usually, when a character is named "Nightmare" Something (like Nightmare Broly or Nightmare Gamera EX), it's going to be overpowered - i.e., they're designed as bonus bosses, like Nightmare Geese Howard from later Fatal Fury and King of Fighters games.

     

    So calling a Nightmare character "way too powerful" kinda misses the point.  There's a couple of non-overpowered versions of Battler Ushiromiya in the appropriate topic.

     

    Edit: Incidentally, how does that video even begin to demonstrate how terrible this character supposedly is? If anything, it only shows how horribly overpowered Cell is.

  11. ... wait, there's an EX bar?  I've been playing on 1.0, and I've never seen any extra bars for any of them.

     

    But I've had similar problems with other characters with extra bars, like UN's Fou-Lu and his D-Counter gauge, whose default position is below the bottom of my screen.  (Fortunately, for him you can move the bar up and down, so I put it near the top)

  12. I'm not sure what to make of this thing.  It must have some weird formula for taking damage, because it has the normal 1000 life and 100 defense, but even overpowered characters with one-hit-kill attacks can't defeat it.  Most of the time, I lose by Time Over (since he didn't disable the timer on this character), so it appears that I'm not doing any damage at all.

     

    Also, the "background" actually seems to sit way in the foreground, so that some of my characters are actually invisible because they appear behind Lucifer's background.  I can't even see how much health it has using characters with built-in lifebars (like GLaDOS), because they, too, appear behind Lucifer.

     

    I'll check the updated version.  Edit: Nope, all those things are still the same.  I don't think I can use this one without some code tinkering.  (And I'm not sure where to find any of those things that are causing issues)

     

    Edit again: I tried using the None's Giygas, since his custom lifebar actually does appear in front of Lucifer, and I can see that Lucifer isn't, in fact, taking any damage from anything I do.  He does the animation as if he's getting hurt, but his Life isn't going down.  Eventually, I got a "Game Over" message and Lucifer just froze, but he still had 100% HP, and the round didn't end.

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