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RicePigeon

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Everything posted by RicePigeon

  1. Considering you've already read my response on guild there's no sense for me to repost it here :p Although I do have to ask, do you plan to add any more specials? Shadow/Electro ball and will-o-wisp can easily be separated into their own special motions.
  2. GCM's responses to the above feedback in bold The following aren't in the same order as your feedback, because this device sucks at stuff. -Answer to most of these: are you sure? I have played through Arcade mode, watched AI matches, etc. and most of what you describe doesn't occur. Both I and the AI can block Roto-spin, as well as Leaf Storm (even in the corner as you say), and Plasma Lance + walking forward doesn't lead to infinite - I've done it enough times to know this. All these were tested on Kung Fu Man. I'll try them again later against someone else when I have the time, as well as provide screenshots and/or video of the plasma lance infinite. -That's no dash, it's an attack! In relation to this, there's no anim 100/105 because certain characters put you into the running animation (or walking if such an animation does not exist, but with the same velocity). Seeing as FF/BB is dat rolling attack...(this isn't stupidity or poor planning, it's deliberate). I wouldn't have a problem with this as an attack if it used a conventional special command, but as it is now it just feels off. Also anim 100 and 105 are required by the mugen engine, hence why it gave the warning about missing required anims, and thus the feedback I gave. -Elec/Shad Ball and the hurricanes are Helpers, so projectile physics don't necessarily apply. They're still projectiles, whether they're being created as a helper or with a projectile controller. -D, DF, F a/b/c is too mainstream :P There's a good reason why: because it works. You wouldn't put a fireball special with a Shoryuken motion because it doesn't work. And considering that all his specials use the same motion, theres no reason why it shouldn't be a QCF motion. -He has 5 formes and Discharge - that's 6 buttons, but because my imagination sucks (and because I didn't necessarily want to include more attacks), his other attacks are a, b and c. That's not really a problem, is it? Considering that his level 2s are, well level 2s, theres no reason why they can't use a slightly more complex command than QCFx2. For example, HCFx2, HCF,QCF, QCB,HCF, amongst other options. This way they can still be condensed to A B and C buttons if thats what your concern was. If a button is only used for a super motion's command then its best to not use that button at all. Your intention for Rotom was to be a 3 button character, theres no reason to add 3 more buttons just for supers, especially when you have super motions other than QCFx2 at your disposal. Speaking from experience, my older Touhou characters were the same way until I eventually scrapped using 3 additional buttons for supers. -Technically, there are blue hitboxes in the Discharge animation for characters such as Zeeky to blow him up. If anyone knows of a way to make the attack destroy projectiles, I'd be very pleased :) The way the attack is now, you have it classified as S,HA (standing hyper attack). Changing it to S,HP (standing Hyper Projectile) would cause it to destroy projectiles, but then you run into other issues since the hitbox itself is attached to Rotom itself. -Originally, wash forme and its effect were all one animation. One day, I decided to make the water transparent, so I split the sprites up. The water is actually an explod, as the red hitbox is still on the wash forme animation. Read the comment above regarding Discharge - Read the previous posts of mine; Blizzard is a pain to balance, as characters are of all shapes and sizes - more damage to bigger characters, bugger all to smaller ones. In relation to this, Electro Ball accelerates, meaning it'll do more damage close-up (intentional). Again, its total damage is down to the width of the opponent. Adding a damage dampener would alleviate part of the problem with Blizzard, as it'll cause each successive hit to deal less and less damage, balancing it out. - Providing +n means power gain, I based mine around Fu Man's (which was probably not the best idea?) You mean when I said Plasma Lance gave +13 and +7? I was actually talking about frame advantage, not powergains. In laymans terms, hitting an opponent with Plasma Lance would put them into a hitstate that, when Rotom is finished with the attack animation, they would still be in the hitstate for 13 more frames/ticks. Considering Plasma Lance has like 4 something frames of startup (can't recall the exact value as I'm not at my usual computer atm), this contributes to causing the infinite I mentioned earlier. The +7 refers to the same thing, but on block instead of hit. These values can be adjusted by altering the hittime values in the hitdefs (not pausetime, pausetime should almost always be equal for both P1 and P2, since inequal values can affect the frame advantage as well) -Going back to the beta days of Rotom (I can give you the file if you wish), Rotom FAILED at comboing. He's not particularly combo-heavy now, but if you want me to include damage-dampening, I will. See comment about Blizzard above. -How was I supposed to know MUGEN's default cornerpush is buggy - is this really a problem? If you're trying to go for a solid fighting game character, it sort of is. Reason why is because moves that push the opponent back don't push them back as much when in the corner. It can also lead to situations where the both P1 and the opponent are pushed back sooner than they are supposed to, which can prevent certain combos from occuring that would otherwise. A perfect example of this can be found in Vans's cornerpush tutorial which can be found here (specifically the part about Terry's Combination Blow)
  3. Copypasta of my feedback from guild:
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