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|MisterArcher||Posted on Feb 28 2010, 10:32 AM|
| I agree.
Thanks for the consideration of my points.
Still, try MorphVox, it's pretty cool.
|Titusthree||Posted on Feb 27 2010, 11:35 PM|
| I think before adding any more moves, workout the existing moves first, with regards to frame data (properties ie speed, range, damage). Only way to know what else a character needs. All attack properties can be found in each individuals character specific script in the gmk file, that I've been sending out. I can also post it here for you guys to study. However, since the xna version will play differently than the pc version, perhaps its best to wait for a playable build to be able to study it accurately.
|MisterArcher||Posted on Feb 27 2010, 10:31 AM|
| I post a lot more than I thought I would.
Anyway, I've been playing as Heavyweight and a few things about him confused me.
The first thing was that his crouching low punch and crouching low kick were the same move!
The second thing was that on his command list (F1 menu) 3 special moves are listed with the same input. That doesn't make sense!
I was also analyzing Bryan a little bit...
He has the build of a grappler (reiterating an earlier point) and he has only a few special moves. You could turn him into a grappler if you A) make him slower and stronger, made a quick jab for him on low punch, C) gave him a Potemkin Buster, and D) gave him a double full circle super combo throw that works great as a counter.
Well, that's my two cents. Please continue to note that I'm not an expert.
|MisterArcher||Posted on Feb 27 2010, 08:29 AM|
| Oh, by the way, I noticed other aesthetic things that I found kind of weird.
First, why is there a chair and a box in the middle of the school courtyard? All we have at my school is a measly statue. Why can't we have boxes?! Also, people would trip over such things in a school hallway.
Second, the students seem kinda... stiff. Background animations, while extraneous, would indeed add to the realism of the environments. Granted, a fighting game isn't what you'd make to be "realistic," stationary background characters makes the whole situation a little weird.
Sorry for double-posting and thank you for reading.
P.S.: Give MorphVox a try!
|MisterArcher||Posted on Feb 26 2010, 03:18 PM|
| You're welcome.
I do insist on the grappler when you get around to it, however.
Also, a charge character (like Guile, Remy, May etc.) would be nice (and easier to program )
As far as female voices go, re-recording voice clips while using MorphVox might help.
Thank you for considering my comments.
|Titusthree||Posted on Feb 26 2010, 01:18 PM|
1. Cause its difficult to do . THere is more work put into one single grapple/hold compared to several strikes. Jiro is a Judo practitioner and some of his initial moveset includes judo throws and aerial throws, but I decided to remove it just because of time and manpower.
2. We have not gotten around the balancing of the frames yet. This demo is the first and only playable build. It is designed specifically to be a base for testing and determine the balance for each individual character and game as a whole. It was suppose to be the 2nd phase before final release.
3. Never really good in drawing chicks. .
4. Absolutely correct.
I like getting criticisms because I do overlook some of the basics. Thanks for the insights.
|MisterArcher||Posted on Feb 25 2010, 09:03 PM|
After spending some time playing with Battle High (introduced to me by my brother, Zanza) I noticed some things about the game that could be improved. Please note that I am not an expert in any field.
1)There's no grappler. This game will not receive much popularity without the classic fighting game archetypes recognized.
2)There is almost no perceptible difference between the properties of moves. Almost all moves between all characters have a similar (sometimes identical) sprite count and damage. This also gives Khai an edge due to the fact that he can whip out 6 times as much damage as everyone else due to his unscaled combos and sets of 3 or 4 identical and consecutive chain-combo attacks.
3)Dude, where are the chicks? And why does the one girl sound like a guy?! Despite your obvious efforts (and assumed lack of female developers) this is just downright creepy.
4)There is no separate hit spark or sound effect between guarding and a successful hit. This makes it hard to tell the difference.
Thank you for reading. I certainly hope my list of grievances has advanced the success of your project.