Hey man, thanks for the video and the feedbacks. Yeah, Black Cat wasn't that good on the first release, but then she was rebalanced. She still needs some fixes though.
She's got three aerial attacks, but two of it are similar if not say identical. I think there is need of changing her J,D,Attack with attack that must be directed to the ground.
I will take a look.
Also, her Sommersault attack isn,t good for combo finisher because enemies thrown far away even by one Scratch.
Its works the way I imagined it. Its a combo ender (you can combo two scratches then use it) so it will send the target far away.
And her Avenger Power is got problems with hitting bosses. But you know it already. Well, I know that it is not completely useless, but I don,t use it manly because I don't want to be left without power to do very powerful Double Scratch Combo. And for some bosses grab+Sommersault works well.
Yeah, I am aware of that. Maybe this fix will be done only on the next release, it depends of how much free time I will have since I need to redo the whole code.
I see in manual some Spidey-like grab move but it don't work. Is it me doing something wrong? Or may be it would work only in next demo?
And mustn't enemies thrown by Scratch attack hit their comrades standing behind?
Its not a grab. Its her jump and D,F +Attack move. About the scratch, I need to check if any falling enemy hits other enemies or just when they are thrown.
And some crazy idea: is it possible to give player possibility to cancel her J,D,F,Attack with pressing, for example, Jump? And then use this aerial attack again without landing and even in different direction? Like Spidey-style.
Although, I think changing directions could be problematic. D,F,Attacks works only in direction that character faced, and to hit in another direction you need to turn him around. May be it is some engine limitations because I see it in many openBOR beat'em ups.
On the first case, I think its doable. On the second case, I need to think about it. Most of times, I don't let any player I code (OpenBOR or Mugen) turn around while attacking. If I ever add this, it won't be for everyone, because each one has different fighting skills.
- there are some problems with colors of health bar, they changes not accordingly to its length;
> They change it, but each character has different health value, so it changes based on this.
- spiked wall in last stage has size bigger than it is drawn;
> I think you mean the collision box, I will take a look.
- there are some kind of invisible wall under falling items. It's easy to see in fight with Madam Masque;
> Yeah, I am trying to fix it.
- Emma Frost in Diamond Form can't call helpers, may be it's intentional but probably it is a bug;
> Bug, I fixed this.
- Luke Cage sometimes damaging player and sometimes not;
> This is an engine bug. I don't know why the blood hell the decides to hit players, even when he is coded to NOT hit them. I just gave up trying to fix it.
- in second bonus stage there are restrictions for using special attacks, but in the end lays some power ups, so it may be a bug. And Thor can use only regular attacks on this stage;
> Those power ups were intented to be used on the next level, since you don't refill the power bar when you complete a stage. But since people complained about not being able to change the character in every stage (something I don't agree at all, but I decided to listen the players), maybe I need to change the MP item to other thing. The AV ID card makes sense.
- when Hydragolem lands after his jump character closing on him and being knocked down, but robot just standing still;
> Its to simulate the area of damage of someone that big and heavy stomping close to you.
- if character hit by three falling from sky Trapster's glue projectiles he takes constant over time damage until glue disappears;
> You mean the glue hits multiple times upon hit, if you are close to two glues? This is something I already fixed on the past, but I made a mistake and overwrite with an older version.
- in some boss fights enemies could chain their electric attacks, even several enemies. For example, I've been hit by Hammers lightning while falling Sparkster hits me with floor electric attack and then second Sparkster made same thing and hits me too;
> Fixed on my dev version.
- Tigra's Circus Roll do not use any power, and her Bad Cat attack sometimes don't do any damage and almost don't work on bosses and some other enemies like Guardians;
> I need to check about the power consumption, but Bad Cat works differently based on which kind of enemy she hits. Big robots will make her flip back.
- sometimes when you knocking down some bosses you've been knocked down as well. It happens when Thor throwing Bowman, and when you just grabbing and simple beating Hammer.
> This is weird, in Bowman case. Can you explain to me which of Thor's throw were you executing when this happens? Hammer will break from grabs (Bowman too) if you land too many hits or takes too much time to hit him.
About your other suggestions:
- there might be needed some kind of the sound when your power bar is empty and you trying to use special attack;
> I think I do prefer they simple do nothing instead.
- while Vision is use his invisible state you do not know when it ends, may be there should be may some kind of signalization in last 5 seconds;
> Its on my plans to make a gauge bar or something.
- some enemies can stun characters like Hydrabots with freeze ray or Trapster with his glue and you just stands still waiting either they hits you or it just end. Well, in old beat'em ups you could shaken this state by some button smashing. It's good to see something like that in this game;
> Yeah, this could work on glue case, but not on freeze case. In fact, Trapster's glue is too strong to someone to break from it (in comics, it can glue even Hulk, while on this game glue doesn't works on Hulk).
- there are many falling objects, Trapster's attack when he shoots to the air, even Hammer's three powerful lightning strikes. May be like in old beat'em ups show some kind of marks on the floor several seconds before attack to give player opportunity to avoid this danger because for now it's just a russian roulette;
> This crosses my mind for a while. But I ended not including this, because I want a harder game.
- I think Brand should have ability to change weapons not only in weapon mode, and player could see weapon icons always;
> This is doable, although I let her icons only in weapon mode so player can have mode visual aid to see when she is in weapon mode or not. And its cost less memory that way.
- bosses health bar drawn in lower part of the screen sometimes hiding some objects, it's especially annoys in Madam Masque fight.
> Its annoys me too sometimes, but its a common thing on old beat em up games. I tried to move it, but we don't have too much free space for that, unless I move the enemies bar close to the player's bars.