Yes sir, I love Graphics Gale.CRxTRDude said:Is that GraphicsGale you're using? That looks nice btw.
Thanks don! glad to see you hereDon Vecta said:Glad you're still working on this babe. :-*
Mr.Din said:
Thanks for the input! I'm a big fan of ranged combos myself, I also like the different strings DD Crew had even though doing them was a pain in that game the idea itself is great. I also agree on putting more resources towards those other mechanics. Speaking of which in theory could setting the autoland feature to allowing players to land automatically when thrown by another player be manipulated to making the throws into a team throw? I was thinking of setting specific fall animations that actually uses their team move animation while this same fall (say fall9) would just be normal falls for enemies. Does this setting also work for custom throws?Damon Caskey said:Mr.Din said:
I'm always a big fan of ranged based combos, and as you said, it will let you cover the different flurry strings Sega gave the characters across each game. Best of all it's super easy to do, you can script it in a couple of lines ultra precision, or use the built in range based combo feature that works quite well on its own.
I wouldn't worry too much about joystick input combos though. That effort is probably better spent on making sure the overall fighting system is in place. It's not a Streets of Rage game without the grappling, counters, and team throws. Those are what set SOR apart from Final Fight back in the day and allow the series to still stand strong even now.
DC
I actually have a few alternative endings for some combos like a 360 swing for max for example.fredo46 said:Just to say i'm a big fan of different combo finishers depending on direction pressed on last hit of combo. I loved RocketViper and most of all Nightslashers X for that. It's easy to master and gives many possibilities depending on surrounding enemies.
Just a quick question, do you guys think a ranged based combo system similar to golden axe and DD Crew would break the flow of the game?
Speaking of which in theory could setting the autoland feature to allowing players to land automatically when thrown by another player be manipulated to making the throws into a team throw?
Does this setting also work for custom throws?
Thanks for the feedback I'll keep all of this in mind!Bloodbane said:Just a quick question, do you guys think a ranged based combo system similar to golden axe and DD Crew would break the flow of the game?
It depends on how you set the combos. If you set bad combos, the answer is yes but if you set balanced combos, it won't and OTOH it adds special feature to the mod
My suggestion is to balance the ranged combos. Close ranged combos should deal bigger damage and or added effect compared to middle ranged ones
Speaking of which in theory could setting the autoland feature to allowing players to land automatically when thrown by another player be manipulated to making the throws into a team throw?
Hmmm... that might require script. Not for the autoland but for setting different throw based on who is being grabbed.
In detail: If player grabs enemy, perform regular grabattack and throws
If player grabs other player, perform combo attack
An old beat'm up game by name of West Adventure has this feature
Does this setting also work for custom throws?
In fact, it is best to use custom throws for this purpose
I'm aware that there's a command set in models.txt which sets autoland for players BUT setting this will cause players to autoland from enemy throws as well which is not what you want
Therefore it's best to use custom throws![]()
but I could see potential in vaulting over barrels and boxes to activate team moves without another player any thoughts on this?
I think a great example of creative team moves is taking max's new 360 swing move and it to launch the other player at enemies, this is activated by pressing static special while holding from the front, back and special would launch the player behind you instead kind of like the punisher.
Bloodbane said:Oh I thought you're talking about team move from SoR3. I don't know all of them but I know for sure that if Axel grabs Blaze from her back then jumps, he'll jump high above Blaze and perform air shoulder attack
That team move is doable if barrel is grabbed instead of other player
Cool!
For Max, he should be able to simply toss the other player up. The tossed player can perform attack which deals more damage than regular jump attack
I'll check these out all of them sound great.Speaking of team moves, some other games with team moves are:
1. Night Slashers
2. Denjin Makai
3. Ghost Chaser Densei
In #3, from game demo you can see that Belva can toss Iyo after grabbing her. In that game also, players can perform super move which costs whole MP bar together
In #1, the coolest team move is if one player jumpattacks on other player, the latter will toss the former to air again and the former will perform alternate jump attack