NED
Well-known member
Thanks
I'm using various sound effects to emphasize the moves.
really few of them are actually "broken bone sounds"
These particular sounds are spawn by an entity when the move finishes enemy.
(Eg. submission move)
The move display is not exactly what I was looking for initially.
It was meant to be a ceiling hold (locking legs and arms)
But to avoid creating more damage sprites, I used a combination of "camel clutch damage" and "boston hold damage"
for most grapple moves I use "sweat sparks"
When the grapple move actually break a bone or hits ground I use a regular spark (but a really fast one) It was really hard to tak the screenshot
I like you idea of damages affecting enemy's values.
It seems a little hard for me, but I would gladly add such a system to my wrestling mode
It could be something like
Head/neck damage = reduce MP by 5% or 10%
Back damage = reduce defense by 2% or 5%
Arm damage = reduce all attacks by 2% or 5%
leg damage = reduce walk/run speed by 2% or 5%
For the moment, pinning system is only based on enemy's life level.
With a small random factor on it.
It makes sometimes possible to pin an enemy with 15% of life, but it's really rare.
An enemy with 5% of life would be pinned easier.
I'm thinking of adding a bonus score value with winning is done by pin (only in wrestling mode)
I'm using various sound effects to emphasize the moves.
really few of them are actually "broken bone sounds"
These particular sounds are spawn by an entity when the move finishes enemy.
(Eg. submission move)
The move display is not exactly what I was looking for initially.
It was meant to be a ceiling hold (locking legs and arms)
But to avoid creating more damage sprites, I used a combination of "camel clutch damage" and "boston hold damage"
for most grapple moves I use "sweat sparks"
When the grapple move actually break a bone or hits ground I use a regular spark (but a really fast one) It was really hard to tak the screenshot
I like you idea of damages affecting enemy's values.
It seems a little hard for me, but I would gladly add such a system to my wrestling mode
It could be something like
Head/neck damage = reduce MP by 5% or 10%
Back damage = reduce defense by 2% or 5%
Arm damage = reduce all attacks by 2% or 5%
leg damage = reduce walk/run speed by 2% or 5%
For the moment, pinning system is only based on enemy's life level.
With a small random factor on it.
It makes sometimes possible to pin an enemy with 15% of life, but it's really rare.
An enemy with 5% of life would be pinned easier.
I'm thinking of adding a bonus score value with winning is done by pin (only in wrestling mode)