I have a habit of answering all the feedbacks in detail, I hope it does not bother anyone.
I agree with Ilu about shooters. Aside of fighting against super heroes, it's for game balance. Heroes with long range attacks + block ability should be facing shooters or long range attackers
Indeed. One beneficts of having a guns is that you can shoot while the enemy haven't saw you yet. Plus, Quicksilver puts the gunners to shame
1. Platform at end of 2nd stage
As you can see, noone can walk to front while standing on top of platform. This looks odd since there's no fence nor anything
You should either:
a. Put fence to show that the front area is inaccessible OR
b. Widen zmax allowing walking to that area. You will need to set wall in lower area before the platform
I am aware of that. This happens thanks to a optical ilusion. I will put a wall to block the lower are before the platform.
2. Tiger Shark
I love it when he jumps in and out of water. My concern is why can't he jump further back when he jumps out of water? Player could stand on back of pier to avoid getting hit by his attack. He should be able to jump there.
you mean why he can't jump further so he can hit someone is standing on the highest area of the pier? This will be done on a different way: he will switch between jumping from the lower area, jumping from the highest area or not jump (and calling many minions). I have a dev version where he already does it.
Switching arrows is fun lol, its so damn useful,Great job Ilu
I did not thought Whirlwind will be on the train stage, he defeated himself hehe
Thanks! There was a bug on the pier stage related to the icons, but now its fixed. The same code will be used on Scarlet Witch, Storm, etc
About Whirwind, that stage is just for test (for now), so you won't face Whirlwind there.
I think its a bug, but:
when i am using War Machine, i did a smart bomb but i canceled it using the foot dive attack, but he sorta did not do a grunt when he did the foot dive, he just said "Smart bomb!"
The bomb is so smart that you even can't see it, lol. No, its a bug. I need to change the way he cancels the moves.
(though much easier to defeat than the Golem or that fork-lift!).
hehehehe the Forklift is the enemy that I most like. He enters on the screen going over anything, even his teammates. On previous versions, he was going over even on obstacles.
I found Diamond Form overrated because it doesn't look or feel as powerful as other Avenger Powers. But that's because Emma actually has a different playstyle (which is good!). She doesn't "nova" (spend all power at once), she is consistently good over a longer time (which is actually pretty good in a beat'em up, while not so much in fighting games). Same thing with Vision and Beast.
I think you mean underrated, no?
One Avenger Power that's even more lackluster (IMO) is Ironman's. Beam is too small. :/
This is a personal taste, and one of my main focus: I wanted to make each char as much unique as I could. I avoided to make chars just different sprites, but plays all the same (I hate that). When I create a move, I study all the possibilites and its functions (like I explained
here).
For example, let me explain some particular points:
- IronMan' AP is fast and covers the whole screen in a straight line
- Emma's AP is mode change power
- Vision's AP is more and passive power rather than an active power. (And Vision uses the intangibility a lot on comics)
- Warmachine's power covers the whole screen, but in random spots and does less damage than the other AP.
- Beast is the only which calls a NPC
- Hawkeye have a arrow system, but can't run.
- Warmachine is the only with free style combos
- Each char have a random combo finisher (Two, at least)
And so on...
BTW, I think it's inconsistent to map jump attacks that knockdown or don't differently for each character. You should stick with D+A for combo starters, and use other commands for different attacks (smart bomb).
Yeah, sometimes this bothers me a bit, sometimes not. I still need to think about.
Have you tried to do it, err... mathematically? See how wide each attack box is vertically, then define a relationship to find the horizontal.
Example (with numbers that have no relation to your mod): Vision's beam is very thin on Y, let's say 10 pixels, then Z could be 7 pixels wide. Thor's lightning is huge, 50 pixels, so t could be 35 pixels wide in Z.
First, I need to discover something I haven't found at the manual: If we put 10 at Z range, it means 10 pixels to front and 10 pixels to back (20), or 5 pixels to front and 5 pixels to back (10) or even just 10 pixels to back. Got what I mean?
About thor's lighting, if you mean the hyper version, its intentional. Special and AP have greater range than normal attacks.
Last night, I shared with my brother your Avengers mod and told him to look through Control Options. Then I found out that you configured keys S for special and F for Attack2. Didn't notice until I looked at it.
Yeah, I will map block to Attack2 (or Special, still need to decide)
when I used Captain America to do any of his last attack (shield and kick) on Whirlwind in train stage and boss room, it looks like Whirlwind is missing a bbox so he falls to the ground without being kicked out.
I know, its my fault.