I’ll probably use Mediafire, then.@Miru, I'm sorry, but I had to remove your video links. BitChute is an extremely controversial platform. I don't have a personal problem with BitChute, I don't like censoring, and I'm no fan of YouTube polices, but I can't risk BitChute's legal and image issues potentially spilling over to us. Please use a more agnostic platform.
DC
I’ll probably use Mediafire, then.
Head swap are pretty common on games. Final Fight 1 had three for basic “dug” enemies.Some design variation can be good to give a visual pleasing feeling when playing.
But yes, I would avoid charcters with the exact same behaviour / actions
Yes, basically what I meanHead swap are pretty common on games. Final Fight 1 had three for basic “dug” enemies.
In this case, even if the Fog character doesn’t change any attack pattern, I think it’s worth because it will still put some visual variation.
Different palettes not seen in the original games also help in this area.
I haven't planned how many features the training mode will have, but any suggestion is always welcome. We already have some at the debug menu, like hitboxes, but the frame data and combo timers can also help to improve the balance and gameplay along the SORX development.I'm wondering how many features the training mode will have? Stuff like frame data, hitboxes, and combo timers would be very useful for Rebellion mode players to find the bread-and-butter combos of various characters. I'm asking this because I've done a bunch of Rebellion Mode runs as various characters recently, and found some solid combos for characters like Ringmaster, and would be interested in going in deeper with the roster.
*Edit by DC* Video links removed. Please do not post BitChute links.
I didn think so far, but these are good ideas. However, I think it can be developed after the main game structure is working well.On that note, how about an input tracker/display, showing the inputs you've pressed? Button prompts showing what moves you can cancel and/or link into would be fun too. Make sure the hitstun timer and the combo input timer are separate, to make "Final Combination" (lower level normal attacks repeated without the finisher) easier to track. Pipe-dreams would include saving and loading states and making the dummy play back certain actions, like in Skullgirls, and recordable combos like Them's Fightin' Herds.
I'm saving some unused voices for future custom characters.On another note; given that Break uses Axel's US SOR3 voice and SOR3 Shiva uses the US voice, what are the plans for SOR3 Blaze's US voice, and the JP voice of Yamato? I feel like Yamato's JP voice would work better for him, with Harakiri using the US voice for Yamato.
This one already exists on the latest SOR2X version 2.3.1 and is present on the SORX too.A feature I’d like to see added is the ability to change how your jump works, so one can have jumps like in 1, 2, or 3. 1 is interesting because you can turn around and do instant air reversals with your air attacks
Both were added on the latest SORX version.Options for changing how weapons work (SOR3 durability, for example) could be nice too. Being able to choose between 2 or 3 combo type would be nice too
I need to think of a way to access and change the pause delay for every attack box, currently I don't know how to do it with scripts. But it's a good idea too.Maybe even being able to change up the pause delay between 2 and 3 style?
No problem, any feedback is always welcomeToo much options if you ask me...
You don't need to use any option, the "default" configuration already is the gameplay style I want to achieve. In this case the only option you need to use is the "start game".I think it's better to stick with one gameplay style based on what you want to achieve, Kratus.
Sorry buddy, I need to disagree with this point. The existence of the SORR doesn't invalidate the creation of any other SoR based game.If you want customization, there is SORR already.
Looks fun!
@kimono