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When's Melty on Steam?
ahaha that's no--wait, what?

Topics - Xavori

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Hisui / Hisui wake-up?
« on: July 16, 2008, 08:46:51 PM »
What should Hisui do on wake-up? And what are the pros and cons of 5B? ((It's not covered in the main Hisui thread's "Normals to know" section.)) Also, is the stuff-fu command 2142A or Ren-style 214A2?

2
Akiha's Tea Room / Fighting game mechanics [06-06]
« on: May 29, 2008, 07:04:01 PM »
Well, summer's here for me, and I've decided to waste it making my own fighting game.

I just wanted to see how peoples' opinions were on different aspects of fighting games, what I could do to improve the genre, and what to totally avoid. Anyone can voice your opinions, and if possible, try to refer only to the question at hand and not to other peoples' posts-- this is the internet, after all. I know how easily flame wars can begin. :3 But you're all very nice people.

Anyways, here we go. I'll try to add some sort of category to the questions to give some sort of order to it all...
-0) System: My main question. How important is it to have similarities between character controls? For example, every character in Melty has some sort of hitconfirm>ground combo>launcher>aerial combo>air throw, with the exceptions of Sacchin and Kouma, who only omit the aerial hits section. Could you adapt to characters with entirely different movement? Like if a character can only make diagonal jumps, or if a character's dash is actually how they block, or if a character cannot block low hits? I don't mean simple things like different moves, but instead a completely altered way of playing for each character.

[05-29]
-1) Prorate: Usually, damage scaling increases with each hit, but what if there were some moves that actually lowered scaling?
-2) Combos: In games currently on the market, what's your favorite way to prevent infinites? e.g., Melty Blood's 3-wallslam/groundslam rule or Circuit Spark, or Scarlet Weather Rhapsody's system, where each hit adds a certain percentage, and once it hits 100%, the opponent is invincible?
-3) Stage: How important are background elements to you? Do you prefer really influential stages like DoA4's dinosaurs, or nothing at all?
-4) System: Health recovery, yes or no? Building off of Melty, should there be ways to increase red health?
-5) System/Combos: Weight classes? Can I make people learn different combos for characters of different size or falling speed?
-6) Combos: Aesthetically, do you prefer launcher>aerial combos, or ones where you stay on the ground? Do you like ones where you're on the ground but your opponent is juggled in the air, or where you're in the air and your opponent is on the ground?
-7) Stage: Along the same line of thought as the above, should the stage be longer or taller? Or should different stages vary in dimensions?
--+) With different dimensions, characters who utilize wallslam combos, or perhaps wall-jumping, would be more or less effective.
-8) System: How should the system punish projectile spammers, turtling, and button mashing?

[06-02]
-⑨) System: Should every move be able to clash into every other move, except for A attacks? Or should only some of them have clash frames/hitboxes?
-10) System: Should the system punish repeated use of the same move?
-11) Stage: If stages do differ in some way, should I make it mandatory random stage select? Or do you really enjoy picking the stage? If it's about the music, could I just have a jukebox selection instead of a stage selection?
-12) Characters: Do you like attacks that move you, like Ciel's Bladesinger, Mech Hisui's jetpacks, or Sion's airslide? More specifically, could you use a character that moves faster by whiffing attacks than by dashing?
-13) Attacks: Should most ground moves be air-unblockable?
-14) Attacks: What are your opinions on lower- and upper-body invincibility? And why should attacks where a character is on one leg give her lower-body invincibility? Can I make it so they're untechably knocked down if they are hit low?
-15) Attacks: Should attacks that hit certain areas of an opponent deal more damage or have some extra effect, like the above?
-16) System: Should there be a way to force a turn, especially in the air? It would make things like the Sacchin 4-way available to every character, but I'll find a way to prevent this.
-17) System: Should an EX-shield autoshield the rest of that specific move's hits?
-18) Attacks: What's your opinion on persistent projectiles?
-19) System: I'm going to add some sort of throw prevention, but should I make it possible to counter-throw, or just release yourself from it?
-20) System: Should I make different kinds of throws, or make 6/4 throws have different throw prevention commands; for example, if the opponent uses 6AD, you have to press 4AD?
-21) Combos: If you're in a combo, should you be allowed to ground grab as an ender instead of air combo>air grabbing? Warakia seems to have the perfect height to catch an opponent, if you try throwing his ground throw out in a combo.
-22) System: Should I split up attack and clash hitboxes, and have a clash occur whenever two clash hitboxes collide? If so, should clash boxes be larger ((more clashes)) or smaller ((more trade-hits)) than the attack?
-23) System: If you clash, should you be able to do some sort of movement, or should you be forced to attack until someone wins the clash war? For example, a clash war starts, but instead of attacking immediately, I could roll backwards. If the opponent knows I will do this, they can press forward to slide forward and continue the clashing, or use a longer ranged move. One can also dodge upward and up diagonals, but then they can lose completely to an air-unblockable. It's the same case in the air, except one can dodge downward and down diagonals as well.

[06-04]
-24) System: Are there any auxiliary moves ((evade, airdodge, slide?)) that you like? Should only some characters have them?
--+) And which should have a button hotkey, like Melty's A+B to dash?
-25) System: Of the many cooldown-reducing moves like EFZ's Instant Charge and Guilty Gear's Roman Cancel, what parts of them to you like, and what don't you like?
-26) System: Instead of wasting your entire circuit, in the case of Circuit Spark, should I add one that uses up half of your circuit, but allows you to tech in a direction? The opponent could use one of the above and attempt to tech punish.
-27) System: Should there be a way to EX Shield on the first frame of wake-up, at the cost of a large amount of circuit?
-28) System: What should be the consequence of a counter hit? In Melty, it's just added hitstun, but in Scarlet Weather Rhapsody, you have to change your entire combo, since the opponent goes flying.
--+) And aerial counter hit?
-29) System: Should life carry over into the next round? Should circuit? Should you be allowed to sacrifice life to retain circuit, or circuit to retain life?
-30) Characters: Should a character have a move that uses up life to regain circuit, or circuit for life? ((Kamui, Arcana))
-31) Lunch.

[06-06]
http://midoryoku.deviantart.com/art/Futsuu-tte-iuna-87835049
More images in the gallery. Auu... tired. Should I flip the updates around so that the new stuff is at the top of the page?

Even if all you want to do is say something regarding only one of these, please tell me!
---
http://midoryoku.deviantart.com/art/Fighting-Mechanic-cycle01-87399201
So here we are. A possible way to solve turtling, and implement buffs and healing. Remember, only possible, not good. =X

3
Melty Blood Auditorium / Lobby Bot on #MBCaster
« on: May 25, 2008, 08:34:34 PM »
Changelog ver 2.01:
Nooooo~ My perfect program! Now the version number is so ugly! (゜д゜)
Just kidding.
!host now replaces existing values.
http://www.mediafire.com/?mxytyt9mc5s

Changelog ver 2.0:
!ip now works, complete with correct #.#.#.# format! Finally! The amount of time I spent on this was about equal to the entire rest of the project, so this basically warrants the full version increase. Or something like that.

New lobby commands allow for the sorting of players by status:
!lobby now displays available players first, then players who are already playing.
!openlobby displays only players looking for a game.
!closedlobby displays only those already playing.
Lobby display format looks a little better.
More little bug fixes.

http://www.mediafire.com/?myg1dnzsigj


Changelog ver 1.2:
!reset now has a notification.
!lobby now states "IP - Comment - Opponent's Name."
Lots of bug fixes that occur within a very specific set of parameters, but it's always good to be prepared, right?

Changelog ver 1.1:
!reset added. Use this command after battles to reset both your and your opponent's status.
!lobby command refined, now with the format Name - IP - Comment - Playing. Playing now states whether they are guest or host, who they are playing, and the Host IP.
!ip now actually says your IP. Sorry for my noobiness. No it doesn't.
---
Hi guys~ I recently made a lobby system for use in #MBCaster only, and cannot be used in #MBAC. It stores the names and IPs of people who wish to play, as well as a few other functions. It's not that great, but I hope that it will catch on, so that the process of finding an opponent can be streamlined, at least somewhat. At the very least, there'll be a few !lobby's, instead of a bunch of "ft5" spams.

"!host <IP>" adds you to the list. You can add a comment to the end, and you can type "x" for your IP if you can't host.
"!play <Nick>" informs your opponent that you wish to fight.
To remove your [Playing] status, type !comment.
"!remove" removes your name from the list.
"!lobby" lists all players, available and already fighting.
"!comment <comment>" adds a comment to your name if you are already hosting. Not filling in anything for the <comment> field will remove your comment.
"!ip" will tell you your IP address.

Etiquette says for you to !remove your name from the list if you're going offline. ^^

Again, don't use this in #MBAC or you'll get kick/banned/Oyashiro-sama'd.

I'm open for any suggestions, too!

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