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« Reply #5250 on: May 10, 2014, 02:31:25 PM » |
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1: Up B: It just doesn't look right to me.... It looks like there's a split second animation before charizard actually moves You mean the startup Animation? That's just a placeholder. 2: zard x neutral B: Takes just a bit too long. not really an issue 3: Transforming: I don't really like the idea of holding a and b to evolve. it's kind of hard to get the timing correct. Also I think it'd be fun to fight against an evolved charizard during a match[/quote]You just need to press A and B with the right timing. But I'm not going to be changing the button input, because I think it's fine as is. 4: Hits to transform: Make it just a tad bit easier to evolve from hits given/received What do you mean easier? Isn't landing hits already easy enough? 6: His side b should have a bit more distance Flare Blitz? I'll see what I can do on that.
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« Reply #5251 on: May 10, 2014, 03:14:18 PM » |
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Ignore the hits thing I thought I had to be hurt a certain amount as well
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« Reply #5252 on: May 10, 2014, 03:17:28 PM » |
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Ignore the hits thing I thought I had to be hurt a certain amount as well So you want to be able to increase the meter when taking hits as well?
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« Reply #5253 on: May 10, 2014, 03:21:10 PM » |
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So you want to be able to increase the meter when taking hits as well?
I'm against that personally. I mean you could do a form for if you're hurt to much, and another depending on how many hits you dish out... But I personally like earning the forms at a steep amount of hits. The point is to reward a player. The forms shouldn't be too easy to obtain, and the easier they are, the less pwerful they should be. At least as far as I'm concerned.
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« Reply #5254 on: May 10, 2014, 03:25:28 PM » |
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I'm against that personally. I mean you could do a form for if you're hurt to much, and another depending on how many hits you dish out...
But I personally like earning the forms at a steep amount of hits. The point is to reward a player. The forms shouldn't be too easy to obtain, and the easier they are, the less pwerful they should be. At least as far as I'm concerned.
i am in agreement. sure it would be a more casual way of doing so, but it would definately not be a satisfying if you took the cheap way out to obtain it
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Switch FC: SW-4190-2933-4524
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« Reply #5255 on: May 10, 2014, 03:41:52 PM » |
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Alright. I won't have it add super meter when hit.
But should I do the opposite? Make the meter decrease when you get hit? It would likely make players have to add strategy their attacks. Since currently, you can just land some hits with no consequences.
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« Reply #5256 on: May 10, 2014, 03:43:30 PM » |
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Or how about taking away points when you get hit? You'd probably have to increase how much you get when you land a hit. It's something I plan to implement in my own PSA, actually Ninja'd
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In other words, LURK MORE. In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE. 3. ... You seriously don't know who Clinton is? If only hacking Brawl paid bills. O snap But you are in a Smash Bros. thread. You can't have an opinion here.
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« Reply #5257 on: May 10, 2014, 04:17:26 PM » |
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id say decrease the meter half of how much the meter increases whenever a hit is landed.
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Switch FC: SW-4190-2933-4524
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« Reply #5258 on: May 10, 2014, 04:20:57 PM » |
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Sadly I think the stale rate for the neutral B should be increased. It only stays at 2 damage per shot,besides when it reaches the ground and make some sort of splash damage.
I believe it should decrease after 5 or 6 fire shots. the damage should go down to 1 damage 2 shot. With less knock back with each 3 shot.
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« Last Edit: May 10, 2014, 04:22:23 PM by Queen Chrysalis. »
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« Reply #5259 on: May 10, 2014, 04:35:49 PM » |
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The starting Animations for the Up Special are being worked on at the moment, so I won't have to use the Pit placeholder Animations. The Up Special Animations are done. Now I just need to touch up on the new Down Special Animations. I updated the poll in the meantime. Sadly I think the stale rate for the neutral B should be increased. It only stays at 2 damage per shot,besides when it reaches the ground and make some sort of splash damage.
I believe it should decrease after 5 or 6 fire shots. the damage should go down to 1 damage 2 shot. With less knock back with each 3 shot. There already is a stale move reduction mechanic in Smash Bros. It's there to prevent move spamming. But there is no move decay in Training Mode.
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« Last Edit: May 10, 2014, 07:12:51 PM by KingofChaos »
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« Reply #5260 on: May 11, 2014, 04:06:11 AM » |
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if you make the metter loose points when you get hit it will be pointless especially on 4 player matches you will never transforms at all, i dont find it a good thing at all.
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« Reply #5261 on: May 11, 2014, 06:21:14 AM » |
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if you make the metter loose points when you get hit it will be pointless especially on 4 player matches you will never transforms at all, i dont find it a good thing at all. I'll make a poll about it then.
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« Reply #5262 on: May 11, 2014, 12:25:09 PM » |
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I'm animating Mega Charizard X's Final Smash right now.
Who here wants me to stream?
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« Reply #5263 on: May 11, 2014, 12:26:13 PM » |
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i need to make up for the last time when i left. yes
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Switch FC: SW-4190-2933-4524
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« Reply #5264 on: May 11, 2014, 12:27:09 PM » |
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Please do so.
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