Hmm, hopefully he can spare us some of his knowledge. I find this sort of thing pretty interesting to look over.
The problem with moving and attacking to gain charges, and the character being weak before they have charges, is that early game you have an underpowered character that requires not only a lot of work to get up to speed, but a lot of work dealing with a character who is outright better from the start. I like the idea of augmentation vs sort of leveling up because of this. Its less of a drastic transition, and takes the character from good to great, instead of from okay to great. If that makes any sense.
Where as, if you have charges that you just input, you can stack them when you get an opportunity as opposed to whenever you get enough hits in. See what I’m saying? It changes the focus from “Oh no, I need to move a lot and get a lot of hits in or I can’t do anything” to “I need to get some knockdowns to get my charges in”. You create the chances to gain those charges. Think Jam from Guilty Gear if you’ve ever played it.
For example, lets say you sweep your opponent, and the sweep is cancelable into a charge. So its like, c.hk xx HKHKHK or whatever the notation is for mashing an input. If its setup to activate on 3 quick taps, then you can sweep and quickly double tap HK again to cancel into your charge. Boom. One stack. Then you can spend that stack to augment a move. Lets say he has a rekka sort of lightening punch. If you augment it, it spends one stack, and does more damage (or some special effect like stagger). For the battery idea to work, I feel like you’d have to have this bar that you watch charge up throughout the match, and then you get a stack when its full. Almost like watching a second super meter. That’s a lot more to keep track of than an input to charge.
This.
Hmm, that does sound a bit easier for people. I just liked the idea of charging as you move, you know? Like he’s using the friction of movement to charge himself up. Perhaps he can use movement, and the charge inputs. That way he can gain charges without always having to do the special. Makes it easier to gain charges, and he can gain bits of charges during his combo’s, so if done right, he can gain 2 charges in a combo, or gain a charge mid combo to be able to pull off a move.
It does sound like Jam, as well as Bang and one of the characters from TvC.
If she shows up at all, I’m on top of it. If she’s a “special assist” component of Panzer, that’s actually all that much better.
I’m sort of sensing equal parts Jam, Robo-Ky and UMvC3 Frank West from this proposed character design. On paper it seems good, but I feel like outside of theory it would be far too messy to maintain as a player and balance as a developer.
It’d have to be one or the other. And though the battery idea is extremely original, its overly complex to achieve something simple. The input for it is less complex, and less original but proven effective in other titles. But hey, I’m no dev, so if it can be made possible then by all means! haha.
More Jam, less Robo-Ky, and I don’t play Marvel so I don’t know anything about Frank in that game.
Actually, you may be able to tell. If you look at the if statement that checks in the 10th color is unlocked or not. You then follow the code that sets the 10th color unlock as true. It should give an input or a value to make that statement as true
I don’t think it’s impossible. You make the movement charging passive, and the moves only uses the full set charges. A combination of 50 makes 1 charge. Each step/punch adds one to the counter. It’s slow, and not a realiable way to gain charges, but it’s there for a little extra boost.
I call Umbrella main! B/c she’s adawable.
As a side note, did anyone ever post that image of the Diving Egret for me? Photoshop crashed so I lost the stick art I was working on, but I’ll try it again tonight. Making an Egret propaganda poster to use as the background art for my stick.
The 10th being unlocked would be in the save game, not the game data files.
Better question is whether the game executables were stripped of symbols
Nope, it just lists which things are locked and which things are unlocked. There’s no if > then statement.
I think it’s a good idea. She’s the mechanice for Panzer, so she well be always around him to assist him and make him better. I’ll cover him and her more when I do my next character playstyles post. Gonna cover him, Hive, Anne, Mrs. Victoria, and Black Dhalia
I did some game programming, and program now. I can think of some ways.
Lets say your punch attack variables are A, B, and C. Kicks are Q, W, and E. A Movement counter(something seeing if the character is not in their idle or block stance), is F. Everytime one of your attack animations goes off, it adds 1 to the battery variable, lets call it K. For every 15 frames you are not in idle or block, 1 is added to the battery. When the Battery hit’s 50, 1 is added to the charge counter, called P.
So the code could look something like this.
If(A == true)
{
K +=1;
}
If(F == a multiple of 15*i forget the exact coding to check it a certain int is an multiple of 15)
{
K=+1;
}
If(K >= 50)
{
P += 1;
K = 0;
}
That makes much more sense, haha. Welp, looks like we better just make our own game.
I personally can’t wait for Big Band. They said he plays like Q from sf3 and I mained the shit out of him.
I imagine he kind of charges ahead like Q would with armored moves. But I also imagine he has something being done with that iron-lung/saxophone. Maybe a sort of projectile that has to do with sound. He might even have a breathing mechanic, who knows for sure. I haven’t been disappointed thus far, and I don’t plan to be.
I tried to get it, but discovered you cannot take screenshots with the PS3 in this game. Reverge must not have included that feature, even if it uses the PS3 function for it
I burst out laughing when I saw that in game.
Ah. Dang it.
Oh well. It was worth a try to suggest that
^^No, seriously, can anyone help me with this? I’m not asking for help doing a certain combo, I’m asking what kind of damage I should be shooting for, with any character.
Wha… Even Reverge spells “Squigly” incorrectly…
Feels bad, man. ;_;
Haha. I doubt I could make a game as awesome as skullgirls. Besides, there are some other steps, and the code may be written differently depending on what programming knowledge they used. I’m sure mike can say if my idea could work or not in a full fledged game like Skullgirls. It should…
I think 7K and higher with one blockbuster seems to be a adequate combo.