Ppl want PANZERFAUST!
Oh my God…
Someone call Ahad and tell him this HAS to happen. It’s so brilliant… ;_;
I want to see his chains play music when done correctly.
Thanks, I haven’t seem that.
I am very fond of Painwheel.
Oh, damn. The way he was talking, almost sounded like you were actually physically there.
Giant post time:
zferolie and anyone else, be aware that not only do I not read speculative character descriptions, whatever you post I’m likely to avoid implementing even if I like it, because I hate having people go “HEY THEY USED MY IDEA I’M A GENIUS” wrongly. It’s hard enough having Mr. X do that and his was a GOOD idea. :^) Also because you don’t disclaimer it so we could get sued.
Not a bug, they are vulnerable to hits on purpose because it’s awesome. If you hit them with something and they recover, they can block the drop. Her Lv3 and assist can do the same thing.
Well, where is it? I’m waiting…
Yes, there is. Also, that’s not code, that’s script. You won’t find the 10th palette code in there, I promise. I’m not that naive. (^.^) And saying “notes you left in the coding” is the equivalent of saying “dialing up the Google on them internets.”
HOWEVER, here is an open challenge: I designed all the palette effects, which are in that text file you pasted. I am not great visually, and you can edit that file. So if any hacker wants to make a better on-fire effect for Parasoul than what’s already there, take a video and if we like it we’ll use it. For really real!
“Combo Stage” in the info box is useful for all this, btw.
1 = (optional) jump-in section (free)
2 = ground series (free)
3 = first air combo or 2nd ground series (watched)
4 = special case if they land before you do (watched)
5 = limited (watched, and if you start a chain with something you hit with *at all *during a watched section = infinite)
In your example cr.HP = stage 2, j.LK->MK->HK = stage 3, ground chain to cr.HP = stage 4, j.LK = stage 5 and a repeat of the j.LK you used in stage 3.
There’s at least one reported bug of a move triggering stage 5 early, but this isn’t it. :^)
Nope, those are left over from when we were trying hard to work in those two as extras within the original release schedule. Whatever order DLC is in, even if it’s exactly that, those are unrelated. Also Squigly is spelled wrong, haaaaaaaaaaaaaaaaaah.
I had a feeling this was going to be the case… I remember Capcom said that when I was making moveset for UMvC3… My dream is to be a designer that writes up all this stuff, and makes these ideas… I really enjoy writing them. I feel bad that if I write something really good, it then can’t ever be used…
So even if I post a disclaimer, you can’t read it? Because I really wanted your thoughts if I am even designing the playstyles for characters the right way or not.
If I worked at prestigious fighting game company I would hire you. Your ideas are really cool.
Anyone can have ideas, the thing that separates successful people is doing something about them.
I may read them, but the thing is if I say I’ll read 'em or give any feedback, and a similar mechanic shows up later, then you don’t know whether you can take credit or not…and the answer in general is not. This is a whole grey area that companies prefer to avoid.
Seriously? Thank you very much I am very glad you like them.
What did you think of my last 2, Panzerfaust and Deep Violet?
It was all in jest, besides I haven’t spoke about it in months.
That seems really different than how you explained IPS in the past (Mainly the whole 1 = jump in). I’ll copy-paste that to the wiki thread so Pizzarino can update it.
Then what do you suggest I do with them? if I am more creative through imagination and writing, how do I go to move up in the industry, or even get in? Programming I tried… and while I was good I couldn’t keep up with the pace of the school, plus disliked Fullsail
I bet people say this all the time, and i bet it doesn’t matter if I say it or not, but I am perfectly fine with you using some of my ideas. The character is yours after all, you really own all the rights to it.
And if you can, perhaps you can tell me if the style I am using is even right, or am I not going into enough detail? I know frame data is priorities are inportant, but should I be putting that stuff in the basic idea of the characters playstyle, or does that come later?
I guess I’m saying is would you or anyone working at your company make a inital playstyle for a character the way I did it basic stuff first then fleshed out, or would it be a lot more detailed?
Same here. zferolie has passion.
Sadly I don’t think he can. Company policy. Back in 06 a bunch of people were speculating on a certain game…it was a game series that had died 10 years ago. Many of us gave many ideas and in the end they told us the same thing. I’d post the whole story but it is pretty lame/boring/sad.
You really need something to contribute other than ideas. If it isn’t programming it’s art, especially for a small company that doesn’t really have the money for a guy who’s job is to just come up with ideas.
Have you guys been playing locally at all? We had a tournament today for Skullgirls and Xtekken. I went, but no one wanted to play it, so it ended up being Xtekken only. Hopefully things are going better for you guys lol.
GGs to Sanger. Zoned me fucking hard with Peacock. I dropped a lot of my Fortune corner combos, but I feel a bit better about my playing now.
I mean, I’m starting to land said combos! That’s a start.
Oh good, I didn’t like that spelling anyway.