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Author Topic: Chrono killer Update  (Read 2997 times)
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Phemt
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Never said You suck, but could say your game does


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« Reply #15 on: August 15, 2009, 09:58:29 AM »

You need some wide-area attacks to deal gangs of enemies, or players are easily bored by those plain combos.

Let's put this on a FAQ; how to make a mod!  laughing
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Best OpenBOR games:
1) Art Of Fighting - Beats Of Rage: Remix III
2) Night Slashers X
3) A Tale Of Vengeance
4) Infection (DEMO!!!)
5) Saint Seiya: Death & Rebirth
6) Captain Commando & the Avengers
7) Vampire Hunter (DEMO!!!)
just like Don that crazy pig from guangzhou China.
ore ga kowaii no ka?
Bloodbane
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Dark Dragon


« Reply #16 on: August 17, 2009, 11:41:20 AM »

You need some wide-area attacks to deal gangs of enemies, or players are easily bored by those plain combos.

 I agree with the former but for the latter, it depends on enemies health and combo damage. If combo can kill many enemies quick, it won't bore players IMO.
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OpenBoR Manual

"The more often enemies attack, the more open they are to counter attacks"
maxman
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« Reply #17 on: December 27, 2009, 06:38:28 PM »

Sorry you didn't like so much this mod. I wanted the gameplay to be like dynasty warriors with a ton of enemies on screen. The game was too easy with a few enemies at a time. The character sizes are what they are. Can't please everyone. Its funny how people go out of their way to create something and put it out there for everyone else to enjoy but there is always some hater who comes along that can't do anything but hate on people
Nice additions for having Links, Trunks, and (Samurai) Jack in it. I like that. But the one that makes me feel bored the most, is fighting tons of enemies after defeating Magus and the three in the Magus level. I'd say it's too much. I spent almost about an hour to fight against them and quit after I completed the level. However, I like Dynasty Warriors and it's fun to defeat tons of enemies.

You did a good job with your mod. Good job. thumbs_up
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Favorite mods from now:
A Tale of Vengeance
Art of Fighting: Beats of Rage Remix III
BurnKingdom
Denjin Makai Zero
Double Dragon Gaiden
Fire Emblem (by NickyP)
Rhythm of Destruction: Street Fighter Edition
Valdivia Ransom (demo)

Whoever doesn't understand text speaks, ask me and I'll translate (for you) to English.

Projects on WIPS (and not):
Dragon Duo (on WIP)
Captain Commando (MVC style, not yet started)
bowsersenemy
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« Reply #18 on: December 29, 2009, 09:25:17 PM »

i think one way to go about it, is to consider it like this: you're making a 3D game, with 2D sprites. and when you do that, you need to take four things into consideration:

vertical size: do you want your attack to hit enemies higher up or lower down?

horizontal size: how far do you want your attack to reach?

width of attack: imagine you are your character. you have an enemy coming at you from your side. how far away do you want your attack to hit them?

type of attack: is it supposed to be love taps, hard hits, or bone crushers? is your attack a regular hit, or do you want a clearout move?

dynasty warriors styles are supposed to be about moving and hitting, yes, but you need surrouding attacks too. for a good idea of a character, look up the burning gundam in dynasty warriors gundam 1 or 2. or even better. wing zero. another good thing to remember, is that in dynasty warriors, the enemies are cheapos, and don't realy do alot, except for the special characters, and in BOR, they usualy attack repeatedly. so it's more of an attack frequency issue there.

but i did play your mod, and it's rather fun outside of the fact that enemies group in and bombard you with endless attacks. the music is good, the character choices are good, and the attacks, while few, are nice. and to those that think trunks and link are just add ins, watch the intro. it's a fistival of time to celebrate those that have traveled through time to save the world. thus, the time traveling trunks and jack, and not to mention the hero of time.
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