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Author Topic: WIP - Dark Corners of the Galaxy - MASS EFFECT  (Read 16010 times)

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Offline mtrain

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #30 on: March 12, 2011, 04:02:36 pm »
Here is the video sample of combat. This is the test level (so it is very simple)).

Frankly, until recently, the battle planning thought slow. But watching videos of MK9 I wanted to make them more dynamic, with the possibility of combining attacks. This is my first attempt in this direction. Maybe you're something to me advise?

http://www.youtube.com/watch?v=Px83EDmwIWw#
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Offline talic

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #31 on: March 12, 2011, 04:15:01 pm »
finally something to see, the frozen frog was killing me.  :laughing:

It looks really nice, that combo system dont seem to fit very well in the style of game you are trying to make.
Maybe a combo system like in the "Mortal Kombat Outworld Assassins" by magggas will fit better.

keep experimenting, i am sure you will find something that will fit what your needs.
« Last Edit: March 12, 2011, 04:19:29 pm by talic »

Offline mtrain

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #32 on: March 12, 2011, 05:07:35 pm »
all that I have now stopper, a combat system. Want more dynamics. Although the other 2 character (about whom I would later be described) under it are not appropriate, because one - the shooter (ranged attack), and another healer (cleric). Game is for cooperative play. Each different way of fighting, so that the experiment - a way to compromise.

anyways, here is the video, i showing the level design. (recorded on phone)
http://www.youtube.com/watch?v=b3T07RxaZic#
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Offline bWWd

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #33 on: March 12, 2011, 05:10:46 pm »
ahha this looks so great :) very impressive work.Fps and smoothness speaks for itself,most mods are sprite based pixel artowrk which isnt smooth,3D renders look great with such smoothness. :)
How about juggling and air combo launchers, so you would uppercut opponent into the air and then jump after him to attack in the air.
« Last Edit: March 12, 2011, 05:13:47 pm by bWWd »

Offline Bloodbane

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #34 on: March 12, 2011, 07:07:15 pm »
Quote
finally something to see, the frozen frog was killing me.

 2nd that.

 Nice videos and cool graphics! I can see the mod better with videos (nothing to do with frozen frog issue though).

 Anyways, as for combos, I agree with bWWd, juggles would be nice. If you plan on cooperative play, I suggest that only certain characters which can perform launchers.
 The zombie in 1st video is really slow but it rises very quick.

Quote
Game is for cooperative play. Each different way of fighting, so that the experiment - a way to compromise.

 Hmmm... interesting. I might suggest making enemies which can only be defeated by certain characters or at least the former would be harder without the latter.

 For 2nd video, the falling meteors is cool but I suggest that they don't post a threat aside of knocking down players. This is so players don't have to worry much about them. But if you want the meteors as trial, at least give shadow to show where they will fall so players don't have to memorize the falling location.

 BTW is that werewolf in 1st video? he walks like human but runs like beast.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline mtrain

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #35 on: March 13, 2011, 04:15:00 am »
What do you mean about "frozen frog"   :oops: i see it in 4 posts.. :)

Quote
as for combos, I agree with bWWd, juggles would be nice
uppercut there, I just did not show it on video. This fact has me the most troubling, because if you try you can do an infinite combo. I was thinking over how to force to resist the enemies. Use escapeattack or followcond, but in the latter case, as far as I understood correctly, the enemy counter-attack only if you were attacked in a certain frame. And it is very difficult to catch just one frame. Is it possible to specify a range of frames? Let's say if I hit him in the range from 5 to 15 frames of animation?

Quote
The zombie in 1st video is really slow but it rises very quick.
It is a trifle, then all this reform.  ;)

Quote
This is so players don't have to worry much about them.
Generally, I added them just for entertainment, to revive the scene.

Quote
BTW is that werewolf in 1st video?
Not exactly, but more about that later.
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Offline bWWd

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #36 on: March 13, 2011, 06:34:33 am »
read about jugglepoints command.

Offline nocturnus

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #37 on: March 13, 2011, 09:53:49 am »
fantastic. great graphics and combos, i want to play with it ;) :)

Offline mtrain

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #38 on: March 13, 2011, 01:53:52 pm »
Thanks) I read the manual about juggling, but it hard to understand :oops:
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Offline bWWd

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #39 on: March 13, 2011, 02:19:13 pm »
Its not hard,just give enemy character jugglepoints  ,for example jugglepoints  20 in header and in player attack add jugglecost 5,so after attack connect it will add 5 points to enemy juggle and if there will be more than 20 points then attack will miss and resets to 0 again when enemy is not in pain or not in fall anims.

Offline mtrain

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #40 on: March 13, 2011, 03:46:27 pm »
Thanks) It works! ;)
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Offline Bloodbane

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #41 on: March 14, 2011, 07:06:34 pm »
Quote
This fact has me the most troubling, because if you try you can do an infinite combo. I was thinking over how to force to resist the enemies. Use escapeattack or followcond,

 IMO escapehits shouldn't be used too often to counter infinites. For bosses, it's okay but for regular enemies, it's too much. If you give the latter not too big HP, players could kill them with simple combo or any freespecials, not much difference if infinites were used instead.

 Bosses, aside of using escapehits, could use other 'defenses' such as defense (great for big ones) or dodge (great for agile ones). For the latter, even if it sounds cheap, laying a finger on agile bosses is a challenge so ability to kill them with infinite would be worth it.
 
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline mtrain

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #42 on: March 25, 2011, 07:37:04 pm »
Here is the new screenshot. I remade game hud, and perspective of level, changed format to panoramic widescreen ;)


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Offline Bloodbane

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #43 on: March 27, 2011, 12:11:43 am »
 Looks great!
 Can you explain the HUD? I think player's health bar is the one on the left with 3 on it, am I right?
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline DJGameFreakTheIguana

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Re: WIP - Dark Corners of the Galaxy - MASS EFFECT
« Reply #44 on: March 27, 2011, 01:56:34 am »
Man, your video's looking real clean mtrain. I imagine this project will take a long time so there no sense in saying I can wait, but whenever it's ready, I'll be around.  ;D

X)

 



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