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Knight (Read 4519 times)

Started by xxxXx, August 15, 2012, 10:48:17 pm
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Re: Knight
#41  September 30, 2012, 02:35:08 pm
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First of all thanks for your time guys :)

State 1100, 1101 and 1102 don't hit the enemy if he is too close.

I like a lot that when the knight attacks in air he lands in the same attack pose.

this is kinda intentional, it supposed to be a "ranged" attack

- A readme would be nice at this point, to know what moves he has and potentially what's planned for later.
- Basic combo system is odd at times. I can chain a,b,c, but not x,y,z. I can even chain a,z or x,z but not b,z or y,z.
- No run sound.
- I like how you're handling the speed effects for the sword. :) Only thing bothering me is that they stay during a hitpause. Best way would probably be to display them as a helper/explod so they can move during the hitpause, after separating them from the Knight's sprites.
- All crouching basic are misaligned. The feet move one or two pixels during the attack.
- Is it normal that the specials drain power but give back power when they hit ? Sounds odd.
- Why a superpause for specials (even though it's short) ?
- Kinda missing envshake for specials (qcf/qcb P), especially since normals have some already.
- I can chain c.LK 4 times. Dunno if this is intended.
- Same for s.LP and s.LK.
- Is it normal qcf+P has so much cornerpush ?
- qcb+P could have the start distance changing depending on strength. All versions miss at close range, while you could have qcb+LP deal 3 hits starting close to Knight.
- qcf+P in the air seems to have the stand version sprite during the superpause.

Nice progress so far. Kinda hoping next attacks will have more "power" into them. The knight is bulky, but his attacks kinda look a little weak or something. May be due to hitpause/hittime/envshake/hitsound/hitspark.

- a readme is a good idea, will work on that
- fixed, I think...
- I may change running alltogether, byt I'll ad running sound, even if temporarily
- I'll think about it, might be a good idea... but quite a lot of work
- fixed (how come I didn't notice that..)
- I kinda like rewarding players for landing hits, I'll think about it
- the superpause is kinda a test, If people say it sucks I'll remove it...
  would you say no superpause and shorter explod time is better?
- good point, adding
- yeah its intentional, but I'm thinking of adding a damage dampener for all combos
- see above
- I'll reduce it a bit
- its kinda intentional, it's not supposed to be a short range attack
- I don't think so, could you send me a screen?

Yeah, I see that too, it's propably due to sounds, those need to be much more noisy.

Man I'm so grateful for such a detailed feedback :)
Re: Knight
#42  October 15, 2012, 05:47:21 am
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Nice work on Knight so far.

All of the issues I have with the character were already listed.

But it seems that Knight still has the Triple Kung-Fu Palm hyper, complete with KFM sprites.

Will that be fixed by the next release?
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