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I agree that both fists should be closed. Just try doing it. Try attacking with the other not closed. Anyway, his reach will be definitely frustrating. You won't be able to hit anything with him so people will probably not choose him if this becomes a game.
uh, no. just because his reach stat is low doesn't mean you can't hit anything with him. do you always use the standing attack series in beat 'em ups? i'm usually jumping around, or dashing and attacking. or maybe grabbing and attacking!
there's a specific balance here. tyler's stationary attacks won't have much reach, so you'll instead want to use his speed to your advantage to run up to enemies, grab them, and pound the ever-loving shit out of them. different character means different playstyle.
still, don't take this as brushing you off. i totally understand your point, but lack of range is more important in fighting games than in beat 'em ups.
anyway, i clenched his other hand and extended his punch by a few pixels. it does look a bit better now, thank you!
I understand that but the punch was just not being practical. Now it's much better having a decent range.
Ever seen the AVGN's reviews of games like Castlevania and Double Dragon? He's like, always pissed when the attack is too short. It just feels like a chore to come up close to an enemy just to attack them when most beat em up games allow you to GRAB them when they're that close.
Like, if at that distance he still attacks, at what distance would he grab the enemy?
I think separating the feet more in the attack is a good idea.. But it's pretty good now too
well that's the thing, you don't normally walk up to an enemy to use your attack series. more often than not, i find myself waiting for the enemy to approach me if that's my planned attack.
maybe i'm just too used to being strategic in beat 'em ups!
lol you're strategic in beat em ups? me, i just.. you know
beat em up
They'll choose him if they want a challenge.
heh, i think strategically because i'm actually planning a beat 'em up.
i gotta think about these things.
again, not brushing you off, but i really feel like giving tyler a short range in his series is going to make players experiment more; and if they don't, then they've got 5 other characters to pick from.
(or maybe more? hm...)
don't forget, this is only his first punch, too. here's a quick comparison:
it's not perfect, due to the vast difference in proportions for each style, but it's probably the best i'm going to get. in the second Streets of Rage, if you measure in pixels from the forward-most foot, axel's first punch is the shortest range first attack in the game; however, his second has a good bit more range to it because he steps forward. that's basically what i'll be doing with tyler's second punch, once i get around to it.
does that help clear things up? i want to make my point as understandable as possible.
EDIT: Jetters' point also stands, just a bit. tyler can exist as a harder-to-use character compared to the rest of the cast; his moves are/will be wackier, often lacking range but packing in punch, mostly for comedic effect.
(you're all going to love the third attack in his series; tyler himself has come up with all of his moves so far)
Ok, Gors and Mendevex both said what I meant, that his hand should be closed and his other hand farther and...stuff.
I hope I'm not sounding too confusing, but I'm writing this while I'm asleep
his hand is closed, and if i make the punching hand too much farther it's going to look really unnatural.
i'm going to make him step forward a pixel more, but otherwise i'm not budging on this. tyler simply isn't going to have a decently-ranged first punch.
i understand it now, i hope he has a radular combo then!
Just a suggestion.
@Zadaben: i appreciate your help! i'm not took keen on the neck, but i kind of like the chest markings. it's giving me some inspiration. thanks!
... pff i don't even know
i probably have too many characters to manage at this point but WELP
introducing Green Sweatshirt Gal, or GSGal for short. she's an old friend that i've recently gotten into contact with again, and she's really cool!
adding her into the beat 'em up was kind of a spur-of-the-moment decision, but i think it's going to work out really well. we have yet to really talk out her character, but her stats and bio have been set up. once i make her idle animated, i'll add her to the OP.
IN OTHER NEWS, WEAPONS
right now, there are only four weapons: bats, knives, katanas, and pipes (not pictured). there will be more, once i come up with them...
The way Amber holds the knife with such a smirk makes me uncomfortable
:o This is really good,
I don't know, Amber's knife kind of looks like a screwdriver, and how exactly are they going to pick up weapons? I also can't imagine Gatsby swinging a bat like that.
GSGal looks great, I can't imagine how hard it would be to make a sweater, but that's just me. Also the pallete choice you picked for her ponytails dosn't go with her hair.
I like how her shoes look like sneakers.
1. thanks!
2. how would you pick up weapons? if it's on the ground (which it will be) you just kneel down and grab it. super simple stuff.
3. he won't swing the bat; his bat attack is a little bonk. boink.
4. can you explain how the palette choice doesn't go with GSGal's hair? i'm working with a limited palette here; if you compare all of the main character sprites, you can see they're running on the same 15 colors.
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