If glk will let me I still need to update that list. It’s too confusing.
In regards to the anim, it looks more like a startup to the “super op mega attack”
Which needs to be renamed
Replying to:Kingston 💚what do you want to be changed
Remove slide anims, any number of intros but preferably 2 or 3, any amount of victory screens preferably 2 or 3, not fully sure about taunts but again 3-4, no final hits(what’s a “final hit” anyway?), all blocking anims need a idle, all blocking anims need to have a anim where you actually block an attack(shield lag.(needs to be universal(the same)for all characters)), a out-of-guard anim, remove the hang on ledge anims since the game isn’t smash bros-like anymore, remove normal combo. Change the wording to Autocombo. Only light and heavy autocombo, the hang on wall needs a idle anim but can be 1 frame, it needs a jump off/on wall anim, should be optional for all characters, rename “super strong and op attack” preferably to just “super attack” or something. Backwalk anim, run only plays after dash. As far as ko attacks go, there should be 2 ko anims. One for any weak attack that hits them and one where they get launched. Only exceptions are if for say someone’s super attack had a special anim that plays if they died from it like Joker from ultimate.
And other stuff I would put the this reply is too long. Which is why I was asking for temporary admin so you didn’t have to write it and potentially mess up the list again.
Replying to:TimelostGamerRemove slide anims, any number of intros but preferably 2 or
well, slide anims should stay as there are slides in multiple games and when someone is running and do a sudden turn there should be a slide
there should be 1 intro and victory screen, as 1 it would be a lot of extra work for everyone and 2 it can be like a signature intro
a final hit is the last damage you deal on someone before they get kod
ill add blocking idles and when you block an attack
hang on ledge should stay because some maps will have floating platforms
the wording for combo is fine cuz some people might not understand what an autocombo is
jump off wall is a good idea
backwalk isn’t necessary
Replying to:Kingston 💚well, slide anims should stay as there are slides in multipl
O when you said slide I thought like a actual slide attack anim.
Ok, from what it sounds like, your going back to smash bros style game. If that’s the case, auto combos should to be removed completely. And the final hit thing still doesn’t make sense. Are you talking about some mortal combat fatality or something? If that’s the case then you don’t need end screens/victory anims.
It’s still very confusing.
Can I still edit it? Like I said it’s just temporary. Once the list is done and fully fleshed out you can take it away
Replying to:TimelostGamerO when you said slide I thought like a actual slide attack a
ok i guess.. tell me when youre done
and final hit. lets say there’s a red stickfigure and a blue stickfigure. the blue stick is very low and will die in one hit, the red stick has the upper hand.
So when the red stick makes his final move it will be an extreme punch as the blue stick will be kod and it will have a cool effect
Replying to:Kingston 💚no, its the person making the final hit
and seeing as there
So. Your saying when they get low they HAVE to hit the “final hit”
I don’t think that’s a good idea.
And it’s super confusing
Can you make a anim for an example?
Replying to:Purp?Wouldn't it be the other way round?
it can be but the purpose of a final attack is to make sure the enemy is destroyed and idk if a 2 second attack is gonna do that unless he’s just that powerful lol, but at the end of the day it’s up to you just my opinion on it.
If glk will let me I still need to update that list. It’s too confusing.
In regards to the anim, it looks more like a startup to the “super op mega attack”
Which needs to be renamed
what do you want to be changed
Remove slide anims, any number of intros but preferably 2 or 3, any amount of victory screens preferably 2 or 3, not fully sure about taunts but again 3-4, no final hits(what’s a “final hit” anyway?), all blocking anims need a idle, all blocking anims need to have a anim where you actually block an attack(shield lag.(needs to be universal(the same)for all characters)), a out-of-guard anim, remove the hang on ledge anims since the game isn’t smash bros-like anymore, remove normal combo. Change the wording to Autocombo. Only light and heavy autocombo, the hang on wall needs a idle anim but can be 1 frame, it needs a jump off/on wall anim, should be optional for all characters, rename “super strong and op attack” preferably to just “super attack” or something. Backwalk anim, run only plays after dash. As far as ko attacks go, there should be 2 ko anims. One for any weak attack that hits them and one where they get launched. Only exceptions are if for say someone’s super attack had a special anim that plays if they died from it like Joker from ultimate.
And other stuff I would put the this reply is too long. Which is why I was asking for temporary admin so you didn’t have to write it and potentially mess up the list again.
well, slide anims should stay as there are slides in multiple games and when someone is running and do a sudden turn there should be a slide
there should be 1 intro and victory screen, as 1 it would be a lot of extra work for everyone and 2 it can be like a signature intro
a final hit is the last damage you deal on someone before they get kod
ill add blocking idles and when you block an attack
hang on ledge should stay because some maps will have floating platforms
the wording for combo is fine cuz some people might not understand what an autocombo is
jump off wall is a good idea
backwalk isn’t necessary
O when you said slide I thought like a actual slide attack anim.
Ok, from what it sounds like, your going back to smash bros style game. If that’s the case, auto combos should to be removed completely. And the final hit thing still doesn’t make sense. Are you talking about some mortal combat fatality or something? If that’s the case then you don’t need end screens/victory anims.
It’s still very confusing.
Can I still edit it? Like I said it’s just temporary. Once the list is done and fully fleshed out you can take it away
ok i guess.. tell me when youre done
and final hit. lets say there’s a red stickfigure and a blue stickfigure. the blue stick is very low and will die in one hit, the red stick has the upper hand.
So when the red stick makes his final move it will be an extreme punch as the blue stick will be kod and it will have a cool effect
So from what it sounds like, the ko effect from ultimate?
no, its the person making the final hit
and seeing as there’s gonna be the final hit every time can you remove the other 2 kos
So. Your saying when they get low they HAVE to hit the “final hit”
I don’t think that’s a good idea.
And it’s super confusing
Can you make a anim for an example?
final hit would be longer and more dramatic but def an op attack
Wouldn’t it be the other way round?
it can be but the purpose of a final attack is to make sure the enemy is destroyed and idk if a 2 second attack is gonna do that unless he’s just that powerful lol, but at the end of the day it’s up to you just my opinion on it.