• What would this count as?

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    7
    • 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 β€œsuper op mega attack”
      Which needs to be renamed

      2022-02-02 01:20:06 UTC 1
      • Replying to: TimelostGamerIf glk will let me I still need to update that list. It’s to

        what do you want to be changed

        2022-02-02 02:12:43 UTC 0
        • Replying to: Kingston πŸ’šwhat 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 β€œfinal 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 β€œsuper strong and op attack” preferably to just β€œsuper 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.

          2022-02-02 14:31:37 UTC 1
          • 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

            2022-02-02 15:10:40 UTC 0
            • Replying to: Kingston πŸ’šwell, 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

              2022-02-02 15:18:45 UTC 1
              • 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

                2022-02-02 15:30:31 UTC 1
                • Replying to: Kingston πŸ’šok i guess.. tell me when youre done and final hit. lets sa

                  So from what it sounds like, the ko effect from ultimate?

                  2022-02-02 16:19:00 UTC 1
                  • Replying to: TimelostGamerSo 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

                    2022-02-02 16:30:26 UTC 0
                    • Replying to: Kingston πŸ’šno, its the person making the final hit and seeing as there

                      So. Your saying when they get low they HAVE to hit the β€œfinal hit”
                      I don’t think that’s a good idea.
                      And it’s super confusing
                      Can you make a anim for an example?

                      2022-02-02 17:42:56 UTC 1
    • final hit would be longer and more dramatic but def an op attack

      2022-02-02 01:36:51 UTC 2
      • Replying to: katzefinal hit would be longer and more dramatic but def an op at

        Wouldn’t it be the other way round?

        2022-02-02 02:38:27 UTC 1
        • 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.

          2022-02-02 14:10:02 UTC 0
  • Can I get temporary admin so I can edit the list?
    Some stuff In there still doesn’t make sense.

    2
  • Locked by Purp? on 2022-02-02 02:39:38 UTC

    Idle slide:
    17 frames
    3 starting
    10 active
    4 buffer frames
    4 iframes
    Only blocked by low
    Idk how hitboxes work, I’ll redo it once I read up on it.

    Too fast?

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    4
  • Moves I’ve finished

    Too fast?

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    5
  • Let’s try this again…

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  • Any more projects I can put frame data on?
    🥺

    2
  • This is a great question. When the game is already a little advanced, when you already have several characters and some scenarios. Will there be a beta of the game?

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  • Update:
    Running jump
    Backwalk
    Jump

    You might wanna include more movie clips in the group desc cause I started thinking about mortal kombat and street fighter animations and how they work. Stuff like a running jump, back jump and back walking is necessary. Or else you’re gonna have only forward animations while going backwards lol

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    • well, when they go backwards they just turn around, but ill include running jump

      but i think people are tired of me constantly changing the move list lol

      2022-01-11 19:41:15 UTC 1
      • Replying to: Kingston πŸ’šwell, when they go backwards they just turn around, but ill

        I think the backwalk/dash is a good idea. An example, of no backwalk is used in the default project
        Another thing is landing lag.
        For example, if I used a midair move, and hit the ground before the anim was fully finished, it would cancel it and play the anim and then I would be able to act again.
        An example of no landing lag is used in the default project below.
        Also, I think it would be a good idea to add rolling. But only when your on the ground. So only front and back.

        2022-01-12 14:59:10 UTC 1
  • New move, Light Hit, Intro, Combo

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  • When you

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  • O yah.
    Almost forgot about this:
    The bigger circle on the outside is the hitbox.
    The fireball is active for roughly 19-20 frames. Last 3-4 frames is when it starts going away.

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  • Air heavy punch:
    14 total frames
    5 frame startup
    Active 5-10
    Blocked by high (if you somehow hit it on a low opponent)
    This felt very weird to put hitboxes on.

    Flying knee:(I’m assuming the air heavy kick)
    12 total frames
    7 frame startup
    Active 8-11
    The juicy sweet spot is on frame 9
    Blocked by high
    And that’s it!
    Default hitboxes done!
    I’ll give the project download once I figure out how to use mediafire or something

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