Post by Doan the Nado on Jul 20, 2006 21:19:15 GMT -5
First impressions (from the video only: I don't have anything to play my PS2 on right now) look good. Movements appear more fluid and everything generally looks more intuitive. My only suggestion is that it seems like it would be nice if enemies got knocked back a little bit when you hit them; otherwise, it's going to be hard to kill anything without taking a good amount of damage. Perhaps you already have that planned, but I just wanted to make sure it was something you were thinking about.
Yup doan got it, I have a variable called effect that is attached to every attack. Depending on the value it can knock the enemy back, give them a status effect like start em on fire or confused, set them to a battle strategy etc...
The demo was kinda thrown together that day rushed like. I wish you could see the gun in actin better and the combos but OH well.
Also it's most likely that only certain attacks in the combo will push the enemy back. Like the 3rd one in the XXX combo, wouldn't make sense to have a three hit combo if they got pushed back after the first hit. There's also a charge attack that's kinda a hidden combo, I'll have that knock em really far back.
My effect system is actually really advanced I set kind of effect, number of times it occurs -1 for forever, and the wait frame count for inbetween effects. There's also a priority rating for the effects. Actually I think I started this tactic in Z:Triforce...
Glad you enjoyed
Superfluous correlations through Pavlovian conditioning cause cerebral captivity for all of us.
Post by Doan the Nado on Aug 12, 2006 0:54:16 GMT -5
Yeah, that is a pretty cool-looking effect. It certainly doesn't look like anything else I've ever seen on RPGM2, and for me at least, the shock factor of, "I never knew that could be done on RPGM2!" is the best response of all.
Post by Dungeon Warden on Aug 12, 2006 11:31:19 GMT -5
Well, since I actually did something like this myself a long time ago I wasn't quite as shocked that he could do it, but the effect is a lot cooler looking then mine. I'll have to make sure my new demo has the dark room in it so people can compare the two.