ChucklesTheJester
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[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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Post by ChucklesTheJester on Jul 2, 2015 2:01:55 GMT -6
Its important to consider that player mobility is one thing that will affect how easy or hard a game is more than anything else. It will likely be very hard to make a game difficult at all if the player can dash in every direction, double jump, backstep, etc. Having one such ability is fine but once you have more than one it becomes difficult to make attacks that arent trivialized by one or more of them without being potentially unfair. That's why I think these options should be split between different player characters, so all of them have SOMETHING, but none of them have EVERYTHING.
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Post by ghaleon on Jul 2, 2015 3:39:47 GMT -6
I think so too, I kinda mentioned that in the ks comments awhile back too. But felt I'd add a different pov instead of simply restate what I agreed with =)
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ChucklesTheJester
Ancient Legion
[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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Post by ChucklesTheJester on Jul 2, 2015 3:41:18 GMT -6
Of course, fair enough.
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JeffCross
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Post by JeffCross on Jul 2, 2015 14:02:11 GMT -6
what about sticking to the wall a'la megamanX the item could be called gecko foot (or feet)
this could be the move you get before flight or a rising jump (like alucard's Gravity Boots)
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ChucklesTheJester
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[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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Post by ChucklesTheJester on Jul 2, 2015 14:18:12 GMT -6
what about sticking to the wall a'la megamanX the item could be called gecko foot (or feet) this could be the move you get before flight or a rising jump (like alucard's Gravity Boots) Actually, speaking of Alucard and his high jump, the way he basically lands on the ceiling, feet first, instead of hitting his head like a dumbass (like Soma does ) makes me think that a character with a high jump like that could have a sort of ceiling cling move that makes them... cling to the ceiling, with the ability to move around, if they super-jump and hit a flat surface. THAT would be cool.
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JeffCross
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Post by JeffCross on Jul 2, 2015 14:28:27 GMT -6
need to do stuff now but I want to do some stick animations that show off some Traversal mechanics I want in the game XD
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Galamoth
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Post by Galamoth on Jul 2, 2015 16:05:09 GMT -6
Pfft, backdash spam is nothing compared to UEUEUE Dive kick spam. Can't forget about the "Omnia Vanitas" dodging maneuver that Julius uses, too.
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JeffCross
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Post by JeffCross on Jul 2, 2015 18:03:34 GMT -6
ok here's one it is a dodge (done with forward, forward+jump) click for a larger image
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ChucklesTheJester
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[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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Post by ChucklesTheJester on Jul 3, 2015 1:44:22 GMT -6
Why forward-forward-jump. Why couldn't that just be a dash done with the dash button. It's not like there's a lack of buttons on any of the controllers.
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JeffCross
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Post by JeffCross on Jul 3, 2015 2:13:40 GMT -6
Why forward-forward-jump. Why couldn't that just be a dash done with the dash button. It's not like there's a lack of buttons on any of the controllers. cause I want a regular dash... well this could also be done like alucard's backslide move too lol
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ChucklesTheJester
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Post by ChucklesTheJester on Jul 3, 2015 2:16:51 GMT -6
Hold forward while pressing the dash button, done, forward dash. Press the dash button in a neutral position, backdash.
Besides, different characters could have different backdash animations. Remember Yoko's handspring that covers a lot of ground and looks almost exactly like yours (well, within animation limits, it looks similar)? OR could dash either forward or backward.
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Galamoth
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Post by Galamoth on Jul 3, 2015 6:57:11 GMT -6
Why forward-forward-jump. Why couldn't that just be a dash done with the dash button. It's not like there's a lack of buttons on any of the controllers. cause I want a regular dash... well this could also be done like alucard's backslide move too lol I don't know if this would be viable...but how about an ability that requires both the Dash & Jump buttons to be pressed simultaneously?
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Post by Malek Deneith on Jul 8, 2015 9:40:27 GMT -6
Personally I wouldn't mind seeing a return of wall-jumping from Circle of the Moon. It felt oddly satisfying for some reason.
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Post by crocodile on Jul 8, 2015 10:55:08 GMT -6
As a big fan of the X and Zero series of games I'm a-ok with dash jumps and wall jumps <3. A dedicated dash button (like there is a dedicated backdash button) would be great too. I dunno if dash jumps would feel at all out of place in this sort of game (as fun as they are) but I guess its no more weird than lots of the maneuvers you could do in Castlevania-type games (super jumps, air dash, etc.) If there is a flight mode in Bloodstained (spell, item, transformation, whatever) I do hope its fast and/or you can dash in it. I'm not always a fan of how flight modes in games (SOTN included) tend to be kind of slow and you have to spend a lot of down time flying around to those previously unreachable areas. I feel it can slow the pace of the game down more than I'd like.
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wiggychiggy
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Post by wiggychiggy on Jul 8, 2015 11:04:58 GMT -6
As a big fan of the X and Zero series of games I'm a-ok with dash jumps and wall jumps <3. A dedicated dash button (like there is a dedicated backdash button) would be great too. I dunno if dash jumps would feel at all out of place in this sort of game (as fun as they are) but I guess its no more weird than lots of the maneuvers you could do in Castlevania-type games (super jumps, air dash, etc.) If there is a flight mode in Bloodstained (spell, item, transformation, whatever) I do hope its fast and/or you can dash in it. I'm not always a fan of how flight modes in games (SOTN included) tend to be kind of slow and you have to spend a lot of down time flying around to those previously unreachable areas. I feel it can slow the pace of the game down more than I'd like. I agree 100% with you Crocodile. As an avid fan of the Megaman X series--I still own my original Megaman X cartridge for the Super Nintendo--pacing is of the utmost import. The flght mechanics for previous Igavania games have really been hit or miss. SOTN's bat was excruciatingly slow for my tastes, but Aria of Sorrow's was much, much quicker. I believe in the early test footage of the game the developers were discussing the pacing and movement for Miriam's walking animation, so I'm sure they are paying close attention to the lessons learned in the past.
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Post by tyscion on Jul 10, 2015 18:38:31 GMT -6
Things I'm hoping for: Double jump Dive kick or downward sword (Zelda 2) Dash (forward or backward) Run Slide kick Short distance teleport (maybe?)
Am I missing anything?
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Galamoth
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Post by Galamoth on Jul 10, 2015 18:43:31 GMT -6
This is probably a less likely traversal mechanic to make it into Bloodstained, but...
What about, like the "Flying Armor" Soul in AoS/DoS, Miriam could gain an ability at some point that allows her to glide...essentially slowing her fall?
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ChucklesTheJester
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[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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Post by ChucklesTheJester on Jul 10, 2015 22:45:07 GMT -6
This is probably a less likely traversal mechanic to make it into Bloodstained, but... What about, like the "Flying Armor" Soul in AoS/DoS, Miriam could gain an ability at some point that allows her to glide...essentially slowing her fall? Well, why not? It's a useful ability. Speaking of gliding, though, can we all PLEASE just agree that if it's in Bloodstained, it should be activated by holding the JUMP button after the apex of the jump? There are several games that work like that, and really, there's no need to waste its potential by having it as an equipable item that has you waste time by switching from something else in the same slot.
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Galamoth
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Galamoth
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Post by Galamoth on Jul 11, 2015 6:54:10 GMT -6
This is probably a less likely traversal mechanic to make it into Bloodstained, but... What about, like the "Flying Armor" Soul in AoS/DoS, Miriam could gain an ability at some point that allows her to glide...essentially slowing her fall? Well, why not? It's a useful ability. Speaking of gliding, though, can we all PLEASE just agree that if it's in Bloodstained, it should be activated by holding the JUMP button after the apex of the jump? There are several games that work like that, and really, there's no need to waste its potential by having it as an equipable item that has you waste time by switching from something else in the same slot. I'll admit, that does sound like a better way to do it.
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Post by Thomas on Jul 11, 2015 9:32:51 GMT -6
Push and hold for any type of ancillary jump movement definitely gets my vote. In fact I'm generally a fan of using as few buttons as possible. This isn't a flight sim, controls should be as intuitive as possible.
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