AE talk:Combat system

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Revision as of 10:26, 27 September 2008 by Loser (talk | contribs) (for iritscen)
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CLEARED 10/27/2008


Loser, I have a quick question on something pretty basic, but I don't remember seeing it addressed before. Does pressing the 'back' button have any effect when blocking? Does it do anything differently than blocking by pressing nothing? *Can* it be made to do anything different from blocking while doing nothing? --Iritscen 00:19, 20 September 2008 (CEST)


Yes, It makes you more likely to be hit ^_^

serious stuff: when you press "back", character performs two animations: step back A, then step back B. Step back A is vulnerable for all characters, step back B again for all except Konoko, she has it "block high". So better is to do nothing.
Well, you inspired me -> I will try to set both back steps as "block high". Maybe it will be good. Thank you very much ^_^.

--Loser 06:28, 20 September 2008 (CEST)

Yeah, if you compare it to fighting games (within my very limited experience), backing up automatically becomes a block when under sttack. I had seen Konoko go into blocking status while backing up but I wasn't sure it was consistent. At the very least, it should be consistent and not matter which foot she's on.
I was also asking this because I was wondering if an animation can be set up to be used only while a character is back-pedaling and being attacked. Is that possible within the current framework of how TRAMs work? --Iritscen 14:08, 20 September 2008 (CEST)
There is NO possibility to make character play different block animation just because character is doing back steps. No parry/reversal ^_^. Once bit "BlockHigh" or "BlockLow" is set, it simply blocks according to already existing and hardcoded mechanics.
Also, I won't give block status to backpedaling, only I will try to give it to back steps. Blocking while backpedaling = cheap. But backsteps...maybe it will spice up melee. We will see.
"No parry/reversal" Hey! Stop reading my mind! It's creepy :-) But that's too bad, that we can't play other animations. Oh well.
Re "backpedaling"; sorry, I forgot that's not a common word and that you might not know what it means; backpedaling simply means "running backwards at a constant rate" (the movement resembles pedaling backwards on a bicycle; Konoko's backwards run is a beautiful example of backpedaling). --Iritscen 17:57, 20 September 2008 (CEST)


I was reading about offset 0x3C in the TRAM, where the attack statuses are set, such as BlockHigh/Low. It's not possible to take advantage of a new bit value in there, is it, to allow for a new kind of blocking status? It looked like the fourth bit is unused, if I read that right. I guess the point is that the engine would have to be hacked to make an 'if' statement based on that bit, right? I don't know how hard that would be; probably a question for Neo. --Iritscen 20:01, 26 September 2008 (CEST)

Yes, that is for Neo. Still want to make more sophisticated melee, eh? Me too, trust me (read my personal page ^_^). But I would save these ideas. We cannot do very much with engine so far. Altough Neo can, imagine that you have to "learn" AI2 this new ability as well. That means far more than just a few lines of code. --Loser 12:26, 27 September 2008 (CEST)