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::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. | ::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? --[[User:Iritscen|Iritscen]] 14:08, 20 September 2008 (CEST) | ::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? --[[User:Iritscen|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). --[[User:Iritscen|Iritscen]] 17:57, 20 September 2008 (CEST) | |||
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Separate question that came up on another wiki page: have you fixed the MURCOMthrow_fw bug (where the legbreaker doesn't always play the right animation?) --[[User:Iritscen|Iritscen]] 14:13, 20 September 2008 (CEST) | Separate question that came up on another wiki page: have you fixed the MURCOMthrow_fw bug (where the legbreaker doesn't always play the right animation?) --[[User:Iritscen|Iritscen]] 14:13, 20 September 2008 (CEST) | ||
:In this version of throws, this bug is gone. BTW, do you know that this bug (wrong animation played) appeared also in vanilla Oni? It was different throw and it was not that frequent. Can you gess it? | |||
In this version of throws, this bug is gone. BTW, do you know that this bug (wrong animation played) appeared also in vanilla Oni? It was different throw and it was not that frequent. Can you gess it? | ::Are you referring to Konoko's Backbreaker, which magically attracts more enemies if they come in from behind her while she'd doing it? --[[User:Iritscen|Iritscen]] 17:57, 20 September 2008 (CEST) | ||
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