Jump to content

AE talk:Combat system: Difference between revisions

some minor edits+answer
(see? now I can respond ^_^)
(some minor edits+answer)
Line 33: Line 33:


Also, I think throws as a whole need one big revisit in terms of [[OBD:TRAM/raw0x34|animation]] and end interpolation ([[TRAM]], field 0x178). If there will be multiplayer, then I have to admit that my system IS unfair in terms of vulerability of throwing animations, denying advantages of semi-vulnerable throws to some characters (Konoko).
Also, I think throws as a whole need one big revisit in terms of [[OBD:TRAM/raw0x34|animation]] and end interpolation ([[TRAM]], field 0x178). If there will be multiplayer, then I have to admit that my system IS unfair in terms of vulerability of throwing animations, denying advantages of semi-vulnerable throws to some characters (Konoko).
:After reading posts from other members ([[user:Love_Oni|Love_Oni]], [[user:Gumby|Gumby]], [[user:EdT|EdT]] etc.) and after a few quick tests, this is what I mean:
:After reading posts from other members ([[user:Love_Oni|Love_Oni]], [[user:Gumby|Gumby]], [[user:Iritscen|Iritscen]], [[user:EdT|EdT]] etc.) and after a few quick tests, this is what I mean:
:*ALL throw-related animations (thrower, thrown) should be semi-vulnerable, so we need to tweak those which cause character to end facing different way. Either modify them so they make victim turn back (Konoko's lariat case: force victim to turn 360°, not 180°) or adjust animation so it ends in very mild angle, max 45° from original facing should be OK (Elite's back throw). Goal is to make "sliding" back to original facing more acceptable (less eye-tearing).
:*ALL throw-related animations (thrower, thrown) should be semi-vulnerable, so we need to tweak those which cause character to end facing different way. Either modify them so they make victim turn back (Konoko's lariat case: force victim to turn 360°, not 180°) or adjust animation so it ends in very mild angle, max 45° from original facing should be OK (Elite's back throw). Goal is to make "sliding" back to original facing more acceptable (less eye-tearing).
:*About throwers:
:*About throwers:
Line 45: Line 45:


::: Also, in terms of damaging - I suggest to use [[PAR3]]s instead of internal [[OBD:TRAM/raw0x18|Damage part]] for some thrown damages, mainly for those caused by smashing/tossing victim. Bone-breaking and neck snaping should still use damage part.
::: Also, in terms of damaging - I suggest to use [[PAR3]]s instead of internal [[OBD:TRAM/raw0x18|Damage part]] for some thrown damages, mainly for those caused by smashing/tossing victim. Bone-breaking and neck snaping should still use damage part.
:::Point is that then we can easily create wall collision for such throws, at least I think we can. Then if character is thrown by Tanker's back throw near ledge, it would not cause damage because character flew over and didn't hit hard surface. If we talk about small heights - in small height animation is still played, ready to deal damage. And in case of higher height, well, gravitation does work for Tanker. Also, if he performs back throw and flings victim into wall, victim would be damaged by hitting a wall.
:::Point is that then we can easily create wall collision for such throws, at least I think we can. Then if character is thrown by Tanker's back throw near edge, it would not cause damage because character flew over and didn't hit hard surface. If we talk about small heights - in small height thrown animation is still played, ready to deal damage. And in case of higher height, well, gravitation does work for Tanker. Also, if he performs back throw and flings victim onto a wall, victim would be damaged by hitting the wall.
:--[[User:Loser|Loser]] 14:49, 23 November 2008 (CET)
:--[[User:Loser|Loser]] 14:49, 23 November 2008 (CET)
'''\NOTE'''
'''\NOTE'''


Very interesting information and ideas, Loser. I was just wincing at the jerking fallen animation bug yesterday, not for the first time or the 50th time, so I am fascinated at the simple reason for it. I never realized there were male and female fallen anims. You're saying that some animations that involve falling always end in male fallen poses, and some always end in female fallen poses, correct? Also, I only remember seeing this bug when an enemy is finally KOed, and comes to his final resting pose. Maybe normally it is not as obvious because they start to get back up right after reaching the fallen pose? --[[User:Iritscen|iritscen]] 17:11, 23 November 2008 (CET)
Very interesting information and ideas, Loser. I was just wincing at the jerking fallen animation bug yesterday, not for the first time or the 50th time, so I am fascinated at the simple reason for it. I never realized there were male and female fallen anims. You're saying that some animations that involve falling always end in male fallen poses, and some always end in female fallen poses, correct? Also, I only remember seeing this bug when an enemy is finally KOed, and comes to his final resting pose. Maybe normally it is not as obvious because they start to get back up right after reaching the fallen pose? --[[User:Iritscen|iritscen]] 17:11, 23 November 2008 (CET)
:Yes, there are two sets of fallen animations plus one bonus.Easy recognition:
*female fallen animations: ''fallen_back'' has right arm close to body , ''fallen_front'' has arms above head
*male fallen animations: ''fallen_back'' has right arm away from body , ''fallen_front'' has right arm along body and left arm slightly raised above head
:Next, usually each set of TRAMs is utilized for specified character, so you cannot see "jerk bug". But thrown animations are forced upon every thrown enemy. Animations are rigid, so in their current state you can see from time to time that they were meant to end in male or female fallen animation (usually when it is performed by wrong-fallen anims character) ^_^. Normally, you ignore this because you are hyped in action (yes, it happens each time, not only after KO), but as time passes and you are not so tense in fight ( after 8 or what years of playing... guess ^_^.) you can see this bug quite clearly. So clearly it starts to annoy you.
:Also, my apologies, I forgot to mention you in my list. Now you are in. --[[User:Loser|Loser]] 17:47, 23 November 2008 (CET)


I don't have any other specific comments just yet, but I like what you are proposing for allowing characters to move sooner after throws. Definitely a good idea. --[[User:Iritscen|iritscen]] 17:11, 23 November 2008 (CET)
I don't have any other specific comments just yet, but I like what you are proposing for allowing characters to move sooner after throws. Definitely a good idea. --[[User:Iritscen|iritscen]] 17:11, 23 November 2008 (CET)
271

edits