5
edits
m (→Graphics: fixing links I broke) |
|||
Line 192: | Line 192: | ||
I think the reviewer was seeing the combination of (a) some unusually long "idle times" (or "nap times", as I call them) for some characters such as Tankers, and (b) the fact that fallen animations are actually kind of weak -- characters just kind of gently float to the ground sometimes, and immediately stop moving when touching said ground, which is not how it works in real life -- and (c) as the reviewer says, the enemies don't move from the time they fall to the time they get up. Honestly, I don't see a problem with (c) as long as (a) and (b) can be addressed. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET) | I think the reviewer was seeing the combination of (a) some unusually long "idle times" (or "nap times", as I call them) for some characters such as Tankers, and (b) the fact that fallen animations are actually kind of weak -- characters just kind of gently float to the ground sometimes, and immediately stop moving when touching said ground, which is not how it works in real life -- and (c) as the reviewer says, the enemies don't move from the time they fall to the time they get up. Honestly, I don't see a problem with (c) as long as (a) and (b) can be addressed. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET) | ||
:What I got out of this quote was that the AI was completely unchanged from beat down 1 to beat down 2. If you were to be beaten, tossed, punch, kicked, etc. you would fall on the ground and get up, but when you were up for the second time you would show signs that you were beaten up, you would act like you were in pain. So this is probaly a job for animators as well as character modders. Otaku-kun | |||
edits