User talk:ONIrules: Difference between revisions

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--[[User:Loser|Loser]] 16:15, 3 August 2008 (CEST)
--[[User:Loser|Loser]] 16:15, 3 August 2008 (CEST)
Loser: please keep your modding focused, so that you don't spend ages designing "new moves" when you could include them in a later release; please keep your modding modular, so that the more controversial parts can be made optional in a release; please distribute .oni files rather than OUP-importable data chunks when you can; please double-check your modded .raw parts carefully, because you don't want the release to be plagued with memory corruption; what is the most current release of your modded TRAM (did you fix all of the issues present [http://geyser.oni2.net/edition/20080121/ HERE]?), and do you believe it is ''stable'' (i.e., that it doesn't cause memory corruption and random crashes)? Please reply. Oh, and once your roadmap is clear enough, you can put that kind of talk on AE:Melee and AE_talk:Melee (and on more specific pages like AE:Spam-proof_melee and AE:Char-env_collision and...)
Loser: please keep your modding focused, so that you don't spend ages designing "new moves" when you could include them in a later release; please keep your modding modular, so that the more controversial parts can be made optional in a release; please distribute .oni files rather than OUP-importable data chunks when you can; please double-check your modded .raw parts carefully, because you don't want the release to be plagued with memory corruption; what is the most current release of your modded TRAM (did you fix all of the issues present [http://geyser.oni2.net/edition/20080121/ HERE]?), and do you believe it is ''stable'' (i.e., that it doesn't cause memory corruption and random crashes)? Please reply. Oh, and once your roadmap is clear enough, you can put that kind of talk on AE:Melee and AE_talk:Melee (and on more specific pages like AE:Spam-proof_melee and AE:Char-env_collision and...)
:[[User:Geyser|geyser]] 16:41, 3 August 2008 (CEST)
:[[User:Geyser|geyser]] 16:41, 3 August 2008 (CEST)

Revision as of 14:41, 3 August 2008

Hi ONIrules, I have been watching you for some time (I mean it in good, no stalking ^_^). Looks like you are similar to me in terms of modifying ONI. How about joining our forces together?

Point is: Your TRAM hacks are awesome, but there IS already similar idea by me. I am not saying I am better, NO. We are SAME. Just...I am working on enhanced TRAM system now, this time I want to do more job than just add a few flashes/trails and make a few moves deal more damage or stagger enemy. I want to make combat system a bit deeper, less spam-able and maybe more fun.

My visions:

  • add wall smashing (3 particle system) to knockdowns and some throws, so combat is more environment-interactive
  • add new TRACs for boss-characters (Barabus, Mukade), modify their moves so they are more powerful (not overpowered, just more powerful)
  • add new moves for these TRACs, of course these will be modificated moves that are already present in ONI (I cannot create new moves so far, I have tried and FAILED ^_^)
  • get rid of riddculously large throw distances of come chars (strikers- throw range 20!), make throws work more like "counter attacks" than like regular moves
  • overall add some "new moves" such as side rolls (not that pseudo-roll which is made when you move mouse while character lies on the ground, but real side roll, should be performed by pressing left/right key while on the ground, which will make character roll quickly to the side, not on one place)
  • reduce invulnerability of some moves (mainly specials and throws) so you are vulnerable at the beginning/near the end of the move. This should makespecials less spam-able
  • get rid of unblockables as much as possible (no it is not fun to have unblockables, AI2 is dumb in this and WILL try to block these attacks), some unblockables are must (RIF moves for example) these should do only symbolic damage to avoid abusing
  • in terms of special attacks, replace unblockable with heavy stagger if attack was blocked + of course set 1/2 block damage flag for these moves
  • maybe change ninja's block for "pseudo dodge" for Mukade
  • and lots of other changes

This is NOT full list, it is just brainstormed right at the moment from what I have in my head for at last 2 years. If you join, we will discuss details before we get to work. I want, because in two it will be easier.

So...would you like me to join you on our (almost same) goal? If yes, then we can make sorta mini-team (2 people ^_^) which will do this TRAM modding for others.

Please write your reply in this discussion,

--Loser 16:15, 3 August 2008 (CEST)

Loser: please keep your modding focused, so that you don't spend ages designing "new moves" when you could include them in a later release; please keep your modding modular, so that the more controversial parts can be made optional in a release; please distribute .oni files rather than OUP-importable data chunks when you can; please double-check your modded .raw parts carefully, because you don't want the release to be plagued with memory corruption; what is the most current release of your modded TRAM (did you fix all of the issues present HERE?), and do you believe it is stable (i.e., that it doesn't cause memory corruption and random crashes)? Please reply. Oh, and once your roadmap is clear enough, you can put that kind of talk on AE:Melee and AE_talk:Melee (and on more specific pages like AE:Spam-proof_melee and AE:Char-env_collision and...)

geyser 16:41, 3 August 2008 (CEST)