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Other visuals for melee attacks.
Posted: Mon Jun 06, 2016 2:44 pm
by mgtr14
It would be nice if we could have a headbutt on ground when we kick, but on the air we could still have the normal kick.
If we can't have COMPLETELY new moves because we can't come up with anything else melee can do, we may atleast add " new " moves that do the same.
Re: Other visuals for melee attacks.
Posted: Mon Jun 06, 2016 9:02 pm
by kazy
New moves would need new buttons, I don't think Gurt is going to add extra keys for a separate move like headbutt.
http://i.imgur.com/DhgMkzW.jpg
Re: Other visuals for melee attacks.
Posted: Mon Jun 06, 2016 9:16 pm
by mgtr14
kazy wrote:New moves would need new buttons, I don't think Gurt is going to add extra keys for a separate move like headbutt.
http://i.imgur.com/DhgMkzW.jpg
I meant V I S U A L S.
No new moves, just new sprites for kicking on-ground, like a headbutt.
Re: Other visuals for melee attacks.
Posted: Tue Jun 07, 2016 1:41 pm
by Lunatic
Having multiple visuals for the same action confuses things. Consistent visuals for consistent actions is what we need.
Kicks strike people that are prone. It's nonsensical to think about somebody headbutting the air and having a body below them flop into the abyss.
Re: Other visuals for melee attacks.
Posted: Wed Jun 08, 2016 7:16 am
by mgtr14
Lunatic wrote:Having multiple visuals for the same action confuses things. Consistent visuals for consistent actions is what we need.
Kicks strike people that are prone. It's nonsensical to think about somebody headbutting the air and having a body below them flop into the abyss.
Would it be much effort to code the game so that there is a kick for grounded players, but a headbutt on standing players?
Also, it shouldn't be confusing. We only have punches and kicks, and their air attacks, we all know them. Adding a " new move " for the kick wouldn't confuse us, unless the incoming headbutt is hard to notice.
Re: Other visuals for melee attacks.
Posted: Wed Jun 08, 2016 9:27 am
by Lunatic
If there are two different animations for the kick, one being able to hit a grounded opponent and one unable, I will be incredibly upset every time I go to jumpkick someone off a cliff and do an air headbutt instead. If I knock someone over in front of me, a kick will make them flop on the ground. A headbutt would have no reason to hit someone that's on the ground in the fashion we're working with unless we make the animation look ridiculous.
I like what you're going for but the way you're going for it is only going to confuse and frustrate people.
Re: Other visuals for melee attacks.
Posted: Wed Jun 08, 2016 10:05 am
by mgtr14
Lunatic wrote:If there are two different animations for the kick, one being able to hit a grounded opponent and one unable, I will be incredibly upset every time I go to jumpkick someone off a cliff and do an air headbutt instead. If I knock someone over in front of me, a kick will make them flop on the ground. A headbutt would have no reason to hit someone that's on the ground in the fashion we're working with unless we make the animation look ridiculous.
I like what you're going for but the way you're going for it is only going to confuse and frustrate people.
Why would you do an air headbutt? I'm suggesting a new animation for the headbutt when you " kick " standing players, and a normal kick on grounded players or when in the air. Not completely new visuals that will replace all of the kicks. I laugh everytime i think of headbutting someone who is grounded or in the air. The headbutt and the kick will do the same thing, just that the headbutt will replace " kicking " on standing players on the ground.
Actually, when thinking about all of the situations that is possible with opponents that can be hit by a kick, this may be hard to code.
You can't headbutt someone who is on lower ground than you, nor can you headbutt anyone who is on higher ground than you, there are alot of factors here, but if it isn't too hard to code that then it would be great if you could add in a headbutt.
EDIT: Sorry for my first response, i did a typo. I meant if it was much effort to change to code so you kick grounded players but headbutt standing players.
More Weapon Animations
Posted: Wed Oct 26, 2016 2:56 am
by Player1
| ! | Message from: KliPeH |
| Merged a new take on an idea with an already existing thread. |
More Animations
This game has all it's basic animations done, running, walking, jogging, etc. While holding a weapon, the game has completed frames when it comes to walking, jogging, and jumping, but not running or diving. Here are some suggestions, some are easy, while others will require a new drawn frame/sprites.
The easy part
- One handed weapons.
- They can easily be put on one hand while the player is running or diving.
[image broken]
(But if you can hold your gun while diving, why can't you shoot it? In a small suggestion post I made, I suggested that you can shoot while diving, if you're the player that activated the slomo power-up.), (Also on a side note, you should be able to run while holding small weapons like pistols, revlovers, etc. But the result is a way less accurate shots).
- Exception : Fire Axe will need unique frames drawn.
- Here are some reference points for it.
[image broken]
[image broken]
The hard part
- All 2 handed weapons will require, a unique running frame.
- Reference Pictures
[image broken]
[image broken]
- Katana will need to be sheathed to the side of the player now, not on their back. Also needs a running frame.
- Reference Picture
[image broken]
- Baseball Bat needs new running animation
[image broken]
Notes
- Also seeing as how this game is almost done, I believe it's time to get this over with.
Re: More Weapon Animations
Posted: Wed Oct 26, 2016 9:31 am
by NoOne
Ok it could make game more nice but now devs must release alpha trust me it needs long time.
Re: More Weapon Animations
Posted: Sat Nov 05, 2016 9:08 pm
by Player1
NoOne wrote:Ok it could make game more nice but now devs must release alpha trust me it needs long time.
I know, this is going to need at least a year and a half probably.
Re: More Weapon Animations
Posted: Sun Nov 06, 2016 2:56 am
by Duck
Yeah I think hope that they're planning on doing animations like this in time.
Even little things like this will continue to make the game feel polished, and look amazing.
Re: More Weapon Animations
Posted: Mon Nov 07, 2016 1:55 am
by Player1
Duck wrote:Yeah I think hope that they're planning on doing animations like this in time.
Even little things like this will continue to make the game feel polished, and look amazing.
Sprites take a lot of work though, lol.
Re: More Weapon Animations
Posted: Mon Nov 07, 2016 7:59 pm
by Apocalyptic
Apocalyptic wrote:I suggest a dead animation, little rare, that when someone die while shooting, he falls shooting. Just like we see in movies.
Edit: Aw, but only with automatic weapons.
My idea on how to make melee look more varied.
Posted: Wed Mar 14, 2018 10:31 pm
by mgtr14
| ! | Message from: KliPeH |
| Merged a new take on an idea with an already existing thread. |
I see alot of people say that they think melee lacks moves or looks, we only see the same punch, swing, kick and block.
Maybe a simple solution, would be to give the same moves a new look sometimes instead. Maybe a kick could look like a headbutt (Only if the opponent is standing up, of course), and maybe the punch could be a hook, and melee weapons fit for one handed swinging would get your guy to swing with one hand.
The only problem I see with this, is that it could maybe confuse people on what move is actually being done, for me, I wouldn't have that problem. But maybe it should just be simple visual tweaks, or just give some players and option to keep it on, so they can get used to the moves first?
Just an idea, some discussion on this would be nice, I really think that this could benefit the game alot.
Re: My idea on how to make melee look more varied.
Posted: Thu Mar 15, 2018 9:41 am
by StarNord
this would be absolutely awesome! I was hardly able to tell whether the game was trying to be modern or 90's back when I first got this game and something like this would make this game really unique.
It kinda reminds me of hotline miami where the player could just hold a uzi normally but instead the characters in-game hold a uzi sideways just to give you that "gangsta"(first time I used this word unironically) feel, so if the devs (specifically hjarpe) find a way to make their fighting style more Hollywoodian, it would certainly benefit the game, in both the competitive scene and, like hotline miami, give you a unique SFD feel, which it is lacking quite a bit RN.
Edit:
Hjarpe wrote: ↑Mon Jan 22, 2018 7:57 pm
but implementing new moves is a big job for poor overworked Gurt!
Hjarpe wrote: ↑Mon Jan 22, 2018 7:57 pm
a big job for poor overworked Gurt!
Hjarpe wrote: ↑Mon Jan 22, 2018 7:57 pm
overworked Gurt!
#Let's Overwork Hajarpe (if he isn't already overworked

)
Re: My idea on how to make melee look more varied.
Posted: Fri Mar 16, 2018 6:49 pm
by MOOADAM
NICE IDEA MY DUDE I THINK THAT WOULD MAKE THE GAME WAYYYYYY BETTER!!!! plus it makes SUPERFIGHTERS even more super.
New visuals for melee attacks.
Posted: Sat Dec 15, 2018 11:18 pm
by mgtr14
| ! | Message from: KliPeH |
| Merged a new take on an idea with an already existing thread. |
Since melee can look a little static sometimes (I only mean looks, not the gameplay), I think it would be great if we had different animations for the same attacks. It would also look better if one-handed weapons were actually handled like one-handed weapons. The chain actually being held like a chain, different punches (Hooks, for example), a headbutt instead of a kick, etc.
This doesn't mean new moves. just new visuals. And since this would confuse some people about which move is actually being done, it should be optional. However, I'm sure that this would make the game look better for experienced players.