It's great that you guys like this one more then the prepunches, hehe.
Okay, time for another big ass post...
Pain said:
do you press your keys to dodge/block when you see thr arrows coming up? or do you have to wait untill that person has actualy started the combo?
When you see the arrows comming up.
Velos said:
question though, at about 55 seconds into the vid when gohan and goku are fighting,once gohan finished his combo,goku went into a combo of his own,but i didnt see anything like at the begining of the melee sequence where you select what you want to do. did i see that right? or was that just two really well edited together clips?
That kind confused me too, maybe it is
Hitokiri said:
Of course the real question is: Does trunks use his sword in advanced melee?!
At the moment, he doesn't. After we get closer to completing the melee system we will add sword support, pretty fx, and all those goodies.
(Should have answered Evil_Trunk's and Lord Killmore's questions)
SailorAlea said:
It looks good, except the input for when the enemy is stunned seems to leave people awfully open for energy attacks from a third person, unless they're immune.
Always like to get positive replies from you ^_^. At the moment you can take outside damage, it hasn't been a problem since I don't usually play with more then 2 people on a server (while testing). I'm leaning twords invunerabilty or reduced damage.
Pain said:
also, if mouse2 does nothing while not in a fight at the moment, scrap the charge swoop and strap it on mouse2
Huh..?
Scorcher2k said:
I have to say I really like the animations but I just feel this slows down the game to much. If you took the whole ddr type deal and made that into the block/melee struggle than that would kick ass. I think straight up hit melee should be faster though and without pause because I think thats what popularized the betas and dbz for that fact. Keep the autopunching and the throw for sure but I just have something against the wait time. I realize the other person is trying to block the stuff but at this speed its like waiting for a turtle to cross the road compared to the current melee. I know this isn't a final edit and thats why I'm offering crits. Just please find a way to keep it fast.
Question to joe: In another post you said currently you can only wall jump when thrown at it. Could you add wall jump into the current melee so that we can still wall jump if we use the cvar to use the old melee?
First paragraph: We'll, we really can't make it faster. To keep it playable for 56kers, or people with over 100 ping, we can't have it realtime, or it will be impossible to block the attacks. We've been planning this melee system for months, and we really can't think of anything... Since you guys know most of the melee system, feel free to give suggestions.
Second paragraph: It's not really a walljump. HarSens is coding regular wall jumps. What happens is you get tossed at a wall, and you "stick" on it for about a second ( min/max stick times are CVARs, along with a turn on/off cvar ), and you press jump to "hop" off the wall, which takes a lil ki.
Jonesdaniel said:
I've been wondering what happens if 2 people swoop at the sametime. I noticed that the guy that had to dodge was the guy standing still. So when 2 people swoop at each other, is there another type of melee struggle thing ?
Like i said in my previous post, nothing at the moment. We want a melee struggle or something of that nature to happen.