In VP juggling could give you magic crystals that raised your gained exp in that battle, but I think they want post-battle healing to be only with Iddhi.
That's exactly what I'm thinking: at the end of a battle, if you can keep juggling a dead Goomba, you'd consequently build Iddhi from the juggle, which in turn would lead to healing once the battle's done.
Of course, but I ment you can tell she's a 2D char in a 3D field. Just blend it a lil better and the Fore/Backgrounds will look great. *chin stroke* like Skullgirls.
While this is true she currently sticks out so much it's rather jarring, I'm sure this won't be the case forever though, Skullgirls does a great job of characters not blending in without looking so out of place that it's distracting, LZ is more than capable of finding a balance.
Man, time to play on stick
It's a prototype, don't hope toooooooooooooooooooooooooooooo hard. Although we do have the functionality with the HUD itself, I may not get to implementing it.
Blocking is an action that can only happen during enemy attacks. Attacking is an action that can only happen during not-enemy-attacks.on blocking are you holding your attack button to block? that seems like an accident waiting to happen. since you hold L1 + character button to use iddhi wouldn't it be good to have say L2 + character button to block? is blocking a turn action that runs out after the opponents turn is over or is it an active action like in fighting games?
Once the last enemy dies, that's it. Other enemies, yes.
There is mad juggling.
There totally are wider enemy attacks, and you hold multiple buttons. It's not as hard as you think because you can't do anything ELSE during that time, but it does require some finesse.@Mike_Z Since blocking works by holding a characters assigned button, how will that affect enemy aoe abilities? Specifically, are there going to be any enemy abilities that can hit the full party? I can imagine that being a hassle for controller users in the heat of the moment.
Also the later Wild ARMs games.
For the prototype? No.
For the prototype? No.
For the prototype? No.
For the prototype? No, I have no time to rework macros.I'm a slight bit worried regarding the method of blocking, but only because I use a keyboard and tend to have issues with... I think it's called ghosting. I fear being unable to block with everyone at once without having to use an abstract/uncomfortable control scheme simply because my keyboard will not accept too many specific keys being pressed at once.
Thanks! I appreciate the suggestion to do extra work on a free thing, for people who might not donate!
You want characters to pop from the background for the same reason you want them to have distinct silhouettes. However, she'll look a lot more connected to the stage once she has a shadow.
I ment the completed game.
It's a prototype, don't hope toooooooooooooooooooooooooooooo hard. Although we do have the functionality with the HUD itself, I may not get to implementing it.
Also the button config will help you with that.
Blocking is an action that can only happen during enemy attacks. Attacking is an action that can only happen during not-enemy-attacks.
(As an analogy, in Skullgirls PP is dash if you aren't blocking, and pushblock if you are. It is possible to mess up, but you improve on that with skill.)
Once the last enemy dies, that's it. Other enemies, yes.
There is mad juggling.
There totally are wider enemy attacks, and you hold multiple buttons. It's not as hard as you think because you can't do anything ELSE during that time, but it does require some finesse.
Also the later Wild ARMs games.
For the prototype? No.
For the prototype? No.
For the prototype? No.
For the prototype? No, I have no time to rework macros.
It is certainly a shame you haven't managed to acquire a $10 gamepad in the decades such things have existed...
I think everybody's forgotten the amount of work Lab Zero and Mike did in making things accessible for a variety of old things and what's been an issues with keyboards for years.
I can't read!
it's ok. You're pretty busy and can't always catch everything.
I took out my logitech when I read the blog post and I know that it's doable in practice. I guess my concern is the frequency and variation of aoe abilities.
I mean that it feels fine for me and it feels doable if I had to rapid press it. I am just curious about the frequency and configurations of aoe spells available. I'm used to RPG's that have more traditional front and back lines but the diamond shape of VP and Indivisible mess with that convention.people who can't press all four face buttons with their thumb will probably be able to map those buttons to the shoulder buttons. and vice versa for the shoulder buttons. Maybe there will be two controller setups one for battle and one for exploration so if you do use the shoulder buttons for battle you won't have to use those same buttons to jump or use the ax during exploration. Jumping with R1 would be kinda weird.
In VP, the front is your front 3 people, and the back is the single person. And the only difference was that you couldn't physically attack people in the back without arrows or magic, no defense buff or anything.
So "aoe" is dictated by attack animation and relative position gotcha.
Hearing that sure thing makes me want to support you!
You know, you're right. My attitude is completely wrong. I'll let render and Ravidrath handle things, they're nice.
I hope you mean you are willing to come back here after the campaign to discuss development. Near everyone, if not flat out everyone in this thread appreciates the transparency and likes to have a better understanding of the development process and the game in general.
you play eliza, big band, squigly.... enough said.
I'm still trying to figure out what this even means
Love the custom typography.
Those colors are all placeholders, stolen from existing Skullgirls characters when I didn't have any in-game assets to test them on. :]Speaking of linguistic symbols, the screenshot demonstrating Razmi's healing spell has a huge, white and magenta colored sahasrara symbol. That's the crown chakra. First time seeing the chakra theme extending beyond the logo and Ajna's name. Makes me wonder if the other chakras will be used in a similar fashion. Like vishuddha can be used to cure status ills or anahata could be used for a haste buff.