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I've only just found this but I'm honestly in love with how clean it looks. (Also I just really like the concept of being able to play as an actual animal in a fighting game)
I've only just found this but I'm honestly in love with how clean it looks. (Also I just really like the concept of being able to play as an actual animal in a fighting game)
Awesome man thanks for checking it out! Dog it our next character we will be cranking on him soon!
this brings up an interesting question about his size and how you're going to implement him and his hitboxes with out it being... too weird [?]
Animal Characters have been done before in Fighting games, the most notable examples are Iggy from the JoJo Arcade Fighter and Amaterasu from MvC3.
Each dog is dealt differently in terms of their sizes and how they interact with hitboxes. In MvC3 Amaterasu may look like she is quite smaller than the rest of the cast where you can place her in the same group as V.Joe, and Arthur in terms of small characters. Because of the game having small characters there are a ton of moves that look like they would whiff even when up close to the character however due to the game's very universal mechanics these moves actually do not whiff. There is however a visual whiff, where your eye looks at the given animations of both your attack and the opponent's reaction and from the height difference it looks like the move is not actually hitting the opponent, despite it actually hitting.
As you can see it's a little janky looking, especially when it's done in a 3d fighter. It just... doesn't Click.
Oh the other side of the fence Iggy is a extremely small character and from this there are a ton of moves that actually do whiff on him.
Notice how the Bottom part of Jotaro's Arm doesn't even come close to matching the same height as Iggy's ear. It's a total whiff. and because of this it makes combo-ing a real pain in the ass. So much to the point where him and Pet Shop are now banned from Tourney play. People just do not want to deal with their shit.
I present these examples because i'm a tad afraid some of your Moves might not work on Dog given his possible height at only 30 inches aka 2 feet and 6 inches.
Moves like these have major issue with possible Visual and HitBox mismatching:
Roy is aiming at the head of a person, not a dog, so this move is either going to actually whiff, or we're going to have the Marvel effect where it Visually Whiffs but due to hitboxes it actually doesn't.
and
I'm just curious as to what you're going to do address this stuff.
either way, SUPER Excited to see Dog popping up soon!
Amaterasu was the main example that popped into my head, but I actually forgot that the hitboxes are a bit weird. I feel like it's more fair/feels better to them them able to be hit normally, imo whiffing a hit bc a character is short kinda sucks (i.e. Yoda from SCIV).
Although with how Punch Planet doesn't have huge effects like MvC to draw attention from weird hitboxes, I'm also very curious with how you'll handle it.
yeah... again... in the game's info, Dog is about 2 feet 6 inches on all fours. [I highly doubt we're going to be seeing Dog standing on his hind legs while fighting]
and Roy is about... 6 feet tall. and some of his standing moves are just going to whiff due to him attacking at around his height. As if he was facing a mirror reflection of himself.
Now with Cid, most her moves are okay and would fall into Dog's HitBox area so i don't think there would be too much of a problem there.
It's just that visual whiffing, would annoy me greatly especially after you guys took the time to put in some get aesthetics.
Hmmm, how did they handle Amaterasu in MvC3?
EDIT:
It does look kinda weird but it doesn't bother me in the heat of the moment.
Thing is, while it does seem fine in-battle, MvC got's huge effects for shields and hits (like the blue stuff in your pic and the hit explosion thing in Ninja's earlier example), so it kinda distracts from stuff like that. Punch Planet's effects are super simple so they wouldn't do much to mask any discrepancies with models and hitboxes.
EDIT: I think a good example is actually the pic of Roy's standing light punch above, it clearly doesn't hit but if it registered you'd see that plus a few sparks coming off or w/e
@LittlePrinceRex I mean, whats the solution other than to make the hit/hurtboxes not match the characters? I don't want a T3 Gon situation where half of my moves whiff and the little shit just wrecks my ankles!
I guess you could make Dog a bit taller so at least it kind looks like strikes are touching him... This is Sci Fi so Dog could be any size Will chooses...
oh geeze, i didn't mean to spark this much of a conversation. Was just really curious how Dog is going to be approached. I mean, you never know, Dog could have a cool hover board so he's a little bit taller and all. Idk. But in my minds eye I see Dog being this wolf like doggo who's pretty short and ontop of that he gets a command run that may or may not have him go into a feral stance putting him even lower to the ground. Where getting that first hit in on Dog is hard but to balance that he has super low health where you only need 3 semi optimal combos to take him out. Also due to how you have juggles handled and his small size it might be possible to do some specific juggle loops, like Roy's cr.hp - HP Shot, Mp HeadButt [ I believe that all headbutts still groundbounce the opponent when you are air juggling them ], back into Cr.Hp.
Also crap, shit, damn it... I messed up the Dog in the mock up pictures. Both paws on his left side are raised off of the ground making him unbalanced.... ah what ever Dog is strong.
Dog will be large and share the same hit boxes as Roy / Cid. If we need to scale him down and these hit boxes start looking weird on him, I will make a smaller body set but it will be slight changes. I'm really not a fan of combos / attacks not working on certain character sizes and would like the avoid it as much as possible. His size will be pretty big and a bit bigger than that picture you made Ninja.
More like this xD
Had some peeps over last night and streamed for quite a while again, here's the footage:
Think of it like Ryu's V-Skill Parry in SFV. All you need to do is input it at the right time to get the parry off. Mess up the timing and you're stuck in recovery ripe for punish.
Think of it like Ryu's V-Skill Parry in SFV. All you need to do is input it at the right time to get the parry off. Mess up the timing and you're stuck in recovery ripe for punish.
Oh, huh, I thought Ryu's had two separate versions.
Think of it like Ryu's V-Skill Parry in SFV. All you need to do is input it at the right time to get the parry off. Mess up the timing and you're stuck in recovery ripe for punish.
Yeah pretty much. The difference is that you need to be holding forward (have to have the right side on crossups) and it's active first frame (meaties can be parried). Right now the data is 10 active frames that can parry, and 28 recovery frames to be punished.
We're going to have the game playable at a few events coming up, Mashfest and SpringFighter in NYC, and NCR in Norcal. If you're going to be at any of these make sure you come play the game!
NCR was dope, ton of people got to play the game. Dog was pretty broken, shoulda soft banned him lol. Will have some footage / pictures coming up in the next few days.
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