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Author Topic: Project X Gameplay  (Read 1702 times)

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Offline ZVitor

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Project X Gameplay
« on: November 25, 2010, 10:28:36 PM »
------Fighting system------

- 6 Buttons
- Taunt
- Run
- Back dash
- Only lvl 1 Hyper
- Minimum 3 specials
- Minimum 3 Hypers, aleast 2 attacks ones.
- Super Jump
- Launcher
- Throws:
        *F, HP
        *F, HK
        *(Air throw optional)
- Attack Damage:
        * Weak 15-30
        * Normal 35-50
        * Strong 60-90
        * Specials 80-150
        * Hypers 150-300
- Prioritys:
        * 1 Throw
        * 2 Projectiles
        * 3 Weak
        * 3 Normal
        * 4 Strong
        * 4 Special
        * 5 Hypers

------Reserved Stuffs------
var 25-27          - Astral mode
Anim 17229        - Mystique Attack
Statedef 19171   - Boss Intros

------Gameplay------

We have 3 types, somes chars can have one like main and other to sub-type.

- Shoters
.normal movement speed
.small basic damage
.average combos - (LP - MP - HP)
.high special damages
.normal priority

- Tanks
.slow moviment speed
.high basic damage
.fews combos
.high special damage
.high priority
possible skills:
.superarmor

-Agile
.fast moviment speed
.average basic damage
.full combos - (LP - LK - MP - MK...)
.average special damage
.normal priority
possible skills:
.roll
.air jump
.wall climb, cling or wall jump

sub-type:
-Flyers
.hover
.air dash
« Last Edit: July 05, 2011, 06:50:29 PM by Acey »



Offline HyperVoiceActing

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Re: Gameplay
« Reply #1 on: November 26, 2010, 02:37:16 AM »
Sounds all good to me man

Offline Dead Phoenix

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Re: Gameplay
« Reply #2 on: November 26, 2010, 03:16:25 AM »
Now I'm getting excited.
question though, what do you mean by reserved stuffs?
The tongues of dying men force attention, like deep harmony. Where words are spent, they are seldom spent in vain.
-Mei Ling quotting Shakespeare

Offline ZVitor

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Re: Gameplay
« Reply #3 on: November 26, 2010, 04:46:02 AM »
Now I'm getting excited.
question though, what do you mean by reserved stuffs?
if some1 want to start one char to projects, dont should use this numbers.

Offline HyperVoiceActing

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Re: Gameplay
« Reply #4 on: November 26, 2010, 11:46:36 AM »
So if anyone wanted to makes a character not used for the project we don't use those numbers?

Just making sure I got ya

Offline ZVitor

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Re: Gameplay
« Reply #5 on: November 26, 2010, 12:06:32 PM »
So if anyone wanted to makes a character not used for the project we don't use those numbers?
just to mystique anim,
- if some char out of project use anim 17229, and that anim is not attack, it will look wierd,because mystique will use that anim to attack p2,
- if char dont have anim 17229, she will use anim 220 (usually it is strong punch)
- if char dont have anim 17299 and 220,she will do nothing
- if she peform oneof this anims,butanim have less then 10 ticks,she will start morph, but will shapeshift back before attack.
-if she peform one of this anims and at some frame time seted is -1, will bug,she will be stuck in that form and p2 cant hit her.
....
so if some1 out of project want to make a char 100% compatible with mystique, just create one anim 17229 where hit time will be at tick 10.

« Last Edit: November 26, 2010, 12:16:21 PM by zvitor »

Offline HyperVoiceActing

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Re: Gameplay
« Reply #6 on: November 26, 2010, 12:12:29 PM »
That will be useful. Thanks

Offline Yung Kratos

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Re: Gameplay
« Reply #7 on: December 13, 2010, 11:52:43 PM »
Hey Zvitor why dont you put the thing up in the first post about tanks not having access to the magic series. I figured since i already went through the confusion myabe you could edit that so no one else winds up looking lost like me  8-}
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Offline ZVitor

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Re: Gameplay
« Reply #8 on: December 14, 2010, 12:11:52 AM »
Hey Zvitor why dont you put the thing up in the first post about tanks not having access to the magic series. I figured since i already went through the confusion myabe you could edit that so no one else winds up looking lost like me  8-}
i will

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