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That being said, for the most part the character is already fully playable, it's just that I believe it's not entirely balanced in a proper manner. Feel free to test it and let me know your thoughts! I'll be happy to make adjustments if needed :)
Aside from that, there's also another round of small tweaks and adjustments. You can read more on the patch notes (either here on steam or through the Munophone). Have fun!
PS: You might be wondering "gee, why did we suddenly jump from v0.4 to v0.6. Where'd v0.5 go?". To that I say: We don't talk about v0.5.
Have fun!
6. I agree with this idea: sounds perfectly logical to size up lobomon against base cast to see how his moves fare up, so I'll be running some comparisons in the near future.
7. As far as missing moves go, I believe I'm only missing a forward special from Lobomon EX (where magnagarurumon flies forward) and a down special from regular Lobomon (where KendoGarurumon spins downward). I can probably fit in this last move since I'm still missing an air DSpecial, but I'm having a hard time thinking how to fit in the other one.
As I mentioned earlier though, if you see I'm missing another animation that could possibly fill a hole in Lobomon's skillset I'd be more than happy to look into it :D
8. Word!
All in all, you've given me quite a bit of feedback which opens up new paths of further investigation/development for Lobomon, and since this was the main purpose of the beta I sincerely thank you for it! Hopefully I'll be able to show results for it soon
3. While I'd certainly prefer BAir to have a different animation than just NAir, I unfortunately ran short of animation sprites to choose from, and with me having little to no experience animating myself I decided to go with this for the time being.
That being said, ff there's somehow some animation I'm missing from the original game that could fit as a BAir I'd love to get my hands on it, so don't hesitate to let me know!
4. Now that you mention orbs, powering up your specials through orb collection sounds like a really nice boon to have (and a nice throwback to the original game too!). I'll look into it!
5. Sounds reasonable! I'll admit I'm not the most experienced gamer when it comes to arcade fighters, so I sometimes fail to see these kind of relationships between characters.
I'll check out Forsburn's kit and try to extrapolate it to Lobomon's.
I'll be looking into most of what you've mentioned here, but I do have a few follow-up questions/comments, so I'll try to address your points in order:
1. Agreed on move lag, I'll look into it. That woodcock buddy sounds particularly useful for this, so thanks for the suggestion!
2. Agreed on UTilt and UAir having too much wind up, as I realised this as well during my tests on the latest patch. I didn't notice much trouble with DTilt myself, but I'll compare it with base cast again to see how it matches up for good measure.
- You could make Lobo's mechanic a copy of Shovel knight's item collecting, like in battle spirit, hit enemy> gather orbs> use orbs to power up specials or unlock stronger moves (digivolution?).
- Since fair is ALREADY a very fast move, you could copy Forsburn's air moves utility, wht i mean by this is, his fair, up air and Nair are combo tools and BACK/down air are finishers.
- Regarding move balance and duration, you could check the original rivals base cast and use it as a reference so that you don't overpower or underpower moves, length and stuff.
- Lobomon and lobomon EX still have some moves i didn't see in this adaptation, hope you can bring more of them into the moveset :D
-This caracter is very cool.
Thank you for your effort.
1. what i meant by "move lag" is , for example, the jab sequence takes too long to complete and the hits don't link properly, you could copy Pomme's jab1 and 2 framedata, use "framedate woodcock" if you can't find them online, since it's the most similar to lobo's animation.
2. D tilt , up tilt, up air have too much of a wind up, and you don't get much combos after.
3. back air could be a diferent animation
There may be a lot more stuff but this is the immediate feedback i can give you.
> Updated Tips section of the Munophone to properly reflect the current state of the character.
> UTilt/UAir now applies burn.
> NSpecial (air) now has improved damage and knockback upon landing.
If you have any specific ideas for potential improvements I'd be interested in hearing about them in detail (since even if I sort of understand the term "move lag" it's still a bit broad for my taste). That way I can focus my efforts on the parts that need it most :)
> Changed Dash Attack into a multi-hit, now the hitbox properly encompasses the body
> DSpecial now has a bit of knockback on each projectile to make it not succ
> Fixed a sound bug with DSpecial's hit SFX.