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-Some of his attacks still use Sandbert's hurtboxes.
-Back Air def. needs a new animation, as he doesn't even look like he's attacking at all.
-UAir and UTilt could def. use some adjustments as well, seeing as how I feel like projectile normals wouldn't fit a fast character like Crash.
-DAir deals *obscene* amounts of damage.
-Fruit Bazooka feels like it fires too fast, and the projectiles don't seem to put enemies into hitstun. I suggest to slow it down, and have the projectiles gain more knockback.
-Bug with the mask - it will go right if you hold left while you're facing left, and will only go left if your holding left.
-Not sure if this is needed or not, but I think the crates would work better if they had less range, but Crash could jump on them for added mobility.
Responding to each of those in order:
-That's something I'll fix very soon
- That attack is definitely subject to change, because that and the UAir were quick ideas I had in desperation to get this character somewhat completed as soon as possible
- Utilt I'll hold onto, but adjust to work a bit like a normal up tilt as well
- DAir is definitely something I've gotta touch up a bit. I think I kept the damage too close to Sandbert's DAir
- I was worried that Fruit Bazooka would be a little spammy, which was part of why I made the projectiles do less knockback to begin with. I think I'll put a little more endlag on the attack itself, or put a little cooldown on it better yet
- The mask bug sounds like it should be an easy fix. I'll have to take a look at it.
- I would love it as much as anyone else would if Crash could interact with the crates, but I'm not sure how to do that with a normal projectile, let alone without damaging Crash.
Neutral Air: Feel like Little Mac's N-air.
Some Issues/Suggestions:
- Slide is way too far, decrease the distance if possible
- Movement is too fast, maybe make hims slightly heavier?
- Up tilt is pretty annoying to be stuck in. Maybe make less fruit being thrown with more damage for combo potential?
More of a nitpick from me:
-Personally I think the crate toss should be side special. If possible you can add some extra code to have the user angle the throw of the crate. Kinda Like Ori's but you use the stick to aim the arc, but that is extra work and isn't really needed if you don't wanna do it.
-neutral special should be the spin attack. I don't know if it's supposed to be spamable or not. Maybe make it a longer interval between uses so he can use more of his kit but that's up to you
Im not demanding that these need to be done. I posted this in the wrong spot and realized the character limit. So I apologize if I sound demanding.
Slide distance I can touch up a little bit, because admittedly it could cover a bit too much space to give the opponent room to counteract. Although Crash was kinda made to be fast yet easy to kill off, I'll see what I can do about the general speed of some things just in case he's too fast. The up tilt is an easy fix within itself, since I could always add more endlag to the move, though maybe add a little more knockback to compensate and allow him to still be able to lauch opponents into the air without relying on the ustrong.
As for that last tidbit: I don't think it's invalid to think that's how it should be regarding those two specials, but I stuck with making the spin the side special because that would make it a lot more comfortable to use as both a mobility option and a way to cut off some oncoming attacks. The special is spammable, but mainly for recovery purposes. You can rack up some damage with the spin, but after 3-4 hits, the opponent will be knocked back far enough to where you can't reach them.
Also, I have no idea how to code in aiming for certain attacks, hence part of why I made the crate his neutral special instead of the fruit bazooka to begin with. As much as I'd actually like to be able to make the attack a little more controllable, I'm not sure how to do that yet.