Rivals of Aether

Rivals of Aether

Mega Man
Lood  [developer] 12 Jun, 2022 @ 4:16pm
Balanced Mega Man feedback
Give your detailed feedback here on opinions of moves and if they should be buffed/nerfed
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Showing 1-2 of 2 comments
What The Cheick 22 Jun, 2022 @ 1:07pm 
"just because the characters you gave examples of zoners are big doesn't mean they all are
absa exists too yknow
they can be slow and they can be light, it's really just up to you on how to balance them, they don't HAVE to be heavy

yeah no i get giving your character different cooldowns and stuff (see: bar reygard) but idk if just giving moves random cooldowns without a proper indicator is a good thing
there COULD be a cooldown indicator that i don't know of (idk which megaman this is from) but that's just bad design if i need to start guessing the cooldowns
so no, it's not a gimmick, it's just putting cooldowns on attacks

he only really moves "robotically" in the game and that applies to both his "rock" form and basically every robot master in an NES game
the animations for megaman 7 and ESPECIALLY megaman 8 are not robotic at all
so his armor doesn't mean much

yes, that's what they said, not used to it's fullest potential
that's literally what they said
you literally confirmed that he's only unorthodox in concept

hi solo animator/coder here
while i do know different people have different skills they are good at, there's certain room for improvment regardless, but i don't blame them for not wanting to go back to animations
but i wouldn't use the "megaman moves like a robot" excuse for it because that's just not true
and as for games like smash, he really just replicates what he does in the NES games so his movements are super stiff (it still doesn't look good)
tldr i agree with most of these feedback points
Lood  [developer] 22 Jun, 2022 @ 1:27pm 
Absa is more of a zoner that puts down one/two projectiles and controls that general space with movement and longer ranged attacks where she is rather than constantly putting on pressure with smaller projectiles with different speeds/arc/functions like what Mega Man can do.

The weapons gimmick is applied to attacks that are mainly projectile based with different amounts of damage/size. I get that it may be a little tricky to figure out what weapon goes where, but 2 minutes with Training Mode as well as looking at the phone should help (that's what the phone is there for).

I realized that not every single attack with a cooldown is listed in the tips, that should be fixed now. Not too sure how I can represent this in the HUD bar without it taking up too much space, but I'll try to use the phone to describe it better.

Unorthodox is still unorthodox. It being unusual at first doesn't change it from being weird after you've learned it. It's just like Smash Bros where his walking tilt system is unorthodox at first but you then learn it.
Though I've been trying to give his attack a slight bit more depth to them with movement/hitboxes to try and use the unorthodox factor some more.
Not sure how much I should look into this without changing his moveset as I'm happy with how his different attacks work.

In a majority of his appearances he's animated more robotically compared to human movement, with the exceptions being the games with a more dynamic animation style (MvC/Powered Up/7/8)
But however, I've been slowly going back into animations to give them more posing and animation frames (Fair/Bair/UAir). But there's not too much I can do without the sizing and the hurtboxes still being the same so you don't suddenly have to rework how you deal with that move per update.
I'm not done with this however as I'm trying to see where I can add more frames/movement without breaking previous playing around.

We'll just have to see how things go when I learn more stuff related to coding moves. Though animations is something I can tackle now... It'll just take a bit of scanning through and see what I can naturally add
Last edited by Lood; 22 Jun, 2022 @ 1:28pm
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