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Circuitous

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Everything posted by Circuitous

  1. Post about Xrd or don't post in this thread, guys. Next time I'll be clearer.
  2. Good.
  3. Let Killer Instinct stay dead.
  4. Thursday the 27th 20th? In there. Probably. How do I calendar?
  5. Well it's in/on/near the Olympic Stadium, at least. http://i.imgur.com/BxT933g.jpg This thing, though.
  6. I'm a bit late to the shoutouts party... Ama and St1ckBuG covered most of what I was gonna say, so I'll save myself the trouble of struggling to remember everything. I do wanna give shoutouts to Kaeru/Rai again, for hosting us and showing me what real food is. To Kaeru again for really teaching me the Baiken matchup. I wish I could've helped your side more, but I had a lot of catching up to do. To the entire Montreal scene for being amazing. To Rai and Bibi for taking us sightseeing. To fate for having DerQ, Brice, and shtkn show up at the Montreal Tower at the exact same time we did. Good games in GG, BB, P4, JoJo's, 3S, Monopoly, Zombies!!!, Koihime Musou, etc. Can't wait for next year.
  7. So Zinac's game-in-progress, Fearless Night, has an interesting take on FRC/RCs. RC is performed with Slash + Heavy. FRC is performed with Kick + Slash. (The specific keys are irrelevant, just that they're different combinations.) Both have a decent-sized buffer attached to them. One character has a move very much like Sol's Gunflame, with a similar FRC point. Doing its FRC consistently was (almost) as simple as having meter. (I still missed a few here and there, either hitting it way early or a bit too late. A setup like this lets you trivially add a repeat buffer to the input, while still guaranteeing that only the effect desired by both the user and the designer is what happens. It works pretty well. A system like this in Xrd would be welcome, from my perspective. Also, on the note of bashing others for their views on how to handle RCs, FRCs, or any system mechanic: as it happens, none of us work for ASW. This input will likely never even reach their development team. Since it's purely a "What I'd like to see happen" discussion, then no viewpoint is wrong. Shitting on someone for their perspective will not be tolerated any further. Is that clear? If you disagree, and can conduct yourselves like a mature, rational adult, by all means. But if your response is, well, to post like Hecatom, don't do that.
  8. He definitely wasn't, just looked like a counter hit 6P.
  9. I don't know what SP content means in this context, but if DLC works I imagine you could just unlock the rest again and be fine? Doesn't seem like a huge deal, just something to be aware of.
  10. ...this is what BlazBlue does. The sprites are on a 3D stage. The fact that they're pixel art is irrelevant. Coincidentally 3D makes all of that much easier, too!
  11. Ding ding ding. Looks like a (much cooler) groundslide to me, I agree. Actually, the methods for forcing one model to appear in front of another were already explained in this thread. Bonus points: Battle Fantasia (a fully-3D ArcSys fighting game) uses the same (or a very similar) system to keep one player on top of another. It's far from new technology. The method you're describing, rotoscoping, is exactly what they used in BlazBlue, anyway. If they were going to go the rotoscoping route and lay sprites over a 3D background, why not use the engine they've already built instead of licensing UE? If they've been working on the game/engine as long as has been claimed, I think it's perfectly reasonable to assume they've found a shader combination that gives them the desired look instead of vectoring them all, though I will admit the possibility exists since they're still just using keyframes instead of tweens.
  12. Y'know what, let me rephrase. Feel free to discuss potential Xrd mechanics in a reasonable, constructive manner. So things like this, this, etc. would be better off not posted. Is that easy enough for everyone?
  13. Potemkin's the same way, though the "whoosh" sound effect corresponds pretty well to the FRC point.
  14. Did some digging and finally found a European thread in Match Finder. PSN seemed popular? Worth a shot. For all characters, standing Dust is an overhead that launches the opponent, and crouching Dust is a sweep. In addition, Force Breaks use Dust for their commands. There's more info on the wiki. Don't do this, I thought you were a bot.
  15. Instant Block is closer to 8 frames, at least 4 times the size of the SB window. Might as well make sure you're accurate. As for Slashback, regardless of your opinion on it, it exists now. Whether or not it exists in Xrd is to be decided, but not by us. Since it's apparently impossible for two people to come to a shared conclusion on this board, I'm going to ask you all to stop arguing about this.
  16. Relevance to ArcSys steadily dwindling...
  17. netplay's been hit or miss for me, it's basically delay netcode but a little pickier? we should try it sometime.
  18. Uhhhh. Well let me clarify something real quick. Feel free to discuss Hazama in this thread. Gameplay, storyline, design, players, etc. etc. Just don't use a character's general thread to discuss how your day was or what anime you're watching (unless Hazama is somehow in it). A Hazama thread should be about Hazama, that's not an unreasonable goal. If you want to go completely off-topic just do it in a group here on the forums or on Skype or whatever.
  19. ...turn on inputs in training mode and see what you're missing. Might just have to break in your d-pad?
  20. Sounds like Xrd really will be rebuilding GG from scratch. I'm pretty excited for that, personally.
  21. A cinematic doesn't have to slow things down. Superflashes are already a decent length in GG and completely eat inputs, making them a little longer won't ruin anything except old muscle memory that likely won't apply in this game anyway.
  22. Yeah that's a good point. There's no shortage of games that feature cut-ins like that during supers, anyway, though ASW hadn't used them before (except vicariously through AH3).
  23. A change-up would be welcome, no doubt. We've been watching more or less the same IKs for like 12 years now.
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