[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vt/ - Virtual Youtubers

Search:


View post   

>> No.75329741 [View]
File: 390 KB, 750x844, IMG_5297.jpg [View same] [iqdb] [saucenao] [google]
75329741

>>75328794
I need to grind a little more to get bigger. I think my spot is more due to my time playing than my skill. Last session I started at silver and moved up. I’ve been getting better at the spacies too

Rivals was my initial inspiration for this. I wanted to make something that effectively shared its mechanics. That was actually the v1 of this whole game back in the day. I realized that the game felt like dogshit without shields so I ended up slowly patching to where I am now. I do like rivals’ approach to everything. I’m shamelessly copying their grounded wavedash macro (but keeping the 8 frames of waveland lag they got rid of to avoid making it free), and I’m adding in stuff in that vein like the two frames of short hop assist, moonwalk turn dash lockouts, and upward wavelanding

One thing I’m not a fan of is their approach to mashing/SDI. I get the idea they’re going for with it, but I honestly hate the implementation. The button rps on pummeling is lame and the conversion of SDI to macro’d ASDI sucks imo. What I’ve opted to do instead is make mashing out of grabs something where you just need to rotate the stick fast and you’ll get an optimal mash, and SDI is very powerful while ASDI is strong downward on the ground, and certain hitboxes have an extra SDI multiplier to make it so you can hold a direction. Mogyojyan’s rapidjab has a multiplier of 21, which means I probably need to rethink the logic on it since good SDI escapes it in a nanosecond. Maybe the SDI multiplier only applies to ASDI if it’s above 1

Navigation
View posts[+24][+48][+96]