Mizzhap
Complete Global Saturation
I see what you mean about the attacks, and I probably will implement everything you've suggested as it seems like the best option. As for the homing attack, I may make it seperate from the slam; maybe have the built in CA_HOMINGTHOK mapped to Jump and the slam mapped to Spin midair? (Spin on the ground will initiate a guarding stance in which you aren't able to move). Thanks for the feedback!i have a few general criticisms i'd like to line out, just from my personal preferences while i was playing the mod. granted, most of this is just what i believe would be better design, and what you have so far is definitely solid!
- the attacks should be remapped a little bit. for the most part, they're pretty good and a valuable addition to mighty's moveset (though mostly in level maneuverability rather than...actual combat), but i don't see the need to have them have different functions in mid air. the punch is perfect for on ground and (should be changed to add) mid-air movement, not much different than it is now aside from the change of just removing the ability to hold the button to spam.
additionally, i think the kick could take the role of being the vertical movement attack, functioning identically to how the mid-air punch works currently. that leaves the drop kick, which...should really be axed, personally. the bounce pretty much covers that base, making the drop kick pretty redundant in my opinion.
- the bounce is the most solid part of this moveset as it currently exists. the only thing i'd really change about it is to have the homing attack be a single target move only, but i understand if that's a creative decision you don't want to remove.
- i think the jump height should be higher. the CSS describes mighty as a slow and heavy character, and while i feel like his runspeed is fine as is, i think his jump height is pretty debilitating and should be increased just a smidge. just a smidge, though.
all that literal wall of fucking text aside, i enjoyed what you have so far, and the sprites are quite appealing even despite the more washed out look that the original drafts intended for. good luck on this project!
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I'm certain Mighty can turn super already, unless you mean seperate sprites for his super form? I won't be adding those, as there isn't really much I can do to make a shell seem cool.Modern Mighty would need a super form edited:also great job
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I'm aware of this, sprites are a work in progress.Mighty could use some sprites for hitting springs (right now it's just him running in midair) and getting hit (he's in his standing sprite). I don't know if you know that already but I figured I mention this just in case. Great job so far.
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Hey guys, just letting you know that a new build dropped! (This is gonna look weird if it merges with my last post lol)
Changelog:
Overhauled most of Mighty's moveset - Uppercut and Dropkick no longer exist and have instead been reworked into a much more useful Punch and Kick! Also, the Homing Slam works a lot more how I originally envisioned it; rather than closing in on enemies flat out, it slams down in the direction of nearby enemies; this has fixed a majority of slam-related bugs reported.
He also now automatically curls into a ball if left vulnerable midair (deeefinitely not an excuse to not draw spring sprites...)
Anyway that sums up most of the changes made, remember this is bugtesting only and have fun testing!
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