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Thread: New Evolutions in Fighters?

  1. Brisco: Did you get the TOSF teaser as well?
    Hell yeah! Downloading now. Check your PMs.

    TNL CAN host videos too you know guys...
    Bahn, this side of you I've never seen before, *sniff* I love it!

  2. Originally posted by bahn
    TNL CAN host videos too you know guys...

    if there's going to be a significant interest in fighting games, we can begin accomodating that area in board discussion and movies.
    DO IT NOW!!!!!!








    please
    Where I play
    Quote Originally Posted by Dolemite
    I've changed my mind about Korian. Anyone that can piss off so many people so easily is awesome. You people are suckers, playing right into his evil yellow hands.

  3. Mech: Got DivX. Thank you sooooooo much!

  4. If you need hosting for vids, you could just make a Yahoo Group and put the vids there. If there's a lot of vids, just make multiple groups.
    matthewgood fan
    lupin III fan

  5. Originally posted by MechDeus
    People will stop playing long before they make a mistake if they actually learn the timing. For some reason you think that experts at fighting games continuously screw up on a basic level, although doing so would create a contridiction and they wouldn't be experts, now would they?So what you're saying is that the player doesn't actually have any direct control over the moves, and standing in different places activates different moves? But there's only a grab and an attack button, how would one perform a kneelift and elbow to the head (which is a combo, rather humorous you would have them in a combo designed to not have combos)? Do they only have one set of attacks that always goes in the same preprogrammed order or is this part of that idiotic different placement/different moves bit? All you've explained is that there are "special moves" but you haven't explained how the player controls any of it. All you've said is, "They do it."Everyone might believe you if you'd stop proving that wrong.You got drop-kicked a lot as a child, didn't you?
    It won't be at a basic level. If you learn the timing you learn the timing, there's no getting around that. But if you vary the animations and strikes of an attack, a very basic attack, then that's all you need to differ from them reversing the same straight jab over again.

    Case in point: No Mercy. Jeremy will attest that people can get very good at the game, but you can still pull moves off on a very advanced player through other means (weapons, high flying, and just plain timing [there's that word again].

    Also about my game. Look at my original post. It states I want a game based around timing. Up and punch and down and punch, and the control scheme I have limits the 'motions' you can do and maximizes the moves you would be able to do.

    How so? It's simple to see that you would be able to do different tosses and such from pressing different directions from different positions. (press up, down and alone while doing a punch, and holding it at different frequencies. I said this. The game, as I wanted, is based around timing and reversals and is every bit as in depth and would have a more compelling atmosphere. I think it would, anyway.

    Again, what it boils down to is that I'm not, for some reason, not allowed to want a game that breaks convention. That's b.s. And because you continue to argue this fact of what I want in a fighting title, you can easily be labelled as chauvinistic (post above proves that).

    Originally posted by Jeremy
    If you need hosting for vids, you could just make a Yahoo Group and put the vids there. If there's a lot of vids, just make multiple groups.
    Where do they tape the videos? At the competitions I presume?
    Quote Originally Posted by rezo
    Once, a gang of fat girls threatened to beat me up for not cottoning to their advances. As they explained it to me: "guys can usually beat up girls, but we are all fat, and there are a lot of us."

  6. Re: Re: Re: Re: Re: New Evolutions in Fighters?

    Originally posted by Andrew
    I hate to inform you but down, down-right and right plus A or whatever is a combination.


    You don't know shit about the fighting genre. Go play some Budokai and get the hell out of this thread.

  7. But if you vary the animations and strikes of an attack, a very basic attack, then that's all you need to differ from them reversing the same straight jab over again.
    Congratulations. You managed to write a whole lot of words that didn't actually respond to what was being asked. It takes a certain kind of skill to make that sort of response, although I suppose that goes with you being forced to lie about what I say in order to try and have something against me.
    Case in point: No Mercy. Jeremy will attest that people can get very good at the game, but you can still pull moves off on a very advanced player through other means (weapons, high flying, and just plain timing [there's that word again].
    This deals with exactly what I said before: the skill required levels off too fast.
    It's simple to see that you would be able to do different tosses and such from pressing different directions from different positions. (press up, down and alone while doing a punch, and holding it at different frequencies.
    But if it only takes a single button to reverse it, wouldn't you just sit back and wait for the other to attack so you can reverse it? You know, kinda of like what was said by a bunch of other people in this thread already?
    Again, what it boils down to is that I'm not, for some reason, not allowed to want a game that breaks convention. That's b.s. And because you continue to argue this fact of what I want in a fighting title, you can easily be labelled as chauvinistic (post above proves that).
    No, that's not what it boils down to. NO ONE IN THIS ENTIRE THREAD AT ANY POINT EVER SAID ANYTHING ABOUT YOU NOT BEING ALLOWED TO HAVE A GAME THAT'S DIFFERENT. But you have failed time and time again to read what me and half the other people in this thread have told you, hence why you're being labelling such an incompetent waste of flesh. Notice how no one even slightly agrees with you about any point? You think there might be a reason for that? I highly doubt you're the only person on a board known for liking games with quirky tastes to not want something that's different. It deals with that everything of yours which I've ripped apart has been based around time-proven fact. I'm not arguing about you not liking today's fighting games. I NEVER SAID THAT. If you're going to participate on a board that deals primarily in the English language, I highly suggest you learn how to read in English.

    Originally posted by Briscobold
    Mech: Got DivX. Thank you sooooooo much!
    Glad to hear it! Good shit, no?

  8. Andrew, that was a very... unique response my my original statement. Oh, and in a sense, No Mercy requires button combos. You have to press A to grapple, then A or B and/or a d-pad command to do moves.
    matthewgood fan
    lupin III fan

  9. Andrew, you have posted soooo many stupid comments that I can't keep up, so I'll just stick to one of your posts then.



    The system rewards skill, yes.
    "Rewarding" skill seems to be your biggest problem with current 2d fighters, hence wanting to simplify them, and this rewards time spent playing it more than skill. Someone skillful would have a still have a shittier robot than someone who has been playing it for longer than him. Also, this would repel newcomers to the genre, hence the idea of a class system to balance that.

    Arjue: Since you just said it can't be addressed, then what's the point.
    This was your MAJOR arguement point. In almost every one of your posts before my one, you say "weh weh weh You still can't address how i don't like combinations weh weh".

    It's very obvious the whole thread is opinionated. I obviously don't think SF is time based enough for my liking. Infact I don't believe it is time based at all, atleast what my idea of time based is. I believe it's more combo driven, which is the core of its gameplay, which I do not like.

    When I ask for a video, I get nothing but dead links in return.
    Will you atleast admit we know more about current 2d fighters than you? Trust us. Timing is FAR more important in SF than motions and combos.

    presuming that you won't:

    http://media.shoryuken.com/cvs2/japan/

    I don't even know what these movies are, but if they are of fights you will see that its timing based. Just because it is too fast for your thick skull does not mean it isn't. If it wasn't, everyone here would be saying it isn't. Infact, the terribly shallow system you described.

    Therein lays the problem. It's not about getting 'pwned, l337 doode!", because how can that even be? Since it's my own opinion of a genre at the moment.
    my point.


    So basically, what everybody is telling me is that streetfighter is timing based. Yet to pull off combos you have to do sophisticated combos (well 'sophisticated' as in longer than I'd like), so any timing for a 'reversal' would be void.
    unless you have had a stroke, its not hard to remember qcf+p, which becomes a motor reflex anyway, so you remember "do a shoryuken" instead of "press d, df, f + FP"

    and as for the reversal being void, you are spastic and wrong.

    If I punch you and am open by your parry, you have no choice but to perform a button tap rather than an obscure combo due to it taking too long and I'd probably be moved away or blocking but then. This is not a timing based system.
    so, your saying that because you have to take the window of opportunity aka timing into account, it isn't based on timing?

    boo.



    Maybe there's timing based elements, such as the parrying an attack, but swiping away someones punch is not a reversal. It is half way between an block and a dodge. You dodged their punch but also blocked it by swiping it away.
    A reversal would be, [AGAIN AS I SAID ABOVE], me doing a spin kick and you turning it into a leg lock. You reversed my move, use my momentum and hit is back double time.
    thats wrong.


    A "COUNTER" is when your opponent is doing a kick or something and you counter it by striking or faltering his attack. You countered the attack, meaning it did not take place. If it took place it wouldn't be a counter.
    by turning someones spin kick into a leg hold, the initial attack isn't finished.

    No, Arjue. You're completely wrong about the term reversal in a fighter. A reversal directly correlates with the attack at hand. If you punch me and I grab your arm and flip you over my back, or vice versa, that's a reversal. Simply dodging and attack and striking isn't a reversal, in the fighting sense.
    basically every single "reversal" you have used as an example can be broken down into a dodge and an attack.

    You reversed the momentum of the match, overall, but not a move at hand which is what I want in a videogame.
    ok. we never said otherwise.

    Yes... programming difficult but smart computers is apart of the AI... if DOA 3 is lacking that then ok. But for whatever reason it's not there. Even when I play it with my friends, neither me nor them pull them off in any sort of clear cut way.
    because they and you are shit.

    There's no set path to perform a reversal and comes off as luck of the draw, which isn't so in a realistic fighter, which I want.
    there is a set path to reversing in DOA3, though I can't remember the simple button combination (haven't played it in ages)

    have you ever watched a real fight? they are not reversal competitions. most people either block or attack.

    Listen to what you said. It's not an indepth fighter... more like a fight simulation! Yeah because we all know fight simulations are so totally lacking depth. How is being totally immersed in a battle through your fighters and your own skill NOT as immersive. According to members above my fighter is flawed, yet my fighter is like the fighters around today that all have the elements I want, plus BUTTON COMBOS!!!!!!!!!
    Depth is relative you dickhead. Compared to current 2d fighters, fighting simulations lack a tremendous amount of depth.

    Greeeat. I didn't give up all my strategies for a fighting game, that would be foolish as I am planning to create it. But just because controls are simplified doesn't mean it lacks depth. How does it lack depth? Because you can't do a super kick through a D, D/F, F, Punch attack? I don't think so. It simply makes a better emphasis on attacks and 'reversals'.
    1) No one here wants to steal your game idea, as the vast majority of us have next to no programming ability, and further more would not take on such a cumbersome task as what you have described so far (not to mention the system sounds like balls).

    2) By saying "My system doesn't lack depth, but you can't hear it", you basically lost any credibility your argument had.

    3) What you have described sounds more like Parrapa the rappa than a fighting game. Surely you can see how your "Press button at the right time, repeat" system is not as deep as current fighters (oh wait, you don't know dick about current fighters, so perhaps you really can't)

    I don't see how having a debate, is bringing you down. You obviously feel envolked to post, as you did two long ones. As for your analogy.
    you have posted countless long posts.

    It's incredibly innacurate. How am I the crawler and they are running? Those are two completely different movements. The proper analogy would be a crawling competition, with my friends having a clear knowledge of how to move quickly across the floor without the use of their limbs, and me having no clue, simply shaking wildly and beating them.
    THEY OBVIOUSLY HAVE NO IDEA HOW TO PLAY FIGHTING GAMES IF SOMEONE WITH AS LITTLE KNOWLEDGE OF THEM AS YOU CAN BEAT THEM BY BUTTON MASHING.


    FUCKING HELL

    seriously, I think you are the first brickwall who partakes in forum discussion.

  10. there is a set path to reversing in DOA3, though I can't remember the simple button combination (haven't played it in ages)
    Back+block, up/back+block, down/back+block each corresponding to its obvious height counterpart. But when you take into account that DOA doesn't even use a number difficulty, it just becomes more and more clear how little he played it. If at all.

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