Hello, everyone, it's me, Buxie.
After few years, I decided to make an new MOD.
Introduction
GCM-LF2
About the god cat-Ming.
And I want to remake some BX and SDL characters and stages.
I know many stages are too difficult to play.
Hope you still like to play LF2 and my MOD.
I will delete all unnecessary voices.
And add something to skip dialogues
Description
- Mod: What are the characters like, new gameplay tweaks, movelist, ...
Many original characters and stages with stories.
- Char: Movelist, moves description, gameplay description, ...
Maybe 4 or more new characters.
- Background: Background attributes (animations, parallax scrolling, size),
I dont make BG.
Get them from LFE.
Thank for your making.
Screenshots
Characters.
Some moves.
Download
There are 6 stories and 2 fight version here and many characters.
I fix most issues about previous versions.
dl(一)MF空間
dl(二)百度網盤
PASSWORD:wnvb
If you have any problems or suggestions, welcome to reply.
Or go to my FB page
Moves in a gifs have some kind a flashy effect but they look kind a slow.
Why is the female cat the only one wearing clothes beside the cape?
Jokes aside, sprites look goofy and fun.
(07-19-2017, 09:32 AM)Mono Wrote: [ -> ]Moves in a gifs have some kind a flashy effect but they look kind a slow.
(07-19-2017, 09:32 AM)Mono Wrote: [ -> ]slow.
(07-19-2017, 09:32 AM)Mono Wrote: [ -> ]w
Gotcha.
It plays well in the game, not too slow.
(07-19-2017, 09:42 AM)A-Man Wrote: [ -> ]Why is the female cat the only one wearing clothes beside the cape?
Jokes aside, sprites look goofy and fun.
Yeah, I have drawn her naked if you want to see.
Just tried to download to try, both download links don't work.
Are the cats balanced as hero or boss characters?
(07-19-2017, 11:06 AM)STM1993 Wrote: [ -> ]Just tried to download to try, both download links don't work.
Are the cats balanced as hero or boss characters?
All of them are boss.
I will work on balance after finish more characters.
(07-19-2017, 12:22 PM)Nyamaiku Wrote: [ -> ]found a working link for DL1, grabbed directly from his blog
http://www.mediafire.com/file/nylxi2zwyt...LF2test.7z
AHH, sorry! Thx for report!
Old VS New
Okay, gave the 4 bosses a go (yes I know the password to the SDL-LF2 exe - sdl.lf2).
In general:
HKC is the last bg instead of the 2nd bg... >_>
All cats have Julian-level armor. So the armored jump attack & weapon attack are particularly evil... and the bosses move along z-axis & attack quickly.
All cats have some form of accelerated HP regeneration, especially when they reach low HP. This forces players to have to kill them in one big burst combo.
Most cats have some form of auto-parry during broken_defend, as if armor & fast attacks weren't already enough.
A number of their moves have rather strange inputs - for example, shrafe-type moves being mapped to D^A instead of DvA. I don't know if this is done because of the way the AI is coded.
The ball sprites tend to be a bit off... more explained in the individual character sections.
There's no difference between the aura for drinking or some other attacks.
The supermoves are still really noisy, lower the volume at least.
I won't get too much into balance since it is obviously broken and author said he'll work on that later, but I'll still mention some specific cases.
冥(Ming)
* Ming can get up/attack instantly from lying. If he is killed, he will auto revive and need to be killed again with a range attack, else he'll self-destruct and deal possibly 250 damage or more.
* Rolling has unexpectedly low dvx, appears to be same as Template's.
* >>JA "Superman" can hit twice consistently.
* He has both D^A and DvA for shrafe-style moves - should just pick only one of them, and then assign the move to DvA.
* D>J has a LOT of z-axis, and it will heal Ming no matter what they hit. Its very hard to tell when the swords start moving. Also notable: 1st sword always flies straight.
* D>A balls can be reflected and they'd become Davis balls. Their blue energy does not suggest fire/ice, yet it sometimes freezes, sometimes burns, sometimes just fall20 injury. There's also nothing stopping Ming from just spamming D>A at close range to deal 250hp damage.
* There's no difference between the aura for drinking, for recovering from lying or for some other attacks.
破壞神(HakaiShin)
* Same issue as Ming with regards to D>A since they use the same balls.
* Same template rolling speed.
* D^A's input should be DvA.
* Recommended inputs: Laser can be D>A/D>J/D^A, Superball DJA.
* D^A J is missing sounds.
* Sprites are a bit bouncy when walking.
大貓神(DaMaoShen)
* His form of accelerated healing is being able to heal Dark HP and heals extremely fast when <100hp.
* Seen the AI use a "parry" which is the heal effect from Ming's D>J blood sword, but no idea how to use it.
* There's one frame during running where his tail is suddenly hidden, which is quite distracting.
* Rolling sprite looks very strange.
* Catching holds the enemy behind the paw, which is weird.
* Readme did not state that BigCat has D^J for Jan's D^A & D^J together.
* Readme did not mention the D^A D^A combo.
* Both D^A & DvA have very big AOE, capable of stunlocking and cannot be defended, which is very unfair even though the damage is low(its fatal to low HP).
* D>A+A... can be spammed to effectively juggle someone forever.
女貓神(Ming-Female)
* Black pixels in her shirt, making it see-through.
* Walking animation looks a bit slow.
* Missing sounds for DvA.
* Running uses a fake running system, making her always roll if you press < to stop running. This can be fixed by having a 2nd hit_d with -mp during the rolling frame. (also because its a fake running system, she can't use weapons while running and her x-axis movement won't slow down when moving along z-axis)
* D>J needs some disappearing sprites. I also note it cannot explode unless it targets someone who is stunned.
* DJA(<) should be the input for upward longcat instead, while normal DJA should be straight longcat.
* You can use D>A(<) infinitely, even when out of mana, and it can infinitely juggle someone. I'm not sure if input should be D>A(<) to keep shooting.
Thanks! I know there have many problem in test version. I just cut many files and uploaded.
I already fix some problems but didnt update them.
At first I hope players use them to play easily in stages so make them too op.
Many overpowered regeneration will be canceled. I know its too unfair for computers.
冥(Ming)
revive will be canceled.
D>A it will be fix. After I remake all data.
破壞神(HakaiShin)
inputs problems: ok
Sprites I will check.
大貓神(DaMaoShen)
His design's idea is like a undead god so I make him has much HP regeneration.
I will fix.
Rolling : add more sprites may help?
D^A & DvA: It's from my stories... I know its not good moves for a game. I will think again.
D>A+A: checked
女貓神(Ming-Female)
Black pixels:
It still appeared when I changed sprites to 256 colors.sloved.
I will check.
Walking : checked
Running :
big thanks. But I cant use mp: -1 to stop running frame...need help. Solved.
D>J: checked
DJA(<) : maybe cancel < button
(07-19-2017, 04:26 PM)Buxie Wrote: [ -> ]大貓神(DaMaoShen)
Rolling : add more sprites may help?
Yeah, more frames or just changing the way his rolling moves/waits may work.
(07-19-2017, 04:26 PM)Buxie Wrote: [ -> ]女貓神(Ming-Female)
Running : big thanks. But I cant use mp: -1 to stop running frame...need help. Solved.
Here's a sample that should work:
DC-Code:
<frame> 242 running
pic: 10 state: 301 wait: 1 next: 235 dvx: 12 dvy: 0 centerx: 39 centery: 79 hit_a: 85 hit_d: 243 hit_j: 209 mp: -1
wpoint:
kind: 1 x: 45 y: 59 weaponact: 25 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 23 y: 18 w: 32 h: 60
bdy_end:
<frame_end>
<frame> 243 rowing
pic: 48 state: 6 wait: 0 next: 244 dvx: 11 dvy: 0 dvz: 1 centerx: 35 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0 hit_Uj: 251
wpoint:
kind: 1 x: 55 y: 59 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 7 x: 36 y: 54 w: 13 h: 25 vrest: 1
itr_end:
<frame_end>
<frame> 244 rowing
pic: 48 state: 6 wait: 0 next: 103 dvx: 11 dvy: 0 dvz: 1 centerx: 35 centery: 77 hit_a: 0 hit_d: 218 hit_j: 0 hit_Uj: 251 mp: -1
wpoint:
kind: 1 x: 55 y: 59 weaponact: 22 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 7 x: 36 y: 54 w: 13 h: 25 vrest: 1
itr_end:
<frame_end>
|
You would also want to make stop_running into 2 frames (wait 0 -> wait 4) and put the sound file into the 2nd stop_running frame.
edit: nvm, I didn't see your "solved" edit when I made the post.
Btw do join the
LFE Discord if you want faster feedback.