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Laporkan kesalahan penerjemahan
You don't press B for magic/whatever the current menu says, you press Special , which for me it's on X (top button).
Similarly you press Attack for what it says to be on A, Jump for Limit/whatever option says to be on Y (in my case it's B, the bottom button), Parry for Items/whatever is said to be on RB and finally Taunt for Magnega and the Elixir.
I feel the UI there could be modified to say the action rather than the button. Or have the menu read the current controls to tell you correctly what buttons to press.
https://steamproxy.net/sharedfiles/filedetails/?id=2931357116
The last one I had was just a re-sprite of Guadua.
i want that dual keyblade action
@keblakev thanks glad you like em. Like with what i said above here if you keep playing you'll get the muscle memory that makes menu very fast, but i noticed you haven't updated sora. Update him and you'll see one of your changes has been done, cause now magic will stay when you pick it. Which hopefully helps make his menu gimmick better fro you.
@Supreme._.Ramen Thanks glad you do, the menu was the whole driving force for sora
@DLshadows first of all, Thanks you for this amazing character. The design is well made and easily fit within rivals of aether ecosystem.
The character mechanic (menu gimmick) is well thought but IMO is a bit difficult to manage when in the middle of a battle. The fact that you have to pause each time to select, Fspecial and Nspecial is huge drawback. I like the intent but the time you have to put into selecting a move is a killer.
First of all, if you have to select a move for let's say Nspecial, you have to go through two pages. page1: you open the menu then select magic, page2 you select the move of your choice.
Secondly, what even make the menu mechanic less desirable is the fact that, once you use the move you selected for Nspecial , you have to assign another move.
@DLshadows Please find below possible suggestions for the menu gimmick:
=>make it so when you select a move for Nspecial or Fspecial, that move can last for at least 5 time before I have to select another move. Or you can have the user select his Nspecial or Fspecial during the start time.. I think I have seen similar implementation on existing character and it seems to do the trick.
=>Combine buttons could be an option or a way of selecting a move. For instance, dodge + attack let you select a move.
Again, this review is not personal and I am not a programmer myself. Hence, some of my suggestions may not even make sense.
Nevertheless I enjoy this character and I thank you for taking the time and making it,
Now if only there was a roxas or riku to fight this new sora lol. (A copy of this character using chain of memory riku sprites and VO clips would be interesting - wouldn't even have to change the code as they play pretty much identical) Might have to make a stage or two in celebration of this new Sora! Thanks again!
@space i decreased his fall speed some, and i'm sorry but with how i have the menu coded that would be a nightmare to do. but i have made it so magic stays, that'll make a little less menu navigating.
@Scar-Bearer As i just said above the magic now stays, and i did increase the run speed and made f smash faster on start up.
@drybowser321 the menu is core to Sora's kit but by making magic stay that should help with not needing to menu as much, and the button for magnet(and elixer) is whatever your taunt button is
But still, VERY good work, and happy to finally see a good sora!
first off, he falls astronomically fast. most of my time playing him was just hoping to god i didnt accidentally use an aerial and die
secondly, the menu is just wayy to complicated for me personally. having to remember all the buttons for each spell/menu is annoying. i'd recommend adding a toggle at the start of the match (pressing taunt) that would allow you to use up & down arrow keys to scroll between the menus and using the attack button to select. this would be way better than the original imo (ofc just a toggle)
@Aperson unfortunately i don't know how to code the ai, it's done pretty differently from the regular character.
@Quantumleaper NEO thanks, glad you're liking him for the most part. (this part @skydiamand as well) The thing is not keeping magic is a balance choice, the magic and limits are very strong, having very easy access to them is a bit much. We can mess with the healing numbers some, and yeah i can't make it check your layout so it's just a muscle memory thing to make menu quick and fluid.
I'll see what i can do up with a tl;dr for the info and we'll adjust some alts the best we can. And lastly i didn't cause i don't know how to contact them being a nobody, but i give all credit to them and would remove sora if they asked.
@Dante sparda the limits on uair and dair were for balancing his combo game but we'll see how it feels without the limit
same with Limits.
Also some of the colors look pretty bad, particularly KH1 and Kairi. They look alright on the menu sprite, but ingame it doesn't work so well. But some colors are pretty cool. And did you make sure you asked the SSF2 team for permission to use their sprites? I've heard they're not fans of people using rips of their stuff without asking.
The menu deal really gives him a lot of charm and allows for more moveset variety (which this Sora delivers and then some), but about it, I have some qualms. First, I think a picked option should just stay selected until you manually choose otherwise; having to navigate the menu every time i want to throw a fireball gets old fast. Also, I'm not a balancing expert but having up to 125% worth of recovery items per match is excessive; it's almost like being a full stock ahead. Buttons on the menu do require a bit of thinking what they translate to when using a different controller or button config, but not sure I can think of a better way to design them, and to be fair all it takes is a bit of getting used to.