TÍÌ´Ì»Ì»Ì«rÍ¢ÌµÌ«Ì»ÌÌ³Ì˜ÌªyÍžÌÍŽÌ¼Ì®Ì—iÌ§Í¢ÌÌÍ–ÌžÍ•Í“ÍˆnÌ·Ì›Ì¥ÍˆÌÌ°gÍ¡Ì¶Ì¬Í‰Í‰Ì Ì©Ìž Ì§Ì¨Í‰Í™Ì°Ì–Í–Ì»Í“tÌ¯Í–Ì¦Ì¯Ì¼Ì¯Ì¯Ì¥oÌ¯ÌºÌ» Ì›Ì®Ì£Ì°Ì¤fÌŸÌ Ì¦Ì»Í–ÌžiÌ§Ì£Í‰Ì¥Ì«Ì³Ì—ÍˆnÌ¯ÍšÌºÌ³Í…dÌÌªÌ±ÌªÌ˜ Ì•Í‰Ì ÌiÌ§Ì§Ì•Í‰ÌnÍ…Ì¥Í…Ì®Ì Ì«ÌœfÌ«Ì°Ì Ì²Ì¼ÍoÌ¹ÍšÌ¹Í‰Í™ÍšÌ¤ Ì·Í“Ì«Ì£Ì²Ì¥Ì¼oÒ‰ÌªÌªÌ—Ì³ÌžÌžÌ nÌ¢Í¡Ì¸Í–Ì¯Ì°Í™Ì£Ì¼ ÍÌ•Í‡Í…mÍÌ¬Í”Ì²Í‡Ì¼Í”Í“Ì™eÍÌµÍ Ì£ÌºÌ»Í–Í‰?ÍÌ•Ì™Í…Í”Íˆ
ÍÍ¢Ì¬Ì»Ì¹Ì Ì¼Ì²ÌœÌ²ÌHÌ·Ì§Í…Ì«Ì—Í‰ÌºÌ¯oÌ¢Ì¡Ì®ÍˆÌ®wÍ”Ì©ÌžÌ²Ì—Ì¯Ì¼ Ì¸Í¡Ì•ÍˆÌžÌŸÌ°Ì™ÌºcÍ˜ÌµÍšÍ‰ÌŸÍ‰Ì™Ì¥Ì˜uÍžÍˆÌtÌ¨ÍÍšÌ˜Í…Ì–Ì¯ÍŽeÍ™Í•Ì¤Í™Ì°.ÍŸÍÌ³Ì¼Ì¬Í‡ÌºÌ»
Phighting Game: Miscellaneous extras
I remember being overexcited over the concept of the Phighting Game before I knew what scope was.
I'm pretty rusty with this sort of thing, but in any case, I have some ideas for Ryoma <span class="through">aka Rom but I kinda regretted that</span>
Title: The Programmer With a Savior Complex
Playstyle: While he can effectively zone opponents out with his spear and projectiles, Ryoma thrives on using said projectiles to make the opponent guess what approach he will take.
These include a stalagmite that comes out of the ground that has to be blocked low and does more hitsun on counter hit, and overhead icicles that can both be delayed for setting up his okizeme. On their own, these options can leave him open to counter attacks with their slower startup times. However, at the cost of his super meter, Ryoma's compiler allows his Persona to add different effects and drawbacks to these attacks, like sapping meter at the cost of his HP, and such.
"Huh? Oh, alright."
"I promise, I won't disappoint."
<quote user="Terminal">Anansi.ps compiler ready. Beginning mission.
"There has to be something more I can do..."
"Not just yet. They still need me, right?"
Against Friends: "<b>Let's go!</b>- Uh, thanks for taking the time to spar with me."
"I still gotta work on my execution..."
<quote user="Terminal">Note: Rollback netcode to be applied.</quote>
<b>Game Over quote:</b>
"I'm sorry... There's still a lot I don't know."
Supers and Overdrives
Because of Yuâ€™s recent post, I was once again thinking of the Phighting Game concept. I know thereâ€™s a thread dedicated to special moves, but I would like to go more in depth about certain game elements, specifically, super moves and even Overdrives.
Supers are exactly what they sound like: Strong combos/special attacks that are used when a meter is built up. (Though I shouldnâ€™t even explain that)
Overdrives are basically enhancements or extra effects to your normal move set.
What would yours be?
So, I've been thinking about an idea relating to RP that could involve multiple people without getting too crowded, though it is still in the drawing board phase, and I would like your opinions.
This idea has to do with a character. This character would be influenced by you. An... audience surrogate of sorts. A poll would pop up during certain situations, where you would be able to vote on the character's dialogue choices and/or actions, like what to do during combat, or choices that can change the course of the story.
For future reference, what kind of complications would come up potentially impeding the progress of this idea, and has this kind of thing been done before?
Thank you in advance,
An Issue I've had
For some reason I cannot access the site AT ALL on my computer. (Forum, Home Page and PMs included). I've tried to restart the computer and browser multiple times, yet nothing happens. Is it just me? (Using my tablet, BTW)
Phighters of the Nexus: Story Mode
So, going along with the phighting game concept once again, what would the story mode be about? When I mean story mode, I mean an overarching plot connecting the phighters together. (Such as a fighting tournament for example) (Side note: I believe the story mode and arcade mode would be different modes altogether) One idea would probably based on the concept of the Nexus itself, or the war to either destroy or keep it. Also, based on your idea, what would be your character's role in that story and how would it be laid out?
I believe the story's format would be similar to a Samurai Warriors 4-II style, where there may be one or two characters the story is focused on, but there is a group of playable characters focused on a goal, each one possibly having an extra cutscene or mini-arc, and the roster may change throughout that respective story.
So, the topic of a phansite fighting game has been very interesting here with quotes and such, so why don't we get a bit into the nitty gritty: Fighting Style.
There are a few fighter archetypes in fighting games such as
Balanced: Most balanced characters in fighting games (i've heard of at least) focus on physical attacks and are one of the most basic fighting game archetypes.
Some examples of Sub-Categories of balanced fighters are:
Rushdown: Exactly what it sounds like, pretty easy to learn, they like to get up close and are generally pretty powerful.
Mix-Up: They rely on keeping the opponents guessing and like to play mind games.
Domination: In a nutshell, they're very powerful and can cause a lot of pressure.
There are other categories such as:
All Around: Self explanatory, they have tools for everything.
Zoning: Have a great projectile game and have some good tools for stage control.
Grapplers: Exactly what it sounds like, specializing in throwing their opponents around. There are different extents of their grappling ability.
and finally, Dynamic: Their style changes depending on the situation.
I could go into many other sub-categories of these archetypes but that would waste too much time. I think these half-assed descriptions are enough.
Rom's fighting style would be a hybrid of a Mix-Up and zoning. In a nutshell, his lance's melee attacks would have several layers, such as feinting an attack, leading to other kinds of maneuvers or attacks, keeping the opponent guessing. This would make a great opportunity to control the area using his persona's projectiles. I was also thinking of a mechanic where he would manipulate his health bar or super meter to trick the opponent into changing their strategy up in Rom's favor, when it has no real effect on the battle. Plus, imagine a string of feint attacks. That would be like Dan's super taunt from Street Fighter.
What style would you or your characters fall into?
If you don't know, TV Tropes is a website which lists many tropes and cliches used in media. I was just thinking, what personality tropes would you say you and your character use?
Mine would fall into a couple of different categories. One of which would be the Sugar and Ice Personality. It's basically where a character has 2 sides to him: A cool, calm, distant side, and the other is much warmer and kinder. His "normal personality" seems to be the former, but the more emotional part comes out much more frequently to give it a bit of nuance. The second, which is probably a bit more obvious, is the Meta Guy. Rom makes jokes and quips about the stories he's taking a part of, such as conveniently going where the plot is, referencing the phansite itself in some RPs, etc., that it almost borders into No Fourth Wall territory. (Hint hint).
So, what would some of yours be?
Let's say you equip a persona who repels fire, and you're fighting an enemy with that same property. If you use a fire skill, what happens to both of you? Does either of them null it once it repels? It would be funny and ridiculous at the same time if there was just an endless volley of fire being reflected.
This is just a random thought that's been in my mind for a while.
Which Warriors Game?
So, I've recently been interesting in the warriors games, specifically Hyrule Warriors was the game that introduced me to it, and it seems really fun, so I would eventually want to try out one of the more "Popular" Warriors series. Which one should I choose:
Dynasty Warriors 8 Xtreme Legends
Samurai Warriors 4-II?
So, I've been observing different types of GMs and battle systems since it kind of interested me, and I was curious as to which style would be the best: One mainly based off of numbers and dice, or a narrative based style based on feeling. Also, how would a fusion of them work? I was also thinking of another type of battle system based off of the Press Turn System in the main SMT games. (Exploiting weaknesses = extra turn, and miss/enemy block = -2 turns, and other stuff like that) Do you think that would work, and what modifications would you make to it for it to work on the site?