RATTY524'S PROFILE
I'm an artist and animator who loves making games in my currently vast amounts of spare time.
I also enjoy messing with people. :P
Check out my games!
I also enjoy messing with people. :P
Check out my games!
Search
Filter
Pixels
Should I try Ecstacy?
post=125385Keep the epic quotes coming, man! We might be on to a new RPGM Community meme!
You guys are being such non-pillow right now!
Super Street Fighter 4 gets a 3rd Strike
post=124658The Street Fighter series is too hard. I always found the controls to be clunky, too (up to jump? diagonal ups to jump forward? that's just damn lame). I tried SF2 a while back and couldn't get past the 1st round.Wow. Can't tell if you're being serious or not but that's how you jump in almost every 2D fighter ever.
Yep, and it still sucks.
I don't see a purpose in it at all. Being a fan of platform games, I'm used to pressing an alternate button for performing something as simple as a jump, but these fighter's just HAVE to make it complex! Pressing the up button to jump STRAIGHT into the air, and having to press up than left/right at the same time to do a diagonal jump, as oppose to jumping once and moving your control stick while you are in the air. I've played games with that type of control scheme and you can do a down/kick just fine, or even make an attack in mid-air!
And then generally, all those damn combos! It's not like you even need to press all those buttons to play the game, especially since it's all about prediction, right? That part is what makes games like this nothing but lavish and confusing.
I don't understand how removing these aspects is in any way counter-intuitive, because to me, it actually makes them more playable for something that's supposed to be fast-paced.
SS10.jpg
Maybe you could add a little more detail, perhaps a few stalagmites here and there? Just be careful no to add so much that it makes the character's movement feel "maze like" and constricted, but right now it looks a little plain.
SS2.jpg
I wouldn't recommend blocking the character with that tree. Move it to the right a little so that we can at least see where the character is.
SS3.jpg
You've got some mapping errors:
1) How is the staircase elevated when it is on the same level as the floor? You could probably add some sort of 1 tile high elevation just so that it doesn't look flat.
2) What is the dark space on the left hand corner of the map? And why aren't the walls closed?
1) How is the staircase elevated when it is on the same level as the floor? You could probably add some sort of 1 tile high elevation just so that it doesn't look flat.
2) What is the dark space on the left hand corner of the map? And why aren't the walls closed?













