Home    LBP Showcase / Reviews / Recommendations    Level Showcase
#1

Virtua Kombat (2D fighter) - all holograms and logic! BUG FIXED :)

Archive: 10 posts


This a true 2D fighter that uses 100% holograms and logic. It has standing, crouching, high block, low block, high punch, low punch, high kick, low kick. the length of time and damage for different moves, along with the spacing, allows for mix-ups and simple but interesting gameplay. lots of measures were taken to make sure it plays properly without weird bugs. im pleased with the results and hope you will be too.

Edit: High-block blocks high-punch and high-kick. Low-block blocks low-punch and low-kick. Kicks are slower but do more damage and can hit blocking opponents from farther away.


I will do F4F for as long as ppl provide me feedback.

-TY
http://lbp.me/v/6xckw4
2011-10-08 22:42:00

Author:
unnatural
Posts: 51


I addressed a bug in the controls. i am still waiting for some constructive feedback. i gave feedback in a couple F4F threads and havent gotten any in return.2011-10-14 00:59:00

Author:
unnatural
Posts: 51


Pretty awesome, deal. I didnt get to play with a second play, but "im guessing" if i had a partner to duke it out with this would have been a lot more funner lol. Intelligent, Smooth and classy. . Hearted it !!2011-10-15 04:57:00

Author:
Unknown User


hey dude! just played your level(sorry it took so long) and here goes the critisim:
the good
nice fighting system, I liked all the variety of moves
nice use of the hologram material to make a full fighting environment and fighters

the bad
seemed a bit bland, now I have never used hologram to do stuff like what you did so i don't fully know the extent of how detailed it could be, but some more stuff in the background and to the looks of the fighter would benefit the level imo
maybe have more maps? if this level didn't take much on the thermometer I would suggest adding different maps for some variety!

well there's my review, hope it'll help! (:
2011-10-19 04:13:00

Author:
jjdragon
Posts: 257


Thanks for the feedback of Cybernetic Adventures Sigma. It is a decent level.

VISUALS:
The fighting sticks are simple but well animated. I agree with jjdragon that the background could use more visuals to make this level look a lot better.

SOUND:
The tension music didn't seem to fit in this level. With this level's retro visuals, maybe you should use the retro sounding musics like MGS1 Encounter (LBP Remix) and The Cosmos, or give this level a music with combat feeling.

GAMEPLAY:
The punches and kicks give this level different ways to hit player's opponents. Even though, I only played this level alone and I didn't realize it only needs two players (you should adjust the minimum and maximum number of players to two).

OVERALL:
It's an okay level, but it'll probably be worth playing in two players. Keep it up.
2011-10-19 23:33:00

Author:
JustinArt
Posts: 1314


tx for suggestions. I may make a sequel to this with new moves and a more detailed backdrop. Different maps is a great idea. Im not very artistic, visually, though. all my levels emphasize gameplay. You should really replay the level with 2 ppl, as the spacing and time of move execution allows for actual fighter gameplay that blows doors on all the fighters pubbed on lbp so far imo. even with just 4 attack moves.2011-10-21 02:49:00

Author:
unnatural
Posts: 51


Sorry for the delay, I've had an incredibly busy last two weeks and had virtually no free time (or at least free time to play video games!). Here's my F4F:

I really like the aesthetic, I enjoy simple things like this, though I do agree with the sentiments of others in this thread in that it does feel a bit bland. Perhaps add something to the background, or maybe some sort of comic book style POW effects or something?

Gameplay wise I can't accurately evaluate this as I only played in single player, though I found the walking quite awkward. There's a set delay period you have to wait between button presses. I understand you have to wait for the animation to finish before moving again, but if you tap the D-pad really quick your character doesn't move at all after the first animation. Maybe allow an option for the stick figure to continuously move in a direction when the button is held. There's a pretty major flaw though, isn't kicking redundant? It takes off more damage than a punch, but you can execute two punches in the same time frame, thus dealing more damage overall. Not only that but once you have started the kick animation you have to wait for it to finish, where as with two punches you can choose not to execute the second one making it a bit more versatile.

As for other suggestions, I think it would be a good idea to have some sort of menu before the game. In here you choose have access to controls, as someone picked up on in your reviews, player 2 can't see the level description and so won't know the buttons. In addition perhaps you could allow people to choose their colours, or have different pixellated human designs? That would be pretty cool. A 4 player style tag match could be an interesting adaptation too.

It's not bad, excellent ground work, but I think it needs to have a bit more 'meat' added to it.
2011-10-25 22:59:00

Author:
Xaif
Posts: 365


tx for the detailed feedback. you have some good ideas, but you are also wrong about kicks. Kicks can hit a blocking opponent from significantly farther away than punches, since high punch goes over low blocks arm, and low punch goes under high blocks arm. also by landing slower it acts like a change up. for example, a clever player knows he can block three attacks by stand blocking for .2-.3 seconds (1-1.5 frames) and go to crouch block. if im facing that situation id throw a kick hitting him as he crouched. if you played someone youd soon realize the utility of kicks. there may be room for balancing the kicks though. for example i may introduce a stun system that makes kicks stun opponent for .1 seconds (half frame).

theres no delay in walking too. each frame is .2 seconds. when you step u spend .2 seconds in "half step" position. then go to neutral, where you cannot move for .2 seconds. so if you keep walking its a smooth .2 seconds per frame. if there was no delay, ud just be skipping along in half step position if you wanted, and would look awful. i know what you mean about holding it down to keep walking though. i was thinking about making it behave like one would expect from a virtua fighter or street fighter (hold down block, crouch, walk buttons) but as i was making it i thot "this isnt street fighter". i thot my way was simple and organic. but i may very well change this.

You have all given me good ideas for my sequel. i will add new moves (not redundant ones ). add a menu that describes how the tactics work with animations. i will add different settings, a stun system, an interrupt system. and i will add some type of picture when hits land, like comic style lines around the fist/foot on land-impact.
2011-10-26 01:51:00

Author:
unnatural
Posts: 51


I see, maybe it was difficult for me to see how the kicking mechanic worked properly as I was playing on my own with two controllers, when I stood directly in front of the opponent the kicks were actually blocked completely. Like I say, a menu system with the buttons, and more in-depth strategy tips would probably be really useful for this kind of thing.2011-10-26 18:38:00

Author:
Xaif
Posts: 365


Well high block blocks high attacks, and low block blocks low attacks. you mustve been using a high kick on a high block which of course is counted as a block. If a player is standing and blocking, you can hit him with low punch and low kick. the kick can hit the player from farther away and do more damage. if the player was crouching and blocking, you would hit him with high kick or punch. again the kick connects from farther away and does more damage.

obviously an explanation of tactics is required. it will be in the sequel.
2011-10-27 02:00:00

Author:
unnatural
Posts: 51


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.