At 1/17/17 08:56 AM, TomFulp wrote:
In our game, bullets make your shield shake but melee attacks push you back some while you continue to block. It's assumed that anything larger than your character is unblockable... It's been tempting at times to color-code enemy attacks so you can better anticipate what type they are but haven't gone that route so far. We need to create some situations where blocking opens a good opportunity to counter-attack and maybe consider a specific counter attack move that could come out of a push-back block.
In Metal Gear Rising, anytime an enemy unleashes an attack that can't be blocked, they glow yellow.
Is that what you mean by color-coding?
In Onimusha, you can block attacks from light enemies to halt their slash combos and actually make them stagger a teeny bit (but not enough to trigger Critical opportunities).
But if you try to block a heavy attack (such as a giant axe or a diving slash), your character will be pushed backwards.
Your character will not be damaged by the staggering but you won't be able to guard in that state.
Some enemies will team up where one staggers you and the others do follow-up attacks.
So you will need to know when to block and when to evade.
Yeah, I can't view your work-in-progress because I'm not a Supporter.
I dunno about pressing forward a la Street Fighter III for parrying.
I have never actually played SFIII.
In the game I made, you press the guard button the same time the attack is about to hit you:
At 1/17/17 09:06 AM, Hoodie wrote:
does the various shields megaman can get count as blocking
I see those as "sub-weapons", since you actually use ammunition to power it.
You can damage/destroy enemies with it, so it's really more of an attack with a pattern that envelopes you.