God orochi by Ahuron is one of the the strongest mugen characters. Configure eclipse for java. Has the ability to regenerate, some unblockable attacks, cannot be grabbed and cannot be knocked down plus added the factor that it abuses all about anything in its power to seek and destroy others. Rising Software publishes Auralia and Musition, Ear Training and Music Theory programs specially designed for classroom use. Widely acknowledged as leaders in their field, Auralia and Musition allow teachers to present traditional musical content in an easy to use digital format. Seventy five areas of learning are covered, with drills, lessons and courses to teach, test and guide students. Auralia and Musition are easily tailored to local curriculum requirements, all student progress is tracked and teachers can set electronic worksheets, reducing their marking load and allowing students to progress at their own pace. Suitable for music students aged 8 and up, all instruments and genres. GAME-RELATED • humans and AI shouldn't play differently. I noticed that AI generally can't be knocked back (for example, ricther's dashing move doesn't send them flying), but this should definitely be included • another thing is that some of the AI controlled character effects are nice (albus' evil laughter) but maybe limit it only to arcade mode, not survival mode etc • invincibility time (esp. For humans) should be more balanced. Maybe only allow invicibility after a knockback move, otherwise piling on attacks is pointless because only the first one hits. I know currently there are moves that can pile on damage (like if you get caught in albus' max shot) but say i'm alucard vs alucard (human) and i slash him 3 times in a row. Only the first one counts. Maybe make different attacks have a different probability of knocking back. If the move knocks back (they fall down), then grant a bit of invincibility (enough to get back up and dodge), but if it doesn't, don't grant invincibility. Maybe weaker moves never knock back, while stronger moves have a higher chance of knocking back which also prevents them from being abused many times in a row • back dash shouldn't grant invincibility frames, i think • consider making some chargeup moves uninterruptible (the character can still be damaged, just not interrupted). It gives more incentive to actually attempt them • consider not limiting superjump to 1x? • the down + forward combo that's common to a lot of characters is often mixed up with the back + down + forward combo. Ufo Capture V2 Keygen Generator Cs3. Skype For Windows V 2.0.0.103 key code generator: Ufo V 2.0 keygen. Ufo+exploring+the+unknown Crack, ufo+exploring+the+unknown Serial, ufo+exploring+the+unknown Keygen. Fake webcam indir, crack register code pc spy keylogger, free nod user name and pass free, capture one crack 3. Uk, multisim reg key. ![]() For example if you're walking right, then you turn left and try to execute just the down + forward, but it ends up counting as a right + down + left (which is back + down + forward in this case) maybe try something like up + forward or whatever that's less ambiguous • add more geometry to the various maps. You should be able to stand on platforms in the background (like in the underground place where you fight cerberus, or the ledges in the room where you fight legion in SotN i think, or the ledges above the doors on either end of the city of haze map). This way the maps are more than just empty rectangles decorated with fancy graphics, but with actual different geometry • expanding on that idea, maybe you can add in-map obstacles or things that damage you • voice language choice: allow you to choose between japanese and english. Maybe even make that player specific (P1 wants his character to speak in eng while P2 wants jap) • let us choose the character's color scheme • let us pick the AI opponent. Maybe allow us to pick the opponent lineup for survival mode, or maybe add a 'custom' mode that allows you to just pick any character, pick any enemy, pick any stage, and just fight. Right now the closest thing to that is training and setting the second player to AI, but that's no fun if health constantly resets • make a page that explains the general stats, elemental types, and other game mechanics • the glow that follows certain characters when they run (like richter for example) should be a function of the specific color palette rather than being constant for that character. Like normal richter is blue with a blue glow, but the red richter should have a red glow • selectable music menu?
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