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Then, a special/ultimate attack cutscene is a way for the developer to load the 3D model. It takes less memory.
Furthermore, there are some fights that Gokû lost with only his orange dogi removed. Not half nude (example: against Majin Vegeta). With your system, each time Gokû is KO, he would be half nude...
BTW have you come up with the control setting? I don't see it on here.
The goal is not to actually SEE the 5 level of damages in 1 fight. As I wrote, each level is available in the character selection menu. Which means that if you want to make a "ssj Gokû vs Freeza", you chose the blue t-shirt version, and can have 2 other levels of damages.
5 ultimate attacks can only be used by a spammer? Did you ever made a 1vs5 fight in Sparking Neo, Meteor or DBRB2? If each opponent makes one, Gokû will finish half naked.
Please note that the Spike 3D models of the characters are highly detailed. When you choose to change your character (tag), transform it, or make a fusion, the computer is taking a few seconds to load. That's the same need for an outfit change, even if it's a little faster (no different attack library to load).
The control settings of the main fighting system, you mean? It's in the third sheet.
Yeah, I've done the 1 vs 5 battles. And even on the hardest difficulty, the AI doesn't use the Ultimate Attacks very often.
Spike's loading screen should handle all that. It's very possible for the fight to go on with all the factors you've brought up. In fact, transformations shouldn't even be a factor considering the way Budokai pulled it off.
I agree with your button system, but what if someone wants to use ki-blasts at close range? I find that using them in close range is very effective to stop combos from the opponent.