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 Post subject: New Feature: Guards
PostPosted: Wed Oct 27, 2010 5:15 pm 
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We have chosen for our game to have the guards as paper mario 1 and 2, so each of the guard is the following....

Guard(Confirmed and bug-free yet): A normal guard. When you press the "C" key on the keyboard to whatever assigned keyboard key is, the target's damage reduces to a 0.25 percent. This number is rounded so the possibilities on getting less damage in small numbers is little.

Example #1

Original Damage = 100
Guard Damage = Original damage - (10% of the damage)
Guard Damage = 100 - (100 X 0.10)
Guard Damage = 100 - 10
Guard Damage = 90

#Visible change at all.

Example #2

Original Damage = 2
Guard Damage = Original damage - (10% of the damage)
Guard Damage = 2 - (2 X 0.10)
Guard Damage = 2 - (0.2)
Guard Damage = 1.8
Guard Damage(Rounded) = 2

#No visible change at all.

Superguard(Confirmed but not bug-free yet.): A special guard. When you press the "B" key on the keyboard to whatever assigned keyboard key is, the target's damage turns out to none. Instead, the attacker is damaged by one.

You can discuss about this feature and tell suggestions, but also tell about some suggestions we have for the guards.

Suggestions:
*Make the guard and superguard a badge.
*Make the superguard a rare badge.
*Make the guard a normal badge.
*No superguard, guard or both.
*Another type of guard.

Thank you for your attention and please tell if you agree, disagree or whatever to the suggestions we would like you to decide.



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 Post subject: Re: New Feature: Guards
PostPosted: Wed Oct 27, 2010 5:23 pm 
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I'm guessing it reduces by 10% and not 25% that you have written in the first paragraph?

Suggestion:

Maybe there's a "Guard+" Badge or something that reduces the damage even more.


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 Post subject: Re: New Feature: Guards
PostPosted: Wed Oct 27, 2010 5:24 pm 
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Guard: Seems good. but if you are copying Paper Mario, considering how low the digits are, a Guard would reduce aleast 20%.

SuperGuard: cool ur working on something like that, but this will be useful only if your enemies have different attack patterns, if not, mastering the SuperGuard will make ur game way too easy.



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 Post subject: Re: New Feature: Guards
PostPosted: Wed Oct 27, 2010 5:27 pm 
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well that may only give the "make the superguard a rare badge" suggestion one point out.



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 Post subject: Re: New Feature: Guards
PostPosted: Wed Oct 27, 2010 5:33 pm 
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Well, you can build your game around it once you establish how easy/hard it is to pull off.


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 Post subject: Re: New Feature: Guards
PostPosted: Wed Oct 27, 2010 5:36 pm 
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i don't think i get you, can you explain further please?



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 Post subject: Re: New Feature: Guards
PostPosted: Wed Oct 27, 2010 5:41 pm 
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He means once you know how easy or hard it is to guard in the game, then you can go from there with the %'s and stuff.


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 Post subject: Re: New Feature: Guards
PostPosted: Wed Oct 27, 2010 5:51 pm 
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well it's 7 frames so, how would the percent be?



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 Post subject: Re: New Feature: Guards
PostPosted: Sat Dec 18, 2010 9:46 pm 
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awesome, any preview for an innovating system?


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 Post subject: Re: New Feature: Guards
PostPosted: Sat Dec 18, 2010 10:28 pm 
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There's 30 frames in a second, yes?
So 3 would be 10%, 6 would be 20%, 7 is 23%, and so forth.



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