to clarify, talking about
Noribash Text
Originally Posted by
Karbn
Good Lord, you're very hard to have a discussion with.
can't help it
Originally Posted by
Karbn
First off, there are much more people playing this game than children on bottom feeder computers.
Second, when I started out, I couldn't do shit. I stuck around because I had good people here who I liked hanging around with and they helped me improve.
> join date 2009
you didn't really disprove my point, you just pretty much confirmed it
Originally Posted by
snake
the only people that actually stick around are the 2 types of people:
1) those that played it for ages and the control scheme is no longer provide a difficulty for them
2) those who can't run any other games that tb, meaning children on bottom-of-the-barrel low-end hardware
Originally Posted by
Karbn
Toribash decided to be unique with it's control base,
i already told you why the control scheme the way it is, there was no other way back then
wanting to change the one thing that makes Toribash unique to other Indy ragdoll games seems preposterous to me.
there are no other turn based ragdoll fighting games with full body control, if there were, nobody would have played 12 years old game with absolutely inhumanly horrifyingly messed up assward control scheme that also looks like err... aged 12 years school side project...?
Originally Posted by
Karbn
I would love to see some rotating joint states in Toribash next. Maybe a new hotkey to control it as well? Shoulders and wrists could use a new state, and maybe glutes could get a touch up. But I personally think that that would be good enough in terms of more joint states.
more joint states - more unnecessary complexity,
the higher the barrier to entry for a game that is already a niche
the game complexity does not come from the controls but from the gameplay
the hardest games in existence are the "cat mario", "i wanna be the guy" and "dwarf fortress" all of which have quite simple control scheme, and the complexity and the thing that makes the game hard are their mechanics
Originally Posted by
Karbn
I feel that adding joint movements like how blender uses them would ruin the game for many people.
Taking the challenge out of Toribash would just make it another animation software.
Even though you spent weeks on this piece, someone else did it faster and better, days after getting into art, because of a new tech that just allows them to. It's taking art and making it without effort. You can do it, but why?
sorry comrade, but all i see here is:
Originally Posted by
snake
the person who got caught wasting hundreds and thousands hours mastering the controls, and then feeling all angst realizing that his efforts were meaningless and trying to justify that this wasted time figuring out the controls wasn't pointless and that everybody should waste time because he did.
and if everyone would just play the game actually instead of mastering the asswards controls, will likely feel left out and stupid, which may cause them to cry
Originally Posted by
Karbn
if you wanted to have an easier time, just use blender
If you want something easier, why not fight for minibash? It literally has everything you're looking for
i don't want easier game,
i want an innovative free-to-play online turn-based fighting game with great focus on customize-ability.
this is the actual toribash description on steam mind you
i don't see anything that says that toribash is a balls clicking game
when i play the game i don't think about the joints, because after wasting a decade on figuring out the controls, it's no longer a thing that i even notice.
all i think about when i play is the movement i want to make
Originally Posted by
Karbn
*Cough* that's an edit. You can make anything look cool and exciting in an edit, man. You're from 2008, you should know this.
all of my aikido matches are exactly like that, what am i doing wrong?...
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Originally Posted by
Insanity
How are you supposed to hold or relax a joint to get momentum
you don't, you simply place hands / elbows in desired position and ghost will follow your movement
Originally Posted by
Insanity
How do you extend thed ankles to get grip on the ground (different from hold, witch is another thing).
you hold middle mouse button for example or anything, to allow your body to move noclip with no respect to environment, so you are not landing punches that just touch the face, but errr... go through it, so to speak, very easy concept that's kinda hard to explain to a person that didn't used 3d modeling software, but to simplify "
it just works" lol
minibash didn't have it and hence the movement was fucked up, but i believe devs know about the issue and are also wondering why they havent fixed it in the first place, again, nothing complicated
Originally Posted by
Insanity
U would still need at least 5-7keys to control stuff like that and direction.
nah incorrect, windrose (XYZ picture) would solve both the complexity of controls and the UI, so in order to move in X plane you grab X on windrose, if you want to rotate the joint - you grab the tourus (that donut thing), just nevermind the keys on the video and think that i was holding the windrose,
which means that the only necessary keys are the:
no collision movement modifier
may be a grab
aaand thats it,
Originally Posted by
Insanity
What i mean is that u would kinda get the same thing if u want to stay at the same level of complexity but fewer clicks.
nah, atleast the same level of complexity with less keys and less clicks
Originally Posted by
Insanity
Competitibely it might be easyer to click 3 joints the do complicated mouse dragging for the same effect.
this might be true for some limited cases though
Originally Posted by
Insanity
This is assuming that the game will remain unchanged for the most part.
well let's hope Noribash Text would not be the same unchanged game, as if it would be the case, the whole next and making a new game would be a pointless effort, i mean thats kinda insane to do a new game that ends up being the same, lol
Last edited by snake; Jan 6, 2018 at 01:43 AM.
Reason: <24 hour edit/bump