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Found 4 results

  1. The recent arena FF has many levels where multiple game types are used. You might think this is a good way to boost the fun factor of a level, but unless done right will actually ruin the level. It's apparent throughout We Like Sportz. Different game types give different amounts of points, and whichever gives the most and/or is the easiest to obtain will be the focus of the level. For example: putting Grab the Gold as the game type then adding a king block(s) will make the match King of the Hill focused. Putting Ball Game as the game type then adding horse base blocks will make the match Capture the Horse focused. Let me break it down by showing the least point heavy mode to most: Grab the Gold - gives 1 point per gold piece; takes a while to get gold to safe; will probably get up to 20 points per match. Ball Game - gives 7 or 10 points per basket; depending on level design anywhere from 7 to 56 per match. Soul Snatcher - gives 1 point slowly per soul; easily get 50 points per match min. King of the Hill - gives 1 point rapidly per person; 100s place possible per match. Capture the Horse - gives 1 point consistently per person and 25 points per capture; is like mobile king block with benefits; easily get to 100s place per match. Color the World - gives 1 point per normal block or spike block if hit on spike side; highly dependant on level structure but usually in the 200s or 300s place per match. Muckle - gives 2 or 3 points per hit, 10 per self death, and 20 per kill; will usually get to 300s place easily per match. A balance needs to be obtained where both (or even three) game types give a significant value to the level. If you add Capture the Horse to another game type (besides Muckle), make it harder to get to their horse or get to your goal. Use less normal blocks for Color the World if you add Ball Game or King of the Hill to it, but make sure the extra game type isn't too easy to score either. Don't add any game types to Grab the Gold unless it's a difficult Ball Game. Any extra game types in Muckle will be chump change in the long run, and unless done right will be insignificant or add unfair randomness to the score. Adding all three extra game types to a mode is ignorant as Capture the Horse will be the dominant booster. I hope this helps people create better combo levels and prevents good concepts turning into levels with the wrong picture on the door.
  2. KoopaTroopa1116

    What I Think Arrows Should Be.

    So as it is, it seems generally noobs who want to beat insane mode are the ones who spam arrows at enemies because it's the easiest way to kill enemies without getting hit too much. The downside is how long it takes to kill enemies by spamming arrows, compared to using the magic combo. For me however, I find arrow spammers to be some of the most annoying players that I deal with because most of the time when I'm fighting someone trying to kill them quickly with repeated magic combos some noobs will move down to where I am and start spamming the crap out of the enemy I'm fighting with arrows and ruining any chance I have of performing combos thus slowing the process of defeating the enemy significantly. My idea for what arrows SHOULD be? I think that someone who has max agility should shoot arrows at the same rate and distance that they do right now. However, the arrows should not cause the enemies they hit to flinch at all, so that it is like always fighting the cultists in the wizzard castle who don't flinch from arrows. But, as a trade off I also think max level arrows should do about 10 more points of damage. That way if a skilled player is using the magic combo on an enemy and someone wants to arrow spam the enemy, they will be doing a significantly greater ammount of damage to the enemy's health and not impeeding the skilled player's combos. This also makes it impossible for someone to skate by insane mode by simply spamming the circle (or xbox controller equivilent) button as fast as they can.
  3. Most characters have all the combos, but does the Alien have the drill combo? I have him past level 50, and he doesn't seem to be able to use this combo.
  4. Okay, the magic ones are: (Ps3 version) R2 + circle: Projectile R2 + jump + circle: air projectile R2 + jump + triangle: Downward projectile: R2 + X: Magic Jump. R2 + Triangle: Splash When are the melee combos unlocked?