Juggling act

AlexDC22

Well-known member
so am not to keen on juggles to be honest..but i do want to add some, specially for boss characters to be able to juggle the players but not abuse it, and i also id like to have some enemies, the bigger kind to be able to juggle as well along with the players to have such ability... but i dont want it to get abused by anyone...theres gotta be a balance and hence the post... whats a good Jugglepoints to Jugglecost ratio for 3 categories... Bosses / Players / and Bigger regular enemies.... but also if i just do bigger regular enemies... does that mean that the girls in the players side cant juggle? i know it may be trivial to some but shit like this would bother me now a days lol
and should all moves juggle? so many variables can go into this that i was afraid of even think of it lol, but here i am haha

anyways i look forward to all of your suggestions, theyre going in, but just need a bit of help as to how to implement it without becoming a shit show like some i see out there, theres gotta be limits set or it stops being fun imho... thanks
 
so am not to keen on juggles to be honest..but i do want to add some, specially for boss characters to be able to juggle the players but not abuse it, and i also id like to have some enemies, the bigger kind to be able to juggle as well along with the players to have such ability... but i dont want it to get abused by anyone...theres gotta be a balance and hence the post... whats a good Jugglepoints to Jugglecost ratio for 3 categories... Bosses / Players / and Bigger regular enemies.... but also if i just do bigger regular enemies... does that mean that the girls in the players side cant juggle? i know it may be trivial to some but shit like this would bother me now a days lol
and should all moves juggle? so many variables can go into this that i was afraid of even think of it lol, but here i am haha

anyways i look forward to all of your suggestions, theyre going in, but just need a bit of help as to how to implement it without becoming a shit show like some i see out there, theres gotta be limits set or it stops being fun imho... thanks


My solution may not work for you, so take it with salt.

What I like to do is give larger enemies just a bit more more weight (you can do this with anti-gravity model setting). This way, they are not thrown quite as far or high, and that balances out just a bit against their bigger bodies. Capcom does this too BTW, it's just very subtle.

Next, I set up a script that after so many juggle hits, starts adding a tiny bit of negative velocity. Just a little fraction, at first not enough to overcome the upward velocity of hits, but it adds up quickly, and sooner or later, hits just don't lift enough to keep them in the air. You can adjust the ratio of velocity adjustment to go up or down faster with weight.

This way, no one is outright immune, and no arbitrary limit to juggle hits or freaky damage scaling, just a gradual diminishing return on lifting.

DC
 
My solution may not work for you, so take it with salt.

What I like to do is give larger enemies just a bit more more weight (you can do this with anti-gravity model setting). This way, they are not thrown quite as far or high, and that balances out just a bit against their bigger bodies. Capcom does this too BTW, it's just very subtle.

Next, I set up a script that after so many juggle hits, starts adding a tiny bit of negative velocity. Just a little fraction, at first not enough to overcome the upward velocity of hits, but it adds up quickly, and sooner or later, hits just don't lift enough to keep them in the air. You can adjust the ratio of velocity adjustment to go up or down faster with weight.

This way, no one is outright immune, and no arbitrary limit to juggle hits or freaky damage scaling, just a gradual diminishing return on lifting.

DC
love the idea thank you... i hope i can whip up a script like that but the whole thing looks like what would be ideal...
oh and since we are in the subject of juggling.. i know i had attack boxes on their fall animations... not sure if i should remove those or leave them in?
 
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I'm neutral when it comes to juggling. If a game doesn't allow me, then I'll make do with beating and slamming but if the game allowed me, I'll make use of juggling if possible.

There are many ways to limit juggling either from juggler or from the juggled. You need trial n error to find the proper balance.

i know i had attack boxes on their fall animations... not sure if i should remove those or leave them in?

Attackbox in FALL animation is used for throwing or I should say being thrown. If those fall animations are also used for thrown animation, leave them in. But if they aren't, then remove those attackboxes.
 
I'm neutral when it comes to juggling. If a game doesn't allow me, then I'll make do with beating and slamming but if the game allowed me, I'll make use of juggling if possible.

There are many ways to limit juggling either from juggler or from the juggled. You need trial n error to find the proper balance.



Attackbox in FALL animation is used for throwing or I should say being thrown. If those fall animations are also used for thrown animation, leave them in. But if they aren't, then remove those attackboxes.
yeah i wasnt sure if i threw an anemy towards a player 2 or 3s way, if it would hit them as well or is that just for enemies.. guess i should actually try that on myself smfh apologies lol

attack boxes stay it seems lol
 
My solution may not work for you, so take it with salt.

What I like to do is give larger enemies just a bit more more weight (you can do this with anti-gravity model setting). This way, they are not thrown quite as far or high, and that balances out just a bit against their bigger bodies. Capcom does this too BTW, it's just very subtle.

Next, I set up a script that after so many juggle hits, starts adding a tiny bit of negative velocity. Just a little fraction, at first not enough to overcome the upward velocity of hits, but it adds up quickly, and sooner or later, hits just don't lift enough to keep them in the air. You can adjust the ratio of velocity adjustment to go up or down faster with weight.

This way, no one is outright immune, and no arbitrary limit to juggle hits or freaky damage scaling, just a gradual diminishing return on lifting.

DC
this kinda what you had in mind?... and am still thinking on how to set what each move for heroes cost and jugglepoints, and how many for foes and bosses... or am i going about this the wrong way? i know is not probably correct way to do it but it seems to work? lol gonna make a few if it is...some for fatties,mids,and stickmen lol
figure get back on one of these since am back in the good ol florida ER rooms >_> for the 5th day in 6 days now yay smfh....

oh should i increase the value of the initial antigravity as that will translate into a faster downfall for the decrementRate? sorry hospital meds and geek talk makes for strange bed fellows lol.
C:
void main()
{
    void self = getlocalvar("self"); // Get the current entity (enemy).
    int jugglePoints = getentityproperty(self, "jugglepoints"); // Get the number of juggle points on the enemy.

    // Initial gravity resistance and the decrement rate.
    float gravityResistance = -0.2;  // Default gravity resistance level.
    float decrementRate = -0.01;     // Negative rate to reduce antigravity, pulling the entity down over time.

    // Calculate the new gravity resistance based on the number of juggle points.
    float adjustedGravity = gravityResistance + (jugglePoints * decrementRate);

    // Apply the calculated gravity resistance to the entity to adjust their resistance to gravity.
    changeentityproperty(self, "antigravity", adjustedGravity);
}
 
this kinda what you had in mind?... and am still thinking on how to set what each move for heroes cost and jugglepoints, and how many for foes and bosses... or am i going about this the wrong way? i know is not probably correct way to do it but it seems to work? lol gonna make a few if it is...some for fatties,mids,and stickmen lol
figure get back on one of these since am back in the good ol florida ER rooms >_> for the 5th day in 6 days now yay smfh....

oh should i increase the value of the initial antigravity as that will translate into a faster downfall for the decrementRate? sorry hospital meds and geek talk makes for strange bed fellows lol.
C:
void main()
{
    void self = getlocalvar("self"); // Get the current entity (enemy).
    int jugglePoints = getentityproperty(self, "jugglepoints"); // Get the number of juggle points on the enemy.

    // Initial gravity resistance and the decrement rate.
    float gravityResistance = -0.2;  // Default gravity resistance level.
    float decrementRate = -0.01;     // Negative rate to reduce antigravity, pulling the entity down over time.

    // Calculate the new gravity resistance based on the number of juggle points.
    float adjustedGravity = gravityResistance + (jugglePoints * decrementRate);

    // Apply the calculated gravity resistance to the entity to adjust their resistance to gravity.
    changeentityproperty(self, "antigravity", adjustedGravity);
}

Don't adjust antigravity like that in a script, it will make a mess. What you want to do is use the onfall event to get current upward velocity, and adjust it a bit downward. The more in air hits (use the inair property to reset), the more you adjust it downward.
 
Don't adjust antigravity like that in a script, it will make a mess. What you want to do is use the onfall event to get current upward velocity, and adjust it a bit downward. The more in air hits (use the inair property to reset), the more you adjust it downward.
will get to it.. the more i travel the wiki the more i find out how little ive known all along and the more it makes you keep digging lol.. OpenBor is a hell of a drug xD
but i do want to do things the right way as much as i can with the bit i keep learning... appreciate the reply...i will always try :)

EDIT: damnit i do know how to get into trouble... took a gander at Kratus Beast of a game and theres so much going on on the onfall script...but it was all you talked about that i like to incorporate and anyone should mimic for real... is a lot for an old man like me, but i will damn try it damnit xD
 
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just need a bit of help as to how to implement it without becoming a shit show like some i see out there, theres gotta be limits set or it stops being fun imho.
Hi, so I came up with a few methods, so take a look at how I went about it.
The first 2 videos involved jugglecost while the others don't.
So I made it in a way that certain attacks have high juggle costs while other attacks had low amounts in order to prevent players from using the same move over.
Then I had different fall animations linked to certain attacks.
So the goal was that if players want to juggle, only certain attacks will allow it.
This is where it got out of hand.
Now juggling is very limited and in a better place but still a WIP.
 
Hi, so I came up with a few methods, so take a look at how I went about it.
The first 2 videos involved jugglecost while the others don't.
So I made it in a way that certain attacks have high juggle costs while other attacks had low amounts in order to prevent players from using the same move over.
Then I had different fall animations linked to certain attacks.
So the goal was that if players want to juggle, only certain attacks will allow it.
This is where it got out of hand.
Now juggling is very limited and in a better place but still a WIP.
Promise will look at these more in depth...atm i cant cus Murica ugh...will check out at somepoint hopefully tonight if i dont get arrested first >_> cys like i said...murica...apologies for the rant be well all
 
Hi, so I came up with a few methods, so take a look at how I went about it.
The first 2 videos involved jugglecost while the others don't.
So I made it in a way that certain attacks have high juggle costs while other attacks had low amounts in order to prevent players from using the same move over.
Then I had different fall animations linked to certain attacks.
So the goal was that if players want to juggle, only certain attacks will allow it.
This is where it got out of hand.
Now juggling is very limited and in a better place but still a WIP.
like am almost tempted to just put this off till the end cus this what you have shown me i love and i havent seen what DCs stuff look like in theory sounds fantastic and from what i seen in the script from Kratus beast of a game... man so much amazing stuff..... a bit overwhelming to be honest... and i am not to great with scripts so shit takes me days for something simple but am to old and stubborn lol

lots to think about... cus when i get tired of making / remaking levels i start to get crazy ideas that i have no i dea how to do... ...i need to be on a leash or something lol... i appreciate all you good folk feedback... i really really do... :)
 
just a gradual diminishing return on lifting
This is an interesting concept to limit juggles without turning it off abruptly when jugglepoints end. I have a similar script but with a different purpose, just to prevent enemies from flying too much.
I will test it, thanks for sharing the idea.
 
This is an interesting concept to limit juggles without turning it off abruptly when jugglepoints end. I have a similar script but with a different purpose, just to prevent enemies from flying too much.
I will test it, thanks for sharing the idea.
hopefully if you do and wouldnt mind sharing it, but not a monster like the ones you currently use lol... simple for the old fucks in the crowd lmfao...
 
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