Hey, does anyone have a link to download DOA Online? I just got my new gaming pc setup.
This thread has info about it, but I'll just link it here too.Hey, does anyone have a link to download DOA Online? I just got my new gaming pc setup.
Thanks! By the way, how to you change the game from full screen to windowed mode? There doesn't seem to be an option for it.This thread has info about it, but I'll just link it here too.
Thankfully, @WAZAAAAA made a backup of the game~
I haven't tested this in a while, but it should still work fine.
There should be a program called doaoLauncher.exe in [install directory] > DOA Online > FINAL >Thanks! By the way, how to you change the game from full screen to windowed mode? There doesn't seem to be an option for it.
Found it. Also, will you have to create a account/new role every time you log in? It doesn't seem to save any of my settings (name, character, etc.) l0lThere should be a program called doaoLauncher.exe in [install directory] > DOA Online > FINAL >
It gives you a gui menu to change the settings in client.ini.
You can also edit the client.ini manually and change FULL_SCREEN=1 to FULL_SCREEN=0 (located under the [LOGIN_SERVER] section)
NiceFound it. Also, will you have to create a account/new role every time you log in? It doesn't seem to save any of my settings (name, character, etc.) l0
what I actually found was that when both players escape a chain throw on the same frame, the defender has the priority (the throw breaks)What about making grapplers have advantage after their opponent breaks their combo throws/holds? I don't know if this is already in 2U or not, but it was supposed to be in 5, though WAZAAAAA later proved that it's not, if I remember right.
Found it. Also, will you have to create a account/new role every time you log in? It doesn't seem to save any of my settings (name, character, etc.) l0l
characters don't get saved you have to make a new one every time. I have the same name every time because I type it every time l0lYeah, I just create a new account each time - it doesn't save your info as far as I know. There might be a workaround, but I don't know anything about it. @WAZAAAAA seems to have the same name each time, so there could be a way?
Nice, I like the orange to yellow gradient~
Sounds good - I'll test this out. Seems like a nice way to give them the upper hand even if they can't complete the combo throw.
Thanks for the suggestion~
I've actually already added in a few bound properties
The grapplers have these properties mostly, but a few other characters have moves that bound as well.
I just blended some existing animations together to make these lol.
Yeah, though I really wish I could, I can't add air throws :/
The filesize limit is the main issue, and the actual coding of air throws is the second.
Genfu's air throw in DOA2U is actually a pseudo air throw and not a true air throw like in DOA3.
I can test out the special stun to see how it fits in~ and yeah, that string isn't very useful as is, so adding a special stun to the second kick could give incentive to use it more.
Any chance we can see a video or gif of this? Sounds fascinating.For this test, I gave Hitomi her sidestep sweep kick from DOA3 as a standalone move, but I wanted it to be a lot more evasive, so I gave the animation some invincibility frames at startup (invincible to all strikes)
The only way to stop her during those frames would be to throw her.
Ultimately, I removed the standalone version and kept it only as a string ender -- without those properties, because moves like that have never really existed in DOA (until now I guess?)
I might re-enable this for Hitomi, it seems like it could be a unique and interesting tool.
I made a moveset of "Kasumi Alpha" a while back, and it's sort of my attempt to recreate some Phase-4 attacks.Does anyone know / have any mods for DOAOL? Or shall I whip out my own outfits? I remember it was big back in 2012.
Here's a few gifs~Any chance we can see a video or gif of this? Sounds fascinating.
They're just hacking the same engine you are. Honestly. That's why the DOA5 sidestep was so weird. They just have access to code, that's the difference. lolIt's interesting that DOA6 seems to be doing something like this for sidestep attacks, though the DOA6 engine probably handles it better.
Oh, about throws, it's not that adding them is 100% impossible, just that they need lots of space.I know you said that adding throws was impossible, due to memory limitations, but what about Bayman's tank roll? He already has the roll itself in 2 and he (sort of) has the throw with 33T. I'm assuming it's still undoable because the animations aren't exactly the same and would have to be edited, but I'd like to bring up the idea in case this hasn't come up before.
Lol remember when I said this? Anyway, it didn't work the way I assumed:It's missing the front facing animations [...] I might even be able to just rotate these 180 degrees to work as the front facing animations
Regarding Bayman's tank roll, personally I think it's fine, it's mostly a question of aesthetics, whether seeing a character switching like that bothers you or not.usagiZ said:Questions for the thread
[1] By default, some strikes give frame disadvantage on normal hit.
----Are there good reasons to have a strike be completely unsafe on normal hit?
[2] Currently, wake-up kicks are invincible until the active frames of the hitbox.
----I was thinking of deactivating the invincibility a few frames earlier to allow for easier crushing. Thoughts?
[3] Wake-up kicks by default cause decent stuns.
----Should I change them to be more like they are in DOA5LR?
[4] The current window to get a hi counter throw when the opponent holds is short.
----Extending that window until the end of the animation might be possible. Is that worth testing?
[5] Though danger zones are an important aspect of DOA, the imported ground bounce properties currently don't interact with floor hazards.
----Is it important that they do, or should they continue to ignore floor hazards? (keep in mind that I've made some strikes 're-bounce' airborne opponents)
Thanks, I appreciate the feedback~Regarding Bayman's tank roll, personally I think it's fine, it's mostly a question of aesthetics, whether seeing a character switching like that bothers you or not.
1) I'm generally not a fan of disadvantage on hit, but it has its places. For some moves it is necessary to avoid unintended natural combos (for example Zack's PPKKK being a combo in DOA2, but not in DOA3 because they reduced the hitstun.) So if a move has a follow-up it can be ok.
In a game design sense, it can be a property you give a move to encourage it only being used in stuns or juggles/discourage its use in neutral.
I think the main reason we see moves with disadvantage on hit so often in DOA is because of throws, which are very fast in the old games. Being in a situation where you can't push buttons because you'll get counter-hit, but you also have to watch out for 5 frame throws, is pretty scary.
Personally, I think the main thing to consider is to make sure hat risk/reward feels fair. Throwing a jab out is pretty safe, so most jabs don't give frame advantage (with some exceptions for slower characters who can use the frames to be on equal footing with fast characters). If a move is very slow and/or has poor reach, and it has poor hit properties on top of that, why would you every use it?
2) I'd be interested in seeing what less invincibility frames would be like. Kind hard to really take a stance on it only in theory though. I would say do some playtesting and see how it feels.
3) Yes.
4) If possible, that'd be nice. I thought the hi-counter window was determined by the amount of active hold frames, though? I figured it was an engine restriction, but if there's a way around it I say go for it.
5) Tough to say, but I think you might know better than we do. Aesthetically, I think it looks off when you use an attack that clearly looks like it should wall-splat, but at the same time you don't want out-of-control powerful combos. Like, if you could after a launch or ground-bounce combo get another full combo off a half-wall splat that seems too over-the-top for me at least.
Anyway, those are my rambling thoughts.
Hmm, adding a dodge roll would be pretty easy, but I'm trying to make it so that every character has their own unique toolset to use - if that makes sense. Universal sidestepping / dodge would go against that.I kinda had an idea.. if you could add some ''dodge roll'' moves to the cast, to make it possible for all?
This was a bit difficult to achieve, but I managed to do itI'll [...] try to give Leon his tackle throw from DOA3 instead.
I could absolutely see Niki throwing lightning bolts at Zack for dumping her for Helena lol.Give her Genra's lightning bolt. Lmao
This is amazing work. I don't understand any of it. I could never figure out the patterns in the data like you do. It's totally beyond me and I'm constantly amazed at what you've been able to achieve. Thank you again for sharing.
Edit: actual kind of request: does Tina have any leftover throws or anything that are fairly easily enabled? She had a two part OH in DOA1/DOAD where she doesike a summersault on your back. Would you be able to get that move working for instance? Maybe that's a move you could give Nikki? Idk
Also, that "weird" Nikki moves looks fine except for the last hit where her arms are flailing (this is an old tengu anim right?). I don't think you're capable of editing the animation to fix her arms so maybe just lose the last hit? It looks like it could potentially leave her Backturned if you stop after the second hit
Thanks - Nyo's voice does seem a bit too mature for Niki, imo. Niki's age is probably like 22-24 I'd guess, based on TN's age conventions.[...] about the voice [...] something like Nyotengu's voice could work, but she seems too much ''Woman-Like'' Niki seems like a teen or so..