
Isn’t it amazing that for about 30 years, they’ve visually represented the cooldown of cast time in combat by running back to the original location until the center of the screen?
I might just be ignorant, but if other games have done this before or if there are other various followers, I’m sorry, but I think it’s quietly epoch-making.
I wonder if people who still follow Medarot content are drawn to those aspects?
I can’t really tell if it’s amazing or not.
I have never seen a game other than Medabots that has that kind of visualization.
I think the charm of Medarot lies in the shuttle run.
It’s quite innovative because it’s often done by displaying time itself or using bars or circle gauges.
It’s nice that you can feel excited and nervous while running because there are freezes and accelerations too.
>>4
I fell while heading to the center… Damn it!
Basically, it gets recreated with the gauge, and there were times when that actually happened with Medarot too.
I was supposed to be doing shuttle runs as part of the visualization.
There are some that are really being treated as if they are running.
>>6
I’m sure Medarot generates power when it runs.
>>6
Medarot can charge itself when it moves, so there is no problem in that setting.
Was it around the 3DS that it became a normal gauge?
Standing still until the ATB-like gauge fills up is bothersome as the graphics improve, because it makes you notice how long you’re waiting.
Regarding the thread image, both blowaway and suction have made a comeback.
Is it possible that they are actually running?
I read something like a development story manga somewhere.
According to that, it seems that a programmer who was constantly asked by colleagues if this system couldn’t be done…
It seemed like a story about putting in an enormous amount of effort to implement it…
>>14
I see…
The person who implemented this is amazing.
When the shuttle run was visualized in R, it was quite a surreal sight…
As expected, DUAL used a circle gauge system.
There are aspects over there that are just part of the genre.
In terms of visual clarity for the recast, the ATB bar from Final Fantasy is better, right?
The goodness of Medarot lies in the addition of positional relationships and the inclusion of target attack elements.
>>18
It’s impressive that, after the expression at the bar became popular, they sought out a different expression…
>>18
It might be true for just filling, but there is also heat dissipation to consider.
When it became a bar on the DS, Medarot was extremely hard to understand.
The BGM robot battle while doing a shuttle run is just… irresistible…
I can’t say it out loud, but I don’t really understand things like tuning or overheating, so for now, I’ve just been using stock parts.
In addition, ATB should only involve cooldowns, and the cast time was likely just the movement of pixel art or something intuitive.
I want to marry all four: Toyomi Minori, Tanigawa Mizuho, Kaido Megumi, and Asou Toki.
Let’s play Medarot S.
I’m currently collaborating with Godzilla.
>>25
I started recently.
I’m looking forward to King Ghidorah tomorrow.
I think the shuttle run robot battle is the best and the true essence of Medarot.
I am one of those whose brains have been fried by NAVI’s battles… I wonder if I will see the light of day again someday.
>>26
It takes too long…!!
If you’re actually going to fight, it wouldn’t make sense to stay in one place and not move, so it’s good to be moving around.
After targeted shooting, it might be good to have a performance where you stand guard and punch, then run without being able to raise your arms.
It is visually easy to understand the penalties.
It’s hard to understand when it’s said that it only works on an opponent with their back turned, but when it’s said to destroy a machine that hasn’t finished cooling down, it feels cool, doesn’t it? Destroy.
>>29
I wonder what the derived disaster and terminate are actually doing… it feels like that.
>>29
The parts used by the enemy that gave me a strong sense of power were Destroy and Sacrifice in my childhood.
I thought homesickness seemed weak… but…!
>>33
I think there are many boys who were traumatized by their first ace…
>>29
Because there is an impression of the shuttle run, it gives the image of being attacked from behind.
Does it mean that it’s forcibly overheating and breaking it during cooling?
I liked it when Medabots took a tech standby motion back in the era of bars.
In a real 3D action scenario, the cooldown is one thing, but expressing cast time seems difficult.
I can’t help but wonder why so much preparation is needed when using firearms, blades, or blunt weapons without even casting a spell.
The realism line around here is difficult.
>>36
It feels like charging energy in Dragon Ball…
Also, reloading and so on…
I think the cooling ability of the S legs is necessary for making “the fast-footed Medarot” visually understandable.
You should work on achieving more balance and such.
>>37
It’s impossible to make any changes because there are 600 parts.
It should be strange to directly convert it to 3D since it’s purely an icon-like expression in pixel art.
That aside, I like that you do the shuttle run for me.
When it comes to destroy attacks, the first thing that comes to mind is the Medusa-type Stone Mirror.
If you apply the characteristics of the original source to Destroy, it’s clever how strategies like using a mirror to counter Medusa or turning your back to fight don’t work with Destroy. It’s nicely done.
The shotgun’s pellets hit the approaching opponent nicely.
I wonder if it’s about how you can’t pursue an opponent who is fleeing.