Toribash
Original Post
Real time game mode
I've had this idea for a while, and I know that most of the suggestions don't get implemented but I might as well share it with some people.

So what we have right now is that Toribash is a turn-based game. In multiplayer in classic mode for example you get 20 seconds to click your joints how you want to the n you skip 10 frames, and it happens again. The numbers are different for various mods, but the concept is always the same.

My idea is that instead of getting to make moves during the freeze time, you get an option to toggle a gamemode where the replay is going at a slow speed (if we take classic.tbm, we have 20 reaction time per 10 turn frames, so the replay would need to play a turn frame each 2 seconds), and you can click joints at any time during your match. Before the game starts, you get 20 seconds to make some sort of an opener. Joint movements get applied after the counter reaches the beginning of the next frame (so you have 2 seconds to adjust a certain joint if we go with our example). This way, you can allow for quicker and more intense matches, since you see what your opponent is going for and vice versa.

Yet again, this would be hard to implement and probably won't be implemented any time soon, if at all, but I just wanted to share some thoughts and maybe give you some new ideas to think about. Thanks for taking your time to read this, peace.
Last edited by AssassinPro; Jun 23, 2016 at 11:12 PM.
golf
I am actually happy that this got bumped, and before that post gets deleted as useless I'd like to add that with this gamemode in the game it would also make sense to display player ping since now it would actually be relevant.
golf
For the way sora and I did our game mode I would set the reaction time high for the first turn to get them familiarized and then start out with the 3-5 reactiontime so they are ready, it is really intense as he said, and you can be really balanced and smooth once used to it but people new to it can be kinda twitchy
Tested this with Fear in wushu and morten_3. Went pretty much exactly as dabarett and DashSora said, intense, fun, twitchy at the start but you can really make cool moves once you figure it out. Got an update for the idea:

Would be nice to have the game speed up/slow down in mods like aikido where you have different turn frames throughout the game.

And a little story with a moral at the end:

[18:27] <@AssassinPro> one time my brother told his friend about toribash
[18:27] <@AssassinPro> briefly
[18:27] <@AssassinPro> the guy got super excited
[18:27] <@AssassinPro> he said that it soulds like the best game ever
[18:28] <@AssassinPro> but then when he installed it he learned that its turn based
[18:28] <@AssassinPro> and he lost all his enthusiasm
[18:28] <@AssassinPro> moral of the story: add my idea kthx

Actual moral of the story: this idea wouldn't just benefit older players who are tired of the game and want to try something new, but also might attract newer players as it's a cool concept.
golf
Just immigrating the situation by setting low turn frames and reaction time. So no, it can't be done via modding/scripts I don't think. Gonna ask NutHug the script master to be sure.
golf
Originally Posted by William View Post
So, this can't be done via modding? I don't get it.

Originally Posted by AssassinPro View Post
Just immigrating the situation by setting low turn frames and reaction time. So no, it can't be done via modding/scripts I don't think. Gonna ask NutHug the script master to be sure.

Scripts nope, you'd need "scripted mods" to make it work. (dev on that was ditched years ago)

Modding, to a degree; however all it'll take is someone with a shitty computer to kill it. Crap computers are usually the reason when the turn ends for both players you end up sat waiting for it to happen. People tend to blame the servers, 90% of the time it's just because one of the machines is taking ages to finish sending it's turn info.
(server lag does happen, but not as often as people claim)

Due to the annoying turn lag issue etc etc I honestly think the best solution for now is what dash & dab did. Short tf + short timer. Finding the magic numbers where it feels right may take a bit of trial and error though.

<Erf> SkulFuk: gf just made a toilet sniffing joke at me
<Erf> i think
<Erf> i think i hate you
Originally Posted by SkulFuk View Post
Finding the magic numbers where it feels right may take a bit of trial and error though.

We found 3-4rt and 10-15tf seem to work pretty well. You can still get moves in and the match doesn't take an age to finish either.
Last edited by Fear; Sep 27, 2016 at 11:57 PM.
This might work better if u add a small force behind each player. Something closer to jousting but much less momentum. This way u dont have to concentrate so much on moving fwd (just move the legs so u get a bit more momentum) and u can focus on the impact point where u hit the opponent.
Try twitching a jousting.tbm, lower the push momentum, distance, height and try the frames u tested. It might work a little better i think.
Last edited by Insanity; Sep 29, 2016 at 09:03 PM.
= SELLING MARKET INVENTORY =
Pm me for deals