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 Castle Crasher (Castle Crashers) Discussion

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Lego Shaq



  Petey Piranha
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PostSubject: Castle Crasher (Castle Crashers) Discussion   Wed Sep 30, 2015 12:45 pm



DEBUT: Castle Crashers (2008)
LATEST APPEARANCE: Castle Crashers Remastered (2015)

The Castle Crashers are the four (well, if you count Pink Knight, Purple Knight, Gray Knight and Gray Knight With His Faceguard Open, eight) amazingly skilled knights set on an epic journey to save the four princesses of the land from the Evil Wizard, a wicked and terrible fellow. On the way they gain all kinds of swords, pets, and items, alongside all sorts of weapons, such as a boomerang, a bow, and even a blowhorn!

Castle Crashers itself is the most popular Xbox 360 virtual shop game of all time and most definitely one of the most famous indie games of all time. The developers, Behemoth, are an indie company; this was their second game, after Alien Hominid.

But before I do the usual Shaq Argument Dunks, I will say I made this thread partially because of how much I love this game. But that's just the part of it.


But They're Not Even Nintendo Characters!
Half the characters this forum wants aren't Nintendo characters!

But, anyway; while the 360 version of Castle Crashers is the more well known one, Castle Crashers released on both the Xbox 360 and the Playstation 3. I can see why this is a huge disadvantage for them...

In normal Smash. People forget constantly how Crusade is not normal Smash, and as such does not have to stick to the same rules as it. We don't have any sort of roster limit, do we?

But back to the original point; even though they're not Nintendo characters, they are tremendously famous indies that are possibly even more well known then Shovel Knight, and more well known then Shantae. You have to remember how critically hailed Castle Crashers is, and how praised The Behemoth themselves are. They are a symbol of indie gaming, arguably.

And another thing; Castle Crashers are from 2008, their game is nearly eight years old. And they still maintain relevance and a huge fandom, as evidenced by Castle Crashers Remastered, unlike many other forgotten indies or indies that are only a few years old.

Think about it this way; Someone (not sure who) represents Nintendo indies while the Castle Crashers represents Playstation and Microsoft indies.


Why The Castle Crashers?!
The Castle Crashers are one of the most famed indie characters ever, and well remembered by tons of gamers. Also, can you say your character stars in the most downloaded Xbox 360 game of all time? The Behemoth can; because Castle Crashers IS the most downloaded 360 game.

The fact is; the Castle Crashers are famous, relevant, prestigious.... they're quite deserving in general.


What Could They Even Do? Swing A Sword?
Uh, no.

Their playstyle could be using, of course, a sword or another weapon like that for their neutrals, but using items like their boomerang, their horn, their bomb, and even the Pet Orbs. Basically, they have a lot up their sleeve.


But Who Would Represent Them? The Knights Are All Different.
The default color would be the Red Knight, and the other 3 would be the Green, Blue, and Orange Knight. Then of course the Pink, Purple, and Gray Knight. Then the Necromancer, who you can see at the bottom of this thread, along with the others.

So basically the default color would be red, but you can of course switch all the colors around to play as your favorite knight.


So What About Their Moveset?
Now that everything else is done, I'll move on to the moveset, finally.


Playstyle
The Castle Crasher is a balanced swordfighter character who uses different cool items in various attacks. Think of them as being a bit like Link.  
CC (Castle Crasher will be referred to as CC from here on out.) is pretty good, all around. However, they are very much a close ranged character if you want to utilize them correctly, as will be seen in the moveset.

CC is a heavy juggling character as well, just like in their own game, and is great at combos. However, you, as said, need to be up close for a lot of good combos.

CC's gimmick is magic. Their neutral special allows you to switch around to different elements which you can use for different cool moves.

Basically: Balanced close-ranged fighter with different items they use, that is skilled in juggling and combos, with a magic gimmick.


Moveset
If you need help visualizing some of the moves, there are two videos, one of which is 8 minutes and the other 12 minutes. They feature some of the moves used in this. Skip down to the bottom and open the Necessary Things spoiler to see them, alongside alternate colors.

Quick Context: You'll see Cardinal, Rammy, and Hawkster. These are all Animal Orbs, a primary feature in Castle Crashers. Animal Orbs are little orbs with animal features. Cardinal and Hawkster are birds and Rammy is a snail. Skip to the Necessary Things section if you need to visualize them.


CC'S Neutral Moves

Neutral: Swings sword from left to right, quickly.

Jab: Swings sword left to right, quickly spins the sword rapidly (trapping the opponent) and then finishing off the jab by jabbing forward the sword, sending the enemy forward.

Side Tilt: Leans forward and rapidly spins the sword, quickly. Good but barely-damaging juggling move for a good combo set-up.

Up Tilt: Swings the sword up from a downward position and then brings the sword down on an enemies head.

Down Tilt: Crouches down and sweeps the sword from left to right after sticking it outward.

Ledge Attack: The Animal Orb, Cardinal, quickly swings in and guards CC as they get up from the ledge. Hits enemies if they are close.

Getting Up Attack: Another Animal Orb, Rammy, pops out. Has a very small hitbox, but if an enemy is hit, they are knocked down for a very small span of time.


CC'S Smash Attacks

Side Smash: CC whips out their telescope and messes around with it faster and faster the more you charge up your smash until the telescope springs forward, growing larger the more it shoots out.

Up Smash: CC gets out their horn, and inhales deeper and deeper until they yell into it, causing a ripple effect and dealing critical damage to anyone in the air around CC.

Down Smash: CC gets out a bag of gold and more money falls into it as it charges up until CC finishes winding up the bag and slams it down onto the ground. Ripple effect and big damage.



CC's Special Moves

CC's neutral special activates Magic mode, where all your other specials become a splash attack, projectile, and smash attack. However, there are, of course, non-magic special attacks.

CC'S Normal Special Moves

Neutral Special: CC activates Magic Mode. An aura the color of the palette you're using surrounds you. We'll get to this later.

Side Special: CC throws forward a boomerang. This isn't like Link or Toon Link's boomerang; this boomerang can be charged up to go faster, and has a juggle effect!

The more you charge your side special, the more CC winds up the boomerang. It goes farther and juggles more the more you charge it. If it doesn't hit an enemy, it quickly soars back you.

Up Special: Cardinal, the red cardinal animal orb, swoops in and CC quickly grabs onto their tiny little feet. Behaves a lot like Villager's SSB4 Up Special, except you can't be "popped" and Cardinal moves at his own pace; you can't make him go quicker. Cardinal pecks at any enemies that come near you, but doesn't make them flinch; so they can still attack you if that doesn't distract them.

Rarely, Hawkster, the hawk animal orb, will pick you up instead. Hawkster is better in general, as their peck makes opponents flinch, and they go up and left to right quicker.

Down Special: CC whips out their shovel and gets to work! Depending on how long you charge up this attack, you'll get different things of higher tiers.

If you just lightly dig, you'll maybe get a little sandwich that heals you by 3% or so.

If you dig to a medium level, you could net maybe an item like a Pokeball.

If you dig to the best level, you could get a potion that heals you by more then 7%!

It could be anything. Even a bomb!

CC's Magic Specials

Once you activate magic, you're surrounded by an aura pertaining to your character, and your specials change to magic specials! You can press Neutral to swap around the effects of the magic. If you don't change for 6 seconds, the magic automatically wears off.

Up Special: CC performs the Magic Jump, which you can charge up to jump even higher. If an enemy is near, they're taken with you for the ride, and damaged and juggled. If you charge it up to the maximum power, you could even KO with this move. This also has elemental effects.

Fire Element: Causes the enemy to get set ablaze for a few seconds.
Electric Element: Causes the enemy to become stunned momentarily.
Poison Element: Causes the enemy to become poisoned, making them slowly gain damage, for a bit.
Ice Element: Causes the enemy to freeze (they're not flinged like the normal ice effect)

Side Special: CC sends forward a Magic Projectile. This has different traits depending on the effect you're using.

Fire Element: A fireball blazes forward. The second fastest of the projectiles, this does the least damage but sets the enemy on fire.
Electric Element: Electricity goes at sonic speeds as it darts forward. The fastest of the projectiles, this does less damage but stuns the enemy.
Poison Element: A ball of poison slugs forward. The slowest of them all, it makes up for it with the most damage and poisoning the enemy.
Ice Element: An icicle quickly shoots forward. The most balanced, it does medium damage at a medium speed and freezes the enemy.

Down Special: CC fires forward a Splash Attack, which, like the Magic Projectile, has different traits depending on what you do.

Fire Element: A quick burst of flames rockets forward. The second fastest one but does lesser damage, and burns the enemy.
Electric Element: Lightning is shot out and darts everywhere! Moves in an instant but erratically and can bounce off walls. Stuns the enemy.
Poison Element: A large cloud of poison hovers forward when shot out. The most damage and a poisoning effect, but the slowest.
Ice Element: This splash attack is special, in that it doesn't rocket forward; it comes from the air! Icicles pour down in a short span around CC, and more icicles rain down depending on how much damage you've taken.

CC's Grabs

Forward Throw: CC lifts up the opponent, and facing backwards and crouching a bit, lugs them high in the air as they drop down.

Back Throw: Basically the same as the forward throw, but instead of lugging them forward, CC straightens up and throws them backward, still facing forward.

Up Throw: CC whacks the opponent 2 times with a mace, then scoops them up and flings them straight upward.

Down Throw: Throws the opponent down to the ground, sticking them there, and jumps up and lands directly on the opponents chest, sending them forward.


CC's Aerials

Neutral Aerial: CC manages to lean forward even in the air and spins their sword, then slams their sword upward and back down if you keep mashing the attack button.

Forward Aerial: CC whips their sword back and forth, multiple times depending on how many times you press the attack button.

Back Aerial: CC performs a backflip which damages enemies and then slaps their sword backwards.

Upward Aerial: CC leans their sword down then quickly slams it back upward, with a longer reach.

Down Aerial: CC comes crashing down to the ground with their sword at their legs, facing forward. Think of Ike's Aether, but not so fast and just it's downward animation.


CC's Shield
CC's shield is unique in that you can move ever so slowly while using it! CC uses his shield by putting their own shield in front of them, much like Link.


Miscellaneous
If you use your Neutral Special and have an aura surrounding you, and taunt, CC's magic gains Pink Knight's aesthetics. CC's Splash becomes a rainbow, CC's projectile becomes a penguin, and CC's Smash Attack magic becomes penguins raining from the clouds. Your magic jump even has little red weasels popping out from below you, smiling a bit smile.

Taunt 1: CC eats a sandwich and then roars, before scratching their helmet and putting the sandwich away.

Taunt 2: CC stomps one foot and..blinks happily, somehow, then flashes a peace sign, with their head tilted sideways.

Taunt 3: CC plucks a coin from their pocket, inspects it, then puts it back in their pocket.


Height: Mario's height

Weight: Due to wearing clunky armor, they're a bit heavy. So, slightly heavier then average weight.

Speed: Clunky armor makes them a bit slow as well. Speed is slightly slower then Link.


Well, guess that's it, everybod- wait, what's that? It can't be! It's...


CASTLE CRASHERS FINAL SMASH!

CC eats a sandwich and roars, but this time, they become huge and buff and rampage around the stage, stomping and jumping around! This FS is controllable and works like Giga Bowser. Maybe they should have a clash of the titans?


End Note
Hope you enjoyed this thread! This is my second longest thread yet, I believe, and one I'm very proud of. Please give me your feedback!

Incase you need it, here's the two gameplay videos and the various knights.


Necessary Stuff:
 


Supporters [6]:
 


Last edited by Lego Shaq on Wed Oct 07, 2015 2:26 pm; edited 7 times in total
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Nohrian Sadist



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Wed Sep 30, 2015 1:32 pm

This is a cool idea and I like the crashers. Though, I would prefer up special be magic jump. Along with that it seems like you are trying to put too many functions on his neutral special alone. Since this game already has boomerangs why not make side special magic projectile, and while a projectile that travels straight isn't exactly new, it would have different effects based on what magic you have selected. With all that out of the way I support the idea in general.
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Lego Shaq



  Petey Piranha
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Wed Sep 30, 2015 1:42 pm

Leafyon wrote:
This is a cool idea and I like the crashers. Though, I would prefer up special be magic jump. Along with that it seems like you are trying to put too many functions on his neutral special alone. Since this game already has boomerangs why not make side special magic projectile, and while a projectile that travels straight isn't exactly new, it would have different effects based on what magic you have selected. With all that out of the way I support the idea in general.
No, I don't think so. You have to remember how important magic is to Castle Crashers (the game) and all the different functions for it.
I put the 3 moves because those are the actual moves you use in the game. I can understand how you think it's a lot.

The game already has guns, why don't we make every gun using character use someone else?
My point: Really that'd only be 3 boomerang using characters, and CC would use it completely differently.

But I'll definitely take your ideas in mind.
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Nohrian Sadist



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Wed Sep 30, 2015 1:51 pm

Magic is important, but you're trying to bind 12 magic attacks to 1 button. I don't think the shovel and boomerang are as important as having a good easy to navigate magic system.
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Lego Shaq



  Petey Piranha
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Wed Sep 30, 2015 2:11 pm

Leafyon wrote:
Magic is important, but you're trying to bind 12 magic attacks to 1 button. I don't think the shovel and boomerang are as important as having a good easy to navigate magic system.
I understand what you're getting at, but having two magic attacks that are just like numerous other attacks in Crusade isn't very good.
If I do remove the magic as a neutral special, then what could CC's big gimmick be, if they had any?
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Wed Sep 30, 2015 2:53 pm

I didn't say to remove it. I'm saying keep the neutral special as switching magic types, while making the other specials perform magic attacks. Like I said before, Up special as magic jump, side special as magic projectile, and I guess down special as splash magic. I understand you want to have as much game influence as possible, but each character only has so many moves.
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Lego Shaq



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Wed Sep 30, 2015 3:02 pm

Leafyon wrote:
I didn't say to remove it. I'm saying keep the neutral special as switching magic types, while making the other specials perform magic attacks. Like I said before, Up special as magic jump, side special as magic projectile, and I guess down special as splash magic. I understand you want to have as much game influence as possible, but each character only has so many moves.
Eh...maybe I should do that.

Really liked the other specials though so, I'm conflicted.
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Naughty Ottsel
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Wed Sep 30, 2015 9:08 pm

Shaq, you're forgiven every trespass you've made against the Church of the Shovel. This is superb. Fantastic presentation, awesome moveset, great representation of game mechanics, and legitimate reason for an indie character's inclusion to boot! Huge support!

Only issues I have:
I've got to agree with Leafyon, the N-Special deal as it is is way too complex and hard to understand. Putting the various magic attacks on the directional specials is a better idea, in my opinion.

Small thing, but I think Gray Knight should be the default, primarily because of the way gray meshes better with the differing aura colors, and would make them easier to see. Plus, there's not really much to make Red Knight any more the lead than the others, other than his intimidating appearance. Gray Knight is conveniently neutral, color-wise, magic-wise, and importance-wise. But, again, a very minor detail in an otherwise phenomenal suggestion.
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OmegaSteve777
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Wed Sep 30, 2015 9:12 pm

Sure, I support. But that neutral special just seems like too much.
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Lego Shaq



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 01, 2015 1:25 pm

Naughty Ottsel wrote:
Shaq, you're forgiven every trespass you've made against the Church of the Shovel. This is superb. Fantastic presentation, awesome moveset, great representation of game mechanics, and legitimate reason for an indie character's inclusion to boot! Huge support!

Only issues I have:
I've got to agree with Leafyon, the N-Special deal as it is is way too complex and hard to understand. Putting the various magic attacks on the directional specials is a better idea, in my opinion.

Small thing, but I think Gray Knight should be the default, primarily because of the way gray meshes better with the differing aura colors, and would make them easier to see. Plus, there's not really much to make Red Knight any more the lead than the others, other than his intimidating appearance. Gray Knight is conveniently neutral, color-wise, magic-wise, and importance-wise. But, again, a very minor detail in an otherwise phenomenal suggestion.
Thanks, Ottsel! Really appreciate being pardoned from my crimes.

I had an idea today: The normal specials stay, but if you use the magic (which is the neutral special) your specials become the projectile, splash attack, smash attack, you know.

I decided I'm changing it up either way but what do you guys think?

Also, I've just always seen Red Knight as being a bit more iconic for some reason. It could be my brain subconciously saying red is for Mario, though.
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Lego Shaq



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 01, 2015 2:45 pm

Doublepost, slap me if you must:

Big overhaul to the specials! Now the magic is much more easier to access.
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eris27100
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 01, 2015 2:48 pm

I definitely support this, especially now that the neutral special isn't so confusing
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Nohrian Sadist



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 01, 2015 2:52 pm

I like what you've done with the magic, it's like Monado arts now! One thing needs to be made clear, though. When you activate magic mode, do all specials for the next 6 seconds become magic attacks, or just the next one?
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Lego Shaq



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 01, 2015 3:11 pm

Leafyon wrote:
I like what you've done with the magic, it's like Monado arts now! One thing needs to be made clear, though. When you activate magic mode, do all specials for the next 6 seconds become magic attacks, or just the next one?
All specials. And thank you!

eris27100 wrote:
I definitely support this, especially now that the neutral special isn't so confusing
Awesome, will add you to the supporters, thanks!
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Naughty Ottsel
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 01, 2015 8:31 pm

Definitely way better this way! Good job!

I guess there's no problem with Red Knight; red is a pretty dominant color, and maybe he's the knight most people pick immediately, I dunno. Doesn't matter. It's just the most I could nitpick about suggestion.
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Slissith



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Fri Oct 02, 2015 2:20 pm

Pallete swaps kind of make picking a specific knight pointless.

_________________
Cobra Bubbles wrote:
Your expectations were too simple and downright stupid.
I mean really? "No character will have their testicles hang out"?
Thanks to you, I had to add two new rules.

VultureDuck wrote:
Crusade is a man's game

Jaklub wrote:
Post count ain't gonna raise itself.

Jaklub wrote:
this count down won't be uploaded to youtube, better enjoy it now.

Lego_Shaq wrote:
please dont think im actually racist

SmashBros._L0ver wrote:
fuck you slissith go to hell Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad
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Lego Shaq



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Fri Oct 02, 2015 2:55 pm

Slissith wrote:
Pallete swaps kind of make picking a specific knight pointless.
Then who do you recommend we pick for the default, Sliss? The "invisible" color?

It really could be any knight color. I just went with red. Maybe it could just be a random color each time?
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Fri Oct 02, 2015 3:23 pm

Lego Shaq wrote:
Slissith wrote:
Pallete swaps kind of make picking a specific knight pointless.
Then who do you recommend we pick for the default, Sliss? The "invisible" color?

It really could be any knight color. I just went with red. Maybe it could just be a random color each time?

It doesn't matter honestly. I say make it random between red, green, blue and yellow.

_________________
Cobra Bubbles wrote:
Your expectations were too simple and downright stupid.
I mean really? "No character will have their testicles hang out"?
Thanks to you, I had to add two new rules.

VultureDuck wrote:
Crusade is a man's game

Jaklub wrote:
Post count ain't gonna raise itself.

Jaklub wrote:
this count down won't be uploaded to youtube, better enjoy it now.

Lego_Shaq wrote:
please dont think im actually racist

SmashBros._L0ver wrote:
fuck you slissith go to hell Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad
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Lego Shaq



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Fri Oct 02, 2015 3:55 pm

Slissith wrote:
Lego Shaq wrote:
Slissith wrote:
Pallete swaps kind of make picking a specific knight pointless.
Then who do you recommend we pick for the default, Sliss? The "invisible" color?

It really could be any knight color. I just went with red. Maybe it could just be a random color each time?

It doesn't matter honestly. I say make it random between red, green, blue and yellow.
Sounds like a plan. I know you're a dev and you've told me you don't like to give opinions, but maybe you can make an exception for this thread? What do you think, otherwise?
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Lego Shaq



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Sat Oct 03, 2015 3:48 pm

Added Height and Weight.
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DemonicGamerAzazel
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Sun Oct 04, 2015 9:03 am

I forgot to mention when I was stealing your format from this very thread that I fully support Castle Crasher!
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Lego Shaq



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Sun Oct 04, 2015 10:48 am

DemonicGamerAzazel wrote:
I forgot to mention when I was stealing your format from this very thread that I fully support Castle Crasher!
Thanks, dude! My format is a pretty good format so it's all good.
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Lego Shaq



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Wed Oct 07, 2015 2:27 pm

Before I work on a new thread, I wanted to add one last thing.

Speed! CC is a bit slower then Link due to all that armor.
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Mellon
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 08, 2015 12:33 am

Support. I feel like we need more swordfighters and this would really help represent the Xbox indies.
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Lego Shaq



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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 08, 2015 1:30 pm

Mellon wrote:
Support. I feel like we need more swordfighters and this would really help represent the Xbox indies.
Thank you! I'll add you.
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Braystar
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 08, 2015 5:10 pm

Yes, I like this. Support. I think the way you made this is what made me like this TBO. But we can't just have Nintendo indies.
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Lego Shaq



  Petey Piranha
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 08, 2015 5:31 pm

Braystar wrote:
Yes, I like this. Support. I think the way you made this is what made me like this TBO. But we can't just have Nintendo indies.
Thank you! I really appreciate comments about my presentation, it makes me pretty happy.
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Braystar
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Thu Oct 08, 2015 7:35 pm

NP. All it could take is a good presentation to make a character look good. And I can see CC work
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Lego Shaq



  Petey Piranha
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PostSubject: Re: Castle Crasher (Castle Crashers) Discussion   Fri Oct 09, 2015 1:38 pm

Is there anything you guys can think of to perhaps incorporate the Animal Orbs more?
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