Avatar Fighter Online

Maybe a sunset style background like the one on the game cover.

a bridge would be cool, like an abandon bridge over some kind of city.

A fighting ring.

Maybe a stage based off the Xbox dashboard.

They don’t have to be spectacular if it’s too much work or will slow down the gameplay.

This! Exactly something that doesnt seems very… Offset. A bar maybe? Or in front of a movie theater entrance (eternal champions lol)

But please KEEP the current stage that is in the game! (street) I love the fight ring Idea and the abandoned bridge too.

Also I was going to suggest now that you mentioned about a new special move or two. Well since its in the SF/MK vibe, why not a constrainment move? Sub Zero Ice like or Scorp spear? I thought of a thunderbolt that leaves the opponent “frozen” on the electrified animation (but in juggle state so you CANT repeat it for an infinite combo ha!) so you can hit them again or something like that!

Yeah, that’s a great suggestion. More moves are always a welcomed addition.

So far you’ve got a pretty good list of moves that all serve a different purpose. I believe that having the online mode as well as a large selection of moves to choose from will be the thing that drives the interest on this game. Pretty soon people will be making mutiple accounts and playing SF4/MK/etc just to get costumes for their fighting avatar.

I’m planning on making a Ryu avatar just for this game, and I don’t even like the character.

Yea, everyone loves having more moves :slight_smile:
Here are some moves I’m thinking of implementing, 100-hand slap type, Akuma fireball, Liu Kang jump kick, Elena flipping mid kick… oh yes some kindof air dash move too. A constrainment fireball would be cool too, I’d just have to make it different enough so nobody can say its a direct rip. :stuck_out_tongue:

1 Like

OMG as soon as I found this thread, I HAD to download AFO! This game is sweeeeet!

Wow. I am seriously impressed! I’ve only played a little bit so far, but this seems to have better netcode than most commercial fighting games. And it actually plays like old school spacing/footsie based fighters like MK and SF2, rather than being a hit-confirm combo juggle-fest nonsense that I’ve grown very very tired of. I’ll need to play a lot more to see how it really works, but first impressions are amazing and so far I love it :slight_smile: If this keeps up I will be letting as many people as I can know about this game!

Personally I actually LOVE this how it is.

I hope you don’t change jump attacks into ground combos to be too easy btw.

This is one of the major things that keeps this game feeling a bit like SF2 & stops it becoming too combo orientated.

added to my download queue. excited to use my avatar

guys you made it into the front page YAY!!!

http://shoryuken.com/2011/10/05/news-and-video-roundup-100411/

Hmm interesting, I wouldn’t have expected this :slight_smile: Well as a happy medium, maybe only certain characters can have semi-easier jump-in combos. That would give the different move sets more variety. Happy you like the game btw :slight_smile:

Wuutttt?! :eek: checks

Wow, Awesome! Thanks so much SRK!! :smiley:

Actually you are VERY right with that comment. In fact I have even changed my mind. I dont want the game to become another combo fest too. ots very solid as it is now.

Ah cheers Hanzo_Hasashi :slight_smile: It’s all personal preference of course… I just feel there’s virtually no games of this style around anymore, in a weird way it helps it stand out. It’s also what I prefer and believe me I was very surprised to find this title was like this! Another Indie FG I played - Battle High San Bruno seemed to be SF2 style at first, but actually once I played it more I found out it actually had a crazy dash-cancelling combo system under the hood, so it ended up being more about that than anything else.

It’s getting crazier in the update. I’m talking Tekken juggles.

So I’m planning on scrapping my original avatar all together so I don’t have to make a new account. I’ll probably just make a bunch of fg inspired characters in correspondence to the moves in the game. I was gonna start with a Ryu avatar, giving him his ssf4 dlc outfit and 3 iconic special moves, but then I realized you can only use two specials moves at a time. I may have to start off with Guile instead lol. Will you consider making a third slot for special moves in the future? It’ll flesh out the characters more having a 3rd option.

Ah. I love BH San bruno, I did a couple of combos and submitted it to the programers.

This is one:

[media=youtube]Uq6b1n8a8kI[/media]

Its a great game but yes, it has a different focus. Your words really ringed in my head. i just remembered the SFII CE golden era, god zonningand footsies was everything (before discovering bisons crap haha) I loved weird matchups like guile vs Blanka or Gief mirrors.

And to MrBrian: As M.D posted, a 3rd slot for specials would be GREAT and would add a lot more of variety… but it should be done very carefull to not affect character balance.

The game as it is NOW its GREAT. Damage scaling seems to be working good and corner pushbakc is great too cause ppl have to think FAST what combos or moves to use for max their damage before the big pushback.

Again, great job, LOVING what the game is now, and if anything, MrBrian if you can put a small list of fixes or possible balance changes for feedback it would be good (as you have done till now).

Keep it up! (im playing right now lol but dont have XBL Gold for now)

More changes, fixes:

[INDENT=1]Tornado kick can be done in air and can reliably juggle every hit.[/INDENT]
[INDENT=1]Shoulder Charge pops up other player, allowing more recovery frames + better pay off, now high priority only for first couple frames[/INDENT]
[INDENT=1]Dash buffer time is now really long, so if you double tap at start of a jump it will still perform the dash at the end[/INDENT]
[INDENT=1]Fixed important blocking bug :p[/INDENT]
[INDENT=1]Hanging on Character Select screen before fight should be fixed[/INDENT]
[INDENT=1]Custom character info now gets saved[/INDENT]

3 special moves is a possibility, I’m not sure how balanced it would be though (I imagine lots of people picking double fireballs + anti air). I guess if that happens, I can just add new counter moves until its fixed. I’ll save that one for a bit later tho and concentrate on new moves for now.

I’m also pondering how I could implement an online lobby system ala MK9. Not sure if it will happen but it would be cool :slight_smile:

played and had a blast. i especially like the fact that the gameplay mechanics really felt like a good mix of street fighter and mortal kombat! would a scorpion spear or sub zero freeze be possible in an update? or would ruin the balance considerably? or how about command grabs? i wish this game would get more exposure so we can have alot of online matches. good job bwootgames!

About 3 special moves, yes, keep it that way (2 sp), the game feels really good right now. And the online lobby sounds sick!

As long as they don’t introduce infinite combos, the spear or freeze could make it in :slight_smile: More grabs are a bit of work to animate but I might wanna do at least one more to go with the super throw and reg throw. Perhaps an air throw of some sort… I think I’m going to submit a patch in the next week, and change the quick match option so it will prompt to create a session after not finding one. That should easily help people find more matches online.

More tweaks:
Dive Kick has close/long range version
Ninjastar useful for juggling opponents
Flying Kick returning to the move list
Air fireballs last longer w/ slow/fast variety. Can currently have two on screen at once… Seems interesting, and maybe not overpowered
Missing landing frames added for certain moves
Tornado kick automatically moves forward

Bought the game yesterday and I’m very pleasantly surprised at how good and well rounded this game is. Well done sir. I’m currently pushing it on my friends so I can get some local competition.

-DJ-

i cant find it on xbl :frowning:

what should it be under ?