Battle Capacity (a fighting game by me)

Wow this looks great!! I’m definitely going to try it. Thanks Shark must have been tough to make it.

I’m downloading now. It looks like a pretty fun game. I’ll edit this post later with my thoughts on it.

Edit 1: Can you tell me how to map the inputs for my joystick? I can map the button just fine, but the part where I would map my up/down/left/right is grayed out. I’m using a TE stick and I tried it with the rs/dp/ls settings changed.
Also the games graphics look a lot better in action than on the youtube vid.

I had the same problem, i ended up using Xpadder and now it works great.

Have to say Shark the game is great, loving Arghonaut he’s like Balrog and Davy Jones fused together that’s incredible and my obvious main.

great animation and design. i played a little with the whale character with the unicorn thingy on his nose. your art style has a lot of character.

YouTube - FimPhym’s Channel
YouTube - FimPhym’s Channel

A couple of new videos up, courtesy of FimPhym. The second one displays the new character Krilowatt.

An issue that has been raised is that due to a change from the previous version making grabs overly powerful in v04. As they stand right now, they seem to work as the perfect reversal, interrupting mistimed blockstrings, or even blocked jump ins. Some characters like Colossoil fall easy prey to grabs because his horn is grabable. Other such limbs are also throwable on whiffed attacks.

I’m currently working resolving these issues. First, by increasing the mean range of the cast’s normal attacks, making it harder to get directly into your opponent’s face for the point-blank grab. Secondly, limbs will no longer be throwable, just the torso. Finally, and perhaps most significantly, grabs are going to go from zero frame start up to three frame start up.

What are your opinions on how throws function, or their place in fighting games. I’m afraid of nerfing them into uselessness, and some people would argue that throws are fine the way they are now.

Again, I’d like to make a call to join us on the chat server if you’re curious about this game. We have a friendly and growing community, and we’re all too happy to share info and strats. We’re competitive too, and newcomers are finding themselves getting up to speed pretty quickly.

YouTube - FimPhym’s Channel
YouTube - FimPhym’s Channel

A couple of new videos up, courtesy of FimPhym. The second one displays the new character Krilowatt.

An issue that has been raised is that due to a change from the previous version making grabs overly powerful in v04. As they stand right now, they seem to work as the perfect reversal, interrupting mistimed blockstrings, or even blocked jump ins. Some characters like Colossoil fall easy prey to grabs because his horn is grabable. Other such limbs are also throwable on whiffed attacks.

I’m currently working resolving these issues. First, by increasing the mean range of the cast’s normal attacks, making it harder to get directly into your opponent’s face for the point-blank grab. Secondly, limbs will no longer be throwable, just the torso. Finally, and perhaps most significantly, grabs are going to go from zero frame start up to three frame start up.

What are your opinions on how throws function, or their place in fighting games. I’m afraid of nerfing them into uselessness, and some people would argue that throws are fine the way they are now.

Again, I’d like to make a call to join us on the chat server if you’re curious about this game. We have a friendly and growing community, and we’re all too happy to share info and strats. We’re competitive too, and newcomers are finding themselves getting up to speed pretty quickly.

Am I the only one who keeps hearing Colossoil say “slut?”

Of course by saying this, that’s ALL anyone will here now. HA!

Game looks interesting, though, might have to check it out.

i’m highly impressed by what you’ve made! It looks great. Love the art style.

some suggestions:

  • including a combo meter that is stationary below the life bars.
  • some kind of “hit confirm” effect.

downloading now. :slight_smile:

Downloaded it to mess around. Here are two things I noticed immediately that were weird as Pyroak. Charging for Energy Ball sometimes doesn’t work on 2P side, maybe this is just me. If you hit medium attack consecutively the second and third hit combo.

Wow this look nice, might try it out!

I found some bugs again (but I don’t khow if it’s “only in arcade” bugs):
Kitsunoh: Sometimes opponent dissapears from screen til end of a round if he was thown with [2]8+A\B\c)
Pyroak: Sometimes energy ball don’t come out.

Araragi, yes. that first bug occurs if the the opponent is hit with the attack while holding back+up. It doesn’t know whether to register as a block or a jump, and thus vanishes the subject altogether in order to avoid making a decision. Am working on alternative solutions to that.

The Pyroak projectile problem occurs sometimes when the energy ball goes beyond the limits of the map. Currently, it’s fixed either by getting knocked down, or by shooting an Ember. I’m looking for a solution to this problem as well. It also affects Stratagem and Ancient Power.

My apologies for these two problems.

FimPhym has recently created a cool little beginner-intermediate Syclant guide. It goes over the bnb’s, what options you have at certain ranges as well as various ways to land your Super. Check it out [media=youtube]AjhuXmqJcIs"[/media]!

I don’t know if you’ve noticed this before but sometimes the super screen darkening effect will stay up if the super is interrupted. I had this happen to me as Cyclohm when a Pyroak Fire Balled me out of Thunder.
Not really a mechanics issue, but still.

Cool game though

I had trouble getting this to work, and after random trial and error i found i had to move it directly in the C: for it to run, so i’ll be trying this out shortly

I just spent about 20 minutes messing around with this game. It looks really fun, and surprisingly deep.

I agree completely about the combo counter, though…that needs work. It’s too hard to read.

I really like the style of the art and animation.

Some more thoughts on the presentation side of things: the life bars are a bit bland, especially compared to the rest of the game. The voices leave something to be desired, but I understand that you probably don’t have professional voice talent at your disposal, haha. However, the music…definitely can be improved upon. If nothing else, the volume can match the rest of the game. And yes, the hit sounds and sparks definitely need more impact. It’s harder than it should be to hit confirm in this game.

I like the training mode setup, pretty clever. I imagine you’re limited in the training mode options by the engine, so I won’t complain there.

Congratulations on making a legit game with style and solid gameplay. Looking forwrad to your future improvements.

A bunch of new videos on FimPhym’s Youtube page including this gem of practical applications for Solar Beam.

Also, I’d like to say that beta testing as gone into it’s third round of patches recently. If you’d like to take part, please join us in the chat and ask for the latest patch.

The patch includes throws that no longer grab limbs, and a general increase of move ranges, with some characters receiving additional pokes, placing a greater emphasis on footsies.

Some new videos showing off the new character, Cascavian, have gone up.

Part 1
Part 2

Currently, he’s only available in the beta version. If you’re interested in seeing how the game has progressed, you can drop by the chatroom and ask for the beta. Casc is still unfinished. He’s missing a few animations and sounds, but his core game is there. There’s a lot to explore between his ability, Inner focus, and his Super, Agility, so if anyone would like to lend a hand exploring how much he needs to be nerfed, we’d greatly appreciate it!

The OST has also been released. More info can be found here.
Battle Capacity

Good job! I’ve noticed that you (or another animator) start to draw better (more detailed).
I hope you’ll eventually make a character like this.

Hey wait, why my BC game has an Skull chracter that is VERY good? is he a secret char? I havent read anything about him!!!

i really love that somebody actually has a game made for a change.
i havent tried it out but as far as visuals go the hud is really letting it down.

it looks very cheap and homebrew nasty.
the game art and BG look pro enough to me but the hud needs a lick of paint.
as far as i can tell the gameplay looks pretty tight.

edit

if you post some screen shots with no hud then maybe you could get some of the guys in the fan art section to design some nicer looking ones for you to code in.