Battle Capacity (a fighting game by me)

this looks like a pretty solid hombrew game (?) might give it a shot :stuck_out_tongue:

Howā€™s the online play?

Its pretty good. No complaints here. If youā€™ve got a bad connection though, just go to Skull, his combos are so easy and linenant that you donā€™t have to worry about lag.

Itā€™s true that I do take community feedback into account when balancing every version. Iā€™m beginning to chill out a bit and not react to every perceived problem so suddenly, but it can be tempting when things can be changed and tested so easily.

Iā€™ve gotten comments about Arghonaut and his staggeringly good normals, which may be the culprit here in the Rev matchup. Say Argh uses light Mach Punch to stay close, heā€™s at +0 on block. All of Arghā€™s normals beat Revā€™s, so Revā€™s only options are to try to escape with X-SP, or try for the grab. But as you said, Arghā€™s Mach Punch is unthrowable on start up putting Rev in kind of a tough situation. The problem may be more Arghā€™s than Revā€™s.

As far as Revā€™s approach. Speaking purely of intention, advancing pokes, and Shadow Punch. The light and medium SPs are technically safe because they can be canceled into 5C which cancels into 2C. Assuming they block the whole sequence, youā€™re pushed a little out of range, but are a little closer. I stand by his wake up game (cl.5b meaty, I like in particular), but may be difficult to land that necessary knockdown if his opponent can react sufficiently well.

Would you be interested in coming by the chat sometime this week?

Question and answer

  1. There is grab teching, but no crouch teching.
  2. I could change it to db. You might have to tiger knee a little more carefully, but I think I can set the priority of the command input so thta it shouldnā€™t be a problem.
  3. Voodoom is in production, and Iā€™d like to include him in an upcoming version before April. Depends on my schedule, really, which can fluctuate.
  4. Iā€™ll say ā€˜final versionā€™ when I have all 15 character squares filled up and all bugs and glitches have been take care of.
  5. Thanks for the feedback.

Seems cool, will definitely check it out

Ah, cool, I only tried like two buttons.:blush:

Q for sharkattack:

Youā€™re aware of the charge move weirdness right? The fact that you seem to lose charge when you go from db to back & vice versa, the fact that you canā€™t charge using up-back, and Kutsonoh does not seem to be able to charge sumersault with down foward, although soil and oak can, although Iā€™m not 100% on that, I have a lot of trouble doing summersault that I donā€™t have doing Giga Impact or Woodhammer.

Youā€™re right about Kitsunoh, not being able to charge from a down forward. This is especially a problem because she has a df command normal. Iā€™ll fix it, thanks for bringing it to my attention. Iā€™ll also do my best to account for charges being saveable if you change between db and b, and the other variations.

I played a few Argh vs Rev matches. They do fairly well keeping each other out, but Rev is in big trouble if Argh can get into a 5a, 4c, light machpunch routine. Rev can try to escape with X-SP, or reversal grab with X-PW, but once heā€™s out of X, there isnā€™t much he can do, as a regular SP escape leaves him close enough to be punished and for the cycle to continue. light Power Whip comes out in two frames, so technically, he should be able to grab a 5a attempt after a blocked mach. Unfortunately, both MP and Cut are unthrowable on startup. If Argh guesses wrong however, it could end quite badly for him, although, thanks to Cut, he doesnā€™t fear Revā€™s wakeup game so much anyway. Would like to test this further.

Hey shar kthis is cool that you made a fighting game on your own. Was hoping to make a fighting game sometime in the future. Some general questions:

How long did this take you (Like it took you X months/years with about X hours put in a day/week)?
How many other people helped besides you?

Hi Poret. I started around 2 years ago, sort of on and off working on it whenever I had some time. On average, maybe 6 or 7 hours a week.

I did most of the art and ā€˜codingā€™ for the game. A friend did about half of the bgs. Another friend did the new menus and HUD system, and the music was composed by someone other than me as well. This also doesnā€™t take into account the people and hours put into testing, balancing, bug-finding and the like.

Just WOW how BC has changed since I last played it! Glad to see that it has evolved to something very VERY good (it already was).

Keep it up Shark!

For some reason I was confusing this with Battle High and never bothered to check the thread. Goddamn what a great game this is, I just downloaded it, barely spent 3 mins with it and Iā€™m floored that a single dude (with some help) could come up with something like this.

Thanks for the encouragement guys. I say it a lot, but the game wouldnā€™t be where it is without the help and feedback of its small but talented community.

Speaking of which, I got a teaser trailer out for the new character, Voodoom, performing some impractical corner hijinks.

[media=youtube]_t0NFDX6ClU[/media]

I plan to develop the character further, but just thought Iā€™d show that despite the slowdown, I havenā€™t stopped working on this game completely.

I checked out a few vids on this game and im liking where itā€™s going. Am in the process of downloading it too. Just though i would take some time to praise you for what you have accomplished.
I have a few thoughts, mostly about the visuals seeing as I have not played yet. It may just be me but its pretty hard to see what is going on at times. Maybe make the hit sparks a bit moreā€¦ out there? Is this a complaint you get often or is it just me?

It is something Iā€™ve heard before, and I believe it. Itā€™s been attributed to some of the ā€˜hitā€™ animations not being that different from the idle pose (especially the weak ones) so Iā€™ve been thinking about making more visible hit sparks to help in that respect too. Pretty much every aspect of the game has gotten a visual update since the beginning except the sparks. Thanks for voicing it too, itā€™s good to hear feedback from a pair of fresh eyes.

Quoted from the updated OP. Let me know what you think of Voodoom or the game in general if you havenā€™t tried it yet.

I posted this on Smogon for you Sharkattack, but just letting everyone else know about the glitch:

With Voodoom, throw out his projectile, right before it hits, grab, with this you combo into your grab from full screen. Itā€™s really awsome.

My brain exploded when i saw a dirt whale combo, then my arms fell off when I saw a pigeon get in some combos. dl now.

Is this game still updated? And does it have online play?

Yes, and yes.

Then why doesnā€™t this game get more buzz in the fighting game circle?