Battle High 2 now available on XBLIG

Glad to read more people are enjoying the game, :slight_smile:

Anyway, I’m happy to announce an update was released for Xbox LIVE Indie Games recently and the PC version on Desura.

Here’s the change log:

  • Overall
    ** All Elemental Supers adjusted to do between 300 and 400 points of damage.
    ** Damage done by certain moves used repeatedly in one combo will be reduced.
    ** Attacks can no longer be performed during air recovery.
    ** All attacks that do chip damage now do about 15% of their original attack damage.

  • Jiro
    ** TerraTackle can catch airborne opponents.

  • Shinji
    ** Charge times for Torando Elbow, Gale Wind Headbutt, and Hurricane Finale increased from 0.5 seconds to 1 second.
    ** Challenges updated to account from Elemental Special changes.

  • Jada
    ** Blinding Speed movement speed reduced and animation speed matches all other characters.
    ** Challenges updated to account for changes to Blinding Speed.

  • Khai
    ** Open the Floodgate movement speed reduced and animation speed matches all other characters.
    ** Overhead startup increased to prevent Overhead infinite.
    ** Challenges updated to account for changes to Overhead.

  • Arvid
    ** Charge time for Card of Magic increased to 1.5 seconds.
    ** Charge time for Hero’s Stomp inrceased to 1 second.
    ** Faster Than… movement speed reduced and animation speed matches all other characters.

  • Principal
    ** The Final Element movement speed reduced and animation speed matches all other characters.
    ** Challenges updated to account for changes to The Final Element.
    ** Charge times for Psychic Lunge and Psychic Laser from 0.5 seconds to 1.5.

  • Klein
    ** Can only perform Magieswirbelwind once before landing unless a Rush Cancel is performed.
    ** Challenges updated to account for this update.

  • Kazuo
    ** Increased walk speed.
    ** Gains super armor during Avalaunch and Deltoid Spike when charged to max.
    ** When in Quake Charge, Avalaunch and Deltoid Spike are immediately charged.

  • Ryken
    ** Magnetic Personality replaced by new Elemental Overdrive: Electric Personality.
    ** When Electric Personality is active, Absorption and Deflection are replaced with a quick projectile.

  • Bryan
    ** Frightening Strength pulls opponent in slowly, no longer does affects speed.

Bug Fixes

  • Air dash and aerial attacks, such as Michelle’s Emotional Explosion, stay in air while in “Shop Smash”.

Also, just out of curiosity, how many people here know about OUYA or have any interest in it? I’ve been contemplating on porting Battle High 2 to it – well actually I’m contemplating porting to Unity3D or an engine that can export to multiple platforms – since it’s a “console” of sorts. Would love to hear your thoughts and am always open to more suggestions for updates.

Thanks again for playing and enjoy, :slight_smile:

never figured out how to get the other colors?

So finally had matches with someone else.

Theres a huge problem: Brian. You can rapid-fire his c.lp, and NO other standard attacks can really do anything about it. Pretty much all specials get stuffed by it too. It really brought down the quality of the matches, it ended up being mirrors matches, with nothing but rapid fire c.lp into c.hk links > rinse repeat. Also when the opponent tries to jump out…they get put into an infinite. if you get caught a hair above the ground in the corner, rapid fire c.lp infinte juggles with no pushback. Barely does damage but still…

I think this games needs something…priority is weird, in the fact that there is none. Jiro rock hands on wake up- stuffed by Brians clp. HW’s DP, stuffed by c.lp. You cant even have a wake up game, or try meaties, since that c.lp can just mash them out.

Me and the guy I was playing basically agreed I was giving the game too much credit trying to play “smart” and then thats when we devolved into in Brian mirrors.

Just saying.

Any reason why when I do 632 it give me my 214 move? Been trying to finish these challenges but I can’t go from dash into crouching without getting my 214 move.

Oh my, that sounds like a problem, especially the air juggle infinite. Sorry I’ve been so inactive lately. Essentially it just sounds like Bryan’s c. LP needs some major nerfing, which I could look into.

Which character are you playing as / challenge? I’ve tested all challenges, but maybe something slipped through the cracks with the update.

This is a minute announcement, but I’m trying to port Battle High 2 to the Unity game engine from the XNA framework in the hopes that it’ll be easier to update and release on multiple platforms. Sadly, this means the XBLIG version will probably not have many more – if any – updates. The goal of this port is to also – and finally – implement online as well as some new features and general polish.

Anyway, thanks for playing and for the feedback; it’s very helpful.

Was doing Klein’s challenges and one of them included dashing into a normal then going into a crouching normal. When I tried doing the crouching normal it would give me the 214 move.

Messing around with jada and khai, and their elemental installs make them pretty damn broken. Jada isn’t as bad, but she can do instant overhead infinite with j.lk (works better one some characters such as hw and brian than others, but she can do variations), and being able to perform st.Hp->lighting whip ->st.Hp->lighting whip -> st.hp ->lightening bolt does way too much damage. Now KHAI is one broken mother fucker with his install. j. hk an j.hp can be infintly looped in the corner and makes for the easiest 100% combos ive ever seen in a game. If you do one of the moves long enough the damage scaling kicks in, but doing both j.hp and j.hk till they are max scaled, then finishing the combo off into st.hp-> tornado-> knee juggle is an easy 100% that leaves you at full meter for the next round. You can also corner carry with j. hk for most characters (again, easiest on hw and bryan).

Here we go…

Sorry to revive such an old thread, but I felt bad ending up as a deadbeat dev and going completely silent. I sorta just lost interest in the game. I could blame the long, tedious process that was the writing of my programming book or how I never got notifications and forgot about the thread, but in reality, for a little bit, I just lost interest in the game nor did I have a lot of motivation – it’s not like I did a KickStarter or have a publisher breathing down my neck.

Recently though, I released the game on OUYA and translated it to Chinese so it could be released on the Xiaomi microconsole – or at least I think that’s what OUYA was doing with them, which I guess didn’t pan out since OUYA went on sale today.

Besides that, I have updated the game a bit. I removed Elemental Drives (or installs or whatever you want to call them). They were problematic when it came to balancing and no one seemed to care for them. Some form damage scaling was also added; it’s not super deep but the more you repeat the same attack within a combo, the less damage it does and each attack has its own value for how it’ll scale. Also fixed some “minor” bugs, which I continue to work on, such as like how you could cancel out of Michelle’s super move with other special moves unlike other characters.

Otherwise, I’m attempting an Xbox One release through the ID@Xbox program. At first, I was super excited and had all these great ideas inspired by a talk Mike Z gave at UFGTX. Then, while trying to implement a training dummy – which I now have working to a degree – I wanted to hurl my monitor out the window. I felt like giving up, but I decided to try and just finish it, that throwing away all the work done thus far was bad.

So why post here? I’m not 100% sure. Set the record straight? See if anyone was still interested at all? Maybe try to garner some new interest?

When I started making this game, it was mostly for fun; I saw potential in the series, which started off as a GameMaker game. That was 7 years ago; I’ve only been working with it for 4, though years isn’t a good term cause it’s been very on-and-off and by myself practically at this point. Though now that the indie scene and its standards have grown so much and the requirements for what makes a good fighting game don’t necessarily line up with what aspects of them made me interested in the genre, continuing development has felt like a bit of a struggle. Not to mention a part of me just wants to move on to something new, especially since I’ve learned so much and would do so much different – still riddled with mistakes but improved nonetheless.

Anyway, that’s the current state of Battle High 2 – hopefully I can add that A+ to eventually. I’d like to post some more progress here from time to time if people are interested; if not, I’ll continue posting it elsewhere.

Thanks for reading.

I want to say, congratulations for your work, I know how hard it is to crate an independent fighting game. I do not have an xbox, but I remember seen reviews of your game and thinking… I wish I could do an independent game as good as this one. My opinion is: do not hesitate to create a new project, or starts different new small projects until you find what satisfies you.

I say go ahead and leave the game as it is. Their are those who just love exploring FG and breaking into them and discovery stuff. That one of the fun stuff about exploring these games.