Capoeira Fighter 3 - digital download released

The sound effects are kinda muted and weak. Hits should have more oomph than a slap.

Really nice animation and backgrounds though.

new build on the site with combo counter during the combo.

Yea but im lost…im setting the controls all some buttons are the same input

The game looks for key presses. To get it working with the joystick JoyToKey.exe must be running and you need to set the config file so that when you press buttons on your joystick it send the right key to CF3.

It may be a bit of trial and error since every joystick numbers the buttons differently. Open JoyToKey.exe, then you’ll have to test with a text file to see which keys are being virtually pressed by the program when you tap right, left etc…

Make sure that your JoyToKey settings correspond to the keys in the game.

Hope that helps.

Ok. I’ve played the game now, and here’s what I have to say:
**
Pros**

  • The game looks good and the music is good.
  • Extremely in-depth for a flash game.
  • Somehow find variety with all capoeira cast.
  • Fun.

Cons

  • The combo system is screwy.
  • The timing for moves is WAY too lenient.
  • The special dodge is done by back, toward, BP; when it is supposed to be back, down, toward, BP.
  • The cast seems a little too large.

The pros are obvious, so I just want to mention most of the cons.

The combo system is screwy.
According to your training course, combos work like this. Normals chain to other normals, specials, or hypers. Each special can be done only one time per combo. After a hyper, the special usage is reset. But that doesn’t seem to be the way it really works. Some characters, Miaonese for example, can continuously use the same special in the same combo without using a hyper. And then sometimes the characters that can’t normally re-use a special, without hyper reset, can randomly (or at least it seems that way) re-use the same special, in a single combo, without a hyper reset. This makes two problems, continuity and easy infinites (that can be broken with special dodge, but still give an obvious advantage).

The timing for moves is WAY too lenient.
For example, I was doing a combo included the input BP, back, toward, BK. The idea would be to combo a special off of the BP, but that is not what happened at all. Instead, after the BP connected, it would cancel into a special dodge. Now, this is crazy, it shouldn’t do that under any circumstances. The BP that had already connected was somehow being stored long enough for it be counted as part of the next motion as well. Please, shorten the frames that inputs are stored (or how they are stored).

The special dodge is done by back, toward, BP; when it is supposed to be back, down, toward, BP.
Ok. This is just weird. Why would the command list say that special dodges are done differently then how they are really done. The back, down, toward motion would be better than the back, toward motion because it would be less likely to interfere with a combo (though still possible). Personally I would change the special dodge to either FP+FK or BP+BK as these would interfere less with combos (hopefully).

EDIT:
Ok. I’ve thought about this over the past day, and this is what I have decided. The best route to go with the Special Dodge (so that it does not interfere with combos) is to make it a separate button altogether. I feel this will not break the move in any way since the current motions (b, f, BP and f, b, BP) are both extremely easy in the first place.

Also, I think that all b, b, f Hypers should be changed to b, f, f instead. Since back is the “safe” direction it is more likely to be tapped than forward (especially since there is no dash). The current motion can lead to accidental (and even worse, whiffed) Hypers; which waste meter and leave you open.

And lastly, I want to state that I think the way that the game stores inputs need to be changed to be more efficient and less lenient, because currently moves can come out when you don’t want them to.

I do want to add that I have no idea how hard it is to code, and whether these would be easy changes or not. But I do feel that all of them would make for a more solid game. Also, I am not trying to offend you, as I think your game is fun. I’m just giving my input.

feedback

WHiteboy, thanks a ton for the feedback.

I’ve been playing it so long that I’ve lost my persective on some of these obvious problems.

They are all easy to change, just difficult to play test, but I’ll consider all of them carefully.

As for the special dodge, a lot of the old fans complained about the new half circle input, so I made an option to use the old simple input b, f. You can choose which way you like in the options menu under “simple sp dodge” you should choose off to use the half circle.

The button input you described that accidentaly did the special dodge is something I will fix asap.

Thanks a ton for the feedback! Don’t hold back, I want this fighter to be taken seriously by real fight game fans, so your suggestions help a ton.

Thanks!

I’m fucking impressed… it’s far from perfection but it’s been a while since I’ve seen such potential. Not to mention the characters really have an attitude and that’s always enjoyable.
Since I’m an engine freak I’ll have to test before commenting anything but congrats, just don’t stop now that it’s getting like really cool

Ok. I played some more of the game. I have no idea how I got the same move to come out more than once in the same combo without using a Hyper (it only happend once or twice), but I can’t reproduce it. So, I guess it isn’t really a big problem.

Although, it does seem that all specials that are executed by repeatedly pressing a button can be used as many times as you want in a combo. That should probably be fixed.

Also, I hate to say this, but sweeps, when used in a juggle, should not re-launch. I though it was cool at first, but I believe that it will be a problem in the future (I’m fairly sure Jimmy Zappa, and others, could get a 100% juggle combo). Make it so that sweeps knock down when used in a juggle. You can’t special dodge out of a juggle can you?

Also, that input problem only occurs with the special dodge. All other moves don’t come out if you press the attack first.

I’ve played this game and its great.:wgrin:

Have you ever tried uploading the game to the Playstation network store, Microsoft store, or wii shop channel? it might go pretty far.

fixed a few things:

The input time is still pretty lenient for specials and hypers (about half a second). I want specials to be easier to do than SF, but I don’t want them to happen on accident.

That said:
-b,b,f hypers are now b,f,b,f
-the attack key for specials and hypers must be pressed with or after the last directional key
-specials cannot be repeated in a combo without a hyper cancel

CF3 is VERY open on the juggling, but you can escape any juggle using special dodge (the window for escaping is between moves in a combo)

*Special dodge can be done forward or backward (quarter circle back, or quarter circle forward)

Thanks for playing everyone!

Whiteboy, if you get a chance, I’d love to hear what you think of the changes. Your input was very helpful.

Awesome work. I’ve played the first two and I have enjoyed them both. Glad to see you are working on a 3rd. :wgrin:

I’ll help you out the best I can. Oh, and it’s Spootz, or Spooty. Whiteboy was from my younger, stupid days :wink:

Ok. I played around a bit, and the timing feels better now, and the new motion is fine. But, here’s the problems I have currently:

The special dodge can still be done when the BP is pressed first. The specials and hypers are fine, but the special dodge is still bugged. Also, I just messed with special dodge in the air. It’s like air recovery in other games. Nice. I’m assuming that, like in other games, you can still be punished if you recover the wrong way, or the wrong time. Or does it have complete invulnerability?

Next. There is another problem with the input. Say I’m using a character that has the move down, back+BK. Now, I’m in a crouching state, and I want to stand up and do a back+BK move. Obviously if I went straight from standing to crouching to back+BK I would get the special. And it would make sense that if I had already been crouching for awhile and then went to back+BK I wouldn’t get the special. But with your current inputs if I crouch (even for 5 minutes) then I hit back+BK I will still get the move.

The last problem I have is when throws connect from a juggle. When a throw connects this way, it should do the full throw to the opponent. Because currently some people’s throws will just drop the opponent, but keep doing the animation.

I’m really enjoying this game; wish I could play with someone else. Is it a crime that I enjoy the non capoiera characters more than the capoiera characters? Jimmy Zappa, Aleron, and Gator are the shit.

Good job spooty at better articulating some of the problems I had. I still feel like the dodge should be a button input without motions… but whateva.

I still haven’t gotten my copy from Lulu yet : ( oh wellsssss

Also I haven’t played the new build yet, I 'll test it when I get home but i was easily able to do multiple specials in a combo in teh old build. Like repeated hurricanes with zappa… I’ll test again.

special dodge air recovery

OK Spooty, thanks for testing,

The air recovery gives you a free ride to the ground, and a slight advantage on landing (like getting up) as long as you don’t try to attack on the way down. As soon as you try to attack, or land your vulnerability will be normal. If you some air escapes your combo, you are allowed to block their counter attacks on the way down too.

I’ll check that special dodge button input.

As for the holding down, then back that’s a muddy part of the system. I made it work like street fighter, so as long as you are holding a direction it’s like you just pressed it (sonic boom, walk forward into an uppercut etc…). If you want to go to a back+kick, you need a bigger delay between letting go of down, and doing you back + kick.

I made most of the non capoeira characters later after I had learned some things, so I like a lot of them better too. Just don’t tell anyone…

Thanks again for the feedback.

Posted a new build (v 1.106)

Grabbing opponents out of the air should be 100% effective now, but I only tested them a bit.
Also fixed the special dodge. Button must be pressed with or after the last directional input.

Ok. I played with the new build some and here’s the scoop.

All throws, when used in a juggle, seem to function just fine with the except of Gator’s d,f,d,f,FK Hyper.

Also, the Special Dodge functions correctly now! You’re doing great work fixing this stuff.

I still have some complaints with the controls. I’m sure that most others from SRK agree with me that the input should be less lenient; while the general populace would like the input to stay where it is. So, I really think you should have two input leniency settings in the options. One that has the input set as it is now, and one that has the input set around 1/4 a second (maybe 1/3 if you are really set against 1/4). I think that in SFII shoryukens have to be input at 15 out of 60 frames (at most) which is 1/4 a second.

Another input thing. The b,f,b,f Hypers need to be input WAY faster than anything else. Otherwise you just get the b,f Special. I have no problem doing them, but even at the current input leniency it could serve a problem for people who are quite good at motions yet.

I think that’s about all.

P.S. I beat the CPU on level 10, but I took WAY more losses. The mix-up in this game is crazy, and almost feels like I am playing Marvel. Good shit.

P.P.S. I won’t be able to play the game from tomorrow evening until Tuesday evening.

Who did the artwork/animations?

I did all the animations except for some of the background characters which Adam Ford did. Adam also did most of the backgrounds and the character selection art. Ethan Halvorsen did the music, and Trent + Melissa Halvorsen did all the arcade mode dialogue and story art (which was quite an insane task with each character having multiple endings).

Macaco, Helicopter and Jamaika are the toughest I can tell on lvl10 Have you beat any of those?

I will put a special move window setting in the options menu that allows you to customize your input window.

Thanks again for all the feedback dudes!

Yeah so the no two special moves per combo definitely works… I tried a few different ways to trick the system… but it looks like it’s definitely in place. Good stuff, got rid of all the easier combos…

Juggling into throws seems to hella boost damage in a combo… does it work like a reset to the damage scaling or something?

I want my cd copy! (haha not complaining just excited)

This game is pretty cool! I’m curious, how many people worked on this game?