Double Tap, new build for April 9th, 2016

[hop>j.LK>j.MK>land]x forever lol

Another build up, actually changed a lot in the last few hours lol, just having people point shit out to me motivates me a lot more.

PC Download

  • Reworked forward and back dashes
  • Tweaked the jump arcs
  • Tweaked a bunch of animation timings (jump startup, landing, general animation blend time)
  • Increased jump startup frames from 4 to 5
  • Increased landing frames from 4 to 5
  • Increased dive kick landing frames from 6 to 7
  • Increased dive kick startup from 13 frames to 15 frames
  • Decreased hit stun on angled jump jab and angled jump short from 14 frames to 12 frames
  • Increased frames between air moves from 5 to 6
  • Increased neutral jump roundhouse startup frames from 4 to 7
  • Increased angled jump roundhouse startup from 7 to 8 frames
  • Tweaked crouch forward to extend 1 unit forward on startup and retract 1 unit in recovery
  • Tweaked crouch roundhouse to extend 0.5 units forward on startup and retract 0.5 units in recovery
  • Increased push back of close standing fierce from 2 units to 3 units
  • Increased height of standing and crouching move boxes
  • Decreased hit stun on stand command forward (-> MK) from 16 frames to 14 frames
  • Swapped fireballs between strong and fierce
  • Reduced jab fireball speed

Have the whole momentum thing appear as a meter as soon as someone gets in two hits.

Looking good, wishing you best of luck!

1st wishing you best luck with your project :tup:
2nd, I wan to ask why do you want to make it link heavy instead you know, let those things be emergent instead of forcing it to the player?

I like your design ideas. Vids please.

Thanks man!

I’m a big SF4 player, SF4 has a lot of links, I like links.

Thanks! I’ll make some soon.

Yeah I’ll probably need some sort of bar. I wanted to try to avoid it for the momentum stuff but right now it’s not easy enough to tell the state of your charges. Maybe something circular /shrug.

respect. i dislike links, but respect.

I only read enough of the thread to see the word “Powercancel”, and I’m completely sold on this game.

I don’t mind links in very small doses, but when they are integral to combat design it becomes a bother.

What I imagine with your Momentum thing is something that would need a ‘bar’, akin to Devil May Cry’s Style gauge. This way people will know how far along they are with unanswered hits or successful defense. I have similar concepts for a fighting game I’m writing up. I would also consider teching throws as something that adds to defensive momentum.

This however makes your game inherently aggressive, removing incentive to play a zone metagame. Now perhaps you want an aggressive game, but I just wanna let you know where your gameplay may head.

I don’t agree that meter is needed with momentum per se; there’s a lot of ways to translate the mechanic. Some may be unfamiliar. We have to be open to things like this as more people throw their cards into fighting game design. I’m happy he’s far along development before posting it here, as people tend to jump in becoming a cook in the kitchen (and almost all ideas/demands seem to stem from 3rd Strike lol).

Also, can you re-post your game design; it’s strange highlighting everything to read it in the OP.

this is so cool lol i wish i knew how to do this ;_;

How intensive is this on computers? I’m running a rather old set up but still the frame rate is below 20 for sure. Am I doing something wrong?

Can you expand on why you think it becomes a bother?

Yeah it sounds like I definitely need some more visual indicators for the momentum stuff. I wanted to avoid it but it’s not easily distinguishable where the player is at with their momentum charges. I might also tie in some sound effects, maybe some kind of chime that increases in pitch as you land more hits, might be annoying tho, we’ll see once I tackle the sound functionality.

Great idea!

Yeah I think I’m shooting for a bit of an aggressive game, but nothing is set in stone. My design philosophy is to implement first and decide if it fits after. I’ve got no problems with cutting things that turn out not being so fun.

I think it’s very important to have something decently playable before trying to show it to larger audiences, and especially before asking for any type of funding. I plan to have the base engine and gameplay mechanics fully fleshed out before turning to kickstarter or something like that.

How someone can have the balls to ask for $275k without any gameplay footage is beyond me.

Sure I’ll update the first post.

Download Unity and start learning to program, nothing is stopping you!

I haven’t done any performance testing or optimization, so if your machine isn’t decently powerful, it’s probably gonna have some issues right now. Only recommendations right now is to lower the resolution and turn off all the image effects in the menu.

Oh and another reason for momentum not being tied to meter is that supers will cost full meter to use and I want things like powercancel -> super or parry -> super to work.

how long did it take you to get the frame work down? 2d plane, buttons registering with attacks, directional commands buffering for special moves, hitboxes/hurtboxes?

SFIV has got to have the worse implementation of links in any SF game for the simple fact that most of them aren’t emergent, but rather built in by the devs and, more importantly, locked away behind an arbitrary execution barrier (arbitrary 1 frame links).

Then have a separate 4 stock momentum meter.

On a related note, requiring the cancel mechanic to combo into supers is one of the dumbest ideas used in SFIV. All it’s done is to hurt the game’s mid level accessibility by creating an arbitrary execution hump for players before they can access the tools they need for entry-level competitive play. Compare this to SFIII, especially 3rd Strike, a game with good mid level accessibility, where all you need to do to get good damage (40-50%) is something like cr.mk xx super.

I’m going to chime in on links just in case it gives the author some ideas.

I don’t think there is any inherent flaw in links, but making things require 1f precision should be done sparingly if at all. People that play enough will eventually land that stuff consistently so it just makes it annoying for people that can’t. Let me say I have a few 1f things down (Viper TK cancels, a couple of FRCs, old Bison shit) but I wouldn’t mind if the windows were slightly larger.

Chains on the whole feel nice, especially for newer players and chains don’t have to have retardedly large chain windows, so it’s not like chains = dumb, links = skill. Blazblue has a nice feature that will repeat your input for 3-5 frames, so a 1 frame link becomes a 4-6 frame link if you hit it early. I think a system like that can keep things a little less frustrating for a lot of people and still allow for execution heavy things to emerge. I may be wrong on this but could an input repeating system like that help with making netcode feel a bit smoother?

there are reasons why sf4 feels bad

1 is that chained light attacks aren’t special cancelable, but this is mostly because of crouch tech mashing lol

kof13 has chainable light attacks, some of which have the special cancelable property and some that do not, but if they do not they usually chain into a light attack (that can’t chain into other light attacks) that is special cancelable

that sort of thing makes combos feel like they flow better

however if you want some combos to pack more “punch” then links are fine, but 1frame links are annoying for players because making something hard for the sake of balance is not very player-oriented and if dropping the combo makes it punishable then it becomes even more frustrating!

It’s hard to give any hard time spent values for these, as they went through a lot of iterations as I learned more about what I needed (this is my first fighting game so I’m learning all this stuff as I go).

Basically the first thing I tackled was the move system and how I edit those moves. A good pipeline is pretty important and being able to easily edit moves was my top priority for getting a good foundation.

Screenshot of my editor. It’s pretty cluttered and ugly now that I’ve added so much shit to it.

http://i.imgur.com/2AJ3aqg.png

As far as those specifics:

  • 2D plane, pretty easy, just restrict the z position of the players to zero at all times.
  • Buttons registering attacks and directional commands buffering, both part of the input system. Took a few days I think.
  • Collision boxes were pretty tricky, took about 2 weeks to get it to a decent place but there are still some bugs. Unity also has some quirks with their collision system and I might end up writing my own detection code.

Let me know if you want details on anything, I won’t give source code but I’ll gladly explain how I implemented things.

This will be hard to make a call on either way until I actually play some real matches. I need to get on implementing actual rounds haha.