Double Tap, new build for April 9th, 2016

Nope, still not working. Its detecting the controller by name. When I go to Assign it detects when I press Start on the stick. But when I go Config it won’t register any of my inputs to bind them.

Is it an xbox360 or ps3 controller?

Yes, its a Madcatz 360 fightstick.

I’m surprised its not just working.

Fake Edit: I plugged in my stock 360 controller just to be sure it wasn’t something driver related on my end (I’m on Win 10), and it detected all the inputs no problem.

Damn whack, well I can’t do much more at the moment to debug it but thanks for trying them out.

Just to further test, I plugged in my 360 Street Fighter IV FightPad

Same problem as my Fightstick. Start is detected when the game asked me to press start at start-up. But when I go to bind inputs it doesn’t register. (edit: Though the name of the device is being properly detected by the game)

Maybe something to do with them being Madcatz? That seems really strange to me though.

Nah I’m using a 3rd party input system and it has to do with how it recognizes controllers, joystick name needs to be in a list that it reads from. It’s gonna be kind of a pain in the ass to have to add individual sticks to that list so I’m gonna need to figure out a work around.

Here’s some janky match footage from yesterday. Bunch of issues but it was still pretty fun, this is the first time I’ve actually played someone at the game in over a year lol.

New build up, change list and download can be found here:
http://dt-engine.com/?p=76

Very good job!

I’m loving this wave of indie fighting games arising and this is the best 2.5D that I have seen.
Unfortunately I had to turn off all visual effects for run the game at 60fps, because of my weak PC.

The controls are very precise, and the input buffer works well.

What’s your main goal? Is to release a multiuse engine (maybe open source) or make a game franchise? Or even both? : )

Thanks for checking it out man!

Thanks! I spent a lot of time on that.

I will make a game with it eventually, still brainstorming on design while I look for solid artists.

New build up, changelog and download can be found here:
http://dt-engine.com/?p=86

footage:
https://www.youtube.com/watch?v=64e0vr3NQ58

My SoulCal stick is now properly recognized in this latest build. So I’m starting to put some time into it.

So far I’ve come across one bug, if I’m in training mode and press Start to pause then press Start again to unpause, the game hard locks up requiring a restart.

If I use Weak Kick on Resume Play, or press Medium Kick to back out of the pause menu its fine. Its just unpausing with the Start button causing the lock up.

Things I really like…
The feel of the hit stop
Hopping being a quick tap of up, leads to many instant overhead possibilities
The general feel of the game

Thing that I don’t like as much…
‘focus cancelling’ being the two medium buttons. I might be a bit of a SF scrub, but I never cared for it in SFIV, and here you’ve built an entire combo game around the concept

I think there’s an opportunity here to create something more accessible with its own flavor. My suggestsion is to make the move cancel input a single button press, and reduce the number of normal move inputs from 6 to 4. So you’d have five buttons total, 4 normals and the cancel button.

This does two beneficial things, one, for the player it should lowers the barrier of entry for doing sick SFIV style combos. and Two, for you the one-man developer it makes it slightly easier to build a character move set when you only need to conciser a minimum of 12 normal move states (plus whatever command normals, or close normals) instead of 18.

That’s just my feeling on the matter. Great results so far though can’t wait to see more future builds. Would love to see a charge character or grappler (or a charge move having grappler) for the next character.

This has definitely been in the back of my mind for a while.

Definitely agreed here. Also makes the game easier to play on control pads (4 face buttons).

Let me put a build up with this control scheme and see how it works!

How do you perform supers?

Maybe, it’s just me, but I thought Cobrai Kai has way too many special moves.

Great work on the animations

I don’t think there are supers. I think the idea is to build up your cancel meter and then do custom combos as a kind of ‘super’. You know to hit medium punch and medium kick at the same time on hit to ‘focus cancel’ into another move yeah?

Cobra Kai definitel has a lot of moves, but he’s a test character so I don’t its expected to be a final move set.

No supers at the moment, not sure if I ever will. If I do I’ll probably make them cost half of the total meter (2 bars in this build) so that you could do some sweet PowerCancel into super combos.

Yeah he definitely does, and as The_Adventurer mentioned he is a test character and isn’t a final move set.

Thanks!

Here’s the build:
http://dt-engine.com/?p=99

Pretty hard for me as a player to switch over to this but that’s just my muscle memory.

Nice. After playing it some in the new style I’m digging it a lot. I’m cancelling and following up a lot more consistantly.

I tried out a bunch of different input layouts on my 8 button stick. The current default works well, but I’m still testing a few different ones based off KoF and Guilty Gear layouts. I think what’s currently tripping me up is having throw also bound to a single button, so I have to make room for that. Unless you’re planning to implement rolls or some other activation I think Throw could stay as Weak+Weak.

New build and footage:
http://dt-engine.com/?p=106

Footage:
https://www.youtube.com/watch?v=qBfpSYxqvcc

Went back to the old control scheme for now, too weird for me at the moment and still want to mess around with all those moves that I removed, but I’ll keep it on the back burner for when I make actual characters.

New build up:
http://dt-engine.com/?p=112

Footage:
https://www.youtube.com/watch?v=-X0XhJ2PlSs