Like I said, I understand it’s an alpha, but he’s really boring RIGHT NOW. I already figured out the 5D stuff, but other than that he’s just kinda lame. I really don’t like that the fire card you need to RC to make useful. If I have to stop to build the resource, why do I need another resource to do something with it? That seems really silly to me, I’d rather just charge an ice card, because it makes his damage really stupid high and impossible to drop. The flying kick RC is fine in theory, I just don’t see a point to it. His damage meterless is fine and basically doesn’t get higher with that RC. I could maybe see the corner carry, but I wouldn’t be surprised if he had a solid corner carry that didn’t use it.
Also I should say that after a bit more time with the game, I’m not the biggest fan of the BB style time limit on combos. I get you want to have a freeform combo system that isn’t broken, but I would RATHER have proration than a time limit.
Fyi there isn’t a time limit proration system. Each move has an initial and mid combo proration value. Currently Poco and the guy have had their proration values fine tuned over months of play testing by players who are very good at maximizing combo damage. If the proration seems high, that’s because I’m not looking for the game to have extended combos.
Also the Kungfu guy hasn’t had his whole system implemented yet. While he’s entirely viable in tournaments in his current form, I do want to give him a few more options. He has two more cards that have yet to be implemented.
Edit
Also I’m looking for a good way to indicate the current proration value without it cluttering the HUD, but make it easy to read.
I like how the combo counter displays frame advantage on hit. But it’s kind of a shame you can’t see the advantage on block. Although I can see the problem with displaying that elegantly. Game feels very Guilty Gear at the moment in many ways, except that Dust does a ground bounce rather than a weird launcher thing.
It’s cool that you allowed access to this game at such an early stage, and I’m looking forward to playing around with it.
As for proration. maybe place a percentage besides the ‘hitstun bar’ that is emptying, dunno. I’m not sure if it’s even necessary to display that kind of stuff outside of training mode. You’ll generally have a memorized set of BnB combos anyway, I doubt that, even with that data, you’ll be able to come up with combos on the fly.
I like the movement in the game it feels more fluid than GG to me.
Here is my complaints.
Stages are too long. You don’t have to change the stage model you could have the camera rotate as it moves to the left and right.
Special Inputs need more of buffer window in between inputs maybe a couple frames will do. I can do a 1 hand fierce Dp in the cps2 sf games but not here.
One bug the screen flashes black every time I throw a fireball.
Unrelated 2 frames per input is actually pretty common for specials.
Special move input buffers are something I’m making an ongoing adjustment to. I don’t want it to be too loose so that you get accident inputs when not intended. Currently the directional part of the buffer is 15 frames for all specials. 30 for Poco’s super. I’ll increase it next time to see how that goes.
Hmm thought I fixed this. Is it happening for both Uri and Poco? Both of Poco’s projectiles?
Well it’s not intended to work that way! So I fixed it. The way my special move input parser works is to check to see if the directions were inputted in the correct order over the last N frames, where N is the length of the “buffer.” So it’s pretty forgiving. Just doesn’t accept things like 626 for DP! I can make special overrides per move if I end up wanting to…
I was probably thinking of the older version on the glitch I didn’t read the notes or fully test the new version. Not appearing anymore.
Your input setup is like a SNK’s input setup dunno how close though.
Hit box wise it is alright, it’s nice to have a standard hurt box on the hurt animation, poco’s head needs adjusted is little weird. Guy’s not changing push box. Of course this could all be chucked off cause it’s alpha.
I have a set of unwritten rules I follow when making hitboxes, of course I break them in a few places and it needs to be fixed.
One of those rules is for each hit animation vulnerable boxes don’t change over the animation. Of course it’s different for each character and hit state/animation combination.
I downloaded the new version, and tried to check out the hitboxes, but running it and pressing F6 just gives move information, but no hitboxes. Is this a bug or am I doing something wrong?
I can do tk 214 S, 3 times in the corner with out having to cancel it. Probably more if I actually put time into it. Might want to add more push back on Y.
So it seems Fearless Night’s current incarnation is made with Unity. Good stuff. I seem to recall at least one indie fighting game developer noting problems controlling framerate with Unity - any comments on that?
Also, out of curiosity, what were the previous alpha versions written with?
Sorry I may have caused a bit of confusion. This is NOT the Unity version of the game. It’s currently just a side project. I still have a few kinks to work out in that version. I’ve even worked out the input polling and game update issues other people have when they first attempt to make fighting games in Unity. Once I have a chance to work on it more I may release a demo of that too. For now I’m continuing to use my own engine.
It’s written in a combination of C++ and Lua, which is very easy to port to C# btw. I’m using a 3rd party library to run the Lua code with Unity.