Looks like Disney tried to have all/most of their IP games made in house, but they realized that they just lack the development talent to make AAA games. Wonder what their next approach is. They aren’t going to give up on games; the profits are there, and it reaches the coveted young adult male audience which the Disney brand has trouble with.
Disney are gonna license their properties. I don’t feel Disney understands the game industry. They had a perfectly fine game company in Lucas Arts and they shut them down.
Buyout Capcom.
On a somewhat related note, it’s interesting how one of the issues that caused Disney Infinity’s problems was the same as one of the ones that caused MadCatz problems - overproducing stock. Basically, they overestimated how much toys would sell, which meant that they ended up selling only half their inventory, similar to how MadCatz overproduced certain sticks (TEs, SEs, etc.) and resorted to a combination of sales and “special edition” releases to try to sell more.
Some progress on a barkley fighting game I’ve been working on:
Is it normal for my wrists and fingers to be kinda sore while learning a stick, or am i just holding this whole thing wrong?
[quote=“MollyFighter, post:2624, topic:158502”]
Some progress on a barkley fighting game I’ve been working on:
[/quote]This is probably the only game where HnK style basketball infinites are not only welcome, but should be part of the game.
Heating Up is the mode where that’s possible. It’s more of a loop since there’s a set timer on Heating Up.
Nice, but what’s up with that low damage?
I still have it set to do st.LP’s damage, anything damage-wise isn’t final though. I’m just trying to get everything working properly.
Is anyone else bothered by the slowdown on some classic games like kof98? It just feels so bad to me
Recommend me a newer fighting game that is footsie oriented and doesn’t turn into a turtle fest.
Hopefully one that has an actual community.
http://mugenguild.com/forum/topics/street-fighter-perfect-public-release--174233.msg2249306.html
You’re welcome
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Footsies are way overrated, specially on games with more broader spacing game thanks to their air mobility options.
Saying that, you have games like Aquapazza, BattleFantasia, Blade Arcus and Koihime Musou Enbu, on the more “traditional” side
Guilty Gear, Under Night In Birth count as well, even when they have air dashes, thanks to having air unblockable grounded attacks.
I would even say Dengeki by virtue that only few characters can air dash.
You know your playing fighting games right? Your asking for way too much. ONLY street fighter V fit that description.
not a turtle fest? only game that get like that SS2 and even then its no where as bad as SF2 turbo turtle fights
Either you should be asking for footsie game or game with active community. Because both does not exist when SFV is thin. IF spiting hair then we can say Smash too…
With Last blade 2 ps4 release ///
Better what with every one always wanting a big/lively community for a niche game? Im not saying I don’t want people to play but as long the people am playing are stronger than me and costs;ty getting stronger then I’m fine playing what ever match up over and over. Better than playing pool of people are easy picking or just weak. If I want variety then i change my mains up.
I really just wish CVS2 was still alive and had an active community. I would learn stick for that game in a heartbeat
Hey is anyone aware of a scene in Tucson Arizona?
Hey everyone. First post on srk.
I have a question. I’m pretty new to fighting games. Mainly I just play ssf2st in fightcade against a couple friends since its the first fighter i played and i really haven’t played many others. but i am sort of familiar with the basic principles of street fighter.
tldr; i watched that sirlin video where he explains street fighter that was in capcom classics collection vol. 2
Spoiler
basically to me it seems to revolve around different character archetype playing the footsie games in order to either whiff punish and convert into more damage or to knock down to do okizeme on them, with the ulterior motive of putting them into the corner where their offense is the most limited and yours is strongest. but ofc theres different archetypes, gief’s goal is to walk in on you so he can grab you, fei long wants to get close too to pressure you with rekka, guile wants to use his good buttons to poke you and his specials to keep you away, sagat wants to do the same basically, blanka is kind of a pesky mix up character, etc. is that kind of close to the reality?
Is there anywhere i can read more about that? to me understanding what fighting games are about is the key to enjoying them (or not enjoying them). i have learned a little bit about what button is good for what character, what to do in a matchup, or what to do in a situation. (make no mistake though i am a total noob scrub.) but i am not any closer to seeing the big picture.
anyway thats not really what this question is really about, but i would appreciate clarification. i would like to know what different type of fighting games are about. kof looks like really fast paced running and hopping pressure to confirm into more damage against strong def and defensive tools that arent in sf (rolling) to maintain a quick pace of the match. i watched a bit of darkstalkers 3 and it looks really similar but with crazier setups. the games i really dont get are the ones like the marvel vs series, skullgirls and hokuto no ken. games where you make 1 mistake and the round is over because you eat a huge combo into a reset that you might guess right or you just get infinite comboed. what are those games about, why do people enjoy them?
I don’t know about the others, but for me I enjoy Marvel because of the unlimited freedom the game provides: Super jumps, air dashing and teleporting like crazy, tons of variations for simple and advanced combos, playing neutral at high speeds, lots of team formations and options (of course, top tier teams will always be on tournaments, but a lot of fun teams can be constructed for casual play and online trolling) and maybe more.
“Oh, but the infinites…” I don’t care about their existence in the whole series. Since COTA, infinites are in the serie’s blood; so, whatever…
Best frame of mind to get you started is to look at fighting games as being about controlling your opponent’s options: take away their movement (by controlling areas through projectiles, anti airs etc) or forcing them into positions where their options are all risky.
Any character worth a damn is looking to force the opposition into doing something they dont want to do.
Controlling space is the first big concept to understand because it limits moving options. You dont appreciate backdashes and jumping back until you are unable to do it. Similarly if you stop your opponent from moving forward through projectiles and normals, then they only have on way to go: back. But doing so slips the noose on tighter.
The other is a bit more involved and i’ll explain later.
This is almost all head-on competition. The two main routes of victory are limiting your opponent’s options, being too big on some axis of interaction or acting on an axis he doesn’t interact on. The last one doesn’t usually apply in fighting games, but the first two sure do.