Cool to hear that you guys seriously addressed the concerns brought up by Sirlin/Mike Z. I was less skeptical of the diagonals than they (I have a bit of a background in Smash though, where ‘tilt’ moves exist), but good to hear regardless. There are a few peeps in the Skullgirls community who are pretty hyped about this, so it’s good to know that Mike got wind of it too.
Two of the kickstarters kineda listed weren’t even fighting games, and one that he didn’t list (Gilden Tide) was a fighting game with no gameplay, extremely little art and maybe three revealed characters. I think it goes without saying that Pocket Rumble is “on the level” of those Kickstarters, haha. It’s a 2d fighter with 8 revealed characters, with art and music, support from David Sirlin and Keits, plans to implement GGPO… is it even possible for this to be much more newsworthy than it already is?
Actually, we never ran a story specifically about Gilden Tide’s Kickstarter. We just posted its teaser trailer on the front page back in 2011. And the news on that game has since gone quiet.
In any case, I’ve written an article on this. It’s up to the editors now if we’ll run it.
However, as a one programmer team it would take longer to figure out how to work with the NGPC efficiently than it would to code the entire game on PC… including netplay. lol.
Huh. Hand-made NGPC flashing kits? Very interesting. Reminds me to go find my NGPC, I know it’s still here somewhere and I even had a decent library for it.
Saw this on the Greenlight candidate listings earlier, decided to drop a Yes vote on it since it looks interesting.
Edit: Found the NGPC! Needed a tiny bit of maintenance done, but it still works. Seems I have SNK vs. Capcom, Card Fighters Clash 1, Last Blade, Metal Slug 1st Mission, and King of Fighters R2. Blue Camo system, for those curious. Good times…
I love the bullshit excuses for not posting about Pocket Rumble, but that “where are they now” waste of fucking time and space gets a whole dedicated article.
Specs: I’m sorry. I should have come across this game sooner and gotten started on coverage much, much earlier. There are some good reasons why I missed its initial announcement and was thus rather slow to react, but they’re a long story that nobody is going to want to hear. Nevermind that, though. You’re right about Pocket Rumble. You’re absolutely right, this game needs more attention.
With that in mind, I’ve been quietly working on an interview with the folks at Cardboard Robot Games and it should be published soon. They gave some really well thought out answers to my questions, and my opinion went from “interested in Pocket Rumble” to “genuinely eager to play it” based on it! Pocket Rumble seems like it has some really good ideas in its design, and I hope the project goes well for them.
It has been brought to my attention that I uploaded the wrong images for that interview. The content of them is correct (that is, they represent actual game content), but I made two versions in an attempt to convert the screenshots for our front page layout. Got it right the second time around, but guess what I did because I’m so brilliant? I uploaded the first batch, the incorrectly converted versions, because I was working from a massively zoomed out view. Didn’t even see the problem until it was pointed out to me just now.
Matt, Christian, I’m sorry if this has given people the wrong idea about Pocket Rumble’s graphics. To everyone else… suffice to say, the game’s visuals aren’t supposed to look a bit skewed like that, that was the result of a technical mistake on my end. I’ll see if we can get this fixed in the article. In the meantime, please understand that was entirely my error. Moral of the story: Zoom in a bit to double check the images one has just uploaded, so as to check for problems that might arise from an improperly done conversion.
Sure thing. Now that I’m aware of the game, I’m going to keep better tabs on Pocket Rumble and plan to give it coverage when interesting things turn up.