spudmastaflash:
phoenixnl:
In general, I’m not sure if the ‘Roman cancel through double tap’ is a very pleasant system. I’m sure I’m not the only person who basically double taps anything he inputs, and for this game that just means a lot of unintended Roman cancels. Of course learning new habits will help me or anyone else get around that, but it lead to a lot of initial frustration. I’d like it better to have a specific input for the Roman cancel instead (e.g. 3 punches) so you don’t get it accidentally as easily. Seems to me that you did not take that approach on purpose, but I would love to heard the rationale behind it!
The input for DTC is pretty much here to stay. We have the tech to switch it to MP + MK but every time I have tested that I have pretty much immediately disliked it because of how much more work your brain has to do compared to just double tapping. Main reasoning behind using it in the first place was that I wanted a roman cancel system that was easier than a separate button. Something I noticed about SFIV is that if two people that don’t know how to play are playing the game, you almost never see an FADC even used, much less used effectively (getting a combo or making something safe). For DTC, if players are mashing they can atleast get cool blue stuff to come out and sometimes get weird combos, which to me is a big plus for casual players trying the game out. As far as knowing-what-youre-doing play, you really shouldn’t have to double tap inputs in this game, there is so much leniency for normals that timing things should be on the easier side.
All that said, I don’t think the system is perfect and without it’s draw backs, but we will always be trying to improve.
I have to say I’m in a similar boat. I’m not sure if I’ll ever be able to undo my ‘double-tap everything’ muscle memory lol. Personally, my favorite implementation of the Roman Cancel is in Rising Thunder. You simply input a dash or jump during an attack. It’s simple+elegant, and I never got a dash cancel by accident. I did occasionally get an accidental jump cancel when my inputs were sloppy…
Version 0.1.8.11 is now live
Changelog can be found here
Version 0.1.8.12 is now live
Changelog can be found here
Version 0.1.8.13 is now live
http://bit.ly/2zFxvCm
spudmastaflash:
angelpalm:
From what I am seeing the other characters designs besides the Snu Snu chick don’t really stand out enough bro.
Their actual animations also don’t really seem dynamic enough. You do have the talent and drive that is for sure. Might want to take some more inspiration from the likes of old school Darkstalkers in the animation department.
It’s all good we will always be improving
Yeah i should change that, game should support most controllers. definitely works with DS4
Yeah like what I am saying is that you should never worry about making the characters look like they are balanced when they are executing their attacks and don’t be afraid to make them over extend as those both help them convey movement and power. Like the old marvel how to draw books where they tell you to have your characters in less realistic poses that are more spread out to make them jump out more.
Version 0.1.9.0 is now live
Been a while since I’ve updated this thread! Today we released our 0.2.1 update and the introduction of G-Agent:
https://twitter.com/PunchPlanet/status/991052005610262529
Full patch notes can be found here:
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