Rumble Pack : New indie fighting game

Hey liero
A lot of Binary characters have a move that says requires maximum overdrive with the command 236236 C or 214214 C but no matter what i try the move just wont come out.
I also found some problems with some characters and a infinit i will name it in the list below.

Charlotte Hex

  • Does charlottes blood charge only makes her fireball do more damage or is there another effect?
    -I just cant do her super dark blood charge i dont know if it just me but its so frustrating.

Charlotte Decimal

  • i found a infinit it works anywhere on the screen 2C-JA-JB-JC land 2A-2C repeat you can also do 2C-JA-JC and 2C-JB-JC instead of 2C-JA-JB-JC.
    You have to delay the JC for a it to become unthechable.

Charlotte Binary
-The input promblem again 236236 C and 214214 C no matter what i do it just WONT COME THE FUCXK OUT!

Sofie Hex

  • Her style specials arent listed

Sofie Binary
-super wercka (236 at at) passes trough opponents if your close.

Roy Decimal
-You can do the infinit from anywhere on the screen.
-Roy is kind of weak compared to the other characters i feel that he is lacking something.

Nadia Binary
-The 236236 C AND 214214 C again ugh wh CANT I DO IT?

Natalia Hex

  • In Natalias command list there is listed \ 236 at at under 623 at\ i think you made a mistake and meant 623 at at as the ex version.
  • And her super has the same command as one of her specials so when i try her super i get the special.

Nadia Decimal
-Nadias supers confuse me.
-The names of her special moves.
-How do activate her first super?

Nadia Binary
-Can you explain how i do her super?
-after doing 214 atk atk she keeps doing it its a loop.
-236236 C and 214214 C you know the deal.

MC Supercut binary
-236236 C 214214 C

Oliver Decimal
-EX crush dash passes trough your opponent if your close.
-Infinit 2C JA JB land 2A 2C repeat.

Oliver Binary

  • Ultimate ninja uppercut wont come out atk atk during super ninja dash.
    -Turbo exstendo claw 236 atk atk wont come out.
    -His second super wont come out.

I asked a lot of questions and i would really appreciate it if you would answer them.
But overal i really like your game and i been playing it a lot.
And also where does the green and red bar stand for?

Oook let’s go through all these 1 by 1.

Yeah, this is an issue. I totally forgot to update the command list for some people. The ACTUAL motion for these is 236236/214/214+ABC or 236236/214214+Z

It makes Blood Orb and Wing Wind do more hits and damage. You can also use it in a combo to cancel your animation to link into other stuff.

As far as I can tell, Dark Blood Charge is working fine. You may be having a multi-press issue with your keyboard, so use Z instead of ABC for supers.

Interesting. This is pretty simple to fix.

Yep, you’re right. Her’s are the same as everyone else’s in HEX though.
X or 4X to Dodge.
X during block for Deflection

Yep. I’m on it.

I’m working to fix this infinite.
A while back, Eontart and I had a discussion about how to improve Roy. I gave him a wave dash (236) and a manual dive kick (2B). Try out these somewhat secret moves and let me know what you think. If he’s still feeling off, let me know what you think should be done.

Just as a side note, all supers are a ABC or Z input. I do need to fix this though.

What’s confusing?

The loop was fix a while back on a patch I have yet to release. I’ll put it out real soon once I fix the problems you listed.

Yep. I’m on these.

Yeah, there’s something wrong with this one. Thanks for the notice.

The red bar is your Overdrive meter. You can’t do “Maximum Overdrive” attacks unless this meter is full.
The green bar is the guard meter.

I’m glad youre enjoying the game so far though! Feel free to ask any other questions you may have.

Finally, I’ve got something pretty big coming up soon. I’ll keep you all posted.

Good shit dude, I have alot of respect for people that make their own games.

Congrats on front page.Love the game.

Thanks for all the support guys! It’s great to see that this was worth all the time spent working on this.

Also, I just updated the tumblr site with some information on upcoming characters. It also has some character bios to look over (finally).

Check it out here:

suddenly front page

When is the next update? I look forward to seeing how you deal with the 2 button Roy infinite.

Little feedback from the good 1 hour I’ve spent with the characters for the most part (this is all on keyboard as because of the mentioned fightpad issue) is…the game is simple. Light, medium, heavy and “EX” versions of the specials moves are a good simple start, I like u not overcomplicating things. A couple characters have good movement options using their special moves which I appreciate as well, and some characters normals even move them forward slightly and what not ( I believe its Natalia?) which is interesting. One thing I noticed is a couple of the cast cant chain high/low? For the most part going from standing to crouching mid chain doesn’t work? If this isn’t correct for all of them I apologize. Another thing unless its just me again is that in training mode you can’t hit Player 1 pause to see your own movelist, instead you have to mirror match yourself and press the Player 2 pause button? Couple little things I noticed first off, I’ll keep getting at the game when I can. For the most part dude it looks like you have it decently thought out of what you want it to be, I’d only suggest some artistic help, and not because I’m about eye candy its just…cmon bro…like cmon. lol besides that man keep at it I look forward to updates and whatever else you’re gonna throw our way, you got someone who’s gonna keep checking back in here already, so you got something good going I would say. Cheers & Best of Luck.

Didn’t even get to Taeko before I wrote this…dude…stances?..I like it. You can infinite her medium chain pull just a heads up.

Heya liero its really great to see rumble pack on the frontpage.
I can finally do charlottes super and the maximum overdrives attacks.
And i made a mistake in my earlier post i meant to say Natalia decimal and Natalia binary instead of Nadia decimal and Nadia binary.
with Natalia decimal i meant it what confusing to do her super because its listed as C after 236 but its has the same command as one of her specials.
and in her command list theres :A and :B are they followups to her 236 atk and how do you do it sometimes her super will come out and somethimes her special.
With Natalia bin her super wont come out and if you activate her maximum overdrive the dog can walk of screen by that i mean out of sight he can still come back.
And didnt know about his dive kick and wave dash the divekick really helps with pressering and the wavedash with rushdown and wakeup.
Know i believe that roy fits in well whit the rest of the cast he is fast good jumping normols and his wakeup game is good 236 atk afer a knockdown so your opponents have to ques if they block high or low.
So roy may be lacking in damageoutput and combopotential but he is fast,good anti wakeup options and solid rushdown.
I also discoverd a semi infinit with him 2C JA J2B 2B 2C repeat is works because the divekick makes it untecable and the 2B otg is does around 19 hist and the damage is not that much.
Its not really hard to do but if you take it away is will really hurts roy damage output

This is a great game, man. I haven’t played too much of it, but so far I’m enjoying Binary Zppr, and Hex Taeko. Training mode is great, but I would love to see some Attack data, and input data.

Edit: I should also add that I found a pretty dumb infinite with Taeko as well, on the latest available build of the game. Basically you use her tiger stance’s double strike, then go into tiger stance again, dash forward and just spam dash and weak attack. It only works in the corner but, it’s something that needs to be removed, since it’s not intuitive at all.

Edit 2: Easier terms for Taeko’s infinite (can actually be done anywhere on the screen, it’s just easier to do in the corner)

:snkb:(hold), :snkb:~:f::snka:. Keep pressing :snka: to keep in the opponent in the air. if the opponent starts getting too far from you, just dash with :f: and repeat.

Lack of damage output? He can do one of the most damaging one stock combos in the game from my experience. Two stocks is even more killy. Full bar is basically a dead opponent. His grab is also one of the most deadly grabs in the game, allowing you to do and extreme amount of damage with meter very easily from anywhere on the screen.
Also, Roy has a problem with his air attacks. I can almost guarantee that you’ll find an infinite with an air attack just fooling around.
Using his wavedash on wake up is one of the worst things ever too. There’s enough time for the opponent to hit you with a jab or grab. You are better off doing the DP since the start up is almost non existent and it has a wide range. After the DP is when you should start the wave dash mix-up.
Your goal with Roy is to rush down, build meter and end the game as quick as possible. If he gets rushed down, use DP, 2A, or 2b to get back into rush down killmode.

By the way, disregard the jerks commenting on the “Newgrounds” artstyle of your game. They just can’t offer anything of their own.

Watching the thread! I’ll have to try this game

Eontart i still think that roys laking in the damage department if you disregard his loops.
I see your point with your stocks his super does a lot of damage.
The only reason that roys grab is powerfull is because he can get a infinit of it.
And with wakeup i meant your opponent that would wake up wich i explained in my earlier post after you get a knockdown best example is 2B after that you wavedash to your opponent and use 236 atk and your opponent has to ques if your going to hit high or low.

The game won’t load at all for me after extraction and running the exe. Not sure why, gonna redownload.

Edit: That worked. Also set in a more sensible directory than my browser’s. So that might’ve been why, for some reason.

Since your thread on MFG is flat out missing I’ll just leave my feedback here

nadia in decimal mode:

QCF B is both guadstun and hitstun infinite

in binary style:
QCB A is guardstun infinite

Roy’s air.B sometimes crosses up in the air when it looks like it shouldn’t. I also think his C has too much advantage in general, being +10 on hit when I don’t even hit the attack that deep seems a bit ridiculous but this is more of an opinion. I think his wall bounce infinite has already been brought up, but anyone with a wall bounce C can do it infinitely as well.

Pretty much all characters with a dive kick are way to safe on block at any angle, I’d recommend reducing their advantage by like 5 or so frames.

I think the projectiles ZPPR uses should go away when hit if they haven’t moved toward p2 yet, it pretty much makes him safe to do what he wants during blockstun unless you command grab him at the right time.

Some explods on sophie and other chars overlap the pause screen command list (ontop =1 issue). Pretty much all the explods in the game have no ownpal=1 thus they are effected by palfx at all times. Sometimes the character in the pause screen movelist is below the area you put them in (like sometimes they are standing where the supers are and you can’t read it).

-Kamekaze

I just checked out the trailer i’m downloading the game as we speak(n_n). Will there be more characters in the making or do you take requests for new character designs? even though its a bit of a stretch to make possible though.

Well, I’ve been waiting to update simply because I am dying to release Maya and I am STILL waiting to get her voice done. I’m a bit tired of waiting though, so expect a pretty big update within the week. It should also be noted that the recent lack of news and updates has been due to me finishing up my final semester of college. I’ll have much more free time now.

You’re partially right with that. Some characters aren’t so great at high to low chains, though everyone can do them one way or another. Binary style is especially weak in this department as it’s designed so the player must find more creative ways to combo. The style also greatly rewards you for doing so. Typically though, the mid attack serves as the junction point. For example, you can do :snka: , :d: :snkb: , :d: :snkc: or :d: :snka: , :snkb: , :snkc:. There are other variations on that, but almost everyone can do that.

You can actually configure your own pause in the options menu. By the way, you can still use gamepads with a nice program called xpadder. Last I checked, it was free. MUGEN’s gamepad support leaves a lot to be desired, frankly.

There has been a lot of negative feedback on the art style. I’ll talk about this in a minute.

You’re right about Natalia there. I’ll check into that too. A while back, all supers used to be done on the :snkc: button, but I added in EX attacks as well as a 3rd special for everyone and moved Supers to :snka::snkb::snkc:/ Z. Somethings got accidentally left out.

Roy is kind of weird. He can do semi large combos, but youre not really supposed to do them. He is better used with short combos that do high damage with resets thrown around here and there. As Eontart said, he does have massive damage potential if you do it right. I’ve been able to do 70-80% with 3 stock depending on the situation. You do have to rush down too otherwise you’ll run into problems. His infinites do need to be fixed though.

Thanks for all this. I’ll make sure I add this to my issue list.

I had to leave MFG because I need to shift focus away from MUGEN as much as I can. Not that I think there’s anything wrong with MUGEN, but it doesn’t do a lot of stuff that I want to / need to do and as a result, I’m moving to a new, much more open system.

Awesome! Welcome to Rumble Pack!

As it’s planned, the MUGEN version will have a total of 16 characters. I am hoping I’ll have enough time to have 3 fighting styles for each characters, but I surely want this to happen.

I don’t exactly take requests, but I’ll surely listen to any ideas you may have. Who knows? I may like it enough to steal your idea. All joking aside, the full, real version of Rumble Pack will be made in Unity and have around 28 characters; all of which I’ve already planned and started developing. More information on this to come soon.

Alright, so I’m sure everyone has noticed the less-than-flattering comments regarding the art style. There’s a few issues here that need to be addressed.

For one, there appears to be confusion between “style” and “quality”. By this I mean there are people saying things like “unprofessional looking”. I would count this under quality. I agree that the game’s animation isn’t the best in the world and the backgrounds feel incomplete. It should be noted that I started working on this game in my Sophomore year of college, so yeah, it’s not going to look like it came from Skullgirls amazing amazing artists. I am much more skilled in this department now, but in the interest of keeping the look uniform, I chose to not go overboard with the animation (except Endora; I’m deliberately going overboard with her). My mindset in this aspect is, and has, always been much more about getting the basic visual idea down and getting solid gameplay out with solid mechanics. Consider this a very beta demo or a prototype. The actual final product will look very different and much more polished. It should also be noted that in the 3 year development period of this game, my budget has been an accumulated total of $0 USD. Feel free to run that through your favorite currency converter if you’re curious as to how that translates internationally./sarcasm

And now, the dispute over the style. I knew from day one that some people would be off-put by my art style. I am totally ok with this. I find my art style appealing and if you do as well, then great! Even if you don’t like it, that’s equally as great! I wish you did, but it’s totally fine that you don’t. I wanted my game to look different from the others out there and I feel like I accomplished that. Moreover, I am a firm believer in that you have to love what you do otherwise the product is not going to be a good one. In order to do that, I made the game for me and nobody else. By doing this, I know I am alienating some people, but at the same time there will be a great deal of people who like it as much as I do. Skullgirls is a great example of this. The creators made the game so that it appealed to them. Also, if the retro look isn’t your thing, I can’t really help you there either. I have no intention to change the art style to cater anyone’s aesthetic other than my own. I am, however, VERY open to changing game mechanics to improve the overall quality of the game.

I’ve also received comments on the scantily clad females in the game. If you’re offended by the relatively mild sexuality of the two females in my game that are showing off; I can’t help you here either. All I can say is that I don’t consider myself to be a sexist. I like what I like and it’s pretty much as simple as that.

When the story is actually revealed, it will make more sense why I chose to use “swag”. Love it or hate it, I can’t really help you here either.

Finally, I should state that I’m not really bothered by the negativity so far. In fact, I encourage it. Honest, constructive criticism keeps me going on this project. So, keep it coming! I’m also not looking to convince you to like my art style or the overall presentation of the game. If you’re put off by that alone, that’s unfortunate, but I did expect that from a certain percentage of the population, so it’s all good.

Liero you already knew about the tsukiko grab infinite but there are alot of variatons you can do with it.
I found another decimal tsukiki infinite 2C JA JB land 5A 5B 2C repeat you have to time the air attacks.
And i have some trouble with roy when i try to do roys afterschock ( 623 ATK ) 9 out of 10 trys i get his wavedash and batting practice i have no problem with other characters like nadia hex that has a firebal and dragonpunch motion.
In his command list his super is listed as 236 atk atk.
I also cant normally activate roys super only after making contact with the opponent with a normal or special.

Whats the notation for Roy’s super?

Sufie I think her name is (sorry if it isn’t going off of memory), little short girl with the cr. C launcher. I don’t know if its just my copy or if this is something that got brought up already but it says she has a down.C Dive kick…yeah down.C in the air doesn’t do anything. Again might be just me or already known.