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.