Rumble Pack : New indie fighting game

You have to be careful with the input. I can do it pretty easy.
Yeah, Roy’s super is cancel or wake-up only. That’s not really a bad thing.

I’m not disregarding loops and I am disregarding infinites from the grab.
Thanks for clarifying on the wake-up bit. However, if you just throw a random 2B and just wait, you’re bad. If you use the 236 on opponent that is currently getting up, you need to have some stock to truly make it effective. Cancel hit-confirmed 236 atk into super and you’ve already done a lot of damage which you can then extend easily using non-infinite loops or a 236 Low xx Super again.

236 Z. You have to cancel into it though. There’s no other way to get it out but as a wake-up super.

if you want something more open ended just use FM2k. It’s perfect for full games and allows netplay thanks to lunaport. However I heard it is a bitch to work with.

fighter maker’s engine is kinda terrible though, imo.

Um…what. [media=youtube]cF13OmXkRAs[/media] FM2k just has a few quirks, but for full games its a much better choice over mugen. [media=youtube]PDBlfutDjCQ[/media]

FM2k is a bitch to work with because even the translated version is confusing as hell.

I downloaded it once just to see how it works and had no idea what half the things meant in the translated version.

Yeah, I’m trying to figure out what, exactly, can be done about the Tsukiko infinites without totally ruining how she plays. I’ll figure something out though. Tomorrow is my day off and I’m going to go full force into getting this patch out soon (maybe tomorrow evening if all goes well).

That’s odd. It sure works on my end. Is anyone else having this issue?

This is true. The wavedash addition made it this way and I had considered allowing the super to come out during the wavedash, but it felt a bit over powered to me due to how fast it comes out.

FM2K is pretty good and I have noticed the advantages over mugen. I sort of wish I knew about it when I started.

Anyways, I’m sure you would all rather have a fighting game with online modes integrated directly within it as well as leader boards and a bunch of other junk. FM2K and pretty much every other free fighting engine can’t do what I want. Unity, while requiring a great deal of work, is allowing me to do exactly what I want; which is great. Ultimately, Unity is going to let me bring you guys a much more fulfilling experience.

About the sophie divekick i think you first picked sofie hex and decimal and they have a divekick and then you picked binary but the binary doesent have a divekick all styles have different move i think thats whats happend.
And Eontart do you play on keyboard?

My thoughts and Opinions on the game, but before we get to that. I just want to say I’m really enjoying the game so far, probably more than any indie fighting game that’s been developed in the year. I also personally know how severely limiting the MUGEN engine can be, so I’m looking forward what you guys turn this into using UNITY.

Art-style / Character Design: This the first thing that caught my eye when I saw it on the front page a few days ago. The character design is diverse enough that characters don’t look like clones of each other, more over the cast doesn’t look like one you would expect from a fighting game, the unorthodoxy of it is what really drew me in and wanted me to learn the background of each character and how they their movesets would end up working out. One in particular that I’m really interested in seenig is Ghosteo, I’ll probably end up playing just because his design piques my interests, but I’m definitely looking forward to seeing the rest of the unrevealed cast too.

  The art style translate very well into the game too, save for a few errors where a character might blur or darken during a few animations in comparison to their idle stance. I'm not sure if its because the game is still a W.I.P or if its because of how they were rendered but its definitely noticeable in a few places. All in all though, the animation is really fluid and isn't "jumpy" like most other indie fighters are and I can really appreciate the work done into making all of the animations.

Music: This is pretty much the only thing I hope the game’s team looks into adjusting a little bit, the menu music great and it really fits the theme that the game is going for, but when I’m actually playing the game and fighting, the music has absolutely no sense of urgency or action to it at all. Every stage’s song sounds like a song I would hear on a main menu and it does nothing to draw me into the fight at all . It gets a really boring at times and feels extremely lacking. The songs aren’t bad by any means in my opinion, they are just a little misplaced. If anyone working on this game reads this and decides to look into one suggestion, I really hope its the music in fights. All it needs really is just a bit more “action” to it that gives off that need to fight.

Game System:I can’t really say much about this yet since its still in its in its early stages. The three different fighting stances are nice, especially how each three caters to a specific fighting game archtype, but I definite like the direction its heading. I’m more interested in seeing how its going to play out for stance characters like Yoko.

Thats pretty much it, I’m looking forward to seeing more from you guys in the near future.

Its a pretty neat glitch, so I made a video out of it
[media=youtube]vSoUReZZoJg[/media]

That said, I’m working on a Sofie combo video and a video that complies all of the glitches.

Also, I’m looking to record weekly fights and upload them to help promote the game if anyone is interested in that. I’m thinking every monday/wednesday/friday we could get a small group together to play and record some matches.

I have both pad and stick, but the stick doesn’t seem to transition well into MUGEN, so I use pad mostly. My keyboard would be atrocious to use anyway.

I’m sure there’s many others with me, but I for one would definitely love to see whatever matches/vids you and the crew you form come up with, even if I can’t catch them live (it seems like your capture quality is pretty sweet, by the way).

I’m looking forward to all the new contenders for “Best Binary Supercuts in <insert zipcode here>”!

I’m really liking this game. Nadia is pretty much way too fun in any of her styles. And shes the only character i’ve really explored (besides a little bit of tsukiko). I really like how it doesnt just take one combo for 50%-death (besides infinites and what not). few questions/concerns though:

first one has to do with mugen. How on EARTH do you set training options? I’ve read the mugen readme file and it said there were training options, but for the life of me I can’t figure it out. Sorry if that seems really stupid.

Also, it seems that tsukikos binary super, I guess you could call it, does a TON of damage. its like 60% and allows follow-ups with proper positioning, unless you can tech out of it. I wouldnt know cuz i dont know how to get the training options to work :p. There are a bunch of resets into it (one thats noteworthy is A B C (2 hits) xx dp A, then you super cancel into the grab with a slight bit of delay so they fall out of hitstun) that seem pretty unescapable to, so you get a hit confirm combo into that unscaled 50-60%. Of course I dont know the full damage potential of the cast, but that has the potential to be REALLY good. I think.

Anyway, I’m very impressed with this game so far and can’t wait to see the final product.

Edit: also, how do you properly install the patch? I downloaded the game from your latest post on your website, and then i extracted the patch into the same folder as the game and it replaced some files. The only reason I’m wondering is cuz there are a few bugs that haven’t been brought up (or they did and i’m an awful reader) like zppr’s command list just being wonky as all hell and it doesnt show anything.

I’m pretty stoked that you and so many other people are enjoying it so far. I’m also glad that you and others appreciate the art style. Definitely nothing against those who don’t like it, but it is hard to get into something that’s so different from what you expect to see. I know most fighting games have super bulky athletic types, but I intentionally wanted a game full of people/characters who don’t look like fighters. I’m glad you picked up on that.

Problems with the music? Yes I agree. The issue is that I compose music in my extreme free time as a hobby exclusively. The music that you have described as slow and unfitting is my forte. I am terrible at fast, upbeat music. My good friend and associate tekkaxe, on the other hand, take music far more seriously than I do. He’s going to be redoing all of the music to fit better when he can.

Stance characters are probably broken, but no one really plays them due to their relatively high skill requirement. Despite the fact that I designed this game, I am constantly finding new stuff with Taeko. I mean it; CONSTANTLY. She’s my 3rd favorite after Natalia and Sofie. Hex style is also my style of choice. I pretty much designed it just for me as the safe poking lame fighting style is my favorite.

I actually put this on my list to fix it, but after seeing what you discovered with it, it might be worth leaving alone. Hard to say, but that’s kind of a cool tactic despite the meter-and-a-half cost to perform it. The more videos the better! There are 2 things I can’t wait for for my game: player combo videos and fan art. I’m really excited to see how people handle both.

I am all for this. It might help if you let people know what your general location is too. I don’t know how many people rifle through this thread, but 665 people downloaded this game in the past 2 days alone. Maybe a few of them are local?

I also super considering this, so it’s no guarantee, but I want to attend EVO this year and bring along a few copies of the game to set up. That way, people will actually get to play against other people as well as take on us if they choose to. Pure speculation, but we’ll see what happens.

Nadia is awesome. I don’t find her as much fun to play as I used to, but yeah shes pretty solid.

Yeah this information isn’t really listed anywhere. You can press your “PauseBreak” key to bring the menu up. There’s not very much there, but it’s better than nothing.

Yeah it’s a really strong move. I’m hoping it’s balanced enough because her ability to git in is absolutely horrible. I wish I could tell you the exact video and time stamp, but me and tekkaxe have had a few matches where I was Tsukiko and it was an uphill battle just to get in. Of course, once I did, the game was pretty much over, but if he picked characters with better zoning tactics (which he hates doing by the way) I wouldn’t be able to get in.

You’ve done it correctly it sounds, but if you’re having issues with Zppr’s command list, it’s likely something I did. His Hex style doesn’t work at all and if you pick it, fun stuff happens. That may be an effect of that

Finally, check this out:

It’s a character guide with a complete move list and frame data. You can read a bit more about it here:

[media=youtube]uvl1QTRBOeQ[/media]

A compilation of some of the game breaking glitches I found, hope this helps! (Sorry if some of these are already known)

I know I got atleast one person into play its training mode pretty extensively, hopefully it’ll go somewhere (´・ω・`)

This game seems really fun on a casual level so i’ll try to more people into it. Me and my friends play 3rd strike on a laptop quite frequently during school, so ill get him to try this game out. Maybe i’ll get money matches going xD

New patch! Check it out here:

There’s some notes on that post on what I fixed and added. The crucial, game breaking stuff is all done (unless I missed something). I have yet to update the command lists as it a bit more of a chore and I wanted this out today and it will require a full re-install for everyone. Expect more on this soon.

Yo Liero

I know I’m late but 2 things:

1-Congrats on the frontpage

2-Make dat paper

Was Andy purposely made to be corny as hell?

and yay new character lets see if I can break her

Yeah she seems kinda broken already, being able to dash cancel her hadouken. you can even dash cancer her super and activate another one. Massive damage potential.

Thanks for fixing Taeko. I’m testing her again, and that infinite seems to be gone, or at least alot harder to set up. The juggle potential is still there, but it’s just a tighter now. After sitting in the lab with Taeko, I think she might have a relaunch infinite.

if anyone wants to try, it would be something like: Launch, jump, dive kick, medium (or light) punch, launch, repeat. Not sure if it’s an infinite or just a really tight reset. Lol.

  1. Thanks!
  2. Yup; you know.

Hah yeah, some of these characters are intended to be corny. It is what it is.

I should preface every character release by stating that I intentionally make the character broken (or what I view to be broken) in the first run and tone it down later as necessary. Break her to hell so I can balance the nonsense out.

Taeko’s dive kick forces the target out of their fall. Technically, they can attack you before you reset if you set it up improperly, but I’ll let you figure out how to do some cool stuff with it. It certainly shouldn’t be an infinite though.

So I guess it’s just a really nifty reset then. Because I was playing in arcade mode and noticed hat if I do crouching B, as a meaty, I can combo into a launcher. Good stuff though.

also on a side note, Charlotte on Decimal seems a bit unfair lol. She has amazing range and everything multi hits. I noticed the same thing with Zppr too. I think you should either change when custom combos can be activated (like maybe needing at least 1/3 of meter) rather than just being able to do it on the fly, especially how easy I’ve seen the CPU build meter.

Speaking of meter, how do I build meter in Hex? do I need to take damage and just rely on defensive tactics?