The funny thing is that, both, Binary and Decimal styles can do just that. Hex sort of can, but to a much lesser extent. In my opinion, mind games are what makes games more fun.
Alright! All voices are done. I just want to run this build by my testers to make sure there’s no glaring bugs. Expect a release in the next few days!
Whole SRK can be your “tester”. And I don’t remember a game which could rid of “glaring bugs” after few days of testing.
Uh, this happens all the time in games updated constantly assuming there’s consistent testing throughout.
Usually these games have low amounts of content however.
Glaring bugs meaning big, game-breaking problems. As it is now, it all seems fine. I’d also rather you guys not be testers, but players.
True, and hopefully what I am offering will suffice. The main game will be a local single and multiplayer game and I’ll be offering a second version that supports online play. Unfortunately, since the second version is technically a different engine, there are some minor compatibility issues and it isn’t 100% perfect, but totally playable.
At any rate, the official release date is this Wednesday, January 18.
The time has come! Check the first post for the link!
When I saw the title of this game… am I the only one who thought "Nintendo 64?
I’ve got 404’ed.
Will try when link is back up.
Yeah, I had a small issue with the first upload, but it’s fixed now.
[details=Spoiler]Error message:
Error parsing trigger1, 1
Error parsing [State -1, EX Bullet Spray 10501]
Error in [Statedef -1]
Error in sofie.cmd
Error loading chars/sofie/sofie.def
Error while precaching
Error parsing trigger1, 1
Error parsing [State -1, EX Bullet Spray 10501]
Error in [Statedef -1]
Error in sofie.cmd
Error loading chars/sofie/sofie.def
Error while precaching
Error parsing trigger1, 1
Error parsing [State -1, EX Bullet Spray 10501]
Error in [Statedef -1]
Error in sofie.cmd
Error loading chars/sofie/sofie.def
Error loading p1
Library error message: Malformed expression encountered: random < ailevel *
[/details]
What is this and how I’m gonna fix it?
Also. I like where this game going. It looked like a pile of features in previous versions but now its much better!
Still game is broken in many places. Some of it can be fixed and I don’t sure if all of it can be fixed.
There is a bunch of infinities. But scaling make them too long and they can’t be performed in (in the\ at the???) corner (its strange to have less combo-ability in corner but whatever).
On surface “the problem is solved”: even if you manage to do a loop and push you opponent from corner to corner you’ll only do around 40%~50% of damage.
BUT…( I’ve decided not to write further because its your game and I just leave everything for your decision)
Still I think that MUGEN just don’t work as a fighting game constructor.
Input is inconsistent (and I’m afraid that problem is deeper) . Things just happens or not.
(derp sorry for my poor English skillz)
I just put a patch up to fix the problem you stated.
With regard to infinites, can you be more specific? I’ve got a system in place that allows me to easily knock them out. If you were to provide me with characters and/or moves I could prevent them from happening.
Played your game last night, seems good tough I played only a little, liked Taeko’s ‘Serpent Embrace’ stance. Was it hard to make? Always wanted to make one too…
Found an infinite and a possible infinite for Binary Natalia while just messing in training mode.
The guaranteed infinite is an (A) cross-up with Ivan out to force the opponent in between Natalia and Ivan while mashing c(A), causing up to 250 hits of pain and death.
The other one involves only QCF => © but i’m not sure if it can be considered an infinite. It requires extreme timing and precision but if done right, you can toss the opponent from corner to corner with only that move. You can even toss a few ©’s at the corner for a little extra damage. Might need to check if I can get past 10 hits with it first though before I can consider it an infinite.
Other than that, it’s a pretty solid fighter. Hoping for some fixes. Great job.
Some specials can juggle only 2-3 times in Rumble pack. So you need to check that.
Also about Natalia. Her specials names making me cry.
Glad you like Taeko! I (admittedly) didn’t think too many people would like her.
Was it hard to make? That’s sort of a tricky question. Making a fighting game is, in its most base form, not hard. You just need to create characters and program them to do stuff. What is actually hard, though, is balancing. It’s a constant push and pull and adding literally 1 frame here or taking one frame away there can drastically change how a character can be played.
Heh, Ivan. So this is sort of a known issue with him. What I’m probably going to do is make it so that you wont be able to continue to build Overdrive while he is out, that way, you can only do that for a short period of time. Interesting thing is that, a long time ago, you used to be able to summon Ivan at any point. Natalia used to not have any super attacks and Ivan’s life was her meter. Once it hit 0 he would die, but you could bring him back again after building up at least 1 bar.
This may very well be an infinite. I put no limit on this one. I’ll check into it.
I’m glad you’re enjoying it so far. Expect a patch today.
While the above loop is likely an infinite, let me clarify a few things on infinites. There are a few systems in place that are intended to prevent them:
[LIST=1]
[]Damage scaling
[LIST]
[]You already know what this is.
[/LIST]
[]Gravity scaling
[LIST]
[]Certain semi-exploitable moves have this. What it means is that every time you connect this certain move while your opponent is falling, you will add to this hidden counter. The higher the counter, the faster they will fall to the ground, making it (at some point) impossible to hit them.
[/LIST]
[]OTG scaling
[LIST]
[]This one is a bit odd. When you first knock someone to the ground, you have a limited window to pick them back up with an OTG (off the ground) attack. Each time they hit the ground after that (within the same combo) the window closes even further until, eventually, it is impossible to hit them at all.
[/LIST]
[]Attack limiter
[LIST]
[]Much like gravity scaling, there are certain moves that are exploitable. These certain moves, however, are a bit different and I usually reserve this type of limiter for special attacks. Basically, you’ll only be allowed to do this move a limited number of times in one combo. Typically, these moves wont affect gravity scaling.
[/LIST]
[/LIST]
Unfortunately, all of these put together are not guarantees, but it should help quite a bit. Patching out infinites is very easy though and only requires very little time to fix. If you find any, feel free to report them and I’ll investigate. Ideally, I would like an infinite-free game.
If you would like easy ways to see all these in action, try the following:
[LIST]
[]To test both gravity and OTG scaling, pick HEX Sofie. Put your opponent in the corner and sweep them (down+C) as quickly as you can, move over to them and hit them with down+A. Each time they hit the ground, hit them with down+A again. Eventually, you wont be able to hit them any more.
[]To see the attack limiter in action, pick HEX Nadia and put your opponent in the corner. Then, try the following combo:
[LIST]
[]cr.C > DP A/B > B > cr.C > DP A/B > B > cr.C > DP A/B
[]2C > 623A/B > 5B > 2C > 623A/B > 5B > 2C > 623A/B
[*]You’ll notice that the third DP (623) misses every time, no matter how perfectly you have done them. The EX version will land an unlimited (meter restrictive) amount of times though.
[/LIST]
[/LIST]
Yeah, I liked them at first, but not so much any more. I may change them back to English.
New patch (1.5010) is now available. Check the first post for the link.
A few minor fixes have been made. Potential infinites knocked down and a new macro button for keyboard users. Now you can press Y to grab. It actually functions as A+X so option select away. Check the text file included for a detailed log.
HEX Nadia & BIN Tsukiko:
“Problem” with Command Grabs. After either comboable 236 either 214 grab is unavoidable even if it doesn’t count as a combo.
And please do about wakeup animation. Its too short and comes after long pause and can be totally absent if special of super performed.
It excludes any wakeup game. You even can’t shoot projectiles on some distances.
I’m not sure whether this was intentional or not but Taeko’s down© seems to whiff on Sofie, Zppr, Oliver and Mc Supercut unless you hit them with down(B) first. In fact i’ve noticed that character size drastically changes match-ups. I’m not sure whether it’s a good thing or not but i’ve noticed that BIN Natalia’s QCF > Forward goes over certain characters only, changing her strategy dramatically by giving her an extra boost on her QCF mindgame.
I don’t expect you to fix much after reading this but you should atleast fix things that may affect a characters game plan simply because some moves work differently on certain characters. You can ignore this if it’s too much work or if it was done intentionally though, I don’t actually have anyone to play with that knows how to play fighting games and doesn’t cower simply because i’m the one going against them, so I won’t really mind if you don’t do anything. There are other people that may be affected by this problem though.
I gave this a shot a second ago, and I have to say that it’s probably the most polished MUGEN project I’ve seen. I’ve never seen anybody actually put command lists in game using MUGEN; good work on that.
Just out of curiosity, does it actually do anything when you change the difficulty level for arcade?