but isnt that otg combo subject to diminishing returns? doing a certain move over and over causes them to fall faster and faster, to the point where its impossible to hit
That’s the point. Some of the moves of all characters seem to have issues with that. With Sofie, I can relaunch like 10 times without the person hitting the ground with her cr.B. I love that Decimal QCB+A spamming though. Shit is so crazy.
so i started the game with the new patch and now i have only 7 characters the rest are all randoms and stuff…weird
i beleive that the decimal tactics are legit, kinda like hyperdrive for kof, you can do crazy, cheap stuff but for a limited time
Going to give this the benefit of the doubt and hope the art is an homage to Treasure circa 1996
Of course they are. Everything you can do with decimal mode is pretty weak.
6X is very situational.
It costs as a super. 6X is punishable by almost everything (because it is not cancelable). You do 6X in neutral - you got punished by A\B,A,A,A,B,C,anything. And if you try to counter something with it you need to be sure that incoming attack isn’t cancelable (which is rare thing).
Speed mode is too weak.
It drains everything you’ve got and gives you only average damage output (you can do same for the 1 or 2 stocks in other modes). You can cancel attacks with it and make them safe BUT you’ll loose all your super meter and its easier to just don’t do unsafe stuff.
New patch is up, check the first post for the link. Also, the online version is good to go! In the ink, you’ll see instructions on how to use it. It’s a separate client and will likely remain that way. Please read the whole post, though, it contains a ton of important information.
This patch (hopefully) fixes some infinites found by Kankuri. Gravity scaing was not applied to those moves. It is now. It should be much harder to do that stuff and eventually impossible. If it’s still happening, I’ll have to hard code it out.
I’m sure you all have noticed the various random boxes in the new select screen. You may have already guessed, but each of those boxes is going to contain a new character. I plan to release one new character every month (time permitting). Roy will be released on 02/15/12. Each character release will come with only one fighting style and a new stage for that character. Each following month, a new style for a previous character will be released as well. Basically, on the 15th of every month, you’ll get something new.
Do you actually only have 7 characters? Try the new patch and tell me if that fixes it.
Actually, 6X is cancellable. You just have to take at least 1 hit while doing it for it to work. You’re also allowed to cancel your guard stun with this move.
I can’t really comment on the usefulness of the speed mode though. Some characters can exploit it’s impractical for others. I’ll leave that up to you guys to decide.
EDIT:
Apologies for the delays. I’ve been distracted by a certain weapon-based fighter that just came out.
- Good job with Tsukiko. I can’t do any of the previous crazy non-DEC stuff anymore.
- I noticed that the animation for Oliver is still busted. I don’t know if you worked on that any.
- Did you add backwards throws now? <3
- At the beginning of the round, there is no “Ready? Fight!” type of banner anymore. It just begins the round right away with the sound playing in the background.
- The Super Bar incorrectly displays now. When it’s empty, it will show three separate, smaller bars. When it’s full, it’s one solid bar.
I’m trying to download the online file to start breaking it as soon as possible, but thanks to all of the recent storms, my intranetz is being a bipolar bitch.
- Good to hear
- Still working on it. This one will take some time.
- I sure did!
- Whoops. Accidentally gave you guys the wrong configuration file. I re-uploaded the patch. Just re-patch to fix this.
- Yeah, I’m aware of this. I had to re-layer stuff so the players would appear on top of the life bars when they overlapped. This is a weird side effect that I’m trying to resolve.
I should also warn you that the online version doesn’t have a training mode. It sucks, but right now, there’s not much I can do about it.
Anyone interested in getting some online matches going, just PM me. I’m about to head up town for food, then I’ll be game.
Alright guys I bought an N64 controller and the rumblepak for $50 at a sketchy game shop. How do I get the game to recognize the force feedback function on my controller?
I’m a bit confused with the controls thing in the online edition. Do both players use the Player 1 controls or does Player 2 use the Player 2 controls? Does it use the default controls and not whatever I changed it back in the offline version? How would I go about changing the controls then?
The online version is it’s own separate build (rumble_pack_ola_15110_full.) Basically, he ported the game to a generic engine with online capabilities. It’s not a 100% clone, but it just barely works as an experiment for the core engine of Rumble Pack.
As for the controls, he means that both Players will be using the default controls for Player 1 when playing online. This means whether you end up hosting or joining a game online, you’ll still be using Player 1’s default controls. There is no way to change them at the moment. I don’t have to worry about that since I am playing on a joystick with a separate program that assigns keystrokes to each of my button inputs.
The first thing I saw when I played with bots on the online version is that the super charge effect for BIN characters are HUGE.
Also, would it just be fine if I did nothing with my ports and used Hamachi instead?
I have no idea. Since you can’t modify anything about the IP settings, I would say probably not. You can change the port though. If you already have another open port for an existing game, you can just match it with the same one.
And yeah, some of the effects are ridiculous. The recovery sparks look like blue atomic bombs.
nice, to diversify my website that will be up soon, im willing to make combo videos for every new character, i have a good understanding of the game now, havent tried the new patch yet put ill post the results to see if it fixes my issues
wait? wtf?
Once this game is all fixed up 100% what’s the plan? Also, I’m mobile so watching the video is a pain, are you still lacking voices?
I’m just making a bad pun. I will play this when I feel setting up the binds.
New video up. It’s got a bit of Roy gameplay at the end.
[media=youtube]BAkiwmH3f4M[/media]
Awesome! I tried to leave the system as open as I could for combos. I’m excited to see what you come up with!
I am currently working on 3 games right now: Rumble Pack, Rumble Pack 2(new engine, new stuff, etc), and a third game which may or may not become a part of Rumble Pack 2. We’ll see what happens. As soon as Rumble Pack is done, I’ll focus all of my energy on the other 2. It will likely take a few years to finish unless I manage to find a programmer who is willing to help.
Luckily, I was able to get all the voices taken care of!