Sounds awesome. Bring one to the home consoles! I’ll be in for that.
If its just him XBLIG would probably be the only way for him to go
Two things for Rumble Pack 1.5000:
- BIN Oliver has an air infinite. It can be done from almost anywhere if you are fast enough, but it’s best shown in the corner.
The notation is as follows:
st.A -> st.B -> st.C -> QCB+C -> [Neutral Jump -> j.A -> j.B -> j.C -> (Wait for wall bounce)] -> [Neutral Jump -> j.A -> j.B -> j.C (Wait for wall bounce)] -> And so on…
The whole thing can still technically be done by simply doing:
QCB + C -> [Neutral Jump -> j.C (Wait for wall bounce)] -> [Neutral Jump -> j.C (Wait for wall bounce)] -> And so on…
- Upon further experimenting with BIN Nadia, I can conclude that this chain will cause her to animation lock:
QCB + A -> CANCEL + Dash Foward (keep holding forward) -> st.B
I have videos of both things, but my internet is still being a bitch, so I’ll have to wait until later today to upload them.
Things for Rumble Pack OLA 1.5000:
- The recovery animations are huge, and literally take up the whole screen.
- Characters flash and often disappear after battles.
- The beginning banner has delayed sound.
There are some other issues, but I don’t have enough time to pursue them. I also know that this version is more of a way to test the waters for online play in the future. By the way, we still need to get some games in.
I don’t want to work tomorrow ;-;
Wall bounces is techable.
HA! Computer AI must be a moron then. Hell, it normally techs like crazy. It’s difficult to test techable stuff on my own due to not being able to hit keys/buttons quick enough.
Let it be known that Training Mode needs options ;-;
holy shit this looks sick dude!! ive been hoping for some indie dev love for fighting games (still waiting for card saga lol) and just by looking at your name assuming its what i think it is (liero is THE game that got me into pc gaming more than 10 years ago) i see your dedicated and thats what i love about indie games
downloading it now cant wait, and anyone whining about the lack of content keep in mind its hard to bitch over a FREE GAME, and look at minecraft back in its infancy stages and look at it now…alpha release games usually turn into a crowd sourced game lol
Yeah that is the plan. XBox live is the easiest choice for me. I will have to get an Xbox at some point though. After that, it’s PSN. Putting stuff on Wii is sort of a waste in my opinion so I’ll likely avoid doing that. Expect a Windows/Mac/X360/PS3 release on the final version.
Have I got news for you. Press the pause break key while in training mode to access some training options.
Actually, Liero is the game that inspired me to start making games myself. I started way back then with really basic stuff and here I am now.
Tomorrow is Roy’s release. I hope everyone’s excited!
SMALL idea? PS3 simultaneous release? I really dig how this game looks.
XBL would be awesome, really needs that online support lol
I’d drop some cash for this on XBL.
it would be interesting to see how this translates to xna, Ive heard that it cant handle a ton of data at 60fps, but I really dont know the limit they are talking about
I would love to do that and I’ll try my best to make that happen. Only thing is, XBL tends to be more receptive to indie games. It’s a bit harder to get something on PSN.
Yes it does.
That’s good to hear!
Yeah, I’ve heard the same. Fortunately, as it is, my game isn’t that intensive.
Small bit of bad news though; I’m stuck at school all day so I can’t upload the Roy update until later tonight. Sorry about that! Good news is that I’ve fixed some big stuff for the next patch, so at least theres that.
for some weird reason my antivirus picks up the game and dangerous and deletes it…weird
also, when playing this game i noticed there wasnt a limit on the number of otg you can do, just that they fall faster and faster with each one, by limiting the number of otg’s u can do ina combo, you can make the game more based on pokes and punishes without the annoying length of combos that do no damage. just a thought
Do you play with many characters in binary style so far? Lengthy combos can be quite beneficial to building one’s overdrive meter. A bit of incentive for extending combos, as that’s damage you can bank for later in a sense.
New patch is live! Version 1.5200 is now available and, please, everyone welcome Roy to Rumble Pack! He’s sort of an average, all around character. Good pokes, good mixup, and a relatively safe set of moves. His damage output isn’t so great and he has some difficulty against characters/players that are good with anti-airs.
That’s no good. I’m hoping no one else is having this problem. Can you tell me what virus it’s claiming to be?
Chrome detects it as possible malware. I’ve scanned it with Microsoft Security Essentials, and nothing was red flagged.
yea chrome detects it as kankuri said, btw im using avg
Its great for building meter, but that would make it more of a corner trap game like melty blood, and the damage scales way too much to be stuck in a combo where you’re otg 6 times into BIN mode into special that does less than 40% damage
Totally, but if you purposely dont combo into your overdrive, you can maximize meter build, overdrive meter build, combo damage, plus on the side you get the really sweet tool of having an “ultra” in stock. I haven’t played much melty blood, but I’ve noticed that in RP, I can use combos as a way to traverse the space of the playing field (to either get out of the corner, or put people closer to it). Was it like that in melty?
Also, I’m not much of a SF4 player, but I have noticed how a player having a full ultra in the barrel can make the opposing player extremely nervous in some situations, and so it can be a psychological tool as well, though one that has some tangible benefits. You can also do an extremely short chain later and go into your overdrive when it is more convenient for you damage-wise. So though scaling may seem to destroy the apparent benefits of lengthy combos (immediate damage), the non-apparent benefits are still intact (non-guaranteed/delayed massive damage and strategy).