Rumble Pack : New indie fighting game

Infinite for Natalia’s Ivan Hyper; Corner only though. press any atk button then hop over your opponent then crouching a. Meter for the Hyper regenerates infinitely.

liero is already aware of this.

Also, I haven’t played this in ages and decided to try Roy for the first time ever. He feels a little fast and tricky to use for my taste but he has nice tech like how his QCF special is actually very good for hit-confirming into a super especially since its also a mix-up. Then I discovered that hopping is possible and made the judgement that Cool Jump is only useful for closing in with C’s ridiculous hit box.

Not 100% sure on this, but it looks like we’ll be streaming today at 3:00. Join us!

Looks like were live!

I’ve got a new patch coming in the next few days. It’s going to fix some pretty major issues; one that was discovered during the stream last week. I’m going to try to put the new character Maya in the next patch, but she still doesn’t have voices done. I’ll likely just wait a bit longer on her and put the patch out by Tuesday, if possible.

Finally, apologies for the lack of updates recently. I’ve been working hard on the multi-platform port. I never would have guessed that there is so much work that goes into building a fighting engine from scratch. So far, I’ve just recently been able to finish teaching the engine what quarter circles were. Fortunately, I’ve made a lot of headway and I’ll soon be able to reveal all of my plans for Rumble Pack.

I just realized that we all don’t know the in-game story of Rumble Pack.

Mind telling us yet?

Yeeeah I had hoped people wouldn’t notice that just yet. Right now, I’m not 100% ready to go over the story just yet as doing so will reveal some of my plans for the game ( plans in which I am also not quite ready to reveal ). I will say this though; I am planning a super-robust story mode. I promise you wont be disappointed.

My plan is to reveal the story and the story mode as soon as I finish all the base work and a working prototype in Unity. So far it’s coming along wonderfully. Optimistically speaking, you’ll know all about it mid-May.

Finally, I’m trying to stream tomorrow at about 3:00-3:30 pst. After the stream, I’ll release the latest patch. Maya is still missing her voice, but If things keep happening to delay this, I’ll just release a quiet Maya and patch it later.

Balancing question!!!

Do you balance by checking out character match-ups by any chance? Roy has absolutely no hope against Taeko because of her range.
Another thing regarding her chain pulls. Do they go through block or is one of them actually an overhead? Mid-screen very low start up with either of these would be piss annoying.

That, or the bots know the exact frame I stop holding back.

Generally speaking, single bad match ups are left alone. On the other hand, Roy does need something. It was brought up by someone else that he is missing something. Hey, if you even have any ideas that would help him out let me know.

Taeko doesn’t have any over head chain pulls. The bots just read what you’re doing. As soon as they see you’re standing, they go for lows and if you’re crouching, they go for overheads. I deliberately made her a bit broken for a “boss” sort of feel. Even I have trouble with her though.

Also we are streaming right now!

[S]Give him super armor during his supers start up and increase the length of the hurt box.[/S]
Make it possible for him to wave dash somehow. I feel that it could present more combo opportunity if he did. He also lacks practical invincibility IMO.

Also, you should probably make his dive kick possible during a normal jump. Preferably Down+B. Cool jump isn’t the most useful thing in this game.

I actually like both of these ideas. I’ll put them in tonight’s patch. Thanks for the help!

New patch (1.3000) is good to go! Check the first post for the link

[media=youtube]xarGzH9uhrY[/media]
Along with that bug:-
Her infamous QCF > C infinite is back
When Roy taunts, he vanishes. Then he grumbles and reappears. You probably just didn’t implement it though.

Other than that, Roy’s wave dash is genius. Good job.

Thanks for the game! Looking forward to more updates!

Will give you more feedback after I’ve spent more time with the game. Still trying to get used to the mechanics.

Hah ok. Weird bug. It’ll be fixed in the next patch. How are you doing the infinite, by the way?

Yeah, Roy’s taunt is missing. Someday, it’ll get in there.

Yeah, I thought you might like that wavedash. It’s got some projectile invincibility too depending on how you use it. I’ll let you discover that.

Play BIN Natalia. QCF, C, C.

Basically, repeat that again and again. The first C has an OTG limit from what I’ve tested but if you hit the opponent while they are midair, it doesn’t register as an OTG and you can keep going.

EDIT: Oliver AI is literally broken. He can attack during intro with meter and punish people who tech his throws with an unblockable super only because you are still stuck in tech animation.

I literally sat down yesterday to learn how to play as the style shift characters. I’m fully capable of utilizing Yoko right now. Learned all his style shifts and how to switch between them all.

Picked up Taeko. She’s waaaaay fun.

A few things to ask and point out:

  • Is there a way to set dummy options in Training mode? Specifically, I want it to try and air tech out of my combos so that I know what really works and what doesn’t
  • Is Roy supposed to be able to just take jabs, not go into hitstun and then pummel me? That’s what the AI was doing against jabs at least.
  • Is there a way to VS CPU outside of arcade/survival mode?
  • When playing 2 vs 2 or any variant, the lifebars become bugged when it becomes 1 vs 2 or 2 vs 1.

You can face the computer in watch mode, but your debug mode keys have to be on. Just press ctrl+1 before the round begins.

By any chance is everyone’s 12th palette related to the story?