Slashers on Apple App Store!

That’s too bad.

Fixed is what we want, not variable. GGPO has fixed input delay. Crap netcode like UMvC3 has variable.delay that slows the match to a crawl.

What about rollbacks? Or, more precisely, what happens when the latency goes beyond what the fixed delay can handle? Do the individual games continue for each peer continue , rolling back to the last “fair” state state afterwards (a.k.a. the preferred method)? Or does it simply add more delay (a.k.a. you might as well give up if you think this is acceptable).

Also, why is it automatically computed? Why not let players set their preferred delay level just liKe in GGPO?

Actually, why not just use GGPO in the first place?

I don’t like Input Delay period (I think Supercade/2DF uses Fixed Input Delay). Rollbacks or nothing.

Game’s net method is very similar to SF4AE and Blazblue PC games.
Especially if you played Blazblue, you will notice as the fight starts till “rebel one”,“action” sequence game is slow based on your ping.
So the game tries to compute the best ping between players and set a fixed input delay value.
For example if the ping is 60ms, then the input delay will be 4 which means when you press a button, it will be executed after 4 frames.

And you say rollback feature is good? This means if ping/latency is too big, a lot of state resets will occur.
I can implement such a feature but I need time :frowning:
And also, I need people to test! For now I see only 2 new user on the game’s server…

I didn’t know GGPO open source/free? Also game is written in Java…

Galip

yoooooooooo sequel to dual bladesssssss

GGPO uses fixed delay as well, in fact you can even set the amount before every match, unless you actually set it to 0 every time.

Rollbacks are preferred since they allow for a game that feels almost like offline. The problem with BB/AE style netcode is that it adds delay whenever the latency goes beyond that which was automatically computed.

And no, GGPO isn’t open source AFAIK. That said, no one really has an exclusive right to the concept of rollbacks.

This was a pretty nifty fighter! So far, kanae’s a favorite of mine. Can’t wait to see this release!

Thanks! Actually she is the protagonist of the game. My favorite too! :slight_smile:

We were thinking to prepare one. Thanks for the idea.

Hi Hanzo_Hasashi,

I remember the post we were all chatting :slight_smile:

We may spar at the new game, some time :wink:

you got silvestri to do art for your game?

fuck you im jealous

For anyone who didn’t play Dual Blades (the predecessor to this game), it was a stupid fun fighting game for the Game Boy Advanced.

If I had to describe the game, then I’d call it a mix between SS and GG. Which sounds completely out there, but somehow it works. The game had an awesome combo system which made playing it alone (which unfortunately is what mostly happened) a blast. I very much urge everyone to try this game out (even if the graphics seem to be only slightly better versions of the GBA graphics).

Quick heads up. In the demo, if you connect with Kanae’s 4 Super (the hold Up version), then the game crashes on both PC and Android.

Can you be more specific? Against certain characters? During a combo?

edit: wrong tab
Decent looking game.
Free cancels have been around by the way. Fighter’s History had them.

Ouh my mistake. I even remember now SS also had them!

That was awesome!!! When is next update? I wonder how boss will be.

There is a close Android version update…fixing some issues and adding a new char :wink:

Hi Guys,

New Update(0.70) available!

  • NetPlay support for Android version.
  • Improved NetPlay support.
  • Brandon added as playable character.
  • New Stage added: Castle
  • Interface improvements.
  • Some gameplay and balance fixes.

http://www.stun-games.com/project/download/

Sweet, an update/sequel to Dual Blades. I’ll totally check this out.