Sounds like there’s a good bit of personal bias coming from your end. I’m not saying I don’t like Capcom or their games (3s is my favorite fighting game, and I even like SFxT) but as much as I like their games, I feel like ArcSys goes the extra mile and spends more time, and because of that, their games tend to be more consistent. I’m not even so much talking about character balance as the game and it’s engine itself. Look at all the wonky hit boxes in SF4 or the rather poorly designed X-Factor in MvC3. Nothing like those that I’m aware of exists in ArcSys games.
If you want to talk about imbalanced characters, we could name tons that come out of Capcom games. Most games have characters that are going to be imbalanced, that’s just a fact of design. No matter how carefully something is designed, someone will always come in and find a way to break it.
I don’t know what the deal with Kokonoe is in BBCP is, but I do know that people tend to exaggerate balance. 3s is a big example of this. It’s hardly the best balanced game out there but nowhere near as imbalanced as (American in particular) players want to make it out to be.
Nice concept! Far as getting more into the systems of CvS2 & GGxx, just playing them a lot and getting more familiar with them is a good way. There should be some breakdowns available that give you a good idea of what each game makes available to you (also good move getting Fatal Frame. AMAAAAZING game there!
Here is a system tutorial for AC. It’s in the XX series, but it has a few mechanics that other games don’t. Overall, though, it should still show you the core concept within the games system.
@BB_Hoody@DoctaMario
I’m sad I can’t contribute much to this Capcom vs ArcSys.
I cannot say anything about ArcSys. I’ve only started playing GGXX yesterday. Today I’ve had a better experience with it.
I stopped using Bridget, and switched over to Sol. I’ve been able to combo and move easier with him. It is a solid system.
I’m going to play it for a full week, and see what else I can learn from it. “Superblocking” is great. I haven’t scene the gaurd bar at full use yet. I want to test that feature.
@BB_Hoody
BB Hood is one of my favorite characters.
Link to a poorly drawn BB Hood (by me): http://i.imgur.com/vKmpK7H.jpg
@OneSanitarium
Thank you for posting that video.
I’m thinking of stealing a sprite sheet and using the poses as a reference in making a sprite sheet of Raiza or Mario. a Roughly 100 Pixel = 1 foot
EDIT:
I’ve also been thinking about Button Layouts
Weather to go 4 Buttons or 6 Buttons.
LP ... RP ... Assist 1 ... Block
UP LK ... RK ... Assist 2 ... Stance
RGHT LEFT .....OR.....
DOWN LP ... MP ... HP ... Assist
LK ... MK ... HK ... Block
Start ..... Select ....... Console Button*
Eight buttons is a lot, especially when one of them is a block button. Blocking set to a button is terrible for 2D fighters imo. And having an assist button could be a combination of a few rather than its own thing. Stance change would also be silly unless it has meaningful use in the fight, and even then you could still make it a combination of buttons. imo.
Well I’m not trying to say Capcom is better or ArcSys is bad. I’m just telling the guy that Capcom ain’t as bad as he’s making them out to be. And ArcSys isn’t as perfect as he’s making them out to be. Also A for effort on that BB Hood drawing. BB HOOD FTW!
I hate having block being a button. Having “back” being the block is a lot simpler in my opinion.
Stance change could be if the character has an alternate such switching between weapon and fist. (That would mean more to sprite.)
I think I would like to have an assist functionality in the game [that can also be disabled.]
The Modes of Play:
1 v 1
1 v 1 w/ assist
2 v 2
3 v 3 [Maybe]
I’m still working on character concepts.
so far I have a Mechanic/Plumber [Hard Hitter, low combos], “Deity” [Good at Mid Range weaponry, and teleporting, wind [primary], lightning [secondary], medium speed at best. medium combos], and Power Ranger/Super Hero [Good at range, speed, and CQC explosions [primary], pheonix/fire [secondary]. Bad at throws, grapples].
6 Button Combat or 4? that is the question. Alternatively I could go for 5. LK RK LP RP [Character Specific Button] Assist 1, Assist 2, Blank Button [Meter burner?] for additional damage?.
For your “what to get with my next $20-30” question, P4A has some great launcher-floaty-full screen stuff going on that’s worth checking out. On the other hand, skullgirls is a good example of a modern 2d fighter that came out of nowhere and did well without any pedigree or heritage behind it, so as a new dev it’ll be inspiring at the very least. They’d be my next 2 picks.
The creator was posting in the thread and apparently is good at answering questions and even does Youtube video requests on how to do certain things. I have messed with it a bit myself and it’s actually a lot of fun to play around with, but yeah, I think when you decide what you want to do it could potentially give you what you want. It’s pay what you want and you can actually download the full program for free and then pay if you like it. Also important, you do not need a commercial license if you created your own game with EF-12 and wanted to sell it.
You can make a 3D game with it or you can disable the z axis and go 2.5D with it, which someone in the thread said they were beginning to do with a small group of people. I believe the most recent version of the software has introduced external costume customization items a la Tekken; things like hats, glasses, etc. It also comes with a large bit of documentation/tutorials on the creation of characters and stages, hit collision, AI, and more. I recommend you give it a look and if you have any questions, post in that thread or PM someone in there who seems to know more about it.
@Reinhart_x
I’ve just got it and play around with it for about 10 minutes. I noticed it had a slight lag on my pc [I’ll have to lower the resolution.]
I also noticed not all of my punches would connect.
I have a lot to learn.
I’m still debating between 2D and 2.5D
I’m leaning towards 2.5D since it seems like "less work"
But I’m not 99% sure how to sculpt digital models.
I might have to grind out all the 2D sprites myself, and build a 2D fighter.