Why can't more devs make fighting games with good online?

I don’t think that BB’s netcode should be written off simply because of the frame buffer. Remember that there are high-low mixups in chains. If the netcode was bad in that game, it’d be really hard to block. There’s also instant blocking and reacting to what move you instant blocked to know what you can counter with.

Also, even if netcodes in this day cannot be as good as they should be for fighting games; If every fighting game online felt as good as for example MOTW over GGPO under the same conditions, I would be very happy (I do know that it isn’t as simple as just throwing GGPO in a game).

The reason its easy to block overheads in blazblue is because they’re slow as hell, IB window is super lenient.

BB is an insanely slow game in general. Overheads in P4A are generally faster and are difficult to block online.

…what? The fastest AoA is 23 frames and the average is 28, Noel and Ragna’s overheads are 24 and Bang’s is 18. Yu or Labrys’ 214A is super slow. The most direct comparison to the latter would be Lambda’s 4B you’d think because they both hit overhead the second hit, but Lambda’s is 18 frames + hit stop unless you have super tight spacing, while Labrys’ Guillotine Axe is 36.

P4A only gets threatening when you start putting like, TK Crescent Saber at 22 frames against TK Guillotine Axe at 17-ish, but TK Crescent Saber is many times more dangerous to not block. Mitsuru jB and Aigis Orgia Boost jB are basically too fast to react to on sight and hit all day offline as well. The really frightening things in P4A are ambiguous crossups during blockstrings or when the character isn’t even attacking and unblockables (or nearly human unblockables that you’re not going to react to any better offline than online)

Oh wait 2 frame overheads.

My next question about netcode is for Guilty gear online… it better be tight.

We’re already there. I was forced to upgrade to HD since I couldn’t play some of my games because I wasn’t able to read the text. Games reliant on texts like Dead Rising 2, Dead Space and RPGs were a no go on SD.

Even with well polished netcode, there’s way too many people now since the 3d Capcom games, clogging up online console play with horrendous shared and wireless connections. In plenty of cases, it probably even helps them to win, so why change? They may well think this is literally how a one-on-one fighting game is meant to be played, ie, just pick Akuma, and spam out as many airballs as possible through a blizzard of lag, job done, ‘good game’, go grab a soda pop.

Then you have companies like ‘Iron Galaxy’ who think it’s acceptable to deceive a minority, vintage gaming community with hollow propaganda culminating in a deeply vexing toss-off title, which only really serves to put the final nail in the coffin of the game they were entrusted to rejuvenate!

OMG THIS.
I remember playing the first Dead Rising years ago in SD. For the love of Christ I could not read any of the text,thus I had no idea on what to do in most of the side missions.

yeah and they got crazy backlash for it and most games are totally readable on sd tvs now! imagine that.

im talking about real overheads here, silly face.

Maybe in the States. Today I see no reason not to own a HD screen, and I say ‘screen’ specifically because you can get a HD monitor for very cheap, probably even a TV if you’re picky about it. Also yes, your internet connections are pretty much garbage over there (how many % of households still use dial-up, again?) but I’m willing to gamble that the vast majority of people has a better internet connection than the minimum Sony or Microsoft enforces, so why do they have to ruin the experience for the rest of us?

It got crazy backlash 6 years ago. Have you played any games released in the last 3 years on an SD? Text is still very hard to read. I brought myself HD monitor two months ago just so I can play some RPGs.

Boy I remember trying to play God of War 3 on my SD television. Looked horrible and I couldn’t tell what the fuck was going on.

If fighting games are made the way I think they’re made every button input is checked to see if it turns into a special move or something. So the game is constantly checking every tick if they are linkable. Now both players are doing that, which doing something every tick consumes a lot of data. Then have both players send that to the servers including loads of other information including health, positions, etc. and have the server having to send both back it becomes quite a bit of data to move so fast. Which is why any lag kind of screws it up. This is why LAN needs to come back.

[media=youtube]S1jEMmYwOzI[/media]

Stop right there.

In response to the response you got which you might not enjoy, good part of the movie though. He can also inform you plenty on how Fighting games are made. There are a lot of places to learn. Don’t do** that** off your own ignorance,

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"Well idn’t that cute… BUT ITS WRONG!!"
Youtube exists then, but maybe its better as a one off macro/gif though.

Can’t help replace a few things to make it more fun to read.

Sorry BeastCannon, Megaman, Morrigan sprite. Maybe next year.

Why would I be wrong? There are multiple ways to program a video game. I’m using my knowledge of UE3 replication which is netcoding. In the documentation it explains the various other forms of network multiplayer. None of which would fit a fighting game. So I’ll ignore your post unless you explain why you believe it’s wrong.

Roll back style netcode(GGPO, Rollcaster, SFxT) has been proven to work.
Edit: forgotten about Backbone’s HDR netcode used in both HDR and MvC2.

What’s really funny is that the iPhone version of KoFXIII actually has pretty fantastic net code. I can even play over 3G in the evenings and have pretty lag free games. It can get finicky at times but on the whole it’s really good. Amazing that it doesn’t work the same way on the console version.

I’m glad I’m not the only one who practically went blind trying to read text on some of the newer games. O_o

Refer to jed’s post.

Rollback netcode is the wave of the future for fighters. If you want more technical info on it, read up at GGPO.net.

Long story short however, rollback code is peer-to-peer. Just about the only thing transmitted to each peer is command inputs. In other words, if you’re hitting :qcf::p:, then what is sent to your opponent’s machine is :qcf::p:. The term rollback comes from the fact that the system is always checking to see if the games on both end diverge. If this happens, then the games simply “roll back” to the last fair state.

LAN implies “local,” so why play on LAN when what you should be doing is playing your opponent on the same machine.

How did Maximilian managed to get into good online matches???

online teaches you to mash and to spin the stick wildly. before ever going on online, i never mashed. or spun the stick like a lunatic. we all do it…to compensate for lag. lag teaches us all bad execution.