(05-31-2014, 07:57 AM)TomGuycott Wrote: the game is forcing me to use WAV files for the music right now the file sizes are HUGE. If that's not causing it, maybe try clicking the Options tab in the window.
How large your files are shouldn't impact framerate. If that's how things worked, then large games shouldn't run at a snails pace =p.
I'll test the game later on. But a few things that might have impact on performance could easily be collisions -but you're using a premade engine so I doubt it's system would be slow. What do you constantly do or do alot of on a perframe basis?
hey i found a bug.
when you jumps the shadows in the ground of both characters goes below the floor.
05-31-2014, 05:04 PM
(This post was last modified: 05-31-2014, 05:10 PM by TomGuycott.)
Yeah, vertical scrolling is a bit buggy. In story mode in particular the screen focuses almost entirely on Player 1 and sometimes moves that scroll across the ground like Metaru's car move it lifts right off the ground.
In response to Chris, floor bouncing is planned, I just usually have to do things like that on an individual basis per character. I also have to balance it a lot more; the spike hit I added for stuff like Neko's jump kick almost allowed me an infinite combo the other day. The solution is to limit the amount of times a move can be performed, but still it's pretty powerful right now.
Also planning to give certain slower moves a bit more hit stun so that a follow up can be performed. Right now there's not as much reward for risking a slower, harder hit.
When I start the .exe in a Windows emulator (I'm using Linux), it closes right after it opens. Suggestions? ^^'
Make sure you downloaded 0.3 an not 0.2. I thought I changed C2B's code and rereleased it, but maybe I didn't.
If it is 0.3 and still crashing, I don't know, I'm not very tech savvy to be honest, let alone with a 12 year old fighter maker. Take a screenshot of the contents of your folder and post it. I'll at least make sure you have all the correct components.
It was V.3, but the crashing continues. >.<
Here are the contents of the folder :
Dunno what to tell you then. Perhaps it doesn't work in the version of windows you are emulating.
I'll double check my folders at home to see how big each file should be.
Also, try unzipping the zip file if you haven't.
Huh, looks like unzipping was all that was needed.
I am also (not) proud to say that I can't figure out controls nor have I found any on this thread sooooooo
I tried playing as myself, and for some reason I can't attack on Chaoxys' stage.
z or x no longer do anything :X
06-01-2014, 12:27 AM
(This post was last modified: 06-01-2014, 12:29 AM by TomGuycott.)
Ah! Two control issues in one update! Well, let me kill two birds with one stone (hopefully). I'm assuming you changed up the controls, Baegal, seeing as I don't think Z and X were ever default controls, at least not on my end that I'm aware of. The DEFAULT default controls for the Fighter Maker are really weird. I usually change them right away. This is where you guys can go to change controls yourself, if you haven't already:
Note: The "A" key listed is for Punch, and "B" is for kick. You can map them to any key you like, they don't have to be those two letters obviously. All the other letters as of right now won't do anything, but as I add more palettes they will allow you to select said palettes, so it might be worth it to map those buttons in future versions as well.
Naturally, if you've already done this and are still having problems, I have no idea what the problem is. xD Seriously though, I ran through your entire story mode in both the maker's test run, and in the stand-alone EXE. No control jam-ups. In fact I somehow played better as you than I ever did, and I usually played you pretty well. o:
As for Quirby, I'll add a tentative move-list in the first post that I will update as I progress with the game. There's quite a bit to go through, so don't expect it immediately after I post this reply, I'll need a little time to write it.
Thank you for testing!
06-09-2014, 11:01 PM
(This post was last modified: 06-09-2014, 11:01 PM by TomGuycott.)
Wow, I had almost forgotten to download and give this a shot before I started my sheet! Hmm...*waits 2 hours for download on cheap connection*
Well, everything looks great so far! There's a lot of WIP stuff in place, but I can definitely see the vision you're going for. I've tried several characters and they all feel quite a lot different. Gor's character seems to be great for anti-air and Bouncy Cat has a good playflow. But I have one jeering complaint...dat cloaked dude (cannot remember his name for the life of me). His projectiles are too spammable, and every time I try to close up some distance he whips out his Ghast and spams me with that. No matter what character I choose, nor tactic I try, nor how early I encounter him, he always completely mops the floor with me, match after match. I can take on all the other characters in pretty even matches, but the cloaked character always takes a landslide victory on me. Slow down his firing speed a bit!
Yeah, Vipershark is in need of some balancing issues. The MAIN problem seems to be in the hands of the CPU. For some reason the CPU can cancel moves and perform them really quickly in ways that the player can't, and for some reason he seems deadset on spamming specials at the moment.
It'll be a fix that I explore in the next update.
In case we are doing Special Sets (A&
, here's a suggestion on how to select Set B.
If the character select roster is going to be 2 wide, pressing left when highlighting Neko, assuming he's on the left side, selects Set B Neko. Pressing right when highlighting Chris, assuming he's on the right side, selects Set B Chris.
The next build release is fast approaching. I'm putting the finishing touches on the latest character entry. Be sure to welcome him properly when the build is live.