06-23-2014, 06:35 PM
Nothing like a bit of good old hazing.
TFR: Not So Turbo Edition [Program] (Updated 8-9-16)
06-25-2014, 01:16 AM
I know I just posted images, but... I think this one speaks for itself why I had to post again so soon:
Just thinking: Can we get placeholder sounds in one of these builds?
And for those placeholder sounds can we get one user to make them all...
using only their mouth? =:-0
Like, what kind of sounds do we need to do this? I'd be willing to like,
do them all unless someone else wants to beat me to it
06-30-2014, 10:58 AM
In the 3rd version release I did make some placeholder sounds in labchirp. I didn't spend as much time on sounds on the version I'm getting ready to release soon, unfortunately.
06-30-2014, 11:15 AM
Oh okay. Bummer =(
can i still make sounds with my mouth when i play though and just submit them if you like 'em enough eheh
06-30-2014, 10:37 PM
Still missing a lot of stuff and almost every player is partially incomplete. The MOST complete player at the moment is either Neko or [robo9], though I haven't added the updated Victory pose for Neko.
Overall things are coming together though. I don't remember if I had throws done at all for the last update, but now EVERY character can throw. Details are in the update log in the first post.
Neko's Down Kick still needs to be replaced by his rolling attack. The current one is so broken, I could only defeat the three Meta's by spamming the shit out of it.
I also fail at grabbing. I'm hitting punch and kick at the same time all the time, but nothing happens (well, either Punch or Kick happens).
A throw is done with P+K+Forward.
Also, an idea: for now the specials are set on quarter circles plus kick or punch: potentially, there could be a maximum of 8 specials (top back quarter, top front quarter, bottom back quarter, bottom front quarter, plus punch or kick). For now, most characters have two specials, set mostly on punch's bottom front and back quarters. What I suggest is that we bump the number of specials up to four, so that it covers BF+P, BB+P, BF+K and BB+K.
Talking of which, I've had difficulties executing the specials when playing against the CPU. You have to be pretty accurate for the timing when you press each button, otherwise it won't work: I'm exagerating, but it's a bit like IF DOWN (pressed for 300ms) + BACK (pressed for 300ms) + PUNCH (pressed for 300ms) = SPECIAL, and anything else won't work.
I really like Icicle's stage and the Space Ring stage, I enjoyed playing on them! Robo's Gognio is awesome too, aswell as his throw.
I'll carry on playing for now and let you know about anything else, as this release has made my day. Keep it up!
-ball storm (special 2, BF+P) seems to lack reach, like you have to be right next to the opponent to execute these, which makes them difficult to pull off effectively. I can understand that the reach is reduced for the special to avoid it being spammed, but its very limited reach combined with the difficulty of pulling a special off just make it not interesting to use in a fight in the current build. Perhaps if C2B made a step forward to perform the special?
-the throw is pretty damn cool, but I was thinking that instead of throwing the opponent far, it would serve C2B's game better if the opponent was thrown close to the ground and bounce upward, to allow for a juggle? Anyway, I'll create a mock-up of this for you.
-I like what you've done for air kick! Pressing down to do the baguette wave makes a lot of sense. You could do the same thing for air punch, to make C2B fall down faster like here - maybe by pressing punch twice or something? However, the air kick itself still doesn't brake C2B's fall for every punch.
-I don't know if this is accidental or not, but jumping, pressing down+punch will make C2B do a duck punch in the air, which brakes his fall and allows him to reach further. I think this is a great addition to the moveset and hope it doesn't get taken away!
-the duck punch is working well, but it's not as fast as I envisioned it.
-this isn't implemented in the back kick yet.
-the kick and duck kick combos haven't been done yet. I like how the duck kick works currently, but it's perhaps a bit spammy so we could try how it works with the combo in its place.
-last but not least, BF+P (Special 2, Ball Storm) and BB+P (Special 3, Rising Loaf) are covered, with BF+K and BB+K remaining. I suggest the following changes: BF+P stays as special2, BB+P becomes special 1 (dat ass), BF+K becomes special 3, and BB+K is special 2b (ball chain).
-in some cases, like forward kick and duck punch, a lot more damage is dealt when the opponent is blocking than when they're not.
Tested with my xbox controller and it works fine.
The only bug I saw is this one:
But I guess you already know about it.
EDIT: At some point, the music stop playing and it kinds of ruin the mood.
07-01-2014, 11:02 AM
Yeah, menu screens are still in production. The CLOSEST is the story mode screen, which is still out of order and only C2b's portrait appears correctly.
The menus are slowly improving. I can always make a menu without the large portraits, as not everybody has those. I also edited my last post with some observations on the new build.
Thinking ahead, I was also wondering if a taunt system would be interesting for TFR? I was also thinking about there being a crowd à la Paper Mario, and they would be giving out Gognio points and thanks/unthanks.
Thanked by: Crappy Blue Luigi
07-01-2014, 01:45 PM
Only time to field a couple questions, my break is almost over and it takes too long to type on my phone.
I planned to extend reach on your juggle move as long as I kept it from being too powerful, and really I think it's okay how it is with power already.
Some moves, like those you mentioned and what Nick mentioned with his outdated Down Kick, do CONSIDERABLE chip damage. For other moves like these I've removed their chip damage entirely and reserved chip damage to less spammable moves.
Taunts are easy to do and I can use a third key for them. They are basically moves without attack hitboxes.
Moves being hard to do might have to do with their execution time. Maybe I have a move or two where the excecution time is just too low.
Grabs are a little picky about how you press the two buttons. I don't know how to make it more responsive, as sometimes it's fine, others it's not.
07-01-2014, 04:35 PM
I tried and tried, but I just can't grab. I tried it as Neko, Chris and Robo9.
Perhaps the grab can be mapped to button 3 (or C, whatever it's called). Down-C for example can be the taunt command.