Jump to content
Dustloop Forums

Recommended Posts

  • 2 weeks later...
  • Replies 192
  • Created
  • Last Reply

Top Posters In This Topic

  • 3 months later...
Posted (edited)

Damage scaling feels a bit off to me; it's strange that I get more damage doing the same BnB from a 5P starter than a 5S starter. I might be missing something though.

You might consider adding a little bit of leniency after the blonde girl's 214D to buffer the next input, but I don't know whether it's just part of your design philosophy to keep the game slightly more execution-heavy. Either way is fine.

Edited by Celerity
Posted

Any particular reason I'd get a white screen and then a black screen? The game isn't coming on for me.

Posted
Any particular reason I'd get a white screen and then a black screen? The game isn't coming on for me.

Can you paste the log.txt contents to http://pastebin.com/, and I can look into it.

As what GPU do you have?

Posted

game is pretty nice, i guess i can share what i thought about it.

i recorded some of it if that is fine, hope you watch it

Bugs:

1. http://www.twitch.tv/ablondeloli/c/3469366

throws are hella good in this game are they supposed to be super fast?

you can like throw people out of delayed gatlings sometimes its pretty weird

2. I didn't record this one but is this supposed to happen? : You kill someone and before you finish your win pose and you get hit by something and it kills you its a draw

3. sometimes when you mash pocos super you just lose meter and nothing happens

4

matches for a little:

http://www.twitch.tv/ablondeloli/c/3469388ssadsadas

feedback on characters i guess:

poco seems pretty strong lol

236p seems pretty good but it loses to uris fireballs with a bunch of durability

the ex version is pretty fast but using the frc on the fireball seems more useful overall

rekkas are really good cause 5d/2d are special cancel-able and you can just combo into rekkas jump cancel j.d x2 stuff

didn't find a use for the H ender cause you can just get a knockdown from air combos

5d's frc is pretty silly i think cause the guess between 5d and 2d is already unreactable lol

j.d is super good, the frc on this is weird but useful for some movement options

i guess her dp isn't designed to be invuln so there weren't many times i would use this move

214L never found a use for this move you can just throw it and if you try to RC you just die anyways

doesn't do that much damage and doesnt knockdown from the air so its not a good ender, alot of the hits whiff on crouchers

her super is really fast and air unblockable so its good

uri:

i played a lot with lark so hopefully he tells you more about the character but from what i know is

her fireball is really good, seems pretty silly that it wins in fireball fights and comes out when she gets hit

her throw does 1920 damage lol

kungfu guy:

this character is fun cause if you get all the cards you just do like a 4k combo from like 2k lol

he has alot of lows and overheads, the 236h overhead with fire is super fast

hopefully this helps a little for feedback

the game is pretty fun, i think you should tone down throws

Posted
...

That's some great feedback! Some of the bugs and issues you mentioned are known and being addressed. Others are new and I'll fix them. Thank you!

Posted

Off the top of my head, these are my Uri notes. She doesn't have a overhead and iads in the game are fairly telegraphed so it's hard to get a decent mixup. So it seems like hit/throw is where you get damage.

I don't know if it was intentional but setting a fireball and throwing can have the fireball hit at nearly the same time or right after. In other games fireballs would just run straight through in the throw states. It also gave the benefit of combo potential straight after so whatever. 1920 damage and then some.

Right now, her DP feels very useless and her air 214L isn't very good either. Her defense is very poor against someone like Poco because of her limited range normals,no reversal option or system defensive mechanics. It felt like when someone was pressuring at point blank range, you would have to opt to throw because of how much faster it felt compared to other attacks.

I think Uri is a solid character just because of her stupid durability fireball. Her pokes are rather lacking, where 5B/5D are kinda useless, and her pressure only becomes strong once you are in and can start a throw game. (Just give her Alpha Blade and a cancellable air normal that gives a knockdown!) I'd understand if she's incomplete, but I'm not sure if her limited moveset is part of the plan.

Overall, I think the game is pretty fun in its infancy. I had a better time with this game than the Skullgirls alpha which felt much more wonky.

Posted
I don't know if it was intentional but setting a fireball and throwing can have the fireball hit at nearly the same time or right after. In other games fireballs would just run straight through in the throw states. It also gave the benefit of combo potential straight after so whatever. 1920 damage and then some.

i'm pretty sure delayed projectyles in fgs normally can hit during the throw animation. Like when eddies shadow becomes a "landmine" (a delayed drill), testment traps, aoko 421x, f akiha 22x, etc.

Posted

Extra durability on Uri's fireball isn't really intentional. I'll fix that. Other projectiles should kill it. As far being able to be hit in "thrown" state, you should only be able to be hit after you've been launched from the followup. So I'll look into that too.

Posted (edited)
i'm pretty sure delayed projectyles in fgs normally can hit during the throw animation. Like when eddies shadow becomes a "landmine" (a delayed drill), testment traps, aoko 421x, f akiha 22x, etc.

I don't really want to debate with you what I think and what you think are throw states so what about these: Guile sonic boom throw in ST and SF4 or Sol's gunflame frc wild throw? Again, I'm talking about projectiles hitting DURING throw animations rather than after release.

Since I'm not at home and all I have is my laptop here's two images I could gather. I would have used GG if I could but I don't have that resource atm. First is before throw, second is after.

https://dl.dropboxusercontent.com/u/8296476/screenshots/ken1.png

https://dl.dropboxusercontent.com/u/8296476/screenshots/ken2.png

Kind of off-topic, but I felt I needed to correct this misunderstanding since it was directed at me.

Edited by lark
double quoted
Posted
0.17 crashes for me as soon as I open it. ;_;

I'm on Windows Vista.

http://pastebin.com/pbgjwGCH

Looks like you have old drivers. Try updating. If you can't get the latest drivers I'll see what I can do about adding support for your hardware.

Posted (edited)

Poco's j.D groundbounce seems to activate OTG properties, the next hit makes them immediately tech (unless it's another j.D, which scores knockdown).

5D 214L, land, 5L 5H j.L j.H j.D, land, j.D (ends in knockdown)

versus

5D 214L, land, 5L 5H j.L j.H j.D, land, j.P j.K(whiffs)

EDIT:

Other shorter combos with double j.D aren't doing this, so it's probably just proration.

Also pressing K L H will do K > RC without needing another input.

Poco can also IOH with j.D. :o

j.D 214L, land, j.L j.H j.D

Edited by Delrian
Posted

Also pressing K L H will do K > RC without needing another input.

Already fixed for the next release!

Poco can also IOH with j.D. :o

j.D 214L, land, j.L j.H j.D

Guess you'll be happy to hear that it's not an overhead then!

Posted (edited)

Poco's 2P is a low but her 2K isn't? Seems like the opposite should be true, based off the sprites.

EDIT: Come to think of it, Poco has a few moves which are appear to hit high/mid/low, but end up doing something else entirely.

MORE EDITS: Also, nice work with allowing button config for controllers connected during execution. Just plugged in another pad and it worked fine. :)

EVEN MORE EDITS:

Combo into Dust

(corner, tested on the guy with the weird arms)

xx > 2D > 2L > 5D > 214L, land, 5H, j.D, land, j.D

Can get the beginning part to work midscreen, but j.D won't connect (so no kd).

Edited by Delrian
Posted
Poco's 2P is a low but her 2K isn't? Seems like the opposite should be true, based off the sprites.

EDIT: Come to think of it, Poco has a few moves which are appear to hit high/mid/low, but end up doing something else entirely.

That probably should be swapped...

Thanks! It's very important for tournaments!

Also..

https://dl.dropboxusercontent.com/u/54811597/FearlessNightAlpha_0.0.18.zip

New years day release! Get it while it's hot!

https://dl.dropboxusercontent.com/u/54811597/CHANGES.txt

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...