Zinac Posted January 5, 2014 Posted January 5, 2014 I've always wanted to see a totally different take on a grappler in a full-blown anime fighter like this, usually their limited mobility leaves them poop-tier or they're so tanky and hit so hard (URK POTEMKIN) that they're high-tier in spite of it. It'd be super cool to see a fast character with a weak high/low game but lots of command throw options that have combo followup potential rather than just a big chunk of damage. Yeah I'm not sure what you want because pretty much anyone with a decent command grab in GG is that.
mayorofearth Posted January 5, 2014 Posted January 5, 2014 So... Sol? I....... I guess? :U Maybe in function but more grappler-ish in practice. Dash up, piledrive someone with a ground bounce, then air combo off of it. Totally different take was the wrong way to say it because honestly I just want to piledrive people with combo follow-ups.
Delrian Posted January 5, 2014 Posted January 5, 2014 A quick thing about swinging effects on jumping attacks (jumping over and doing j.S and j.H with Poco): http://gyazo.com/e84bb4dd9af8e42cbd063d5f4697c94e 1. The white animation of the slice still remains on the screen even after Poco has landed. 2. This white animation will flip horizontally with Poco after she lands.
SoWL Posted January 5, 2014 Posted January 5, 2014 I've always wanted to see a totally different take on a grappler in a full-blown anime fighter like this, usually their limited mobility leaves them poop-tier or they're so tanky and hit so hard (URK POTEMKIN) that they're high-tier in spite of it. It'd be super cool to see a fast character with a weak high/low game but lots of command throw options that have combo followup potential rather than just a big chunk of damage. There is little to no difference between a command grab dealing a huge chunk of damage and the same grab having combo properties that allow you to follow it up with just as much damage. But for some reason, the latter should not be subject to the most logical drawback for a character with guaranteed damage, limited mobility. Anyways, some games do have such "mobile grapplers" (KoF is the game that comes to mind first), but their damage is rarely similar to regular grapplers, they play more like Amane than Tager. Or their mix-up game isn't actually that limited, and the whole grappling thing is just in aesthetics (like with Bullet).
mayorofearth Posted January 5, 2014 Posted January 5, 2014 The mobile grappler is more what I had in mind, with stuff like mid-combo holds as their combo specials and enders and damage more in line with a non-grappler. So probably more like Sol gameplay-wise but more like Bullet aesthetically.
mayorofearth Posted January 5, 2014 Posted January 5, 2014 So, Satsuki/Kouma from MB? Yeah, like that! This would've been so much easier if I weren't such a scrub at anime.
Lucalibur Posted January 6, 2014 Posted January 6, 2014 Hmm, I've always liked the Grappler\Rushdown hybrid more than their pure variations. Kouma is probably one of the characters in fighting games I enjoyed using the most, because I could play a grappler while having more options than just 'force enemy to respect you and command grab them'. If such a character were to be added, I would definitely try them out for sure.
mayorofearth Posted January 6, 2014 Posted January 6, 2014 Glad I finally figured out what the hell I was trying to say with that. Next time I have an idea I'll try to make less of an ass of myself. :V
Rhiya Posted January 6, 2014 Posted January 6, 2014 Yah, Sacchin and Kouma are really good examples of that kind of grappler. Kouma is more of a grappler than Satsuki, though. In practice, Satsuki's more of an okizeme/setplay character focused on crossup high/low (get dat 4-way).
Zinac Posted January 6, 2014 Posted January 6, 2014 (edited) In any case... New version 0.0.21 is up https://dl.dropboxusercontent.com/u/54811597/FearlessNightAlpha_0.0.21.zip and change log https://dl.dropboxusercontent.com/u/54811597/CHANGES.txt Edited January 6, 2014 by Zinac
Delrian Posted January 6, 2014 Posted January 6, 2014 Alternating between left and right quickly enough will activate forward/backdash.
wenzel Posted January 6, 2014 Posted January 6, 2014 I already downloaded the lastest demo and the´re fanarts in the loading screen, awesome fanart by Suzettecrepe.
Zinac Posted January 6, 2014 Posted January 6, 2014 I already downloaded the lastest demo and the´re fanarts in the loading screen, awesome fanart by Suzettecrepe. Haha yeah we're doing a thing on tumblr/twitter. If you submit fan art we'll put it in the demo throughout alpha testing.
Zinac Posted January 18, 2014 Posted January 18, 2014 New build with net play and basic match making. See Readme.txt for some basic info on setting up a network match. https://dl.dropboxusercontent.com/u/54811597/FearlessNightAlpha_0.0.24.zip
Zinac Posted January 24, 2014 Posted January 24, 2014 Uri's 214L doesn't work facing right now? Known bug and it's fixed in the next version.
Zinac Posted January 24, 2014 Posted January 24, 2014 Went ahead and pushed an update with a few fixes and improvements. http://goo.gl/rMKZnG Change log: https://dl.dropboxusercontent.com/u/54811597/CHANGES.txt
Zinac Posted January 29, 2014 Posted January 29, 2014 Version 0.0.27 released: http://goo.gl/XJCRN0 Changes: https://dl.dropboxusercontent.com/u/54811597/CHANGES.txt
Zinac Posted February 3, 2014 Posted February 3, 2014 Fearless Night 0.0.28 released. http://goo.gl/RfDR7f Change Log: https://dl.dropboxusercontent.com/u/54811597/CHANGES.txt
Zinac Posted February 13, 2014 Posted February 13, 2014 0.0.30 released. Summary of changes here. We'll probably do more of these http://shobugames.com/post/76555149125/fearless-night-version-0-0-30-released Direct download for the lazy http://goo.gl/rgO9x6
Angel-tastic Posted February 18, 2014 Posted February 18, 2014 Greetings. So was the issue with the screen turning white and then black that Fujiwara posted about ever resolved? I'm having the same issue and I also have the ATI Mobility Radeon HD (3400) Graphics Card. I've verified that my drivers are up-to-date.
Zinac Posted February 18, 2014 Posted February 18, 2014 Greetings. So was the issue with the screen turning white and then black that Fujiwara posted about ever resolved? I'm having the same issue and I also have the ATI Mobility Radeon HD (3400) Graphics Card. I've verified that my drivers are up-to-date. Can you sent me the log.txt file generated? I can take a look to see if it's something I can easily fix.
Angel-tastic Posted February 19, 2014 Posted February 19, 2014 Here's the log file on Pastebin: http://pastebin.com/V7dycYEc Most of the lines just say "Declaration must include a precision qualifier or the default precision must have been previously declared." for the fragment shaders. Maybe the graphics card just requires some different syntax than the norm, so maybe some #IFDEFs or something could fix it, or maybe a different type of declaration would work for everything? I don't program enough to really have a good feel for it, but it seems like it would be easy to fix if it was know what causes this.
mayorofearth Posted February 19, 2014 Posted February 19, 2014 Downloaded the new version while at school, wish I could test out the online. Data caps are the worst possible thing.
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