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Rumble Pack 1.00 Released! (Read 21624 times)

Started by Liero, June 18, 2011, 01:14:49 am
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Rumble Pack 1.00 Released!
#1  June 18, 2011, 01:14:49 am
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Here it is!

http://db.tt/2Q4tXKO

You should just be able to start it right up after unpacking it.  For those of you that do not know, you will need winrar to unpack the file (http://www.win-rar.com/download.html).

There are a few known issues right now. 
  • When grabbed, sometimes the character's sprite will shrink or flat out disappear, but grabs still work fine.
  • English voice overs are not all in yet and those that are are not great quality
  • The parking lot stage is still a work in progress and the images aren't cleaned up correctly.
 

If you find anything else weird, report it here!
Re: Rumble Pack 1.00 Released!
#2  June 19, 2011, 07:09:43 am
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First of all, congrats on the first release of your game. It's nice to finally be able to test it. :)
Also, it would be a good idea to post your release in the Releases section, Mugen 1.0+. Not everybody goes to the full game boards on a regular basis, so posting it there will help getting more attention. ;)

Here are a couple of comments on what I could see :

- It's nice to see this strategy guide, as it's really well done and professional ... but if you're not finished with it yet, you could have included a TXT readme for the characters' motions!
- Most system FX during dash and all are temporary right, because being LR clashes with all the HD stuff in game.
- The red & green bars go out of place each time there's an envshake. Not sure there's much you can do with that, sadly.

Overall, I don't like the handling of the camera in stages. They follow the jumping character a bit too fast, which results in the grounded character being off-screen very quickly. IMO, it would feel better to have the camera follow the chars quickly only after a certain jump height, ie. setting floortension to a higher number.

Mc Suppercut:
- There's a huge lot of debug flood appearing all the time, because of truncation to integer. Would be nice to fix that, and this would also ease finding other debug flood without having the screen cluttered by constant debug flood.
- I don't understand the red CLSN for D+b.
- DP+a/b has very thin hitboxes, which makes it very hard to hit chars like Sofie, especially with the delay in the move.
- The qcb backdash motion kinda overlaps with the qcb+Attack motions, and I often end up backdashing instead of attacking.
- Projectiles (qcf+attack) miss at close range.
- Ever thought of not putting shadows on the projectiles ?
- Lack of hitsounds during the first hits of qcf+C

Sofie :
- Debug flood : in state 105, explod facing parameter must be 1 or -1.

ZPPR :
- Missing required sprites, but you know that already.
- There's no blue CLSNs on the projectiles, which makes them invincible. Plus, they'll pass through each other, so in the case of Zppr VS Zppr performing both qcf+C at the same time, they'll both take full damage as the projectiles will pass through the opponent's ones. This may be the case of Suppercut too.
- Debug flood : in state 105, explod facing parameter must be 1 or -1.
- Debug flood : in state 3050, explod facing parameter must be 1 or -1.
- There seems to be a little misalignement in either the sprites or the way you handled the code in wall bounce: perform Down+C,jump,a.A,a.B,a.C. The opponent will bounce on the wall, and when falling back after that, his sprite axis will move strangely at a moment while falling. Tested against Zppr and Sofie.
- Which reminds me: I'm not very fond of this gethit for wall bounce. Try to make a spinning one if possible, it would look much better and especially less static.

Well, that's about it for now. Didn't study the full mechanics described in the readme (they're coded in already, right ?). Will probably get to it later.
In the meantime, if you could provide us with a good readme on how to use each character, that would surely help test the game further. :)

That's a very good start for the game, and I'll be sure to look at the next updates.
Re: Rumble Pack 1.00 Released!
#3  June 20, 2011, 08:53:38 am
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Yep.  I knew I was forgetting something.  I totally intended to have that done (character moves) but it completely slipped my mind.  I'll have a patch up within a few days to fix that and as many of the problems that you listed as possible, though I am not 100% sure as how to fix the truncated integer issues.  I know it's got something to do with ceiling and floor, but I'm not sure what I should be modifying.

One thing I do have to mention is many of my hitboxes may seem odd, but they're like that for a reason.  Supercut's D+b, for example is like that so it loses priority over aerial attacks.  the DP+a/b however is a weird side effect of me resizing sprites, so that will be fixed. 

At any rate, updating things shortly.  Right now I'm a bit too tired to do too much, but give me a few days (let's say wednesday) and I dhould have more ready to go.
Re: Rumble Pack 1.00 Released!
#4  June 21, 2011, 12:12:32 am
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No need to hurry, we know you're working on the game and fixing stuff, so no worries. :)

Concerning the truncated integer issue, you may have read in the forum about this kind of problem : it's when one of your value is a float number while the value expected should be an integer.
For example, you could have" pos = 17, p2dist y" for an explod for example.
This code would give some debug flood, because p2dist Y will give back floating values (35.388031 for example), while a position on a screen must be an ineger value (in this case, you want the value to be either 35 or 36).

To fix this, you just have to put floor or ceil (you choose) around the value cause problem :
pos = 17, floor(p2dist y)
pos = 17, ceil(p2dist y)

floor(X) gives the integer value closest to X, but smaller than X, while ceil(X) gives the integer value closest to X, but bigger than X.
Re: Rumble Pack 1.00 Released!
#5  June 25, 2011, 09:23:39 pm
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I put a small patch together to fix some hitbox and debug issues as well as add a new fighting style to Sofie.

http://db.tt/nAE5hBq
Re: Rumble Pack 1.00 Released!
#6  July 05, 2011, 02:35:53 pm
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I just did MC Supercut's Down Foward C attack. He just summoned a HUGE version of himself...It is only when this big one comes out that Z and X do anything (excluding the canceling which does work fine). But they only make noises and nothing actually changes. His taunt just makes him flash. His moves during the backdash are way too hard to do the instant versions of.

Okay next character, Zppr. His super making stuff shoot out of the ground move misses when the opponent is standing right next to him. His taunt makes him go invisible.

3rd char, Decimal. Her down forward B move's extra hit can't be used after the first 2 hits? Hex is fine. Her super move where you have to button mash, how far can it go to? I got to 17 hits, and 18 hits with the non super version. Her taunt is also broken.

The instructions for their moves list the directions as numbers...I know some of them are using binary style but WHAT? Please write the correct directional buttons.

I gotta say, I am rather dissapointed overall. The videos made this game looks so nearly finished and amazing. The characters do play well and are awesome, but I am surprised at just how little you have released in this. But I hope some of this helps and that you do release more characters and styles soon, I am still so eager to play this game with all teh content.

EDIT: win and lose anims are in need of fixing too.
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Last Edit: July 05, 2011, 02:43:39 pm by Tails Clock
Re: Rumble Pack 1.00 Released!
#7  July 05, 2011, 06:36:46 pm
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I just did MC Supercut's Down Foward C attack. He just summoned a HUGE version of himself...It is only when this big one comes out that Z and X do anything (excluding the canceling which does work fine). But they only make noises and nothing actually changes. His taunt just makes him flash. His moves during the backdash are way too hard to do the instant versions of.

Okay next character, Zppr. His super making stuff shoot out of the ground move misses when the opponent is standing right next to him. His taunt makes him go invisible.

3rd char, Decimal. Her down forward B move's extra hit can't be used after the first 2 hits? Hex is fine. Her super move where you have to button mash, how far can it go to? I got to 17 hits, and 18 hits with the non super version. Her taunt is also broken.

The instructions for their moves list the directions as numbers...I know some of them are using binary style but WHAT? Please write the correct directional buttons.

I gotta say, I am rather dissapointed overall. The videos made this game looks so nearly finished and amazing. The characters do play well and are awesome, but I am surprised at just how little you have released in this. But I hope some of this helps and that you do release more characters and styles soon, I am still so eager to play this game with all teh content.

EDIT: win and lose anims are in need of fixing too.

Before I address the issues that you have raised, I need to clarify to you that this is a beta and it is not finished.  What you saw in the video is still a work in progress and will be released when I feel it is ready.  This goes with certain animations as well.  I have only done what is 100% absolutely necessary to play the game.  Win/Lose/Taunt animations are not so necessary at this point so I have yet to do them. 

MC Supercut's fireball issue is known and I am in the process of fixing it for the next patch.  I would recommend checking the following thread as people are posting their concerns there rather than here: http://mugenguild.com/forumx/index.php?topic=130705.0.

Decimal Sofie's 236+B:B move is supposed to work on the second hit, so I will fix that.  Thanks for reporting it!

Mostly everything else you have brought up, however, is intended.  For example, Zppr's Shadow Claw (the underground move) is not meant to hit up close.  You have to learn the right range to execute it from.  Hex Sofie's button mash super can go pretty high and you get a bonus if you break 20 hits.  It depends on how quickly you can mash.  Also, if you are using MC Supercut in training mode and you're trying to charge his meter by holding X, nothing is going to happen because your meter is already full.  Additionally, his instant moves are supposed to be hard to do; that's why they are so good.

Finally, the notation I am using for the move list is not incorrect.  It is a perfectly acceptable notation used by many fighting game fans to quickly type out inputs for moves.  I did not invent it, but I prefer it to having to type out "down,forward+A".  I'm sorry it's confusing, but I'll likely stick with it.

Finally, I am sorry that you don't feel like there's enough content here, but try to remember that this is a beta and I'm doing my best to make sure get everything working the way I want it to before I release it!
Re: Rumble Pack 1.00 Released!
#8  August 04, 2011, 09:38:06 am
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Randomly jumped to this forum and noticed you had a release

...and the links are 404.

EDIT: DO'H NEVERMIND THE OTHER ONES WORK, K
Re: Rumble Pack 1.00 Released!
#9  August 04, 2011, 10:35:39 am
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been only playing for a short time but i noticed a few things;

- mc supercut's f, d, f, B (specifically B, because the A variant pushes the opponent away preventing this) can infinite juggle if timed right. it's not very precise at all, it's pretty loose and usually works if you wait a bit before they fall towards the ground again. on a much more strict scale, nadia's d, b, C can do something like this too because it OTGs for some reason
- some of the c attacks have ridiculous range. charlotte in particular can just leisurely keep beating the life out of me across the screen.
- really not liking how nadia's d, f super instantly strikes the opponent wherever they are
- decimal sofie's I GOT A PRESENT FOR YOUUU is like instant full-screen range. same with her d, b moves

that's all i got. they probably aren't very significant aside from 'this move seems too cheap' but regardless