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PDC RC1 Released (Read 57697 times)

Started by O Ilusionista, January 20, 2010, 02:42:12 pm
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Re: PDC RC1 Released
#41  January 22, 2010, 05:17:11 pm
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Thanx buddy.

That was the main goal: FUN.
Re: PDC RC1 Released
#42  January 23, 2010, 01:56:07 pm
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Just a question, how Megaman uses his weapons?
Pusha 2 said:
They could make a fighting game where the roster was nothing but beavers made out of cotton candy and I'd play if the gameplay was good because that's really all I give a shit about.
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Re: PDC RC1 Released
#43  January 23, 2010, 07:10:54 pm
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I have an idea. You "should" have a playable Dracula, but more balanced out (less damage and so on), but he needs more moves, moves he needs would be...

MagmaBalls: The move where he shoots 2 Lavaballs, one high, one low...

Destruction Wave: The move from Order of Ecclesia when he fires several green flames up the sky that later rains down...

Flame Pillair: Move from Judgment, he engulfs himself in a Fiery pillair. OUCH

Dark Waves: He summons small flames that errupts from the ground, like in Judgment...

SUPER: Darkness Megiddo: He hit's an opponent with his cape, throwing them up the sky, then he charges up a HUGE MagmaBall, just when the opponent is about to fall, he launches it for MASSIVE damage...
Re: PDC RC1 Released
#44  January 24, 2010, 09:42:27 am
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Are you going to change the Dust sparks, the ground hit sparks and the wall hit sparks?
Re: PDC RC1 Released
#45  January 24, 2010, 12:21:12 pm
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I downloaded and took a shot,  giants bosses are hard, well including the dragon swallows the opponent, Robotinik very faithful to the original sonic 2 genesis, drakula extreme difficulty in beta I saw the pdc further attention on my part,I will stop drinking beer and sleeping (besides that I have a side project to show you ilu! you will find the time) is in my view this fodastico think the game and imagine if he had the items? (after step-by-track reayon) ;D ;D ;D
Last Edit: January 24, 2010, 12:27:12 pm by heaven-e-hell
Re: PDC RC1 Released
#46  January 24, 2010, 12:55:04 pm
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Just a question, how Megaman uses his weapons?

Its on the readme, no? you need to call the striker, then you shoot the weapons with back+s1

I have an idea. You "should" have a playable Dracula, but more balanced out (less damage and so on), but he needs more moves, moves he needs would be...

MagmaBalls: The move where he shoots 2 Lavaballs, one high, one low...

Destruction Wave: The move from Order of Ecclesia when he fires several green flames up the sky that later rains down...

Flame Pillair: Move from Judgment, he engulfs himself in a Fiery pillair. OUCH

Dark Waves: He summons small flames that errupts from the ground, like in Judgment...

SUPER: Darkness Megiddo: He hit's an opponent with his cape, throwing them up the sky, then he charges up a HUGE MagmaBall, just when the opponent is about to fall, he launches it for MASSIVE damage...

Dracula will have almost all of those moves, like Destruction Day (cheeeeap), the other one (something Sunday) and even the Megido. Megido will be a random move, with a very low % of happen...because it will kill everyone.
Are you going to change the Dust sparks, the ground hit sparks and the wall hit sparks?

the black ones? yes

I downloaded and took a shot,  giants bosses are hard, well including the dragon swallows the opponent, Robotinik very faithful to the original sonic 2 genesis, drakula extreme difficulty in beta I saw the pdc further attention on my part,I will stop drinking beer and sleeping (besides that I have a side project to show you ilu! you will find the time) is in my view this fodastico think the game and imagine if he had the items? (after step-by-track reayon) ;D ;D ;D

thanx buddy! and your side project is freaking awesome, hahahahahaha

-------------------------------------------------------------------------------

Thanx everyone, I'm tracking down the bugs and fixing they.

At this moment, every bug was fixed - just one: haohmaru vanishing on the kogetsuzan. I can't mimic it

Re: PDC RC1 Released
#47  January 24, 2010, 07:15:08 pm
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So upon further inspection, I've noticed that this game, despite only having 6 'regular' characters, isn't just nice; it's both fun, has good gameplay, and is actually inspired. These days, everyone and their mother tries to do a KOF game in MUGEN. Now, I personally think that KOFZ is the best one of them, which could possibly dampen my view on all the others, but besides that, most full-game creators don't bother to try something different. You sir, have pulled off different in spades.

Now, here's some small comments:
1.I like the RB2 influence; you can just do some easy chain-combos, or you can do more traditional combos with the right timing. It really helps that the controls are as slick here as they were in RB.
2.Like in RB, some specials have 2 versions; others don't. I'm not entirely sure if this was intentional though. As just an example, was Hoahmaru supposed to have only one version of his Crescent Slash? (His DP.)
3.Not everyone can roll, and only the Powermoves girl can airdash. Was all that intentional, or is everyone supposed to have all of the same features?
4.Not all stages have music. Music will be added to these stages later, right?

All-in-all, it's enjoyable, and I can tell there's a lot more that you have planned. We'll be waiting. :)
Last Edit: January 24, 2010, 08:17:23 pm by kkhohoho
Re: PDC RC1 Released
#48  January 24, 2010, 07:41:17 pm
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hey, thanx for your kind words, pal! Seams that we´re are on the right way with this project :)
My idea was, for sure, to make something different from the other projects. We have a lot of projects, and some very nice like Card Wars Saga. For example, I can't match their sprite skills....but I can make something more fun and original to play. They had inspired me a lot.

6 chars: this is because, in most of cases, I am the only coder. And I have to code the chars, some stages, edit some sprites, make the Sp, etc, etc. Its not a easy task. But some chars are on the way.

About the comments
1. Yes, every char has the Starter combo P,P,P (i know, its my fault of not making a decent guide).
2. Yes and no. I can't remember the other Haohmaru's DP, I need to playu SS again.
3. Thanx to the beta stage. Every one will be able to roll and to counter. But the air dash will be for just some chars.

thanx buddy. Yes, I have some more chars planned, some of they from games that people won't believe, heheh.

Thanx for your support.
Re: PDC RC1 Released
#49  January 24, 2010, 08:16:50 pm
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hey, thanx for your kind words, pal! Seams that we´re are on the right way with this project :)
My idea was, for sure, to make something different from the other projects. We have a lot of projects, and some very nice like Card Wars Saga. For example, I can't match their sprite skills....but I can make something more fun and original to play. They had inspired me a lot.

6 chars: this is because, in most of cases, I am the only coder. And I have to code the chars, some stages, edit some sprites, make the Sp, etc, etc. Its not a easy task. But some chars are on the way.

About the comments
1. Yes, every char has the Starter combo P,P,P (i know, its my fault of not making a decent guide).
2. Yes and no. I can't remember the other Haohmaru's DP, I need to playu SS again.
3. Thanx to the beta stage. Every one will be able to roll and to counter. But the air dash will be for just some chars.

thanx buddy. Yes, I have some more chars planned, some of they from games that people won't believe, heheh.

Thanx for your support.

About Hoahmaru's DP; I meant, shouldn't it have both a Light version and a Heavy version? LP and HP?
Re: PDC RC1 Released
#50  January 25, 2010, 06:29:46 am
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ah, I got it.

Well, every bug mentioned was fixed, but I decided to release the bug fix with something more than just a bug fix.

Just give me some days to finish a playable beta of the new char and I will release it.
Re: PDC RC1 Released
#51  January 25, 2010, 01:49:01 pm
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Its  fun :) Thanks for making and releasing it


Btw, ever thought about Parodius or Twinbee characters /Bosses?

Greets, gbk
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Re: PDC RC1 Released
#52  January 25, 2010, 02:55:47 pm
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A little something, in the Readme it says Ryu is in there, while he actually isn't.
Pusha 2 said:
They could make a fighting game where the roster was nothing but beavers made out of cotton candy and I'd play if the gameplay was good because that's really all I give a shit about.
Villains Wiki
Re: PDC RC1 Released
#53  January 25, 2010, 03:12:01 pm
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Re: PDC RC1 Released
#54  January 25, 2010, 04:43:28 pm
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well the cat submarine os a bit too big i fear, but the us-eagle boss could work maybe


as normal characters...twinbee from the jump n run for snes + flying mode maybe


thinking about old and forgotten videogame characters...

remember the tiny toon games ?
and while i am at ideas for characters. how about motaro from the MK games?

he was only in MK 3 and then total changed in MK armageddon

same with stryker from MK 3
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Re: PDC RC1 Released
#55  January 26, 2010, 11:38:26 am
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 Ilu!

 Sometimes Mecha Dragon (Rockman 2 boss) eat the foe and fly away, until the death!  :o

 PS: I saw every stage and is a real comotion for old school persons!  :'(
 
Re: PDC RC1 Released
#56  January 26, 2010, 12:33:01 pm
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Ilu!

 Sometimes Mecha Dragon (Rockman 2 boss) eat the foe and fly away, until the death!  :o

 PS: I saw every stage and is a real comotion for old school persons!  :'(
 

I know, but that is not my fault: the char (and its ai) was done by NMario, I just adapted it to PDC standarts, changing some effects like the fireballs.
I need to change it, because sometimes it eat you and hold until you die.
Re: PDC RC1 Released
#57  January 26, 2010, 12:34:30 pm
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Make it so you can punch from inside him. to break through the mouth.

The smaller dragon should really absorb projectiles, to have them go by him makes them look powerless, they could hit without being able to do damage.
Re: PDC RC1 Released
#58  January 26, 2010, 12:45:59 pm
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Make it so you can punch from inside him. to break through the mouth.

The smaller dragon should really absorb projectiles, to have them go by him makes them look powerless, they could hit without being able to do damage.

you can alread make it, but that won't let you out. I will fix it.
Re: PDC RC1 Released
#59  January 26, 2010, 06:29:44 pm
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this is awesome, I see GREAT potential in this project, M Bison is my favorite, as awesome as Haohmaru and them are, BISSSSOOOOOONNNN is better.
Re: PDC RC1 Released
#60  January 27, 2010, 01:55:35 am
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Great job, i have been following this project for a long time now and i just fell in love with the character roster (especially Fei wong) and i just couldn't wait to try this when i saw it.

My feed back on what i played so far(yes i know this is a beta and i know what to expect):

1-Bison's (Diving punch) is really hard to pull off and sometimes it's impossible where other times it lands miles away even if you keep mashing the buttons.

2-True Bison's (Psycho Field) doesn't fire unless you do any of the normal specials first.

3-Megaman 4 hit charged shot almost has no lag after each shot and has really short charge time resulting in a very easy infinite combo that can be done even if your really far from the opponent, also you can infinite juggle anyone with his s2.

4-Alfred's both aerial special moves are spamable to infinite to a degree he can no longer be seen in the screen if he goes high enough.

5-Alfred can't air combo hulk for some reason, the moment he starts the combo all the hits miss except for the last one.

6-Haohmaru has many bugs but the most annoying one is he turns into bison when he does the last combo finisher.

7-Reayon is really great and has awesome combos, the only con about her is her d+p+s1 can be done twice in a row taking half of a health bar.

8-Just found out that if you start an air combo while she is on the right side of an opponent and then you choose to continue the combo to the right again the opponent actually goes to the left side and you can't continue the combo even if you press the left side after that.

9-Don't know if this counts as a bug but most of the "read me" files in most characters are mixed up and some don't exist like Megaman and Reayon and others.

Those were the bugs that really annoyed me they're others but nothing not expected in a beta game.

Now that this is over i would be happy if you can answer some of my questions:

1-Are all the combo finishers in the game are going to end the same way for every character:
Level 1 heavy punch to the side.
Level 2 heavy kick to a broken screen glass.
Level 3 bitch slap and heavy punch/kick to space.

2-When Alfred start's his air combo just before he jumps he puts his goggles on which is really awesome so is there a way to let him keep it on while the combo is going instead of it going back to normal during the combo.

3-Why are the blocks and floor on mario stage 3D ?

4-The hit sparks for most of the combo finishers and hyper moves are too shinny and sparky that i can't see what the character is doing or any of the cool finishers so can you tone them down or change them all together to a more smaller or thin sparks maybe.

Keep up the good work i really enjoyed playing this beta and can't wait for the full release when it comes out.
Last Edit: January 27, 2010, 01:59:46 am by Vashxshanks