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Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Read 86061 times)

Started by Sean Altly, February 23, 2022, 06:27:06 am
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Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)
#1  February 23, 2022, 06:27:06 am
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Last Bout: Styles Will Clash is a loving homage to the classic 90's "World Warrior Tournament" style fighting game.

FEATURES:

-10 Original Characters, each one representing a different nation
-11 stages, one for each character plus a training stage
-Sleek PPV-like presentation with UI and Graphics designed by Mordecool
-Intros and Endings for each character
-6 Button Gameplay (4 attack buttons, 1 Grab button and 1 Special button for system mechanics)
-Offense/Defense Gameplay with two meters that fill based on your playstyle

SCREENSHOTS (more in the Spoiler):





Spoiler, click to toggle visibilty

DOWNLOAD (link updated 3/21): https://www.mediafire.com/file/nbbppl0aqpf8knm/Last+Bout+-+Styles+Will+Clash.rar/file
3/21 Patch - Use this If you DL'd the game before 3/21 : https://www.mediafire.com/file/fg3hhxvsfg4h5w6/Last+Bout+-+Styles+Will+Clash+-+March+21+Patch.rar/file

CREDITS
Spoiler, click to toggle visibilty

I'm sure there will be one huge bug I forgot to fix before uploading, or a debug thing I forgot to take out, can't wait to find out what it was, lol

Download Last Bout now!
Last Edit: March 21, 2022, 09:38:35 pm by Sean Altly
Re: Last Bout: Styles Will Clash
#2  February 23, 2022, 06:30:56 am
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Oh my god 2022 is the YEAR of fighting game gold.
Re: Last Bout: Styles Will Clash
#3  February 23, 2022, 07:28:30 am
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oh... youre made this anyway!
Hey, can i help, or maybe i need help
Re: Last Bout: Styles Will Clash
#4  February 23, 2022, 07:43:50 am
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Nice! Can't wait to try this out!
Re: Last Bout: Styles Will Clash
#5  February 23, 2022, 08:45:02 am
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Congrats on the release! That menu screen looks especially crisp. Great designs all around!



EDIT: I have to say, as a black man I really appreciate allowing 1P to be a black dude. It might seem super small but most fighting game companies don't even do this. Good to see the representation, even in an indie project. You're awesome.
Last Edit: February 24, 2022, 12:07:38 am by Gritsmaster
Re: Last Bout: Styles Will Clash
#6  February 23, 2022, 10:53:32 am
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Tried it out and I’ve got to say Sean it’s a really fun game.
Re: Last Bout: Styles Will Clash
#7  February 23, 2022, 11:46:36 am
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YES ! You did it!
The actual release!
Congratz!
Re: Last Bout: Styles Will Clash
#8  February 23, 2022, 12:03:07 pm
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I loved the game too, but I wish these soundtracks were not copyrighted from youtube and would be nice if Sean Allty could find someone can make a original music for this game or someone can help him out of making pure original music for the awesome master pieces
Join My JUSMUGEN Community.
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Re: Last Bout: Styles Will Clash
#9  February 23, 2022, 01:41:28 pm
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Everything looks pro. The design and care of the general aesthetics is amazing.
My petty and ambitious wish is that hopefully you plan to extend the life of the project with DLC seasons.
Congratulations and thanks for the release.
Last Edit: February 26, 2022, 07:41:25 pm by MatreroG
Re: Last Bout: Styles Will Clash
#10  February 23, 2022, 02:06:25 pm
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Looking forward to trying this bro.

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Last Bout: Styles Will Clash
#11  February 23, 2022, 02:20:04 pm
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Congrats! I was looking forward for this game.
Re: Last Bout: Styles Will Clash
#12  February 23, 2022, 02:22:44 pm
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Just did two quick arcade runs with Siege because I think she looks sick. The presentation of this game is extremely good. The movement also feels really good. Congratulations on the release, Sean!



- Pressing c+z fills your defense meter instantly.
- Not a bug, but the AI has the issue of not using low buttons like at all. Because of this, you can get away holding back against most characters because you know they won't high/low mix you up. The only one that uses lows is Atleif because of low dash punch, and maybe Illian once in awhile.

Bryce:
- Readme says qcbk is millenium wheel and dpp is london eye, but the voice says the opposite
- LK > B+HP and cr.LK > cr. B+HP target combos whiff at most distances.
- s.HK hitspark looks misaligned.

Not feedback, just a fun Bryce combo :P
https://streamable.com/7k92ou

Elodie:
- You can cancel Deadly Nightshade at the end of the animation, which makes it look weird because she does the cancel animation twice.
- You can loop LP > HP > Violet Wing xx LP > HP > Violet Wing like 4 times in the corner which leads to extremely high damage: https://streamable.com/tk5qsk

Illian:
- s.HK > QCB+P xx micro walk xx s.HK is an infinite:
https://streamable.com/p98ecs

I'll try to lab the characters some more and come up with more feedback :)
Last Edit: February 23, 2022, 05:17:03 pm by KarmaCharmeleon
Re: Last Bout: Styles Will Clash
#13  February 23, 2022, 04:10:55 pm
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Nice stealth release. Time for a public demonstration! >:)
Re: Last Bout: Styles Will Clash
#14  February 23, 2022, 04:22:55 pm
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This OST and sprites are hitting so hard, man! Good work.
Re: Last Bout: Styles Will Clash
#15  February 23, 2022, 05:07:03 pm
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This is the greastest wednesday of the year, for me; i'll totally breakdown this game's mechanics to the max, thanks dear Sean.
Re: Last Bout: Styles Will Clash
#16  February 23, 2022, 05:18:34 pm
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Oh my god 2022 is the YEAR of fighting game gold.

Haha thanks!

Nice! Can't wait to try this out!

Gimme that sweet, sweet feedback

Congrats on the release! That menu screen looks especially crisp. Great designs all around!

Mordecool is awesome at what he does, best decision I made!

Tried it out and I’ve got to say Sean it’s a really fun game.

Thanks a lot!

YES ! You did it!
The actual release!
Congratz!

It felt like I'd never get done with the endings, lol

I loved the game too, but I wish these soundtracks were not copyrighted from youtube and would be nice if Sean Allty could find someone can make a original music for this game or someone can help him out of making pure original music for the awesome master pieces

I wish I could too, I used a lot of CVSNB's music in SHADEs but I didn't want to keep using his stuff that was meant for his own game. I actually made one of the songs in the game (the end credits) but I'm really only good at beats like that, not exciting fighting game stuff. If I can find enough stuff or whip up some songs that make it past YT I might upload a "Streaming Friendly" version with altered music

Everything looks pro. The design and care of the general aesthetics is amazing.
My petty and ambitious wish is that hopefully you plan to extend the life of the project with DLC seasons.
Congratulations and thanks for the release.

This game is 100% getting at least two more characters, and I have 8 more total planned out. I just didn't want to overextend myself and wanted to make sure the base game was good and felt complete. Also thanks!

Looking forward to trying this bro.

Looking forward to hearing what you think good sir!

Congrats! I was looking forward for this game.

Hell yeah, thanks!

Just did two quick arcade runs with Siege because I think she looks sick. The presentation of this game is extremely good. The movement also feels really good. Congratulations on the release, Sean!



- Pressing c+z fills your defense meter instantly.
- Not a bug, but the AI has the issue of not using low buttons like at all. Because of this, you can get away holding back against most characters because you know they won't high/low mix you up. The only one that uses lows is Atleif because of low dash punch, and maybe Illian once in awhile.

Bryce:
- Readme says qcbk is millenium wheel and dpp is london eye, but the voice says the opposite
- LK > B+HP and cr.LK > cr. B+HP target combos whiff at most distances.
- s.HK hitspark looks misaligned.

Not feedback, just a fun Bryce combo :P
https://streamable.com/7k92ou

Elodie:
- You can cancel Deadly Nightshade at the end of the animation, which makes it look weird because she does the cancel animation twice.
- You can loop LP > HP > Violet Wing xx LP > HP > Violet Wing like 4 times in the corner which leads to extremely high damage: https://streamable.com/tk5qsk

I'll try to lab the characters some more and come up with more feedback :)

THERE'S the big thing I forgot to remove, the damn auto fill for the Defense Bar that I used for debugging and shortcut purposes. Dangit!

I will look into and fix this stuff ASAP, I really appreciate your feedback, your help has been invaluable! I should note that I am not very good at AI, I was kind of hoping I might be able to talk someone into AI patches for the game, although it's probably better if I just learn how to do it myself, lol

Nice stealth release. Time for a public demonstration! >:)

Can't wait to see it!

This OST and sprites are hitting so hard, man! Good work.

Thanks, that means a lot, I've been working on this for a long time and I'm glad it's paying off.

This is the greastest wednesday of the year, for me; i'll totally breakdown this game's mechanics to the max, thanks dear Sean.

Looking forward to it.

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

Thanks for all the kind words folks, keep the feedback coming, especially bug stuff and balance fixes. I want to make this game as good as I can make it.


EDIT:

Illian:
- s.HK > QCB+P xx micro walk xx s.HK is an infinite:
https://streamable.com/p98ecs

Oh damn, day one infinite found, whoops! I'll fix that asap!

Download Last Bout now!
Re: Last Bout: Styles Will Clash
#17  February 23, 2022, 05:59:17 pm
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Finally. Another banger from Sean. This game has been a long time coming ever since Tristan was released like 10+ years ago. Will definitely have fun prying this open later today. Quick question from us lore enthusiasts, in what order do you recommend we play each ending in arcade mode to get a better sense of the whole story? Assuming some endings are canon and some endings aren't.
Re: Last Bout: Styles Will Clash
#18  February 23, 2022, 07:42:14 pm
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Haven't had too much time to play yet but it's really fun! My only bit of feedback so far that hasn't already been said, is that Quavon's Defense Drive seems to not really work in the corner. It partially works and then he whiffs the rest because the opponent immediately wall bounces.
Re: Last Bout: Styles Will Clash
#19  February 23, 2022, 07:57:29 pm
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Looks like one of the best things to come out of the Mugen engine. Congratulations. :thumbsup:

Stuff:

General:
- Would be nice to have infinite meters in Training mode (other than the bug mentioned)
- Clash Scramble is stronger than Clash Counter IMO, so maybe their costs could be reversed
- Characters stay too long on the ground after falling (liedown time). Especially after a crumple. I think you should lose Mugen's way of handling that and use your own
- The powerbars could use more visual indication that they are full
- Unless I'm missing something, Crush Drive is going to be a problem, I think. It's not only unblockable but also guarantees a combo if the opponent tries to block it. In a game without rolling, parry, etc
- The screenpack is sick. Congratulations to Mordecool too
- Title screen F1 menu is behind the logo. Very, very minor issue

Bryce:
- Pushups don't stop automatically like the manual says. I kind of like that, so maybe it's the manual that needs fixing ;P
- I like that he has a hop kick that hits low just for how unusual that is
- London Fire is basically invisible in the Dojo stage
- Tower of London, being the defensive super, should probably have more invincibility than The Great Fire. This might apply to more characters

Tristan:
- You should specify in the manual that to do the M.G.K. followups you have to hold forward
- The Rising Son has a frame of vulnerability at the start that looks unintentional

Sasuke:
- I expected the Japan representative to be a ninja, or karate or whatever, but you made it a wrestler. For that you win again. Just wanted to say that, because I haven't tested him yet

Atleif:
- Eye color is wrong in the standing animation
- Standing HP can cancel into some specials but not others. Was that on purpose?
- His cancels are oddly limited compared to other characters. Normally this is a ticket to the bottom tiers

Will return with more when I get the chance.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Last Bout: Styles Will Clash
#20  February 23, 2022, 08:44:49 pm
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Haven't had too much time to play yet but it's really fun! My only bit of feedback so far that hasn't already been said, is that Quavon's Defense Drive seems to not really work in the corner. It partially works and then he whiffs the rest because the opponent immediately wall bounces.

Speaking of Quavon, I think his red trunks palette has a bug where his trunks change color to blue during certain animtaions.
Re: Last Bout: Styles Will Clash
#21  February 23, 2022, 08:51:11 pm
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Oh wow, thanks for the feedback PotS! My response in bold:

Looks like one of the best things to come out of the Mugen engine. Congratulations. :thumbsup:

Stuff:

General:
- Would be nice to have infinite meters in Training mode (other than the bug mentioned) Is there a way to detect Training Mode in Mugen? I think I Googled this once and forgot
- Clash Scramble is stronger than Clash Counter IMO, so maybe their costs could be reversed I will look into this, it seemed like the one that did damage would be better but I gues sthe scramble is more useful and can be used for combos
- Characters stay too long on the ground after falling (liedown time). Especially after a crumple. I think you should lose Mugen's way of handling that and use your own I will look into some options for this
- The powerbars could use more visual indication that they are full Great point, I will add some sort of indicator
- Unless I'm missing something, Crush Drive is going to be a problem, I think. It's not only unblockable but also guarantees a combo if the opponent tries to block it. In a game without rolling, parry, etc I guess my thought process here was that the moves are slow and telegraphed by the flash so they're easily interrupted, but if it looks like they'll be too much of an issue I can change it. I may add a roll or spot dodge mechanic in the future as well
- The screenpack is sick. Congratulations to Mordecool too He's the man and I really think commissioning him for this made all the difference
- Title screen F1 menu is behind the logo. Very, very minor issue

Bryce:
- Pushups don't stop automatically like the manual says. I kind of like that, so maybe it's the manual that needs fixing ;P I shall change the manual, and add a note that in order to stop doing pushups you have to press Taunt again
- I like that he has a hop kick that hits low just for how unusual that is Thanks, this was actually added because I sprited his first LK and didn't realize until afterwards how stubby and useless it was, so this was a way of repurposing those sprites
- London Fire is basically invisible in the Dojo stage You're right, I will either add some sort of indicator or something the stage floor to fix this
- Tower of London, being the defensive super, should probably have more invincibility than The Great Fire. This might apply to more characters I'm realizing now that I forgot to put invincibility on a lot of supers, so now I'm rechecking all of them

Tristan:
- You should specify in the manual that to do the M.G.K. followups you have to hold forward Whoops!
- The Rising Son has a frame of vulnerability at the start that looks unintentional I looked at the code and I did indeed do this on purpose but I am not sure why, lol. I just changed it though

Sasuke:
- I expected the Japan representative to be a ninja, or karate or whatever, but you made it a wrestler. For that you win again. Just wanted to say that, because I haven't tested him yet Thanks! Most of these characters are supposed to be "styles clash" characters, like the Indian character being a woman who does Jeet Kune Do, the English wrestler being a TKD practitioner, a Norwegian boxing preist, etc. The only traditional character types I went with were Russian huge guy and the MMA/BJJ guy being Brazilian

Atleif:
- Eye color is wrong in the standing animation Whoops again!
- Standing HP can cancel into some specials but not others. Was that on purpose? I was trying to make the combo system a bit more limited and deliberate in this game but after a while I cut loose a bit, I think I just forgot to apply that to Atleif, I will address this
- His cancels are oddly limited compared to other characters. Normally this is a ticket to the bottom tiers Same as above, lol

Will return with more when I get the chance. I really hope so, I want to make this game as good and as balanced as possible!

Thanks for the feedback, I'm working on fixing stuff now!

Speaking of Quavon, I think his red trunks palette has a bug where his trunks change color to blue during certain animtaions.

Yeah so I completely fucked up his palette when I added the "Q" to his chest, and I didn't realize it until I had added all the new sprites to the .sff. So rather than fix the sprites, I just tried to fix the palettes and this is one I missed. He used to have a bunch of good color separation since he was designed to be headswapped but I ruined it and didn't want to add the "Q" to every sprite all over again. I feel dumb for missing this, I just fixed it and will be in the next update. Thanks for catching this for me!

Download Last Bout now!
Last Edit: February 23, 2022, 08:59:54 pm by Sean Altly
Re: Last Bout: Styles Will Clash
#22  February 23, 2022, 09:29:12 pm
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Speaking of Quavon, I think his red trunks palette has a bug where his trunks change color to blue during certain animations.

Yeah so I completely fucked up his palette when I added the "Q" to his chest, and I didn't realize it until I had added all the new sprites to the .sff. So rather than fix the sprites, I just tried to fix the palettes and this is one I missed. He used to have a bunch of good color separation since he was designed to be headswapped but I ruined it and didn't want to add the "Q" to every sprite all over again. I feel dumb for missing this, I just fixed it and will be in the next update. Thanks for catching this for me!


Ah, you're very welcome. ^w^ I was watching Mete/BurningSoul stream Last Bout when I noticed the palette bug.
I haven't tested the game just yet, but I'll do so later & tell you if I find any other bugs & stuff.
Re: Last Bout: Styles Will Clash
#23  February 23, 2022, 11:20:28 pm
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Is there a way to detect Training Mode in Mugen? I think I Googled this once and forgot
I made some quick tests and looked around for what others came up with, and my conclusion is it's not worth the trouble afterall. Unless you really wanted that feature.

Quote
I guess my thought process here was that the moves are slow and telegraphed by the flash so they're easily interrupted, but if it looks like they'll be too much of an issue I can change it. I may add a roll or spot dodge mechanic in the future as well
The problem is when the slow startup is hidden behind the hit stun of other attacks, or on wakeup. As merely food for thought, SF4 solved it with invincible back dashes.

Quote
Bryce:
I shall change the manual, and add a note that in order to stop doing pushups you have to press Taunt again
Having a taunt that goes on forever unless you cancel it may be weird. Another way to do it would be to do pushups for as long as you keep holding start.

Quote
I was trying to make the combo system a bit more limited and deliberate in this game but after a while I cut loose a bit, I think I just forgot to apply that to Atleif, I will address this
This is of course subjective, but I think that, with the way the game feels overall, loose combos make more sense indeed.

More quick stuff:

- Following the game's logic, forward and back jumps could fill the respective power bars as well

Bryce:
- Jumping hard punch, when hitting air to air, allows the opponent to recover before he does. Could be an issue with more normals that hit downward
- London Fire Clsn1 is too big

Siege:
- Similar issues with her cancels as with Atleif
- It's easy to get an accidental super cancel when doing the full Gladio sequence, unless you do it slowly on purpose. One of those commands could be changed
- What's the purpose of reverse Rapide?

Zico:
- Maybe keep the flag with the right colors in all palettes. Imagine Tristan with an American flag that changes colors to see what I mean

The intro for the select screen's music reminds me of another one, but I can't recall what it is and it's killing me.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
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Re: Last Bout: Styles Will Clash
#24  February 24, 2022, 12:34:15 am
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Quote
The problem is when the slow startup is hidden behind the hit stun of other attacks, or on wakeup. As merely food for thought, SF4 solved it with invincible back dashes.

I just looked into this and this is a good idea, plus I don't have to add a new mechanic that requires new sprites.

Quote
- Following the game's logic, forward and back jumps could fill the respective power bars as well

Good point

Quote
Bryce:
- Jumping hard punch, when hitting air to air, allows the opponent to recover before he does. Could be an issue with more normals that hit downward
- London Fire Clsn1 is too big

A holdover from me starting with the CVTW template where that was big problem. I just realized a lot of characters probably have a similar issue, whoops

Quote
Siege:
- It's easy to get an accidental super cancel when doing the full Gladio sequence, unless you do it slowly on purpose. One of those commands could be changed
- What's the purpose of reverse Rapide?

-I will change the command to QCFx2+K
-I meant to add followups to this and I completely forgot. I actually may just remove it since she already has tons of mobility and her backdash is already really good, plus everyone's backdash will have invul soon

Quote
Zico:
- Maybe keep the flag with the right colors in all palettes. Imagine Tristan with an American flag that changes colors to see what I mean

This makes perfect sense, I was just being lazy, lol. I just got done fixing this, thanks!

Quote
The intro for the select screen's music reminds me of another one, but I can't recall what it is and it's killing me.

-Well I was looking for something with lots of horns. I originally was going to use Getaway Car by Aesop Rock (the instrumental version). The beginning also kind of reminds me of the Brooklyn Nine Nine theme song.

Thanks again, gonna get to work on some of this stuff!

Download Last Bout now!
Re: Last Bout: Styles Will Clash
#25  February 24, 2022, 03:00:21 am
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Sir, wanted to tell you how fantastic this turned out!  Just played through Arcade mode a few times; enjoyed it immensely!
Re: Last Bout: Styles Will Clash
#26  February 24, 2022, 08:55:34 am
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CONGRATULATIONS ON THE LAUNCH!
I am delighted to have been able to work as a designer on a game as varied and unique as Last Bout, I really enjoyed every moment working together with everyone!
I released a video on my channel demonstrating the game, designs, etc along with the download link to this forum.
Please enjoy everyone, and thanks for the kind words!

Re: Last Bout: Styles Will Clash
#27  February 24, 2022, 10:43:17 am
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Quavon:
- I really like the dynamic of Quavon Clutch, it's quite unique. Optimizing your followups depending on your position on the screen adds a nice layer of decision making.
- ReadMe says Quavon Crunch is performed by mashing LP/LK, but he does Widow Maker with LK. I think its a typo on the ReadMe because it seems intentional, as LK/HK decides the direction of the throw.
- I know all characters on the roster have little things that make them busted, but I think Quavon kinda cheats the grappler archetype too hard. I like that he can skip neutral with qcb+k, but I feel EX Shining Black is maybe too strong of a move. It's basically unreactable and has some very decent range so he starts forcing jumps at distances normal grapplers wouldn't. However, I think the real issue is that you can combo into it from light normals on block, which basically means he gets the knockdown whenever he has the bar, which means he gets to the grapppler's mixup with no effort whatsoever.

Gotta say it again: I love how the game feels and looks. Excellent job man, I'll keep labbing the rest of the cast.



I've noticed that Siege's Offensive Super dropped the target frequently when hitting airborne opponents, but I couldn't find a setup to consistently reproduce that bug. While labbing her theoretical max damaging combo, I got it:

https://streamable.com/wxpdmo

This specific combo uses the ego boosted Ascensio, which by the way I think is great. But I wish her taunt was shorter, because atm is very unpractical to setup. The taunt animation is long enough for your opponent to punish you even if you pop it after a knockdown. I feel her gameplay would gain a lot if the animation was fast enough for her to taunt safely after knockdown, but long enough for her to skip okizeme entirely after that. Oki is something Siege really appreciates because of the mantis slash pressure and crossup dash, so it would be a sizable prize to pay for the ego drive.
Last Edit: February 24, 2022, 11:22:55 am by KarmaCharmeleon
Re: Last Bout: Styles Will Clash
#28  February 25, 2022, 12:15:17 am
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Sir, wanted to tell you how fantastic this turned out!  Just played through Arcade mode a few times; enjoyed it immensely!

Thanks!

CONGRATULATIONS ON THE LAUNCH!
I am delighted to have been able to work as a designer on a game as varied and unique as Last Bout, I really enjoyed every moment working together with everyone!
I released a video on my channel demonstrating the game, designs, etc along with the download link to this forum.
Please enjoy everyone, and thanks for the kind words!

[youtube]https://www.youtube.com/watch?v=kNlQ7rKrIXI[/youtube]

Thanks again for your work Mordecool!

Quote
- ReadMe says Quavon Crunch is performed by mashing LP/LK, but he does Widow Maker with LK. I think its a typo on the ReadMe because it seems intentional, as LK/HK decides the direction of the throw.

I'm finding lots of little errors in the Manual, I must have rushed through it. That's a rookie move, lol

Quote
- I know all characters on the roster have little things that make them busted, but I think Quavon kinda cheats the grappler archetype too hard. I like that he can skip neutral with qcb+k, but I feel EX Shining Black is maybe too strong of a move. It's basically unreactable and has some very decent range so he starts forcing jumps at distances normal grapplers wouldn't. However, I think the real issue is that you can combo into it from light normals on block, which basically means he gets the knockdown whenever he has the bar, which means he gets to the grapppler's mixup with no effort whatsoever.

This is a fair assessment, I can probably just make it blockable and make it do a bit more damage or something to make it worth the EX

Quote
Gotta say it again: I love how the game feels and looks. Excellent job man, I'll keep labbing the rest of the cast.

I look forward to it!

Quote
I've noticed that Siege's Offensive Super dropped the target frequently when hitting airborne opponents, but I couldn't find a setup to consistently reproduce that bug. While labbing her theoretical max damaging combo, I got it:

https://streamable.com/wxpdmo

This specific combo uses the ego boosted Ascensio, which by the way I think is great. But I wish her taunt was shorter, because atm is very unpractical to setup. The taunt animation is long enough for your opponent to punish you even if you pop it after a knockdown. I feel her gameplay would gain a lot if the animation was fast enough for her to taunt safely after knockdown, but long enough for her to skip okizeme entirely after that. Oki is something Siege really appreciates because of the mantis slash pressure and crossup dash, so it would be a sizable prize to pay for the ego drive.

I will def shorten the taunt, and I will look into the issue with her dropping airborne opponents

Thanks again for the invaluable feedback!

Congrats on the release! That menu screen looks especially crisp. Great designs all around!



EDIT: I have to say, as a black man I really appreciate allowing 1P to be a black dude. It might seem super small but most fighting game companies don't even do this. Good to see the representation, even in an indie project. You're awesome.

Hey I noticed this edit way after the fact and I wanted to say thanks! I won't lie, waaaaay back when I first made Tristan, the idea was for him to front his own game, but the more I developed the other characters, the more sense it made to shift Bryce into the "Ryu" slot and Tristan into the "Ken" spot. The blonde white guy main character is kind of predictable, plus Bryce represents strength, hard work and dedication while still having a personality, and in the end Tristan became almost a kind of joke character, lol. Overall I just wanted the game to have a diverse, worldly cast.

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

On a different note, here's an awesome launch trailer, created once again by Raging Rowen!


Download Last Bout now!
Re: Last Bout: Styles Will Clash
#29  February 25, 2022, 04:56:47 am
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Good Game. I enjoyed playing it!
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

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Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Last Bout: Styles Will Clash
#30  February 25, 2022, 05:48:25 pm
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Congrats on the full release of the game, Sean!
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Re: Last Bout: Styles Will Clash
#31  February 25, 2022, 08:04:07 pm
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Downloading now. Honestly, this has been the only fighting game-related thing I've been looking forward to, so I'm eager to try it out! :D

UPDATE: Honestly having a blast with every character, but Bryce I just clicked with immediately. Love how he has the closest things to a "magic series" chain in the cast - makes him easy to pick up for someone like me who prefers those.

One question - I thought Elle was British? At least I remember her being referred to as such in SHADEs 3. So how come she's under the French flag here? Or have I remembered wrong all this time?
Last Edit: February 25, 2022, 11:52:26 pm by Steel Komodo
Re: Last Bout: Styles Will Clash
#32  February 26, 2022, 02:39:38 pm
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Illian:
- Crush Drive PalFX also affects the dust effect. Might happen with more chars
- When landing from Heaven's Gate, the Width parameter is too high and serves as an invisible barrier against counterattacks. I think that sctrl can be removed entirely
- At the end of Magnum Anvil, Illian is facing the wrong way, so to combo after it you have to do special motions (e.g. Heaven's Gate) backward. You can either fix this by remaking the inputs in the game (lots of work), or by just mirroring the animation
- Omnisphere is the best move in the game. "Period". It's too strong. The fastest, most effective nerf to it would probably be to make it one hit only. EX version is OK

System:
- Consider adding tech hits/throw escape since it's been a common thing since SF2. If you don't want to make new animations for it, you can do the type where the opponent lands on his feet and takes reduced damage.
- Have you thought about making normal attacks reset the opponent instead of juggling? That tends to make games more interesting.

A holdover from me starting with the CVTW template where that was big problem. I just realized a lot of characters probably have a similar issue, whoops
If you want to keep the downward hit, you can just make those attacks knock down.

- The powerbars could use more visual indication that they are full Great point, I will add some sort of indicator
Another thing is it's hard to tell when you have, say, 25% or 33% and can use the bar for something. You have to eyeball it right now.

- London Fire is basically invisible in the Dojo stage You're right, I will either add some sort of indicator or something the stage floor to fix this
You already made the projectile a helper, so you could give it different transparency parameters when on that stage.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Last Bout: Styles Will Clash
#33  February 26, 2022, 11:33:24 pm
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Congrats on the full release of the game, Sean!

Thank you thank you!

One question - I thought Elle was British? At least I remember her being referred to as such in SHADEs 3. So how come she's under the French flag here? Or have I remembered wrong all this time?

You're correct, it explains in her intro that she is French born but raised in the UK. I wanted to include her but didn't want repeat Nations, so this is how I explained it. I got the idea from Noam Dar in the WWE Cruiserweight Classic some years ago, he's Scottish but was born in Israel so they had him representing Israel.

Illian:
- Crush Drive PalFX also affects the dust effect. Might happen with more chars Whoops
- When landing from Heaven's Gate, the Width parameter is too high and serves as an invisible barrier against counterattacks. I think that sctrl can be removed entirely I added that for some specific reason I can no longer remember, so to be safe I just made a new landing state without that sctrl in it
- At the end of Magnum Anvil, Illian is facing the wrong way, so to combo after it you have to do special motions (e.g. Heaven's Gate) backward. You can either fix this by remaking the inputs in the game (lots of work), or by just mirroring the animation Ohhhh okay I will check this out
- Omnisphere is the best move in the game. "Period". It's too strong. The fastest, most effective nerf to it would probably be to make it one hit only. EX version is OK I went back and forth a bunch of times on this, at one point it was only one hit, I should have left it like that

System:
- Consider adding tech hits/throw escape since it's been a common thing since SF2. If you don't want to make new animations for it, you can do the type where the opponent lands on his feet and takes reduced damage. I actually looked into this at the last second, I was trying to find like a tutorial but no matter how I searched it I couldn't find what I was looking for. I will keep looking though because it's a feature I wanted to add
- Have you thought about making normal attacks reset the opponent instead of juggling? That tends to make games more interesting. I'm going to sound really dumb here, but what does that entail? Making them recover in the air into a custom state that's invulnerable until they land? Or am I mixing up my fighting game terms, which I often do, lol

Quote
If you want to keep the downward hit, you can just make those attacks knock down.
Will do

Quote
Another thing is it's hard to tell when you have, say, 25% or 33% and can use the bar for something. You have to eyeball it right now.
I will have to see if Mordecool can add something like this since he did the screenpack but it's def a priority

Quote
You already made the projectile a helper, so you could give it different transparency parameters when on that stage.
I keep forgetting new Mugen has the stage variable stuff now

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

I'm working on the first update everyone, it will just be a big patch to fix everything I've gotten to so far from everyone's feedback. I will probably put out that update Monday or Tuesday!

Download Last Bout now!
Re: Last Bout: Styles Will Clash
#34  February 27, 2022, 09:48:29 am
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I actually looked into this at the last second, I was trying to find like a tutorial but no matter how I searched it I couldn't find what I was looking for. I will keep looking though because it's a feature I wanted to add
All my characters have it, if you want to check it out. But it's the type where both characters do a "whoops" pose and move away from each other. You have some options here I guess:

- Make new animations for throws being escaped
- Recycle animations for the same purpose. Like, the thrower does a throw miss animation and the throwee does a light punch or so, and they move away from each other. This could look lazy in an original game like yours
- Both characters do a guard pose, and there's a special effect and sound to let you know it's a throw escape
- Use the land on feet type of air recover. It's a little more work in terms of code

I'm going to sound really dumb here, but what does that entail? Making them recover in the air into a custom state that's invulnerable until they land? Or am I mixing up my fighting game terms, which I often do, lol
More or less, but it's more simple. It means instead of keeping them in a knock down state, they make them land on their feet. In the old days it took some work to implement that behavior, but in 1.0+ you can just add forcenofall = 1 to normal attack hitdefs.

That reminds me of testing something in the game...

Because characters can't air guard, if you jab them out of the air, you can jab them again 7 or 8 times. Characters with a fast walk speed like Vidael even have infinites from that.
This is probably the biggest issue in the game so far, but the fix is simple: you should make state 5040 completely invulnerable to everything, and with ctrl = 0. Think of it like a state 5120 in the air.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Last Bout: Styles Will Clash
#35  February 28, 2022, 06:10:55 pm
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Everything looks pro. The design and care of the general aesthetics is amazing.
My petty and ambitious wish is that hopefully you plan to extend the life of the project with DLC seasons.
Congratulations and thanks for the release.
This game is 100% getting at least two more characters, and I have 8 more total planned out. I just didn't want to overextend myself and wanted to make sure the base game was good and felt complete. Also thanks!
That sounds very smart. It's also good to know that you plan to extend the story of the game. Good luck and continue to enjoy the release.
Re: Last Bout: Styles Will Clash
#36  February 28, 2022, 08:26:21 pm
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Wow, this is such a fun game! I'm again at a loss of words for your creativity and quality.
I am having so much fun with this game, yet the little time I've had with it. Atleif, Zico, Siege and Vidael are so much fun to play so far! Love the originality and different styles that are indeed clashing, hehe. Loss at words. Congratulations! SHADES was one thing, but this. WOW.
Previously known as;
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The Street Fighter 2014-2021.
Re: Last Bout: Styles Will Clash
#37  March 01, 2022, 04:29:11 am
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Thanks again everyone, it really means a lot!

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

GAME UPDATED 2/28


I've updated the game with lots of fixes and changes. The link to the patch is in the first post. If you haven't downloaded the game yet, the regular DL link has been updated so the patch isn't needed. Here is the Change Log:

CHANGE LOG:
Spoiler, click to toggle visibilty

Download Last Bout now!
Re: Last Bout: Styles Will Clash (Updated w/patch 2/28/2022)
#38  March 01, 2022, 05:15:36 am
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Well, I've just come from essentially beating Arcade Mode with every character and I have to say it was quite great! This new gameplay was certainly different from what I was used to with SHADEs and CvTW, but it was still just as fun nonetheless. It reminded me, a little bit, of the times when SHADEs had revitalized my interest in Mugen years ago, made me interested in that rather well-elaborated story built around this cast of characters with whacky powers trying to save New York from destruction; now it's time they passed the torch to a new cast, and I'm certainly looking forward to what Tristan and co. will offer down the line (my favourites so far being Vidael and Atleif).

Now, I'd have to go hunt down bugs if possible, but I just wanna point this out: Elle's Maximum Overdrive only consumes the Offensive bar, it needs both full bars to work, but only consumes one. And for the matter being, I made sure to install the new patch and check it before mentioning this.

There's not much else to say, but, if you ever include a Mexican character, I'd gladly audition to voice him.

Thank you so much, Sean. You once again proved you're one of the best Mugen creators out there.
Re: Last Bout: Styles Will Clash (Updated w/patch 2/28/2022)
#39  March 01, 2022, 10:14:09 pm
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Based on some quick testing and that changelog, this update = :2thumbsup:
You work fast.

I just noticed that the Peaceful River stage has layering issues with the power bars.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Last Edit: March 01, 2022, 10:29:21 pm by PotS
Re: Last Bout: Styles Will Clash (Updated w/patch 2/28/2022)
#40  March 02, 2022, 01:43:48 am
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Good work dude. Your game is fantastic.
Spoiler: Not Safe For Work (click to see content)
Re: Last Bout: Styles Will Clash (Updated w/patch 2/28/2022)
#41  March 02, 2022, 06:10:44 pm
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@Nemuresu

Thank you, that means a lot! I really appreciate hearing stuff like this, it makes all the work worth it. Thanks for finding that Elle issue as well, bit of a rookie mistake on my part. I went back and forth so many times on which of her supers should be Offense or Defense, lol. And yeah, one of the two characters I'm adding will be from Mexico, so I may just take you up on that.

@PotS

I'm trying to stay on this one and make it better and you've helped a ton. I'll check out the layering issue and hopefully fix it for the next update.

@P-Chan

Thanks! :D

Download Last Bout now!
Re: Last Bout: Styles Will Clash (Updated w/patch 2/28/2022)
#42  March 05, 2022, 12:48:55 am
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Your game is extremely impressive!
Charismatic and interesting characters and great music!
I don't know yet if the characters have their own endings and story, but I'll finish the game to find out.
Just missing some fighting styles... Karate, Muay Thai... maybe a Ninjutsu... anyway, I hope there are many more characters and different styles planned for the future!
If you think about marketing the game by transferring it to a serious program, like Unity or Unreal, for sure this game would be successful on Steam and you would make money with it... think about it.
Re: Last Bout: Styles Will Clash (Updated w/patch 2/28/2022)
#43  March 05, 2022, 04:50:09 pm
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Illian:
- Cancelling a sweep into Omnisphere makes P2 land on his feet. I checked and what you need to do is specify fall = 1 to all sweeps in the game
- For that matter, in most games of this type, fireballs make P2 fall if he was jumping (air.fall = 1). Mentioning it for the sake of mentioning it, because I'm not sure it fits here

Vidael:
- Her fast walk speed makes her feel a little slippery. Here's another universal mechanic you could use: add velset = 0, 0 to the basic states like you already did for attacks. Letting friction stop the characters always gives me a "Mugen" feeling instead of fighting game feeling, so to speak
- Light Hundred Needles sometimes feels too hard to perform, other times it feels too easy. It's weird. Also it should do exactly 100HP of damage ;P
- Her Crescent Moon Slash made me realize you generally give too much invulnerability to dragon punches, I think. It's enough to make it last up until (and including) the first active frame. EX versions can have more
- War of the Roses elbow hits could have the hit sparks repositioned a bit until you can see her face or so
- "Calcutter"... :sugoi:

Sasuke:
- Strong Style Catch might be more interesting if instead of catching standing or jumping attacks, it caught whatever hit the Clsn1. So a crouching attack that hits high would get caught, and so on. You'd just have to make the Clsn1 a bit smaller to balance that
- Light Rolling Koppou Kick feels a little too hard to space properly. Could recover a few frames faster
- Jumping Liger Bomb has inconsistent range. It seems intentional, but doesn't feel right

General:
- The snow flakes in Snowy Church fall in front of the Offensive bar but behind the Defensive bar. OCD comment hehe. I think it's the same problem as mentioned for Peaceful River
- I sort of kind of mentioned this in some other feedback, but I realized what's the problem now. Being used to other fighting games, it feels weird that you make cancellable attacks cancel to predetermined moves. It's usually cancellable normals can cancel into any specials/supers. Just thought I should mention it, because obviosuly your game doesn't need the same rules as other games
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Last Edit: March 05, 2022, 07:07:51 pm by PotS
Re: Last Bout: Styles Will Clash (Updated w/patch 2/28/2022)
#44  March 15, 2022, 11:29:57 pm
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BIG ASS UPDATE

Just put out a new Patch. Just like the last one, if you downloaded the game before today, March 15th, you'll need the patch, If you didn't, the main link is the most up to date game.

Here's the Change Log, and it's some BIG stuff:

FIXES CHANGES FOR 3/8/22 Update

GENERAL/EVERYONE

-Defense Bar will stay full in training mode. This works by checking the opponent's Offense Bar during the intro state, so if you hit Space Bar to fill them during the intros of a regular match, this will cause the Defense Bar to stay full in other modes too. Simply do not do that, lol. If this cause sproblems I might just remove it in a further update
-Fixed fall bug on all sweep attacks
-In game movelist added, press Start to access whenever your character has control
-Taunts/Ego Drives are now done with HP+HK ala SF3:TS
-Added Ego Drive indicator

ATLEIF

-Fixed issue that was preventing cancelling into God Bless the Ring during certain moves as intended
-Fixed issue where Atleif was doing damage with the Guard Break attack (it should only do damage if it hits a non-guarding opponent)
-Now easier to combo Cr.LK into Cr.HP
-St.LK now has more range, added 1f to startup, reduced recovery by 2f
-Genesis 2 travels further during windup
-Added non-dash version of Golden Cross called Shining Cross, uses QCB+P command
-Halo Hook is now done with QCB+K
-Adjusted several hitboxes
-Both normal versions of Holy Roller have 2f less startup
-Added "Holy" sound FX to some specials

BRYCE

-Adjusted vels on both normal versions of London Fire
-Great Fire will now blow through one hit of other projectiles (only he and Illian have projectiles anyway, lol)
-Lowered hittime of EX London Fire to prevent corner looping
-London Fire is now more visible on Wrestling Dojo stage

-ELLE

-Fixed issue with Maximum Overdrive not depleting both bars
-Added forgotten move to movelist, her dive kick Flowering Quince

ILLIAN

-Omnisphere now knocks down aerial opponents
-Fixed issue where Magnum Opus was giving back a small bit of power

QUAVON

-Cosmetic changes to a few animations and moves
-Fixed floating bug that happens when you cancel Trouble in Calgary into Five Moves of Doom

SASUKE

-Lowered recovery on LK Koppou Kick by 3f, HK version by 2f
-Fixed issue with Jumping Liger Bomb grab anim coming out too early
-Increased damage of Legendary Catch from 290 to 340
-Fixed bug where Strong Style Catch was only active for 5f instead of the intended 10f

SIEGE

-Fixed bug where P2 would sometimes be facing the wrong way when hit by Umbra
-Fixed floating bug when Ascia gets interrupted
-Chasma now causes crumple state when hitting a standing opponent. This is not for combo purposes but because the opponent was recovering too fast.
-If Chasma hits in the air the opponent is knocked further away horixontally. No matter which version, if Siege is too close to the opponent afterwards, she will dash away.

TRISTAN

-Rolling Thunder no longer completely invincible, can now be interrupted by crouching attacks

VIDAEL

-More invincibility at beginning of LK Waning Moon
-Reduced invincibility frames on both normal Crescent Moon Slashes
-Fixed issue with LP version of Hundred Needles (the raw one, not the Rose's Thorn followup)
-Clarified some things in her movelist within the Game Manual

ZICO

-Mountain Tackle now adds to the hit counter
-Fixed pseudo infinite involving his Silva Flash backfist during Blood Rage mode
-EX Superman Punch now hits overhead
-EX Mountain Tackle can now catch a falling opponent, reduced damage from 215 to 185 for balance

Download Last Bout now!
Re: Last Bout: Styles Will Clash (Updated w/MAJOR patch 3/15/2022)
#45  March 16, 2022, 10:38:41 pm
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I think there's a movelist inconsistency with Saito. One of his moves is listed as QCB2xK when it's actually QCB2xP. I tried getting it out with K multiple times before I found out it was actually P. Either the command needs changing to match the movelist or the other way around, but that really threw me.

Other than that, really enjoying the update! Did an arcade run with Bryce some time ago, and I think he, Atleif and Quavon are becoming my favourites so far.
Re: Last Bout: Styles Will Clash (Updated w/MAJOR patch 3/15/2022)
#46  March 16, 2022, 11:18:13 pm
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Good my friend. Your game is perfect. I follow his work and was looking forward to the release. I would like to ask a question: How do you create the picture frame (9000.1). What format do you save and have to index colors? I'm asking this because I saw that the image of the char is sharp and with vivid colors. When I do this in my project, it seems like it loses resolution/sharpness. I save in png normally, without indexing colors or saving in pcx.
Re: Last Bout: Styles Will Clash (Updated w/MAJOR patch 3/15/2022)
#47  March 17, 2022, 11:24:24 pm
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I think there's a movelist inconsistency with Saito. One of his moves is listed as QCB2xK when it's actually QCB2xP. I tried getting it out with K multiple times before I found out it was actually P. Either the command needs changing to match the movelist or the other way around, but that really threw me.

Other than that, really enjoying the update! Did an arcade run with Bryce some time ago, and I think he, Atleif and Quavon are becoming my favourites so far.

Ahhhh whoops, I will fix that and update it, thanks!

Good my friend. Your game is perfect. I follow his work and was looking forward to the release. I would like to ask a question: How do you create the picture frame (9000.1). What format do you save and have to index colors? I'm asking this because I saw that the image of the char is sharp and with vivid colors. When I do this in my project, it seems like it loses resolution/sharpness. I save in png normally, without indexing colors or saving in pcx.

Not really sure, I made the full character art with colors and everything, then sent them to Mordecool as .png files and he did the rest, so he may have done something to them.

Download Last Bout now!
Re: Last Bout: Styles Will Clash (Updated w/MAJOR patch 3/15/2022)
#48  March 18, 2022, 07:13:14 pm
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I think there's a movelist inconsistency with Saito. One of his moves is listed as QCB2xK when it's actually QCB2xP. I tried getting it out with K multiple times before I found out it was actually P. Either the command needs changing to match the movelist or the other way around, but that really threw me.

Other than that, really enjoying the update! Did an arcade run with Bryce some time ago, and I think he, Atleif and Quavon are becoming my favourites so far.

Ahhhh whoops, I will fix that and update it, thanks!

Good my friend. Your game is perfect. I follow his work and was looking forward to the release. I would like to ask a question: How do you create the picture frame (9000.1). What format do you save and have to index colors? I'm asking this because I saw that the image of the char is sharp and with vivid colors. When I do this in my project, it seems like it loses resolution/sharpness. I save in png normally, without indexing colors or saving in pcx.

Not really sure, I made the full character art with colors and everything, then sent them to Mordecool as .png files and he did the rest, so he may have done something to them.

Please @mordecool..
Re: Last Bout: Styles Will Clash (Updated w/MAJOR patch 3/15/2022)
#49  March 19, 2022, 01:08:16 am
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So after mucking around in this game a bit more, I have some thoughts. Make of them what you will.

  • Comboing feels really weird to me. I confess that I’m biased and prefer a “magic series” type of game or KoF-style combos, so this probably won’t mean anything coming from me. But outside of the usual LP/LK mashing, I gravitate to Bryce and Atleif because they have the closest to a “magic series” I can reliably use through their target combos. I understand the motivation behind limiting combos like this, but I keep resorting to a character’s target combos to start a combo. Is that intentionally part of the design, or am I just playing it wrong?
  • Speaking of combo starters, jump-ins and cross-ups don’t seem to really be a thing. Characters jump so high that it’s tough to time a jump-in correctly and I struggle to start a combo that way. Maybe a KoF-esque short hop would help in that regard?
  • I feel like it’s way too easy to turtle in the game. You have the guard breaker move on Z, sure, but that costs meter, and if you don’t have any then the AI can guard all it wants. I guess the fact that meter builds quickly negates this issue (and also you can just get free meter through Bryce’s Ego Drive), but it can get really frustrating sometimes.
  • On the subject of Bryce, I vaguely remember a preview where he had a high fireball as well as a low one. What happened to that one? I also remember you were trying to code in a “custom combo” Level 3 for him - I guess that got scrapped because it was too powerful or tricky to code?
  • I really wanna play Siege but I dunno what I’m doing, help D:

If any of what I just said is off-base, I apologise - it’s midnight for me and brain no workey. Kinda wish I’d partook in the beta testing beforehand now, but oh well :P
Re: Last Bout: Styles Will Clash (Updated w/MAJOR patch 3/15/2022)
#50  March 19, 2022, 01:52:51 am
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None of this is off-base at all, I appreciate the feedback. I'll address stuff in order:

  • Yeah I just wanted to avoid long, flashy combos like in the SHADEs games. There are links but yes it's intentional that you should generally start with target combos.
  • I can consider adding in hops, but I also wouldn't mind reducing jump heights in genera (would def have to reduce everyone's height as well so they can be jumped over). For cross-ups, everyone has a jumping normal with clsns designed to make it a cross-up, but the jump timing might be the issue. EDIT: Actually I just discovered Atleif and Vidael don't, whoops EDIT EDIT: Vidael does have one, it's her jumping LK. Also I just read that Boxer intentionally has no crossup in SFV so it might be normal for a boxing character not to have one. Hmmmm
  • This is something I've heard from some others. I didn't do a Guard Meter in this game because I didn't want to clutter the screen and felt like the Guard Crushes, easy grabs, as well as mixups should be enough to deal with guarding opponents.
  • Yeah I just decided to keep him simple with the low fireball only. Being the only main roster member with a projectile, I didn't want to give him too many tools for balance reasons. And yeah, I basically gave up trying to code the CC super and went with the super version of the projectile. This may get added in a future update.
  • Well her normals chain, so a good BNB is just LP>HP>Glado x 2>Obsidio. Also the Dive kick followups to her diagonal teleport all leave plenty of time to start combos off of them. I've had one or two people tell me she's OP already but I want to keep her gameplay intact so she just may get her health or walk speed nerfed.

Thanks for this honest feedback man, I will look into some stuff and I hope you stick with the updates!

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Last Edit: March 19, 2022, 02:06:29 am by Sean Altly
Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)
#51  March 21, 2022, 09:43:17 pm
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Updated with another small patch, but it does make some major changes. Barring any big bugs or issues, this will be the last update for a while so I can focus on some commissions, as well as start working on the two "DLC" characters. Here's the change log:

FIXES/CHANGES FOR 3/21 Update

GENERAL/EVERYONE

-Added velset=0,0 to basic states to improve game feel
-Everyone's jumps are shorter now
-Adjusted everyone's height constant so they can be jumped over with the new jumping vels

BRYCE

-Adjusted J.LK hitboxes to make crossup a bit easier
-Adjusted hitbox on all versions of London Eye
-Can now cancel St.Lp to St.HK (won't combo but good for pressure)

ELLE

-Can now cancel Lilac Wing into her Offense Drive
-Fixed issue with EX Morning Glory adding to Offense Meter when it hits

SASUKE

-Fixed incorrect Legendary Catch command on the in-game movelist

ZICO

-Fixed issue where he was gaining a small amount of Offense Meter during his Offense Drive

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Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)
#52  March 22, 2022, 12:37:44 am
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Damn it, I was too late to bring up another issue I found. One of Zico’s supers in the movelist has the same error as Sasuke’s - the command is listed as a kick when I believe it’s a punch.

Oh, well. I’ll download this update when I can and get back to enjoying the game. Looking forward to the DLC, but take your time on it! :)
Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)
#53  March 22, 2022, 04:10:47 pm
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It gets better and better with each update. I forgot to say this last time, but I love how you did throw escapes. And your solution for infinite meter in training is so simple it makes me feel stupid. :derp:

When you're more or less done with quality control, I think you should show this to other fighting game communities.

A few things for Elle:
- Morning Glory does not spend Ego Drive
- If you do Lilac Angel further than half screen or so, the hits will not combo between themselves
- Meadow Superstar retains invincibility in the recovery frames
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)
#54  March 23, 2022, 12:28:30 am
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Damn it, I was too late to bring up another issue I found. One of Zico’s supers in the movelist has the same error as Sasuke’s - the command is listed as a kick when I believe it’s a punch.

Oh, well. I’ll download this update when I can and get back to enjoying the game. Looking forward to the DLC, but take your time on it! :)

Yeah his super commands were completely wrong, that's what I get for working from a template and forgetting to change stuff, lol.

It gets better and better with each update. I forgot to say this last time, but I love how you did throw escapes. And your solution for infinite meter in training is so simple it makes me feel stupid. :derp:

When you're more or less done with quality control, I think you should show this to other fighting game communities.

A few things for Elle:
- Morning Glory does not spend Ego Drive
- If you do Lilac Angel further than half screen or so, the hits will not combo between themselves
- Meadow Superstar retains invincibility in the recovery frames

Thanks a ton, again it means a lot! This feedback helped me discover a weird issue that most people probably already knew but was news to me. This was the superpause code I had on that move:

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = s6301
sound = S45,0
pos = 0,-100
movetime = 30
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

Well in the animation for the move, I forgot to put a clsn2 on the second frame (the paused frame). Because of this, it was making the next 30 ticks invincible. I figured this out when I removed the NotHitBy sctrl completely and her clsn2s were still turning green. I was totally baffled until I added clsn2s to the paused frame and it fixed it. Super weird.

Anyway, I updated the patch to fix these issues as well as Zico's movelist. Also, someone commented on a YT video that after they downloaded the newest version of the game, Illian's standing HK is not hitting at all. I am not having this issue and have downloaded the game and the patch to be thorough. Anyone else having this issue? Nevermind, they told me the newest patch doesn't have this issue so problem solved!

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Last Edit: March 23, 2022, 05:34:55 am by Sean Altly
Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)
#55  April 22, 2022, 03:57:24 am
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Check out this awesome Tier List video that Boss Brown made for the game. Let me know if you guys agree or disagree with any of this. I will be working on another update for the game based on this.



If you don't want to watch the whole video, the list looks like this:

S - Siege, Illian
A - Zico, Quavon, Tristan
B - Bryce, Elle, Vidael, Atleif
C - Sasuke

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Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)
#56  April 22, 2022, 09:57:41 am
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Sasuke needs buff capcom pls
-STREET FIGHTER VI WAITING ROOM-
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Re: Last Bout: Styles Will Clash (Updated w/patch 2/28/2022)
#57  April 22, 2022, 06:29:08 pm
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I don't know about the mid tiers because I haven't played it PvP, but I had the same gut feeling for Illian and Sasuke.

if you hit Space Bar to fill them during the intros of a regular match, this will cause the Defense Bar to stay full in other modes too. Simply do not do that, lol. If this cause sproblems I might just remove it in a further update
The other day I remembered that you could (and should) just distribute the game with the debug keys switched off.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)
#58  June 22, 2022, 05:08:43 am
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found a infinite/glitch with Atleif's ego drive. the j.HP causes a crumple but does not actually use up the ego drive which causes an infinite on Illian because he can re-jump into j.LK back into the j.HP