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Team Sonic Fighters: Demo 1 released! (Read 5271 times)

Started by GeorgeMP, January 01, 2020, 11:45:51 pm
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Team Sonic Fighters: Demo 1 released!
#1  January 01, 2020, 11:45:51 pm
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It's finally here, the one you've all been waiting for...

...it's Team Sonic Fighters Demo 1!

And only 7 days later than expected!

Download here!
I hope you like it! I worked really hard on it!

Also, be sure to check this thread every now and then for new updates regarding the project.
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Re: Team Sonic Fighters: Demo 1 released!
#2  January 02, 2020, 01:09:43 am
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First of all, the execution is pretty neat as of now, the options screen is silky smooth especially and Devon's logo look official and fresh.
But of course, there's feedback, as I vowed:

General:
1. I'm not sure about the Ready/Go font.
2. Hyper/Power Bar could be a lil' smaller and lower.
3. Level 3s and Level 2s could do with a distinction from Level 1s in terms of super pauses, maybe a simple sound change or maybe a different background color would do nicely.
4. envshake on Hitdefs could help spice up alot of moves.
5. The KO voice is played when WIN pops up.
6. The AI's also a monster, but I haven't found many noticeable goofs with it.

Sonic:
1. Infinite are possible if you do Sliding Kick (Or other suitable launching moves) then cancelling to Sonic Somersault and using the latter over and over.

Tails:
1. It seems like his Launcher (D+c) can't be recovered from (I can make P2 recover from Sonic's just fine).
2. You can infinite with the Fist Trap and P2 can block it when close. I'd also suggest limiting the amount of Traps you can have on screen at once. It could be fun to use though.
3. Flying Slam could do with more impact on the final pounce.
4. Final Flight could do with some plane sounds.

Knuckles:
1. You can infinite with the Rising Upper.
2. P2 can't recover from Grounded Upper.
3. His specials and supers could generally do with swing sounds when suitable.

Shadow:
1. Chaos Spear's hitspark is out of place (Same deal with Triple Chaos Spear).
2. You can infinite with the Chaos Burst.
3. Triple Chaos Spear is kinda dull as of now.
4. I'd suggest adding a big dark energy sound effect of sorts to Chaos Blast.
WIP Schedule:
The next Street Fighter All-Stars update
Last Edit: January 02, 2020, 03:04:07 am by RagingRowen
Re: Team Sonic Fighters: Demo 1 released!
#3  January 03, 2020, 12:11:21 am
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First of all, the execution is pretty neat as of now, the options screen is silky smooth especially and Devon's logo look official and fresh.
But of course, there's feedback, as I vowed:
Glad you're liking it! Another demo will be coming after I get my sixth character done.

General:
1. I'm not sure about the Ready/Go font.
2. Hyper/Power Bar could be a lil' smaller and lower.
3. Level 3s and Level 2s could do with a distinction from Level 1s in terms of super pauses, maybe a simple sound change or maybe a different background color would do nicely.
4. envshake on Hitdefs could help spice up alot of moves.
5. The KO voice is played when WIN pops up.
6. The AI's also a monster, but I haven't found many noticeable goofs with it.
1. I dunno. It looks fine to me.
2. I'll keep that in mind. Maybe by Demo 2?
3. I'll keep that in mind, although I'm still fine with the way it is now.
4. Good idea! I was actually planning on putting that in Tails' Final Flight hyper.
5. Don't know how that could've happened, or how to fix it. Sorry. But maybe you could point me in the right direction?
6. Actually a deliberate design choice. The AI is affected by the difficulty setting, so you may want to lower that.

Sonic:
Infinite are possible if you do Sliding Kick (Or other suitable launching moves) then cancelling to Sonic Somersault and using the latter over and over.
Not a true infinite. The juggle counter acts as an infinite prevention system.

Tails:
1. It seems like his Launcher (D+c) can't be recovered from (I can make P2 recover from Sonic's just fine).
2. You can infinite with the Fist Trap and P2 can block it when close. I'd also suggest limiting the amount of Traps you can have on screen at once. It could be fun to use though.
3. Flying Slam could do with more impact on the final pounce.
4. Final Flight could do with some plane sounds.
1. At first I was a little confused, but I just got done fixing it. You should see it in Demo 2.
2. Unfortunately, that IS a true infinite. I'll definitely want to fix it.
3. Good idea! Maybe I could try adding an EnvShake when he lands?
4. Again, good idea!

Knuckles:
1. You can infinite with the Rising Upper.
2. P2 can't recover from Grounded Upper.
3. His specials and supers could generally do with swing sounds when suitable.
1. Not a true infinite.
2. Actually a deliberate design choice.
3. Good idea! Might want to add that in the future.

Shadow:
1. Chaos Spear's hitspark is out of place (Same deal with Triple Chaos Spear).
2. You can infinite with the Chaos Burst.
3. Triple Chaos Spear is kinda dull as of now.
4. I'd suggest adding a big dark energy sound effect of sorts to Chaos Blast.
1. I'll make sure to fix that soon.
2. Not a true infinite.
3. I dunno. It looks fine to me. Maybe suggest some ways I could spice it up?
4. Good idea!
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Re: Team Sonic Fighters: Demo 1 released!
#4  January 03, 2020, 02:23:47 am
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This happens with all the characters in the roster
Re: Team Sonic Fighters: Demo 1 released!
#5  January 03, 2020, 02:30:40 am
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I agree with the majority of Amidweiz' points.
One last thing with the GO. The fight should, as a recommendation, start when the GO has appeared fully (After warping in).
For the Triple Chaos Spear, I'd suggest making him throw them more rapidly and having knockdown on the last spear.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Team Sonic Fighters: Demo 1 released!
#6  January 03, 2020, 03:37:27 am
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Oh, I want a diagram. I fucking love diagrams.
Re: Team Sonic Fighters: Demo 1 released!
#7  January 03, 2020, 04:44:50 am
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Re: Team Sonic Fighters: Demo 1 released!
#8  January 03, 2020, 04:49:19 am
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 Melee hitboxes (red) still need a good portion of them to have hurtboxes (blue) occupying them from within to allow proper trading regardless, yeah.
Re: Team Sonic Fighters: Demo 1 released!
#9  January 03, 2020, 10:40:15 am
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Given that it's a full game, it ultimately depends on the sort of priority the creator's going for since everyone is like this, plus the overall stubby range means you'll likely trade anyway. Of course it's entirely possible that this wasn't a deliberate design choice and the creator did just add hitboxes on the attacks while using the idle hurtboxes, but I'm sure that'll be answered presently.

Oh, I want a diagram. I fucking love diagrams.
Re: Team Sonic Fighters: Demo 1 released!
#10  January 08, 2020, 08:40:11 pm
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Sorry for a lack of posts. I was hard at work trying to fix the issues you guys brought up.

This happens with all the characters in the roster

1. Very weird. Must be an UnoTag thing.
2. I'll make sure to fix that very soon.
3. I was just making some gameplay changes, particularly to the juggle/infinite prevention system and damage scaling. Should be fixed by Demo 2.
4. Duly noted.
5. Should be fixed by Demo 2.

I agree with the majority of Amidweiz' points.
One last thing with the GO. The fight should, as a recommendation, start when the GO has appeared fully (After warping in).
For the Triple Chaos Spear, I'd suggest making him throw them more rapidly and having knockdown on the last spear.


1: Duly noted, although I'm fine with the way it is now.
2: Thanks! May actually consider other ways to spice it up though, like the Chaos Spears getting bigger each time he throws them.

  • Everyone's basics has infinite/weapon priority

I mean considering how stubby the attacks are, I don't think it matters too much.

I would normally agree with that, but there is basics with enough reach for it (Tails's s.HK comes to mind) also there's this


Melee hitboxes (red) still need a good portion of them to have hurtboxes (blue) occupying them from within to allow proper trading regardless, yeah.

Actually made it my top priority to fix the hitboxes.


Anything to say about the tag system in particular?
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Re: Team Sonic Fighters: Demo 1 released!
#11  January 08, 2020, 09:18:45 pm
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All I have for the Tag System is that Tagging Out sometimes just doesn't want to work, after a bit of time has passed, I'm mashing Start and it's not happening, assuming there is some sort of cooldown, but then it's back to normal when I use an assist.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Team Sonic Fighters: Demo 1 released!
#12  January 09, 2020, 09:29:02 pm
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  • "My God, jelly donuts are so scary."
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All I have for the Tag System is that Tagging Out sometimes just doesn't want to work, after a bit of time has passed, I'm mashing Start and it's not happening, assuming there is some sort of cooldown, but then it's back to normal when I use an assist.

Very weird. Unfortunately, I do not know how to fix that, maybe you or someone else here could tell me how?
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