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JCOnyx
Hmm gotcha. I don't have too much experience with the new GC adapter. Hopefully there is a way it can work as either Dinput or Xinput. Would have to wait until after Xmas for myself to be able to give it a shot
. I have heard of people getting PS3 controllers working as Xinput (the default setting) so I know that has worked in the past.
And I use Fraps to record gameplay. If your computer is struggling to record, try to play and record in window mode instead of full screen. If you want to the game to big on your screen still, try reducing your resolution while playing.
Hmm Zetterburn damage not factoring is a bug. I'll add it to my bug list. Yeah Wrastor MIGHT still be broken. The fact that you can DI vs him more than other characters definitely helps.
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TOGOpuff
Cool! Thanks for checking it out. Hopefully some we get some portuguese fans from your videos.
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Hatninja
Cool thanks for the bugs. Not sure about the running slowly on your pc. Can't help too much without more specifics.
I can add a back button on stage select though. Will probably be helpful to players who need to get back. Might actually use 'back' instead of B though so players don't accidentally do it too much. You can click the stock button at 1 and 99 but it doesnt do anything right? You can move out of respawning platforms just not right away. And yeah that HUD thing is a bit jarring. Will see what I can do.
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Puppyfaic
The reason I did NSpecial as only standing on it for now is that Kragg's options are limited when he is on it. Also the visual fits when standing on it but doesn't quite first for if it is by the side. Would have to make a new animation and I am already onto the 5th character development now. Going to hold off doing changes that take a ton of work until I know they are needed.
Yup Neutral throw into spike is sweet
and dash cancelled smashes are meant to be a strength for Orcane. He is a ground based character along with Kragg
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Xanthus
Yeah bubbles have their own damage code. They have actually always gone through the side b. I did that because orcane didnt really have anything to do against Kragg's side special. Now that he slows to a stop when hit, I could probably just have bubbles stop him just like other attacks stop him. I'll add it to my to-do list.
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Bakuryu
Thanks for the feedback! Yeah I could see a different place being better. A bug database would make for limited discussion between players though. But a forum does mean topics will repeat unless everyone reads through the pages of history.
Nope, not edge grabs planned. The wall jump definitely helps here giving you one more option for stalling or getting back at a different angle. And yeah I have noticed that all the characters except maybe Zetterburn can always make it back on stage if they don't get sent off the blast zone. I think this works pretty well because that means that edge guarding often comes into play. Spikes and just waiting for your opponent to land and then punishing them with a strong hitbox seem to be the best ways to guard an edge. You can parry up specials but they continue their momentum so can't usually be used as an edgegaurd right now.
Yeah most the deaths from the bottom of the stage happen from either gimps or spikes. You can gimp certain characters though. Kragg needs to hit ground before he can pull a wall. If you predict when he will pull it you can smack him right as he performs up special. The killing topic has been brought up before. What it comes to is that the game is designed to have moves that can kill and moves that can combo. Wrastor is designed to have to set up into his kill moves with his combo moves. This is one of the weaknesses of the character since his combo game is so strong. Also part of the reason up kills are easier is that the stages are very rectangular since the game is designed with 16:9 in mind instead of 4:3 like melee was. If you are fighting on the side of a stage, kills to the side blastzones are still effective. Forward Smashes, Zetter Down Smash. Kragg rock kills.
Grabs are most likely not going to be implemented. There are other moves that will serve the purpose of combo starters (Wrastor Down Special, Kragg Down Special). The RPS triangle has been removed. From the beginning Rivals has been designed as an offensive focused fighting game. In that way we have limited defensive options. Now the counter is a timing test. Parries require very strict timing and rolls require you to space them well in order to use them to punish someone. Parry may not have down sides but it also is hard to become reliant on because of how quick offensive tools are. I could simple retreat my aerial and not hit you then land next to you and smack you with an attack if you choose to parry. Parries are something I will be watching so they don't overcentralize high level play. Up to this point in development, they have not.
Spawning on the center of the stage makes sense. I could also likely extend the invincibility a little bit as it is quite short now.
Zburn:
It's not a meteor but does have low hitstun. No moves have meteor properties yet. One of the reasons the AI is so good at getting back from it is that the AI is frame perfect on when to recover. Players are likely to take a few more frames to get out.
Orcane:
Forward air is a very janky move but it can be used in his combo game if you can time it just right. He is also quite good at gimping even without a puddle thanks to his superior horizontal recovery with side special.
Wrastor:
Yup. As mentioned before that is meant to be part of his weakness. He can combo quite well but needs to land slow and predictable kill moves. You really have to read DI and place your kill moves where they are going to be.
Kragg:
Yeah the rock does teleport players. This is because I don't want the game to have time where you are inside the rock. Rather than pushing players out slowly, it pushes them out instantly. The side special being a grapple is interesting. Part of his design is that he can roll into a ball though (part of his visual design). I would like to use that on a Special to tie that together.
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Streetwize
Tap Jump up special added to bugs. Will see how i can fix it.
Yeah you can't fast fall when helpless. This is to give you a bit of punish when trying to use Special moves for kills. I could see that it hurts recoveries a bit but I haven't noticed it being too overwhelming.
Wrastor:
Up tilt is strong to give him a grounded base kill. Definitely helps him get less predictable. It may seem a bit weird, but the tilt is much slower than other tilts in the game. Think of it a bit like Ganondorf's up tilt (though not that slow :D) I could reduce the hitstun on it perhaps. I wouldn't hit it much though. What would you change about his Nair? Ahh down air does have the wrong hurtbox. Thanks for pointing that out. It is a bug.
Kragg:
Hmm yeah the block has 10 HP. I could look at lowering it now since Kragg auto breaks. Maybe 8 hp is a happy place. I don't want jabs to be breaking it for sure.
Yeah I maybe ill buff his short hop slightly or give the rock a little shorthop push or something like that.
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akf09
Don't have plans for clinking yet. (Basically ground-ground trades in Smash IIRC)
Yeah I will have a random option in game soon. Just haven't had time to script and implement yet.
You want team attack on by default? Because there is an option for it now.
All of Wrastor's aerials are weak but that is because he can combo like a fiend.
And yup. We plan to have full controller options on character select. Going to be tough with the small space we have but we are going to try
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Xanthus
Sounds good. If I keep doing long posts here then I won't have time to update there as well, but perhaps a wiki is easier to do everything at? I've never used one for game feedback.
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likiji123
Think of Wrastor's Forward tilt a bit like Ivysaur's in Smash Bros Brawl. A lingering multihit that is good for intercepting jumps.
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Bakuryu
Yup Parry and Parry counters are something I have been thinking about. But I am following a game dev trick for them. If it isnt broken now, don't fix it. Parries not having a true counter is an issue on paper. I have yet to see them be an issue in a high level match. Until I see them abused and how that works, I will probably be letting them continue as is
-Dan