3 Things you LOVE and HATE about most 2D fighting games.

There's nothing wrong with counter picking. The ability to learn new characters to respond to matchups is often considered a sign of an intelligent player. The ability to pick a character based on the tools they have and not for superficial reasons, is a sign of a mature player.
 
Going to repeat that GGPO is the ONLY way to make a fighter with online play. It is cheap to liscence and hands down the best fighting game netcode out there. We are all consistently baffled that Capcom won't use it in there AAA fighters, instead opting for some awful in-house netcode that lets us down time and time again..
 
Going to repeat that GGPO is the ONLY way to make a fighter with online play. It is cheap to liscence and hands down the best fighting game netcode out there. We are all consistently baffled that Capcom won't use it in there AAA fighters, instead opting for some awful in-house netcode that lets us down time and time again..
SFxT netcode was decent before the sound fix. Almost as good as GGPO (not surprising since it used rollbacks just like GGPO).
 
wow you guys are pretty solid on what you want!

Im going to need to contact you guys as the game develops to get your opinion! Not sure if you can do game testing online, im new to this!

Not a programmer just a visionary. :)

This is great stuff tho!!!
 
Likes
-Short and sweet combos. Leave the 30-second combos to Mahvel and keep it quick.
-Variety. Older fighters gets away with clones because of their age. Do what ASW did and start with a small-but-diverse cast, then expand slowly.
-Simple mechanics. Don't flood the game with a bunch of ridiculous mechanics that are all integral to doing something other than running in and kicking them in the teeth (Looking at you, P4A).

Dislikes
-BROKEN mechanics. This mostly plagues anime fighters (NUNS's substitution, DBZ:BT's size system), but if you build in mechanics that force a very specific style of play on the whole cast, no one's going to like you.
-Charge characters. A personal hatred of mine. I just loathe the input.
-Bad audio. I do still listen to fighting games, so make sure the SFX, music, and voices (if there) fit the setting.
 
Specific mechanics I like:
-2 button dashes (Marvel, Skullgirls)
-8 way airdash
-pushblock
-2 button throws
 
Well actually we were thinking of this for controls

Button 1: Block
Button 2: Jump
Button 3: Light Punch
Button 4: Light Kick

Trigger 1: Hold Down with kick to do HEAVY KICK
Hold Down with punch to do HEAVY PUNCH

Trigger 2: Unlocks 1 of 2 special modes on what we call "THE ADVANTAGE" Meter....(I can explain these modes in detail if you want)


This way, we can incorporate the top part of the joystick in a special move/combo without the character jumping.



What are your thoughts?




Another idea we had was having the player RELEASE the button in order to get into the recover phase of the animation. Another words if you hold the punch button, his arm will be still extended. This has a more natural feel to the moves and it forces the player to be faster to have the advantage.
 
Block buttons lose a lot of depth that holding back to block can give you. Jump button sounds weird but I don't really see any problem with it.
 
Well actually we were thinking of this for controls

Button 1: Block
Button 2: Jump
Button 3: Light Punch
Button 4: Light Kick
Block needs to be put back to holding back. Mapping it to a separate button reduces the tactical depth of the game by removing left/right mixups and cross ups.
Trigger 1: Hold Down with kick to do HEAVY KICK
Hold Down with punch to do HEAVY PUNCH
Horrible idea. All this does is add another arbitrary execution barrier for both pad and stick players. Having to hit one button is better than two.

This way, we can incorporate the top part of the joystick in a special move/combo without the character jumping.
Again, jump should be mapped to up. It's more intuitive that way, especially when dealing with high/low/jump mixups where both hands are actively doing inputs.

Also, having up as jump allows for some execution tricks like "tiger kneed" jump moves where hitting :9: or :7: after an input allows you to do aerial specials immediately off the ground (e.g. if I have a move that is activated by doing :2::3::6: in mid air, doing :2::3::6::9: allows me to do the move almost instantaneously off the ground).

If you really want to not have people jump by mistake by doing moves, then don't use inputs that require hitting the up button. Either that, or follow SkullGirls' lead and make it so that the character doesn't jump when the system detects that you're doing a move that requires an up input (360s).

In general however, for the sake of accessibility and familiarity, it would be best to limit your moves inputs to quarter circles (:2::3::6: or :2::1::4:) or half circles (:4::1::2::3::6: or :6::3::2::1::4:). Other moves can simply be command normals (any direction plus the attack button).
Another idea we had was having the player RELEASE the button in order to get into the recover phase of the animation. Another words if you hold the punch button, his arm will be still extended. This has a more natural feel to the moves and it forces the player to be faster to have the advantage.
Nope. Not only is this another arbitrary execution barrier, but it messes up with certain execution techniques like negative edge. The latter (negative edge) is based on how moves come out on button release in 2D fighters. This means that you can hold Punch, do :2::3::6: , then release Punch to get a special move. This not only helps make executing moves easier, it also allows for some execution tricks for combos. For example, in SFIII 3rd Strike, to do Chun Li's crouching mid kick into Super Art 2, I do :2: hold MK, :3::6::2::3::6: release MK. A more advanced version would be her back+HP, Fireball to SA2. Here I do :4: and hold HP, :1::2::3::6: release HP (for the fireball) :2::3::6: + HK for the super. In this one, I've not only buffered the input for two moves in one, I've also used negative edge to do 1 command normal and 1 fireball with only one input.
 
wow thanks d3v for that indepth response.

Im going to get at you for some more questions then if you dont mind. You obviously have an indepth grasp on fighting games!

I just enjoy them alot on the surface level, I am not well educated on all your terminology and the culture in general! But I sure appreciate this!

:)
 
LOVE:
Characters are created with very distinct strengths and weaknesses that you don't really see in 3D fighters. They are also usually all given things to "break the rules" of the engine because of this. It all adds up to a very rewarding system in good 2D fighters.

Spacing is far more reliable and rewarding in 2D fighters.

Never having to worry about axis issues.

--

HATE:
Oki is often very strange and vastly different from 2D fighter to 2D fighter. Some pretty much offer you nothing for a knockdown, even discouraging you from hounding them on the ground with an invincible DP. Others make oki a bit too strong. When it is done right, it is fine though.

I've never been a fan of how delicate throwing is in 2D games. Reach is garbage even for grapplers with grab range in almost all games. Balance is key in this decision and I understand it.

Modern 2D fighters are far too option select/comeback mechanic/combo oriented. Supers and meter can be done right and it has been done right several times. No reason to fuck with that delicate balance even further by adding more shit to let scrubs feel good. That is the point of their addition though.

Going to repeat that GGPO is the ONLY way to make a fighter with online play. It is cheap to liscence and hands down the best fighting game netcode out there. We are all consistently baffled that Capcom won't use it in there AAA fighters, instead opting for some awful in-house netcode that lets us down time and time again..

GGPO is not remotely close to as good as it gets in netcode. Even the PC client is pretty shitty in reality, but it is nice for convenience sake.
 
GGPO is not remotely close to as good as it gets in netcode. Even the PC client is pretty shitty in reality, but it is nice for convenience sake.
In terms of the actual network experience. Nothing comes close. It's the closest you can get to offline while playing online since the timing of combos doesn't change due to variable input delay.
 
Like:
- Blockstrings and meter building
- Spacing and footsies
- Staggers and cancels

Dislike:
- Jumping and dealing with it
- Utter lack of game balance
- 6 out of 36 characters being any viable on a high level
 
BTW Here is the main Character "Brok_Homz The Lone Wolf". As you can see he is kind of based off of Terry Bogard and specifically his stance is based from the kof13.

But actually the character is my rap artist persona :) here www.brok-homz.com


And actually the whole game is based on the mythology story I have been and will be telling on my albums. They kind of will mesh together :)


leftpink.gif
 
And actually if any animators can replicate this style, and/or your someone who wants to help with the move list.

Get at me ;)

Either Message me on here or goto my website www.brok-homz.com and fill out the email for on the bottom of the page!

You guys are awesome!
 
Point being, don't put more chars in than are worth playing. Happen to like a crap tier character? Sucks to be you. BAAAAD policy.
Except you can never really tell, especially when we do tend to break these games and prefer to keep them broken.
 
Yeah I agree! WHen you make a game start out with a solid smaller roster, that is diverse. And then if there is high demand for the game, people will be willing to download more contact or buy a more expanded version in the future.

Right now we have 8 playable character concepts and 1 boss....i might scale that back a bit though. Based on the fact that animation takes quite awhile! :O
 
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