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Super Smash Flash 2.
#16
Glad you guys are diggin' it. Smile
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#17
(11-06-2012, 10:35 PM)[TSON] Wrote:
(11-06-2012, 06:53 PM)Gaia Wrote: Also there seems to be a consistant issue with each character's respective art style (Project X Zone found a way around this, so you should look into that, I am doing something similar too with my current sprite project).
Which issue are you referring to?

Style clashing, which is has been pointed out before.

(11-06-2012, 10:35 PM)[TSON] Wrote:
(11-06-2012, 06:53 PM)Gaia Wrote: Also there seems to be looping issues with the music as wel,
Which songs are you having loop issues with? I believe there's only one that's completely botched and we've already squashed it in v0.9.

It's the menu theme that has a bit of a delay before the song starts up again after it finishes.

(11-06-2012, 10:35 PM)[TSON] Wrote:
(11-06-2012, 06:53 PM)Gaia Wrote: (with the ever oh-so controversial) Mega Man's weapon ability seems very akward to properly utilize (I'm having to hold down one of the wsad keys while selecting a weapon? how does this work? It also leaves the player vunerable.)

We've gone through quite a few revisions of this move, actually. Generally feedback on this one has been the best, especially from competitive players which were asking for a quicker way to get the power they wanted.
What you do is, hit down+special and hold special as you hold a direction (or no direction for mega buster) and release special. Sounds really complicated, but it's the best way to do on-the-fly switches quickly. If you hold downB you should get a feel for which power is where easily.

It can get complicated with four Mega Men running around on the feild, but I suggest keeping down+special with metal blade, hard knuckle as foward+special and beat as up+special. back+special should be proto-strike (the sheild) by simply hitting those comands rather than holding downB which would slow the fight down.

But I'm glad you are handling this well though.
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#18
There's two things I would like to point out.

Green Hill Zone is lagging pretty bad for me, and on Target Smash, Donkey Kong and Mega Man just fall through the thin platforms making it difficult to complete the level in under 20 seconds. Anyone else have these issues?

On a side note, I've unlocked the secret character and the two bonus levels! Cute
[Image: 582217063e.png][Image: RWDCRik.png]


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#19
(11-07-2012, 07:54 PM)ShadeDBZ Wrote: There's two things I would like to point out.

Green Hill Zone is lagging pretty bad for me, and on Target Smash, Donkey Kong and Mega Man just fall through the thin platforms making it difficult to complete the level in under 20 seconds. Anyone else have these issues?

On a side note, I've unlocked the secret character and the two bonus levels! Cute

Those are both known issues. Should be fixed in 0.9!
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#20
(11-07-2012, 07:14 PM)Gaia Wrote:
(11-06-2012, 10:35 PM)[TSON] Wrote:
(11-06-2012, 06:53 PM)Gaia Wrote: Also there seems to be looping issues with the music as wel,
Which songs are you having loop issues with? I believe there's only one that's completely botched and we've already squashed it in v0.9.

It's the menu theme that has a bit of a delay before the song starts up again after it finishes.
Gotcha. Will be squashed!

(11-07-2012, 07:14 PM)Gaia Wrote:
(11-06-2012, 10:35 PM)[TSON] Wrote:
(11-06-2012, 06:53 PM)Gaia Wrote: (with the ever oh-so controversial) Mega Man's weapon ability seems very akward to properly utilize (I'm having to hold down one of the wsad keys while selecting a weapon? how does this work? It also leaves the player vunerable.)

We've gone through quite a few revisions of this move, actually. Generally feedback on this one has been the best, especially from competitive players which were asking for a quicker way to get the power they wanted.
What you do is, hit down+special and hold special as you hold a direction (or no direction for mega buster) and release special. Sounds really complicated, but it's the best way to do on-the-fly switches quickly. If you hold downB you should get a feel for which power is where easily.

It can get complicated with four Mega Men running around on the feild, but I suggest keeping down+special with metal blade, hard knuckle as foward+special and beat as up+special. back+special should be proto-strike (the sheild) by simply hitting those comands rather than holding downB which would slow the fight down.

But I'm glad you are handling this well though.
Ehh. Smash's control system isn't meant for differentiating between forward/back specials, that can get really messy. I'd like a system where we could use all of the specials right away, just... gotta think of one that works, you know?
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#21
I like this game too much and feel comfortable after play this game and its very charming and valueable to all the other games..i play 3 times this game but i feel very happy and nothing to others...
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#22
oh forgot to add this new video. it shows some of the physics improvements we've made

http://www.youtube.com/watch?v=ce8JapeG2VQ
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#23
Hey TSON, not really sure if you remember me, Blackhole44 or Teh Blackhole, I wasnt really popular around there, I really liked the game, can't wait for 0.9, Btw sorry for just disappearing without saying goodbye, (If you can even remember me...).
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#24
Whoops! Our latest version, v0.9, has been out for about a week now. You guys should download and tell me what you think! It adds several new characters and physics improvements, also CPUs are a lot better. Stages are way more immersive as well.

http://www.mcleodgaming.com/downloads/SSF2DemoV0_9.zip
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#25
A few issues I noticed about some of the levels...

[Image: iEjHHEzQw4yiU.png] - The background cuts off on the side of the screen in the stage "Phase 8".

In the level "Bowsers Castle", there's way too much going on in my opinion and there needs to be some heads up about the Thwomp coming from the ceiling, perhaps a red arrow pointing down or something?

I'll still look for issues like that, but I am enjoying the game so far!
[Image: 582217063e.png][Image: RWDCRik.png]


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#26
Whoops. *writes note down*

To know if the Thwomp is coming down, watch for the camera zooming out.
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#27
Besides far, long gone, too far in development to fix issues like sprite clashing, I see the game has improved very much.
My main 2 gripes are the physics, such as running and jumping cancelling all momentum, it not being as fast as I'd like, small hit-boxes for some moves that should have larger ones (Mario's sexkick), hit-stun being nearly non-existent (leading to the spammish looking nature of a lot of fights).
Secondly, it's the optimization. I'm getting fluctuating FPS out the ass constantly on the 9/9 computers I've played this on. I've never once seen SSF2 run fast, and STAY fast.

In other news, Bomberman is fun to play, but I feel his kicked and thrown bombs should stop against other players, and also lightly damage them.
~~LOVE~~ 1, 2, 3, 4, 5, 6, 7, 8, 9.
[Image: mousey.gif]
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#28
So......BADASS!
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