Anonymous asked: Saw you posting on the EF-12 greenlight. Do you have any interest in that engine?
I’m keeping my eye on it for sure. As it is right now, it’s not quite what I’m looking for but it’s very close. I’ve already poked around with it and it’s very easy to use, but it’s missing some functionality that is very important for 2D games. Also the way it handles frame data on the developer side is a bit odd, but I’m sure they know that.
A bit drawback is no confirmed netplay support, though it does seem like they are interested in at least considering it.
The engine definitely looks solid for 3D Tekken or Soul Calibur style games and (quite frankly) the version I toyed with back in September or so was nearly good enough for just that.
Right now, I’m going to pass on it since, in its current state, it means I’d pretty much be porting my MUGEN game to a better, newer, much fancier version of MUGEN. I’m not terribly keen on doing that.
pixelsquidy asked: When the Unity version comes out will we be seeing all characters at start of game or will we get updates adding others
I’d like to release with at least 12 (3 fighting styles each), but I’ve got more than 30 characters at least partially planned out so future updates would be the long term plan there.
pixelsquidy asked: Can we be expecting Alt costumes? because ive been have ing these ideas were youd select your char with start button and you get you character in a very pixalated style. id like to see that ಠ3ಠ
There will definitely be alternate costumes at some point down the line. I’ve already got this all planned out, but in order to avoid mentioning something I can’t deliver on, I’ll keep it to myself for the time being. I can almost guarantee you’ll like it though.
Anonymous asked: I'm not sure if anyone asked you this already but where did you get the ideas for your characters? Where they already thought of before you even started to make the game or did you think of them on the spot? Do any of them have origins?
Actually, the vast majority of them are characters that have existed for years prior to the game being created. I started drawing comics back when I was in 7th grade or so and I created a new series each year. So I’ve got a rather large character base to work from. Honestly, most of the comics aren’t very good and the art style is very crude, but the characters mean quite a lot to me still. I’d say the best, most readable comic, is the one with Andy and Ghosteo (technically Charlotte and Nadia as well, but they never made an appearance). Sofie and Roy are from an RPG called Peaceful Park I made a few years ago. Yoko and Taeko are from a comic called “Metropolis” (though Taeko used to be called Lucia). Oliver is from a more recent cartoon I did. Tsukiko, Natalia, and IxChel were created for an art project. The only three I can think of so far that were created just for the game were Zxppxr, Xndxrv, and Supercut; though the first two are part of the Andy’s universe. Essentially the game was created as a crossover fighting game (the reason why it used to be called Cross Fighter) that really catered just to me and people I knew, but it sort of escalated.
So yeah. I had a large character pool to work from and I still have a ton left to show.
Anonymous asked: Excuse me, by any chance, are you still looking for voice actors? If so, which characters still need voices? If you don't mind me asking.
Though I am not casting right now, I am looking for voice actors still. I’m currently looking for voices for pretty much everyone except Zxppxr and Oliver. I’ll post more here once I am totally ready.
Anonymous asked: Are there any plans for making Rumble Pack be playable on Linux?
I wish I could put the current build on Linux, but I don’t really have any way to do it. However, since I am moving over to Unity and since Unity works on everything; eventually, yes, we will have Rumble Pack on Linux.
Anonymous asked: So I have your game and it is very very VERY awesome, however, since the patch, TAEKO isn't working correctly everytime i hit C (her heavy kick) in Binary mode, she repetitively does it over and over and I end up having to esc out of training or whatever I'm doing. Please help?
Glad you’re enjoying it so far!
The bug you have encountered is a mistake on my part, not yours. Essentially her Binary style is incomplete and was accidentally left unlocked. I’m hoping to expand and complete this style for the next patch.
Anonymous asked: Would you be avidly opposed to giving some characters more air-mobility options? Just wondering how characters are going to keep up with Petra. I know she's supposed to have very below-average health, but she looks so much fun to play with all those air options. Maybe giving certain characters just a little more air movement with air-dashes or slightly faster divekicks would make the game a little faster paced and just a SMIDGE crazier.
Honestly, I am not a fan of air dashing. When I play fighters that have them, I tend to gravitate towards characters who either don’t have them, or don’t really need them. This is more of a taste preference. I don’t think that they’re bad.
Having said that, I’m not opposed to having more air mobility in some characters. I really like dive kicks and specials that alter air trajectory, so expect to see more of that. Petra is, of course an exception to this and her health is now now as low as it used to be. The tradeoff now is that she cannot do anything post-air dash except for another air dash or a fireball. She cant even do a fireball if she doesn’t have the meter to support doing so. Granted, you can do some very sneaky set ups with well placed fireballs and some creative dashing and teleports, but I’ve worked very hard to make sure these set ups are risky in their own regard.
So to answer your question; yes, you’ll be seeing more of this stuff. However, since this is a game that focuses mostly on ground game, the air mobility will be limited and probably pretty unsafe.
pixelsquidy asked: I like Oliver, a lot might be main when comes out. btw ive seen I minor bug when you do a jump + up + Punch near another players torso (almost ground) It doesn't render sometimes (by render I mean hit .3.). One last thing can you make a alt color for the squid guy thingie blue .3. like me
Yeah this is a strange issue that is hard to fix. You’re witnessing the attack missing on the first frame if the next frame results in the player being grounded. I’m working a way to fix this, but it’s pretty low priority.
If I am able to actually put Ghosteo in the game, sure; I’ll put a blue color in.
Anonymous asked: Are there any characters you honestly worked on longer then others or are you trying to work on everyone of them evenly so you can avoid any overpowered monsters?
This is somewhat of an interesting question.
The first 5 characters in the game were Sofie, Supercut, Zppr, Nadia, and Charlotte in that order. Id say that I’ve spent a great deal more time on these 5 since they were part of the older design. Sofie is probably the most worked out of them all though. She’s been designed, redesigned, re-redesigned, and etc. She’s also getting totally redone for the next patch to help her fit better too.
The funny thing is that nearly all of the older character playstyles are gone. Not because they were overpowered, but because of the opposite. Older characters really did not fit in the pace of the game at all.
It’s hard for me to say if there’s currently anyone overpowered since I know how the game is meant to be played and as a result, it’s hard for me to find weird exploits or strategies. I’d like to say it’s pretty balanced now, but again, it’s hard to say for sure.