cecil-if-you-please asked: Ok, I feel like a moron now. Not even five minutes after asking my previous question, I've discovered that holding the start/return button and then pushing a button to select your character selects an entirely different color. After discovering this, I'm curious; was this feature meant to be explicitly known by players? I don't remember reading about it anywhere. Was it discussed on the stream that I have yet to watch?
I never actually mentioned it since I assumed (for some reason) that people already knew to try that. Basically, the first 6 colors are intended to be relatively normal and the second set of 6 (holding start) tend to be a bit more out there.
Ok this is the last thing I’m going to do for a while. This small update reduces the BIN Cancel lag a bit and swaps the relatively useless burst dash with a multi-directional short hop.
Hit download to grab it.
Anonymous asked: The character cast seem really cool! Will there be other playable "inhuman" characters? Like the dryad and the pink squid in previous artworks of the game. (Sorry I don't know their names).
I don’t have a ton planned, but there will be a few. The two you are referring to are Pearl and Ghosteo respectively. You’ll likely see very few animal characters since generally I’m not a giant fan of those, but weird alien-types? Most definitely.
I’m trying something experimental out here, so let me know what you guys think.
It’s nothing too major but this patch does a few things. It reduces the length of combos even further, but increases overall damage. Also jumping has been altered slightly so character spend just a tiny bit more time in the air.
Binary cancels also now have a bit of a delay to not only make links a bit more tough, but to make some of the pressure you can maintain from Binary cancelling blocked moves.
Let me know what you guys think of this. I can easily roll back changes if the general thought is negative on this update.
For a full changelist, hit the jump.
zero-starlight asked: (If you don't mind me asking, when is a more comprehensive training mode going to be implemented? By this I mean showing button inputs, that kind of thing. I'm not a big fighter player and I'm having a lot of difficulty doing anything advanced on a keyboard. Thanks in advance.)
I don’t mind you asking at all!
Unfortunately, my response to this may not be terribly satisfying. A great deal of the cause for the extended delay on this recent update was due to me trying to implement exactly what you are asking for. I have a more comprehensive training mode half-way done, but the big problem is that MUGEN (the engine Rumble Pack is built in) is closed source. This means that I cannot make any changes to the way the game functions without some extensive workarounds. I really only have control over the characters themselves.
My only option to having more training options is to build them directly into the characters. This does technically work, but, again, there are certain limitations that I am not really able to get around right now. I simply don’t know how to trick MUGEN into functioning like this. Contrarily, I can easily get Unity to do what ever I want it to since It’s an open source engine. I don’t have to do any weird workarounds.
I do hope to eventually finish this training mode extension, however. I just need the time to sit down and really get at it. My relatively new job keeps me pretty busy these days though.
Anonymous asked: Is Sofie going to get visually redesigned for the Unity version too? I think shes awesome the way she is :c.
Sofie is one of those unique characters in the game that are pretty much fine how they are. Included in this group are Roy, Oliver, and Supercut as well. They may get some minor tweaks here and there, but they’ll remain pretty much as is. Really, you can just expect some minor facial adjustments on Roy and Sofie to fit in a bit better. Supercut maybe getting an overhaul though. I’ve been toying with making him look more epic. I’m aiming for something in the “comically serious” realm.
Rumble Pack 1.70 is now live!
To make life a lot easier on everyone, I’m doing things a bit differently now. For more information on this, hit the jump below.
Ok guys; as promised, the 1.70 patch will be released tomorrow. I was not able to include everything I wanted to and a few things will have to be omitted. There are a TON of changes to this new version so I wont really be providing a full change log for everything. I’m sort of treating 1.7 as a new game in itself.
So what will be included in this patch?
- Completely redesigned juggle/gravity system
- More combo flexibility
- New character (Petra)
- Fully redesigned and re-imagined characters (Sofie, Charlotte, Nadia, Zxppxr, Natalia)
- Damage output designed to allow for quicker matches while attempting to maintain a reasonable amount of motivation for resets
What will be missing?
- A few characters lost a style here and there since I was unable to completely finish them in time (Zxppxr lost DEC and BIN style and Sofie lost BIN style)
- There will not be a tag mode. It’s not currently viable with the multiple fighting style system.
- Some of the character’s command lists will be outdated. I’m hoping to fully resolve this before the release tomorrow, but if I don’t have the time to do so, you may need to “discover” new stuff until I am more able to update them.
As long as I am able, the download will be posted tonight at midnight (PST) so keep an eye out for the update!
Anonymous asked: is B.L.U jesus? \-o-/
I’m fairly certain he is not.
Anonymous asked: why tiny torsos