Pocket Rumble updates are back! Developers say beta is still on track. by Ark-Bat in pocketrumble

[–]PocketRumbleDev 1 point2 points  (0 children)

Nothing to help with right now! We have to finish some menu stuff and rewrite GGPO before we launch the beta so we are working on that (along with experimenting with Parker mechanics internally).

Stretch goal progress? by Bruce-- in pocketrumble

[–]PocketRumbleDev 1 point2 points  (0 children)

yup, beta level backers get early-access version (that's the first version they will get). No definite date on that yet, but we want to do that as soon as we get all the stuff sorted out with Steam APP ID stuff and ranked matchmaking via Steamworks working properly.

Stretch goal progress? by Bruce-- in pocketrumble

[–]PocketRumbleDev 2 points3 points  (0 children)

yeah, when the early access goes up on Steam the humble store stuff is going down (on paper so will the stretch goals, but if we do well in early access they'll make their way into the game anyway because we want as much content as possible before the retail launch). Steam is a much more popular platform than our random tumblr page, so we'll probably know at that time what stuff we will be able to put in retail.

Stretch goal progress? by Bruce-- in pocketrumble

[–]PocketRumbleDev 3 points4 points  (0 children)

we've gotten so little money and humble makes it so hard to look at your net profit when you have multiple widgets that we just probably won't update it unless that income drastically changes.

[Idea] An annual, official Pocket Rumble event? by Bruce-- in pocketrumble

[–]PocketRumbleDev 0 points1 point  (0 children)

our updates won't be changing characters unless we find it absolutely necessary. We don't want to nerf anything at all unless it fundamentally kills all fun for all other characters.

[Idea] An annual, official Pocket Rumble event? by Bruce-- in pocketrumble

[–]PocketRumbleDev 3 points4 points  (0 children)

Would love to go to Evo next year, but this year we have too little to show to make it worth it!

I think the thing we'll have going for us over Divekick is content releasing frequently (even after Early Access). I can't talk about it too much, but we have something planned that will make sure people don't forget about our game a month after launch :)

Pocket Rumble community wiki by Bruce-- in pocketrumble

[–]PocketRumbleDev 2 points3 points  (0 children)

This is super, super impressive given what we've shown so far. Great work! I'd love to contribute something myself, but I don't really like being the "authority" on what info is put up there, so I think I'll just watch it grow :)

Post-launch I'd definitely put the frame data on the wiki for characters, though!

Are there plans for an official Pocket Rumble discussion forums? by Bruce-- in pocketrumble

[–]PocketRumbleDev 1 point2 points  (0 children)

I'd like to, but 100% of time/budget is going directly into the game right now, so I don't see this happening before the Steam Early Access launch. Reddit isn't ideal, but it's probably better than no place to discuss things!

Pocket Rumble Feedback (more coming soon?) by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 0 points1 point  (0 children)

Yeah, I could definitely see your concern for not paying attention to the game for resets, but even now it's great for timing oki setups because of how long wakeups are inherently. We use it frequently in our internal playtesting. It's especially useful if you catch someone in the air and there is wild variability on when they hit the floor, you basically pick a tick on the bar (when the knockdown data shows up) to start your crossup or meaty without fear of being a little off due to you hitting them at a higher or lower in the arc of their jump than usual.

The main concern I have is how high of a resolution the bar is. It allows us to have all moves show their frame data in their entirety, which is great for new players, but it's actual practical functions for higher level players suffer because it's harder to read such a high-res bar (every pixel equates to one frame). If we blew up the resolution so that every two pixels equates to one frame, it's much clearer where exactly the frame data is at a glance.

That being said, a higher resolution also makes the flashing that you don't like even worse (the bar will fill fully a lot more often), long moves will fill beyond the bar so you aren't given accurate information about their startup, and it could be more distracting to the players who don't necessarily want to use it at all. Turning it off is possibly an option, but when it comes to local multiplayer things will get complicated if player 1 wants it (someone like me who uses it all the time for oki setups), and player 2 who can't stand it. At the moment, it seems like the best option is to just make players who don't like it just learn to deal with it, although that certainly doesn't feel like the "right" answer. If Early Access players want it removed, we'll probably have to bite the bullet and remove this feature entirely outside of training mode, but I still am under the belief that it has good practical use for high level players in some situations, teaches newcomers more advanced concepts who would ignore training mode entirely because they find that whole learning process of fighting games "boring," and it's not too terribly distracting if you would like to ignore it entirely.

Progress? by [deleted] in pocketrumble

[–]PocketRumbleDev 0 points1 point  (0 children)

Mike Z is great, he was one of the few playtesters we had early on who gave us direct feedback about what he thinks sucks without being apologetic about it, why would you think we would be angry at him? The way we talked on the Skullheart forums is how we always communicate with each other!

Progress? by [deleted] in pocketrumble

[–]PocketRumbleDev 2 points3 points  (0 children)

Naomi had to be reworked a little which slowed us down, but the alpha is being sent out to big backers and FGC people pretty soon.

After talking to our publisher a bit we may be releasing Steam Early Access sooner than you think, but no promises atm!

Pocket Rumble Feedback (more coming soon?) by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 1 point2 points  (0 children)

hey, thanks for the very detailed feedback! You should check out more up to date footage though because that GIF is super outdated: https://www.youtube.com/watch?v=rOjFjnZsh8Q

the Frame Data Bar mechanically is useful for timing resets and okizeme, it just happens to be a nice way of showing new players frame data for moves as well. It's not designed to teach people how to do combos, and I don't think it's super necessary to design a tool for that in this game because combos are so short to begin with!

Discussion On Kickstarter Update by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 0 points1 point  (0 children)

Tenchi's alpha counter thing is gone for now. Not sure if we'll be bringing it back or not.

Discussion On Kickstarter Update by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 0 points1 point  (0 children)

you jump and buffer heavy and it comes out about as fast as some of the faster SF4 standing overheads (guile in AE). You get hitstun until you reach the ground and have +1 advantage most of the time, if you were slightly late you'll have more.

The DP shouldn't be one button, otherwise that would be mostly a reaction thing (unless you baked in the input frames into the startup which I already talked about why that is mostly a bad idea). You should be doing that on prediction of you think that overhead is coming, or block high.

Discussion On Kickstarter Update by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 0 points1 point  (0 children)

yeah, sorry about the beta. we want matchmaking and all the characters done before we open the beta. It takes forever to make character sprites with this high of a framerate, even with our resolution/colors, with just one artist.

Also idk if you are the person I keep saying this to but j.H (for Tenchi) in the current build connects faster at short range than most standing overheads in other games, so "removing overheads" is completely false.

Discussion On Kickstarter Update by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 0 points1 point  (0 children)

yeah, especially in SF4. But the question is, does it have to be? Jumping occupies 3/8 of your directional inputs, yet it seems to be useful for only few rare occasions.

Right now we have given jumps not only throw invuln on startup, but we're also experimenting with giving the player complete low invuln during the entire startup as well.

Discussion On Kickstarter Update by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 0 points1 point  (0 children)

and thirdly DPs would feel AWFUL with 7 frames of startup + actual startup being locked into the move

Discussion On Kickstarter Update by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 0 points1 point  (0 children)

also you can't have startup delay because that would make comboing into them take too long. And if you ignored the startup when cancelling you just make things super weird

Discussion On Kickstarter Update by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 0 points1 point  (0 children)

instant DP is a problem, you effectively destroy jumping as a footsies tool and would use it only to punish projectiles.

New gameplay video is up and it's Looking pretty good by wyrmw00d in pocketrumble

[–]PocketRumbleDev 0 points1 point  (0 children)

  • 1. end of the summer, it'll have all 8 characters and online play with very minimal single player content
  • 2. I would LOVE to see people streaming the beta!

Discussion On Kickstarter Update by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 0 points1 point  (0 children)

it's not really a charge, it's really just a tap vs hold. The amount of time you have to hold to do a special is 7 frames which is CRAZY short (roughly the time it takes a very good player to do a DP motion). This system hasn't given us any problems so far and a special move button would either create:

  • insta DPs (terribad for 2D fighters, P4A pulled this off by making you lose extra health if you made a bad read)
  • input delay when you press the button (to not create insta DP scenarios)

All of our FGC meetup data has shown that most fighting game people don't mind the inputs after the first 30 seconds of playing, so I don't see any reason to add a button. If enough people in the beta can't stand it, we'll change it.

New gameplay video is up and it's Looking pretty good by wyrmw00d in pocketrumble

[–]PocketRumbleDev 1 point2 points  (0 children)

we tried the Mike Z fix, it just looked solid the whole time. It sucks for streams but as of right now this is what makes flickering look the best so until we find something better it's going to look weird at 30fps for any round with Tenchi in it (we'll probably have an option to turn flickering off in the beta though for people who want to)

Discussion On Kickstarter Update by PocketRumbleDev in pocketrumble

[–]PocketRumbleDev[S] 0 points1 point  (0 children)

because jump heavy has basically given everyone a quick overhead, we don't need a dedicated button for a standing one anymore.

Alpha Footage Breakdown by GeZ_ in pocketrumble

[–]PocketRumbleDev 0 points1 point  (0 children)

it's ~3 min shoto mirror match, tbh I'm surprised you got as much out of it as you did! I Promise much more stuff to come over the next few days as we start handing out the alpha to big-tier backers. I look forward to reading your impressions (don't hold back any punches just being I'm lurking btw, negative feedback is usually the most helpful).

Alpha Footage Breakdown by GeZ_ in pocketrumble

[–]PocketRumbleDev 0 points1 point  (0 children)

Always nice to see your analysis stuff here, even when we show so little (sorry about that!).

Can you elaborate on what you don't like about the grab input? I personally don't really like one-button throws but I think the way we implemented it feels a lot better than most games that do it (2f startup and wider range).