Universal Kinetic Damage (by Benjamin Marchand)

Discussion in 'iPhone and iPad Games' started by Exact-Psience, Jun 5, 2013.

  1. m44

    m44 Well-Known Member

    Feb 16, 2013
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    Nice update! :D Definately more consistent pressure from the AI.
     
  2. currymutton

    currymutton Well-Known Member

    Oct 16, 2008
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    Appeasement: Hurray!!!
     
  3. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    Thanks guys ! Ok Training dev finished, the input record is working quite well, and I also inserted a way to change the AI difficulty on-the-fly, and checkboxes for : AI counter, AI combos, AI autoguard, and infinite Energy.

    By the way guys, if you have any additional feedback, or suggestion, that you feel wouldn't be too much workload (like number tweaking, Art balance, etc), feel free to post here. If it can be coded under a few days, I would insert it into the next patch.
     
  4. saansilt

    saansilt 👮 Spam Police 🚓

    Mar 23, 2013
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    Fatalities :p

    Seriously?
    Slowdown reduction for the lowerend.
    Please.
    Thanks dev.
     
  5. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    #445 KineticDamage, Jul 11, 2013
    Last edited: Jul 11, 2013
    Ok, I will simply lower the res natively for iPhone 4 and iTouch4. Will match 3GS speed. It's quite a burden for devs that Apple did double the res for these devices, without doubling the horsepower.

    Btw iCade is nearly fully implemented (visual interface for button config, controls implementation, etc). I'm expecting to send the patch to Apple this week end. And then... I'll be finishing my work on the last big part for Kinetic Damage : Multiplayer :)
     
  6. MrMojoRisin

    MrMojoRisin Well-Known Member

    Jul 27, 2012
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    You are just rockin' on this game, aren't you? Keep up the awesome work! What are you gonna do once multiplayer is done?
     
  7. Buck bottleneck

    Buck bottleneck Well-Known Member

    Jun 5, 2013
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    Musician
    France
    He's gonna take long holidaysssssssssss
     
  8. Pocketnova

    Pocketnova Well-Known Member

    Oct 15, 2012
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    He deserves it ;)
     
  9. saansilt

    saansilt 👮 Spam Police 🚓

    Mar 23, 2013
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    Blade kick is awesome mates. Over 300 damage sometimes.
    But it is very much dangerous, since if you miss, YOU WILL BE OPEN TO ATTACK, with near no recourse.
     
  10. Buck bottleneck

    Buck bottleneck Well-Known Member

    Jun 5, 2013
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    Yes he really does !

    I can't wait to try the training mode, and see how my new track works with it
     
  11. Pocketnova

    Pocketnova Well-Known Member

    Oct 15, 2012
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    I can't wait to hear it!
     
  12. saansilt

    saansilt 👮 Spam Police 🚓

    Mar 23, 2013
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    I agree with that.
     
  13. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    Thank you MrMojo :)
    I admit I really need some rest, but seeing how KD's reception has been good, and particularly how you guys are awesome here, I want to push the project further. There is quite some potential to bring far more features, specials, combos, arts to the table. So like I mentionned earlier, I will contact a few big studios to discuss any possibility of "making it big". :)
     
  14. Oceraux

    Oceraux Well-Known Member

    Apr 16, 2013
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    Hey! I'm out here again replying then replying just like what I'm doing in the past.


    Can't wait. I wanna try out the update just after the update is installed.
     
  15. saansilt

    saansilt 👮 Spam Police 🚓

    Mar 23, 2013
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    I got up to page 29 here but I'm gonna cut to the chase: what is the vitality stat's purpose?
     
  16. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    Vitality is simply the max number of HitPoints per node (base : 300).
    All stats are quickly explained in the How to Play section, for further reference :)
     
  17. saansilt

    saansilt 👮 Spam Police 🚓

    Mar 23, 2013
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    Oh it calls it health for me.
     
  18. m44

    m44 Well-Known Member

    Feb 16, 2013
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    None of us would be fans if the game wasn't awesome! :)

    I had a crazy idea the other day, I'm just going to throw it out there. What do you guys think about a second set of implants that offer you an advantage when you're behind? It would act kind of like a "catch up" mechanic.

    The implants would be something like "opponent's strength can be reduced up to 10 percent" or "chip damage can be reduced up to 15 percent". . . . The implants would only come into play if one player was significantly behind.

    Example: Player A has 3,000 health, Player B is almost dead with 300 health. In this example Player B's "catch up" implant would be working at it's maximum value (10% - 15%).

    Another Example: Player A has 1,200 health, Player B has 300 health. This time Player B's "catch up" implant would only be offering a small advantage (possibly around 5%).

    ----////----

    It's just an idea, and I don't really know anything about programming. If this sort of thing would be months of work, I don't think it's worth it.

    However, if something like that was implemented later on, I think it should stay limited. Only affecting things like chip damage, or opponents strength. . . . And the implant should cost a ton of credits like 150,000.

    The game is balanced without them, so I really don't think they are necessary. But it would add to your character's customization/tuning to have an always active and an activated implant.


    I think you can "make it big". You've got a heck of a game here. No joke, KD is one of my favorite fighting games of all time. I would gladly pay 15+ dollars to have the game on my console. The fact that you don't need an arcade stick to play it should be a huge selling point.
     
  19. pheriannath

    pheriannath Well-Known Member

    Jun 9, 2012
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    I'd like to report that this bug is still occurring for me. The crashes don't happen any more, but the opponent still 'slips out' of Krav Maga combos. This always happens when I play consecutive matches in career mode.
     
  20. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    #460 KineticDamage, Jul 14, 2013
    Last edited: Jul 14, 2013
    Thanks Pheriannath. I'll look into that. This is a bad AI behaviour, basically occuring when a Krav combo is attempted right at the precise time when your opponent hit anim is wearing off, and AI decides to trigger a new action in this small time window. I did correct it in the the patch, but seems like AI still finds some ways around it. This will be fixed in the Training patch.
    edit : after 2 hours of trying to reproduce without success, spotted the problem source. The way C# delegates are composed, there was an AI request order messup in the precise scenario described above. Fixed. My apologies for the inconvenience.


    @m44 : That's a great idea :) Catch up implants could be an excellent way to stand from the other classical catch up formulas (aka Ultras). i'll definitely take your suggestion into account, thanks.
     

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