Great to hear dev. Guys, combine backdraft and bladekick. Backdraft to thirty percent the enemy strike then do a blade kick with that damage bonus. A perfect critical on that is murder. Absolute Murder.
Sorry for the late reply, I've been working quite intensively this week ! Yeah Blade kick is an excellent combo feeder Especially since you got the time on hit to launch another strong strike ! _______________ Ok, finally finished the next patch, sending to Apple now. Here are the patch notes : Enjoy ! Now I'm switching to the final, and most important phase for any fighting game : the multiplayer. See you guys.
Great! Now the training can begin for real! Another question to confirm intended mechanics: whenever I pull off a Pivot (Krav Maga counter) against an attack with two or more hits (like Tai Chi Chuan's close standing FK or Muay Thai's standing FK or even Break's kicks), I manage to counter the first hit and start moving to counter - only to get hit by the second hit (it's like stepping around a swinging right leg only to be hit by the left leg following closely behind). Is this intentional? While I can totally grasp the logic behind it (it's much harder to step around a two-stage attack), I can totally see players spamming these types of moves against counter-reliant guys like me.
Yup, I have to make Multiplayer right Yes it is intentional, as it would have made the move too powerful against, for example, combos. Outside of a few normals, most multi hit are special / combos that require energy consumption, so it wouldn't have been fair to give a simple god mode with the push of a button, imho. And for multi hit normals, there are very few of them, so if your opponent starts to spam it, you can easily predict which one they will repeat and counter it properly. I'm open to players feedback on this matter, though
*spits out coffee* Nope, I'm fine with this (and the entailing challenge). Just wanted to confirm what I can and can't do with Pivot. Thanks!
Got a surprising critic on the US appstore about controls. I tested the game on very old devices (3GS, Galaxy S1), and powerful ones aswell (S4, iPhone 4S), and never experienced such a thing. Has any of you experienced such lack of responsivity ?
In my case, since the directional pad is a little oversized on iPad2, I usually find it difficult to jump perfectly or hold the Special button long enough. Can't reach, see? The 4 attack buttons however are totally responsive. Perhaps that reviewer, unaware of the energy bar, thought the Special button wasn't working?
Thank you guys for your quick answer ! Ah, that might be because the UI external framework I'm using does update on frame, instead of fixed time. That's why I put such options to lower visual details. Should be better with next patch too for iPhone4 and iTouch4, with lowered res. I see ! That's why I put a way to lower the pad / buttons size in the Options menu (during fights). You can litterally lower their size by a half, which should make them look a decent size on iPads That's pretty much possible too. I should make that "How to Play" button in the Title Screen bounce and shine, or something Thanks guys !
Guess what? Just tried it, and the pad became either a bit large or slightly small I probably don't have touchscreen fighting gaming gene Aggghh screw it like I need Special! I KNOW KUNGFU!
When you move the UI Scale slider, the HUD resizes in real time, letting you know where to stop But anyway, iCade coming in the next patch !
You know, isn't your work progressing too ...smoothly? I have never seen any developers who can keep updates coming so well. Either you sure know what you're doing or being a single dev spares you the trouble of teamwork
I think part of it is just the nature of the animation style. KD does feel slower and less responsive than most of the fighting games on the market just because of how characters move. A lot of people said the same things about Tekken and Soul Calibur when they came out too. Consider that in games like Marvel vs Capcom and Guilty Gear, jabs come out in 1-4 frames. In Tekken, jabs come out in 8-12 frames. If 12 frame jabs are a standard in KD, it's going to feel like molasses to GGXX or Blazblue players. Also, the inability to block and counter effectively in KD can be frustrating to people who are used to other fighting games working a certain way. We had this talk a few pages back, about how you wanted the game to emphasize intuition more than reactivity, which can make the game feel sluggish if that's what you're trying to do. I mean, it is what it is. It's something that could be changed, but I don't know if that's the same as "fixing" it. Bottom line, it just takes a different mindset, and a little time to adjust. Some people aren't going to give it that much time.
@Tiger : You're certainly right, thanks for your insight ________ By the way, Version 1.5.1 is now approved by Apple. Enjoy guys. Quick note about he iCade support : I'm using an external plugin, so if you have any issue, please feel free to send me details in PM, or with this simple contact form. Thanks.
Woooo downloading. I was waiting for this update to keep playing the game. Nothing beats training mode in fighters!!!