D'oh.. minor stuff : in Training mode, when you choose an Action (LP, LK, etc), and then turn back to None, the AI still thinks it has to perform an FK. (until you quit, chose another action, or chose free fight / command input) Uploading a fix right now to Apple.
Also, the red glows of status effects stay, but not the effects themselves. Also, free fight doesn't turn off.
Right on about the button color. Although, just tested it again, and the Free Fight does turn off when you hit the button again. it doesn't when you simply change a parameter in the CPU menu. I guess you'd prefer it to turn off whenever you open CPU menu ?
Ok, Training mode "None Action" bug fixed, ready to send to Apple. I'll wait for 45 minutes before sending it to know if anybody has any issue with iCade. Don't forget to turn iCade "on" in the Button Config Menu (title screen). p.s : you'll love the Infinite Resources mode Varo Also, if you put AI on Legend level, with infinite resources, you'll see how much infinite energy can be completely overpowered (aka infinite combos)
Sure man! Just launched the game. Nice icon, but one request: although I don't have iCade I think it would be cool to see an option to set iCade controls to default. Any word about controls customization? I still find the joystick to be too small and sensitive. EDIT: and IMO CPU menu, etc. should appear in the pause menu so they don't get in the way.
Great idea for iCade default, putting it right now About controls customization, actually you can : - grow / shrink their size - rise / lower their alpha Both options are in the Fight Options menu haha Cheers mate
But it's still not enough, at least for me. I'd like something like the customization from GL games where you can individually scale/move buttons around. Also, another "bug". The training stage doesn't have floor, so the legs of the characters after jumping go through the shadows.
Understood. I think it's not a huge task to add this, I'll see what I can do in next update. About the floor : currently not a bug, it's just that for performance reasons (postprocess fx & bloom was messing up with chars visibility), I had to separate the fighters layer with background layer. Which result in some arts legs going a bit underboard at the end of a jump.
Thanks. Then maybe some animations tweaks would help, since right now legs go through the floor in every stage, it's just that in this one it's easier to see that. Health regeneration needs some fixes though. For example, right now the opponents left node doesn't regenerate. And IMO health regeneration should be faster (perphaps an option for that? Enabling Autoguard should also enable instant health regeneration once the combo ends). Another bug: you can't see how many damage your move would deal against a character with no health. It should be like in SF, where you can see how many damage your move would deal against a character with 100% health when they are "dead".
Another thing: in general (not only in training mode) characters should be pushed by walking towards them if one of them is just standing there.
Thanks for your feedback ^^ This is intended, health won't regenerate in Training mode until all nodes are at zero, so you can still train with dead nodes effects (critical boost, perfect strikes, etc). It's already boosted by 3x times But like above, I didn't want it to be too high, so players could train with dead nodes. Some quick regenerating arts like Krav Maga are already recovering very fast with 3x times the normal rate, so I'm afraid it would be kinda overkill if I push the rate further. I'll listen to community feedback though. This is partly intended, partly a constraint from the framework. The intended part is because when a char's KO, player shouldn't continue to be rewarded with combos "achievements" (kind of). It also serves the purpose to help the player know how much damage he has to output in order to make a TKO Ok, sending the package to Apple right now. Have fun guys ! And thank you for your instant feedback, you help me a lot.
Report: superbe support for iCade! I need to turn it on the option screen, and remap the buttons to suit the arrangement on screen, otherwise, flawless so far!
Thanks for the new update! It finally works! I've been using a Muay Thai guy, and it can get really hard. I whiff an attack, try to go for bone crush, and am left standing there doing nothing. Sigh, dem whiffs. Oh by the way, is it possible to hide the training room menu, or put it elsewhere? It bothers me that I can't see the faces o he fighters.
The default button layout on my iCade was: Grab, Strong Punch, Special, Unassigned Fast Punch, Unassigned, Fast Kick, Strong Kick Which is a little weird, but; it's was easy to change with the button mapping option. I changed it to: Grab, SP, SK, x Spec, FP, FK, x The iCade plays really well. It's very responsive, and you can change the opacity of the on screen buttons. I think the iCade-rs will be happy with all the options. I'm just getting started with training mode, but I like it so far. Great update!
I'm glad you like it guys The default was weird because I honestly didn't know how to make it universal to every type of iCade pad, and every type of iControlPad. Thanks for your suggestion m44, I'll set this to default in yesterday's sent patch (will cancel and resend tomorrow, Apple don't work on week ends anyway). By the way, I hope you also like the new track created by Buck Bottleneck for this training level. Not to look biased, but I really like this tune. It's calm, deep, but pretty intense. Don't know about you guys, but it puts me into a focusing mood, which is imho perfect for training.