Universal Kinetic Damage (by Benjamin Marchand)

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

  1. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    #561 KineticDamage, Aug 25, 2013
    Last edited: Aug 25, 2013
    I thought about this too :p but then I thought the superior speed was that reward :)

    Absolutely, I changed that yesterday, being able to chain strikes while opponent is on the floor was not appropriate. I also raised the "airborne" height when airhitting, to enable more combos as a counterpart.

    I found a pretty powerful one : SC uncharged -> cl.FK * cl.FK combo -> wait -> Machine Gun x 2 -> wait -> cr.HP.

    -> 659 damage uncrit. Quite tricky timing wise, but I'm sure quality players like you would have no problems to output it easily in a PVP situation.

    This one comes from the UI framework I'm using (NGUI). Sometimes, the slider won't move, but the bar will. It seems to happen when the finger doesn't start on the slider but slightly besides. Then the slider updates its position once the finger is released. I'll try to report that glitch on their forum.

    Like I mentionned in the Unity thread, multiplayer for a fighting game (with Rollback) has been the most hardcore thing I ever had to code in my life :) But it's coming along well, I'm actually ironing out the collision network dialog. Each time a collision occurs, there's a Damage <-> Reaction dialog between both players, to ensure every contextual parameter like Crit, Perfect, etc are synced correctly. The tricky part is to manage transmission disorders (like for example the case when distant image of local player does hit before remote).
    That, plus inserting such a network dialog into a rollback scenario (where the precalculated rollback would have to be stopped to enable the realtime dialog).

    If you'd like to have an overview of how difficult Rollback Networking is to implement, I wrote a quick summary on the Unity dev blog.
     
  2. oooooomonkey

    oooooomonkey Well-Known Member

    Jan 15, 2011
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    Forge World
    Does the lite version of this not support icade?
    I just downloaded it to see how it worked on icade but it didn't seem to work or have the option for icade?

    If not can anyone comment on how good it plays on icade?
    Was looking to try a fighter.
     
  3. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    Hi oooooomonkey, and thanks for your interest in KD :)

    I didn't have the time to convert Lite version to latest updates, but I'm planning to make it when 1.6 (multiplayer) will be released, including iCade and all recent upgrades (AI, graphic options, etc). I will also change the Lite version's Shaolin Kung Fu and Muay Thai arts to Taekwondo and Jeet Kun Do.
     
  4. saansilt

    saansilt 👮 Spam Police 🚓

    Mar 23, 2013
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    Multi is in 1.6. Gotcha.
    We are on 1.5.2
    This is gonna be great.
     
  5. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Damn Ben, don't spoil high damage combos :p

    Any other info about multi? Modes, options, release date, how matchmaking will work...?
     
  6. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    Hi Varo !
    Sorry for the late reply, I'm having quite a lot of busy weeks lately, especially with said multiplayer. Well, concretely, I added another network optimization to avoid having to recalculate the whole game state on each user command (each rollback weighting ~1000 bytes). Each user input will just send the command (LP, FK, Up, etc), and minimalistic data about what the distant device would expect to display after said input, and after the ping delay (aka "state prediction"). If result does not match, then distant device will ask for a rollback.

    For the end user, this will ensure quicker network responses, all while maintaining accurate sync thanks to rollback.
    It's a complicated business, so it's not 100% ready, but I'm actually in the testing phase, which means it's near completion.

    About modes : at first, I will just provide a simple player search + matchmaking (presenting you players with lowest ping). I want to implement a scoreboard later on, with battle points to help players have a better view of their rank between each others. But I want to ensure the basics are working perfectly before that :)
     
  7. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    No problem with the delay.
    If the network has to constantly "switch" between two modes, wouldn't that create a bit of inconsistent lag?
    What about a card feature, kinda like in Volt and SFxT?
     
  8. saansilt

    saansilt 👮 Spam Police 🚓

    Mar 23, 2013
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    I like the idea of a player card.
    Sounds nice.
     
  9. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    Actually, it would only have to switch when the current game state is not correct, which should only happen rarely :) This would create a "double ping" lag (request rollback -> receive rollback), but only to bring the game state back to the exact way it is on distant device (therefore ensuring that it wouldn't need any rollback for a while). Plus, that double ping lag wouldn't really be lag thanks to rollback, only temporary frameskip ;)

    Could be good yeah ! I'll check that once basic multi is out.
     
  10. saansilt

    saansilt 👮 Spam Police 🚓

    Mar 23, 2013
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    Hows the work going on it?
     
  11. hiptanaka

    hiptanaka Well-Known Member

    Nov 7, 2009
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    Just curious Benjamin, how have this game's sales been? I know it's well-celebrated here on TA (and deservedly so); I'm just curious how the general reception has been and if you are satisfied thus far with the game's commercial reception.

    The game is fantastic, by the way.
     
  12. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Ugh, too much for my brain. As long as it works without problems, bring it on!
    How's the MP going?
     
  13. MrMojoRisin

    MrMojoRisin Well-Known Member

    Jul 27, 2012
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    #573 MrMojoRisin, Oct 2, 2013
    Last edited: Oct 2, 2013
    Should this work with the game? And does Kinetic Damage let you reassign the buttons?
     
  14. m44

    m44 Well-Known Member

    Feb 16, 2013
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    You can reassign the buttons on KD. :)

    [​IMG]

    The opinions on the 8-bitty are kind of mixed. Some people have complained about weird button layouts on other games. The iCade Core is usually around the same price, but it's not as portable.
     
  15. MrMojoRisin

    MrMojoRisin Well-Known Member

    Jul 27, 2012
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    #575 MrMojoRisin, Oct 2, 2013
    Last edited: Oct 2, 2013
    Yeah, most of the complaints were regarding apps that DON'T let you configure the buttons, so since this game does, it should work great. Thanks!

    Oh, and just to clarify, I'm pretty much just getting an iCade for this game. If I can use it on other games, great, but I really love this game and want to get into it, but the on screen buttons just don't do it for me.
     
  16. MrMojoRisin

    MrMojoRisin Well-Known Member

    Jul 27, 2012
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    Can't wait until I get my iCade 8-bitty in a few days. That should give me time to get good enough to put up a fight when multiplayer comes out! :)
     
  17. KineticDamage

    KineticDamage Well-Known Member

    Jul 27, 2012
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    #577 KineticDamage, Oct 9, 2013
    Last edited: Oct 9, 2013
    Hi guys ! Still reading nearly daily, it's just that I prefer to keep being discrete until I got some real news :) But I have a few minor ones :

    MP is still being worked on daily, and it's coming out good. Right now, I implemented a compression algorithm that would reduce the 1000 bytes Rollback packets to half of their size (~500). So even more optimized when Rollback will be needed ! Currently, I'm correcting a calculation bias on hit collisions during Rollback.

    I know all of this technical stuff is quite blurry for you fellows. So here is just for fun, the kind of data I have to create & digest daily to make Rollback work perfectly :

    [​IMG]

    Sexy, isn't it ? :p

    Thank you Hiptanaka,
    Actually sales were quite good on the first month, but followed the natural falling line then. It's entirely my fault, as I'm not pushing any marketing operation yet. I want to wait for multiplayer to be completed to limit the number of newcomers to see a "Coming Soon" displayed on one feature of the game they just purchased (and the most important one, I have to say).

    Off topic : I may have some other news to share by these coming days (unrelated to multiplayer). Nothing set yet, but it could be worth sharing, and change the future of Kinetic Damage (for good) :) I'll keep you in touch.
     
  18. MrMojoRisin

    MrMojoRisin Well-Known Member

    Jul 27, 2012
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    Multiplatform????

    Oh, and I don't think I have the degree necesarry to understand what you just posted above, lol.
     
  19. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Well, those are good news. Right now there are only 3 major fighting games with online support, and it's not like they have a great netcode.

    I don't have a single idea about what those "other news to share" could be though.
     
  20. MrMojoRisin

    MrMojoRisin Well-Known Member

    Jul 27, 2012
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    Holy moly, this game rocks with the iCade 8-bitty!!

    This is now among my most played apps!
     

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