Hey everyone, The 1.1 update for Touch KO will be ready very soon. Just wanted to let you all know that today I finally found the source of the bug that makes the game freeze when you get knocked out! This appears to happen when you are a southpaw. If you change your stance to orthodox, the problem goes away. This will of course be fixed on 1.1, but we wanted to go ahead and give you a workaroud for now so you could get clobbering in the meantime!
When you start this game you get the "connecting to server" message.Can you make this go away as sometimes it takes a long time to connect
Yeah I noticed this as well. It's much slower than when we make ad-hoc builds, don't know why since I am on the same network. At any rate I want to change it, but it will require me to rework the login flow and make it run the request in the background. Since it will take a little time to finish, I will wait and change it in the second update.
I finally bought this game and to be honest I'm very disappointed. Apart from the beautiful graphics, this game fails in many other departments. I'm going to compare it to Iron Fist Boxing which was released 8 months ago. 1. The fighting gameplay is extremely shallow. The controls feel natural but the fighting is a lot more mechanical than Iron Fist Boxing. It doesn't really flow and sometimes it feels more like 'one-one-one' punches instead of a series of combo. Iron Fist Boxing also feels more intense, like I'm in a real fight – not to mention it has blood and cooler facial deformation. Whereas Touch KO feels like I'm sparring. The game needs to flow better and feels faster; uppercut feels in slow-mo even I have increased my speed a lot. 2. The in-game graphics are nice, but the atmosphere and sound are not there yet. For some reasons, I feel more in the ring with wild crowds in Iron Fist Boxing. The way they shout when I knock someone on the floor, etc. Little touches like 'ugh', 'argh', or even taking deep breathe would help a lot. 3. Animations are totally lacking in Touch KO, it doesn't have all the little touches most fighting games have. For example: before the fight, usually players provoke each other – this exist in almost fighting games: virtua fighter, street fighter and even Iron Fist Boxing (though only a little animation). In Touch KO, the players just stand still like a robot until the match begins. Maybe a little moving or warming up jump would do the trick. And the animation when we win should be a bit different than when just knocking an opponent on the floor. 4. Still about animation, the replay totally sucks, it needs better pacing when the opponent falls. This is possible if you see X2 Football which often displays replays (including slow-mo in certain parts) right after the action. I miss in-game slow-mo effects like in Iron Fist Boxing ('finish-him' mode). These in-game animations help the game feel more dynamic. For reference, you can also learn a thing or two from NFS (with its zooming in to cop cars, or car flip animation, etc), Baseball sluggers (the matrix effect or sparkle effect when hitting the ball). 5. Opponent face is expressionless even when KOed. KOing a tough man is more satisfying than KOing a ragdoll. There's nothing to be proud about in knocking down a ragdoll I suppose? Or just play Iron Fist Boxing and see the opponent's face when you KO him and you'll know what Touch KO is missing. 6. While the UI style looks good, it also feels a bit clunky, especially when typing your player's name. There should be a bit more polish in the menu, maybe a bit of button animation or some kind of touches which won't make it feel like a web menu with rollover image when clicked (if you know what I mean). 7. I love player customisation and would love to see more of it (hairstyle, facial hair, etc), but with all due respect, this is a fighting game and not barbie game, so for the next few updates, please focus more on the fighting aspect of the game. If anything, maybe it should have different body proportions because AFAIR, this is the only game where all players have exactly same body proportion. There's no Mike Tyson or Lewis, no Guilt or Dalshim. 8. We must be able to choose whether we want to sync to the server everytime we start the game. It's annoying if you're in an area with one bar reception. 9. Player's movement inside the ring feels more like dancing than fighting. I love Ali's dance, but this is like waltz. It's also so awkward that there's no footwork involved in a fighting.. even if we can't control player's movement, they should at least show some footwork. Hopefully the devs would be humble enough to listen to my complaints and or learn from competitors so they can keep improving their game
Questions: 1. Is there a way to KO your opponent? or is it always gonna be a TKO-exclusive game? 2. How to increase stats beyond +105? 3. Will the players body ever sweat? or is it always dry like boxing requires no energy at all? I don't know if it would ever sweat in later rounds because my record is now 40-0 and all TKO in first round. More suggestions: 10. We should be able to corner our opponent. When we're pushing and dominating, the players should move a bit, not just stand at the same exact spot and exchange fists there. At the moment, there's no fight involving ring ropes at all. Everything happen at the center stage. 11. The player's standing position (and in 1 of the only 2 winning celebration) looks too upright like they're showing off their big tummy proudly. What's up with that? 12. In the replay, when we uppercut our opponent, his head should turn up, not left. Ok, I'm now done with the game. Championship belt in a few hours with all TKO in first round should be enough until 1.2 comes out. Conclusion: It's a good game, but lacks too many important points as a fighting sim (body shots, footwork, strategy, etc) and it's not fun enough as a fighting arcade (finishing moves, faster speed, special effects, etc).
The only question I can answer is, is the one about KO's and TKO's... I've gone all the way to the third round (Yea, I know what everyone is thinking "This guy is garbage..." lol) and I KO'ed the guy... His stamina bar was all the way down and the damage bar was pretty high. (The red bar) Anyways, good suggestions! =]
Hehe, yeah, I'm a sucker when it comes to most games too, but after playing Iron Fist Boxing, the WiiSport boxing and Touch KO suddenly feel like kindergarten rock-scissor-paper.
Hmm, I'll have to check Iron Fist Boxing out then if you're saying it is so good! Haha... But, yea, I hope the Devs do some major fixing up on this game, it'll be a shame if it goes to waste... =[
It's not Fight Night, but it's a better game than Touch KO v1.0. As mentioned above, it has body shots, finishing moves, blood, different characters with different fighting style (boxing, muay thai, kickboxing) and overall feels more like a fighting game. But please bare in mind that it doesn't have player customisation, accessories shop or stats increase and custom playlist (it wasn't yet popular 8 months ago). Also, I'm not a big fan of their 'shake to wake up' thing. Some youtube clips: trailer: http://www.youtube.com/watch?v=aYqpfI3ri7o gameplay: http://www.youtube.com/watch?v=7UIT4YsSArs It's a real shame Apple didn't feature the game in the 'New' or 'Hot' section, probably because of the gore and non-existent marketing from the devs / publisher like Chillingo.. TA didn't even review the game.
Oh hey, I've just KOed my opponent too! It happened in the 2nd round in my 42nd match and 1st round in my 44th match. I've now unlocked 'Fistful of Steel' (get a KO in the first round).
Hi guys, Thanks for all of the feedback! We just sent 1.1 to our beta testers the other day. As soon as we have heard back from enough of them it should be ready to submit to Apple. This is the current list of all changes: Added ability to pause game by pressing the timer Added ability to tap screen to skip slow-mo replays Improved AI system for harder difficulty ramp New stat balancing for longer, more varied fights Combos are now more powerful Distract opponents with a barrage of punches on one side to lower their guard on the other Improved several knockout animations Fixed positional audio bug for players wearing headphones Fixed bug that caused device to freeze when a southpaw is knocked down Fixed bug that caused device to crash if changing stance too quickly in the menu I spent quite a bit of time playing against the new AI and trying the new game balancing myself, and it is definitely a much more varied challenge. While you might still be able to win your first amateur fight with a first-round TKO, it ramps up much more quickly many of my pro fights were fourth round. Some were ending by KO, some by TKO, and some by decision. Now, onto your feedback While I am not going to write an individual response for each point, I will bullet a couple of things here that touch on a few points: Improving the fighting gameplay and variety is our top priority. I have already started working on body shots and those will be in for version 1.2. There will be an interview coming out soon, which I can link here, where we describe why body shots were not in for 1.0. A few people have commented on the audio (e.g. variety, obvious loop in the background, etc.). Part of the problem with audio is that it takes up a large amount of memory and that the larger an individual file is, the more taxing it is on the CPU. Having a crowd loop that is twice as long brings the framerate to its knees. That being said, enough people have commented on it that we do want to find ways to improve it. Replays have been substantially improved in 1.1. While they are not where I want them to be in the long run, they all connect better right now and I created a jelly-face distortion effect that is now compatible with ragdoll. I can post a video later if anyone is interested. As a note, we actually used to have in-game slow motion right before the knockout attack (like the "Finish Him" in IFB), but most of our testers hated it. We are not totally satisfied with movement around the ring ourselves. I recently talked quite a bit about this in an interview, and will share it when it goes live. We made a conscious decision to omit blood. If we can come up with some better technical solutions for showing damage on the faces, then we may have some cuts and nosebleeds, but nothing to the extent of IFB, which I personally think is somewhere between gory and ridiculous. Ultimately though, we wanted to emphasize other aspects of the sport: ability, dedication, rising from humble beginnings, etc. rather than celebrating raw violence. Many of the points you mentioned, animations in particular, are not things we would disagree with, but are simply resource problems. Right now the game is basically just me and Matt. I have to spend about half my time programming and the other half handling all of the art, which includes, models, textures, animations, and effects. That being the case, there's only so much I could squeeze into 1.0. What you see there is basically all of the mocap that I was able to salvage and clean up from our source in a reasonable amount of time. That being said, I don't mean it is invalid to say "there aren't enough different animations" or something like that. We are aware the game has some problems and are willing to admit them. But, if you don't see them fixed, it doesn't mean we aren't listening, just that we have to pace ourselves and budget wisely. As long as people keep buying the game, we can keep working on it and improving things like this! However, there is ultimately only so much we can afford to do for a game that costs less than a cup of coffee -- we aren't EA Out of curiosity, are there things that you feel like we are doing better than IFB right now? For instance, I noticed your point number 9 concerns the (admittedly awkward) movement in our game. Last time I played IFB, both characters just stand still. In this respect, I feel like we are at least on equal footing, no pun intended Thanks again for all of your feedback!
I really hope the new ai is a lit better. By the end I figured that you can beat any fighter by round 2 by dropping guard for a split second to lure them into attacking then countering their attack to do double damage to their stamina while almost never getting hit. (some of the speedy ones will get jabs in if you're not fast enough at getting block up again.)
Hi Adam, by v1.2, I believe Touch KO will be better than IFB in almost all aspects As of now, the graphics are better. The replays, though still not perfect, have better point as well (in IFB, there's often no body contact in slow-mo, the opponent looks hit by a magical force or something). The career mode is better with its stats increase and customisation is a great point. I agree, neither game is a winner on movement. One doesn't have any at all while the other has movement but a bit useless. If I may recommend, the dominating player could at least 'push' forward and corner the opponent so there's movement when the brawl happens and when both players are guarding (might happen a lot more if the AI is harder), they might show slight movement, footwork, or maybe some provoking gestures? I'm so sorry for being over-critical, even my girlfriend can't stand it when I start criticising something. I didn't realise it was only a team of two. I thought you two spearheaded the development team but not the only two working on it. But believe me, I only want to criticise / give suggestions to things that I believe have much room for improvement. And also sorry if I didn't give too many suggestions, usually for every critiques I make, I give 1 idea on how to improve it. My other suggestion is to never toy with the price. Once your game goes to $0.99, people won't buy your game anymore unless it goes down to $0.99 again. Just look at what happened to Knight Onrush, Peggle, etc. Keep the price consistent, learn from Fieldrunners, Sway or Touchgrind. Give notice before 1.1 is submitted then increase the price to reward early adopters who want 'intro price'. Then maybe keep it at that price until v1.2 is on the verge of approval, then do a one day sale of $2.99 again. Just never ever make it $0.99 in your first month of release, especially when you're featured on the 'New' section of AppStore. One question: can you increase your stats beyond 105%?
Hi donkei, You don't have to apologize! As I said, I think it is totally fair for anyone to say "this feature isn't very good." Whether or not we can do something about it, or do something about it right away, is always a question of what we can afford and what the device is technically capable of. So far, I haven't seen a lot of major criticisms that fall totally outside the realm of possibility, but there are some that will certainly take a lot of work or some smart thinking. As for your footwork suggestion, this is actually more or less the way I envisioned it playing out when we have time to revisit it. Right now the only real logic for footwork is something like "every couple of seconds, if other animations will allow us, try to do a move. If the move will keep us in bounds then do it. If not, try another one until you find one that stays in the ring." This is obviously not very sophisticated and doesn't really reflect the actuality of the sport. In the long run, I would like the movement to be a lot smarter so it can serve as an indicator of how effectively one fighter is dominating the other. Again though, this is pretty far down the line with lots of other things farther up the queue To answer your question about stats: right now it is only possible to upgrade to 100 and the best equipment has a maximum bonus of +5, so 105 is the player's cap. We will likely revisit this as we add more content and/or training skill games.
Hi Adam, thanks for your reply it's so unfair our opponents can reach a lot more than 105, fortunately they're a bit retarded.. are you trying to say 'brain over brawn?' A few suggestions: 1. Make different kind of high-score system, not just the number of KO. It can be the fastest time to KO an opponent, max number of combo, etc. So it's also about skill not just patience to grind 2. To make the animations (replay / winning) look less repetitive, is it possible to show them from different angles? Maybe you could set up 4 different angles (for good visibility / aesthetics) and it will randomly choose 1 out of those 4 cameras. 3. Can the speed of the replays have some ease-in and out? For reference: X2 Football's replay. It's all normal speed, but slower only when the player is taking the shot. That would require the replay to start a bit earlier (to allow some ease in-out), but that also means the replay is actually more worth watching. It's not just about that final punch, but how it happened (eg. was it a brawl or was it a very opportunistic jab?) 4. For the footwork, if it's too hard to implement the 'intelligent footwork', maybe you could just tweak it a little by making them move at slightly different time? At the moment, whenever they move in the ring, they always move at the same exact time, same exact foot, same exact movement – which is why I said it's like waltz dancing. The way they walk in the beginning of each round also looks weird, like they're dragging their feet. 5. 'Retire' button has no business being so prominent on the screen after we confirm our next fight. Maybe it's better to have some sort of 'cancel' fight (and lose some stats / money). It's just weird to have it in the first screen of career mode, then it disappears when choosing our next opponent, then it comes back right before the match. 6. For some reasons, I feel their skin is too dry for people fighting in the ring. They're usually very sweaty but I don't know if it's technically possible. 7. I'm not sure how you or your beta testers team feel about commentator, but proly it can add some extra touch to the game? doesn't have to be all over the game, just a bit here and there to help diverse attention from the crowd's obvious loop. 8. Would it be technically hard to do an optimised version for the slower version of iDevices (iPhone 2G, 3G, iTouch 1G)? I'm an iPhone 3G owner and I wouldn't mind losing a few spectators animation or camera flash for a smoother framerate. Similar with what 2XL Supercross did to keep the framerate butter smooth on iPhone by reducing the number of objects in environment. Thanks for listening!
I just got this game yesterday and wanted to say this game would be awesome if it was more challenging. I know it'd be hard, but online multiplayer would fix that problem, and it'd be more fun then just versing harder AI.