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Dota 2 Championship gets ESPN 2 time live... and we got 100k on twitch

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http://news.mmosite.com/content/2014-07-18/espn_to_stream_valves_dota_2_championship.shtml

SRK posted an article that pointed out the ginormous crowd difference in Dota 2 and LoL and the relatively little FGC. I don't think more fighting games on PC is necessarily the answer, since some of the biggest fighting names are already there and the needle didn't really move much.

but still what the hell, how are those games absolutely exploding in audience and revenue and all we get is 2k participants and 100k viewers for EVO?...

RNG in competitive gaming.

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For those who don't know, RNG means Random Number Generator, or anything that is left up to chance. What I want to know is what you guys think about rng in competitive gaming. should it be allowed completely, should it be only in small places or should it be removed completely?

The Next Fist of the North Star/Hokuto no Ken thread

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Time for a new thread. The game is out now and a couple of people have it, so now people can actually talk about the game. Let's try to avoid having Master Chibis here, eh?

And yes, I know that the new thread's name sucks, but I'll leave it as it is until I think of a better one or someone tells me. Also I'll edit this FAQ so it's more helpful. I just wrote over the old faq so I could put this up more quickly.

For the old threads:

First thread: http://forums.shoryuken.com/showthread.php?t=91074
Second thread: http://forums.shoryuken.com/showthread.php?t=117976


Frequently Asked Questions


General Questions


What systems is the game out for?

For the Atomiswave arcade and for the Japanese PS2.

Where can I get the game?

For the console version: Since the game is out only for Japan, try import shops. Try good online ones like like ncxs.com or playasia.com.

For the arcade version: For buying online, Coinopexpress sells Atomiswave systems and HnK game carts. You can also try online auctions such as Ebay.

To buy off online, try asking your local arcade manager for contacts of his vendors, and try to purchase the game from them.

Or you could play the game in the arcades. Here are the known arcades that have it:


Kong Man Center - NYC, NY
Planet Zero Anime Center - Houston, TX
Arcade Infinity - Rowland Heights, LA County, CA
Family Fun Arcade. Granada Hills, CA (Do they still have it?)
Gametown - Zurich, Switzerland

Members here with the arcade version:

Arizona, USA - Hydra632
SoCal - Deadly Magneto (Did he end up selling it?)
St.Paul, MN - NEBULOSO
Atlanta, GA - NobitaKun (?)


Specific Game Questions

Is there a movelist and general explanation about the game's system?

http://www.gamefaqs.com/coinop/arcade/game/928547.html

Yes. Nonoho's excellent FAQ.


What's the game's official layout?

ACE
BD

A = Weak Punch
B = Weak Kick
C = Heavy Punch
D = Heavy Kick
E = Boost

What's the crazy notation with the numbers that everyone seems to be using?

It's called the numpad notation and is used for many games like Soul Calibur,
VF, Guilty Gear, and doujin games. Many players use this notation for this game, so if you don't know it, you probably should or else your going to have headaches reading combos.

Each direction you can move the stick to is represented by a number. Refer to below:
7 8 9       UpBack     Up      UpForward
4 5 6  -->  Back     Neutral     Forward
1 2 3       DownBack  Down   DownForward
*Thanks G.Blood for the diagram.

And so to write combos, you just put the numbers in the order of what direction you'd hit first to last, and then button(s) if needed afterwards. So to show a hadouken (QCF+P) in this notation, it would be 236P. An uppercut would be 623P, Kikouken would be 41236P, etc.

What's the tier list?

Clickie. =)

Any good sites for info about the game?

Dustloop HnK forum - Contains the most detailed and comprehensive info about the game.
Guardcrush.net - Has moved past HnK, but gets recognization for providing mostly combos and complete movelists.
The old SRK threads: 1st thread, 2nd thread. This thread, obviously of course.
SRK Wiki - Needs a lot of work.

Any good sites for videos?

Youtube:

Tianyuan's page
Deadly Magneto's page
Nonoho's page
Hydra632's page
Pharaon92i'spage
mamuuuut's page
DEPTONESULLLL's page


Matchmaking questions

Do people play in my area?

Try contacting people in this thread or talking to the people in your area by visiting your local thread in the matchmaking forum.

Any tournaments for this game?

Nothing mentioned, at least in North America. If such a thing is going to happen, your most likely going to have to run it for yourself.

HnK @ EVO 07'?

If you want something organized, start talking about it! Your best bet it is to talk to Hydra since he made HnK happen at EVO 06', and has expressed interest about playing the game at the next EVO.

FAQ special thanks to:

Nonoho
Gwyrgyn Blood
Tianyuan
Hydra643
Kyoji
cygnus
Deadly Magneto


*Note: This page is in the process of editing, so things are subject to change.

Street Fighter the Movie Broke My Heart

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I just saw another post regarding Street Fighter the Movie.

I've been lurking on the Shoryuken forums for a while now. Each time this game comes up, I'm always tempted to post about it... but then I chicken out. I figure maybe now is as good a time as any. It's been over 10 years. Perhaps I should post before I forget too much.

Hopefully, what I am about to write does not qualify me for immediate banishment from the board. I have a confession:

I worked on Street Fighter the Movie. Arcade version.

I'm not going to post here and try to convince anyone that SFTM is any good. Clearly we all know where it ranks amongst the rest of the Street Fighter legacy. I just figured it might be fun for some of you to hear a little bit about the stuff that went on behind the scenes.

Any interest?

UPDATE 12-13-08: Images back online: SFTM Blogpost

SSF4 Remix (new fighting game/pc version mod for SSF4) updated 06/22/2014

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http://www.sf4remix.com
SSF4 Remix is a mod for the PC version of SSF4AE2012 with gameplay heavily influenced by games like breaker's revenge, vsav, kof, and the marvel series. The game is free, you just need a legal copy of SSF4AE2012, steam or gfwl version.

here's a video with many of the system changes
image
there's more vids on that channel ( https://www.youtube.com/user/HFB/videos?flow=grid&view=0&sort=dd )

For movelists etc. please look through our wiki.
It's unfinished, and some articles aren't current, but hey it's something.
http://www.sf4remix.com/wiki/

feel free to download and try it. please report any bugs or infinites or weirdnesses. if you have any suggestions, let us know too. this is a work in progress, and we are only two developers (me and Zeipher (also known as hadooooken here on srk)) so we'd love more testing and information.

you can play online against other people who have the mod too. i don't recommend going on ranked or whatever because you will get paired against people who are trying play the regular game and it'll just desync

thanks for playing and have fun!

note to moderators: i posted this here instead of the SF4 subforum because this is meant to play like its own game not SF4. I did not feel this would be appropriate to use that subforum because the SF4 players probably like SF4 and are not interested in a mod like this.

edit: now works on steamworks

4:3 Support in PS360 Fighting Games?

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So far I'm aware that all iterations of Street Fighter IV support 4:3 mode without any letter boxing, are there any other fighting games on PS3 and/or 360 that support this?

Setting Custom Keyboard Macros?

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Anyone know how to set a custom macro on your keyboard imitating a movement input? Specifically full circle. I've been playing fighters on keyboard for quite a while now and I can do any other input. Alternatively, does anyone have any special trick to pull this input off consistently with a keyboard?

Before anyone suggests it, no interest or intent to switch to a fight stick or a controller. Wouldn't be worth it to learn the few characters using FC input scattered across the several fighters I play. Every other input I can do flawlessly.

Mortal Kombat 9 vs. Street Fighter 4

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what would be the general consensus of the FGC of what is the more deeper, complex, technical fighting game at the highest level

Is Killer Instinct the most complex 2D fighting game

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not just 2d, but is it the most complex fighting game/series period...

how does it compare to say street fighter, guilty gear in terms of mechanics, complexity

Shattered - New Fighting Game in Development

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Hey everybody,

Me and a small group of dedicated Dutch fighting game enthusiasts, have been working for some time on a new sprite-based fighting game named Shattered. We've recently started a development blog, that talks about the design, and shows of our engine and artwork.

Right now we're closing in on finishing off our initial first Alpha of the game, with our first character, Julia, fully functioning, and all the gameplay systems in place.

You can check out our blog at: http://blog.team18k.com/

You can also follow us on facebook, where we post some slightly smaller updates on our game: https://www.facebook.com/ShatteredFighter

The team currently consists of four members:
Bob Sagat - Our amazing animator, also known for his amazing Red Fight District trailer and several, cool combo videos.
FTPlus - Engine & Tools guy. He makes sure the things that are supposed to work actually work.
Coal - Game Design, Art Direction and Story.
Phoenix - Me, who takes care of game design, and character scripting, hitbox placement, and all those fighting game details that I am into.

If you have any questions or comments, be sure to lets us know!

For now, I'll leave you guys with a couple of vids of animations of our first character, Julia.

image
image
image

We also keep a playlist with all the media we've released on Shattered: http://www.youtube.com/playlist?list=PL9peG6EZEEZzhrbuOaiCVCLsy74Wi-IES


Kings Of Kung Fu indie fighting game!!

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Hello fighting game fans my name is Jae and I am currently working on a fighting game called the Kings of Kung Fu. I am a indie game developer and this is my first game. The footage and screenshots you see are only a result of about 5 months or work, so the game is very very early in production and things are subject to change. The game is basically a love letter to the kung fu cinema genre I am a huge fan of kung fu films and fighting games. I am currently making the game myself and recently decided to launch a kickstarter to raise funds to hire professional help. It would mean a lot to me if you guys could check out the game and support if you can. The game is only on early alpha prototype stage so it is a bit rough but will improve in time. Below is the official kickstarter link you can visit for more info and the teaser trailer.
https://www.kickstarter.com/projects/895423022/kings-of-kung-fu
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why i think the Darkstalkers games need a next gen game

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hello guys i know that alot of fighters are highly well known like Street Fighter or Tekken or Mortal Kombat.. but theres one series that some people know about however theres not alot of love for it.. the Darkstalkers series! i know people who want a Darkstalkers reboot myself incuded so here is my list on why there needs to be a next gen game:

1. it has a darker tone and like Mortal Kombat Capcom can make more of a deep back story and can be more creative than Street Fighter.

2. Due to the slight rise in its fanbase it would be nice to see a new kind of Capcom fighter.

3. a fresh and new macanics gives it new ways to be different but keep the basics form prevous Capcom fighters.

4. Darkstalkers 3 is one of the fastest capcom fighters around with UMVC3 being at the top and it would be nice to see a fast 1on1 fighter.

now these are just a few thoughts i had if you have your own take on this please comment below!

Street Fighter Toys- Ryu Kickstarter!!!!

Darkstalkers/Vampire series General Discussion

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The Darkstalkers 4 thread was closed, so I'm creating a brand new thread that's specifically tailored for discussing all things Darkstalkers/Vampire related. Anything goes as long as it's related to DS, Darkstalkers 4 discussion may continue here as well.
g4BK5.gif
Darkstalkers is a fighting game franchise by Capcom, often regarded as the lesser popular cousin of the Street Fighter series. It made it's debut in 1994 with the release of Darkstalkers: The Night Warriors, also known as Vampire: The Night Warriors in Japan. Characters such as Morrigan Aensland, Demitri Maximoff, Felicia, Hsien-Ko (Lei-Lei in Japan), and Baby Bonnie Hood (Bulleta) originated from the Darkstalkers franchise, and thus have made many cameos and appearances in various Capcom games and merchandise.
Games in the series:
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Debuted in 1994, the very first game in the series that introduced the Darkstalkers to the world.
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The sequel to Night Warriors, released in 1995. It introduced Hsien-Ko, Donovan, and Anita to the cast of characters.
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The third entry series, regarded as the absolute best game in the series and the most played. It debuted in 1997 and introduced a brand new system that differed from it's predecessors. A much faster and sleeker all around game system creating one of the most enjoyable and addictive arcade fighters ever. Jedah Dohma, BB Hood, Q-Bee, and Lilith made their appearances in this game.
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The "sequel" to Vampire Savior. Notable balance changes and reintroduced Pyron, Huitzil, and Donovan to the roster, at the expense of losing three characters from VSAV 1; Jon Talbain, Rikuo, and Sasquatch.
UOKNc.png
The "sequel" to Vampire Hunter, omitting the characters from VSAV and bringing back the full roster from VH1.
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Japanese only collection released for the SEGA Dreamcast.
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Japanese only collection released for the Playstation 2.
vdffd.png
The PSP release which is essentially Vampire Chronicle on SEGA Dreamcast, now with a new mode called "Chaos Tower mode."

For a more refined and condensed look into the Darkstalkers series, please refer to Hardcore Gaming 101's article on the franchise:

http://www.hardcoregaming101.net/darkstalkers/darkstalkers.htm

Capcom's sprites are incredibly famous, and the Darkstalkers series boasts the very best examples of Capcom's talent back then. A very nice article on the artistic principles the Darkstalkers series is hailed for.

http://art-eater.com/2010/07/test-1-darkstalkers/

help with structure plan on basic attacks (making a fighting game)

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I'm making a small (and unpaid) fighting game for a project at my school. The game will be played for a week during lunch and I expect most people will play it casually, although I want to have some kind of depth since there will be a competition at some point. I made a fighting game last year too, but since I had little to no understanding of fighting games and didn't do any research it sucked (luckily the casual people didn't notice and I was praised regardless). Which is why I'm trying to do proper research and planning this time around.

Since people will have relatively short time to learn characters for the competition and to ensure they will understand the basic gameplay I'm trying to do a pretty simple basic attack button layout.

X and A will always be "safe" attacks, X being short range and A longer range.
Y and B will be "unsafe", Y being short range and B longer range. this applies to both ducking low attacks and regular standing attacks.

paquajH.png

low and overhead standing attacks for shuffles would be accessed by holding back in combination with a button press according to the image below (while basically still having the same traits regarding range and being "safe" as explained above)

Eybky2e.png

The problem is, I want to have some basic character types going on. like a grappler, rushdown and some sort of melee character with good range but bad up close (no zoner though since the scrubs will ban it from the competition, which they did last year).

Is it possible to have this system on basic attacks for all character archetypes?
I'm not too familiar with playing grapplers and I probably won't be able to change the system after I've already programmed it due to time restraints.

If anyone has some feedback or (if the system seems bad) ideas I'd be very grateful, I don't want to make shit this time (although being realistic it definitely won't be exceptional either)

here's the special move system I have in mind btw. Again, with the casual people in mind (I dont want them pausing the game and checking the special moves list)

JFsTCvz.png

New mobile fighting game ''Marvel: Contest Of Champions''

Can y'all help me figure out GGPO some?

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I'm making a fighting game engine on top of the Blender Game Engine. To start, I've broken up my to-do list into 3 components:
  1. Animation logic
  2. Netcode
  3. Hotplugging
Point #1 I've already got handled, seen here, and I've moved on to the networking code. Of course, I've decided to model online multiplayer after GGPO's rollback method, and I'm coming along with recreating the gist of it. My problem, right now, is that I'm having trouble figuring how to implement part of the style.

I know you can set how much responsiveness you give up for smoothness, but the specifics of it elude me. Is it just simple input delay? How does it work when the other client has less/no smoothing set? There are limits to how far I can recreate the middleware within the BGE, but I certainly want to get as close as I can. Any feedback you can provide, technical prowess or just experience as a player, is greatly appreciated.

Thank you for your time: I'll share my progress as it comes, if you'd like. This is meant to be a free and open-source framework, by the way. Everyone that wants to try making a game with it'll be free to.

Learn how to make a fighting game in Unreal 4

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Greetings, Shoryuken.

My name is Alan Noon, and I am a recent employee of Epic Games. I was hired on as Developer Relations Technical Artist, which largely means I travel around from game studio to game studio, demoing Unreal 4 and solving any issues folks come across during the course of development.

In order to be super effective at this job, I need to know just about everything there is to know about the engine. Thing is, up until this point in my career, I have not had opportunity to use Unreal in a professional game development context.

What better way to learn how to make a game with Unreal, than to make a game with Unreal?

Upon arriving at Epic, it was suggested that I pick something I was interested in and then start building it. Now, I've been out of the fighting game scene for quite some time, but I have long maintained massive appreciation for the genre and community. I have decided that in order to educate myself in the ways of Unreal 4 game development, I am going to start putting together a fighting game frame work.

This sounded like something Shoryuken.com might be interested in, and thus here I am. I invite you to come along and help me learn how to make a fighting game in Unreal.

More info here: Unreal Fighting Game Reveal.

TL,DR: I'm an Unreal newbie. Help/watch me make a fighting game so I don't get canned.

Dis gonna b gud!





I need help in coping with loss.

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Guys, i have a problem with letting the salt flow every time i loose a match online. what can i do to try and just brush it off and learn from the loss?

Koihime † Enbu

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