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Rumble Pack!

liero116

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Squigly Painwheel
Hello everyone!

Some of you may already be aware of this game, but I'm bringing Rumble Pack here for some honest feedback. These preview videos are a bit old, but they give a pretty good idea of what to expect.

If you have actually played it before, please try it again. It's very different from distant versions.

Download : goo.gl/Nv8oJ4


Ok, so what's this game all about?

Yes it's made in MUGEN. Please forgive me for that. I'm working on moving past it. More info on this later.

It's a 4 button, fast paced fighter with a fairly strong focus on ground game and footsies. Buttons are light, mid, strong, and radix. The radix button does something different depending on which style you choose (also more on this later). The special motions are generally limited to single quarter circle motions. Nothing more complicated than a quarter circle or dragon punch motion is used (with one exception). Most specials can be enhanced with using 2 attack buttons instead of one and cost 1 bar. Supers are performed by performing a special motion and all 3 attack buttons. Most cost 2 bars.

There are 3 fighting styles and most characters have all 3. Some are missing one or more, but it's fairly complete so far. Each characters style is drastically different from each other. Different enough to be treated as a separate character entirely. Some animations are shared but move properties work differently.

More info on styles here:

HEX style - Accentuates a footsie based defensive ground game. This style includes an "alpha counter" (named Hex Counter) style move that can be comboed out of and a dodge. Hex Counter requires 2 bars to use. The Hex Dodge is useable with any amount of meter, but the recovery time increases greatly with less meter. It has about 9 frames of invincibility with a few frames of start up and cool down vulnerability. Generally speaking, this style has smaller combos and an average damage output, but are very good at footsie games. This style is most effectively played in a very defensive fashion.

BINARY style - Accentuates a high damage output with large combos and heavy punishment game. This style includes a "Rapid Cancel" styled technique called the "Binary Cancel". Costing 2 bars, this move allows you to cancel you current animation into a super armor powered dash. You can cancel almost any attack move. Most supers cannot be cancelled. This cancel has a few frames of animation so it cannot be used to extend combos off moves that have little hitstun. It is most effective when used after a heavy attack or a special attack. Binary style also has access to an "Overdrive" attack. Doing larger combos builds up the overdrive meter. Once full, you can perform a very powerful attack. Some overdrive moves are simply high damaging. Others help set up more possibilities. Binary style is a difficult style to master since it requires the player to be very good at hit confirming. They thrive on risk/reward scenarios.

DECIMAL style - Accentuates a rush down play style. This style includes a short hop (Decimal Jump) and a custom combo mode (Decimal Mode). Decimal Jump can be performed neutrally or forward. At the apex of the jump, you can perform most air moves. The jump height is low enough to catch people off guard. It costs 1 bar to perform. Decimal Mode can be activated at any point and it allows you to cancel anything into anything. When activated, your meter drains constantly until empty. You must have at least 2 bars to activate this mode, but it is best utilized with full meter (6 bars). Meter costs are mostly ignored here and you can perform Decimal Jump or EX moves for free. Any super can be performed for free, but will immediately drain all meter and end the mode. This mode can be used to capitalize on a punishment scenario or to create mixup opportunities.

Ok so how does this game work? I intended the game to be fairly simple in terms of execution. Inputs aren't too demanding and "advanced" techniques like links aren't hard since many link windows are pretty wide. I tried to keep the combo system open as well. Basic combos start with simple A, B, C, special scenarios but start to expand once you understand how the expanded combos system works.

System Info:

The combo system is also fairly simple. Basically, on knockdown, you can perform 1 OTG and continue from there. All attacks are able to juggle so you can continue even further. The idea is to try to juggle as much as you can before the first grounded state and then continue with a finisher after your OTG. So what's to prevent you from infinitely juggling? I've put in a (hopefully) very easy to understand and visualize "gravity system". Other games have done it, but basically, the more hits landed, the faster your target falls. It will get to a point where the opponent is falling so fast that your next hit will just whiff entirely. There are exceptions to this however. Decimal Mode ignores and resets gravity scaling entirely and the Binary Cancel resets it on activation. That's pretty much it. Are there infinites? Possibly, but this system should limit juggle infinites (barring infinite meter situations in training mode).

This game takes a reverse note from SF4 with how reversals are handled. There is no attack in the entire game with invincibility that starts at frame 0 or 1. Mashing a reversal on wakeup wont work very well if your opponent is playing properly.

There is also a counter system in place. It's pretty simple. Score a counter attack and the combo damage scales differently. Your opponent flashes purple on counter hit. Fishing for a counter and spending a ton of meter is a great way to do a huge amount of damage. This is one of the many uses for Binary Cancel and Decimal Mode. Hex style can benefit from counter attacks but in a much smaller scale as they don't have a way to use meter to extend combos.

Combos are relatively short and fairly open. Damage is somewhat high, but the game encourages resetting and careful meter management.

Currently there are 13 characters with (mostly) 3 styles each. I've aimed to create some different stuff here while staying as familiar as possible.

Charlotte - All around long range poking and high pressure character. Very strong against cornered characters but lacks in defensive options.

Sofie - Close to mid range pressure with average offense and defense. Excels in knock down - reset situations.

Roy - Close to mid range punishment character. Doesn't have much in terms of opening an opponent up, but is very good at capitalizing on mistakes.

Nadia - Mostly close range brawler. High damage, low mobility.

Natalia - Close range mixup brawler. Very good at creating openings, but lacking in defense options across the board. Making a mistake is often costly.

Yoko - Close range rush down. Good at resetting and creating high damaging situations, but requires a fairly risky play style.

Taeko - Close to mid range rush down. Good at creating knock down situations from mid range and creating close range mixups.

Tsukiko - Close grappler style. Very high damage, very low mobility.

Zxppxr - Long range hit and run style. Is able to poison opponents and create situations where death is certain. Making mistakes is detrimental to him however.

MC Supercut - All around mid range character. Good at a little of everything, bad at a little of everything. Each style has a unique focus.

Oliver - Irritating close range. What he lacks in damage output, he makes up for in mind games.

Maya - Shoto clone. That's pretty much it.

Petra - Projectile zoning and close range mixups. Armed with high air mobility and teleports to confuse and mixup the opponent.

Ok so why am I posting this now and not 5 years ago? So look: I started this project almost 8 years ago while I was in college. At the time, I didn't really expect to take it that seriously and my art skills weren't top notch by any stretch of the imagination. Also I was not great with programming (by that I mean I didn't know how to do it). So I turned to MUGEN. MUGEN is mostly fine I suppose, but...well nevermind. Anyways, over the years, it grew into something much more polished (mechanically) and here it sits today.

My intent is to rebuild it from the ground up. I want to redo and redesign all artwork and animations and start with a newer more modern engine. I'm working on moving it over to a new, currently undecided engine, but I'm toying with Unity right now. Basically I'm looking for feedback on gameplay before I get started on the new project. I'm amping up to get moving on it and could use some criticism. Seriously tell me what you like, what you hate and why. If you find weird stuff let me know. I want this game to be great. Do me a favor and ignore the art as much as you can though. I know it's not great.

By the way, here are a couple semi-demos of the new work I'm doing on the "new" engine:


Currently I'm still debating on whether I want to do 3D or 2D. I'm leaning more towards 2D, however. That last lighting demo has me a little excited. I'm open to opinions on this as well.

Ok so you can download the most current version here:

goo.gl/Nv8oJ4

Yes it's a year old, but that's the newest version for now.

I think that's everything. Thank's for checking it out!
 
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I remember playing this game one time. I tried out a super early build that was kind of broken, but still fun.

I can't help but wonder if you're posting here because the Pocket Rumble dev did the same. =P
 
I remember playing this game one time. I tried out a super early build that was kind of broken, but still fun.

YES! It was super broken many years ago! It's (probably) less broken now. Hopefully less broken. Still fun I think though!

I can't help but wonder if you're posting here because the Pocket Rumble dev did the same. =P

You got me. Well sorta. The Beast Fury guy did too and I feel like this place is a bit more receptive to indie fighters than others.
 
Personally, I am a sucker for quality, so when I see something I want to back, I want it to be the best it can be and have the same level of quality that Mike brings to SG.

I think many others here share this view.
 
Personally, I am a sucker for quality, so when I see something I want to back, I want it to be the best it can be and have the same level of quality that Mike brings to SG.

I think many others here share this view.

100% with you there.
 
This looks so cute and fun!


Hey thanks! Have you had a chance to try it out?
 
It's been a while since I played this. How do you guys change your controls for the game pad? My default controls were strange (Up be right, down being left, etc.).

*Never mind, I can change it. Must have been a hiccup or something.
 
It's been a while since I played this. How do you guys change your controls for the game pad? My default controls were strange (Up be right, down being left, etc.).

Relatively simple. Go to "Options", then hit "Input Config". After that hit "Joystick config". Let me know if anything else weird pops up or if this doesn't work for you.
 
Ok, I got the controls set. I just had to press the confirm button my game pad to set stuff up. On the subject of characters, I dabbled mostly with Natalia, MC Supercut, and Sophia. MC Supercut is so badass with his moves.

*Edit: I am liking Petra (Decimal) so far. Her warps are fun to use.
 
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Ok, I got the controls set. I just had to press the confirm button my game pad to set stuff up. On the subject of characters, I dabbled mostly with Natalia, MC Supercut, and Sophia. MC Supercut is so badass with his moves.

*Edit: I am liking Petra (Decimal) so far. Her warps are fun to use.

Hey glad you like it. I want the game to be balanced, of course, but I tried my best to make sure the characters were fun as well.

I'm partial to Natalia, Charlotte, and Petra myself.
 
OK, so I decided to dink around in this a bit, and I'm not sure what kind of feedback you are looking for since this is basically an alpha version and lots of stuff won't work right, etc. but this is what I found during my roughly 10-20 minutes of playing around with Charlotte (the character I first picked up when I first tried the game) in Training mode and in Arcade mode.

Round 1 in arcade lets you attack and move around during the intro sequence (shoutouts to salty bets disrespect).

No training mode options (can't turn off infinite everything, can't change style, no save states, etc.).
Can't get out of Speed Mode in decimal style once activated in training mode.
Having speed mode activated makes the pause screen glow green.

Charlotte's motions that activate moves do not coincide with what the movelist says in the pause menu.

The computer AI needs to be toned down (I set it to the easiest setting and it was still difficult to play against, I don't know how to play this game yet).

Not sure how much you can change in MUGEN, but yeah, I hope this helps. lol
 
I'm basically in the same position as where you started, it seems. It's nice to see a game come from nothing but ambition like this. Played it for a minutes after work today. Can't say I'm quite used to everything yet, only char I've used is Sofie. Personal opinion, but the matches I played felt a bit...long for the fighting style. Maybe I'm just not good or optimized enough (probably since I've only played an hour), but there were a couple of fights in arcade that went on for a while. I can't say yet if this is just me or something can tangibly comment on, have to play it a bit more to say for sure.

EDIT: Went back and played it a bit more with my keyboard and got some weird issue where the game constantly put me as player two and wouldn't let me play. Gave me a lot of trouble reassigning buttons to player 2 as well, basically preventing me from playing with my keyboard.
 
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OK, so I decided to dink around in this a bit, and I'm not sure what kind of feedback you are looking for since this is basically an alpha version and lots of stuff won't work right, etc. but this is what I found during my roughly 10-20 minutes of playing around with Charlotte (the character I first picked up when I first tried the game) in Training mode and in Arcade mode.

Round 1 in arcade lets you attack and move around during the intro sequence (shoutouts to salty bets disrespect).

No training mode options (can't turn off infinite everything, can't change style, no save states, etc.).
Can't get out of Speed Mode in decimal style once activated in training mode.
Having speed mode activated makes the pause screen glow green.

Charlotte's motions that activate moves do not coincide with what the movelist says in the pause menu.

The computer AI needs to be toned down (I set it to the easiest setting and it was still difficult to play against, I don't know how to play this game yet).

Not sure how much you can change in MUGEN, but yeah, I hope this helps. lol

You can turn off the custom combos by completing a taunt. taunt is C and D X held (the button that does the rolls and stuff)

Also yeah a lot of the movelists correspond to the wrong mode select.

I really like the pause music, maybe not the eating one so much though.

I'm wondering if you want the bugreport type things, cause it seems like you're focused on working on engine type stuff at the moment.
 
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...I'm not sure what kind of feedback you are looking for...

Really, any feedback at all is great. Gameplay feedback is my primary goal though.

Round 1 in arcade lets you attack and move around during the intro sequence (shoutouts to salty bets disrespect).

Yep. That's a bug. I shall fix.

No training mode options (can't turn off infinite everything, can't change style, no save states, etc.).
Can't get out of Speed Mode in decimal style once activated in training mode.
Having speed mode activated makes the pause screen glow green.

I wish I could have a ton of training options, but it's not so simple in MUGEN. I have to code functions directly into characters in order to achieve this. I was working on something experimental, but I never finished it. I think I'll work on it more and try to get it going.

To get out of speed mode in training mode, just hold the Radix button down for a bit.

You can change the style, by hitting F4. This just soft resets the match.

Save stating probably wont ever happen in MUGEN. I'm no expert here, but I think the engine itself has to be setup for that and it most certainly is not.

Charlotte's motions that activate moves do not coincide with what the movelist says in the pause menu.

Yeah, I guess some of the movelist things got mixed up some how. I shall fix this soon!

The computer AI needs to be toned down (I set it to the easiest setting and it was still difficult to play against, I don't know how to play this game yet).

Not sure how much you can change in MUGEN, but yeah, I hope this helps. lol

Look I'm gonna level with you. I put next to no effort into making the AI. Some characters are random, some are too good. No matter what the scenario, I do need to fix how it ramps.

...Personal opinion, but the matches I played felt a bit...long for the fighting style. Maybe I'm just not good or optimized enough (probably since I've only played an hour), but there were a couple of fights in arcade that went on for awhile. I can't say yet if this is just me or something can tangibly comment on, have to play it a bit more to say for sure.

Yeah this is always a hard one to read. In my own experience, rounds last around 30 seconds each on average. Not saying you're not good, but a lot of games I've played seemed long in the early stages.

.
EDIT: Went back and played it a bit more with my keyboard and got some weird issue where the game constantly put me as player two and wouldn't let me play. Gave me a lot of trouble reassigning buttons to player 2 as well, basically preventing me from playing with my keyboard.

I have no idea what might be causing this as I have never seen or heard of this issue. My best guess, though, is to make sure you configure every key for player 1 and every key for player 2 while making sure none of them overlap. If you're having difficulty entering key configuration, try resetting everything to default in the options.

I'm wondering if you want the bugreport type things, cause it seems like you're focused on working on engine type stuff at the moment.

Really, I want whatever you want to give me. Bug reports are great. I'd like to focus on stuff like mechanics though. I want to know who is fun, who isnt, who feels broken or weak, why you feel something doesnt work like it should; basically anything that you feel makes the game less enjoyable or less balanced - or even stuff that you really enjoy.
 
this is one of the major things I've found (sorry the video is upside down I'm not sure why its like that).


I'm not sure why, but some of her specials seem to always be in speed mode for me. I don't know if its always like that or something got messed up on my end.

I think the game is pretty fun, and I like chain girl more than I thought I would.

I have difficulty fighting the short characters like Maya and Ray(?) because it seems like they have some sort of armor thing going on, and since Taeko's throw doesn't connect its hard to do anything against them. I might just be misunderstanding whats going on though.
 
this is one of the major things I've found (sorry the video is upside down I'm not sure why its like that).


I'm not sure why, but some of her specials seem to always be in speed mode for me. I don't know if its always like that or something got messed up on my end.

I think the game is pretty fun, and I like chain girl more than I thought I would.

Yeah there was a mistake in her 236 moves that allowed her to cancel out of them when she wasn't meant to. I just fixed it on my end.

I have difficulty fighting the short characters like Maya and Ray(?) because it seems like they have some sort of armor thing going on, and since Taeko's throw doesn't connect its hard to do anything against them. I might just be misunderstanding whats going on though.

So first thing's first; I checked and it looks like her grab works on everyone so far. Her grab is different than everyone else though. Her throw functions like a stun that lets you combo out of it. It does no damage however. Basically, her grab looks weird, but it functions as intended.

By the way, you can toggle viewable collisions by hitting Ctrl+C. This can help you see if something is connecting properly or not.
 
Mugen is so annoying to code in. I do not envy anyone that has to do bugfixes for Mugen chars. It's always so painstaking.

Anyways, yeah, I fixed the problem. coupla buttons overlapped and it treated ENTER on my keyboard for the character select being for P2. Anyways, after playing it a bit more, I can safely retract my statement about matches being too long. I was just cause I sucked and played to defensively at first. Yay to scrubiness XD
 
Mugen is so annoying to code in. I do not envy anyone that has to do bugfixes for Mugen chars. It's always so painstaking.

Anyways, yeah, I fixed the problem. coupla buttons overlapped and it treated ENTER on my keyboard for the character select being for P2. Anyways, after playing it a bit more, I can safely retract my statement about matches being too long. I was just cause I sucked and played to defensively at first. Yay to scrubiness XD


Cool! Glad it's working for you now.

The funny thing is that the damage might actually be a bit high now. Hard to say for sure, but super high damage combos exist; though they typically require quite a bit of meter to pull off. I've been considering making it a KOF styled game which would make the damage output a little more interesting.
 
The way the game plays is a bit like hwat I'm shooting for in my own fighter. Though mine I'm shooting for less damage off confirms, but as it is, this is surprisingly close to what I'm kinda going for. It's actually quite fun when you get going until you get crushed by one of the higher end CPUs XD
 
Just updated the game. The patch fixes the pre-round movement issue, Taeko's infinite, and a few other small things.
 
Was Natalia's taunt suppose to hit her opponents because I tried it on several opponents and they provided different results.

 
Was Natalia's taunt suppose to hit her opponents because I tried it on several opponents and they provided different results.


Hah ok that was an old joke I played on someone. Guess I forgot to take it out.

No it's not really supposed to do that.