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Beast's Fury Kickstarter is Live!

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So turns out that Vincent's ability to cancel specials into other specials does cost meter, but their hack of a training mode (just pause the match and give both chars infinite everything) has a horrible time showing meter expenditure.

Also, turns out that the activation for the yellow bar is LP+MP+LK+MK all on the EXACT same frame. Really hard to do on a pad and for some reason doesn't activate if you hit the "PPP" and "KKK" buttons at the same time. Further, the cost for triggering the mode is worse than SFxT's pandora mode. When the bar reaches zero, you don't just end up in a dumb recovery animation, you also lose the ability to spend meter and use ALL of your specials. So any useful tools and reversals are gone. Instead of just dying (like pandora mode) you have to watch your character be reduced to "generic furry fighter" and die.
 
So...it's kinda like, as a comparison, Wiffing an Insta-Kill with Sol in Dragon Install?

Geeze. This game, Beast's Fury, seems to suffer quite a bit. First they forget multi-input buttons, and make the rage mode almost worthless by making the cost at the end far to unfair.

EDIT: Then again, even without meter, Sol still has plenty of specials and options at his disposal, but the best comparison I could come up with...
 
@North888 As a designer you should try playing the demo and figure out what makes the game fun/not fun. Well, if your pc can do it without shitting frames.
You'll find things like of a lack of input leniency and input buffering for anything but specials for some reason. They also don't have the magic series fleshed out. Pressing MP and MK simultaneously results in a MP instead of MK having priority.

First they forget multi-input buttons
Whatcha mean they forgot multi-input buttons? When setting buttons, you have the option of mapping "triple punches" and "triple kicks."
The PPP/KKK buttons are probably if statements set to always produce a HP/HK if pressed, a special if there's a motion involved, EX special if there's motion and meter less than 50%, and a super if there's motion and 50% or more meter. Instead of registering LP+MP+HP/LK+MK+HK for that specific mapping. That's just speculation and theory though. Why else wouldn't adrenaline mode (the yellow bar) kick in when PPP+KKK are pressed together?


On another note, they released a vid on the programmer tweaking the hit and block stun.

From description:
"This is a development video for Beast's Fury: Our current system didn't do hit and block stun properly and half-relied on the animation for the length instead of our pre-determined frame data. So I'm implementing the new system to completely control the hit and block animations by code."

aaaaaand they're coding in Javascript. Consoles don't support support that do they?
 
holy crud they are actually fixing it? that they figure out what the hell was making all of their problems in the game? Sigh... what were they thinking making the game use the animations to determine block/ hitstun, that's like the one way to make your game clunky and bad. Cause with the demo you had to have hard links if you wanted to combo from a light, medium, heavy normal chain, you had to wait for the animation of each move to end before inputting the next normal, compare that to SG where not only do you have input buffering but each move is based off of frame data and the animation of the move is made to play during those frames.
 
javascript? WHY?

it's WAY less efficient than c++ and even java
 
@Fedora_Ninja
Unity will compile the code into whatever. It lets you code in Javascript but I'm pretty sure it compiles everything into C#, maybe even C++.
 
yeah it does it into C++. BUT, it does help to know how to nativity program in C++ so Unity doesn't have to compile code from one language to another.
 
Does this fix Don's j.HK infinite?
one can only hope. but yes it looks like this will fix most of the problems this demo currently has. cause let's face it, having a fighting game run off of just it's animations and not it's frame data is like insane.
 
yeah it does it into C++. BUT, it does help to know how to nativity program in C++ so Unity doesn't have to compile code from one language to another.
I... actually don't think you can, at least not without some kind of plugin.

Unity lets you script in Javascript, C#(which I use) or Boo.
 
@North888
Whatcha mean they forgot multi-input buttons? When setting buttons, you have the option of mapping "triple punches" and "triple kicks."
The PPP/KKK buttons are probably if statements set to always produce a HP/HK if pressed, a special if there's a motion involved, EX special if there's motion and meter less than 50%, and a super if there's motion and 50% or more meter. Instead of registering LP+MP+HP/LK+MK+HK for that specific mapping. That's just speculation and theory though. Why else wouldn't adrenaline mode (the yellow bar) kick in when PPP+KKK are pressed together?
I meant as stated before, the whole press all 4 buttons doesn't work with pressing two multi-input buttons.
 
"This is a development video for Beast's Fury: Our current system didn't do hit and block stun properly and half-relied on the animation for the length instead of our pre-determined frame data.

Called it

javascript? WHY?

it's WAY less efficient than c++ and even java

You can only script in Unity with C#, Java Script, or a special scripting language made especially for Unity.

Honestly should have gone with C#, but it doesn't really matter when you're too lazy to look up how things work in Unity and get everything totally wrong and unoptimized. This is a game with maybe 2 animated sprites on screen at once, they should not have fucked it up so bad.
 
2 animated sprites, but I bet a LOT LOT LOT of possible animations in the memory at one point in time. It is pretty amazing how much memory spritesheets can take up and Unity wasn't optimised for it before Unity 2D.

EDIT: Not 1.4 gigs of memory though, they needa sort that shit out, don't get me wrong, I wasn't saying that was normal/OK.
 
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14 gigs of memory
I've been told 2.8gig of memory but 14gig? Can you send a screenshot of your task manager showing this? I have 8gig and still play the game so that seems highly unlikely.

In general guys, give us some time to work on our game instead of eagerly taking it apart too early, send us the feedback instead of bitterly brewing rage on the game here, realize that we released something early due to Kickstarter's new policies where you get in trouble if you don't release everything on time. Games are delayed all the time and you know it, indie games and AAA games. So we released what we had and we're releasing constant updates, fixing everything we can as we develop our features and receive feedback. I'd agree with you guys if the project was dead, but it's not, we're very actively working on it, if you like fighting games, you should wish the project all the luck instead of trying to bring us down and bash it to the ground before it even has a chance to shine, you know?
We're not a threat.
 
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One thing I was going to post earlier, is that it feels like this demo was really rushed out the door and after all the kick starters/crowd funds/paterons/etc. you really should have had a more experienced programmer to choose the right engine. Or if Unity was always what you were committing to, you should have hired someone who had a ton of experience with it. As I said before, if this was some little freeware project I'd be a lot more open minded, but you're making a professional commercial product and have already asked for peoples money pre-release.
 
One thing I was going to post earlier, is that it feels like this demo was really rushed out the door and after all the kick starters/crowd funds/paterons/etc. you really should have had a more experienced programmer to choose the right engine. Or if Unity was always what you were committing to, you should have hired someone who had a ton of experience with it. As I said before, if this was some little freeware project I'd be a lot more open minded, but you're making a professional commercial product and have already asked for peoples money pre-release.

Is that a response to what I just posted? If not, I explain why it was released rushed, if it is, you didn't read what I said.
I'm the programmer and I have plenty experience in AAA games at Ubisoft and with my indie games with my company, not sure what makes you think I lack experience, everything we've had time to implement so far, we have indeed implemented. It's not like we're fumbling around not knowing how to do things, we're working on the game.
Besides, they tried a ton of programmers and nothing worked until I showed up and the game has been shaping up ever since, so give me some credits ;)
Unity is a good engine for this game so far and I have a good amount of experience with it. You should have the same expectation than any kickstarted game project. You'll get the full spectrum of talent in the indie games industry, we do our best, that's all we can do.
 
You should have the same expectation than any kickstarted game project. You'll get the full spectrum of talent in the indie games industry, we do our best, that's all we can do.

That's the thing though. I don't think I've seen any demos released for these kind of projects (at least not the ones who have done well) that had the kind of issues that this one has.

So Kickstarter forced you to rush the demo out? If you're telling the truth about everything I guess I could give a pass personally, but you're going to have to work hard to regain peoples confidence because the glitches and various other issues in the demo (along with very bad pr from the rest of the team IIRC, was talked about a few pages back) gave a lot of people a very bad first impression. And first impressions are very important, especially with commercial projects.

But anyway good luck.
 
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That's because this is a new kickstarter policy, they're cracking down on thiefs and scammers who don't complete their projects after getting all the money, you're legally bound now to deliver on your promises, so they started calling Ryhan and since the demo was actually a reward with a date, they did force us to release what we had to be in the clear, legally. It's strict but we're actually happy we were able to release something we deemed unfinished instead of being in legal trouble with kickstarter. Would have been much better to delay and release something much more solid but it's life.

As far as first impressions and regaining confidence, I'll be honest, for my part of the job, I don't really care about that, and not in a negative way, but in the way that what I focus on is the constructive feedback that will allow me (us) to make the game as polished and fun as possible. Our constant updates and the game shaping up nicely will speak for itself with those who are willing to take the journey with us.

And thanks :)
 
Is the demo public? I've seen so many people talking about it, but I can't find any sort of demo. I thought the kickstarter reward was the demo early. Either way, from what I've seen of the game, there are a few balancing issues. Additionally, I don't think the full force of each attack is really conveyed with hits. Some harder hits seem to lack the knockback and some of Vincent's attack noticeably have high hitstun, allowing him, from what I've seen, to chain both heavy and specials with far to much ease. If this has already been addressed, I apologize, I was only going on videos I could find.
 
Is the demo public? I've seen so many people talking about it, but I can't find any sort of demo. I thought the kickstarter reward was the demo early. Either way, from what I've seen of the game, there are a few balancing issues. Additionally, I don't think the full force of each attack is really conveyed with hits. Some harder hits seem to lack the knockback and some of Vincent's attack noticeably have high hitstun, allowing him, from what I've seen, to chain both heavy and specials with far to much ease. If this has already been addressed, I apologize, I was only going on videos I could find.

This kind of stuff (frame data, pusbacks, launchers and juggle values) is in constant tweaking, that's where our super early demo hurts us, because people think these things are important at this point haha, they ARE and are always part of our updates but we're still implementing like...actual features haha
Got a huge todolist :)
 
ditto... want some popcorn? Okay, EvilDog, win me back.

tumblr_lbhigtooIm1qe0eclo1_500.gif

Well I brought the drink. I'm just waiting for the comments to roll in
 
Take a seat. Can't promise you it won't be Q and A but I've seen the PR guy try and well lets say it was rather amusing.

You seem like a nice guy
 
Thanks, but you're a tough crowd from what I've seen from the previous pages of this thread so I'm not surprised if other people didn't fare well.
 
Like I said, you seem nice and your approach rather friendly and non aggressive. I don't doubt your skills, but trust me, I'm not the masses you have to please
 
I like how everybody is taking a seat but nobody is actually asking questions now that someone from the team who can actually type coherently is here.

Thanks, but you're a tough crowd from what I've seen from the previous pages of this thread so I'm not surprised if other people didn't fare well.

Well it was more stuff like this.
 
Yeah but I can understand, like imagine seeing your project, your baby, being bashed by many people and you're trying to make it work but there's a lot of negativity, it's just hard and discouraging.

And it's ok, we're just sitting, drinking, eating popcorn and chilling, no need to flood me with questions :)
 
to be honest, i was angry. now i'm not. I'm not angry, can't even get angry at this even if I wanted to. I think what really ground my gears the most was that I saw things that to me seemed like the things to do to make a broken game, that fireballs miss at point blank range, that the mechanic behind the crumples and how Vinc's super does not ignore that rule even though you have stated that it does, small little stuff that looked like they were tossed out just to keep up on the deadline, that you'll fix them later when they should have been broken to begin with. The fighting using the animations instead of frame data was also another thing that raised an eyebrow to me. Is this truly your first fighting that you are programming? Has you creative designer helped you with the actual mechanics behind a fighting, because with a fighter there are a lot of little pieces that must work together and if one is out of place it can mess up the whole game. You can answer these questions or not, i'm gonna just relax and try to keep quite.
 
Yeah but I can understand, like imagine seeing your project, your baby, being bashed by many people and you're trying to make it work but there's a lot of negativity, it's just hard and discouraging.

I understand, even as a simple fan it is sometimes hard to respond well to someone bashing what you like (and for some strange reason, SG generated a veritable maelstrom of loathing from certain corners of the internet). But a PR person is supposed to be above that (I mean, it's their job).

Even the capitalization is irksome. If someone is actually selling something professional, I don't expect them to write "i" instead of "I" whilst using the official account.

But in the end it doesn't really matter to players, I guess. The onus to make the game good really falls upon you (and the animators, to a lesser extent).

Myself, I prefer the more air-dashy playstyle over the more classical Street Fighter style fighters, but if it's as good as Karnov's Revenge I wouldn't mind playing it.

The fighting using the animations instead of frame data was also another thing that raised an eyebrow to me.

That's an honest mistake in Unity since how you time things is somewhat situational.

Also I called it (see above) *smirk*.
 
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You can answer these questions or not, i'm gonna just relax and try to keep quite.

I agree, that kind of things look lame, they may seem like voluntary oversight, but nothing is being tossed out, I have a massive todo-list of little to big things to implement and they can't all be done at once. When you implement a dozen features, you will always miss cases where they break so these bugs get added to the todo-list, you might see some of those bugs and to you, it seems inconceivable that they even exist, but it's just a normal part of the game creating process, you code shit, they break. Hell, look at AAA games like AC: Unity, some of these bugs are redonkulous, the exploding faces and all haha dunno if you've seen these...unfinished games have issues, a ton of em.

It is indeed my first fighting game and Andrew the creative designer is helping alot with everything we need to breathe depth into this game. A difference here, say with Mike Z, is that I think HE had the vision and the programming skills and all that, in the case of Beast's Fury, I'm not designing the game, just coding it and bringing what I can and my experience to the project but I'm not the one with the in-depth knowledge of fighting games.

Like I said before, all we can do is our best.
 
a PR person is supposed to be above that

Ryhan is the project lead, we don't really have a PR guy, so it's his baby and he lost his temper I suppose, not wise but understandable. I certainly lose my temper sometimes and tell people to fuck off when I can't get through to them, it happens hehe so far everyone is talking nicely so it's very cool, but man, sometimes people bring this fucking ATTITUDE with everything they say haha it's really rage-inducing :) Oh internet...
 
I'm a first impressions kind of gal.. Wow me with your project. Show me your best, even if it's a demo. And believe me, a lot of games fall under the carpet due to not giving me what I seek.

This game. Animations has my attention. But the demos (Plural, as seeing bugs continue to run rampant in other versions) are seriously failing to keep a grip on my attention. It felt like moosh in my fingers, and everything was backwards (litterally). Then you got the "on action - let's load this animation) thing, which put an even bigger annoyance to the build.

I've honestly lost interest. I originally did but after getting my fingers into the build, it burned. I'm sorry but it felt past the point of saying "I hope you guys can pull it off", as it felt like a capcom game: Unpolished (demo wise - Chars wasn't fleshed out properly) and a glitchy, glitchy mess... I'll try to go ahead and stay positive about it, as the animations are really good! but.. yeah..
 
@Evil-Dog Alright, being that guy. Questions/feedback incoming. Sorry. Noted that you're not the one with the designs, but I'm just gonna lay these out there.
Based on the latest ver4 build:

1.) What is the "fury" button supposed to do?
2.) What are supposed to be the benefits of adrenaline mode if all the cons lead to eating a free combo due a long recovery and losing all the things that makes the character unique?
3.) What features should be added above frame data and basic functions that form the basis of natural combos?
4.) Vincent's Tiamat Knuckle move follows a MK style motion that I personally loathe: :B::F:+button. It doesn't feel natural on pad and it overlaps with Vincent's command overhead (f.mp). If I'm in a situation where I'm pressuring the opppnent and tap back (for spacing or blocking whatever) and hit f.mp, I'm not going to get the overhead I want. I suggest changing it to a QCB+P motion. It would match the animation more. Also, if you make this change, please change Giga Tiamat Knuckle into a QCB motion so that it's logically a powered up version of Tiamat Knuckle and not say, a super version of his fireball stored into his fist and he just runs with it.
5.) Don's Thresher thrash input doesn't need to be a backwards dp. A backwards dp is, strangely enough, actually more awkward to pull off than a regular dp. You just need the game to recognize that the dp shortcut that everyone uses (fwd+qcf) is a dp. and a half circle forward is always a fireball. (How Skullgirls does it)
6.) Why is mako masher a half circle back? If he already has a QCF motion, there's no need to make the execution harder for a reverse motion. A QCB should suffice.
7.) The timing of hitstop on Vincent's s.hp and c.mp look off. With s.hp, the impact freezes on a smear frame. c.mp freezes in a way such that it looks like he's trying to grab a leg, not hit the guy.
8.) Personally think Vincent's j.mp and j.hp should be switched. Following the "Ryu" model, j.mps are more horizontal and useful for air-to-airs. j.hps are slanted downwards and good for jump ins and defensive air-to-airs. (The classic jump back fierce)
9.) I noticed that you're planning on implementing different hitstuns based on the strength level of the hit. It's cool, but the problem is light hitstuns don't look very different from the idols, so it's hard to tell if I'm really hitting them.
10.) There's an issue where if I jump, hold up, and mash on light punch, after landing I will stop jumping and continue doing ground attacks instead of always getting j.lp.
11.) I don't agree with juggle points because it sets an arbitrary nature of creating combos, but since I don't have a system to suggest replacing it, I'm just gonna ask this: Are there going to be different "classes" of weight and characters with juggle points? Or is everyone going to have to have character specific juggle combos for each character? I already noticed that Don falls to the ground much faster than Vincent, and the juggle combo I threw together on Vincent didn't work at all on Don.
12.) Why is the trigger for adrenaline LP+MP+LK+MK and not something simpler like MP+MK? Mashing these four buttons is not comfortable to input on a pad, and I can't imagine it being comfortable on a fightstick. Triggering X-factor in MvC3 required 4 button presses, but on a fightstick it was easier since the placement of buttons was essentially LP+MP+HP+LK. It feels more natural pressing the punches with your fingers and LK with your thumb. On pad you could map a shoulder button to 3 of the attacks, and hit the 4th needed input (face button) simultaneously. However if nothing is already mapped to MP+MK, there's not much reason not to map adrenaline trigger to that.​
 
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