• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Search results

  1. P

    Pocket Rumble Thread

    I really really don't want to go over every change (like I said in the previous post), but really quickly the reason we had 3S manual blocking was so that people couldn't be buffering specials forever during blockstun and no other reason (buffering SPD forever to have a frame perfect counter to...
  2. P

    Pocket Rumble Thread

    Hey, can't make a huge write-up right now because all my time is going into the getting the Early Access build ready, but I felt it necessary to clear the air a bit after the @Cagar posts above. I want to make it SUPER clear that I don't believe there can be feedback that can inevitably be...
  3. P

    Pocket Rumble Thread

    The SNES controller shows up when it's a generic controller the game doesn't recognize. I can add official support for hitboxes with your help, I'll DM you the details on Twitter or something. The reason B isn't reject universally is because that would be completely backwards with our default...
  4. P

    Pocket Rumble Thread

    having to charge only once pretty much felt like you didn't have to try AT ALL to get meter. Limiting it to 2 also allows us to let the EX drop have a lot more corner juggle potential and in general we want to make those EX's stronger thus she needed this change. We'll probably be buffing them...
  5. P

    Pocket Rumble Thread

    We wouldn't add a button exclusively for more normals, we really want to keep the small amount of normals per character. A throw button or special move button or something along these lines is an entirely different story though (although we aren't pursuing anything like that right now, we'll be...
  6. P

    Pocket Rumble Thread

    that second rule is just the normal rule of a throw with startup, that isn't complicated. This can be explained without saying any of these rules at all anyway, you can just explain it as "make sure the enemy is throwable on the same frame you execute a throw."
  7. P

    Pocket Rumble Thread

    That's what we are basically doing, but without having to explain all of these specific situations. When you input the throw they have to be throwable for the throw to come out is a lot more straightforward than trying to explain these frames where you have full control of your character like...
  8. P

    Pocket Rumble Thread

    hey, another alpha build is out and I set some time aside to discuss it with you guys over the next few days. Here are the changes relevant to our previous discussions: 5A only cancels into itself (and specials like every other normal) instead of being able to cancel into any normal. Health is...
  9. P

    Pocket Rumble Thread

    @Mike_Z How did you get GGPO to send packets properly while using the steamAPI? Right now it looks like I'm going to have to modify GGPO to use Steam's p2p thing that uses steamID instead of IP address... which I'd really prefer not to do unless I have to. (not sure if this forum is the best...
  10. P

    Pocket Rumble Thread

    @worldjem @Mike_Z This is one of three moves that are now weird with this kind of crossup system? Thoughts? I'd rather not have some moves override the generic crossup system or anything weird like that, which is convincing me to go back to our original crossup system.
  11. P

    Pocket Rumble Thread

    I think we are misinterpreting each other at every step here, because I didn't say to not write your feedback. Like I said in my post, I didn't respond to everything because there was straight up too much to respond to. It takes a while for me to write these, and I have to get Parker finished...
  12. P

    Pocket Rumble Thread

    Too much stuff to respond to each one individually, I'll just clarify some things here: One of the big goals for Pocket Rumble is to be a game with minimal amount of functionality overlap between your character's options, because there are inherently so few normals. 5A is supposed to be really...
  13. P

    Pocket Rumble Thread

    why does jumping need to be punished so much? Jumping is pretty terrible as a movement option outside of a few very specific situations when you don't have airblock or any other kind of jumping options. I'll get into this more when the jumping beats lows section comes up I guess. Are you sure...
  14. P

    Pocket Rumble Thread

    Well if this is something that could actually happen, someone should email us or DM me about that. The game is still too unpolished for it to be streamed at a big event without that being a mostly negative thing for the "image" of the game or whatever, but idk maybe we could just do it anyway.
  15. P

    Pocket Rumble Thread

    Nope, PC only at the moment. We'll probably get enough money for me to buy a Mac during early access so it'll probably end up on Mac as well before launch (from what I understand converting GGPO to something other than a DLL shouldn't be too bad once we have the actual source). Vita/3DS are...
  16. P

    Pocket Rumble Thread

    I'm sure there will be a few people who will stream the alpha that's coming in the next week or two.
  17. P

    Pocket Rumble Thread

    Frame data is different on everything other than poke. Here are the normals of the two finished characters: Tenchi LowA: sort of like a normal shoto c.MK Naomi LowA: sort of like Cody's slide c.MK, but with more distance/range. This can also be cancelled from StandA to get closer in your combo...
  18. P

    Pocket Rumble Thread

    I hope it doesn't come off that way! This kind of discussion can ultimately lead to better designed mechanics, so I really like to thoroughly respond to criticism of the design in hopes that it will lead to a suggestion that ends up being a superior alternative. You can see the differences...
  19. P

    Pocket Rumble Thread

    sure you can, but it won't be particularly interesting if they do more dmg than other normals AND are safe on block AND can special cancel AND has insane range, because that's all you'll do. I didn't think I had to be so literal when I explained that, I just meant you can't give a heavy the...