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Beast's Fury Kickstarter is Live!

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Why are the graphics settings worded like that? It's confusing.
-fastest
-fast
-simple
-good
-beautiful
-fantastic

just do lowest low medium high ultra

edit: and why isn't escape the undo button for setting buttons

That's Unity's thing.

I had a funny bug a few times where pressing down made me jump and pressing up made me crouch, but the game still registered down as down and up as up.
 
save yourself the pain kitty... it's not worth it. I'm just going to play taps and slowly walk away from this could have been game.
Gotta warn the masses some way. It'll be... different..
 
Sheeeeeesh! Those loading times! It felt like my computer had to open every animation frame in a separate window somewhere. Even when the game started, there were pauses each time it loaded a new animation, until finally I had pushed all of the buttons. Skullgirls runs pretty smooth on my comp, so this kind of disparity is just absurd. I wouldn't be surprised if these sprites were saved letter-size at 300dpi or something crazy.

I didn't really run into the controller issues some people were having though. I'm starting to get used to Unity demos, so I knew to run through the launcher menu first. I really hope Unity developers don't forget to implement their own control mapping in-game though, because the Launchers don't always have the buttons labeled properly. One demo I played didn't even have the 2P controls marked, so you had like eight "Bumpers", four "Start" buttons, and a ton of axis-is-es to figure out.
 
I tried this and...I didn't really enjoy it that much. The game slows down or clips when you do moves you have not done until recently. Like some people said, loading does take a while. Even when it gets a little faster because of having the same characters or whatever, it still goes back to being slow when you reboot the game. Trying to do the combos was awkward since I have to do the next hit a little late and the knockback didn't really help. I tried assigning controls to the bumpers and it did not take, yet when I press LB, the game read it as LB and RT being pushed together.

Edit: Does anyone know if there was a movelist anywhere? I only knew how to do Quarter Circle + P and Quarter-Circle Back Kick + K.
 
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Don't blame Unity. Remember that perfectly competant fighting games and other titles have been made on ps1, cps2 arcade hardware, etc. which is all probably less powerful than a pc with Unity. These guys obviously have no idea how to optimize or program.

I'm guessing they're using the free version of Unity instead of the more powerful pro version with the money they got from KS? I mean, the pro version is the one intended for commercial development after all...
 
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Don't blame Unity. Remember that perfectly competant fighting games and other titles have been made on ps1, cps2 arcade hardware, etc. which is all probably less powerful than a pc with Unity. These guys obviously have no idea how to optimize or program.
true but Unity doesn't exactly help them either, so yeah. Over all this is a complete piece of junk that these guys tossed out in an attempt to make the backers feel like these guys are making progress instead of spending all of their time animating the characters. Because that much is obvious the animations are good, everything else is ass.
 
true but Unity doesn't exactly help them either, so yeah.

This would be true though for any engine, even one made specifically for this project. If you don't put time and effort into the programming/scripting, you're not going to get a good result, period.

That being said Unity is a bit unoptimized itself right now (the next version that is in beta now is working to fix that, apparently), but again optimizing a 2d fighting game should be something a commercial video game developer should know how to do. The developers of yesteryear made due with much more limited and restrictive technology.
 
Optimising in Unity is really painful. They make it easy to do many things, but optimisation is near impossible.

The memory Beats' Fury is using right now is absurd though.


I thought there was meant to be another demo out by now?
 
This whole ordeal has just been an example that not everyone can make a fighting game.
You need to have a craftsman's touch and not just throw shit to the wall and see what sticks.
 
here's a youtube link for anyone who didn't want to watch the twitch vod.

Note the invisibly disjointed hitboxes and lack of progress from earlier builds.

 
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At least it looks go-okay I can't even make a sarcastic comment on how it looks, its so bad.
 
here's a youtube link for anyone who didn't want to watch the twitch vod.

Note the invisibly disjointed hitboxes and lack of progress from earlier builds.

I'm about to make a recording, but looking that this thumbnail, where's the lines on the edges? Unless the thumbnail fails to render it right...
 
Oh Jesus, this game has so much potential, it's a shame it ended this way.
 
you all have got to experience this train wreck.
 
It hasn't ended yet, you know.

Although the end is probably years away.
 
is it just me or is the only way to quit the game is to alt+f4?

edit: LMFAO why are jumping normals so active? Like Don's j.lp hits while he's pulling his arm back. Some of them even make the character fall through the floor. I mean good for them for making the character point go below the floor like Mike said in that one presentation, but DAMN. Also holding up and mashing buttons doesn't give you air normals after landing.

edit again: lemme play with my dpad dammit.

edit more: why are some mediums look faster than lights? Hell you can't even see what happens with Don's c.hp. Who timed these?
 
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I just closed the window when I was done. I didn't want to push Start and discover that the pause menu took 10 minutes to load.
 
I will say this: the pie chart they made for funding was very accurate; the animation looks pretty nice...until the characters start hitting each other. Everything else is very, VERY terribad.
 
Thats one of the main reasons why I'm here tbh.

I hope Mike_Z makes another presentation of what NOT to do with a fighting game and has this as his main example.
 
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OMG this is SUCH a train wreck.. it crashed so hard (The train, not the game), it's taken most my PC's memory with it! I'll have my video..... sometime... I was very annoyed. I only found 2 special attacks x.x
 
OMG this is SUCH a train wreck.. it crashed so hard, it's taken most my PC's memory with it! I'll have my video..... sometime... I was very annoyed. I only found 2 special attacks x.x
Did the game take like 2-5GB of memory? I forgot.
 
I can tell you right the fuck now that if I ever get the money or mental fortitude to try making a fighting game with my universe I'll look at this as an example of what not to do.
I will actively work to avoid the mistakes of this piece of shit
 
Was the game took like 2-5GB of memory? I forgot.
I didn't even bother to look.

Also, it shit on my Stick XD Till I figured out how to reverse the reversed controls.
 
Can we calm down just a tad? No need to collectively shit on them so hard. Regardless of their mistakes or this obviously unfinished product, they are still people, and they still worked hard on this.
 
Wait, I'm confused, is that the actual game, or an early build?
 
If you guys hadn't noticed they are asking for feedback with their demo.

Just ranting about the early build isn't going to encourage them to keep doing so.

Yes it is taking a really freaking long time between substantial changes, I get the impression most of the team are working very part time on it.
 
Can we calm down just a tad? No need to collectively shit on them so hard. Regardless of their mistakes or this obviously unfinished product, they are still people, and they still worked hard on this.

You should try it out brah.




If you guys hadn't noticed they are asking for feedback with their demo.

Just ranting about the early build isn't going to encourage them to keep doing so.

Yes it is taking a really freaking long time between substantial changes, I get the impression most of the team are working very part time on it.

They've burned through two fundraisers with minimal development, not an excuse.
 
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Feed Back: Don't release this. When you throw out an "Early Access", it should work. Should. What we have here was a massive grave of wasted data. While the Ubber early version of Skullgirls was pretty funky, I'm sure it handled better then this. When you make som'in like this, you should of done the test chars fully. The hit and hurt boxes was insanely weird, The loading and total memory monster is very scary, The "Street Fighter" styled combo system wasn't even remotely close (the timing was pretty erratic), and I didn't like the voices much.

The only saving grace I'm giving this game is the animations are rreeaalllyy clean. Which, kind of is their fall back too as the "SF Style Combos" kind of run off of when the Attack animation kind of ends. Not quite ends, but a few frames before... it's seriously funky..

I got my video compressing and will upload it tomorrow before I goto work..

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They've burned through two fundraisers with minimal development, not an excuse.

And this.
 
While the Ubber early version of Skullgirls was pretty funky, I'm sure it handled better then this.
I only tried it once, and I remember it being less playable than Beasts Fury currently is :x

(I'm with everyone else shitting on this game, but I don't think that argument is sound)
 
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I only tried it once, and I remember it being less playable than Beasts Fury currently is :x

(I'm with everyone else shitting on this game, but I don't think that argument is sound)
I'll retract it if there's more people agreeing with ya.
 
That's one of the main reasons why I'm here tbh.
I hope Mike_Z makes another presentation of what NOT to do with a fighting game and has this as his main example.

I rather him and Alex do a joint session where the explain things like character design and what goes into making a character work ect as oppose to why someone is doing something wrong, cause he pretty much hit the nail on the head the first time
 
c'mon guys, what were you expecting???

I anticipated much worse
 
I can't figure out how to set my controls.
And I have no Heavy Kick.
But at the start of every round, I heavy kicked for some reason.
 
I'm not sure if the in-game button mapping works. You have to work through the prelaunch input menu, and that thing is worded in a kinda confusing way.
Horizontal+/Horizontal- instead of right/left
 
I can't figure out how to set my controls.
And I have no Heavy Kick.
But at the start of every round, I heavy kicked for some reason.
The HK is in there. In the video (that's now uploading) I didn't see it either at first.
 
But from what i remember this version is a demo presentation build for the dev right?
At the end of the day this is just something that needs to be good enough for a publisher to be like "This looks cool and interresting. we'll fund your game." It's basicly the same thing that MikeZ presented back in the day with Autumn Games. Then again now is a really tough time in the genres market space to be going about finding someone that wants to put money towards it. Especially if it's a rather new developer.
Does it have anything catchy going for it that might get a publishers attention though?
At the end of the day this isn't even something that should be taken seriously, it's fluff for marketing purposes to get themselves a ride on the back of a publisher. Atleast thats what i read out of it from the kickstarter thing.
 
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