Thank you. It took a long time to upload this game. Please look forward to the next demo.I'm always expect this mod. Because I like kof styled mods.
OK. I always waiting this mod.Thank you. It took a long time to upload this game. Please look forward to the next demo.
Thanks for the feedback.My friend, this game is great! The action is smooth! But the combo is the soul of games like (King of Rage).
My recommended moves are: ↓→A, ↓↑A, and so on.
I would usually agree with this but in this game the inputs are on point here.My friend, this game is great! The action is smooth! But the combo is the soul of games like (King of Rage).
My recommended moves are: ↓→A, ↓↑A, and so on.
You're saying that it would be better to adjust the afterimage when dodging up and down? I'll try adjusting it.FF
I would usually agree with this but in this game the inputs are on point here.
@DD Tokki tokki
So after a playing the demo, is it possible to have the blue shadow that follow the player when dodging up or down, speed up and track the player more closely?
It's lagging behind the player.
The jump while running height could us some adjustment, maybe increased a bit.
Unlike in CAP beat em ups of old, when holding up or down, ends the combo with a throw.
Maybe try it like in Denjin Makia 2 where holding up, down or forward change the combo itself and the position of the player.
I say this because some players combos feel longer than usual.
In a game with one attack button 4 or 5 hits usually does the job.
This where holding up or down could change it.
Things to consider perhaps.
Enemies are fun to fight.
Try running after dodging up or down then you'll see.You're saying that it would be better to adjust the afterimage when dodging up and down? I'll try adjusting it.
The attack wont look flashy.When catching an enemy, the up and down input is treated as a type of throw rather than a concept of adding a combo. So the attack won't be as flashy as in other games.
The combo variation is the only thing I would suggest you tweak but everything else is as it should be.I don't know much about Denjin Makai 2's system, but since I haven't played many belt scrolling games, it will feel different.
I'll have to play various games when I get the chance.
Try running after dodging up or down then you'll see.
The attack wont look flashy.
The input would take effect after the 3rd hit.
Up would end the combo in a launch, forward would to move the player to the front while attacking and down end with an attack that hit the front and back.
I'm currently busy with Gouken and will make an example how the combos would look.
The combo variation is the only thing I would suggest you tweak but everything else is as it should be.
Yup, thats it.it seems like the afterimage lasts a long time.
Thank you, the combo is gorgeous.The first combo is attack, attack2, attack3.
Then the change will take place after the second hit.
The 2nd combo will follow if the player holds up, the other is while keeping forward.
Got a baby on board so things take forever to get done.
Hope this help.
Lmao, I'm a dad that baby sit on his off days, so I can't get much done.You're pregnant. That's good news.
Will a grab be added in then, when holding up or down?Thank you, the combo is gorgeous.
For now, it's a basic Final Fight-style combo, so I don't know yet what the additional input combo will be like.
It is a throwing technique that differs only in the presentation by inputting up and down as if catching an enemy and throwing it.Will a grab be added in then, when holding up or down?
View attachment 9269
The next character to appear after the demo version is Mai Shiranui. And since surnames are placed at the back in English-speaking countries, we will be changing the names of characters whose surnames were in the front to the back.
Caskey, Damon
.Caskey, Damon V.
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