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(+1)

Hey, that is a promising project!

I've practiced boxing a lot, and the 1st thing I tried was "jab/cross" but I see the character "tired". I think I understand why you did that, you probably want the game to be a "funny casual" game instead of a combo, fast paced versus fighting game. Being able to throw lightning fast punches would make a different game.

However, that's an interesting question to debate wether not you want to make a fun party game or something more complex to master, because the controls are pretty hard to get used to. Not everyone can grab the pad and have fun in 5 min.

I personnally love the "realistic" aspect of it, but with the visuals, it looks like you want to go for the party game.

I'm curious which path you will choose.

Good luck!

game play is good but try to make it lean r/L for the cam not the character

(+1)

Loved what you got so far! Been watching your videos for weeks and really enjoyed the progress made and was exciting to try it out :) One feature I would like to see would be a clearer indication that you are running out of energy, like when you low on health the screen goes red but overall loved it!

hahaha game goes brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr

great potential keep going dont let hate stop you

Could you add a Mac built please? I would love to play this game but I only have a Mac.

(+1)

please add keyboard support my dude

(+1)

He's said he won't do that, and honestly I don't see how he could with the gameplay control that he's developed.

There IS keyboard and mouse support in the demo, you can use the Tab button to switch between controller and/or keyboard and mouse

needs music

Love your devlogs so I wanted to provide feedback!

(+1)

2 things

1.  rope physics makes the ring feel way better

2. maybe make bobbing and weaving more viable. 

e.g if someone were to throw a hook they could lean back to dodge it. right now I'm not sure if you can lean back far enough to dodge a hook.

(-1)

Love this demo here's a list of things to change

1. The camera is a little to slow maybe increase it by a little

2. The charge up takes to long make it one second shorter to have faster pace games.

3. Make a graphics option since I have a high end laptop I want to bump everything to max I noticed that there was aliasing which makes me personally find some games unpleasing to look at make these graphic slider. Resolution, FXAA, and last particle effects

That's all also please and online multiplayer on steam version if you can.

You can change the camera speed by pressing the Esc key on your keyboard and tweaking with the settings. Hope that helps!

i love this game and i want it to succeed so I'am going to give my honest opinion.

1. the camera need to moves faster because i want to focus on the fight and not look away from the opponent

2. the controls are nice and well though of but can be hard for a noob to get used to especially if they don't know much about fighting

3. I think the charge should be a little faster just to make the game a little more fast paced, plus no one is going to wait for you to charge to hit them. I know that was done on purpose but the game feels a little slow, boxing should be some what fast paced and strategic. this gives the player an adrenalin rush and they feel more rewarded when they win, because they worked hard for the dub.

4. this is a great game and I hop you succeed.

also can you add footwork animations, nobody fights with their feet horizontal to each other

(1 edit)

Graphics options plz

or some kind of way to get it to run better

whats your hardware and how much fps did you get.

(+1)(-1)

this looks so fun i remember when i saw his first devlog

(+1)

EPIK

I can’t wait to play the final product 😊

(1 edit) (+5)(-1)

I think you should add keyboard and mouse support cause since this game is going out on Steam many people including me would prefer using a keyboard and mouse on a pc

There is keyboard and mouse input available for the demo. You can press the Tab key on your keyboard to switch inputs between controller input and keyboard inputs. Hope that helps!

actually I said that before he made an update 

I was talking about the original version he uploaded

Deleted 2 years ago

Can you make a mac export of this game?

Looks like a very good upcoming game. The only thing that needs work is the camera, I feel like it is a bit slow, other than that it is cool.

(+1)

You can tweak the settings and change the camera speed by pressing the Esc key on your keyboard. Hope that helps!

Deleted 2 years ago

Physics are nice and the controls are very natural, I do think there needs to be an uppercut which could be block + punch + up. I also thing combos need to be added like two left jab and it'll turn the right jab into a straight. Great demo so far! 

(+2)

Me and the kids played yesterday: https://m.youtube.com/watch?v=aaPDzLydXcw

Linux version please

(1 edit) (+2)

Linux version?

Preferably for arch based systems

(+1)

Might run on wine, kinda worked for me on debian. Pretty much just a bronze rated app currently.

Will you please upload the demo version for 2 players! It would be f*king awesome!

Doesn't seem to work with an Xbox 360 Gamepad :/

Hi. Anyone knows how to use a Logitech Controller with the game?
I have to map the buttons and joystics to commands of the keryboard.

Even the movement with the joystick it's not recognized by the demo.

Thanks!

Nice cute character . Lack of body control. The character automatically kept on falling towards the side.

 

(+1)

Atmosphere - Sound Design:

  • needs crowd cheering and/or boxing gym background sounds
  • would be nice to hear coach yelling at you
  • would be nice to hear the crowd oh and ah when a big hit is landed (not every time; but under certain conditions that denote an epicly timed hit/counter hit) --- I can expand on this if you like. Feel free to ask me.
  • a starting and ending bell for rounds (even in the demo when the game loads and punching can begin)
  • consider background music (I'm not sure about this)


Controls:

As far as I can see there are 12 different punches: jab, hook, and haymaker(3) x head and body (2) x left and right hand (2).  It's hard to execute the haymaker on the body.  Also; it's hard to see the difference from a hook vs a haymaker because they both have the blurred speed effect.

  1. I propose either only having the blur on the haymaker punch OR adding a different effect for the haymaker punch to differentiate it more.
  2. The timing for the punching and leaning at the same time has to be VERY precise.  I'd like a larger window to execute the lean and the punch--maybe 100ms or less?  (I'm guessing that the number; but it would be nice to feel a little bit forgiving).
  3. A haymaker is executed using the following steps:
  • a. charge the punch
  • b. leaning to the same side as the changing hand
  • c. lean to the opposite side and RELEASE the button at the same time

    OR
  • a. charge the punch
  • b. lean forward and RELEASE the button at the same time
I find that to be easier than the normal hook:



a. leaning to one side
b. lean to the opposite side and PRESS the corresponding punch button at the same time
   The inconsistency is frustrating. This is especially challenging when trying to attack the body instead of the head.


Suggestion Option A:  Consider a control scheme where all punches are thrown on button RELEASE instead of press. This would give you an opportunity to vary all punch strength--and other attributes--based on the charge time.  That preserves some of strategic aspects in the game by adding a chicken element when you see an opening.  There's risk in each punch--holding for strength encourages more pacing and patience.  This is NOT a new concept--and old SNES game called Weaponlord has some combos that worked that way.  I thought it to be ahead of its time.


Suggestion Option B:  Consider not having one punch button and let the way you lean determine the left or right punch.  This would probably have to work in conjunction with Option A...  The punch happens on RELEASE. For example:
--the jab:
a. before and/or while leaning to one side PRESS AND RELEASE the punch button (or hold for a SHORT time)

--the hook:
a. before and/or while leaning to one side PRESS AND HOLD the punch button
b. after a SHORT-to-MEDIUM time lean to the opposite side and RELEASE the punch button at the same time

--the haymaker (same as it is now):
a. before and/or while leaning to one side PRESS AND HOLD the punch button
b. after a LONG time lean to the opposite side and RELEASE the punch button at the same time

You'll need to set min/max values for the jab (short), hook (medium), and haymaker (long) punches for sure.


BUG: 
- There's some bug that I can't consistently repeat that cause a double jab from only one trigger press.  I find that it happens more when I'm walking and punching--especially to the side and behind the dummy.
- I didn't see the health and stamina bars.

(-3)

i havn't played yet but as you probably expected there are alot of bugs and other problems to fix in the game also alot of thing still needed to be added maybe a solo offline aspect

Well, duh! What did you think? That a demo is the final game and that the DEMOS don't have bugs?! Of course not dumbass!

(-1)

thanks for being so contructive

Thanks for the useless sarcasm >:( I appreciate it

(-1)

thanks for replying again babe

and a 2 player

and is this game still made in unreal

this game is great but the how you look needs to change

(+2)

i like it but when i use it in whine (a program to run a .exe) on linux the lighting glitches out its still playeble but i would love to see a linux build

same thing on mine, wine 6.0.

(+1)

the controls are really good but the walking sound is annoying after a while and the camera is making me dizzy.

(+1)

After about 20/30 minutes of just messing around and figuring things out I'm actually really impressed by how fun it can feel but it isn't without flaws.

Two things quickly before my actual problem, when charging with the left arm the spikey line effect appears on the right arm not the left and when charging and then blocking the effects stay.

Okay so this could be because I'm using a PS3 controller and the sticks are perpendicular to each other unlike xbox ones but I don't really have anything to compare to so I'm not sure. So punching feels good when you stand still and I can hit with both arms without any issues, leaning feels good, distance requires some practice but that's a problem with me not the game, my issue comes with moving and attacking specifcally with the left arm I felt like I was supposed to lean with the left stick which just made me move in weird ways, I had no problem moving and attacking with the right arm as it just felt more natural (right bumper with right stick) so when I tried to attack with the left arm I had to keep reminding myself to still use the right stick and not just flail about which made it really hard to just fluidly attack and really get invested in fighting, I don't really know how this could be fixed but I thought you'd still like to know but anyway I still really enjoy the game so far and I can't wait to see what comes next.

Overall experience: EPIK/10

EPIK

Is it compulsory to have a controller or can I play the game with my keyboard.


And also I'm not able to open the game for some reason, it says something like cooked, uncooked and stuff

(+2)

BE a Linux supporter dude, and build this also for Linux,
cuz well, many users are now shifting from windows to Linux [ including me :) ]

(+1)(-2)

Not INCLUDING you, it's just you.

(+1)

nah

check this out :- https://www.zdnet.com/article/how-many-linux-users-are-there-anyway/

(+1)

Me, reading this from my debian installation: Yeah, of course.

Same lol

also me. switched like 3 days ago L

y are u switching to linux tho 

Windows issues, customisation, privacy, less viruses, better for me as a dev, runs most of my apps I use anyways. The final straw was having to reinstall windows do to my networking, firewall and av being disabled, other people's support messages were too basic to fix the huge issue (wifi button on taskbar was gone, wifi/network settings crashed the app, firewall would not turn on: no fix other than reinstalling). Also, I run servers so it just made sense. Would love to hear other peoples reasons as well. 

(+1)

What is involved in getting Unreal Engine to export a game file for MacOS?

(+1)(-2)

Upgrading to Windows...

He would need to have a Mac (or a VM), get the files on that system and build it there. The Mac dev ecosystem is really bad for people running windows and linux as you need to jump through stupid hoops for no real reason. Sadly apple restricts its users and developers alike :/. Its just a really big inconvenience to do, especially for people who don't know how to use VMs

(+1)

Great first demo... this is some good stuff.

In this comment, I'll leave out what a lot of others are saying about what should "be in the game" like online multiplayer,  tutorial, builds for other OSs, bots, etc because I know you've already been considering many of those things. Instead, I'll try to give some thoughts on what you can do to improve what you have here already, mainly the controls.

(Before I get into a ton of detail, it's worth noting that I'm definitely a mouse and keyboard guy, so those with more controller experience might not feel the way I did 100%)

I played for a bit of time, maybe 15 to 20 minutes. In that time I managed to get relatively comfortable with landing big punches on the dummy. Even after that time though, the rate at which I landed a hit felt inconsistent. I often wasn't able to determine what I did differently between a max-power hit and a scrape, or between a hook and an upper-cut.

Along those lines, it was a bit difficult to find the distance needed to land hits. I felt I was often either too far away or too close, and it was difficult to tell until I swung and missed. 

I also noticed that I naturally felt far more comfortable swinging punches with the right side rather than the left. This might be because I'm personally right-handed, but it might also be because the lean-stick is on the right. I might be an edge case here, and it might not even be an issue. 

I'm a tad concerned about how the mechanics of the game will translate to 1v1s, at least for new players. Like I said, in my first 20 minutes I barely managed to get used to punching a dummy, let alone balancing positioning, blocking, stamina, and punching in an actual match. Learning curves are acceptable and are welcome for many players, but many others might get frustrated if they are learning that balancing act in live games. I'd say that theoretically, the best way to address this would be to either simplify the mechanics or provide a way to practice them offline. Not just practice for punching, but for that balancing act the combat features.

The review sounds worrisome, but for real, it's a really good start. When you do land those hits it feels really good, and I could see a community building up around its combat mechanics. Overall, really great! Can't wait to play the next updates!

(+1)

As a personal preference, I feel like I would prefer, camera control on the right stick, obviously this presents some problems with the other controls, but my thoughts would be; 

Block - This only needs a single button, I don't see the need for both hands to block independently

Right and Left Bumper - with block being moved to a single button, can become the leaning from side to side

I also feel like there should be a right to left dodge/strafe that is faster than normal side to side movement

My thoughts might only be based on fighting a training dummy though, and maybe the current control set is feels better balance when fighting another player.

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