@ Mattness:
Ah. Finally someone with a Joypad. The usual complaint I get is that most people don't have them.
I'm not sure I understand what you're suggesting. There's something wrong with the arm? His foot is up only if you miss. Afterwards there's a cooldown where you loose your balance and you're open to attack. The point of the charge punch is to make players move so you don't just huddle in the middle of the screen punching and blocking.
By elusion (illusion?) you mean making a fake attack? I might see that working with the charge punch, but the charge punch makes you invulnerable to hits, and adding a fake one wouldn't stop the other guy from punching you. (unless they're too far away for you to hit them anyway)
@ Doppleganger:
Heh, the croud is actually ripped from BOS (it's one of my favorite games), so are the punching and voice effects. They were ment to be temporary, but they worked so well I kept them. Not to mention, my tracker isn't all that good for creating voices. The music is mine though, along with most of the sound effects.
Do you mean the gameplay is slow, or that you're having slowdown? The timer is set so you can just barely get up during your second KO. (Third is a TKO and automatic an win.) I haven't had any complaints about the gameplay speed from my testers, maybe it's just a feel I'm move comfortable with. I did find one slowdown problem where the music loops and it all turns to syrup, but I think that's a MMF problem. I'll have to look into that.
I really don't see how not finding the controlls is an issue. You have two sets of shift and ctrl keys. If you didn't try the right keys, those didn't work or can't find the ones for player two, I pointed out you can change the controlls by pressing ctrl + Y. (I've also noticed during a second testing, that MMF has another key command: Ctrl + S that trurns off samples. The standard 2-player layout is WASD, so it might get trurned off from time to time. If I can't change the default controls, I can at least remove this feature.)
Yes. To do the charge punch, the easiest way to do it is hold down and press button one. I've found this is easyer because you will continue to puch if you hold down the buttons, forcing the other player away. (If the other player is close and starts moving as you start, you could get two hits in. On your third one, you're most likely to miss and get caught in the cooldown.) How would you suggest you trigger it?
In regards to it being unresponsive, I reckon you mean you can't punch at the exact moment you press the button? This is common in most fighting games (streetfighter 2 for exaple,) where you loose controll for a couple of milliseconds while the attack is executed. The difference here is that the attacks are slower. I'm not going to excuse it if you feel it's a drag on gameplay, but it's a design choice. Part of the reason I could make this game is in the timing of controll loss. I could speed it up so you won't notice it, but it would speed up the entire game of course. The hole game is very systematically set up in terms of movement. Having fluent interaction requires a hole diferent engine, something I don't think I can do.
Too bad not that many people are playing this thing. Was hoping to come across something I can build on for my next project. Guess we're a 1-player bunch here