What should I do with FFMD now?
Added 2024-12-01 19:42:32 +0000 UTCAfter a brief hiatus due to technical issues with my PC, I'm back and should release another version with bug fixes in a couple of days.
Now I have to ask, would you prefer me to move forward with round 6 even though I'm aware of some bugs, or would you prefer me to polish it better before moving forward?
Comments
dejar el juego lo mejor pulido posible antes de finalizar stage 6 sera lo mejor y al final mas facil
KaRMiG
2024-12-24 17:27:15 +0000 UTCSei bem como é... Estou no momento tentando seguir de forma intermediária, vou apenas convertendo as fases e programando, mas lhe digo que lidar com pixelart, ajustar as paletas, criar tiles e fazer caber na VRAM do console demora muito mais do que programar (tirando momentos quando surgem bugs complicados).
Mauro Xavier
2024-12-06 02:23:13 +0000 UTCAcredito que resolver os bugs antes seja melhor, pois pela minha experiência quando a gente bota coisa nova parece que eles se multiplicam como virus e fica mais difícil de ajustá-los.
Nil Obermüller Schaupp
2024-12-06 01:33:43 +0000 UTCThis is interesting and I feel you are taking the right approach. The arcade version is great, but the MD version does not have to be a 1:1 replica. It is a port of the arcade but it is also a game all on its own.
Charco
2024-12-02 17:11:50 +0000 UTCI’m really glad I could hear your thoughts again! I’ll be eager to supply any feedback and information about FFMD in the future and I hope they can be useful!
レイジ ミツルギ
2024-12-02 15:14:45 +0000 UTCI'll look into all of these details, but I can't guarantee that I'll implement all because some seem like bugs to me, even though they were a feature of the final game in the arcade. One of them, for example, is that enemies behind drums won't spawn if the drums are broken first. Another curious fact is that in a previous revision, I implemented invincibility for bosses when they stand up, but people complained, thinking it was a bug in the collision hitbox. I'll choose wisely what to implement and get supporters to weigh in on it as well. Anyway, I appreciate your willingness to categorize these details, it will help me make the FFMD experience more accurate.
Mauro Xavier
2024-12-02 11:38:19 +0000 UTCPlus, I realized that in FFMD, the hitting sound of kick/jump kick is just the same as punching sound! I’d like to suggest you change it in the next update.
レイジ ミツルギ
2024-12-02 08:10:39 +0000 UTCDepends. But I would fix big bugs and continue with stage 6. And finally fix all bugs.
CRISTIAN CABEZAS GUERRERO
2024-12-02 07:17:04 +0000 UTCI’d say I prefer seeing Round 6 in the next update, but I do respect it if you fix some bugs now. However, can I interest you in implementing some new features from the Arcade again? In case you still devote yourself to improving previous stages, I would like you to make some obvious changes. So, in order make sure you can choose what to change, I write down almost all the features I found from the Arcade that need to be in FFMD. 1.Every boss, Poison and Roxy have temporary invincibility. Every boss can be invincible after getting up, and in Poison’s case it’s while landing after jumping. 2.Guy should be able to wall-kick jump at every start point of each round. 3.Bred, Jake, Simons, Dug, J, Two.P, Axl, Slash and Andre disappear more slowly, and G.Oriber, Bill Bull, Wong Who, Holly Wood(Molotov man), El Gado, Poison and Roxy disappear more quickly after defeated. 4.Edi.E’s bullets can be warded off by hitting them with any weapons. 5.Holly Wood, El Gado and Rolento bounce twice after Haggar’s Pile driver. 6.All of the enemies standing behind drums disappear if the drums are broken before they appear. 7.Poison and Roxy move around before they do the jump kick. 8.if Poison and Roxy do the jump kick from a distance that they can be right behind players after that, they can’t hit players and can only be punched. 9.Holly Wood and El Gado’s slide causes a damage before they even move(to be precise they can hurt players 2 frames before sliding) 10.Andre’s jumping can attack players while they are throwing enemies, however, it can’t penetrate them while they’re also jumping. 11.Molotov man can also do the jumping attack after he was grabbed and let go, but its damage is as weak as the damage when a player hits other player. All the things I wrote above are all from the video I sent you previously, so please take a look at it for further analysis!
レイジ ミツルギ
2024-12-02 03:31:33 +0000 UTCAn update with some screenshots of your progress would be great while we wait :)
Charco
2024-12-02 00:38:01 +0000 UTCA finished game first, Bug fixes later as that way you are moving towards a goal and not going back and forth.
CHRIS MCEVOY
2024-12-02 00:13:47 +0000 UTCRound 6 may introduce bugs that affect prior work, or bugs you thought were fixed may reapoear... maybe forge ahead and fix all bugs once the core game is ready.
Frank Provo
2024-12-01 21:59:46 +0000 UTCIF they don't crash the game it is ok to move forward
Alternate Review
2024-12-01 21:17:49 +0000 UTCFor example, any bugs related to crashes or anything that makes the game unplayable at some point.
Mauro Xavier
2024-12-01 20:56:13 +0000 UTCIf the bugs don't stop me from finishing the game, I’d rather see the final screen. It would be magical to complete Final Fight on the Mega Drive (and maybe steal the title of best beat 'em up from Streets of Rage II... perhaps).
Emilio Arenas Ruiz
2024-12-01 20:49:42 +0000 UTCI think it's better to iron out bugs instead of releasing now. I am thoroughly enjoying last month's Patreon build at the moment anyway and would prefer you release a more stable build that includes Round 6 whenever you feel it's ready.
Charco
2024-12-01 20:48:05 +0000 UTCDepends on the bugs. Kinda need more context in regards to that. Either way, looking forward to Round 6.
Mike Helg
2024-12-01 20:07:39 +0000 UTC