Melty is one of those games that feel pretty good to just jump into and have a good time pressing buttons. A->B->C chains are easy and lenient enough to squeeze some other buttons between them so you can feel like you’re doing something. Then you look up what the “Real” game is like and get a bit annoyed at how strict certain cancel timings and persnicketiness of the input reader start getting in your way. Oh well, I’ll just have fun pressing buttons with Kouma and mixing in command grabs to make people feel dumb.
Saw the creator of the CCaster was tweeting at Shini so it would be nice if something could come out of it but I should know better than that. Would there be any reason the Caster for the japanese version couldn’t be made to work with the steam version officially or not?
[quote=“ArOne, post:260, topic:190, full:true”]
Saw the creator of the CCaster was tweeting at Shini so it would be nice if something could come out of it but I should know better than that.[/quote]
Seems like it may actually be happening.
Yeah, he seems to be tweeted that he’s on the job. Or something.
Curious how that pans out.
Wishing him luck; I hold the prize for ‘first hacked in rollback netplay ever’ but others are definitely more passionate about doing it games people actually play, heh.
I’ll be really pleasantly surprised if this actually pans out. Xrd’s a lost cause, but maybe the PC version of Under Night could get The Good Stuff, too.
I’m being reserved! It’s really the only plausible candidate for enhancement: it’s a minor game, the port’s still months out, and I’m willing to bet that the internal structure of Melty and Under Night (and DFC) are pretty similar.
So what’s the deal with having to restart games whenever you switch controllers? I feel like I see this work differently for different games. Some games you have to restart whenever you plug a new controller in, some games you don’t have to restart if you plug a new controller in the same USB port used by the previous controller, and some games it doesn’t seem to matter at all. Is it a matter of games only polling the USB ports that were active when the game starts and sometimes only recognizing the original controllers it saw at startup? Are there any good workarounds for when playing PC games at meetups?
PC Xrd was definitely a token gesture but here’s hoping we can get Rev in a timely manner and maybe keep the cute new lobby system. Certainly seems like it’d be better as a cute communication hub since keyboard should be readily nearby instead of using a soft keyboard with a controller.
I’d be honestly kind of surprised if French Bread did not know of CCCaster, and possibly even use it themselves. Serikamo at least seems to be pretty ‘in the know’ for these sorts of things.
Yeah, it works differently for different games because it’s completely possible to do that completely dynamically, but devs didn’t have time for that or didn’t care (see also: decent netcode). While the detection part is simple you do need some extra code to handle controllers appearing and disappearing and still interfacing with your gameplay.
There’s been a rumor that BandoNamcai are mulling a Tekken 7 PC release as well, stemming from a survey they sent that listed a PC version as one of the reasons the recipient could be excited for the home release.
Well, just performing most combos in KI is trivial- it’s literally alternating between pressing a button and doing a special. Some of the fancier combos can involve launches and recaptures but the basic loops of auto-double → linker → auto-double (i.e. normal → special move → normal) is what you’ll be doing most of the time. It’s even easier if you have combo assist turned on where you don’t even need to do the whole commands for specials, you just need to hold a direction and press a button. This makes it even easier for people to just mash their way through a combo.
The layer on top of that of combo-breaking and counter-breaking is meant to balance the ease of combos/big damage in KI.