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Search found 131 matches
- Wed Jun 15, 2016 1:39 am
- Forum: Superfighters Deluxe
- Topic: What motivates you to play?
- Replies: 22
- Views: 13590
- Gender:
Re: What motivates you to play?
The glitches keep me going!
- Wed Jun 15, 2016 1:35 am
- Forum: Superfighters Deluxe
- Topic: Fan Art!!! UPDATED
- Replies: 16
- Views: 9387
- Gender:
Re: Fan Art!!!
The devs' emails can be found on the About Us page on the Mytho website. If you click their colored names, you'll be sent to a link that lets you email them. Secondly, there is no Fan Art page. Not many people make fan art for this game yet. The Concept Art and Posters section Scarface was referring...
- Tue Jun 14, 2016 7:05 pm
- Forum: By design
- Topic: Unavoidable smash.
- Replies: 29
- Views: 18428
- Gender:
Re: Unavoidable smash.
@Zyfex I'm pretty sure you can do it faster, but you have to cancel the attack probably 1 frame after the melee weapon hitbox activates (which is possible), so it's really hard. Let's call it an advanced technique, I don't think it should be "fixed" or anything. Interesting idea, but I think you sh...
- Tue Jun 14, 2016 11:35 am
- Forum: Superfighters Deluxe
- Topic: Fan Art!!! UPDATED
- Replies: 16
- Views: 9387
- Gender:
Re: Fan Art!!!
Whoa, this art is crazy good! Brown, you've got some real talent.
- Sun Jun 12, 2016 8:23 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Costume Ideas and Suggestions
- Replies: 187
- Views: 107778
- Gender:
Re: Costume Ideas and Suggestions
Ultimate,
I thought it would make more sense to just post the picture here instead of making everyone who wants to know what Japanese geta are "look it up". It's more convenient this way, yeah?
Here they are:
I thought it would make more sense to just post the picture here instead of making everyone who wants to know what Japanese geta are "look it up". It's more convenient this way, yeah?
Here they are:
- Sat Jun 11, 2016 3:32 pm
- Forum: Superfighters Deluxe
- Topic: Client side vs. Server side
- Replies: 8
- Views: 4788
- Gender:
Re: Client side vs. Server side
This is what boggles my mind in so many levels. I can't simply understand how players can adapt to this delay (1 second as you say? Even 200 ms is very problematic for some.). What is this fighting game if I may ask? As I said in another similar thread (this has already been discussed) once we adde...
- Mon May 16, 2016 5:18 am
- Forum: Solved Bugs
- Topic: Quick Swapping/Melee Locking with Makeshift Weapons
- Replies: 3
- Views: 2681
- Gender:
Re: Quick Swapping/Melee Locking with Makeshift Weapons
As soon as the weapon breaks, start mashing F to pick up the nearest makeshift weapon.
- Mon May 16, 2016 4:35 am
- Forum: Solved Bugs
- Topic: Quick Swapping/Melee Locking with Makeshift Weapons
- Replies: 3
- Views: 2681
- Gender:
Quick Swapping/Melee Locking with Makeshift Weapons
If you swing with a melee weapon and break it with that swing, you can pick up a makeshift weapon and have it out in that same swing. Your animation is also reset to its first frame, so you can lock yourself in the swing animation with enough makeshift weapons around. Here's some video evidence: htt...
- Sun May 15, 2016 1:41 pm
- Forum: SFD Status Updates
- Topic: Pre-alpha 1.9.0 is out!
- Replies: 76
- Views: 35435
- Gender:
Re: Pre-alpha 1.9.0 is out!
I was gonna write a wall of text about my thoughts on the update, but I didn't think it would be worth the effort. Basically, the only things I don't like about this update are the aesthetic changes. They all look really bad and ridiculous, and I wish that they would change back. The female fighter ...
- Fri May 06, 2016 4:42 am
- Forum: Solved Bugs
- Topic: teleporting rocket riders
- Replies: 2
- Views: 2552
- Gender:
Re: teleporting rocket riders
After witnessing this bug, I can testify to its strangeness. The rider isn't at all where their image says they are, and so you don't actually know how to avoid them.
- Sat Apr 30, 2016 6:32 pm
- Forum: Solved Bugs
- Topic: can jump with standing jab
- Replies: 1
- Views: 1882
- Gender:
can jump with standing jab
If you press the punch button very quickly after you jump, you will do a standing punch and an aerial punch. Only one hitbox is produced. It also works with kick. If this is by design, it is very weird.
EDIT: The bug cannot be performed in the map editor.
https://www.youtube.com/watch?v=9MVdwctTru4
EDIT: The bug cannot be performed in the map editor.
https://www.youtube.com/watch?v=9MVdwctTru4
- Sat Apr 30, 2016 6:09 pm
- Forum: By design
- Topic: Bypassing slam/kick cooldown by using platforms/objects
- Replies: 14
- Views: 8440
- Gender:
Re: Bypassing slam/kick cooldown by using platforms/objects
The reason for the "kneel-landing" was that jump kicks were being spammed. There was pretty much no reason to use any other attack. The threshold for how far you need to fall to kneel-land was put there deliberately so you wouldn't be slowed down if you just wanted to drop down from,say, a crate an...
- Sat Apr 30, 2016 5:53 pm
- Forum: By design
- Topic: Bypassing slam/kick cooldown by using platforms/objects
- Replies: 14
- Views: 8440
- Gender:
Re: Bypassing slam/kick cooldown by using platforms/objects
Well, a is true, but b isn't. On the contrary, we want to encourage hit-n'-run tactics. We want people to move around and look for opportunities in the environment, not just stand there punching each other. I've been wondering about this decision, though. If you don't want players to stand still pu...
- Sat Apr 30, 2016 4:29 pm
- Forum: Solved Bugs
- Topic: [SOLVED] Walldiving + slamming is not counterable
- Replies: 23
- Views: 11958
- Gender:
Re: Walldiving + slamming is not counterable
When you tech the walldive, you're still in range of their next dive, and you get hit again.Player1 wrote:All you have to do is the roll.
- Sat Apr 23, 2016 4:36 pm
- Forum: Superfighters Deluxe Planned Features
- Topic: [DONE] Planned feature: Special ammo
- Replies: 35
- Views: 22651
- Gender:
Re: Planned feature: Special ammo
Poison is a little bit unrealistic because the bullet is to fast to... oh bullets do not penetrate fighters so ok, but how about full-metall-jacket ammo which deals extra damage and penetrates one target? I think concerns of realism should be left out of a discussion that includes bouncing bullets,...
- Sun Apr 17, 2016 10:09 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: New Interactions w/ Cover
- Replies: 6
- Views: 4081
- Gender:
Re: New Interactions w/ Cover
In that case, I hope you guys revisit the idea at a later, more convenient time. It'd be really fun, I think.
- Sun Apr 17, 2016 12:37 am
- Forum: Other Games
- Topic: What other games you play?
- Replies: 25
- Views: 18100
- Gender:
Re: What other games you play?
I play Superfighters classic, Barbarian Onslaught: Secret of Steel, Barbarian Onslaught, Multiplayer Test Demo, Roller Boaster, the occasional Landlord III, and iDOLM@STER.
- Thu Apr 14, 2016 3:54 am
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Small Suggestions topic
- Replies: 496
- Views: 269461
- Gender:
Re: Small Suggestions topic
heavy pistol suggestion I feel like this sort of weapon wouldn't add much in terms of diversity to the weapon pool. Like you said, there would be more sidearms, but we already have a good amount of semiautomatic pistols, like the pistol, the silenced pistol, revolver, and magnum. Also, the heavy pi...
- Mon Apr 11, 2016 2:37 am
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Melee Weapon Idea: Umbrella
- Replies: 7
- Views: 4663
- Gender:
Re: Melee Weapon Idea: Umbrella
Surely a fun idea, but I think this weapon would fit best as something like a makeshift weapon. Umbrellas are very fragile, and smacking one against a wall with the might of a Superfighter a few times would likely break it. It wouldn't have the durability of any of the sheath-able melee weapons.
- Sat Apr 09, 2016 9:06 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Fix the Sniper: A formal request
- Replies: 24
- Views: 12289
- Gender:
Re: Fix the Sniper: A formal request
Just because we don't give the sniper bullets arbitrary gamey rules, it doesn't mean it's 'broken'. If we were to give the projectile different stats depending on how long it has traveled (which I don't think we need to), I would want a visual clue as to what's happening, because it's an abstract c...