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Enlit3D

Enlit3D

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

I think someone said something about not liking it so the developer likely had a second thoughts about it.
Someone reads the comments? :eek:

Quick note:
Her right foots animation as shes stainding back up is a little awkward.
Quaternions why you no interpolate well. (╯°□°)╯︵ ┻━┻
 

B00marrows

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

Someone reads the comments?
Yes, since i exclamed my interest for the addition of futanari.

Quaternions why you no interpolate well. (╯°□°)╯︵ ┻━┻
I understood that...

Im not sure if i should be proud of myself or not...


EDIT:
Ok i was looking through my feeds and bumped into your update(i had already read it but not from my feeds)
My weird yet tired brain started thinking on "how would i like to see that animated?"
Than it went on to attempt to explain it something like this.

[after impack]>Knees point up> bring heels to butt> hands on knees> push to lift self while leaning forward to stand up straight.
BUT this animations might not fit the personality of the girl, its a more "refined"/agile movement. She seems a bit more blunt?

Now im not quite sure if you will understand that or even be interested but im gonna try to get my brain to bed, buh-bye.
 
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Enlit3D

Enlit3D

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

I understood that...

Im not sure if i should be proud of myself or not...
I would be.


EDIT:
Ok i was looking through my feeds and bumped into your update(i had already read it but not from my feeds)
My weird yet tired brain started thinking on "how would i like to see that animated?"
Than it went on to attempt to explain it something like this.

[after impack]>Knees point up> bring heels to butt> hands on knees> push to lift self while leaning forward to stand up straight.
BUT this animations might not fit the personality of the girl, its a more "refined"/agile movement. She seems a bit more blunt?

Now im not quite sure if you will understand that or even be interested but im gonna try to get my brain to bed, buh-bye.
Thats the animation I am going for but unfortunately IK and quaternion interp doesnt play together nicely in that specific pose. Did a quick fix on the right foot until a proper get-up-from-kneel animation is done.
 

xzerogx

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

Is there no way to remove their clothes after they've been defeated? :confused:

Wow the level 3 AI in this is garbage. I got hit once then couldn't do anything for the rest of the match. Stunlock is crap.
Can do the same to them. Whoever gets first hit wins.
 
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Aiolos1212

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

Is there no way to remove their clothes after they've been defeated? :confused:

Wow the level 3 AI in this is garbage. I got hit once then couldn't do anything for the rest of the match. Stunlock is crap.
Think of the game more like dark souls in that every individual action is important and must be very carefully chosen - there's a counter for everything you can do and the lvl 3 AI will liberally use all those counters, therefore if you attack at random you WILL get wrecked.

Some basic tips -

Don't use wake-up attack against Ruby. Ever. Just roll.

Respect Ruby's jumping slam. It super armors and has a huge hitbox - even if you see it coming, you probably can't just move out of the way. Either roll it, or use Sapphire's uppercut to counter it.

Don't go up and try to grab an AI on the ground if they have plenty of stamina - you're just going to get wake-up attacked. Sometimes it's better just to let them get up. Of course if you're playing Ruby, then feel free to jump slam or stomp them though.

Always release opponents when you're holding them in a submission/h-move just before the timer runs out - this lets you get a couple more hits in, and avoid them breaking out by pushing you to the ground.

As long as you avoid those common pitfalls, you should be able to figure it out. It IS a very momentum heavy game in that it's highly punishing to make multiple mistakes in a row, so the most important thing is learning how to properly recover before things go from bad to worse.
 

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

I like to call the AI in this the "Mortal Kombat AI", as it reads your inputs 99% of the time and picks a suitable counter for it. Ruby loves to abuse that jumping double axe handle, too, as it basically makes her invincible and it doesn't appear you can knock her out of it, even if you're punching her. Try to get up and hit her? Double axe handle and you're back on the ground (sometimes it'll even completely drain my stamina bar on hit, which is insane). Try to roll away and then try to punch/grab her? Double axe handle to your face the moment you select a move. She also enjoys jumping up and kicking me in the face as soon as I press the grab button while she's on the ground, too. I'm not completely sure how to beat her without a fair bit of luck.

As much as I sound like I hate this, I've actually really enjoyed what I've seen so far. I'll be looking forward to seeing where it goes - and thanks for making it (though I'd love you even more if you made the AI not quite Mortal Kombat-level).
 

Aiolos1212

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

I like to call the AI in this the "Mortal Kombat AI", as it reads your inputs 99% of the time and picks a suitable counter for it. Ruby loves to abuse that jumping double axe handle, too, as it basically makes her invincible and it doesn't appear you can knock her out of it, even if you're punching her. Try to get up and hit her? Double axe handle and you're back on the ground (sometimes it'll even completely drain my stamina bar on hit, which is insane). Try to roll away and then try to punch/grab her? Double axe handle to your face the moment you select a move. She also enjoys jumping up and kicking me in the face as soon as I press the grab button while she's on the ground, too. I'm not completely sure how to beat her without a fair bit of luck.

As much as I sound like I hate this, I've actually really enjoyed what I've seen so far. I'll be looking forward to seeing where it goes - and thanks for making it (though I'd love you even more if you made the AI not quite Mortal Kombat-level).
Actually, that particular double axe handle can be countered by Sapphire's uppercut. Honestly, everything ruby does can be beat out by uppercut - you pay stamina to basically stuff whatever she's doing for free, although the damage isn't super high. It's basically a dragon punch, but with a way bigger hitbox.

And yeah, going up to grab her when she's on the ground with plenty of stamina is a bad plan... I usually just go for a slide attack, or walk up to her and block, or something.

Also one more time - Do not use wake-up attack against ruby when you're knocked down! Don't risk it - just roll!

You know this actually makes me think - I feel like a lot of people overlook the special moves or have problems understanding or executing them. Maybe making them more intuitive, such as red flashes for super armor attacks, blue flashes for guard breaks or counter to super armor attacks, etc would help. Also controls - would an extra button dedicated to special attacks be possible, such as neutral + special, up + special, down + special etc such as smash brothers? Might be a lot easier. I also find it strange how current special moves must be done as a sequence - for example to uppercut, you have to hit E and release, hit up and release, then hit Q and it comes out. You can't, for example, hold up and E then tap Q, which would perhaps be more intuitive.

I also think maybe a poll on reducing snowball might help, as there are certainly people complaining about it, and I can see the argument. For example, stamina completely emptying and leaving you helpless every time clothes break and the pain animation which leaves you helpless when you've been beat on for a while - both of these are 'lose-more' mechanics which contribute to the feeling people get of "wow, I can't even fight back! She just beat on me until I lost and there was nothing I could do!". Removal or reduction on these mechanics might help players feel more in control win or lose, as the core mechanics of health and stamina would be more important.
 

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

One of the larger problems with special moves that was also prevalent in the old Mortal Kombat games is that, unlike humans who have to do multiple button presses and thus waste time, the AI can use instantly use any move at any time, as if it was only a single button press. Another problem I occasionally had while executing a special would be that the directional input required would cause my character to attack in a different direction and waste the move. I'd agree that changing how to use said moves would alleviate some of the headaches there, at least.

Is the game also locked at ~30FPS? The PC I'm using isn't a complete slouch and can run games that are more intensive than this at higher frame rates, but I know that things can also rely heavily on how the game is programmed. My point is that such a low frame rate makes it much harder to accurately react to attacks, as well as perform your own. Go to any fighting game forum and you'll likely see at least one discussion on why such games need to be at least 60FPS.
 
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Enlit3D

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

One of the larger problems with special moves that was also prevalent in the old Mortal Kombat games is that, unlike humans who have to do multiple button presses and thus waste time, the AI can use instantly use any move at any time, as if it was only a single button press.
Shouldnt be a problem. If both character uses moves at each other at roughly the same time, both moves will hit the opponent.

Another problem I occasionally had while executing a special would be that the directional input required would cause my character to attack in a different direction and waste the move. I'd agree that changing how to use said moves would alleviate some of the headaches there, at least.
Since you can't turn when blocking and all abilities sequence start with blocking, you probably started the sequence looking at the wrong direction.

Is the game also locked at ~30FPS? The PC I'm using isn't a complete slouch and can run games that are more intensive than this at higher frame rates, but I know that things can also rely heavily on how the game is programmed. My point is that such a low frame rate makes it much harder to accurately react to attacks, as well as perform your own. Go to any fighting game forum and you'll likely see at least one discussion on why such games need to be at least 60FPS.
There should be a FPS counter on the bottom left. If you are not getting 60 FPS its probably because your discrete graphics card is too old/non-existent.
 

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

Shouldnt be a problem. If both character uses moves at each other at roughly the same time, both moves will hit the opponent.



Since you can't turn when blocking and all abilities sequence start with blocking, you probably started the sequence looking at the wrong direction.



There should be a FPS counter on the bottom left. If you are not getting 60 FPS its probably because your discrete graphics card is too old/non-existent.
The fact that the AI can use any move instantly is a bit of a problem when it picks the perfect counter for whatever you're using. It can use special attacks like stomping and the double axe handle instantly, whereas it'll take a normal human at least second or two to execute them, especially if they're trying to react to an attack that they first have to see coming, unlike the AI, who can and will instantly react the very moment you press a button.

As for specials, I wasn't sure if you were allowed to hold block while executing the rest of the string, but it sounds like you can, going from your response. I've been tapping each button in sequence instead, hence why it sometimes switches her direction. It's also strange that I can only run this game at 30FPS when I have no trouble at all running 3D games like Artificial Academy 2, Itazura Gokuaku, etc. at higher settings with higher framerates than this, and they're much more graphically intensive. Heck, it can run a GCN emulator with some filters on/increased resolution and still get a smooth frame rate. Due to that, I would want to say it's more of an issue with the program/engine than the GPU.
 
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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

You know this actually makes me think - I feel like a lot of people overlook the special moves or have problems understanding or executing them. Maybe making them more intuitive, such as red flashes for super armor attacks, blue flashes for guard breaks or counter to super armor attacks, etc would help. Also controls - would an extra button dedicated to special attacks be possible, such as neutral + special, up + special, down + special etc such as smash brothers? Might be a lot easier. I also find it strange how current special moves must be done as a sequence - for example to uppercut, you have to hit E and release, hit up and release, then hit Q and it comes out. You can't, for example, hold up and E then tap Q, which would perhaps be more intuitive.

I also think maybe a poll on reducing snowball might help, as there are certainly people complaining about it, and I can see the argument. For example, stamina completely emptying and leaving you helpless every time clothes break and the pain animation which leaves you helpless when you've been beat on for a while - both of these are 'lose-more' mechanics which contribute to the feeling people get of "wow, I can't even fight back! She just beat on me until I lost and there was nothing I could do!". Removal or reduction on these mechanics might help players feel more in control win or lose, as the core mechanics of health and stamina would be more important.
Wall of text on game theory coming!

While it is true that the difficulty in executing the special moves might be a problem, it is not clear at this time whether that is the problem. There are also comments on the getting defeated by lvl3 after one knockeddown because they didnt realize the ground roll mechanic. I do not think double tapping a direction key is unintuitive?

My expectation is that many new players facerolls the lvl1 / lvl2 AI and feels pretty confident. They gave lvl3 AI a try and of course the faceroll does not work. In a sense I am quite happy that the faceroll does not work on lvl3 AI because it means the AI is good enough (but I will make it better :cool:). Mind you the AI do not cheat at all and does not have any statistical advantage nor does AI are privy to information the player does not have access to.

What I am getting at is that I believe the problem is pacing (or the lack of pacing). Ultimately, the player should face off with progressively more difficult/mechanically diverse opponents to let the player learn the game by playing the game. Right now the difficulty jump between lvl2 and lvl3 is enormous. So grievance about the AI unfairness is a rather fair complaint atm. So this is what I am going to tackle first (dont bring the bulldozer when a hammer suffices). There will be 2 additional AI difficulty between current lvl2 and current lvl3. And I will move the "watch" unlock AI difficulty from lvl5 to lvl4 and see how that changes thing.

In the mean time here is a comment that may help:

Anonymous October 11, 2016 at 6:49 AM
Here is how to cheese the AI. 1.Circle like Dark Souls and wait for an attack. 2.Punch til you knock her down, might take two combos. 3.Do NOT attack her while she still has health, stand behind and wait til she gets up 4.When she loses all health then grab her. 5.Repeat.
 
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Enlit3D

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

The fact that the AI can use any move instantly is a bit of a problem when it picks the perfect counter for whatever you're using. It can use special attacks like stomping and the double axe handle instantly, whereas it'll take a normal human at least second or two to execute them, especially if they're trying to react to an attack that they first have to see coming, unlike the AI, who can and will instantly react the very moment you press a button.

As for specials, I wasn't sure if you were allowed to hold block while executing the rest of the string, but it sounds like you can, going from your response. I've been tapping each button in sequence instead, hence why it sometimes switches her direction. It's also strange that I can only run this game at 30FPS when I have no trouble at all running 3D games like Artificial Academy 2, Itazura Gokuaku, etc. at higher settings with higher framerates than this, and they're much more graphically intensive. Heck, it can run a GCN emulator with some filters on/increased resolution and still get a smooth frame rate. Due to that, I would want to say it's more of an issue with the program/engine than the GPU.
I been wondering if there is some issue with software/hardware/driver/whatever it is that cause some people to experience the game differently than on our machines. Because this is the first 30FPS issue.

The ability sequence need to be chained together some what quickly. If your character is turning when you press the dir key (after block) then its likely its too slow. The keys also need to be pressed in that specific order (cant be held down): guard -> dir -> attack/special.
 
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Hawk999

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

Wow. normally i am polite about things but jesus. This games balancing sucks hard. I played 5 games and got chain grabbed to a loss every single time.
Not only that the enemy automaticly throws you over when you exit a dominating grab, the enemy can also instantly grab you again right after. You get stunned a lot on the ground when A: you exit a submissive grab and ALSO B: when you exit a dominant grab.
I tried mashing q and e button on being grabbed but nothing happened. i tried holding it. I think the bar moves a bit faster on mashing but why do i get thrown to the ground all the time?
This game feels more like a movie since you can barely do anything.

On the bright side
Its not too easy as most porn games i guess.
Also the grafic is damn delicious!
And this game has much potential i must say, Battlefuck is the best.
Aimations are tremendously enjoyable!

Only wish i could "play", well maybe i am missing a button in the game somehow? could be possible. But frustates me as one of the most frustating things for a long time
 
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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

Wow. normally i am polite about things but jesus. This games balancing sucks hard. I played 5 games and got chain grabbed to a loss every single time.
Not only that the enemy automaticly throws you over when you exit a dominating grab, the enemy can also instantly grab you again right after. You get stunned a lot on the ground when A: you exit a submissive grab and ALSO B: when you exit a dominant grab.
I tried mashing q and e button on being grabbed but nothing happened. i tried holding it. I think the bar moves a bit faster on mashing but why do i get thrown to the ground all the time?
This game feels more like a movie since you can barely do anything.

On the bright side
Its not too easy as most porn games i guess.
Also the grafic is damn delicious!
And this game has much potential i must say, Battlefuck is the best.
Aimations are tremendously enjoyable!

Only wish i could "play", well maybe i am missing a button in the game somehow? could be possible. But frustates me as one of the most frustating things for a long time
Legit question (dont take it the wrong way, just curious if caused by bug)
Does the Helper Window (left of screen) not change its contents to "wake up kick" and "evade roll" when you hit the ground?
 

Mr NunSense

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

Finally something like Rumble Roses but more naughty. Gonna try it out, from the comments peeps say its difficult? Thats like a cherry on the cake for me. What a glorious day today!
 

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

I been wondering if there is some issue with software/hardware/driver/whatever it is that cause some people to experience the game differently than on our machines. Because this is the first 30FPS issue.
All that I know for certain is that this game is a lot easier when it's running at a higher frame rate - I tried playing it on my desktop and it ran at a constant 60FPS, which makes inputting and reacting to attacks much, much easier than when I was trying to play it at half of the frame rate (seriously, try playing it at 30FPS and you'll see why I was having trouble). I just wonder what makes this game demand more power than those that have a much more intricate appearance.
 
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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

All that I know for certain is that this game is a lot easier when it's running at a higher frame rate - I tried playing it on my desktop and it ran at a constant 60FPS, which makes inputting and reacting to attacks much, much easier than when I was trying to play it at half of the frame rate (seriously, try playing it at 30FPS and you'll see why I was having trouble). I just wonder what makes this game demand more power than those that have a much more intricate appearance.
Game is not really designed to be played at 30FPS. Its lacking many tricks that console games employ.

I dont have the games you mentioned at hand but looking at the videos their rendering is very basic. Looks like just 1 directional blinn-phong light.

In comparison, there are:

x2 dynamic shadows
ssao
bloom
1600x900 real internal render resolution with AA
PBR rendering with global illumination
x4 dynamic lights
etc

If the question is then why does the graphics suck, the short answer is that there hadnt been much time given to models yet and they are largely untextured. Keep in mind that the first version was out literally 2 weeks ago and the objective back then was does this game run.

To put things in perspective, the engine is good enough to render things like Hounds of the Blade and Guilty Hell in 3D in real time at full 60FPS if I had their models.
 
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Mr NunSense

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

Got beaten once at beginning to learn the mechanics, timing, moves, wake up attack, roll. But that was it. Beaten level 1, 2 and 3 but the watch mode dont work for me :/ Do i choose it before the match, while in the match or need to hit proper combo of buttons for it to appear?
Fluctuating 30 FPS on my laptop made it easy to read the girls moves and counter them.
Im looking forward for testing higher level of difficulties in the future, some crafty counters, obviously some more moves, holds and a good ol' chairshot in the hea... wait i mean pink rotor, handcufs and a deadly "Anaconda Mice" finisher :rolleyes:
 

Hawk999

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

Legit question (dont take it the wrong way, just curious if caused by bug)
Does the Helper Window (left of screen) not change its contents to "wake up kick" and "evade roll" when you hit the ground?
It does!
during a match i was able to do 2 kick up attacks. However the other 5-8 times i dropped i grabbed right away or was laying around with no options in the help window.
That never occured to the enemy for me. It was the opposite, when i released the enemy, she throw me over as well. So i always got thrown over in the end.
 

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Re: HeroineRumble - 3D ACT Fighting/Battlefuck/H-Wrestling - throws, Oct 08 2016

It does!
during a match i was able to do 2 kick up attacks. However the other 5-8 times i dropped i grabbed right away or was laying around with no options in the help window.
That never occured to the enemy for me. It was the opposite, when i released the enemy, she throw me over as well. So i always got thrown over in the end.
All the attacks and defensive moves shown in the window have a "coldown time" (not shown) So you need to plan wisely also giving oponent a chance to do some damage to you as well. Thats a good idea in my oppinion but the difficulty level 3 is easier to beat than 1 or 2. That should be fixed.
Level 3 didnt try to block on grab attacks so i kept spamming it with a punch and stomp.
 
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