Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.3

No permission to download
Project is completed.
O Ilusionista said:
Traweezie said:
Oh cool you're working on this again. I really liked the mugen version. I'll let you know if I run into any issues on the psp version
Please, do it. I don't have a PSP to test it. And, if you could, test the Avengers United Battle Force too.

Thanks everyone. I plan to update this game this year.

I brought it up cause you wanted me to test the "psp" version
 
Rise from your grave...
Few days ago I've made some changes on the game:
- Improved memory consumption
- Updated engine to build 6315
- Removed PSP version.
- New Game Over screen
UDCbHkj.gif


I am also making some tests with a new mechanic for my games, and I plan to use PDC2 as a test lab.
If everything goes well, I will update it this year.
 
Rise from your grave...
Few days ago I've made some changes on the game:
- Improved memory consumption
- Updated engine to build 6315
- Removed PSP version.
- New Game Over screen
UDCbHkj.gif


I am also making some tests with a new mechanic for my games, and I plan to use PDC2 as a test lab.
If everything goes well, I will update it this year.

@O Ilusionista,

The project thread is currently still marked "canceled". You might want to change that to something else.

DC
 
Rise from your grave...
Few days ago I've made some changes on the game:
- Improved memory consumption
- Updated engine to build 6315
- Removed PSP version.
- New Game Over screen
Good news :)
Please can you verify too if it can works fine on build 6412 ?
Most of material and systems like retrobat, Emuelec, Batocera etc ... are using this build. Or the last 7xxx
Thanks a lot
 
Good news :)
Please can you verify too if it can works fine on build 6412 ?
Most of material and systems like retrobat, Emuelec, Batocera etc ... are using this build. Or the last 7xxx
Thanks a lot
I can't test non-official releases. My main focus are the official releases and if its something easy to change to be able to play on other platform, ok.
But I can't make specific ports versions - even more for not official ports.

It probably will run in 6412, but probably not in 7XXX - There was made a change on how DOT works which breaks backward compatibility (something I never understood well why).

I remember I reported this and I was waiting a reply about that but I never got it. In the end, if I can't manage to work on this without having to change my game, this game will be locked into an old version forever, same to Avegers game.
 
I remember I reported this and I was waiting a reply about that but I never got it.

Wait, what? This is not only harsh, it also isn't true at all. You and I had several lengthy conversations where I explained exactly why I had to change DOT and that I could (and probably will) be able to restore legacy compatibility in the next release.

To reiterate why, in order to fix an issue where it always uses memory for ten slots and to allow more options, I had to rework the integer type option into a bitmask and there's no way to do that using the current values. I've since devised a workaround, but it's rather complex and I don't want to turn this into a TL;DR.

DC
 
Wait, what? This is not only harsh, it also isn't true at all. You and I had several lengthy conversations where I explained exactly why I had to change DOT and that I could (and probably will) be able to restore legacy compatibility in the next release.
Damon, I didn't wanted to start anything.
I wasn't targeting you at all. But allow me to derail the topic a tad and explain my post (which wasn't an attack AT ALL).

I remember you changed how it works thanks to some optimization - because it was using more memory, but wasn't a bug per se and this ending breaking the backward compatibility, something I remember it was adviced to not do unless there was a good reason for that.

According to my messenger records, I've reported this issue in July 2019. You said "I don't think I coded in how to GET the node yet."
Then I asked you multiple times (dec 2019, than 2020, then 2021... last time was March 2021).
and you said you would explain to me how to handle this on the never versions but... Sorry, you never replied me.

I wasn't blaming anyone - I was explaining that since I don't know how it works, I can't fix it. (and looks like it can't be done right now, based your reply above).
That is it.

And if I can't fix it, I do prefer to have the game locked on an older build rather to not having the function I want to add on the game, because it renders some characters unrealistic (like Wolverine or Vision being poisoned, when they can't). And since I am importing my codes from AUBF to this game, the same issue will happen here.

I hope I made my reply more clear ths time. Nothing was personal.
Thanks.

edit: btw, if you have a solution for that, I am all ears.
 
@O Ilusionista,

I don't want to derail your thread, but I'll try to explain.

btw, if you have a solution for that, I am all ears

There's nothing you can do on your end if you want to use an engine iteration beyond the last official release, as those iterations are right now (that will be important below). I honestly don't know why you'd even want to use those builds anyway, since they are alpha and not stable at all.

However... the good news is you won't need to do anything long term, because before there's a new release, I will rework DOT to restore legacy compatibility while still keeping my improvements. This is done using a methodology I developed for other features, and something we really should have always done. Basically, I'm going to insulate indexed options.

The new DOT won't have mode 1 = this, 2 = that, and so on. Instead, you will use text options. It will work just like candamage does now where you use type text. This does two things:
  1. It makes the option less obfuscated. mode nonlethal HP MP is easier to understand and read than mode 3.
  2. It's much more fluid. Creators just type the options they want. We don't keep having to add numbered options for every possible combo.
  3. The part that's important for you, it allows me to put legacy compatability back in. It's really simple: The old numeric read in will actually still be there. So if you use mode 3, the engine will detect that's a number and run it through a legacy interpreter that will set up the correct new values in the background.
In the background, it's all being handled with bitmasks, which I will make sure are open to script.

HTH,
DC
 
Something I want to change on PDC2 is how the freespecial and special (breakout) are done.
D,D, J (the actual input for the breakout) is one of my worst mistakes in my dev career, lol.

For this game, I am planning to use something easier, like I did on MMPR.
But here comes the question: how I should make the Hyper moves?

We have:
  • A - Attack
  • J - Jump
  • S - Block

how.gif

I wanna add a new button called POWER, which will be used for the Freespecial.
As I want to add a BREAKOUT button too.

So we would have:

  • A - Attack
  • A2 - Block
  • J - Jump
  • S - Special
  • A4 - Power (not A3 thanks to how A3 button is placed on Android)

The freespecial would be executed with neutral A4 or direction + A4 (probably up or down, so I can have more than 2 if I want to)

Main question: what I should do for the Hyper move?
  1. Add another button
  2. use A+A4
  3. Another idea
Any idea?
 
The A+A4 sounds good, maybe adding A3 but customizing the Android button's positions, or once you already have A+J you could add A+S through keyscripts.
Although the image says A+J, I have it as D,D+J too - as A+J never works perfectly on Android.
And its not an engine thing, it happens thanks to the lack of physical buttons.

The A3 for the hyper won't be a problem on this case because you won't use it so often (as you need a whole MP bar to execute it). But the Power is more frequent, so its not a good idea to have it on A3.

Yeah I am aware of the touch customization, but I never tried it.
 
Adding A3 seems possible because you can customize the button positions for Android.

Maybe S+A4 for Hyper as an option?
 
Back
Top Bottom