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Odds are it'll be about the same.
Feels like a dream. I've been wanting BBCP and GGXrd for some time. I thought I have to buy PS3 to play them, or a publisher (like H2) to lobby ASW and make a deal to publish them on Steam. I never thought ASW gonna come here themselves. This is better than expected! Much better!
This may have happened with other stages and it may have been fixed on consoles by now, but I'm not sure.
Edit: Other people have told me that Robo-Ky and I-No's boss stage also have this issue.
Is this based on the most recent arcade revision? (ver. 1.11)
Asking this because the PS3 version is based on version 1.10 and never got updated.
According to another user, there weren't any changes gameplay wise, just some stuff related to the card system for SEGA.net, but a nice addition were the new sidebars with artwork from the various characters, much improved from the ones in the previous version.
For those who are not aware of the new sidebars (and it's actually not that easy to find videos of the 1.11 version), you can watch them here:
https://www.youtube.com/watch?v=goD78VI7MxA&index=1&list=FLw9yIbvxK_LnyTGd8-9Rf6Q
Also, welcome to Steam :) I actually got introduced to Guilty Gear with XX: Reload on the PC many, many years ago, so I'm pretty sure we'll get a few new players out of this deal, which is always good news.
-- Stages crashing the game
Flotilla mentioned this already, but I have some more specific info.
Viewing certain parts of the non-AC versions of Frasco (ABA's stage) and 2172 AD (Holy Order Sol's stage) crash the game.
Doing a Potemkin Buster on the left-hand side in Frasco causes it to happen fairly consistently if you need a repro case.
Others have reported that Robo-Ky's stage and Boss I-no's stage have the same problem, but I'm not 100% sure.
-- Holding macros down count as releasing the buttons every frame, which allow you to do a reversal by holding down a macro and continuously doing DP motions.
As a result of this bug, Justice can do repeated same-strength fireballs by holding down a macro since she does them on button-release.
-- Throw teching with a special/super attack causes said attack to come out afterward.
For example, with Potemkin, 632146HS + get thrown = tech and Giganter comes out instead of your throw-tech animation
-- Button config on character select. And have it advance to the next line on button press!
-- Re-enable Retry option at post-match menu
To clarify, earlier versions of GG on console (Slash, maybe?) had a post-match menu that included a "Retry" option, which let you play the same match without having to go back to Character Select again only to re-pick the same exact characters/colors. Please bring this back omg.
-- Show who paused more clearly on the pause menu. Just a simple "P1" or "P2" in either corner would be fine.
-- Give any input device control on the main menu.
-- Fix not having Random Music anymore when you scroll off of it
-- When choosing "Return to Character Select" from the pause menu, have each player's cursor start on the characters they were using in that match rather than start over on Sol/Ky
-- Fix extreme pushback when using Ky's charged Stun Edge against Potemkin's Judge Gauntlet when Potemkin's in the corner
-- Fix Johnny's coin not granting him a Mist Finer level against armor (e.g. Potemkin's Judge Gauntlet, ABA's Danzai.)
This is possibly intentional rather than a bug, and it directly affects gameplay, so I don't know if that's off limits...
-- Make repeated Faultless Defended strikes not be obnoxiously loud.
Try FDing all of Venom's Dark Angel for an example.
-- Remove Robo-Ky’s BGM (the one with the cricket noises) from being a valid choice in Random Music.
-- Fix getting thrown on the frame of a superflash allowing the superflash to happen anyway.
-- Fix bug where Holy Order Sol's FD pose, May's idle pose, and I-no's 5K dodge Potemkin's Slidehead.
Are any of the above fixed? If not, is it likely that the team will be open to (allowed to?) continue to update the game with fixes/improvements for a time after it's been released?
If the team addresses any of the bugs above - or any bugs not mentioned above that exist in the console versions - is there a chance those fixes might make it to console via patch eventually too? I'm sure that's up to ASW, but "hey we did this work for you, here you go" would make things fairly hassle-free for them and possibly more likely to happen?
Is the online delay-based or rollback-based?
Still on the UI topic, EVERY fighting game developer should really take a look at the work done on Skullgirls, most of the stuff they implemented makes so much sense that I can only facepalm as to why no one else has done the same thing yet. After Skullgirls, there are no more excuses not to do it right.