Sorry, that can't be solved. I'm waiting for the implementation of the joystick in Ruffle emulator: https://www.txori.com/forum/viewtopic.php?id=4921
I'm going to need information about what you are using in order to play, and what you are doing.
Apparently, the fighter number 0 (random fighter) can appear in arcade mode and he's a bit buggy.
Thanks. It's not a problem of text, but a problem of fight setup. Weird.
I modified the fighters and the background for the next beta upload. But Android 8 is missing to make that fight relevant anyway...
It’s time for a new moulinette for Omeganaut!
I’m building a system to export a playable demo from the full game without having to manually trim anything or, worse, hide the full game inside the demo. It will automatically trim the full code before compiling 😎✨
By the way, what would be a good call to action to sell the unfinished game at the end of the Omeganaut demo?
I’m thinking of destroying the world and the player... Kind of like the ending of the 1993 DOOM shareware, but a bit better.
(Yes, I’m that old)
All right, I have a working spreadsheet to work with. But first of all, we need to decide the amount of SP one basic fighter (not counting his stats) can gain by dealing 100 HP damages (one full bar) to his opponent.
I personally think that, by dealing 100 HP damages, the fighter should gain 150 to 200 SP. That way, specials can be launched even during short fights where HP bars starts low.
What do you think?
The first image is damage done with punches, the second image is damage done with KI bullets. It's the same amount of damage, but the KI bullets fill up the SP gauge way faster. This is what feels unintuitive to me. I think the SP gauge should be consistent between all forms of damage.
Ok. That is an interesting way to help to balance the numbers. That is really helpful. Then the amount of SP gained with a punch must be a bit higher. Maybe 5 instead of 4. I'm going to try ☺️
Edit:
I got the exact same damages with 4 punches and little ki blasts using an SP punch value of 8.
The beta is already pushed online for testing. Now, to the dash attack.
Edit 2:
This isn't going to be easy to balance like this, because of the difference of Ki poured into a Ki blast, that changes the amount of SP gained... So I'm going to make a spreadsheet instead, to get the exact numbers.
That was long 😅
I was avoiding giving feedback because I thought my opinion would upset or annoy you.
Everyone with access to the beta has the message. And it is not annoying me the least. I prefer to discuss game tweaks than handling noobs dropping a stupid "daima when" in the chat.
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Melee clashes and beam clashes still give the minimum amount of SP
Yep. I forgot about those. Let's start with the sum of the two attacks :
ceil((fighter1.Ki + fighter2.Ki) / 4)
This will fill the SP from 50 to 250.
We'll see while playing if this needs adjustments with a final multiplier (x0.8, x1.3, x2 ...)
As for the close combat, let's start with 50 and see how it feels while playing.
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I still honestly think the new system is way less intuitive than the old system.
I will argue against with a short explanation using two fighters. Let's simplify the stats to one number and fuse physical and ki attacks for the sake of the simplicity of the explanation. A weak with stats of 1 against a strong with 10.
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SP filled up dynamically based on how much damage was done.
This is exactly why I am changing the system. The strong fighter is way too strong because the weak takes 10x much longer to fill his SP:
Only the strong fighter fills his SP when landing attacks on the opponent. That's why I added a little bonus for the weak fighter to fill it too while taking damages. But the gape is too wide: only the strong fires special.
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While this looks fair, regarding the damages, it is overly complicated: the weak fighter will fill his SP gauge rapidly against a strong fighter. But if the strong team switch to a weak one, the SP will suddenly fill 10x slower for the exact same attack.
So it's the same problem as the old system, but inverted. Only the weak will fire specials, when battling against a strong.
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Both fighters have the same chances to fill their SP when landing attacks on the opponent. The amount of special attacks is the same for both fighters.
In the end, firing a special doesn't mean you'll land it. So I want both fighters to fire more specials during the battle.
Not only the strong one blasting spirit balls and leaving no chances to the weak.
Not only the weak one having some kind of bonus against a strong one.
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Now, things feel unequal. I just tested, and 4 punches, 2 dashes, or one nearly-fully-charged KI bullet all deal almost the exact same amount of damage, but they give increasingly more SP.
I don't understand what you mean. The SP gained by the weak and the strong is the exact same for both fighters.
Now if you are talking about the amount of SP one gain with a punch or a dash, when compared to a ki attack, those can be tweaked. Here are the actual numbers:
Plus, I liked the old mechanic of filling up the SP gauge slightly by taking damage.
We can add that again afterward. It's just a little bonus that has nothing to do with the actual tweaks 😉
The beta has been updated if you want to try out !
The only way to make it right again is to close the fighter selector and reopen it.
The explosions in Dragon Ball Devolution look very old and ugly, and they appear everywhere: ki attacks, falling to the ground...
Currently, they are composed of several sprites, all identical, each made of three frames.
They can be rotated and have pixel transparency, which is far from optimized for good old Flash.
I intend to remake them from scratch: something in between hand-drawn explosions and what I did in BASTON many years ago, but that last one can’t be replicated in old Flash.
The explosions should resemble those seen during the best era of anime:
https://x.com/DBPerfectShots/status/1985815828822929555
Exactly what Simplemente Yo extracted and drew in his vignettes:
I need to think how I'm going to handle those.
As I get closer to releasing the new version of Omeganaut, fatigue is hitting hard, not helped by the nonstop 120 km/h south wind battering my place for 48 hours straight…
So, for something completely different, I finally got A* pathfinding working in BASTON 😎

The next version of BASTON will feature aggressive AI that hunts down enemies instead of getting stuck in a hole !
No response 🤨...
So after a few fights, I'm going to put those numbers for the basic attacks:
Punch = 4 ➡️ 25 punches to fill one SP bar
Dash = 10 ➡️ 10 dashes to fill one SP bar
I have deactivated the SP fill with rush attacks. This needs to be discussed (see post just above ☝️)