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Hey, maybe this was asked/answered somewhere - but I'm having some sort of issue where my xbox 360 controller is showing up as like 'player 2' even though its my only controller, and so PunchABunch isn't recognizing it at all.

I'm having the same issue with a game I'm making in Godot, which was hardwired to accept inputs from the first controller and was working fine until this issue popped up.. maybe could add some configuration to select a controller or attempt to auto-detect whatever the player is trying to use when they do switch to controller..  (if you haven't fixed it yet)

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Hey Pontypants,

How about exporting the game to 64-bit Linux? Can you do that in your Windows?

Use Wine and/or Winetricks and try getting the game running, you do need a new enough system though (that supports dx 11 and vulkan)

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use lutris to run it.

you can crosscompile from windows to linux on unreal but it tends to be not as good as compiling it on linux natively unreal tends to not be as good at cross compiling as other engins like unity and godot

As for now lutris runs the game really well

cool!!!

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What is the easter egg please

if he tells you then whats the point of an easter egg

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Hi! Just wondering, does your momentum and speed amount to the damage you do? Because charged mouse flicked punches seem to do a lot of damage according to the impact of the sounds. Good game though, hope to see (and beat up) AI boxers, a Dummy, and my fellow friends on the internet through this game.

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"Just wondering, does your momentum and speed amount to the damage you do?" I think this question is grammatically incorrect and utilizes the wrong grammar, because I don't know what the heck you are trying to say.

Deleted 3 years ago

aw crud, here's what I'm trying to say.

Because moving your mouse makes you lean to a direction, is it more damaging to flick your mouse at the target (which makes you snap to the opposite direction) upon releasing a charged punch? 

Sorry that I have bad grammar lol

(1 edit) (+1)

Well, we don't know YET as PontyPants hasn't added a Healthbar or Stamina bar to the demo. 

In his "Learning Unreal Engine for 6 months (and making a game)" video, he added a healthbar and some UI to show the players how much damage they took, But it doesn't seem like there is a healthbar or health UI in this demo.

But maybe the reason why he didn't add it was because right now we are using a dummy character as the other player in the Demo and not an actual player and/or AI, so that's probably why we don't have any health recognition or UI.

probably asking if the faster you go the more damage you do.

What's the secret easter egg?

Deleted 3 years ago
(+1)

what was the easter egg

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Hi everyone!

I've been hearing a lot about the people in the comments section that they need help. So I'm here to help you.

1. Slow camera

You can tweak the settings for a faster camera by pressing the Esc key. Hope that helps!

2. Keyboard and Mouse input

A lot of people in the comments have been telling each other that Punch a Bunch doesn't support Keyboard and Mouse inputs. That's not true. You can set the input to keyboard and mouse input by pressing the "Tab" key. Hope that helps!


IF YOU NEED MORE HELP, LEAVE A REPLY ON THIS COMMENT SO I CAN HELP YOU!

Deleted 3 years ago
(+1)

Pontypants Hello im a huge fan of your work and are looking into unreal engine game design i am writing this comment for feedback and asking for some tips. First in the demo you could add local multiplayer so that people can also find out and relax the controls with couch friends and family. And in the final release you should add the keyboard controls but please do try to make it better, not that i use it but for others. And YES OF COURSE ADD ONLINE MULTIPLAYER IN THE FINAL, it in my imagination would be so fun playing this game with friends and just brawling all we want. Also just a little detail if you dont add keyboard to the final then do maybe add local controls upp to four so that i dont have take turns with a larger group of gamer friends and family.

I want online and/or local multiplayer too so that I can invite my friends and punch them in the face!

(1 edit)

Pontypants, if you are seeing this comment, I'm just giving you feedback.

I hope that in the final game there is freeplay (You play with a dummy), AI (You play with an AI), Local Multiplayer (You get to play on the same device but with different people), and Online Multiplayer (You get to play with people online). Also I hope that the final game is free, but if it isn't, I'm not going to complain either way.


EDIT: Also I hope there is a tutorial level because some people won't know the controls when booting up the game for the first time. I felt that way when I first played the Punch a Bunch demo, but then I started clicking random buttons and learned the controls.

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The protoyupe so far is really good I'm liking the feel of the game and how you can lean with the punches. But I am slightly disappointed with the progress... Why did it take you this long to make this its not even a demo. :( but I guess its really good so you weren't wasting your time

Well he had no experience in ue4

Deleted 3 years ago

He's not Dani, by the way. He can't 3D model, make, and code games and assets as fast as Dani.

Deleted 3 years ago
Deleted 3 years ago
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sorry i cannot download the game bcuz i have a laptop :-(

You can use Keyboard and Mouse input

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wait can we?

If we couldn't then why do we press the Tab key to change inputs?! Think before you speak next time.

i meant i did not know

I really liked the game. My only problem is that I couldn't get a ps4 controller to work.

use ds4 windows to connect the controller first connect with usb and once that works add bluetooth so you can play without the usb.

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Could you add keyboard controls please i don't own any controllers :(

There is already Keyboard and Mouse input

Bruh

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I wish this game was released for a CD or something so I can play it on my XBOX 1s, but, I guess Pontypants has other ideas for the game

I think it's not on that becus this is just a demo. When he releases it will be on steam and maybe console if he can manage that

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is there a mac version?

maybe?

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nice

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this was super fun for a min. 

I know it's just an initial demo, but I enjoyed it. Took me a minute to move correctly with the controllers. I kept thinking right stick would move my camera, but I got over that quickly enough. 

For me, the upper cut was really hard to pull off and super inconsistent. I for some reason found the left hand upper cut easier. 
My best guess is that there's little margin for error in the upper cut input loading. 

Just something to think about. 

This is good stuff man, and I've been enjoying your youtube videos! 


:)

(+2)

Hello ,

what you are thinking about an hit system witch counts body hits and head hits like in a real Boxing fight. You can do that additional to your implemented  "Health and Stamina" system.  

So you can make a 3 minute round Time like in a real boxing fight an if you or the enemy is not able to get your Health down in 3 minutes then the round is over and the hitpoints decide over the winner of the round. 

This feature make the game a bit less only arcadeical and brings an Tactical note into the game. So if i cant land  enougth hits to bring the Healthbar down so it is also possible to land many hits to get the most round points and win the round  over the time an hitpoints.  

In real boxing there are more ways to win the the fight not only an K.O.

It`s just an idea that i want to tell you.


I like your Content and your courage to go your way to be the best  Gamedeveloper in the World..

I wish you the best .


friendly 

Tino 

Mac version would be great. Really enjoy your devlogs and would love to try :)

Deleted 264 days ago

lmao

(+1)(-3)

Not for mac???? WHY!!!!!!!

Think about it: Maybe he doesn't have a mac to export .xcode files (Apple's IDE) from Unreal Engine to itch.io (If it is like Unity and doesn't have a built-in plugin to build mac games) or maybe Unreal Engine just doesn't support a build function for Macs.

unreal supports mac but you have to have a mac to export for mac 

unreal isnt as good at crosscompiling for other platforms unlike unity and godot

use wine to run it.

1. mac isnt as popular for gaming 

2. to port a game to mac with unreal engine you have to have a mac to export a game there so if he docent have one then he cant export

(4 edits) (-7)

hum... I don't know if i would have made a boxing game. Why? Because you get bored, if you play to long. But the dev is planning a lot for his game. Yes but what would i do in the game. Set up a campaign mode to upgrade you character, fight bosses and win levels.  

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If you're 11 years old, you're violating the itch.io TOS by creating an account

I was literally just playing Adrift when I saw this comment.

o_O cool

How do you know that this kid is 11 years old?

They said it before they edited their message to remove it.

Well, maybe you're just not a gamer or maybe you aren't interested in Boxing Games

(+1)

Awesome Game =D

(+1)(-3)

Hi,
Please add arrow keys support too. Not just the aswd keys

I'm fine with the WASD controls, to be honest. It's very unlikely that Pontypants will add arrow key controls, as all of the people in the comments section and Youtube (Apart from you) are fine with the WASD controls

(+4)

just want to say i am a big fan of your its really amazing what you made and its even helped me to push my self in game development  . firstly the punching is very satisfying especially with the sound effects each having a different sound and my favorite functionality of this game  is that there is no button combinations like in traditional fighters so there is no need to memorise .

i have only used keyboard and mouse to play the game not the controller 

THINGS WHICH CAN BE IMPROVED OR FIXED

1) one thing I noticed is when the player's body moves right and left it automatically goes to default position  its not bad  but it is hard to get accurate punches when it automatically goes to the default position ,maybe adding a fatigue system like if the player is in the right or left for tooo long it  goes back to default position

2) the fatigue system is to strong . if someone want's the game to be a bit   fast paced  it would be difficult as within 4 to 5 punches player is tired . I know you mentioned in  your latest vid you would fix it  but i just wanted to mention it 

3) it seems when you are spamming and the player is showing fatigue the player can still continuously punch the opponent if the player's gloves  is very close to the player . this can again cause spamming  and cheating .once when the player was tired it even played the super punch  after impact particle effect .

4) the super punch or charged after  punch sound effect only work for the front of the boy but for the shoulders or back of the body the super charge punch effect does not play only the normal punch sound effect plays 


I hope this helps 

really amazing game cant wait to see the finished version

happy game developing

(1 edit) (+3)

Hey. Loved the game. Do you have a proper channel for bug reporting? If text is more then a line long and has a screenshot Itch spits out this: 

body: expected text between 1 and 20480 characters

This makes it hard to add any useful info

(+1)

Not bad, Not bad. once you get the hang of it, the punches are very satisfying. cant wait to see it finished! :)

(1 edit) (+3)

Very nice. Can't wait till its finished!

(-6)

the AI is not punching back it's way too easy :( :(

(+1)

Its not supposed to, its to get used to the controls

It's not an AI, it's a dummy. It's like in Among Us where in Freeplay mode the dummies just sit there doing nothing rather than do tasks

(+2)

its not letting me use controller

(+1)(-3)

@brando2654 you need to plug it in to your computer

(+2)

why would i be expecting it to work if i never plugged it i

you need to press tab and it will switch from keyboard to controller

What if he DID, huh? What if he plugged in the controller before playing? Think before you speak next time.

(+3)

came across the video on YouTube, love the controls but i honestly prefer the mouse punching over the controller but I would still play with a controller on console happily.  

(+2)

Awsome, mate especially on a controller , but it'll be a great idea if you add different animations for blocking and punching also can you add something like special ability when it loads when you perform a series of perfect hits, just saying. P.S. I kinda love the sounds.

(2 edits) (+2)

I saw the ''internet played my game'' video randomly on Youtube and wanted to give it a try.  With a controller the experience is epic, and thought it gonna be harder since the dev himself is saying it, but it take a about a minute max to get it.  I also tried with mouse and keyboard, it is ok but the experience isn't as good as with a controller.  People already asked for an online multiplayer option, and I think it would be amazing too!

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Good game so far. Do you plan to add different types of punches and blocking

(1 edit)

running on Pop!OS, I used steam Proton 5.13-5, though i had to remove the spaces from the folder name and the executable file name. after that it ran acceptably on my PC with Ryzen integrated graphics. I actually really liked the way it felt with a mouse and was glad to see WASD worked despite my using the dvorak keyboard layout. would be nice to have native linux and mac support on release, but i suppose it isn't urgent for now. great demo, I look foward to further updates (:

I am not able to run it on my pc. It's a windows 10. It's this error. pls, help.

(+1)

this might help: https://steamcommunity.com/app/306760/discussions/1/350540780272650744/

DX11 Level. 10.0 Required to run the engine

(1 edit) (+1)

i download it again to check the new controls and at the start is fill wired but when i cep playing it felt good and and even better the the controller its like i am really punching only one thing i suggest u to add a thing that when i load my punch its not coming back from the lean i am sorry if its a bit hard to read English not my good side
edit: add a

Discombobulate rn please 

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