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That's great! I know it's just me not adapting to a different control scheme easily enough, but I really think that a "PES-esque" control scheme with player change set to 'LB' and slide tackle set to 'B' would help people coming from eFootball feel "home" 😁I know what you mean, in Active Soccer 2023 the slide is remapped to Cross button like in PES
Yeah I tried that and it works well. The fact that I was asking for a "one button does all" control scheme is just because I'm still playing SWOS on Xbox One from time to time and I find it intriguing. I agree it's not "modern" though.With the shooting and crossing button the more you hold the button the more higher / longer the shoot / cross will be. Did you try it?
Well, thank you! I didn't know that but I'll definitely give it a try. 😉In Active Soccer 2023 (and if I remember well in AS2019 as well) you must press once the dash button to control the player and move him freely.
I'd like to try it, yes. I'd definitely like to. This would then probably spark the "usual" discussion about stats not mattering if one plays full manual and such, it's been discussed here many times already (this is one of them but not the only, and this is my "updated" take on manual passing and stats working together if you fancy a read). Of course I quoted examples of posts of mine as I knew where to search for them, but I'm sure it's been discussed many times elsewhere on these forums. As I said, it's kinda recurrent.May I ask if you would like to have in AS2023 the option to disable all the assistance? I mean everything full manual, including pass reception and dribbling?
I would add, let a button to perform low+strong shots. Not totally linear though, (as we already know from real life football it's impossible), but at least don't be binary like in footy games now: Full power gauge= shot height, little power gauge= low height.Personally, I would like to have the option of everything full manual, provided the game still works well, unless it is very difficult to program whilst retaining a decent level of coherent gameplay. And to help balance the gameplay, it's possibly important that if the player is on full manual (and that makes that game more difficult to play), that the cpu team is also somehow less "assisted/scripted" .
In terms of multiple buttons, do you think there's scope to have a button to specifically choose to header the ball. As you know, when receiving a high ball in PES, you press the shoot button and the game decides whether to perform a normal kick, chest the ball, overhead kick or header, based on context but sometimes makes a choice that you didn't want. It would be interesting to see if you could implement a control system where the user always decides what action to perform in those situations, even if it means that if they make a bad choice, the outcome is the player you're controlling makes a mess of it on the pitch. eg. they receive a high cross and press kick instead of header and completely miss the ball or attempt an overhead kick, or they receive a lower cross and press header instead of kick, so the player dives down to try to header it and either pulls of a diving header or makes a mess of it. Possibly do it on top of existing pass and shoot buttons as a button combo, eg. pressing shoot + L1 = headed shot, pressing pass + L1 = headed pass.
It possibly adds too much complication for you to program that?
Full Manual is usually used to balance imperfectly implemented AI difficulties.I actually love "full manual" but when I play against people with assistance I feel the game is unfair because I play having less accuracy
I would add, let a button to perform low+strong shots. Not totally linear though, (as we already know from real life football it's impossible), but at least don't be binary like in footy games now: Full power gauge= shot height, little power gauge= low height.
Let as have an option to shoot, or try to shoot low, and let the stats and the context or the momentum decide the height, i mean, IN REAL LIFE, you can apply an approx height to your shot, depending on the angle of your upper body, the part of your foot you kick the ball, and the spot you kick it. Now the height usually varies, depending on the moment, the positioning, and the tecnhique of the shooter.
In football games, it is usually the longer you press the button, the higher the ball goes, but this removes the possibility to to hit a low+strong shot. So a modifier for low+strong shot, would be good.
And to make it more SIM-like, i would suggest if possible, the height of the shot to be dependant on other variables i told before, IE shooting with full power gauge with Sami Hyypia, cannot result to low shoot, even if you applied the button combination, but shooting with prime Cristiano Ronaldo, to result to a low enough shoot.
I'm looking forward to playing this game, looking forward to the releaseI have not been able to update you on developments as I am 100% focused on releasing the game by March.
I think I will eventually choose to use the Early Access mode as I would like to evolve and balance Active Soccer 2023 together with the community.
The first version might exclude the online mode and replays, the will be included in the final version.
I have also recently introduced other weather conditions such as light/heavy rain, light/heavy snow, fog and wind to make each match unique.
If you can, at least one day, may you send me the database or some teams i will ask? Just to see the way of it. rating and facemaking are both a bit my specialities.I haven't written much but I'm working hard on a playable demo to exhibit at the Milan Games Week event this Friday.
Recently implemented features:
- sensitivity of player selection
- rebound of the ball when players collide
- goalkeeper adjustments
- Localization: English, Spanish, French, Italian, German, Dutch
- music in the menus
- title screen
- rewrote a lot of CPU code to make it more aggressive and hard
- refined the graphics of the weather effects
- squad update with world cup lineups
...Several People here could work on it : we got a football basis. Me for the database and the system to create players, @Chris Davies for the AI, @Emroth as a main beta tester and could work on Career mode with Chris, still tons of members (Slamsoze, Madmac, millosobek, etc
...
You cant just come in and volunteer people to do stuff they might not have time/interest/skills for!
What are you like??
what good newsHi guys, I confirm Active Soccer 2023 will be released the 29th March 2023 as early access
The game is full playable but I will add replays, online mode and tweaks and polishing during the following weeks
This is great news!! Can't wait to try it out!!Hi guys, I confirm Active Soccer 2023 will be released the 29th March 2023 as early access
The game is full playable but I will add replays, online mode and tweaks and polishing during the following weeks
Yes it is easier to play high ball respect to other games mostly because the player speed is high and the inertia is less present respect to the real counterpart..I think those improvements could be in a future update, i will ddl on Steam (my gfx card would be good) so i can test some stuffs.
I noticed that the game is very aerial based (so a bit too easy to play high ball and receive it), i want to check having the confirmation.
What i would like, is as the game is clearly retro-indie Arcade based, to get at least... The physics fundamental, like we said in the Retrogaming thread or Retro PES : the games from Arcade which was supposed to be easy like Super Sidekicks wasn't, and following the physics logic.
Example, when you run fast it should be harder to stop, like when you turn from a big angle it would take more time to change direction. All of it is lost more or less in actual "fake sim" games... They litteraly erased stuffs which every games got in common.
Also shooting in a different position would be harder from a position, the shoot would loose power and directions etc.
All of it related to stats of course