BTR Studios is a ROME, Italy based, videogame developer.
Thanks a lot!
Feel free to post this video link:
Try to reinstall the demo and apply the new patch 1.3.1. it should be fixed with it.
Hi UDM, if you download the demo, it should ask you for updating itself to 1.3 when you launch it ( if you are connected to internet ) and if you click yes you shoud be redirected to fileplanet patch.
Let us know if you have troubles with this.
Hi Haraldx, yes you got the idea. With the latest release we have ( 1.3 ) this should be quite visible. And even more improvements are coming after summer!
refer to www.romantournament.com for all the combos and controller commands, in-game description coming soon.
Regarding your ps2 controller, you could try to invert axis in options->controls. We managed to make a ps2 + adapter work this way.
Let me know if it works.
maybe you intend Natural Motion's euphoria engine
endorphin is simply their offline tool.
dynamic blending between ragdoll and animations at runtime is obtained by people who use natural motion's tech using euphoria.
We do the very same thing using havok technology, very affordable ( and free ).
This technique ( blending phisics and animation at runtime ) is called unofficially "active ragdoll".
We started with very stiff setup in the first release to avoid bugs, and crashes due to overshgooting of controllers so in the 1.0 you notice it a bit less.
But if you download latest patch 1.2.0 you' ll see this effect a lot more visible during get hit and combat attacks because we stabilized it a lot so we could increase values.
Thank you so much. we are working every day ( after release now only 5 days a week ;-) ) to improve it more and more. Also feel free to post all the suggestions here or on our forum at www.theromantournament.com where there is a section for suggestion and community wishes!
please post a detailed description of the glitch here ( including steps to reproduce, which mapoccurs etc... )
and we will be happy to help.
Also what do you mean for "running of of endorphin"? You mean characters becoming tired and breath after they take damage?
Don't worry... Keyboard / mouse configuration coming soon in the next patches... anyway the best way to play it it would always be with a pad. You do not have to have strictly an xbox360 controller, any gamepad Xtinput-compliant should work ( we tried more than 12 different controllers ) drop me a post in the forum if you find a cheap one and i'll see if it could work or not...
A demo requires work, is not automatic. With limited resources we have a schedule. We'll release a demo after the first patches are out. I think for the end of this month or beginning of the next.
Please post your thought in the community forum explaining in detail what would you like to improve and we will be happy to help if we can.
You can make for sure that after i saw my game torrented 12 hours after release, i'll never release any "demo" anymore.
I hope this people enjoy their cracked copy.
Don't think game wouldn't be torrented with a demo, especially this kind of game.
Giving a demo with few characters and maps probably would only increase piracy of the full version. The only thing we can do to limit this is to improve online play ( patch in progress, testing right now ) and authenticate cd key online.
Well, i hope so,
otherwise there would be no support at all, due to the closure of the studio...
Seems a lot of people out there is torrent the game. Anyway, people will NOT be able to play online with a cracked serial....
Hi Nemix, i think you have to install Desura client ( is free ) then download the game and play.
Let me know if you have issues with this.
all Gamepad XInput compatible ( Xbox 360 or compatible ones ) are supported, but many directInput ones works too ( we did many test with a ps2 pad with a PC converter usb adapter for example ).
this game has everything you mentioned right now!
(Also, about gamepad, it was designed from beginning to play with a pad, although also keyboard is supported! )
Hi Rohan, i've updated the news with system specs.
I hope not too expensive.
We worked a lot to make the game accessible directly to most PCs.
You touched a key topic.
This game not only can be modded, but rather
it was BORN to be modded.
We thought from the beginning a concept simple yet scalable, and extensible, that could easily be modified by a community.
So we certainly plan to make available to enthusiasts and fans tools to unleash their creativity.
But, how sure many of you know, the tools used by a small team of six people who work daily in the same room communicating by voice, have not, unfortunately, the same stability, flexibility, accuracy , usability and documentation of tools of famous games that have been used by thousands of modders.
Currently, our tools are not mature to be made available to the community. To make this possible we need to consolidate, re-engineer and especially document them.
But that will be possible only after we have reached a minimum of financial security that concerns our future.
BTR project is our most important, and since we are also publishers of ourselves we are not bound to other subjects, so if things go well the first thing we'll do is continue to support and improve the game for long time after the release of June, the second to release our dev tools.
bobalong131, Moci and all the guys that have rightly pointed out the flaws:
We are grateful for your interest and we will take your valuable suggestions.
It is your constructive criticism that helps us to improve,
and we thank you all for this.
- The problem of the short arms raised few days ago and has been kept on standby.
As mentioned for some (I refer to Mickey) the effect was a bit 'tried'.
Given that some of you don't like, we are looking for a software solution that avoids
going over the rig. Otherwise,we will choose the second way.
- The problem of the animations sometimes stiff is simply a problem of calibration.
In our game animations and ragdoll mix, at times mix is too much in one direction or another.
Calibrations are one of the things on which, unfortunately, we spent little time.
From 2 of May an outside person (who has NOT accustomed the eye to the defects like our team ;-)) will be assigned
exclusively to calibration and testing.
Due to the flexibility of our system of active ragdolls, changing a few values via script clever you can get very good results.
- The problem of some animations from the questionable taste (I refer for example to the broom in the *** of the girl)
can be solved only asking feedback to the community.
Sometimes they look good to us, but, as said above, the eye of a dev team is often accustomed to certain defects.
RabbitFreak, Maryungu and to all those who love our game right now:
We promise that we will do everything possible to provide a better product than what you see now.
Finally i want to say that:
The last thing we want, is a flame war on our posts.
We would be very sorry if some of you will divide into fans and detractors.
We believe that a good indie game is the result of a continuous exchange of feelings between
developers and community during the important phases of the project.
That said, thank you all once again.
Give us confidence and we will not disappoint.
Sure, they are exactly the same.
As I said, some videos are probably somewhat distorted by the FOV (in our game is dynamic, though it probably will be configurable, although when you play you don-t notice it ) and also wrestlers are almost always on guard position and this is another reason why they seem a bit with thin shoulders and short arms. When we will introduce new gesture animations and provocation and match enter walks ( scheduled for this week ) then you will see them much more relaxed, and you'll realize that they look like the model in tpose;-)
I'm sorry but i don't think the proportions of males are wrong,
our artist considered it vey carefully, especially in the design of Tony and T-Dog.
Do not be fooled by the FOV of the camera because it is dynamic and can sometimes alter the proportions.
This is true for the 2 characters Tony and T-Dog.
You can check ZBrush seeing of T-DOG model as example.
An exception is made for Mickey.
in this case ( it is true, you are right ) the proportions are a little bit different than the "ideal proportion male" you are talking here.
But this is exactly the desired effect, because we wanted to inspire to a particular character in real life (guess who?) mirroring perfectly his fisinomia,
and yes, he is exactly the same, including proportions (I doubt that have noticed it in many, if not people with the "mindset" of the standard character artist;-) congratulations! )
Our game whant to have a very personal style that tends to realism, including error in human figures, that are common in real life... you may like it or not, ( and you have to see paolino or Ewan characters! ) but our characters are not "action figures" so common and standardized in mainstream games...
p.s.. for those who had guessed who is the real life guy who is the source of our inspiration... I add that this is the aspect that he had 3 or 4 years ago ... now it's back a bit 'more' in shape!
thanks for your feedback! For you and for all the others that helped us to address hit delay problems,
check latest videos ( especially "2 rounds in Santangelo" and "active ragdoll tests" ) , we totally re-write hit detection system and get hit logic!
Tell us what you think!
Hello Darius, thank you for your feedback.
Please feel free to contribute to the discussion in "active ragdolls test" video comments. We are talking about arm length.
Hi guys, thanks for the feedback!
Which male character are you talking in particular? The fat one? ( Mickey his name )
The ragdoll are very stable and behave well in combat.
The effect is deliberately exaggerated only at Ko, to add a touch of irony to fight and entertain the players.
We know it's unrealistic ( as, i said is deliberately )
but we'll probe the mood of the community on this and if we meet several adverse judgments in this regard, we will then make ko realistic as the rest of the game.
Another option that we probably will consider is to make it configurable.
Sure it will.
Up to 8 players simultaneously.
If you go in the game's page you'll find a detailed answer to your question.
Anyway one engine or another it's not a big difference on PC as long as performance are similar and project is modular ( our ragdoll based combat system and all animation assets are totally independent from rendering engine )