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#41 |
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Sausage Veteran
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Looks like you guys noticed what my next update will probably be about. There will be more detail on the subject once the system in place has been properly bug tested.
@segasonicfan4life Whats a fighting game without some kind of Survival Mode? @Felik the velik In the older version of the game (3.3) waypoints were being used. This demo has the movement without them. A.I movement is based on the position of the CPU, the nearest target, and immediate obstacles. I could tailor the A.I code to follow waypoints in more complex situations though. |
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#42 |
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Infamous
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OMG YAY...
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Dude... |
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#43 |
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Junior Member
Join Date: Feb 2009
Posts: 24
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Just waiting for the debut of Volcan in the demo. I think the games only need more feature, the gameplay is perfect!
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#44 |
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Sausage Veteran
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Okay, so I managed to get a new update for you all. Some of you know what I'm gonna be talking about this update (See the full article here!):
![]() In other news, tests with trying to make the attacks faster have fallen flat, and some moves are now failing to work properly. Seeing as there are also plenty of people who do not mind the attack speed as it is, the attack speed is going to remain the same. |
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#45 | |
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Sausage Veteran
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The project hasn't died!
There's a new blog post up on the Website, to celebrate 365 days of working on the new code of SSK. Click the link to see the whole post, but here is the stuff you want to know: Quote:
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#46 |
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Banned
Join Date: Oct 2009
Location: Next door to you
SFG Specialty: AI Enemys & Effects programming
Current Project: Forsaken Emeralds
Posts: 77
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Video would be most appropriate since I think we probably all want to see gameplay/footage of the thew SSK.
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#47 |
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Sausage Veteran
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Concerning videos, I managed to get some screen capture tests done on a more powerful computer, so I can actually create some new footage for gameplay videos. I've also decided to post up some soundtrack videos on YouTube after I get the next gameplay video done.
Also, I fixed the RSS feed for the SSK website a few days ago. If you want to be updated first, set yourself up to the feed and I'll try getting more blog posts in. |
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#48 |
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Waffle Poster
Join Date: Sep 2009
SFG Specialty: Beats of rage Modding
Current Project: Sega Brawlers Megamix
Posts: 71
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Yo man, I see your adding more to this and I'm Downloadin' the fourth demo now, but man, 7 months to make! And I see you've been working on this since 2006, did you keep starting on stoping or was it really that long?
Either way, good luck with the rest of this dawg. X) |
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#49 |
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Sausage Veteran
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The deal is that on Jan 1st 2009 I decided to pack up the current code and start the code completely from scratch, using new things I learned and a proper list of things I wanted to improve/add into the game at step 1 (rather than building on the shaky foundation that was the Demo 1 code, which started causing several issues).
Demo 4's creation took 7 months from start to finish, and thats why Rouge and Omega were not in Demo 4. |
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#50 |
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Waffle Poster
Join Date: Sep 2009
SFG Specialty: Beats of rage Modding
Current Project: Sega Brawlers Megamix
Posts: 71
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Ok, that makes since then.
X) |
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#51 | |
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Sausage Veteran
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Just wanted to update this topic for all its worth.
First off, I've managed to add 3 brand-new stages (Starlight Zone, Sky Canyon, and one more), I've re-added Rouge and Amy into the game, and I've completely remade the Tutorial to be more like a step-by-step guide to ALL of the gameplay features (as some were missing from the last). The first playthrough of the game will take you to the Tutorial before the Story begins (though you can skip the Tutorial at any time). I've also added invisible walls at the edges of arenas that bounce fighters upward lowering the rate of corner combos. Some controls have been tweaked too, wall-jumping especially is less fiddly to pull off. One last thing: Quote:
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#52 |
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Qwerty919
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Very cool. The presentation of this game looks beyond great with the menus, transitions, cuts scenes and the gameplay itself. The key config made this game very hard to play for me, although. I never could get used to the up being jump, especially when having to do a wall hop. I think it wouldn't be so tricky with a gamepad perhaps. The combat also seemed a bit slow when recovering from a jab. This made me stick to just using dash attacks for the majority of the time.
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Sonic CB~55% Pure Chaotix~40% Sonic Nebulous 2~15% |
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#53 |
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Sausage Veteran
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I've been looking over what you said Ironrind. I've already made performing wall-jumps easier. Up is still Jump in the default controls, but characters who latch on the wall slide down it at half the speed and there is more forward momentum when actually wall-jumping, so its less fiddly.
The idea of decreasing recovery time from attacks is interesting though. I'll have to experiment with that after my art course is done. |
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#54 |
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Sausage Veteran
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I was originally planning this to be a blog update first, but my website server is currently down.
I have some mockups I want to show you guys. This is a sequence of events that will be possible in the game's new Emblem Gallery, which will combine the gallery and shop elements together. I can't think of a ways to improve the layout so I would like to know from you guys if there is anything I can improve. ![]() Also, I've been a bit too busy to fiddle around with the attack speed values right now, so they haven't changed yet. |
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#55 |
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Sausage Veteran
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A new gameplay video has been released! Features new stages/areas and various new VS configurations.
Click here for Demo 5 gameplay! In other news, a couple of characters are now almost ready for battle, and the Emblem Gallery has been completed (check the blog site for screenshots). Expect another video soon once more major updates have been completed. |
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#56 |
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The Plastered Scene Man!
Join Date: Aug 2008
Location: London, UK
Posts: 110
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Hidden Palace stage looked spectacular.
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www.segadriven.com |
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#57 |
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Sausage Veteran
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I love it too, and the stage isn't even 100% complete yet. There will be traps that the player can trigger to harm opponents by activating switches (because seriously that place needs some security XD).
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#58 |
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Sausage Veteran
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I managed to complete the Hidden Palace stage, which now includes switch-activated hazards (something that I'm sure will become more common in the future)
To celebrate, I've added some screenshots of the palace to the SSK Arenas Page, and there will be more uploaded very soon. Also, I've nearly finished the slot gimmick for the improved Casino Paradise arena, so I added a screen that too: ![]() In other news, I just finished fixing a slew of small AI bugs and fixed a couple of other problems that hampered me for quite a while, so now I can get on with finishing what should have been done ages ago (the missing characters). |
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#59 |
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Banned
Join Date: Jul 2010
Location: Bramton
SFG Specialty: most of the time.
Posts: 15
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Pro. I think the page will not alowed me to access to the website what you just posted.
And its showing me this, Ooops... This page (hosted by 110mb.com) is missing. How to get access to the page so I cannot get this same error again. |
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#60 |
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Sausage Veteran
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I can be such an idiot sometimes... the link is fixed (I forgot the .php bit at the end).
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#61 |
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Waffle Poster
Join Date: Sep 2009
SFG Specialty: Beats of rage Modding
Current Project: Sega Brawlers Megamix
Posts: 71
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Ey Pro ShadowBlaze, I see you got 4 players on screen now, just what I was hoping for in your game. Any chance of their being a 2P story mode, or will that just be 1 player?
X) |
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#62 |
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Sausage Veteran
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Currently, Players 3 and 4 in Multiplayer are computer controlled only. Eventually I will be adding proper support for controllers, allowing for proper 4 player gameplay.
As for Story Mode, the idea of a second player to be able to play the levels has been thought of. However, I am thinking of leaving Story Mode a full single player experience... Mission Mode on the other hand might include optional co-op in the future (honestly, I think it would be interesting to have some Lego Star Wars like action). |
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#63 |
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Time Time Time
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So... SAGE?
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#64 |
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Sausage Veteran
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A demo is unlikely, given that the time I have and the content I really want to have in place. I'm also on holiday during SAGE, but I'm confident I can at least get daily updates on the dev blog like I did last year.
Currently, I've been re-reading reviews for the previous demos, to see if there were any complaints still prevalent in the current build. I'm tweaking the AI still, I'm going to add a small delay between AI fighters getting in range and actually attacking players. By the way, I also noticed that people complained about the attacks not "connecting" as soon as they press an attack button. Every attack in the game has a small 'launch time' before getting hit. Do you think I should decrease this delay, remove it all together, or keep it as it is? |
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#65 | |||||
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Waffle Poster
Join Date: Sep 2009
SFG Specialty: Beats of rage Modding
Current Project: Sega Brawlers Megamix
Posts: 71
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Quote:
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#66 |
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Banned
Join Date: Jul 2010
Location: Bramton
SFG Specialty: most of the time.
Posts: 15
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More then enough, Super sonic will exist only in the final showdown from the finalist stage with another evil character, the power will not go max until sonic has find another box of ring powers added.
Shadow will go super to.. As I hope you have been qouting Djgame, There chaos powers cannot be used longer, it could use enough power to knock down opponents off the stages. |
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#67 |
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Sausage Veteran
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I posted another update on my blog, detailing the work I've been doing for the past week or so on the game (as well what else I've been up to and what to expect next week when SAGE '10 comes around)
Check out the Progress Report HERE! |
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#68 |
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Sausage Veteran
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Hi there guys! I'm currently on holiday and I managed to get an Internet connection, so I thought I would make a post on current progress.
For some reason, my booth wasn't accepted for the SAGE event (the same thing happened last year too... thats really annoying). Not only that but my website server is currently down, so I can't actually do any updates or continue to let people download the previous demos. I don't know when it will come back up either. There are a couple of things that I don't need the site for, so depending on what happens, I'll show those off as soon as I can. Meanwhile I'm going to look around the rest of the booths at SAGE. See you guys around. |
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#69 | |
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Nobody
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The same thing happened to me. Did you try asking Instant about it?
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#70 |
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Mustache
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Who is in charge of SAGE 2010?
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#71 |
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Sausage Veteran
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I'll be sure to contact Instant now that I've got some time back on again (my access is kinda limited right now).
Anyway, I've just gotten access to the blog site again, and I've completed the updates for yesterday and today. Be sure to check them out here! |
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#72 |
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Sonic Gamer
Join Date: Jul 2010
Location: Tropical Resort
SFG Specialty: Spriting
Current Project: Sonic Millennium
Posts: 151
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the screenshots looks pretty tight
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#73 |
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Sausage Veteran
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Thanks for the screenshot praise.
You may have noticed, but there were no updates yesterday or on Wednesday. That is because I'm having trouble with the Internet connections over here. I'm trying one more time to get Wednesday's update sorted, but if I don't do it today I'll have to wait till my holiday is over and sort it out then. |
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#74 |
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Sonic Gamer
Join Date: Jul 2010
Location: Tropical Resort
SFG Specialty: Spriting
Current Project: Sonic Millennium
Posts: 151
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The website is pretty cool ;D
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#75 |
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Sausage Veteran
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The update that was supposed to be SAGE's Wednesday update has been uploaded. It's a new gameplay video! (I'm still having trouble getting these to look really good on YouTube, so I might have it available for download somewhere down the line)
Click to watch SSK Demo 5: The Big 4 Free-for-all! |
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#76 |
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Sonic Gamer
Join Date: Jul 2010
Location: Tropical Resort
SFG Specialty: Spriting
Current Project: Sonic Millennium
Posts: 151
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I like the looks of this game, i commented btw
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#77 |
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Sonic Renegade
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I can't wait to play this, it looks like great fun. I still have that tileset I was working on lying around somewhere, I'll work on it a little bit.
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