Monday, January 31, 2011

Options Menu Revamp

Hey there,

One of the things I heard quite a bit about SSB Clash Rebirth was that the options/vault menus were boring and un-user friendly (for people using a stylus). So I'm pretty happy to show off the updated Options menu.

Left: Old Options Menu || Right: New Options Menu

Alright, so graphically you can see it's a lot better. By the time it releases, it'll also have the word "Options" in the blue area to the top right.

You can tap the entire box of most of the options to toggle on/off or to save/load or tap the arrows next to the damage multiplier to change it. The camera options are gone for now. I'm fairly confident that no-one actually used them, but they'll be back later in development anyway.

The traditional button controls can also be used to navigate/interact with the menu as usual. Also, the arrow disappears when you're using the touch screen and reappears when a button is pressed. It's not particularly important, but I figured the arrow might really annoy people if they were using the stylus controls.

I'll be updating the Vault much later down the track to be more user friendly and have some unlockables/art (hopefully) so that it's a real Vault for the next release.

I hope to cover off some of the other common issues with the game soon as well.
Anything in particular people want me to take a look at?


Tuesday, January 25, 2011

Quick Check In

I'm heading off for a trip tomorrow morning, so don't expect much done next week (Oh, that and I start my uni course on Monday) but in the meantime, I've done some more work towards multiplayer, and I've added two values to each move.

One says how many frames of each attack animation to wait before it deals damage, and the second says how many frames of animation before the end the attack stops.

So basically, now it's harder for the AI to attack spam, and there's a more strategic element where you can time your counter attacks correctly while the opponent is finishing theirs.

Also, some things to keep you somewhat busy for the time being:

SSBC's first (as far as I'm aware) video review is up over at andylinkproductions' youtube channel.

There's also a really nice DS homebrew game by the name of Waimanu: Daring Slides. It's really hard to explain, but it's really addictive, sickeningly cute and altogether pretty awesome.

You can find the development team's blog here and you can download the game here.

Until next time,

Oh, and happy Australia Day to all from the great nation (A day early, but hey).

Thursday, January 20, 2011

Miscellaneous Updates

Wow, it's been a while since I updated here. I'm going to start updating more regularly again as I get more and more done. This week's been quite an interesting week.

We have the hitStun stuff from last post done, so we're getting closer and closer to a polished game. I'm still doing some of the additional testing on the multiplayer, and things are looking good for local multiplayer in the next release.

I'm also going to have to update the AI to attack more effectively (as it currently doesn't choose the attacks in a ny sort of intelligent manner) and hopefully I can add in some more aerial attacks (as that's what I'm planning on adding soon attacks-wise).

But seeing as how I have all of the guard and stun animations already, I think I'll add those soon.

See you next week (I promise this time :P)


Sunday, January 9, 2011

HitStun Updates and Future Plans

I've been putting off fixing up the hitStun for AGES now, so I'm going through and giving each attack an individual hitStun variable and a hitStun modifier for each character which states how easily they get hitStunned.

In addition, I want to get as many attacks done as quickly as possible, so I'm going to be developing a seperate version of Clash in parallel that has just Shadow in it (seeing as how he's got almost 100% of sprites done). I'll probably start with that one by adding in the aerials.

So basically, I'll probably end up working exclusively on the Shadow test for a while. I'll still be releasing the current test rather soon though, so look out for that.

Oh, and I'll hopefully have some local multiplayer testing going on sooner or later, so that will be awesome (hopefully).


Sunday, January 2, 2011

Character Roster

Hey guys,

With our forums being a bit of a cluttered mess, I figured that some of you may not have found the character roster for the game. The full character roster is below.

Assasins Creed Series:

Banjo Kazooie

Castlevania Series:

Densetsu no Starfy Series:
Tag Team Stafy

Donkey Kong Series:
Donkey Kong
Diddy Kong

Earthbound/Mother Series:

Fire Emblem Series:

F-Zero Series:
Captain Falcon

Golden Sun Series:

Ice Climbers Series:
Ice Climbers

Kid Icarus:

Kingdom Hearts Series:

Kirby Series:
Meta Knight
King Dedede

Legend Of Zelda Series:
Toon Link
Majora’s Mask Link

Mario Series:

Megaman Series:
Megaman X

Metal Gear Solid Series:

Metroid Series:
Zero Suit Samus
Dark Samus

No More Heroes Series:
Travis Touchdown


Pikmin Series:

Pokemon Series:

Prince of Persia:
Prince of Persia

Retro Gaming:
Mr. Game and Watch

Sonic Series:

Star Fox Series:

Street Fighter Series:

The World Ends With You:

Character Count: 57

Alright guys, there are a couple of things to take into account here:
1. No new character suggestions will be accepted.
2. The roster isn't final. There may be some tweaks, but again, remember point one.
3. There are cloned characters in the roster, but only under the assumption that they'll be uncloned.

So with that said, which characters are you guys looking forward to the most? How about which newcomer to the series? Leave your opinion in the comments below or at the forums, because we may work on the more popular characters first.

See you guys later,