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?
Swifty
Monday, January 31, 2011
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,
Swifty
Oh, and happy Australia Day to all from the great nation (A day early, but hey).
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,
Swifty
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)
Swifty
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)
Swifty
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).
Swifty
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).
Swifty
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:
Ezio
Banjo-Kazooie:
Banjo Kazooie
Castlevania Series:
Shanoa
Densetsu no Starfy Series:
Tag Team Stafy
Donkey Kong Series:
Donkey Kong
Diddy Kong
Earthbound/Mother Series:
Ness
Lucas
Fire Emblem Series:
Marth
Roy
Ike
F-Zero Series:
Captain Falcon
Golden Sun Series:
Isaac
Ice Climbers Series:
Ice Climbers
Kid Icarus:
Pit
Kingdom Hearts Series:
Sora
Kirby Series:
Kirby
Meta Knight
King Dedede
Legend Of Zelda Series:
Link
Zelda
Toon Link
Ganondorf
Majora’s Mask Link
Mario Series:
Mario
Luigi
Wario
Bowser
Peach
Yoshi
Geno
Megaman Series:
Megaman X
Zero
Metal Gear Solid Series:
Snake
Metroid Series:
Samus
Zero Suit Samus
Dark Samus
No More Heroes Series:
Travis Touchdown
Okami:
Amaterasu
Pikmin Series:
Olimar
Pokemon Series:
Pikachu
Jigglypuff
RED
Lucario
Mewtwo
Prince of Persia:
Prince of Persia
Retro Gaming:
Mr. Game and Watch
Sonic Series:
Sonic
Knuckles
Shadow
Tails
Star Fox Series:
Fox
Falco
Wolf
Krystal
Street Fighter Series:
Ryu
The World Ends With You:
Neku
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,
Swifty
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:
Ezio
Banjo-Kazooie:
Banjo Kazooie
Castlevania Series:
Shanoa
Densetsu no Starfy Series:
Tag Team Stafy
Donkey Kong Series:
Donkey Kong
Diddy Kong
Earthbound/Mother Series:
Ness
Lucas
Fire Emblem Series:
Marth
Roy
Ike
F-Zero Series:
Captain Falcon
Golden Sun Series:
Isaac
Ice Climbers Series:
Ice Climbers
Kid Icarus:
Pit
Kingdom Hearts Series:
Sora
Kirby Series:
Kirby
Meta Knight
King Dedede
Legend Of Zelda Series:
Link
Zelda
Toon Link
Ganondorf
Majora’s Mask Link
Mario Series:
Mario
Luigi
Wario
Bowser
Peach
Yoshi
Geno
Megaman Series:
Megaman X
Zero
Metal Gear Solid Series:
Snake
Metroid Series:
Samus
Zero Suit Samus
Dark Samus
No More Heroes Series:
Travis Touchdown
Okami:
Amaterasu
Pikmin Series:
Olimar
Pokemon Series:
Pikachu
Jigglypuff
RED
Lucario
Mewtwo
Prince of Persia:
Prince of Persia
Retro Gaming:
Mr. Game and Watch
Sonic Series:
Sonic
Knuckles
Shadow
Tails
Star Fox Series:
Fox
Falco
Wolf
Krystal
Street Fighter Series:
Ryu
The World Ends With You:
Neku
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,
Swifty
Subscribe to:
Posts (Atom)