In that case are the dashes going to have differing speed, range, and other characteristics or all the same in general?
You know, I’m not sure. Have to ask the lead designer about that. Think this is something we will experiment with as we add more playable characters.
I’m back! Streaming again! I got a lot of texturing done, but I still have his weapon left to do.
Once again, thanks Clash Tournaments for hosting:
Will be more casual than last time. Feel free to come in and talk E3 and such.
Doing another quick Stream. Going to be going over the custom dynamic sky lighting for the game:
Once again, thanks Clash Tournaments for hosting:
Feel free to ask questions if you have them.
Today we posted our first screenshots of the early build we intend to bring with us to EVO! Within the past few weeks we just transitioned to a new foundation. It’s been a major step forward, but we still have quite a bit left to work out. What we show may be more of a proof of concept than a full fledged fighting game at this point, but we do hope you all will drop by and check it out. The gameplay is very malleable right now as well, so EVO is an excellent time to share your thoughts with us.
i promise, your project could end up replacing project m and melee for this. KEEP IT UP!!!
replace melee and project m for this for me that is
Looks nice,
Just wondering but were all the characters supposed to use about the same color pallete? If you were going for that then thats pretty cool but they do look sorta similar
Did anyone grab footage at Evo?
I got some video, I will try and upload it tomorrow
That’s a bit sacrilege to my ears, lol. Melee really is an incredibly game and Project M is shaping up to be stellar one as well. Like Street Fighter II Turbo, I don’t think they’ll ever truly be replaceable. Our hope is to give the Smash/FGC communities a new platform fighter to play in addition to the tittles we already love.
The palette and saturation levels were intentional to help tie the characters together. Of course in the future we have plans to have alternate colors for every character.
Thank you so much flying child! We really appreciated your interest and all the footage you recorded.
ScrewAttack stopped by our EVO setup for a video quick interview! We’ve got more to share from the event hopefully in the near future as well.
Streaming again! I’ll be playing our build from EVO a bit (now with shadows!) and starting some animation cleanup:
Thanks Clash Tournaments for hosting:
Streaming again tonight, I’ll be working/talking about the following:
- Going over the animation transfer issues we ran into last stream.
- Playing the game again, hopefully this time hopefully with less streaming lag.
- Having a little conversation about the Phil Fish, Marcus Beer ordeal from an indie developer perspective.
- Talking a little about the value of scripting as 3D artist.
Thanks again to Clash Tournaments for hosting:
Spontaneous stream for Air Dash Online, trying out some new attack animations and might be doing a little scripting.
On one of the streams in the past 2 weeks, someone asked if we were planning to add trails to attacks a la Smash 4. I didn’t want to promise anything at the time, but I actually started experimenting with ways to enhance the motion back when I first joined the team.
To give a little context, fighters made in 3D typically look a bit stiff compared to 2D sprites. A large reason for that is the lack of smearing motion:
With how fast platform fighters can be, I’ve always felt this was a missing element, so I started experimenting. Ruled out motion blur fairly early. Wanted something a bit more clear and painterly. Started with my first attempt about 6 months ago by developing a way to smear geometry. While successful, it was pretty CPU intensive so I decided to shelve it.
This week I returned to the task with a new faster idea, here are the results:
Anyways I’m really excited I was able to get this working. Playing the game with the effect has made a pretty big difference with the visual fluidity.
That looks pretty neat
very cool.