You probably thought of this already, but here goes. Here's what you can add to the Daily Planet level. This is similar to Zvitor's JL vs SF, but a little different. Superboy can be shown standing on the edge of the main building where the fighting occurs. This would be on one side of the stage. On the opposite side Steel can be hovering in the sky. Here are said sprites:http://spritedatabase.net/game/370
I made some tweaks to lifebars and concept for title and as Kamekaze wanted here they are for open discussion:Spoiler, click to toggle visibiltyNote that I wanted to expand on original idea as I really like those retro-cyber-future vibes from it, as I called it - neon sunset theme.
Man, how have I missed all this?! This projects looking great.I’m excited to see how you made your pause screen. I’ve been working on my own a while now.Kamekaze said, October 07, 2017, 02:00:15 amthe problem with attract mode is I have to detect when demo mode is actually happening. But you're not the first to bring it to my attention and I'd love to do it if its possible to actually detect it.I believe you can detect Demo Mode. I came across something in the code library thread the other day.
ink said, October 31, 2017, 03:55:59 amMan, how have I missed all this?! This projects looking great.I’m excited to see how you made your pause screen. I’ve been working on my own a while now.Kamekaze said, October 07, 2017, 02:00:15 amthe problem with attract mode is I have to detect when demo mode is actually happening. But you're not the first to bring it to my attention and I'd love to do it if its possible to actually detect it.I believe you can detect Demo Mode. I came across something in the code library thread the other day.Yeah I already figured out how to detect demo mode lol. It's just on the list of things to do when the roster is finished. My pause screen has a hierarchy system set up so that each screen is Dependant on the settings of the screen before. Which allows me to talk to any given helper on the same frame. It's complicated but not complicated and none of it is hard coded. The fonts, the inputs the screens it's all stored in calculations that I can break apart to get specific information etc etc. It shouldn't have taken me a week to do it because it's been certainly done before but I wanted to do it without looking at anyone elses' work. I want to do a public beta but at the same time I kinda dont. I don't know why I have mixed feelings with putting something out that isn't complete lol
I figured you did it with separated font/sprites! Very awesome.The only thing I remember having to figure out that bugged me with my pause menu was setting ctrl to 0 if ctrl=1 and then setting it back to 1 after un-paused. Otherwise the character would do some weird actions like crouch directly after un-pausing. (If down was pressed during pause.) kind of a painI totally get waiting on releases. I can only imaging the amount of stuff you’re probably sitting on. Lol
I've fixed bugs that I'm so glad wasn't public out of pure embarrassment. Especially the round system
One thing that does bug me is the character's MUGEN shadows. Do you have any plans to change that, like simple round shadows? They don't look bad how they are, just curious.
Right, forgot to bring this here but. Recently a guy decided to join this project contributing a massive amount of work and he is a gigantic asset to say the least. What you're seeing is his new HUD, and his two new stages he made from basically scratch. As you can see hes very talented and I wish I had a video so you could see it in action. He's also gone through almost all the other stages and revamped them quite a bit. Especially the new thunderdome stage. All I know about him is that he goes by "Aywhatsgoinoninhere" On our discord but he's helped elevate this to no longer using old assets and really standing out to be its own thing. Now yes, that is the same timer, but we're working on that too lol.Hopefully in the coming days I will be able to showcase a ton of other changes because it's been quite a bit.
So I just tested this project and is very fun to play, now, dumb question, is your discord public to join and see some updates and stuff? cheers.
it is public, its a subsidiary of a discord known as "TMNT Tournament Fighters CE + SNES Fighters". I have a channel there but it's largely about snes fighters of all kinds and the scenes around them. You can join it here https://discord.gg/PQJxe4 . Updates, such as stage wips by the guy who makes the assets as I put said stages together, are posted there as well as any balance changes before they happen. The only reason it's there is because it was their idea in the first place that I gave flesh lol.
new select screen. It has functioning stage tile select but I had to grayscale it due to how fonts work. Otherwise very effective!
I'm really impressed with how this is all turning out. Everything is looking clean and crisp. Holding true to the 90's aesthetic while at the same time still looking fresh and new. Good job. I look forward to playing this when everything is ready.
Here we have her new voices, we also see the omega effects for both kirby and wonder woman that has only been shown off on streams prior I suppose. The new super sounds provided to me by one Rio Hashikawa and the new Pirate ship stage with splash effects. A lot to take in but none the less indicative of this projects progress!