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Sean Altly

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Messages by Sean Altly

    

Re: Last Bout: Styles Will Clash

 February 25, 2022, 12:15:17 am View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 am
 Board: Your Releases, 1.0+

Sir, wanted to tell you how fantastic this turned out!  Just played through Arcade mode a few times; enjoyed it immensely!

Thanks!

CONGRATULATIONS ON THE LAUNCH!
I am delighted to have been able to work as a designer on a game as varied and unique as Last Bout, I really enjoyed every moment working together with everyone!
I released a video on my channel demonstrating the game, designs, etc along with the download link to this forum.
Please enjoy everyone, and thanks for the kind words!

[youtube]https://www.youtube.com/watch?v=kNlQ7rKrIXI[/youtube]

Thanks again for your work Mordecool!

Quote
- ReadMe says Quavon Crunch is performed by mashing LP/LK, but he does Widow Maker with LK. I think its a typo on the ReadMe because it seems intentional, as LK/HK decides the direction of the throw.

I'm finding lots of little errors in the Manual, I must have rushed through it. That's a rookie move, lol

Quote
- I know all characters on the roster have little things that make them busted, but I think Quavon kinda cheats the grappler archetype too hard. I like that he can skip neutral with qcb+k, but I feel EX Shining Black is maybe too strong of a move. It's basically unreactable and has some very decent range so he starts forcing jumps at distances normal grapplers wouldn't. However, I think the real issue is that you can combo into it from light normals on block, which basically means he gets the knockdown whenever he has the bar, which means he gets to the grapppler's mixup with no effort whatsoever.

This is a fair assessment, I can probably just make it blockable and make it do a bit more damage or something to make it worth the EX

Quote
Gotta say it again: I love how the game feels and looks. Excellent job man, I'll keep labbing the rest of the cast.

I look forward to it!

Quote
I've noticed that Siege's Offensive Super dropped the target frequently when hitting airborne opponents, but I couldn't find a setup to consistently reproduce that bug. While labbing her theoretical max damaging combo, I got it:

https://streamable.com/wxpdmo

This specific combo uses the ego boosted Ascensio, which by the way I think is great. But I wish her taunt was shorter, because atm is very unpractical to setup. The taunt animation is long enough for your opponent to punish you even if you pop it after a knockdown. I feel her gameplay would gain a lot if the animation was fast enough for her to taunt safely after knockdown, but long enough for her to skip okizeme entirely after that. Oki is something Siege really appreciates because of the mantis slash pressure and crossup dash, so it would be a sizable prize to pay for the ego drive.

I will def shorten the taunt, and I will look into the issue with her dropping airborne opponents

Thanks again for the invaluable feedback!

Congrats on the release! That menu screen looks especially crisp. Great designs all around!



EDIT: I have to say, as a black man I really appreciate allowing 1P to be a black dude. It might seem super small but most fighting game companies don't even do this. Good to see the representation, even in an indie project. You're awesome.

Hey I noticed this edit way after the fact and I wanted to say thanks! I won't lie, waaaaay back when I first made Tristan, the idea was for him to front his own game, but the more I developed the other characters, the more sense it made to shift Bryce into the "Ryu" slot and Tristan into the "Ken" spot. The blonde white guy main character is kind of predictable, plus Bryce represents strength, hard work and dedication while still having a personality, and in the end Tristan became almost a kind of joke character, lol. Overall I just wanted the game to have a diverse, worldly cast.

------------------------------------------------

On a different note, here's an awesome launch trailer, created once again by Raging Rowen!

    

Re: Last Bout: Styles Will Clash

 February 24, 2022, 12:34:15 am View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 am
 Board: Your Releases, 1.0+

Quote
The problem is when the slow startup is hidden behind the hit stun of other attacks, or on wakeup. As merely food for thought, SF4 solved it with invincible back dashes.

I just looked into this and this is a good idea, plus I don't have to add a new mechanic that requires new sprites.

Quote
- Following the game's logic, forward and back jumps could fill the respective power bars as well

Good point

Quote
Bryce:
- Jumping hard punch, when hitting air to air, allows the opponent to recover before he does. Could be an issue with more normals that hit downward
- London Fire Clsn1 is too big

A holdover from me starting with the CVTW template where that was big problem. I just realized a lot of characters probably have a similar issue, whoops

Quote
Siege:
- It's easy to get an accidental super cancel when doing the full Gladio sequence, unless you do it slowly on purpose. One of those commands could be changed
- What's the purpose of reverse Rapide?

-I will change the command to QCFx2+K
-I meant to add followups to this and I completely forgot. I actually may just remove it since she already has tons of mobility and her backdash is already really good, plus everyone's backdash will have invul soon

Quote
Zico:
- Maybe keep the flag with the right colors in all palettes. Imagine Tristan with an American flag that changes colors to see what I mean

This makes perfect sense, I was just being lazy, lol. I just got done fixing this, thanks!

Quote
The intro for the select screen's music reminds me of another one, but I can't recall what it is and it's killing me.

-Well I was looking for something with lots of horns. I originally was going to use Getaway Car by Aesop Rock (the instrumental version). The beginning also kind of reminds me of the Brooklyn Nine Nine theme song.

Thanks again, gonna get to work on some of this stuff!
    

Re: Last Bout: Styles Will Clash

 February 23, 2022, 08:51:11 pm View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 am
 Board: Your Releases, 1.0+

Oh wow, thanks for the feedback PotS! My response in bold:

Looks like one of the best things to come out of the Mugen engine. Congratulations. :thumbsup:

Stuff:

General:
- Would be nice to have infinite meters in Training mode (other than the bug mentioned) Is there a way to detect Training Mode in Mugen? I think I Googled this once and forgot
- Clash Scramble is stronger than Clash Counter IMO, so maybe their costs could be reversed I will look into this, it seemed like the one that did damage would be better but I gues sthe scramble is more useful and can be used for combos
- Characters stay too long on the ground after falling (liedown time). Especially after a crumple. I think you should lose Mugen's way of handling that and use your own I will look into some options for this
- The powerbars could use more visual indication that they are full Great point, I will add some sort of indicator
- Unless I'm missing something, Crush Drive is going to be a problem, I think. It's not only unblockable but also guarantees a combo if the opponent tries to block it. In a game without rolling, parry, etc I guess my thought process here was that the moves are slow and telegraphed by the flash so they're easily interrupted, but if it looks like they'll be too much of an issue I can change it. I may add a roll or spot dodge mechanic in the future as well
- The screenpack is sick. Congratulations to Mordecool too He's the man and I really think commissioning him for this made all the difference
- Title screen F1 menu is behind the logo. Very, very minor issue

Bryce:
- Pushups don't stop automatically like the manual says. I kind of like that, so maybe it's the manual that needs fixing ;P I shall change the manual, and add a note that in order to stop doing pushups you have to press Taunt again
- I like that he has a hop kick that hits low just for how unusual that is Thanks, this was actually added because I sprited his first LK and didn't realize until afterwards how stubby and useless it was, so this was a way of repurposing those sprites
- London Fire is basically invisible in the Dojo stage You're right, I will either add some sort of indicator or something the stage floor to fix this
- Tower of London, being the defensive super, should probably have more invincibility than The Great Fire. This might apply to more characters I'm realizing now that I forgot to put invincibility on a lot of supers, so now I'm rechecking all of them

Tristan:
- You should specify in the manual that to do the M.G.K. followups you have to hold forward Whoops!
- The Rising Son has a frame of vulnerability at the start that looks unintentional I looked at the code and I did indeed do this on purpose but I am not sure why, lol. I just changed it though

Sasuke:
- I expected the Japan representative to be a ninja, or karate or whatever, but you made it a wrestler. For that you win again. Just wanted to say that, because I haven't tested him yet Thanks! Most of these characters are supposed to be "styles clash" characters, like the Indian character being a woman who does Jeet Kune Do, the English wrestler being a TKD practitioner, a Norwegian boxing preist, etc. The only traditional character types I went with were Russian huge guy and the MMA/BJJ guy being Brazilian

Atleif:
- Eye color is wrong in the standing animation Whoops again!
- Standing HP can cancel into some specials but not others. Was that on purpose? I was trying to make the combo system a bit more limited and deliberate in this game but after a while I cut loose a bit, I think I just forgot to apply that to Atleif, I will address this
- His cancels are oddly limited compared to other characters. Normally this is a ticket to the bottom tiers Same as above, lol

Will return with more when I get the chance. I really hope so, I want to make this game as good and as balanced as possible!

Thanks for the feedback, I'm working on fixing stuff now!

Speaking of Quavon, I think his red trunks palette has a bug where his trunks change color to blue during certain animtaions.

Yeah so I completely fucked up his palette when I added the "Q" to his chest, and I didn't realize it until I had added all the new sprites to the .sff. So rather than fix the sprites, I just tried to fix the palettes and this is one I missed. He used to have a bunch of good color separation since he was designed to be headswapped but I ruined it and didn't want to add the "Q" to every sprite all over again. I feel dumb for missing this, I just fixed it and will be in the next update. Thanks for catching this for me!
    

Re: Last Bout: Styles Will Clash

 February 23, 2022, 05:18:34 pm View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 am
 Board: Your Releases, 1.0+

Oh my god 2022 is the YEAR of fighting game gold.

Haha thanks!

Nice! Can't wait to try this out!

Gimme that sweet, sweet feedback

Congrats on the release! That menu screen looks especially crisp. Great designs all around!

Mordecool is awesome at what he does, best decision I made!

Tried it out and I’ve got to say Sean it’s a really fun game.

Thanks a lot!

YES ! You did it!
The actual release!
Congratz!

It felt like I'd never get done with the endings, lol

I loved the game too, but I wish these soundtracks were not copyrighted from youtube and would be nice if Sean Allty could find someone can make a original music for this game or someone can help him out of making pure original music for the awesome master pieces

I wish I could too, I used a lot of CVSNB's music in SHADEs but I didn't want to keep using his stuff that was meant for his own game. I actually made one of the songs in the game (the end credits) but I'm really only good at beats like that, not exciting fighting game stuff. If I can find enough stuff or whip up some songs that make it past YT I might upload a "Streaming Friendly" version with altered music

Everything looks pro. The design and care of the general aesthetics is amazing.
My petty and ambitious wish is that hopefully you plan to extend the life of the project with DLC seasons.
Congratulations and thanks for the release.

This game is 100% getting at least two more characters, and I have 8 more total planned out. I just didn't want to overextend myself and wanted to make sure the base game was good and felt complete. Also thanks!

Looking forward to trying this bro.

Looking forward to hearing what you think good sir!

Congrats! I was looking forward for this game.

Hell yeah, thanks!

Just did two quick arcade runs with Siege because I think she looks sick. The presentation of this game is extremely good. The movement also feels really good. Congratulations on the release, Sean!



- Pressing c+z fills your defense meter instantly.
- Not a bug, but the AI has the issue of not using low buttons like at all. Because of this, you can get away holding back against most characters because you know they won't high/low mix you up. The only one that uses lows is Atleif because of low dash punch, and maybe Illian once in awhile.

Bryce:
- Readme says qcbk is millenium wheel and dpp is london eye, but the voice says the opposite
- LK > B+HP and cr.LK > cr. B+HP target combos whiff at most distances.
- s.HK hitspark looks misaligned.

Not feedback, just a fun Bryce combo :P
https://streamable.com/7k92ou

Elodie:
- You can cancel Deadly Nightshade at the end of the animation, which makes it look weird because she does the cancel animation twice.
- You can loop LP > HP > Violet Wing xx LP > HP > Violet Wing like 4 times in the corner which leads to extremely high damage: https://streamable.com/tk5qsk

I'll try to lab the characters some more and come up with more feedback :)

THERE'S the big thing I forgot to remove, the damn auto fill for the Defense Bar that I used for debugging and shortcut purposes. Dangit!

I will look into and fix this stuff ASAP, I really appreciate your feedback, your help has been invaluable! I should note that I am not very good at AI, I was kind of hoping I might be able to talk someone into AI patches for the game, although it's probably better if I just learn how to do it myself, lol

Nice stealth release. Time for a public demonstration! >:)

Can't wait to see it!

This OST and sprites are hitting so hard, man! Good work.

Thanks, that means a lot, I've been working on this for a long time and I'm glad it's paying off.

This is the greastest wednesday of the year, for me; i'll totally breakdown this game's mechanics to the max, thanks dear Sean.

Looking forward to it.

------------------------------

Thanks for all the kind words folks, keep the feedback coming, especially bug stuff and balance fixes. I want to make this game as good as I can make it.


EDIT:

Illian:
- s.HK > QCB+P xx micro walk xx s.HK is an infinite:
https://streamable.com/p98ecs

Oh damn, day one infinite found, whoops! I'll fix that asap!
    

Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)

 February 23, 2022, 06:27:06 am View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 am
 Board: Your Releases, 1.0+



Last Bout: Styles Will Clash is a loving homage to the classic 90's "World Warrior Tournament" style fighting game.

FEATURES:

-10 Original Characters, each one representing a different nation
-11 stages, one for each character plus a training stage
-Sleek PPV-like presentation with UI and Graphics designed by Mordecool
-Intros and Endings for each character
-6 Button Gameplay (4 attack buttons, 1 Grab button and 1 Special button for system mechanics)
-Offense/Defense Gameplay with two meters that fill based on your playstyle

SCREENSHOTS (more in the Spoiler):





Spoiler, click to toggle visibilty

DOWNLOAD (link updated 3/21): https://www.mediafire.com/file/nbbppl0aqpf8knm/Last+Bout+-+Styles+Will+Clash.rar/file
3/21 Patch - Use this If you DL'd the game before 3/21 : https://www.mediafire.com/file/fg3hhxvsfg4h5w6/Last+Bout+-+Styles+Will+Clash+-+March+21+Patch.rar/file

CREDITS
Spoiler, click to toggle visibilty

I'm sure there will be one huge bug I forgot to fix before uploading, or a debug thing I forgot to take out, can't wait to find out what it was, lol
    

Re: Spritesheet Expansion Thread

 February 19, 2022, 05:46:01 am View in topic context
 Posted by Sean Altly  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

Mother of God
    

Re: Spritesheet Expansion Thread

 February 14, 2022, 10:03:56 pm View in topic context
 Posted by Sean Altly  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

Balthazar said I could post this here, it's an animation he started and then commissioned me to finish. Enjoy!

    

Re: SeanAltly's Commissions Thread (Commissions Open, Details on Page 21)

 February 11, 2022, 01:16:03 am View in topic context
 Posted by Sean Altly  in SeanAltly's Commissions Thread (Commissions Open, Details on Page 21) (Started by Sean Altly April 16, 2012, 10:30:30 pm
 Board: Graphics

Here's what he sent:



His animations are always so fluid, it's crazy
    

Re: SeanAltly's Commissions Thread (Commissions Open, Details on Page 21)

 February 10, 2022, 11:24:35 pm View in topic context
 Posted by Sean Altly  in SeanAltly's Commissions Thread (Commissions Open, Details on Page 21) (Started by Sean Altly April 16, 2012, 10:30:30 pm
 Board: Graphics

Thanks a lot folks, I really appreciate the kind words!
    

Re: SeanAltly's Commissions Thread (Commissions Open, Details on Page 21)

 February 09, 2022, 09:53:26 pm View in topic context
 Posted by Sean Altly  in SeanAltly's Commissions Thread (Commissions Open, Details on Page 21) (Started by Sean Altly April 16, 2012, 10:30:30 pm
 Board: Graphics

Another Ken kick, commissioned by Balthazar! It's a completely original kick animation that he did the linework for and I finished.

    

Re: New Hype Trailer by RagingRowen!

 January 25, 2022, 11:44:32 pm View in topic context
 Posted by Sean Altly  in New Hype Trailer by RagingRowen! (Started by Sean Altly December 07, 2021, 11:29:00 pm
 Board: Last Bout: Styles Will Clash

Intro Cinematic!



Just the intro cinematic for the game. It's very talk/read heavy. Not much action, just a basic story set-up. The game is presented as a PPV broadcast so that's the direction I went with the intro, complete with fictional sponsor company Infinitum (the CEO of which is Bryce's dad, Osgood Lowe). Each character will have a short intro done in the same style, with the two announcers talking a bit about the character's motivation and backstory, much like announcers for a UFC or Boxing match would.

And yes, Sean Anthony is basically me, lol!

Credit to Vegaz, I used the background of his awesome Tokyo stage at the beginning and for the thumbnail.
    

Re: I'm Looking for Beta Testers!

 January 24, 2022, 10:15:39 pm View in topic context
 Posted by Sean Altly  in I'm Looking for Beta Testers! (Started by Sean Altly September 22, 2021, 12:05:03 am
 Board: Last Bout: Styles Will Clash

That's a good point. Maybe I shouldn't be adding stuff. I already had to adjust meter cost and damage to make them more worth it already, and I still catch myself barely using Defense Drives during my arcade playthroughs. Maybe this stuff can be saved for Last Bout 2, lol. Just gotta get these damn endings done!

EDIT: I also just read that this was kind of an issue in Rumble Fish as well. The wiki I was looking at described the Critical Arts (the equivalent to this game's Maximum Overdrives) like this: "Most characters can rarely afford the 6 bars needed to use this. Practically speaking you are more likely to use the meter in neutral or for other reasons. It is a cool way to win a game though."
    

Re: I'm Looking for Beta Testers!

 January 24, 2022, 08:40:34 pm View in topic context
 Posted by Sean Altly  in I'm Looking for Beta Testers! (Started by Sean Altly September 22, 2021, 12:05:03 am
 Board: Last Bout: Styles Will Clash

I was playing Waku Waku 7 for the first time recently and I really liked the mechanic in that game where you could get up attacking (kinda like Tekken), and I decided I want to make it a function of this game, but I can't decide if it should be an Offense Meter thing or Defense Meter. I would think Defense right? Any thoughts?

Also, if I add that I feel like I need one more feature for the other bar to even it out. Right now the meter functions are:

OFFENSE

Offense Drive - Full Bar
EX Move - 1/3 Bar
Guard Crush - 1/4 Bar

DEFENSE

Defense Drive - Full Bar
Guard Cancel Attack - Half Bar
Guard Cancel Dash - 1/4 Bar

So I'm thinking the Wake Up Attack could be 1/3 Defense bar, and whatever I come up for Offense could be a Half bar, so then each meter has a function for 1/4,1/3,Half and Full bar. Maybe something like a Roman Cancel? Or maybe Offense Arts could have two levels? Ideas and thoughts are welcome!

EDIT: I was also thinking about making it so that Defense Drives can be done during the wakeup state (5120)
    

Re: New Hype Trailer by RagingRowen!

 January 14, 2022, 02:43:53 am View in topic context
 Posted by Sean Altly  in New Hype Trailer by RagingRowen! (Started by Sean Altly December 07, 2021, 11:29:00 pm
 Board: Last Bout: Styles Will Clash

I have no idea what you're talking about. Please stop posting here about this. Any more and I will start deleting and then I'll have to get a forum mod involved.
    

Re: New Hype Trailer by RagingRowen!

 January 09, 2022, 02:36:41 am View in topic context
 Posted by Sean Altly  in New Hype Trailer by RagingRowen! (Started by Sean Altly December 07, 2021, 11:29:00 pm
 Board: Last Bout: Styles Will Clash

Hey man check your PMs, I sent you a polite message about this whole thing and I need you to read it. Please stop positing in here asking me to make this character. In case you can't or don't know how to check you PMs, here is the message I sent you:

Quote
Hey man I deleted that thread you created in the subforum for Last Bout. That game is a passion project of mine and the character you're trying to get made would not fit in that game at all and I'd appreciate it if you didn't post in random places asking for me to make a character.

I responded to you on Twitter that creating a character is dozens, sometimes 100+ hours of hard work and it's not something you just ask someone to do. I've make characters in the past that I am passionate about but I have no interest in making sprites for Cora Jade unless there is money involved. If you'd like to commission some sprites for her, we can discuss that but my starting price for a full character sheet (300-500 sprites) is $1000 and goes up from there depending on complexity and frame count. The going rate for professional sprite work is about double that, so trust me that's a deal.

Even if I wanted to make this character, it would have nothing to do with this game. I appreciate that you like my work but I need you to respect my stance on this.
    

Re: I'm Looking for Beta Testers!

 January 06, 2022, 10:59:39 pm View in topic context
 Posted by Sean Altly  in I'm Looking for Beta Testers! (Started by Sean Altly September 22, 2021, 12:05:03 am
 Board: Last Bout: Styles Will Clash

So the game is basically done from a gameplay perspective. It's been beta tested in two stages and had lots of bug fixes and balance changes. I'm just creatively blocked on the game's endings and I still need to make those, plus the game's intro. I may just release what I have so far so people can play it. When I finish the creative/story stuff I'll update it.

I'm also working on a bonus character, a sort of Akuma to Sasuke and Quavon if you think of them as the game's Ryu and Ken. I may hold off on including him to incentivize people downloading the update for the story stuff.
    

Re: SeanAltly's Commissions Thread (Commissions Open, Details on Page 21)

 January 06, 2022, 10:58:17 pm View in topic context
 Posted by Sean Altly  in SeanAltly's Commissions Thread (Commissions Open, Details on Page 21) (Started by Sean Altly April 16, 2012, 10:30:30 pm
 Board: Graphics

Well the MK was originally based on an anim that already existed in Mwryly's Ryu, and I was just going to headswap and clean it up but the middle 4 frames needed so much cleanup it was easier to redraw. I kept the close hand, and also the foot on the smear frame, but the rest I resized SF3 frames, blacked them out and drew over them.

The HK was 8 frames 95% redrawn from SF3 Ken, the 5% being some hands and heads from existing CVS Ken frames. Same method, resized, blacked out and drawn over.

Both use some existing CVS Ken at the beginning and end for transitioning from and back to the crouch frame.
    

Re: wrestling

 January 06, 2022, 10:16:54 pm View in topic context
 Posted by Sean Altly  in wrestling (Started by Titiln August 28, 2007, 08:49:26 pm
 Board: Entertainment

Yeah and Allison Danger was one of the releases and what's fucked up is she just moved her whole family to Florida like 3 months ago, plus Hideki Suzuki moved here from Japan last year and was on TV like 12 hours before he was fired. With Bron Breakker (decent wrestler but worst name since the 90's) kicking apart the yellow X on NXT Tuesday it's clear they're firing everybody from the HHH era. Such a shame because NXT was really the only WWE I made a point to watch every week. I'd usually just read recaps of Raw and SD and then watch the PPVs because I have Peacock anyway.
    

Re: SeanAltly's Commissions Thread (Commissions Open, Details on Page 21)

 January 06, 2022, 10:11:42 pm View in topic context
 Posted by Sean Altly  in SeanAltly's Commissions Thread (Commissions Open, Details on Page 21) (Started by Sean Altly April 16, 2012, 10:30:30 pm
 Board: Graphics

Thanks! I'd done like 3 or 4 of Ken's SF3 kicks before for Jmorphman so I had some Ken practice.
    

Re: The Rising Son of Fortune - Tristan Samroy

 January 06, 2022, 10:03:44 pm View in topic context
 Posted by Sean Altly  in The Rising Son of Fortune - Tristan Samroy (Started by Sean Altly January 25, 2021, 03:54:31 am
 Board: Last Bout: Styles Will Clash

I decided to give Tristan a brand new animation for a command normal, an OH, based on Kyo's anim but with tweaks.



The game is basically done from a gameplay perspective. It's been beta tested in two stages and had lots of bug fixes and balance changes. I'm just creatively blocked on the game's endings and I still need to make those, plus the game's intro. I may just release what I have so far so people can play it. When I finish the creative/story stuff I'll update it.

I'm also working on a bonus character, a sort of Akuma to Sasuke and Quavon if you think of them as the game's Ryu and Ken. I may hold off on including him to incentivize people downloading the update for the story stuff.