Updated Jump animations and new Double Jump animations for Honoka and Kasumi!
I added a few more frames to the Jump animations to make them look a little less stiff. For the double jump, I tried making more exaggerated versions of the Jump animations.
My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me My game is good, the algorithm just ignores me
Demo out now! Let's gooo!
Yoooo demo is finally out, spread the word I do hope people see this and play the game if you got any questions feel free to ask me!
#sonicbattle#sonic#godot#itchio
https://t.co/Tuy1Ve3Bip
Version 3 of my BanG Dream! puzzle game, Puzzle Pico, has been released! I've been pushing this off for far too long now (4 years in fact), but I didn't want to leave it unpolished. Check it out if you like Bandori and/or puzzle games! It even has Online Multiplayer!
New Mechanic: EX Specials
For 1 bar of meter, you can access enhanced versions of your special moves. These enhancements can range from faster frame data to higher kill power. You can also cancel into EX Specials for 2 bars of meter.
Here are the updated playtesting plans. TLDR the first public demo will have 4 Fighters (Honoka, Haruka, Kasumi, Ren), 6 Assists, and 3 Stages. Before that, smaller-scale playtests will occur, starting with Network Tests that will be held on the game's Discord server.
The Versus Screen has been implemented! Before each match, characters will have a short line of dialogue. Certain characters will have special dialogue in 1v1 matches. Hopefully this adds a little more personality to the game!
Almost all of the mechanics in IDOL ROYALE are inspired by other platform fighters. Here's a chart showing where all the game's mechanics come from. IDOL ROYALE isn't just a way to show my appreciation for idols, but for the platform fighter genre as well
Been trying to figure out a good meter system for a while but I finally settled on a mix between NASB 2's Slime and Rushdown Revolt's Spark. I call it an Energy Meter (that battery shaped bar on the HUD). Here's all the stuff you can do with it:
The damage system in this game is a bit different so I'll explain it here. When you take damage, your damage ring fills up until you move up to the next damage level. Knockback increases only when your level does, keeping knockback consistent within each level.
The game's itch. io page has been updated! Check it out if you want to learn more about the game, it has everything you need to know all in one place.
I also made an updated roster image
An early look at Kasumi's Side Special: Star Stickers
A trail of star stickers appears in front of her, and the longer you charge the move the longer the trail of stickers. Afterwards she launches herself forward like a missile through the trail.
Here's an early look at all of Kasumi's basic movement animations + all her ground and air attacks! Note that some animations are still rough and will be polished later.