Top Tweets for #Platformfighter
Big announcement coming soon, stay tuned!
#gamedev #indiedev #indiegame #gaming #platformfighter #pixelart #unity #thegrandslamboree
Item spawn rates need to be dynamic and able to be changed. Let’s implement this!
https://t.co/SmYR3Oiz9V
#SuperSmashBros #Unreal #MakingASuperSmashGame #PlatformFighter #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #UE4 #Shawnthebro #STB

Come on down to Martial Meadows, the perfect combination of arms and agriculture!
Watch out for explosive crates, conveyor belts and the brutal Battle Goats!
Wishlist The Grand Slamboree on Steam!
https://t.co/Y2f4qb069U
#gamedev #indiedev #indiegame #gaming #platformfighter
Aunt Agony is voiced by the wonderfully wicked Deryn Oliver!
Find her here for more incredible voice over work!
https://t.co/MVe4NTQ1yN
https://t.co/4icLdHNNBB
#gamedev #indiedev #indiegame #gaming #platformfighter #pixelart #unity #thegrandslamboree #voiceacting
"A wicked queen, born in the dark. Do not cross The Matriarch."
Aunt Agony comes prepared with a host of devastating spells to lay waste to her enemies!
Wishlist The Grand Slamboree on Steam!
https://t.co/Y2f4qb069U
#gamedev #indiedev #indiegame #gaming #platformfighter
No hazards, Aunt Agony only, King's Castle.
Wishlist The Grand Slamboree on Steam!
https://t.co/Y2f4qb069U
#gamedev #indiedev #indiegame #gaming #platformfighter #pixelart #unity #thegrandslamboree
Menus are important for the flow and user experience. Let’s continue to improve them!
https://t.co/Tq7Y0MrbWa
#SuperSmashBros #Unreal #MakingASuperSmashGame #PlatformFighter #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #UE4 #Shawnthebro #STB

Dodging is a powerful tool in The Grand Slamboree. Use it to avoid attacks, get a bit more distance, or to cancel an attack!
Wishlist The Grand Slamboree on Steam!
https://t.co/Y2f4qb069U
#gamedev #indiedev #indiegame #gaming #platformfighter #pixelart #unity #thegrandslamboree
Given the menus a new coat of paint, as well as added our new sorceress to the splash screen!
#gamedev #indiedev #indiegame #gaming #platformfighter #pixelart #unity #thegrandslamboree
"A wicked queen, born in the dark. Do not cross The Matriarch."
Aunt Agony comes prepared with a host of devastating spells to lay waste to her enemies!
Wishlist The Grand Slamboree on Steam!
https://t.co/Y2f4qb069U
#gamedev #indiedev #indiegame #gaming #platformfighter
Adding recolours to help differentiate when players pick the same character. Terry Trousers looking very snazzy in his new outfits!
#gamedev #indiedev #indiegame #gaming #platformfighter #pixelart #unity #thegrandslamboree

The sovereign of the seas, The Fish King brings swift justice to any who dare question his rule!
Wishlist The Grand Slamboree on Steam! https://t.co/Y2f4qb0DZs
#gamedev #indiedev #indiegame #gaming #platformfighter #pixelart #unity #thegrandslamboree
CASTING ANNOUNCEMENT!
Voicing Sporgi is none other than the winner of 100 consecutive 'Good Boy of the Month' awards, Winston!
Wishlist The Grand Slamboree on Steam!
https://t.co/Y2f4qb069U
#gamedev #indiedev #indiegame #gaming #platformfighter #pixelart #unity #corgi

Battling it out!
Twitter is being weird and not letting me tag people!
#POTD #promptoftheday #AI #AiArt #Art #AnimeArt #PlatformFighter #FightingGame #GameScreenshot #BattleArena #CharacterDesign #DigitalArt #AnimeStyle #CommunityPrompt

Prompt of the Day: PLATFORM FIGHTER CHAOS 🎮⚔️💥💜💚
Today's prompt is crafted one again by the amzing @Nodoka_Katana
🚨Use our ref sheets if you need other players🚨
Today’s Prompt of the Day throws your characters into a chaotic platform-fighter battle screenshot, like a match already in progress.
Use 2–4 character references.
For best results, name each uploaded reference image/file with the character name you want shown in the in-game UI.
Example:
- Luna.png
- Riven.png
- Sable.png
- Orion.png
You can also write the HUD names manually in the prompt if you want full control.
Have fun with this one 🎮
............................PROMPT STARTS HERE............................
@Image1 = Fighter 1 reference REQUIRED
@Image2 = Fighter 2 reference REQUIRED
@Image3 = Fighter 3 reference OPTIONAL
@Image4 = Fighter 4 reference OPTIONAL
HUD names override OPTIONAL:
Fighter 1 =
Fighter 2 =
Fighter 3 =
Fighter 4 =
Important naming note:
For best results, each reference image/file should be named with the character name you want to appear in the battle HUD.
If HUD names are written above, use those exact names.
If HUD names are not written, use the visible character name from the current reference image or the provided reference file name if available.
Do not use names from previous generations, previous prompts, older reference sets, memory, or unrelated characters.
If no name is available, use Fighter 1, Fighter 2, Fighter 3, or Fighter 4.
Create a high-quality 16:9 anime-style illustration that looks like a real live in-game screenshot from an original platform-fighter battle.
Use only the current supplied character references.
Ignore all previous generations, previous characters, previous prompts, previous names, and previous outputs.
Use the supplied references as the full identity sources for the fighters.
Preserve each fighter’s:
- face shape
- hairstyle
- hair colour
- eye colour
- body type
- outfit design language
- signature colours
- accessories
- personality
- overall vibe
- original art style
This must look like an actual gameplay moment, not a poster, splash art, character lineup, or key visual.
==================================================
FIGHTER COUNT + IDENTITY LOCK
==================================================
Only include the fighters supplied as references.
If 2 references are supplied, show exactly 2 fighters.
If 3 references are supplied, show exactly 3 fighters.
If 4 references are supplied, show exactly 4 fighters.
Do not add extra fighters.
Do not duplicate fighters.
Do not create spectators, clones, alternate versions, or unrelated characters.
Every provided reference image represents a different individual fighter.
Preserve each fighter as their own separate person.
Do not merge characters together.
Do not use one character to fill missing slots.
==================================================
GAMEPLAY SCENE
==================================================
Show a chaotic but readable platform-fighter match already in progress.
The fighters must be small-to-medium gameplay scale, properly sized to the arena.
Do not make them giant foreground poster characters.
Create a playable floating fantasy arena with:
- one main platform
- at least two smaller platforms
- visible ledges
- clear off-stage space
- broken ruins
- hanging chains
- distant floating islands
- open sky and clouds below
The stage must feel like a real platform-fighter map, not just a decorative background.
==================================================
RANDOMIZED ACTION
==================================================
Randomize fighter positions and battle states naturally.
Do not default to a neat showcase layout.
Do not place everyone safely standing on platforms.
Do not arrange everyone evenly across the image.
Show at least 3 different active gameplay states, such as:
- one fighter landing a strong smash hit
- one fighter being launched away
- one fighter airborne using an aerial attack
- one fighter hanging from a ledge
- one fighter recovering from below or from the side
- one fighter flashing white during brief recovery invulnerability
- one fighter casting or firing a projectile
- one fighter throwing or using an item
- one fighter respawning after a KO
At least one fighter should be airborne, off-stage, recovering, hanging from a ledge, being launched, or in danger.
Include 1 to 3 platform-fighter items if useful:
floating crystal, healing fruit, magic scroll, bomb, throwable orb, beam wand, shield pickup, energy mine, or fantasy hammer.
Items should feel like platform-fighter pickups, not realistic battlefield clutter.
==================================================
SCENE INTEGRATION
==================================================
The fighters must look physically embedded in the arena, not pasted on top of it.
Render fighters, stage, effects, shadows, HUD, and background as if captured from the same game engine in one screenshot.
Use consistent:
- camera perspective
- lighting direction
- shadows
- colour grading
- atmospheric haze
- motion blur
- depth of field
- line weight
- detail level
- in-game material finish
Fighters standing on platforms must have correct foot placement, contact shadows, dust, sparks, or grounding effects.
Fighters in the air must have matching motion blur, rim light, depth cues, and attack trails that interact with the scene.
Fighters hanging from ledges must have properly aligned hands, believable body weight, ledge sparks, and recovery glow.
Do not make characters look like stickers, cutouts, or separate character art pasted over a background.
==================================================
EFFECTS
==================================================
Use clear platform-fighter effects:
hit sparks, slash arcs, knockback trails, smoke bursts, debris, elemental bursts, shield flashes, projectile glows, impact streaks, falling motion lines, recovery flashes, white invulnerability flicker, and ledge-grab sparks.
Effects should make the action easier to understand, not hide the fighters.
If a fighter is above 100% damage, show stronger danger-state emphasis:
- heavier knockback
- red warning effect
- unstable pose
- panic expression
- stronger impact trail
==================================================
HUD
==================================================
Add an original platform-fighter HUD along the bottom.
For every fighter, show:
- portrait icon
- HUD name
- damage %
- stock / life icons
The HUD must match the exact number of supplied fighters.
Use varied believable damage percentages.
At least one fighter should usually be above 100%.
Add a small match timer in a top corner.
The HUD should be compact, clean, colour-coded, and semi-transparent so the gameplay can still be seen behind it.
Do not use official game logos, branded UI, or copyrighted interface elements.
==================================================
STYLE RULES
==================================================
Preserve the original visual style of the references.
If the references are anime, keep the result anime.
If the references are stylized, keep that stylization.
Do not turn them photorealistic.
Do not give the characters generic redesigns.
The final image should feel like a polished, readable, high-energy in-game battle screenshot from an original platform fighter.
==================================================
AVOID
==================================================
Avoid:
- making it a poster
- making it a group portrait
- making it a character lineup
- making it a splash screen
- making everyone stand idle
- adding extra fighters
- duplicating fighters
- merging characters together
- using characters from previous prompts
- using names from previous prompts
- guessing unrelated character names
- making fighters look pasted onto the background
- mismatched lighting between fighters and stage
- overly sharp characters on a blurry arena
- unclear stage layout
- missing HUD panels
- incorrect fighter count in the HUD
- opaque HUD panels that block too much action
- official copyrighted logos
- exact branded game UI
- messy anatomy
- extra limbs
- malformed hands
- distorted faces
- muddy textures
- unreadable action
Final result:
A dynamic, polished, readable 16:9 in-game battle screenshot from an original platform fighter, using only the current character references, correct HUD names, randomized attacks, varied positions, off-stage or recovery action, semi-transparent HUD, and fully unified scene integration.
..............................END OF PROMPT..................................
#POTD #promptoftheday #AI #AiArt #Art #AnimeArt #PlatformFighter #FightingGame #GameScreenshot #BattleArena #CharacterDesign #DigitalArt #AnimeStyle #CommunityPrompt

Sound effects are important for gameplay and menus. Let’s make sure all menus have sounds!
https://t.co/0X0ujWghVI
#SuperSmashBros #Unreal #MakingASuperSmashGame #PlatformFighter #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #UE4 #Shawnthebro #STB

I'M MAKING A PLATFIGHTER AND I'M STARVING FOR PLAYTESTERS
PEEP BIO IF YOU'RE INTERESTED 🙏🏾
#indiedev #indiegame #gamedev #platformfighter #gamemaker
All Ultimate Character Effects in Rivals of Aether 2!
I put this together because there’s still no official preview on the store page.
These VFX look great in-game !
https://t.co/VSMgEJjBo6
#RivalsOfAether2 #Rivals2 #ROA2 #PlatformFighter #IndieGame
Pushed a new update for The Grand Slamboree Demo featuring playable tutorials and player profiles with control rebinding, along with some balance changes and bug fixes!
https://t.co/wo4tJes3we
#gamedev #indiedev #indiegame #gaming #platformfighter #pixelart #unity
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