Swordmin'z Dream now has a lovely trailer!! and a lovely steam page.
tunez courtesy of @DVSTROY_.
steam page link below!
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although i must admit i've not actually played enough SF6 (my computer can't run it) to say i've copied it note for note. i could only glean the concept from afar and remake it from memory... i hope it works the same!
hello hello!! i swear i am still working on this game.
latest Tangible Showoffable Improvement is that i have BOOSTED the frame data buddy from STREET FIGHTER SIX...!! it is quite enlightening!!
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i hope capcom can forgive my brazen transgressions. the frame data buddy is one of the biggest innovations i can think of in training room tech, something i think nearly every fighting game can benefit from having. and it is so simple!! so elegant!!
little update, mostly just to prove i'm still alive and kickin'. now that i have counter functionality lovely angelmin's super is now a countersuper. i think it fits the don't-cast-the-first-stone playstyle i'm hoping to achieve with him better!
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i can't understate how good a game NG2 is on the 360. itagaki's direction is so bold it really feels like he comes to your house and punches you in the stomach when you fall for the invisible-landmines-after-a-bossfight trick. there's so many moments like that i'll never forget!!
really sad to hear tomonobu itagaki passed away. dead or alive four is one of the finest fighting games ever made, and ninja gaiden 2 is a game i genuinely believe is one of the best ever made, period. usually i don't comment on stuff like this but his games are very dear to me!!
a fun side note is i have now passed the 750 animations mark... never make a fighting game. you will be trapped in the animation mines for YEARS ! ! ! !
her other moves include a grab, a counter, and a move that gains meter. and that's it!! she's designed to be a fun defensive character, and good for dumping meter in team battles. the sack she carries around contains all her earthly possessions, and doubled as a punching bag.
i made an executive decision and have finalized the roster for swordmin'z dream by adding ONE! MORE! CHARACTER!! meet the pugilist. she has a big punch you can make even better by spinning the stick.
all other moves service the BIG PUNCH!!!!
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more tweaking to very strongsmin's super. despite being a very straightforward guy this is like the fifth iteration his super has had? the old version was too strong so now it's a projectile, which means it looks cooler and can be reflected.
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i've implemented a kara cancelling system which frees up more complex button inputs - you have about a 2f buffer to hit all four face buttons to do the taunt. different characters will have different effects, these two are just very meter dependent so this one suits them.
hello hello again. long time no see!! it's been getting technical. there's new meter mechanics and a sort of buff/taunt mechanic now!! you start with less meter and gain more as rounds progress. meter hungry characters can get their early too!!
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there are now some lovely little birds hanging out at the edge of the forest stage. they even freak out if you get too close to the wall!
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more developments, new moves, etc!!
very strongsmin now has a more versatile super. interestingly it does no damage on it's own, but it's an unblockable full screen launcher. yow!!
up close he can use it to combo into big damage!!
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reworked the factory stage!! now it's way less stuffy, there's cool windows and stuff and you can see the forest. and there's actual colour depth now, something the old version was really lacking.
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it replaced his old EX kick, which kind of did nothing except get you in. this now scores a knockdown and looks way cooler. also i didn't notice but over the course of this combo i built up another 25% meter so maybe i coulda scraped more damage out of it
ice coldsmin 7 damage corner combo for funsies, using a new EX move (the flipkick). it feels really good to use but it takes a bit of execution, at least for this game. that's what ice coldsmin is all about though!!
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