Wednesday, May 7, 2008

Some Good Fucking Grooves

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Haven't posted in weeks, but thats because I've been busy.

Fixing bugs.

Thats about all thats been going on in the programming department, character changes have been going on too but not much else than that. Some bugs that have been fixed have been pretty major, so that should make everyone happy. :]

But mainly this post is for some more music samples, two 30 second samples back to back in one file...

- SDA Minute Sampler -

Couldn't use the same player I used last time because that site is apparently going through maintenance or something. But there it is. The first clip is a remixed version of the "Kick Your Ass" track for the game that I put up on MySpace a while back. Decided to go ahead and call it "Kick More Ass". The second is something entirely new, and quite a bit more laid back.


-GStick

Tuesday, April 15, 2008

Well, Its Been A Week

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After a week of working, I've got some new updates. *Yay*

I'll start with the most important change. Before, jumping was... well, not all that great. It was alright, but really didn't feel all that good and was an odd speed and all that. But I've fixed all of that by redoing the jumping physics. They're no longer based on weird formulas and are much simpler now. I started with the juggle physics (which definitely feel a lot better than the old jumping), made a few easy changes, and I had the new jumping. Can't wait for everyone to try that out.

And for the smaller changes... A quick move adjustment for Aroon was put it, which ends his Air Forward Knee into a forward motion (whether you jumped back, straight up or whatever) rather than going back to the jumping motion you were in before hand. Aroon's Forward Knee and Dash Attack behave a bit different than before due to some small adjustments combined with the new jumping physics (since both the LK version of his Forward Knee and the DA ended in the air). I've got some new sounds in the game as well, fixed a few bugs that finally surfaced due to new code and of course edited a few sprites.

I may post again with another music demo sometime in the near future, hopefully SDA Demo 3 will become just as big of an improvement as the second was over the first.

-GStick

Tuesday, April 8, 2008

Still Working

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There's been quite a few more good comments on v2.3a than any other release, we must be going in the right direction.

But we can't stop there, and I've been working on the game just as hard as always. All of the Close and Long versions of specials moves do different damage from each other now, and High and Low Blocking finally works the way it should. High Blocks can block Standing and Jumping attacks (and high projectiles), Low (Crouching) Blocks can block high, low, and jumping attacks. Wish I would've added this in a long time ago, the game feels so much better already.

Projectiles now have "variable" cancel properties. If the projectile hits successful, the move can be canceled out of at an earlier point. We'll see how this gameplay element turns out down the road.

Characters should now face the right direction after jumping over the opponent more often now, still have to keep working on this to get it 100% though.

A few sprites have been replaced and others have been added, some have been edited as well. Some attack hitboxes that had some problems before are now fixed, some move properties have changed. There was a bug in v2.3a and below that I just now caught, that caused Jiro to stop moving whenever the CTRL key was held down. One of the knockdown sounds isn't so loud anymore either, and getting up has been slowed down. Some Guard/Super buildup has been adjusted and Jiro's throw damages have too...

But I think my favorite addition after the release of v2.3a is the new hit effects. They're not really new, but the hit effect isn't always yellow anymore. It can be around 16 shades from yellow to red depending on the attack's base damage.

I'll post again about week, maybe two from now with more updates.

-GStick

Sunday, March 30, 2008

Demo v2.3

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SDA Demo v2.3 has been uploaded.

The game has 2 download files, one containing game files and the other containing all of the sounds. The sounds are not needed to play the game.

Showdown Academy Demo v2.3

Hope you enjoy this demo.


-GStick

Tuesday, March 25, 2008

Just A Small Bit Of Info

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I wanted to make a quick update on what is going on, since its been a while.

The game is getting better and better all the time, really. I've improved sounds once again, added in the Super Meter (which gets used, but no Super Moves are in the game yet). And quite a bit of minor changes have been made.

This is why I have decided to release a minor update to SDA v2. The release will probably be in the form of v2.3, but there are a lot of nice little changes that have been made in the game, as I already stated, here's a nice list of what has been finished:

- Removed some annoying sound problems
- Added in some new graphics effects, including some Lifebar improvements
- Gave Jiro some new jumping animation and fixed up others
- Graphically improved character select screen and new character portraits
- Added in "Defensive Rolling". This allows the player to roll forward after being knocked down before standing up. The roll actually ends in a crouching up animation rather than the player's usual get up animation. Performing a "Defensive Roll" costs 10 Guard.
- Added the possibility for characters to have different health amounts. The average is 100, both Aroon and Jiro have the default amount though
- Gave Aroon and Jiro some move tweaks in various areas
- Super meters
- Improved some areas dealing with the way projectiles are handled
- A temporary menu screen (only option available will be "fight")
- Slightly improved load time
- The game now uses GM7 rather than the GM6 engine. Along with this, sounds are now loaded from external files, some sounds have also been changed or improved
- The Collision Hitbox (black; "Posbox") now turns red whenever that player is in the air
- A screen shake when the character's fall. Bouncing causes a "2" shake, the final slam causes a "4", Normal attacks also cause a small amount of screen shake (1)
- Added a little bit more hit pause on a successful hit, bringing in the damage a move does into the calculation, hit pause no longer occurs on a successful throw
- Included an option that allows for the game's process priority to be set within the options file
- Made some of the animations more equal between Aroon and Jiro (such as get up speed, fall speed, etc)
- Vastly improved throws. Throws are now properly performed while holding either left or right and pressing both CP and CK at the same time. Pressing forward before is no longer needed to perform the throw, except this makes dashing before a throw useless unless forward or back is held after the dash. The throw will be performed in the direction held (left or right)
- Fixed some problems that occured during hit pause
- Adjusted quite a bit of Jiro's damage values on his attacks, as well as some of Aroon's (no longer all the same damage values, in general, Jiro deals a bit less damage)
- Fixed a bug that causes moves to stop working


-GStick

Sunday, February 10, 2008

Shout For !Demo 2.2!

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Well I've finally decided to release v2.2. Hope its enough to please for now, really was able to get quite a bit into this one.

SDA Demo v2.2 Download

Of course there's even more information at our forums, so you might want to check all of that out.

http://s3.invisionfree.com/ShowdownAcademy

Have fun with this one, please. :]

-GStick