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TIGSource ForumsDeveloperPlaytestingIndie Fighting Game using LWJGL!
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Author Topic: Indie Fighting Game using LWJGL!  (Read 1319 times)
etachrispope
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« on: November 20, 2023, 10:46:04 AM »

Hello everyone!

I've been developing an indie fighting game using the Lightweight Java Game Library and have just posted the November release (v0.6.0) on my website www.ephemeraltechnicalarts.com. I welcome all constructive feedback! The tentative title is "Area Zero". Thanks for looking!
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etachrispope
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« Reply #1 on: December 20, 2023, 09:10:50 AM »

The December release of Area Zero (v0.7.0) is now available at www.EphemeralTechnicalArts.com !

Release Notes 0.7.0 (12/19/2023)
  -Tutorial mode added that covers all the basics:
    -Basic movements, dashing and running.
    -Blocking
    -Normal attacks
    -Evading
    -Grab and grab escape
    -Taunting
    -Special, EX special and super attacks.
  -Finished art assets for all of Richard's and Niven's special and super attacks.
  -Variant of Corporate HQ: Parking Garage (Night) added with unique background music.
  -Fixed audio bug in Violet's projectiles
  -Reset controller bindings on disconnect so that keyboard may be used as a fall back.
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« Reply #2 on: January 19, 2024, 10:14:09 PM »

The January release of Area Zero (v0.8.0) is now available for download: https://ephemeraltechnicalarts.com/area-zero

Release Notes:
0.8.0 (01/18/2024)
  1.Ex Cancel routes expanded:
    a. Standing specials can be canceled into any other standing special for 2 blue meters.
    b. Special attacks tuned to accommodate new routes.
  2. Move lists now available for all characters through the pause menu.
  3. Universals established:
    a. Every character has a back + HP command normal.
    b. Every character can chain together their LP, HP and back + HP attacks.
    c. Every character's back + HP can cancel into special or super.
  4. Advanced tutorial mode added; Covers universals, cancels and Hold-to-Cancel feature.
  5. Credits screen added and Patrons are acknowledged.
  6. Richard's attack animations shaded and colored.
  7. Additional animations for Richard and Niven shaded and colored.
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« Reply #3 on: February 19, 2024, 11:20:10 AM »

The February release of Area Zero (v0.9.0) is now available for download: https://ephemeraltechnicalarts.com/area-zero

Release Notes:
0.9.0 (02/18/2024)
  1. All characters now have an air special attack. This attack is activated by pressing the special attack button while airborne.
  2. All of Richard's animations are color mapped.
  3. All of Niven's attack animations are color mapped.
  4. Get up animations (wake up) can be canceled into any grounded special attack.
  5. Down specials can now be activated immediately from standing state.
  6. Tutorials improved and expanded to include new attacks and features.
  7. New color palettes added for each playable character.
  8. Wall bounce tweaked to be more consistent.
  9. Fixed sound effect issue related to characters in hit stun.
  10. Fixed linked animation issue.
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« Reply #4 on: April 02, 2024, 08:53:21 AM »

The March release of Area Zero (v0.10.0) is now available for download: https://ephemeraltechnicalarts.com/area-zero

Release Notes:
0.10.0 (3/19/2024)
  1. Adjustments made to all characters after 03/12 competitive bracket (v0.9.6)
     including frame data and hit/hurt/collision boxes.
    a. Niven's "Respectable Lariat" is now fully vulnerable, but hurt boxes are recessed.
    b. Niven's super no longer hits off the ground and only hits mid and high.
    c. Victor's "Gore" attack is no longer fully invulnerable on start up. Can now be hit low.
    d. B.P.V.'s "Frustrated Fists" start up increased.
    e. B.P.V.'s meter gain rate reduced to 90% (where it should have been).
    f. B.P.V.'s super damage reduced to 510 (down from 580).
    g. Violet's super projectile now has wider hit box.
    h. Richard's super whiff animation has longer duration.
  2. All hit pause durations increased by one frame.
  3. Any special attack can now be canceled into a super attack. Results vary, but more options available.
  4. In the case of a trade, the hit pause duration is now the maximum of the two trading attacks.

0.9.6 (03/10/2024)
  1. Add recovery to BPV's Ill Wheel Kick to prevent infinite.
  2. Fix typos in tutorials.
  3. Restore OTG for Richards regular Curb Stomp.
 
0.9.5 (03/07/2024)
  1. All of Niven's animations are color mapped.
  2. Round structure implemented.
  3. Taunt reworked to give each character unique bonuses. Bonuses listed in move lists.
  4. Improvements to audio code.
  5. Red/blue meter gain systems revised.
  6. Iteration on all character's moves and frame data.
  7. Iteration on run/dash velocities.
  8. Updated tutorials.
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etachrispope
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« Reply #5 on: Today at 05:46:08 PM »

Area Zero will be in the Indie Developer area at Combo Breaker May 24-26: https://combobreaker.org/indie-devs-2024/

The May release (v0.13.0) is also available for download: https://ephemeraltechnicalarts.com/area-zero

0.13.0 (5/20/2024)
  1. Iterate on Parking Garage (Day) art.
  2. Grapple damage adjusted for Niven and Richard.
  3. Character attributes exaggerated:
      a. Richard's recovery rate reduced, while Violet and B.P.V.'s are increased.
     b. B.P.V.'s guard capacity reduced from 950 to 900 (can be increased by taunting).
     c. Richard's default walk velocities reduced (can be increased by taunting).
  4. Preparing assets for Michael and Christopher debut.

0.12.5 (5/11/2024)
  1. Improvements to stages (art) and fixes popping issue with foreground elements.
  2. Allow super attack to cancel getting up (get up tutorial updated).
  3. Add recovery to Violet's airborne projectile.
  4. Adjustments to Richard's attacks:
       a. Regular air lariat no longer launches, but keeps opponent grounded and staggered.
      b. +2 frames of recovery added to EX running stomp.
      c. Super attack total damage reduced from 570 to 510. Yes, it was OP.
  5. Matches no longer starts with full super meter.
  6. Updated tutorials, clarifying wording in objectives.
  7. Polish throw animations and responses.
  8. Polish various attack and response animations.
  9. Reduce Richard's dashing/run velocities.
  10.Increased damage to Victor's teleport attack.
  11.Title screen revised.
  12.Damage scaling introduced:
       a. Violet and BPV's scaling begins on hit 17 of a combo
      b. Victor and Niven's scaling begins on hit 11 of a combo.
      c. Richard's scaling begins on hit 9 of a combo.
  13.Red parry now requires that you tap either forward or down, depending on whether the incoming attack is
     hitting high or low respectively.

0.12.0 (4/21/2024)
  1. Improvements to Richard's animations
  2. New stage added: Hemlock Road.

0.11.5 (4/14/2024)
  1. Improved Niven attack and response animations.
  2. Iteration on color palettes.
  3. Updated move lists to show separate buttons for special (Sp) and super (Su).
  4. Improved Richard special and super attack animations.
  4. Adjustments to Richard:
     a. A.HK no longer wall bounces the opponent.
     b. Overreach now hits once; The EX version still hits twice, but with adjusted frame data.   

0.11.0 (4/4/2024)
  1. Collision, hit and hurt boxes adjusted for all characters.
  2. Restored Parry. Now the player has the option to do a "red" parry (i.e. parry out of block stun)
  3. Implemented armored special attack system. Now any special attack can be armored for the cost
     of one additional (blue) meter.
  4. Tutorial modes updated with objective for parry and armored specials.
  5. In Training mode, dummy can be set to do super or special attack (grounded only for now).
  6. Added new color palettes for all characters.
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« Reply #6 on: Today at 05:48:52 PM »

Combo Breaker Promo Video: https://youtu.be/F-Bfgg-1WN8?si=TEQKuDmTTqnWjGLS
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