Damon Caskey said:
Random bosses isn't hard, I've set them up without much trouble. Boss is just a bianary flag, nothing more. I didn't have any issues like that with it. I'm sitting at the flight terminal writing this, about to tour Span and Italy... but we can talk soon.
Thanks buddy. Enjoy your trip
I'm sorry that was such a rough experience for you

I'm glad you found a solution in the end and I cross my fingers for you that you don't run into any more nasty bugs. You should now work on whatever you find the most fun to work on in the game to keep your spirits up ^_^
Thanks. I know I will run into new bugs thanks to the fact that now some enemies do grab the players (using customized scripted slam functions), but I have some ideas about how to solve it.
I'm surprise Quicksilver has such a high Strength stat. Is it because his speed gives great velocity?
Yes. High velocity gives him that strenght. Plus, he has greater defense too because the has high endurance in comics to withstand the high velocities too.
Good news about the updates to the characters. I'm interested in seeing the new rise attacks 'cause some of the old ones were a little underwhelming, and Hulk's always felt like it was not a rising attack at all since he just kinda stands and then uppercuts.
Here's my final playthrough of the current demo with the joke character, Deadpool:
It's pretty boring and probably not good gameplay because I rarely play him on regular levels.
I'm considering doing a recording of Boss Rush mode if people would want to see that..
Yeah, some of them doesn't looks that good. I am addicted to polish things (this is why this game is taking so much time) and I am improving a lot of things in the backstage of the game.
Please, make a Boss Rush video. Its a great challenge!
About Deadpool...maybe I will change him on the future, but I won't promisse.
Thanks everyone for the support.
=====NEWS======
Kinda technical tidbits, but here we go
• I am constantly trying to improve the game, size wise and resource wise. I managed to save
3.6mb of RAM usage by changing how the bios are displayed on the screen. Instead of using an entity for each character bios (so we are talking about extra 22 entities just for that), I am using a single entity, with a big image, and shifiting its position when I summon them.
And I've discovered something: using "summonframe", there is a limit of how far in Z axis an entity can be.
If you try to put an entity with a Z position greater than 2000px, the entity gets killed by the engine - and "offscreenkill" doesn't affects it at all. So, to bypass this, instead of shifting the Z axis, I've used the A (Y) axis. The engine doesn't seams to care about an entity being at 7000px high, lol.
3.6mb of RAM, nowadays, is NOTHING - specially for a Windows port. For Android port, it won't be nothing too.
It could be a life saver if this game runs in WII or PSP, but since it doesn't works (and I have no plans to make it work, since it will grow bigger), its not the case. But a save is a save
• I've trimmed some fat from the game, by removing unused stuff from the folders. This trim helped the game to load a little faster (for example, the bios files were reduzed from
266 files to only 11) and reduced the game size down to
80.1mb. Just for comparsion, the previous release weights 79mb, and we have way more content now.
• Thanks to the constant support and feedback I receive,
specially from Psykai, I could improved some characters and made them less subjected to be hit on air. For example, Beast's Rolling Attack now bounces less when hitting something and won't bounce it the target dies.
• Wolverine's Drill Claw now doens't makes him bounce when hit anymore. Plus, his hyper move now fails way less
• Magggas had helped me to fix the moving platforms for Attuma's stage, thanks!
Here is a quick video showing a small part of the progress.