I think I've attempted to write this post at least 3 times now. Last time which was yesterday my laptop restarted (stupid windows updates). Anyway this is going to be a looong post so brace yourselves.
- Where to find me -
I mainly post things and chat on discord, however I do post a lot of my sprite work on my
Kofi page and
deviant art I'm taking commissions on both pages, I do character sprite art as well as coding as I learn more about this engine and I'm also diving to stage design as well. This is now my main line of work until I find another position based on my trade. Also any tips on my Kofi page is helpful towards my projects, giveaways on my streams etc. Speaking of which I also stream on twitch and youtube, just look for Brawlers Avenue and DintheAbary on both, DintheAbaryGamer on youtube. So with that out the way, let's get to the projects.
- Deadly Metropolis -
So due to my current financial situation (lost my job and barely making it on commissions) among other things the project is currently on hiatus, A lot of planning is still going into how the game will play, what will be featured, the cast etc. The project is not dead just in need of a reboot, stay tuned.
- Project Neo -
Project neo is still alive and kicking, I've been working on it every other day if not every day. The more I learn about scripting the more I go back to fix/refine/optimize things. Right now there are 3 stages in development 5 scenes between them.
Downtown (remade SoR2 stage 1) which as you know has 3 scenes shopping district, the bar and the back alley. The other 2 stages are
Sunny Gardens District (SoR1 Stage 2 remade)
and Moon Beach (SoR1 stage 3 remade)
Each stage has a different variation of goons, visually different but same ai patterns and life amount. the latter changes depending on the difficulty chosen. Working on a new layer system inspired by DC's world heroes thread, this isn't reflected in the screenshots above but it's something in the works for the future.
- 6 button system is still intact, everything works as it did before except buffer attack button (X on the genesis) isn't used for buffering upgraded blitz anymore and has been replaced with the defensive trait button.
- Now pressing a combination of directional inputs and the series button (Y on the genesis) will do the other blitz moves instead.
- Back attack works at all times like in SoR1 when using weapons while attack and jump will throw the weapon all the same, Attack and Jump also does a new move called the freespecial.
- Freespecial changes depending on the character, Blaze has her sweep from SoR2, Axel has a new move called the dragon cyclone based on his beta special move and so on.
- Defensive trait ranges from things like counters, parries and even redirection.
- Free form combos are done with directional presses as well as using the series button at the end of a combo
- Rolling distance can be controlled, tap for BK3's short distance, press for SoR3's longer distance
- Run stop is being implemented (any ideas?) I did this at first by making my own custom run function but there's was a lot of things to be done to make standard run functions work like runjump, grabbing etc so I scrapped that and plan to do it somehow with scripting. for an example of run stop play Final Fight 3 run and let go, there's a short period of time where you slow walk into idle where you can back dash. it's the same here.
- Super Moves work like the cop call, can only be done once per life or item pick up. Can be done anywhere and depletes special meter. done by pressing attack and series together.
- Specials work a little differently now, Defensive special only drains health however this health recovers over time if you aren't hit and if you successfuly use you defensive trait you regain that health immediately. Still working out the kinks on this one so if anyone has any ideas how to script this properly it would be great! All other specials (aerial, running, forward etc) only use stamina meter. This meter recovers at different speeds depending on the character so use it wisely. Specials also work like SoR3 where only defense special is used when being attacked. Specials during a grab will change animation as well, still working on this too.
- a new blitz function has been added, the upper blitz which is done by pressing down up then attack, all characters will have one.
- you can tech roll when knockdown as well, pressing attack will get you up faster, pressing up or down with attack will roll you in the respective direction, roll is as short as bk3 but invincible.
Let's talk characters, starting with Axel/Hawk
- Running special changed to Soaring Dragon (BK2 Beta Upper)
- FreeSpecial added, Dragon Cyclone
- spinning back kick removed (for now)
- Grand Hook And Grand Hurricane now performed by down forward and series hold series to finish with Grand Hurricane or press back down forward for a sweeping grand hurricane.
- to do list -
- sounds
- polish attacks
- fix dragon cyclone bug
- add slam effect to forward throw
- add weapon support
- fix super move
- add effects to grand upper dragon wing etc
- polish animations and palettes
now onto Max
- Max is back and finalized, below are four of his skins: Story, Battle, Retro and Bad Future
- Animations have begun! currently in progress is his idle stance, walking and jump animations
- Max's gameplay is all about getting in for the grab
- His defensive skill is armor, which works similar to a parry but takes potential damage instead and counters with a grab.
- His trademark specials are back, Spinning Knuckle and Thunder tackle both work the same as before, however the Thunder Tackle can be cancelled into a grab at the cost of some life or meter.
- Two new specials
-Thunder Rush: a dash special that launches max upward into a should rush good for anti air.
- Rolling Boom: a grab special which Max performs a 360 throw, pressing forward and special will throw the enemy forward
- Max can cancel his neck snap into different grapple moves including his back drop
- Max's Slide can only be performed during a dash, running attack will be something different
- Most of max's moves are grapple based meaning very little combo ability, for example his upward combo is a forward slam and downward is a back slam, he also has no range based combos
- Jumping during a grab will result in a jumping slam unlike before, this can still be cancelled into an air throw
- Max can walk and turn while grabbing but he isn't able to switch which side of the enemy he's holding
- charging his last forward grapple attack will result in a nice grab finisher
- Charge attacks so far: Upper Kick
- Blitz attacks: Slide, Clotheline, Thunder bomb, Thunder buster
Lastly Blaze
So we finally reveal Blaze's final design as well as her alternate costumes, she really know's how to accessorize. Have a look at her story and retro costumes. battle and bad future will come at a later time.
So, what's in store for Blaze?
- Blaze is a balance type, meaning while she doesn't particularly excell in any stat, she's a jack of all trades.
- Second fastest character of the initial 6, fairly strong with good reach, best jump and jumpkick and fast recovering special gauge.
- Her grapples do great damage but have to be placed strategically
- Her target combos have great reach but beware her combo enders do decent damage but have bad recovery, use her first attacks to get in close for the throw
- two back attacks, her back kick and her low sweep freespecial that hits forward and back. Again recovery is slow so use sparingly
- new blitz attack, running clothesline. This will smash an goons face into the ground, can be cancelled into different grapples like an Arm bar, performed by using series while running
- Sumbliming Double Slash works the same, can be continued into a slide by holding series
No Adam just yet, still figuring out his move set then later down the line skate and then zan! That's it for now, more later!