Shattered - New Fighting Game in Development

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  • COALCOAL Joined: Posts: 93
    Phoenix king of coding, codes quickstand in under 30 minutes, someone please call Guinness Book of Records.
    Shattered dev: Blog - SRK Discussion
  • COALCOAL Joined: Posts: 93
    edited May 2014
    Time for some updates!

    http://blog.team18k.com/characters/finishing-up-julia/
    In the last weeks, we have made great progress in terms of finishing up Julia, and we’re currently in the homestretch to having her done (for now). This mean we are spending a lot of time on polishing and tweaking the framedata, hitboxes and animations. Once we are done with these final tweaks, we will finally start working on our second character, Ushah, and we couldn’t be more excited!

    On the programming side, all the goals for the engine we had for this ‘Julia-phase’ are done, and our programmer is already gearing up for the next phase, where we will finally get rid of our rather dated and heavy engine.

    The scripting for Julia is still being tweaked every day. Many pixels and lines of code are examined to make sure that all the moves have the proper spacing, as to not create extremely strong combos or braindead hitconfirms and to make sure that the jumps and hops jumps are perfectly spaced to set up that one awesome ambiguous cross-up.

    On the artwork side, our animator has delivered a piece of Julia which portrays her in the style we like to see her in, a mixture between western comic style and a Disney-esque vibe.

    Julia_Pose2-nocanvas.png

    Sadly, as much as this is a gorgeous drawing, having him as our main artwork guy as well as animator/spriter will spread him too thin, so we are in dire need of some new blood. Are you a talented artist in need of some portfolio work or just experience, drop an email at djono [at] team18k [dot] com. Do note, at the moment we are without funds, we hope that this is a temporary predicament, but at the moment we can’t offer any financial compensation.

    Attentive followers may have noticed that Julia’s Break* uses the animation of Julia’s jumping HK as a grounded attack, we want to eventually create a completely new animation for this move. We’ve been brainstorming some different concepts, and Bob Sagat has drawn up some quick sketches for this move.

    Shattermove_sketches_zps0abdffe7.png

    Julia now finally has fully drawn wakeup animation and flip animation. We have also tweaked here jump arcs and added a quickstand mechanic, all are shown in this video below.

    image

    In the coming weeks we will showcase some hitboxes and insights on why moves have certain properties, all explained by our framedata master Phoenix.

    - Coal

    *As we ourselves by all those ‘shatters’ in the Shatter System we have chosen to rename the ‘Shatter Attack’ to Break.

    An addendum by Phoenix:
    Although we are almost finished with Julia, there are still some animations which are not done and will note be done for a while. Her grab, and super animations are currently still placeholder art. Before we move over to final art, we first want to implement several engine systems (such as non-hacked grab animations). We are moving those features of the game engine to the next stage, when we have a new engine to work with.
    Post edited by COAL on
    Shattered dev: Blog - SRK Discussion
  • truendymiontruendymion Beer Me! Joined: Posts: 2,024
    This game has crumples? How about groundbounces and/or wallbounces?!
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  • DeZADeZA Joined: Posts: 70
    Just followed ya on fb, shits lookin dope.

    Will show support all the way.
    PSN: DeZA_UK
  • COALCOAL Joined: Posts: 93
    edited May 2014
    This game has crumples? How about groundbounces and/or wallbounces?!

    Not as a common mechanic, Julia for instance has none. But we want to be pretty flexible with character designs so there is a decent chance that one or more characters will receive bounce mechanics on some moves.

    @‌ DeZa

    Thanks man, shit like that means the world to us.
    Shattered dev: Blog - SRK Discussion
  • COALCOAL Joined: Posts: 93
    edited June 2014
    Phoenix published a new blogpost:

    http://blog.team18k.com/characters/julias-standing-normals/
    As promised in our previous blogpost, the coming weeks we’ll be discussing some details of Julia’s hitboxes and properties, to give some insight into our design philosophy and something to study for those who are into that sort of thing.

    While the hitboxes are fairly straightforward, here are a few things you need to know to make sense of them.

    Red: Attack box, the part that actually hits the opponent.
    Blue: Hurt box, the part that can be hit by the opponent
    Cyan: Collision box, this is a character’s ‘physical’ body, when an opponent walks up to you, this is what you bump up against.
    White cross: The pivot, this is the point that decides what the ‘front’ and the ‘back’ of Julia is.

    Let’s first talk about some general design philosophies. In the old days, many fighting games would have a fixed ‘limit’ of certain boxes that could be on the screen, and therefore you would have quite consistent amount of attack or hurt boxes. Some games would allow two hurt boxes and one attack box per character per frame, while other games allow, for example, three hurt boxes and two attack boxes.

    In this modern age, there is of course no true physical limit to the amount of hurt boxes and attack boxes you could use. Nevertheless, we feel that it is still useful to have such limits as a rule of thumb, as we feel it makes properties of moves a bit easier to feel out intuitively. As can be seen below, our rule of thumb is to have two hurt boxes and one attack box on the screen. We can easily break this rule, and when we feel that it will be necessary, we certainly will. but for Julia, it has not yet been necessary.

    Now let’s get to the actual hitboxes, this week we’ll be discussing Julia’s standing normals.

    Standing Light Punch
    stlp1.png

    Julia’s standing light punch is a fairly straight forward punch. It has good advantage on hit and on block, but it will whiff over crouching characters, making it not particularly strong as a pressure tool. However,it is a good low-risk anti-air option against hops, that you can throw out pre-emptively to cover the space in front of her.

    Standing Light Kick
    stlk1.png

    This standing light kick is one of my favourite moves in Julia’s moveset, not because it’s so strong but because it’s so specific. The normal is a light normal with quite a bit of startup and recovery. However, it is a formidable footsies tool. As you might notice her hurt box is very far behind her collision box. Whenever Julia does this move, her hurt box moves backward. With proper spacing, this can make long ranged low attacks whiff completely. The great range on the poke then allows her to hit the opponents move. This allows her to do this move any time she sniffs out a crouching hard kick of the opponent and hit them out of it.

    This move can be super cancelled. So if you are confident about your read, you can stick out this move and buffer the super.

    Standing Hard Punch
    sthp.png

    Julia’s standing hard punch is her most damaging normal, and it can be special cancelled. Therefore, it is very important for maximizing damage on a punish combo.

    But outside of punish situations this move has great uses too. The move has great range, which makes it useful in footsie battles. One needs to be careful however, as the move will whiff over crouching opponents.

    The standing hard punch covers much of the same space as the standing light punch, while having more range and is more likely to beat out an opponent’s attack. Combined with its high damage output, this move is a very scary anti-hop tool. However, this move is both slower to come out and longer to recovery than the standing light punch, making it a high-risk/high-reward answer to hops.

    Standing Hard Kick
    sthk.png

    This standing roundhouse is the only standing normal whose attack box stick out above the hurt box. As a result it is able to hit people who come in on Julia with a normal jump. The range is good, but the start-up is fairly long. Making this a good anti-jump normal to hit people that are not necessarily jumping in to hit a combo, but rather to poke or cover some distance.



    I hope this has given some insight into the design and application of Julia’s normals. Next time we’ll discuss her crouching normals.

    -Phoenix
    Post edited by COAL on
    Shattered dev: Blog - SRK Discussion
  • phoenixnlphoenixnl Joined: Posts: 640
    edited June 2014
    New blog post, in which we discuss Julia's crouching normals! Enjoy

    http://blog.team18k.com/characters/julias-crouching-normals/


    This post we’ll talk about Julia’s crouching normals. It should be noted that the hitboxes that we present are technically still in development. And while they will not change a whole lot, small tweaks are still being made to this day. In fact, one of the boxes presented today was changed minutes before writing this post.

    Crouching Light Punch

    crlp_new.png
    Julia's crouching light punch is a fairly straightforward move. It’s a quick chainable light attack that doesn’t hit low. It does beat out other attacks as easily as the crouching light kick, but it can be cancelled into specials and supers. The crouching light punch is one of Julia’s main tools for setting up combos off light attacks.

    Crouching Light Kick

    crlk.png
    This crouching light kick doesn’t have any hurt box on the limb when it is active. This makes it a potent low hitting attack that can easily beat out other pokes, as the limb itself is invincible. However, there are still reasons to choose to press cr.LP over cr.LK, despite its superior hitbox.

    cr.LP hits slightly higher and there are fewer moves that could easily dodge attacks that high, and you might even hit your opponent in the start of a jump where cr.LK might whiff. Moreover cr.LK cannot be cancelled into specials or supers, so you will have to chain into cr.LP if you want to combo into a special move.

    Crouching Hard Punch

    crhp.png
    The move is used to beat out jump-ins with relative ease, as it only takes one button press to hit the opponent out of the air.

    Because Julia stays low to the ground and the attack box is fairly wide, the cr.HP is a fairly consistent move to use as an anti-air in a variety of situations. It can beat out both crossups and normal deep jump-ins quite effectively. One has to be careful with timing it though, because the recovery is long, so you do not want to whiff it.

    Because of its fast start up, it also functions as a reasonable move to use in block strings. The sequence cr.LP, cr.HP is a tight string that will beat out opponents mindlessly mashing buttons after blocking.

    Crouching Hard Kick

    crhk.png
    Julia’s crouching hard kick is a very potent and long range poke. Unlike other four button fighters, cr.HK in our game does not necessarily function as a sweep that knocks down. Julia’s cr.HK is one of those moves that isn’t. It’s an awesome, fast, low hitting cancellable and long ranged move, which plays an important role in the footsie game of Julia.

    One might notice that Julia’s hurt box for this move is considerably lower than the other crouching attacks. Because of this, Julia is actually able to use cr.HK to dodge fireballs. This is one of the wonderful ‘emergent’ results that we have gotten while working on this game. When me and Coal designed this move, we never intended for it to go under fireballs. But when I added the hitboxes that best fitted the animation that Bob Sagat drew, this was the natural result. We feel that such cases of the game ‘designing itself’ should be embraced, as it makes for natural and understandable hitboxes, as well as interesting intricacies which simply cannot be added by brute force.

    Next time we’ll look at the jump attacks.

    -Phoenix
  • truendymiontruendymion Beer Me! Joined: Posts: 2,024
    edited June 2014
    Is she missing a hurtbox on her crouching light kick...?
    EDIT: Nvm just read the description. I know you said there are reasons to use other buttons but based on the collision boxes looks like its going to be 3S Chun all over again lol.
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  • phoenixnlphoenixnl Joined: Posts: 640
    It's definitely not as dominant as 3s Chun's pokes.

    The thing is, the move has high priority, but after this active period, that box that is now an attack box, turns into a hurtbox of the same size. That's different from chun, where after the active period the body immediately retracts, while for Julia there is an actual limb there to hit (and in fact, there is also a limb to hit in the startup).

    And there are other factors of course, it doesn't cancel, doesn't have the range like a chun poke etc.

    That being said, these are all things that could be changed once playtesting shows that mashing crouching short like a maniac is a good idea. But from our testing so far, there seems to be little evidence for that.
  • AsteriskBlueAsteriskBlue Joined: Posts: 756
    This is pretty cool
    It's nice to meet you, too.
  • COALCOAL Joined: Posts: 93
    This week Phoenix discussed the hitboxes of the jump normals!

    http://blog.team18k.com/characters/julias-jump-normals/
    Julia’s Jump Normals

    Jump normals are always a challenge to get right in fighting games. Because movement is so much more limited by a jump, a lot of factors like range, start-up and active frames become less important than the are on the ground game. This often leaves characters with a plethora of jump normals that are hardly ever used.

    We have decided that we want every single jump normal to have a specific function, so that every single button can plausibly be used in high level play. Julia is a good example of this design decision. Every single one of her jump normals has a specific function, and you will have to make specific decisions on what button to press with every jump you do.

    Jumping Light Punch
    jlp.png

    Julia’s jumping light punch hits fairly high up, and will whiff on most crouching opponents. Its main use is therefore air-to-airing opponents. While its hitboxes are not amazing, the long active period (12 frames) of the attacks, allows Julia to cover a large part of the jump arc with an attack box. This makes it a low damage, low range, but easy to use air-to-air normal.

    Jumping Light Kick
    jlk.png

    Together with the jumping hard punch, this move is one of Julia’s main jump-in attacks. The damage and blockstun that this move does are lower than that of the jump hard punch, but it makes up for this because of its cross-up potential. As you can see the attack box extends behinds Julia, this allows for her to jump over the opponent and still hit them.

    Jumping Hard Punch
    jhp.png

    This damaging, and very deep hitting jump attack is Julia’s main jump-in tool. It easily hits crouchers and does a lot of blockstun. The attack box is somewhat smaller than that of other moves, making this move specifically geared towards jump-in attacks, and not particularly useful as an air-to-air.

    Jump Hard Kick
    jhk.png

    The excellent upward angle on this move and the formidable damage, make this attack Julia’s scariest air-to-air normal. Different from the jumping light punch, this move has shorter active frames, forcing the player to be more specific about when to press it. But when it connects, it hurts.

    Because Julia pulls her legs up during this move, she is able to dodge some incoming fireballs. This is once again an example of an emergent property inspired by the animations Bob Sagat has drawn.

    That concludes our discussion of Julia’s basic normals. Next post we’ll discuss Julia’s single command normal, specials and super.

    -Phoenix
    Shattered dev: Blog - SRK Discussion
  • COALCOAL Joined: Posts: 93
    A bit late, but Phoenix wrote the conclusion to our Julia's hitbox series:

    http://blog.team18k.com/characters/julias-specials-and-supers/
    Julia’s Specials and Supers

    This post will conclude our presentation of Julia’s hitboxes. We will discuss her command normals, shatter attack, specials and super. Normals often have subtle hitboxes that have specific applications, specials moves generally have a lot bigger and dominant hitboxes.

    df+HK
    sweep.png

    This is Julia’s only command normal, it is a low hitting move that knocks down on hit and has slightly better range and a better hitbox than the cr.HK. To balance it out against the cr.HK, the move has a slower startup and a hefty recovery. The move can be cancelled into a fireball to make it safe on block. One should be careful not to whiff it, as this sets you up for great punishment.

    Shatter Attack (HP+HK)
    shatter.png

    The Shatter Attack is still very much a work in progress move. Right now it reuses the sprite of the j.HK, however with different hitboxes. Notice that during her attack she is lower body invincible and she is considered airborne. The invincibility allows her to dodge low attacks and hit it as a devastating counterattacks.

    Because the move is airborne, the move is also unthrowable. You can therefore decide to throw it out when you anticipate a throw.

    While this move beats two very common tactics (low attack and throw), it is very unsafe on block, and one needs to be very careful to throw it out.

    Projectile (qcf+P)
    fb.png

    Julia’s projectile is quite high up vertically, which, makes it a little difficult to jump over. Because of this same fact some characters will have options to go under it (as Julia does herself with cr.HK). As you can see the hitbox of the projectile extends a little further down than you might expect from the sprite. This is to make it so that the fireball doesn’t whiff over crouchers normally.

    Both versions of the projectile have the same hitboxes. The hard punch fireball is quicker but the recovery of the move is slightly longer.

    Dragonpunch (dp+P)
    dpLP.png____dpHP.png____dp2.png
    dp+LP___________dp+HP

    Julia’s dragonpunch is an excellent anti-air and has incredible priority to beat other moves out. The recovery is huge, which sets you up for brutal punishment if you whiff it.

    The light version is invincible during the entire startup, but can be hit at the feet during its first active frames. As a result it will trade with an meaty attack if you reversal with it. This is not necessarily disadvantageous for Julia, as the dragonpunch juggles and it is possible to follow up with attacks after a trade. Unlike the hard version, the light version only hits once. It can be supercancelled into her super projectile.

    The hard version is completely invincible during the first hit, which means it will beat out meaties clean, but it has slightly longer startup. It can be supercancelled.

    The hitbox of the rising part of the dragonpunch is identical for both the light and the heavy versions. While this part of the move is not invincible, the priority is still very good, and covers a good amount of vertical space, making this section of the move also a potent anti-air.

    Flying kicks (qcb+K)
    tatsuHK.png____________tatsuLK1.png____________tatsuLK2.png
    qcb+HK (1st hit)___________________qcb+LK (1st hit), qcb+HK (2nd hit)___qcb+LK/HK (final hit)

    The two versions of the flying kicks in terms of hitboxes are very similar, but the framedata and hit effects differ considerably. These moves are the most damaging special moves in Julia’s arsenal and are very unsafe on block. It is mostly as a tool for dealing damage, but can also be used to quickly cross some screen distance.

    The light version can combo off light attacks, does two hits and does not knock down on hit. After it is hit both players recover at the same time, which allows Julia to press her advantage.

    The hard version does not combo off light attacks, does three hits and does knock down.

    While both these moves are important combo tools, it should be noted that they will whiff on most crouching characters, and therefore you will only be able to maximize the damage with these moves if you catch your opponent standing.

    Super Projectile (2xqcf+P)
    superfb.png

    Clearly this move has not been completely drawn yet and we are still using placeholder art. As a result many of the hitboxes are still subject to change. There are several properties which will certainly remain the same. The projectile will have two speeds it travels at, and the hitbox will be both vertically and horizontally bigger than the normal projectile.

    The move will hit five consecutive times, and will deal a massive amount of damage, the move does not knock down. If you want to combo into the super fireball and get a knockdown, you will have to supercancel the Light punch dragonpunch into the fireball.

    So that’s it! Those are the moves of Julia. We hope you’ve found these showcases interesting and that you have gotten some insight into our technical design decisions of the game.
    Shattered dev: Blog - SRK Discussion
  • Mad MistressMad Mistress Seimei wannabe Joined: Posts: 690
    For some reason I really love that the super doesn't knock down unless cancelled from the light dragon punch.

    Nice reads.
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  • AYO?!AYO?! Strong Style Hips. Joined: Posts: 19,017
    Just make the Grappler (Always/only one!) fun to use outside of make or break grappling situations and I'm good. Example would be Condor from Breaker's Revenge, a powerful grappler that doesn't have to solely rely on his 360 to be a threat. Same can be said of Tager/Potemkin but the system engines there can be kind of wonky for them.

    Also having a Native American character who isn't a stereotype would be cool, all five of use Natives who play fighters would appreciate it for once. I miss you Rick Strowd...
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  • phoenixnlphoenixnl Joined: Posts: 640
    edited July 2014
    I wrote up an update on our blog on the progress on the engine development: http://blog.team18k.com/?p=325
    Lately we've been making great progress on the engine side of the game. While much of the system was already more or less functioning, We are now polishing up some parts of the engine to make it work exactly as intended.

    A fairly big update which -to the player- is very difficult to see, but removes a lot of headaches on the programming and scripting side, is a reworked velocity system. Control over gravity and acceleration is now less hacky, and allows us to experiment with some new things. Right now, the knockback of attacks is plotted out manually frame-by-frame. We are now experimenting to see if a formula-based knockback would give the desired effect.

    More obvious system updates are the changes to crossups and the way the shatter system works. Originally, when you hit your opponent with a crossup, the opponent would move away from you, making it very difficult to combo off a crossup. Normally in fighting games, although there are exceptions, the opponent moves towards you when you do a crossup, allowing at least as many, and sometimes more combos than when hitting a normal jump attack. In Shattered, the crossups now work as expected. The video below first showcases how the crossups used to work, and shows that comboing off it is difficult, after that it showcases the new crossup mechanics, and the same followup comboing this time around.

    image

    We've also made changes to the shatter system. We originally envisioned for a shattered opponent to be able to be hit with one more move before he is knocked down. For a long time, however, a shattered opponent would only take one hit before being knocked down, which in the case of moves that do multiple hits would not give the desired effect.

    In the first part of the video below, you will see that the flying kicks and dragon punch, which normally hit three and two times respectively, only hit once on a shattered opponent. In the second part you can see that the opponent is hit by all hits of these moves before being knocked down.

    image
  • COALCOAL Joined: Posts: 93
    Shattered will be a official side tourney @ Red Fight District, 11 october in Amsterdam, the tournament is part of the Capcom tour hence its a major.

    https://www.facebook.com/events/1447387478861471/
    Shattered dev: Blog - SRK Discussion
  • truendymiontruendymion Beer Me! Joined: Posts: 2,024
    You guys are making good progress. Keep up the good work!
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  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,658
    Damn I forgot about this game after I posted in here 4 months ago. The game is looking sick, can't wait to see more progress in the future.
  • COALCOAL Joined: Posts: 93
    New post on our blog!
    http://blog.team18k.com/showcase/a-new-logo-rfd-and-twitter/
    We’ve been working on a logo for our game for quite some time now, and after many iterations we have finally come to a result we absolutely love, so without further ado we’d like to show it to you:

    SFstyle1080p_bicubic.png

    11 & 12 October the Dutch international tournament Red Fight District, will hold its third edition. It is one of the major tournaments in Europe, and it will feature multiple big fighting games. But also two indie games will be featured at RFD: Lethal League and Shattered!

    On Saturday 11 October everyone will have a chance to try out the latest version, and Sunday we will run a small tournament! You can sign up at RedFightDistrict.com. There are no additional costs for signing for the Shattered side-tournament, so what are you waiting for!

    We’ve been active on our Facebook page for some time now, but now we’ve also started using Twitter to keep you guys up to date on the development of the game. You can follow us @Team18K.

    Have a nice week!
    Shattered dev: Blog - SRK Discussion
  • MajormelisThereMajormelisThere no labels Joined: Posts: 491
    reminds me of DBZ a bit, nice logo m8
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  • DangerOnTheRangerDangerOnTheRanger based TvC god Joined: Posts: 283
    reminds me of DBZ a bit, nice logo m8

    First thing I thought of was DBZ too. Was that the primary inspiration for the logo?
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  • phoenixnlphoenixnl Joined: Posts: 640
    Not at all. The primary inspiration was mostly to have a sort of old school Fighting Game-like logo, like Street Fighter II with yellow to red gradients:
    sf2logo.gif
    But I can see how the lettering is kind of reminiscent of the DBZ logo yeah
  • MoonchildeMoonchilde Resident tech talk double poster Joined: Posts: 4,832
    It seems a lot of inspiration comes from SF2. The way the hit boxes are greatly reminds me of SF2 style hit boxes.
  • phoenixnlphoenixnl Joined: Posts: 640
    SF2 certainly is among the big inspritations. When I showed the hitboxes to KOF players though they said 'Hey you're making KOF hitboxes!', so it's definitely a matter of perspective as well.

    SF2 hitboxes generally have three hurtboxes and one attackbox, while in KOF there are generally two hurtboxes and one attack box. In that sense it's true that the games' hitboxes are more KOF-like. (Which shouldn't be surprising since a lot of the KOF hitbox/framedata of the SRK wiki is collected by me, so it's the material I'm most familiar with).
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,281
    In regards to the logo, I think it looks like a Dragonball logo because of the smooth gradient. If it was like a pixel gradient it wouldn't look like it AS MUCH. But the font itself is kinda more toon like, where the SF font is more straight and jagged.
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  • COALCOAL Joined: Posts: 93
    Phoenix updated our website with the new logo and some better layout. Its still fairly basic but its getting the job done for now :) (+ I think it looks nice)

    http://www.team18k.com/
    Shattered dev: Blog - SRK Discussion
  • truendymiontruendymion Beer Me! Joined: Posts: 2,024
    Logo looks pretty clean. It could use a bit of texture maybe?
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    Support us on Kickstarter! https:kickstarter.com/projects/kinganimation/disturbing-the-verse-zero-gravity-2d-fighter
    Vote for us on Greenlight! http://steamcommunity.com/sharedfiles/filedetails/?id=869459014
    http://forums.shoryuken.com/discussion/210948/disturbing-the-verse-zero-gravity-fighter#latest
  • COALCOAL Joined: Posts: 93
    edited August 2014
    Seems I fucked up the twitter link earlier. www.twitter.com/team18k We can use some more followers!

    EDIT: Lol, this also sends us to this topic.
    Logo looks pretty clean. It could use a bit of texture maybe?

    In the text or the world, or both?
    Shattered dev: Blog - SRK Discussion
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,557
    https://twitter.com/team18k


    game still lookin good
    youtube sfv
  • phoenixnlphoenixnl Joined: Posts: 640
    Thanks for fixing the URL phantasy!

    We've posted up a new blogpost, with some updates on the progress we've been making on the build that we'll show and run a tournament with at Red Fight District.

    http://blog.team18k.com/video/pre-rfd-updates/
    As Red Fight District is approaching, we are doing our best to polish up the game to a state that we find worthy for a tournament.

    Originally, we wanted to get a playable version of Ushah ready for the tournament, sadly we’ve had to move our Ushah milestone back a little. As much as we love Julia, even we crave to see new fighters enter the fray, but alas, not now. We had to choose between implementing a character that would only be half done (if we would even get that far) or improving and polishing what we already have. We have chosen for the latter.

    A big change in terms of usability is the change to our HUD. While this is still a mockup HUD, the positioning of the bars is different and we feel that this conveys relevant information more clearly. The shatter bar has been moved underneath the health bar, this means that all the ‘life status bars’ are immediately visible at the top of the screen.

    Shattered now also has some basic blockflashes for extra visual feedback.

    image

    Another bit of visual fidelity improvement, is the implementation of post-KO hits. Before, if for example the first hit of Julia’s flying kicks would KO the opponent, the following hits would simply whiff, now they will hit the poor opponent’s bruised body!

    image

    Phoenix has been hard at work tweaking the input interpreter. It should be less easy to accidentally get super fireballs, and getting a dragonpunch motion to come out is a little less strict.

    And finally, the game now has superstop now! Right now it’s functioning mechanically but no visual effects have been added to the superstop, this is obviously something we hope to work on in the coming weeks.

    image

    We will continue improving the game and are very much looking forward to showing our game at Red Fight District. If you are interested in participating you should hurry up, as there are only 2 out of 16 slots left!

    http://www.redfightdistrict.com/
  • sharkattacksharkattack Joined: Posts: 72
    Loving those flying kicks, and the game overall looks to be crafted with a lot of love and intention.

    Any chance you'll release spritesheets...even if you have to splash every frame with a huge watermark?

    Hope to see some recordings from RFD!
  • phoenixnlphoenixnl Joined: Posts: 640
    edited August 2014
    We've not made any decisions in terms of spritesheets, and had not really thought about it yet.

    But it's good to know regardless that there's a demand for something like that. Of course, also, whether you release a spritesheet or not, MUGEN makers are going to spriterip regardless (I'm assuming you're asking about spriterips in connection to MUGEN?), so there's something to be said about releasing it. But no promises, and certainly not anytime soon, we still have a lot of other characters to make.
  • Mad MistressMad Mistress Seimei wannabe Joined: Posts: 690
    I would suggest releasing the spritesheets when the game is out. Like you said they are going to get ripped anyway so if you have them available on your site then you will generate more interest in the game.
    Waifus: Litchi, Lambda-11, Mu-12, Shizuka, Ende, Yukiko, Chie, Saki, Dorothy, Lilica, Leona, King, Angel, Akira, Natsu, Hibiki, Kojiroh.
    Hazubandos: Akuma, Hakumen, Valkenhayn, Donovan, Gallon, Genjuro, Basara, Dio, Bison.
    Harems: Hulk/Akuma/Sentinel, Murica/Viper/Hulk, Dormammu/Hsien-Ko/Akuma, Beatrice/Virgilia, Rosa/Virgilia.
    Dat gamez: KOF98/2K2UM/13, SamSho4, SFA2/3, Darkstalkers, Rival Schools, Jojos BA, GG, AH3, P4A, MVC2/UMVC3, BB, Ougon, Skullgirls, Nurarihyon no Mago: Hyakki Ryouran Taisen, Phantom Breaker Extra.
  • sharkattacksharkattack Joined: Posts: 72
    MUGEN? nothing like that. I just like to gorge on animation frame by frame animation. Places like Zweifuss have been hugely valuable to me.
    I understand not releasing them though. Thanks, anyway.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 34,712 mod
    Not everything gets ripped. Mike Z seems to have a good job of protecting their stuff for Skullgirls, even with a PC version. That said, they still released and art compendium which people framedumped.
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    Everyone (should) be mindful that if there isn't a new generation after my generation, the FGC (fighting game community) will basically become extinct, so it's important to think about the future.
    -Daigo Umehara

  • DangerOnTheRangerDangerOnTheRanger based TvC god Joined: Posts: 283
    d3v wrote: »
    Not everything gets ripped. Mike Z seems to have a good job of protecting their stuff for Skullgirls, even with a PC version. That said, they still released and art compendium which people framedumped.

    There's really nothing you can do to protect your assets that are located on an unknown, untrusted computer with someone with enough time and motivation at the helm. People have tried breaking that axiom for years in the DRM realm to no avail. DRM is there - or should be there, rather - to keep honest people honest and lazy people honest. It's like what they say about the lock on your front door; somebody who knows lockpicking can relatively easily circumvent it, but it'll deter Joe Random who might have gone poking around in your things if there wasn't a lock there at all.

    So, to OP: If you don't want people making spriterips, I can totally understand that (and to a certain extent I agree - unlicensed spriteripping is straight-up copyright infringement that falls way outside the boundaries of fair use) Just be careful not to bend over backwards to lock your stuff down and take valuable time from other ventures - there's really no long term benefit for you in doing so.
    I am the salt of the earth.
    Rage is my body and salt is my blood.
    I have created over a thousand excuses.
    Unknown to winning, nor known to humility,
    Have withstood bans to write many forum rants.
    Yet, those hands will never hold that L.

    So as I play,
    UNLIMITED SALT WORKS
  • phoenixnlphoenixnl Joined: Posts: 640
    Just be careful not to bend over backwards to lock your stuff down and take valuable time from other ventures - there's really no long term benefit for you in doing so.

    Right, I agree, there really is no point in spending precious resources on locking things down, and spriterips will generally only serve to promote your game anyway. But well we've made no decisions yet, we'll see!

  • COALCOAL Joined: Posts: 93
    I personally wouldn't even mind if the sprites got into MUGEN and just viewing them should be totally fine. But I don't know whether open sourcing the sprites would give copyright issues, would it be seen as not protecting your assets and by extension negatively impact our (copy)right to our game?

    So like Phoenix said, no promises.
    Shattered dev: Blog - SRK Discussion
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 34,712 mod
    phoenixnl wrote: »
    Just be careful not to bend over backwards to lock your stuff down and take valuable time from other ventures - there's really no long term benefit for you in doing so.

    Right, I agree, there really is no point in spending precious resources on locking things down, and spriterips will generally only serve to promote your game anyway. But well we've made no decisions yet, we'll see!
    Depends. Mike is keeping the security on the assets in Skullgirls tight since he does want to prevent certain kinds of modding. Especially since I think he does charge to license his engine.

    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    Everyone (should) be mindful that if there isn't a new generation after my generation, the FGC (fighting game community) will basically become extinct, so it's important to think about the future.
    -Daigo Umehara

  • DangerOnTheRangerDangerOnTheRanger based TvC god Joined: Posts: 283
    COAL wrote: »
    I personally wouldn't even mind if the sprites got into MUGEN and just viewing them should be totally fine. But I don't know whether open sourcing the sprites would give copyright issues, would it be seen as not protecting your assets and by extension negatively impact our (copy)right to our game?

    So like Phoenix said, no promises.

    There's thankfully quite a bit of leeway legally-speaking between do-whatever-you-want-with-our-stuff and this-is-ours-no-looking-no-touching. You might want to poke around Creative Commons' license chooser and see if one there floats your boat - if I had to guess, you'd probably like CC-BY-NC-ND or CC-BY-NC the most; the former lets people redistribute your art for free as long as they state that you made it, but doesn't let them (legally) modify it, claim they made it, or charge money for their own copy. BY-NC is the exact same, but it allows people to legally modify your art (which may prove handy for MUGEN fans), though they can't charge money for that either. The Creative Commons licenses have a pretty good track record of being legally solid licenses, so I wouldn't worry too much about whether they hold water in court or not.

    Keep in mind you don't have to license your code under the same license if you don't want to - heck, I'd advise against putting the code under any of the Creative Commons licenses since those were really only meant for art/plaintext anyway and it'd technically allow someone to legally stick your game up on a torrent site or other normally illegal download facility. The most prominent example of dual-licensing of a commercial game I can think of is id Software's Quake and Doom series. id Software periodically sticks their older game engines under an open-source license (GNU General Public license version 2, or version 3 for Quake 3, Doom 3 and later, I think), but they always keep their art under a proprietary license - there's no reason, legally speaking, you could have the art under a license like CC-BY-NC-ND and have the code/executable under a license that doesn't allow people to do anything but run the game. The spriterippers and MUGEN enthusiasts get their sprites, you prevent anyone from making a dime off your artwork without your say-so, and you keep full control over your game's code - everyone's happy.

    Still, I'm no lawyer. Obviously you want to consult a real lawyer who went to school for stuff like this before making any serious licensing decisions, if possible. Far as I can tell there should be no issues with using something like CC-BY-NC-ND or CC-BY-NC for your art and then locking down your code as much as legally possible, though.
    I am the salt of the earth.
    Rage is my body and salt is my blood.
    I have created over a thousand excuses.
    Unknown to winning, nor known to humility,
    Have withstood bans to write many forum rants.
    Yet, those hands will never hold that L.

    So as I play,
    UNLIMITED SALT WORKS
  • BurnYourEgoBurnYourEgo Ishikawa don't care about your weeabullshit avatar. Joined: Posts: 1,983

    Still, I'm no lawyer. Obviously you want to consult a real lawyer who went to school for stuff like this before making any serious licensing decisions, if possible. Far as I can tell there should be no issues with using something like CC-BY-NC-ND or CC-BY-NC for your art and then locking down your code as much as legally possible, though.

    This is probably the first time on this site someone should legitimately summon ultra david for advice, or better yet contact him directly for proper legal advice.

    Steam: BurnYourEgo: Terribly playing KOFXIII and Xrd, want to learn Skullgirls
    Fightcade:Bathtub_Leviathan: ST, maybe 3s
  • COALCOAL Joined: Posts: 93
    edited September 2014
    More Pre-RFD updates!
    http://blog.team18k.com/gameplay/pre-rfd-updates-2/
    We’re a few weeks along, and Red Fight District III is coming ever closer. We once again have a batch of changes to share with you!

    One of the major complaints by alpha testers was our mockup grab, which consisted of mockup sprites and the inability to throw your opponent forwards, which made it useless when applying pressure on a cornered opponent, as it would throw the opponent out of the corner.

    One of these problems has now been resolved! We now have a fully sprited version of the throw animation, and we are hard at work to implement the ability to throw your opponent forward.

    image

    The previous blog showed you our newly added superstop, and while this was a nice start, the pause without any effects was a bit awkward. The screen now becomes dark for the duration of the superstop, and a quick screen shake effect take place. This is however not apparent on youtube, as it cuts half the frames of animation (and thus, the shaking frames).

    Of course, these superstop effects are still not final, but the superstop should be easier to read visually now.

    image

    We’ve lengthened the stage vertically and added vertical panning to the game. Vertical moves such as uppercuts will now be followed by the camera, adding an extra bit of visual oomph.

    image
    Attentive readers might notice we’ve changed the properties of the Hard punch dragon punch a bit.

    Finally, we encountered this funny ‘little’ bug a few weeks ago. Why did we wait before showing it to you? We wanted to kill it dead, so you could not recreate it at RFD. Enjoy.

    image
    Shattered dev: Blog - SRK Discussion
  • COALCOAL Joined: Posts: 93
    AND the RFD bracket is full!
    Shattered dev: Blog - SRK Discussion
  • phoenixnlphoenixnl Joined: Posts: 640
    We've got another update for the upcoming RFD tournament! This time a couple of big and important visual and and audio updates!

    http://blog.team18k.com/gameplay/pre-rfd-updates-3/
    Pre-RFD updates #3

    RFD is coming ever closer, and once again we’ve added a couple more changes to the game that are highly noticeable.

    The first change is one we alluded to in the previous post already. Not only do we have a new and fully animated throw, now Julia can also throw the opponent in forward and backward.

    Several testers expressed the desire to have some sound in the game. Attacks now make sounds on whiff, on hit and on block, as you can hear in the showcase video we’ve included below. None of the team are experts when it comes to audio, so these initial sound effects are only temporary. Nevertheless, we feel that it certainly makes the game feel more complete, even in this early stage.

    Having sound allows for easier reactions (one’s reactions on sound cues is significantly faster than that of visual cues), and overall just gives a lot more impact to hits.

    Another feature we’ve implemented that we really wanted to be in before RFD, is the combo counter. Although figuring out what combos and what doesn’t, is quite intuitive with Julia, having the game actually tell you what combos and what doesn’t helps tremendously with any game you first pick up, so we’re very happy to have it in.

    Player 1 and Player 2 have had the exact same colors for a very long time now. And while for showcasing some new features, or just practicing combos, this is hardly ever confusing, it certainly can get confusing in the heat of battle. We have now implemented a new color palette for Player 2 Julia, so that now you’ll know exactly who is who when playing! If by any chance you have a variation of colorblindness that still makes the two Julias hard to distinguish please let us know, we’re more than willing to tweak the colors.

    image
  • MajormelisThereMajormelisThere no labels Joined: Posts: 491
    damn, those sounds sound nice and meaty
    Skullgirls: Parasoul, Cerebella
    JOJO HFTF: Polnareff, Iggy, jotaro
    Umvc3: poor spider-man, poor ryu, ok sentinel
  • COALCOAL Joined: Posts: 93
    edited October 2014
    Time sure is going fast! New update time!


    There is only one week left until Red Fight District (RFD) starts, the final countdown has begun! We are very pleased with the state of the game right now as it feels stable and balanced, there are still some minor bugs that need to be fixed, but we have locked down the code in terms of gameplay changes and feature additions until after RFD so we don’t have to fear for sudden bugs ruining the game! We still have a lot of visual and audio content to add (not to speak of additional characters), but we have made great strides when it comes to the playability and presentation of the game in these past weeks.

    One of the latest additions is an updated Shatter animation which now has some visual effect and sound effects to make it clearer when you have shattered your opponent.

    image

    Saturday the 4th of November we held a final playtest session with Shoutcaster/Marvel Fanatic WrathTheFurious (who will be commentating our finals on the RFD stream!), Marvel player CorrezZio, Team18K animator Bob Sagat and coder/designer Phoenix. It was a joy to see the excitement of players and how fast they picked up Julia’s combos, blockstrings and tricks. We’re very thankful for WrathTheFurious and CorrezZio taking the time to test the game with us!

    Here’s a nice snippet of hype moment where Phoenix lays down the pain on his opponent.

    image

    We recorded more than just this snippet, the following video clocks in at just under an hour of Shattered gameplay between Phoenix, WrathTheFurious and CorrezZio. Sadly, we did not really keep track of who played when, so we only know that Phoenix was p1 and Wrath was p2 for the first few games. Enjoy!

    image

    The tournament at RFD will be held on Saturday, and by the current schedule the finals will be streamed at 8pm (GMT+1), it will be streamed by the Hadoken.eu. Of course, the schedule is subject to change, so if you want to be kept up to date about the progress of the tournament and when it will go live, make sure to follow us on Twitter

    Coal

    Shattered dev: Blog - SRK Discussion
  • Bob SagatBob Sagat Akuma Thurman Joined: Posts: 1,547
    Not too long 'till the first Shattered tournament!

    This is the first dream event of the twenty first century!
    If you choose the wrong colour palette, you may just loooooooose.
    The winner of this tournament is the strongest player in the world!
    Julia is as good as they come!
    Any Julia can win the tournament!
    Only ability- GREAT!
    I knew this game was in your heart!
    The minimum wage fighting 2014 is about to begin!
    Hardcore fans have been eagerly anticipating this event and now the waiting is finally over...
    Check your training wheels at the door, ladies and gentlemen!
    This is gonna be one incredible battle, that won't easily be forgotten!
    The time has come, with the new history, that's going to unfold...
    You can feel the intensity in the air as the hopes, dreams and hearts of these warriors are about to be put to the ultimate test of skill!
    What they're after is: the title of the world's strongest!
    Now, ar-ar-are you ready to ge-ge-get it on?!
    This is gonna be a tournament to remember!
    Live and let die!
    Go for broke!

    I know that you'll. Be. Theeeeeeeere...
    Roald Dhalsim
  • COALCOAL Joined: Posts: 93
    edited October 2014
    (I hate how the blogpost will otherwise show up at the last post of this page)
    Shattered dev: Blog - SRK Discussion
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