PARRY / substitution! The AI's way too good at it though, might have to tone it down, but man, it's SO TIGHT #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Pampa 🇫🇷
@pampattitude.bsky.social
Web dev / engineering manager by day, game dev by night #sbc #retrogaming #gamedev #pixelart
Running on my RG477V even during breaks 😀 (ignore the broken front glass) #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Found a pretty cool Rock Lee combo while debugging ✨out-of-memory✨ issues #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
First implementation of an AI. For now, it's all random, but it already shows frame data needs a lot of balancing 😅 #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Slow days ahead, I have a lot of refactoring and cleaning up to do. In the meantime, here's a random collection of combos or whatever #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Remade the Chuunin outdoors arena stage from the DS backgrounds, it's looking a million times better already #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Hinata's palettes, and a bit more WIP gameplay #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Now working on Hinata! She's VERY different from Rock Lee, as she has no target combos, only normal links, so she's very technical. To compensate, she has great frame data and damage. Here's a comparison b/w technical and monkey #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Started working on Sasuke He's quite different than Rock Lee already, with no combo route (only target combos), but more hits per combo, and also more stuff to come :D #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Beginning to end, the whole game so far Shaping up to be AWESOME #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Made a placeholder character / stage select screen because I can And also to make it easier to test char/stage-specific stuff #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Made some new stages, here are all the stages so far #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Lifebars! Looking more and more like a game :D #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Alright, last one this time: look how COOL it looks! It feels natural, weighty yet fluid, it's SO COOL #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
All right, last one: auto-block for player 2 (using a _very_ rudimentary AI system) after hit for 32 frames, will help a bunch with configuring frame data. Stay put for the first ever character balance changelog #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Last update for the day I think, but a big one: SPECIALS!!! Still very 🚧WIP🚧, but we're getting there #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
I'm having way too much fun playing instead of coding 😅 You can do some pretty awesome combos (and quite tight as well, for some of them) with this gameplay system #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Hitsparks make the gameplay so much snappier and satisfying #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Here's a bit of polish: I separated hurtbox (i.e. where you can get hurt; blue box) from collidebox (the space you physically take; green box), and the combos & attacks feel sooo~ smooth now, it's very intuitive #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Jokes aside, here's some "proper" juggle combo; attacks now have different properties depending on whether you're juggling or not #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
We got them juggles #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
We got them juggles #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Combo paths! Told ya it was easier to add stuff :D #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Remade the whole movement, including the state machine. It's waaaaaayyyyyy easier to add stuff now. Also made the jump snappier at the start, floatier at the apex, and landing animation. Also crouch stuff #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Remade the whole movement, including the state machine. It's waaaaaayyyyyy easier to add stuff now. Also made the jump snappier at the start, floatier at the apex, and landing animation. Also crouch stuff #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Also, collision between hurtboxes, that one was a long time coming 😅 #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Alright, "hurt" animation is now controlled by a frame count, so I can control plus frames and avoid infinites hopefully #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano
Still very WIPy, but we have HITS and PUSHBACK and HURT state #gamedev #indiedev #gba #naruto #fightinggame #indiegame #butano