Showing posts from July, 2013

Bug Fixes

This is going to be a short post. I'd like to thank Boasting Toast from for pointing out some bugs in the current build. So tonight I took a few hours to crank out some fixes and I have to say, the game feels a lot smoother and just looks nicer than before. Here's a list of the problems and how they were fixed.   - CPUs would get stuck on ledges. Okay the problem here was that when you get on a ledge, you must first release the joystick and buttons before you can push a button to get off. The AI had no concept of this so once I put that in it they now get off flawlessly   - F-air is overpowered. This was a problem where the attack unexpectedly would take multiple hits on the character. Therefore instead of dealing the expected 8% damage, could potential deal 50% if timed right.   - Attacks not sending characters far enough to sides. This was a tricky one. When a character is hit, it has his x velocity set to the attack's power. The problem was the chara

Happy 4th!!

So I know I'm a day late but...happy 4th to everyone! Smash Clash News: So I've been working hard to get the game to actually be playable, meaning you can actually hit your opponents! (Imagine that!) So I'm proud to say that all the attacks are in and the hitboxes work perfectly. Now you can have the world's first 4-player platformer fighting game in your pocket! Projectiles: One of the biggest parts of this updates is that projectiles are finally working. There still remains a few problems with them, but those bugs should be fixed in the next update. Food: What's anything without food? Pick up the fruit for a health boost! AI:  CPUs now target the closest enemy and can fight decently. Multiplayer:  I'm taking the development of multiplayer one step at a time. For this version, I got it so four players can connect into one room and select characters together. And if that wasn't enough for you guys, here is the full list of updates!