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Double Tap, new build for April 9th, 2016

Quick video up, gonna get a build up later today hopefully.

 
Everything else is great and all, but I particularly love the test models being more or less Ryu wearing a cube helmet with headphones on it

It's just so silly and I love it
 
In b4 Ken Triangle head. jk

The game looks more and more solid/ fun with the updates, are you planning sell this game someday?
 
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In b4 Ken Triangle head. jk

The game looks more and more solid/ fun with the updates, are you planning sell this game someday?
I see them selling/putting the engine up for use. People would love to use something like this in a game.
 
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In b4 Ken Triangle head. jk

The game looks more and more solid/ fun with the updates, are you planning sell this game someday?
As far as I know (as I asked this myself earlier), the plan is to use it for a project of his. I'd love to see this engine become available for the public to purchase/rent/whatever in the future, too, as it just gets smoother and smoother.

Also how does the game's menu UI outside of the fighting run? I know that menus are kind of the last thing behind the actual roster and gameplay, but I always wonder how those run as well :P
 
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Also how does the game's menu UI outside of the fighting run? I know that menus are kind of the last thing behind the actual roster and gameplay, but I always wonder how those run as well :P

Here I made a quick vid for you. I'm not much of a UI artist or designer but it's pretty quick and functional at the moment.
 
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Hey man, it looks snappy, simple, and very usable. Like, if you ever got someone to do a ui design all they'd really need to add would be spicy up the look of the menu. Aces. :D
 
Added some armor functionality and better invincibility, decided to make a small video showing some interactions an armored move can have with the DTC / Parry. I might implement a sort of priority armor system and see how it plays, heavier moves would have a hit of armor against weaker moves (heavy -> medium = armor, heavy -> heavy = no armor), we'll see.

 
New update out! Been quite a while since I’ve posted one (almost 2 months), SFV came out and that ended up using up a lot of my time for a few weeks :). There’s not a whole lot changed in this build, mostly some performance improvements, animation improvements, move property tweaks, some physics changes, and some more data functionality added and modified. I’m really happy with how it’s playing right now, but there’s still the same work I need to do to get offline 1v1 fully functional, which is what I’m gonna focus on next.

http://dt-engine.com/?p=287

 
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ah, no more short jumps? That's too bad I like mobility options.
 
ah, no more short jumps? That's too bad I like mobility options.

Yeah I still like them too, I just disabled them because the change to jump frames (5->3) made them a little harder to do.
 
Turns out there was a bug in my new cancel functionality (that was used in the pre-jump frames) that was making it really hard to short hop. Fixed it and it will be back in for the next build.
 
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Just a small update with a few fixes.

Fixed a bug with jump frames cancelling too early, was happening on frame 1 instead of frame 3.
Increased jump frames from 3 to 4
Re-enabled short hops
Moved collision detection code to the beginning of the frame instead of the end (after characters updated). This delays the hit effects by a frame, but syncs up the animation correctly now. Feels more solid.
Some animation tweaks.

http://dt-engine.com/?p=294
 
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Been a while since I posted, there is big stuff in the works and will be another month or so until I show anything.
 
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