Lame Dimension
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Final Flames 2 Has Been Revived!

1/31/2016

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Hey! Chair here! I think Final Flames 2 has finally gotten a big update since its many years of inactivity.

​First of all, we would like to present a new feature that we never planned many years ago.
This new feature is the Assist. Is this the same assist feature from the first Final Flames game? Not really. It's quite different. The one in first game is actually an assistant feature. But what's the difference? The assistant feature in the first game allows you to recruit a fallen citizen to fight alongside you as an AI controlled ally until the stage has been completed. It's rather cool so this feature will soon be implemented in the game. But what is the new assist feature in Final Flames 2? If you have played some fighting games where you can summon your partner and they do a move to extend your combo, such as Marvel VS Capcom 3, then that is the assist feature we are implementing here. After selecting the character you are playing, you can select any of the other playable characters for you to summon anytime within the game for them to perform a quick move.
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​Also, we want to show off that we FINALLY made stage 1.
For many years, this game only had bosses. There was never any stages. If you've noticed in the GIF, the playable character seems to be able to walk faster right after all the enemies have been cleared. This is because we're implementing something from Time Crisis where the game will automatically move you to the next area of action really fast. This prevents a major flaw we had in the first game, which is spending most of your time walking REALLY slow throughout the stages (which is why I call the first game "Walking Simulator" haha). Anyways, I have high hopes for this game.

I was also able to seduce an artist to draw some stuff for this game. This girl is Danicky, and she has been spamming the guestbook with some weird stories. I'm really hyped up about this.

By the way, today is the Global Game Jam, which is an event where you go to some place and develop games for 48 hours straight but I have no ride so I just Game Jammed at home haha. Sad life.

Finally, I've decided to stream this game's development from time to time so if you are interested, you can check out the stream here.

Other small updates:
  • Faliyos's ice wave now has a longer hitstun
  • Faliyos's first punch has a longer hitstun to prevent sudden combo breakers
  • Joriel's aerial attack has the arrows more condensed
  • Joriel's command attack changed from a melee book attack into shooting arrows in the air, similar to his boss counterpart
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Easy fix to Unleash Changes

1/23/2016

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Guess we found the easy fix that fast. Just a fade out effect to the white background and keep the unleash text and face scrolling after the pause.
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Unleash Changes

1/23/2016

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Yo! This is Chair! Right now, we're having struggles with deciding how we can combine these two elements.

​The one on the left obviously has a cooler effect. The main problem here is that the opponent has time to move during the posing phase. This is a really big problem for Faliyos because his Unleash consists of him dashing forward to grab the opponent. With a one second delay for the dash is initiated, the opponent has time to move away from Faliyos. The image on the left shows how the opponent had time to move away from the Unleash, but accidentally walked into it anyway.

The one on the right, however, looks less cool. The big advantage here though is that the player is able to pose while time is stopped. Right when the player presses the Unleash button, the time stops, just like how it is in fighting games. This gives less chance for the enemy to be able to walk away as the Unleash happens immediately after the pause.
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Cool effect but opponent has time to move away.
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Pauses time during pose but effect is less cool.
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Small Glitches in Final Flames 2

1/22/2016

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Yo! This is Chair. So ever since I found the lost file, I've been messing with it A LOT. I have forgotten how much I love this game compared to the first game. It's like this game is Super Smash Bros Melee because it's fast and has techs and the first game is like Super Smash Bros Brawl where it is slower.
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​Anyways, the first glitch I found is something I will probably not remove, because non-beneficial glitches are fun. Basically, the final boss is designed to never go outside the screen. Joriel's hitbox for the push attack, however, never disappears until the attack ends. The attack can be initialized again during the attack. This means that the final boss can be forever stuck in hitstun at the corner of the stage.
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The second glitch might need a fix as it can break some gameplay. Basically, whenever the player gets hit, any movement gets cancelled. If the player is in a jump situation, their vertical movement will stop if they get hit, meaning that they won't even fall to their original placement. They will just, magically snap into their current Y position. So basically, if you are above the top portion of the floor and you get hit, you will end up floating in the air. This can be manipulated and repeated until the player goes above the screen. To fix this, we might create a function where the player actually has gravity and their vertical movement won't stop during hitstun. An invisible ground object might be made to determine their ground position. That's all. I really want to finish this game one day

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2 Months of Lost Work Has Been Recovered!

1/21/2016

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Yo! This is Chair. You have no idea how happy I am to finally find the lost Final Flames 2 file. This Final Flames 2 file contains the most updated version of the game. Before I found this, there's actually another version that's been trying to keep up and make up the lost time but there's no need to worry about that anymore. I just have to move the additional updates I placed in the other version. This includes Joriel's command attack change from a weak melee attack (which is a reference to RPG Tournament) into the falling arrows attack that the boss version of Joriel has. Other changes include title screen change, music change, and fighting mechanics I've also noticed how kinda cringy the story is but I guess we can alleviate that. I'm just so glad I don't have to reprogram the death animations, the revive feature, and all sorts of other stuff. I could say that I don't have to rewrite the lost story parts but I still have to rewrite the script anyways. Also, since I play competitive fighting games more now, I've realized how much more potential the jump feature has. From now on, you can cancel any attack into a jump. I know they don't do that in fighting games because of how broken it will be but this game is not a fighting game. It won't be that broken but you can extend your combos with it. This is especially helpful with Naira's command attack because it's more like a trip attack where she is unable to move at the end of the attack. This invulnerability can be cancelled with a jump. Here is the full list of gameplay-wise updates:
  • Command attacks no longer needs two forward inputs to be executed; it only needs one forward input like how you do a smash attack in Super Smash Bros.
  • King's command attack now moves forward for a longer reach
  • Faliyos's basic attacks now come out a few frames faster
  • Every attack can be cancelled into a jump with full mobility

Still waiting for Mr. Prez so I can implement updates to this old game.

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The Start of a New Semester + Hulk Kid Update Hype

1/21/2016

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Hey! This is Chair! It sucks that we all have to go back to classes, but we gotta do it if we wanna graduate and make awesomer games. Since we're back in school, it's obvious that the game development process will be slower. But this does not stop us to bring you updates!

From now on, any medium sized updates on Hulk Kid will be put on the website. This means you can actually see the changes made in the incomplete game! Experience the developmental changes of a game! You can visit the Hulk Kid page and play the basic movement functions of Hulk Kid right now on your browser. There will be no executable downloads until the game is complete.

FGC Simulator has zero updates since the previous post haha. I was actually planning on updating it during Genesis 3 but I often end up playing with really skilled Socal and Japanese players in a suite. It's obvious that I just knock out by the time I get back on my own hotel room. I really wanted to finish the game script by then but I guess it didn't happen. Before I go, why not check out my awesome crowd sign in Genesis?

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A Long First Devlog Post

1/14/2016

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Hello! This is Chair, vice president of Lame Dimension and a nooby Computer Science student in college. First of all, today is the day we launched the Devlog page of this website. Two days ago, we just bought the domain www.lamedimension.com. Yesterday, we also bought the domain www.lamedimension.moe. Strange isn't it? Well, we never knew that the moe domain existed until I tweeted that I got the com domain. I was told shortly after that there was a moe domain and I just regretted my choice haha. 

I want to say that this devlog is where I will pretty much put every single update on what I do with development. I'm usually shy with a lot of people seeing my stuff and I do not think many people come here so I'm more comfortable blurting out everything here.

We are 10 years old now??

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Before we get started on the many things to talk about development, I would like to say that Lame Dimension is actually 10 years old now. Well, it wasn't really Lame Dimension 10 years ago when we were in elementary. Mr. Prez and I just called ourselves the Stick Figure Returns team after we developed our first game, Stick Figure Returns. We decided the name Lame Dimension during middle school. The first Lame Dimension website, made in webs.com, was made a year later when we had a heavier focus in our main game, Final Flames. This website was born on the summer of 2015. I'm not really sure if Mr. Prez is aware that we've been making games for 10 years now haha.

Fighting Game Community Simulator

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FGC Simulator has actually been in development since the summer of 2015. It's crazy to think that the game is still in the pre-production phase, knowing it's been about 7 months now. The crazier thing is how there are so many ideas about the game that had been changed throughout the months. If I decided to start developing the game during the first month, it would have probably been made in RPG Maker or RenPy, where it's a story-only game. The main characters would have been all boys. This is because before it was called FGC Simulator, the game would have been called Secksmen, which features four boys from a competitive fighting game team in real life called Secksmen. I said to myself, I don't want to make this game about real people. Time has passed and the characters were all changed into girls, with their personalities reflecting on the four boys. I actually finished the game script during October, but I have been heavily revising it during december. About 90% of the script was entirely changed. For example, the first boss was just going to be a generic monster shaped like a cherry with arms and legs that stops the player out of nowhere. In the revision, many aspects of Chapter 1 has been changed, as the first boss actually plays a role in the story now. It's no longer just a monster, it is now a girl named Atseri, with the nickname of Cherry. There's still no design for her but I imagine her with a cute, frilly pink dress. I have lied so many times with the people I'm collaborating with at Skrub Lyfe Gaming that I'm almost done with the script. This is because a really big Super Smash Bros. tournament that I'm attending called Genesis 3 is coming up and my teammate often comes to my place to practice intensively. I'm actually about 70% done now. I usually stay up really late just writing the story to make up the lost time. It's crazy to think that Genesis 3 is tomorrow. I'm actually writing this post before I leave for Genesis. Anyways, I'm really hype to start developing this game. There are a few problems though. The problems are:
  • I'm actually writing the entire plot before developing the game. A good game designer develops the story in detail throughout the development, not in the start.
  • I'm making a serious game at my first time using Unity. You're supposed to make smaller games to test the waters. To make matters worse, I'm still learning the basics of Unity. To alleviate this problem a bit, I'm making test games within FGC Simulator that will eventually become minigames within the game.
I really hope we can come through even with these problems. Did I also mention that I'm also going to sell this on Steam even though it will be my first Unity game? Crazy, huh? Anyways, I really just want to make a game with a serious story line for once. One of my biggest weaknesses is writing a serious plot. Whenever I try to do so, it often comes up as cheesy. I think I'm really good at writing funny stories though since many of my friends laughed at my Fate of Two Awesomes visual novel. I sort of alleviate this problem by having the main protagonist as a comic relief, meaning that there is still a bit of humor in some serious parts of the plot so that it wouldn't sound as cheesy. At this point, I don't even think this game should be called FGC Simulator since this does not feature the Fighting Game Community's activities as a whole. Rather, this game focuses on the friendship of former fighting game players. I still don't know the best title for it, so I'll leave it as FGC Simulator for now. I hope that I'm actually able to reach the hearts of people with this game though. By the way, do you know how difficult it is for me to write a serious plot? I'm not really experienced with making characters talk accurately with their personalities. Let's say there's this innocent girl. Sometimes, my silly personality would kick in and I would write what I would say instead for her dialogue when she makes responses. Just imagine an innocent little girl suddenly saying, "Yo, mang! Chill!" Strange huh? Why am I not putting this devlog post on the FGC Simulator tumblr? I intend the tumblr to be of more serious, major updates. I know it's empty but I'll put something once the game is past the pre-production phase.

Hulk Kid

Honestly, I never expected that I would be asked to be in a collaboration to make a game about a Youtube series. I found this series called, Hulk Kid, on Youtube and it made me burst out laughing because it uses the video making style I like to do, which is editing videos so bad that it's funny. In response, I decided to make a video about the series, which is on the bottom, and the creator of the series loved it. I was later asked if I could make a game for it. Problem is that he wanted me to make a flash game so that it could be played on the browser. I'm not experienced at making flash games but I soon found a solution. The solution was to make an HTML5 game through Game Maker, which is an engine I'm extemely familiar with. Right now, it's still at the pre-production phase. The game will be made in a slow way since I want to focus on FGC Simulator. Did I also mention that I'm bad at balancing school with game development? Sometimes, I wish I can just skip a semester so I can have more time to develop games.

Final Flames 2

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This game has been in development for about 3 years now. Why? I really hope Mr. Prez would at least put small updates on it from time to time. I've already done the parts that I can do on my own, which is to make all the bosses and characters. I can't really work on updates until Mr. Prez updates it.  Honestly, I want to finish this game already. This game has so much potential. Even though the only thing playable are the bosses, I think this game is already more fun than the first game on its entirety. I know back then we thought that Final Flames was going to be the best game we made, but with what was implemented on Final Flames 2, the first game just feels so dull and slow. With the new combo system and jumping mechanics, the game just feels awesome. Even the bosses are more unique. Honestly, most of the bosses I made in the previous game was just copy and paste from the first boss with just a new type of attack haha.

AYAimouto

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Honestly, this little sister project will probably be something I'll work with for the rest of my life. She's just a Twitch bot now but I really want to expand her for other AI purposes one day. It's crazy to think that a character I made in a high school short story project turned out like this. I'm having her made as a live2D model. This 3D model is just a custom character I made from a hentai game hahahhaha. Aya is cute. I'm glad that many of my friends like interacting with Aya. But what makes me the happiest is when people actually think she's a real person talking haha. Happened about 5 times now on Twitch.

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