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.
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.
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.
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
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:
Still waiting for Mr. Prez so I can implement updates to this old game.
If you want to keep up with what we do, come back here from time to time. Since development is not a fast process, this is a page that'll let you know that we ain't dead.