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Updates, Updates, Updates! Final Flames 2 Demo v0.2.0, Wave Shine!, and new website stuff

7/29/2016

1 Comment

 
Hi, this is Chair. After disappearing for a bit to attend random events such as Anime Expo and Evolution Chamionship Series, I decided to get back to working on the games. But before we head to those, let's talk about a new addition to the website, which is the Developer's Voice. I thought that this website needed more personality and I thought that it would obtain that personality if the developers could add their honest thoughts and feelings about each game they made.

Final Flames 2


​First of all, here's a change log to the Demo v0.2.0 of Final Flames 2:
  • ADDED A PAUSE FEATURE! WOW! We really needed that! More importantly, this pause menu has a character switching system, which allows you to switch characters whenever you want. In addition to this, the lives system was omitted. You are able to collect Reviving items throughout the game. This means that the game is over when all of your characters are dead.
  • Slight changes to graphics. Smoother transitions between stages. New portraits for characters. Small animation updates. Every cutscene has scrolling text now. Better backgrounds.
  • Slight changes to sound. Most notable is that we abandoned MIDI format for background music
  • Many bug fixes. We believe that this game can now be played in Windows 8. There's a better chance that it will work. The slowdown at the title screen no longer exists for weaker computers. Enemies will no longer walk on the air. Lots of other junk has been fixed.
  • Added D-pad functionality. This is so that the game is compatible with all Xinput controllers and not just the Xbox 360 controller.
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drawn by Nashira
This is most likely the last update for the demo. Everything else will be in the full game unless I have another urge to fix something. Early in development, there was planned to be an extra stage. Well, that's scrapped for something else bigger. A hidden pseudo RPG Maker horror portion that extends the game's silly plot into something else.

Wave Shine!

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drawn by fuwadesu

​Wave Shine! is the new title for FGC Simulator. Why? First of all, the game utilizes a feature from Smash Bros. Melee called Waveshining. It's done by using the reflector's one frame hitbox and following up with a powerful attack. A similar function would be present in the game, which allows you to have better mobility and combo potential. Second, think about how waves shine in the sun. However, that can be transcient, as the waves disappear as they travel further into the shore. This reflects the feeling of the game as happiness fades away as the game progresses. Well, that's really it. I haven't done anything with this game. Legit, I just need to finish Final Flames 2.
Finally, Mr. Prez, since you actually put updates in the website, I have a feeling that you're actually reading this. if you are, please stop blocking communication between us. I'm genuinely concerned now and this is really not making anything better.
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Final Flames 2 is actually...good!?!?

4/7/2016

1 Comment

 
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So I actually had the opportunity for the first time to have the Final Flames 2 Demo to be on a table for people to play in an anime convention. I even held a speedrun challenge of the game there, in which the winner wins a free scouter from Dragon Ball Z. What surprised me is that the winner got a faster time than me, in which he and his friend beat the demo in 4 minutes 38 seconds. That's pretty fast honestly. Seeing that, I still don't know how some people find this game a little difficult. Even one of our best Super Smash Bros Melee players had a game over.

But what surprised me the most is that a lot of people that played the game told me that this game was really fun! I was really nervous about showing this game too and it made me really glad that even those who had a hard time found it enjoyable. There were even people playing this game multiple times and seeing that made me smile. I also had a sheet in which people who are interested in this game can list down their email. I was really happy that some people actually listed down their email.
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A doodle of Naira, one of Final Flames 2's characters, on the feedback sheet. The Japanese translates to "awesome af".
It's not going to be over yet though. I actually have another opportunity to have this game tabled at an upcoming gaming event. I even fixed some of the bugs found by some people in the anime convention. I can't wait!

Final Flames 2 is also going to have a kickstarter soon so that I will be able to buy assets for the game. I mean, I can't just really distribute this game with all of these game sound rips. Haha.

We also FINALLY GOT AN ARTIST. I mean, I actually took a bit of time to learn how to draw but I actually now have someone to concentrate on the sprites. This also means awesome promotional art for the Kickstarter video.

Since we got good feedback on this game, I have uploaded Final Flames 2 on a couple of indie game websites, such as Itch.io and Game Jolt. Sadly, I haven't really been getting any uploads yet but I'm still determined! I have taken down the links to the Google Drive downloads for Final Flames 2 and replaced them for those indie websites because it's easier for me to keep track of who's checking them out.

I think this is finally going to be the time when Lame Dimension can show off how cool we are!

Lastly, I think I have decided a final name for FGC Simulator. I recently thought that adding waveshines to all of the characters can add some awesome combo potential for the game. And that's when it hit me. FGC Simulator is now called Wave Shine. I think it's also a good name, not just to tie in with the fighting game community but also to the story. You see, waves can be big and shining far out in the ocean. But once they reach the shore, they will crash and disappear. ​
​
How does this tie in with the story? Whelp, we'll find out soon what happens in our sad story once it's out!
1 Comment

Small Glitches in Final Flames 2

1/22/2016

0 Comments

 
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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    Picture
    Tweets by ChairGTables

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