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Search found 273 matches

by Splinter
Sun Jun 19, 2016 11:15 pm
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: Cute red ball of fun is a must-have!
Replies: 1
Views: 1752
Gender:

Re: Cute red ball of fun is a must-have!

The old Superfighters had a beach ball too, it was kinda fun, haha.
by Splinter
Sun Jun 19, 2016 11:08 pm
Forum: SFD Status Updates
Topic: Development roadmap and business plan (OLD)
Replies: 57
Views: 49323
Gender:

Re: Development roadmap and business plan

Wow, really exciting news! Having a paid beta is a good idea. Is it going to be cheaper than buying the full version later on? If it is, that's another incentive for buying the paid beta. What about people cracking the game? I suppose an account system will make it much harder to do. I agree with Gw...
by Splinter
Sat Jun 18, 2016 10:44 pm
Forum: SFD Status Updates
Topic: Pre-alpha 1.9.2 is out!
Replies: 10
Views: 6555
Gender:

Re: Pre-alpha 1.9.2 is out!

Hmm, I wonder what happens if I burn my pants. Let's find out.
by Splinter
Fri Jun 17, 2016 7:48 pm
Forum: General
Topic: Forum game:Make a sentence with 6 letters
Replies: 105
Views: 51208
Gender:

Re: Forum game:Make a sentence with 6 letters

DOOMED
Damned Olive Oil Makes Everybody Drool.

MAGNUM 8-)
by Splinter
Thu Jun 16, 2016 11:25 pm
Forum: Solved Bugs
Topic: performing actions while in flailing animation
Replies: 5
Views: 3791
Gender:

Re: performing actions while in flailing animation

Lol, alex flying was really funny. But he was probably teleporting, I doubt it's a bug.
by Splinter
Thu Jun 16, 2016 5:10 am
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: Small Suggestions topic
Replies: 496
Views: 272554
Gender:

Re: Small Suggestions topic

Suggestions for the Customize fighter menu:
-a naughty :twisted: button to remove all clothes. It's helpful if you want to start a new outfit from scratch.
-ability to store/save more than 1 outfit and select them.
by Splinter
Wed Jun 15, 2016 7:38 pm
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: Small Suggestions topic
Replies: 496
Views: 272554
Gender:

Re: Small Suggestions topic

Scarface wrote:You can set maximum players in your server in Server Options.(that window which opens when you press ''Host Game''.
You can already do that bruh
by Splinter
Tue Jun 14, 2016 7:42 pm
Forum: By design
Topic: Unavoidable smash.
Replies: 29
Views: 18748
Gender:

Re: Unavoidable smash.

Ok, here it is, with and without using slowmo:
http://www.youtu.be/ax18C0wK0kw

Notice that the CPU remains in the stun animation the whole time. It took me several tries though, otherwise it can be blocked.
by Splinter
Tue Jun 14, 2016 6:24 pm
Forum: By design
Topic: Unavoidable smash.
Replies: 29
Views: 18748
Gender:

Re: Unavoidable smash.

@Zyfex I'm pretty sure you can do it faster, but you have to cancel the attack probably 1 frame after the melee weapon hitbox activates (which is possible), so it's really hard. Let's call it an advanced technique, I don't think it should be "fixed" or anything.
by Splinter
Tue Jun 14, 2016 6:18 pm
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: Battle Damage For Naked Players
Replies: 4
Views: 3211
Gender:

Re: Battle Damage For Naked Players

You should use much bigger pixels (the fighter's nose is 1 pixel), but I like the idea of having blood on them like the old Superfighters.
by Splinter
Tue Jun 14, 2016 4:04 pm
Forum: Custom Textures and Sounds
Topic: [GUIDE] How to Create Custom Weapon Textures
Replies: 12
Views: 14124
Gender:

Re: Tutorial: How to Create Custom Weapon Textures

Good job on the tutorial, just a correction though: Shark speaks portuguese, hehe.
by Splinter
Mon Jun 13, 2016 11:34 pm
Forum: Superfighters Deluxe
Topic: Requesting Stickied Threads for this section of the Forum
Replies: 4
Views: 3319
Gender:

Re: Requesting Stickied Threads for this section of the Forum

I don't think the small suggestions thread is a failure, since people can now like posts in this new forum. I'm sure the devs read all of them, since they are generally 1-sentence short. @Elk: from time to time, big posts discussing the meta-game and game mechanics show up, and they become obsolete ...
by Splinter
Sun Jun 12, 2016 7:08 am
Forum: Superfighters Deluxe
Topic: Client side vs. Server side
Replies: 8
Views: 4840
Gender:

Re: Client side vs. Server side

Nice discussion here, really happy about Gurt's plans with this "lerp" thing (taking an average of 2 positions, from what I googled) and locking some players to server side. I think this will greatly improve the game :) About high ping players affecting other connections, maybe it was a bug with cal...
by Splinter
Fri Jun 10, 2016 11:35 pm
Forum: Superfighters Deluxe
Topic: Client side vs. Server side
Replies: 8
Views: 4840
Gender:

Client side vs. Server side

Hey guys, I wanted to make a post about client side movement. First of all, I don't know how much work it would take revert client side movement (and I know how much work and time it took to code it) but in case it is viable, maybe we should discuss about bringing back server side movement. The two ...
by Splinter
Fri Jun 10, 2016 3:33 am
Forum: Superfighters Deluxe Planned Features
Topic: [DONE] Ability to grab enemies
Replies: 128
Views: 73168
Gender:

Re: Major feature: Ability to grab enemies

If I try a grab at melee range, will it be almost instantaneous? It would be better if it had a tiny delay. If we could do a grab while sprinting, that would be a great engage against someone with a gun, much better than diving. What if we can disarm somebody if we grab him with his weapon unsheathe...
by Splinter
Wed Jun 08, 2016 10:01 pm
Forum: Verified Bugs
Topic: Game speed shifting
Replies: 2
Views: 3303
Gender:

Game speed shifting

Sometimes when a round starts, the game speed increases a lot, maybe x2,00, like trying to "catch up" with the server. Also sometimes everything speeds up a little bit and goes back to normal, which makes melee fights clumsy.
by Splinter
Wed Jun 08, 2016 8:59 pm
Forum: Superfighters Deluxe Planned Features
Topic: [DONE] Ability to grab enemies
Replies: 128
Views: 73168
Gender:

Re: Major feature: Ability to grab enemies

Instead of holding F, how about a classic punch+block to grab, like some fighting games? The counter for it could be A+D or just kicking before he "completes the grab": http://www.youtube.com/watch?v=zulkyJrSGJM (at 0:29, girl kicks him away in time to escape). By "charging", do you mean the player ...
by Splinter
Wed Jun 08, 2016 1:19 am
Forum: Superfighters Deluxe Planned Features
Topic: [DONE] Ability to grab enemies
Replies: 128
Views: 73168
Gender:

Re: Major feature: Ability to grab enemies

Cool! I have a suggestion for how the charging could work: Instead of a charge, you immediately grab the enemy by his collar when you start holding F. After about 0,4 seconds (average human reflex is 250-300 ms, so it can be countered), you lift him up in the air, completing the grab. While you hold...
by Splinter
Tue Jun 07, 2016 6:52 pm
Forum: Answered ScriptAPI Topics
Topic: Script Method
Replies: 3
Views: 2553
Gender:

Re: Script Method

I think there are simpler ways to do this. Make a global variable that becomes true when you enter the area, and make this script only work if "var == true".
by Splinter
Sun Jun 05, 2016 11:47 pm
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: You shouldn't be able to roll after a dive.
Replies: 7
Views: 4409
Gender:

Re: You shouldn't be able to roll after a dive.

I suggested in another topic to put sprinting on a short cooldown if you have been dived. This way, you can still roll away, but diving would be a better engaging "technique". Edit: by the way, the problem is not being able to roll after a dive. Problem is that it seems players can get up after bein...