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Search found 273 matches
- 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.
- 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...
- 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.
- 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
Damned Olive Oil Makes Everybody Drool.
MAGNUM
- 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.
- 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 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.
-a naughty 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.
- 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
You can already do that bruhScarface wrote:You can set maximum players in your server in Server Options.(that window which opens when you press ''Host Game''.
- 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.
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.
- 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.
- 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.
- 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.
- 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 ...
- 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...
- 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 ...
- 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...
- 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.
- 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 ...
- 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...
- 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".
- 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...