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Status updates from MythoLogic Interactive about the game progress.
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The official Discord channel
Replies: 3
by
Hjarpe » Mon Nov 23, 2020 7:42 pm » in
General
First post
Attention superfighters!
Step right up, come on in, and join the super-official MythoLogic Interactive Discord server!
There are topics for Superfighters Deluxe, map-making, bug reports and feedback, excellent memes, as well as upcoming games like Filcher and Barbarian Odyssey.
Link:
It's like...
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Woah, very nice! So many people have been asking around for this and now it finally exists.
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- 18398 Views
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Last post by tilt56
Mon Nov 23, 2020 11:42 pm
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Superfighters Deluxe 1.3.7 is out!
Replies: 3
by
Hjarpe » Sun Sep 06, 2020 4:08 pm
First post
* Tweaked the block animations so it's more obvious that the wind-up frames are not actual block frames.
* Bots now aim towards the head if the head is the only exposed part behind a cover.
* The tutorial now uses texts from the language XML file so it can be translated using the language tool.
*...
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1.3.7d is out!
* Some server stability improvements and bug fixes.
* Fixed a bug where sounds for StrengthBoost and SpeedBoost wouldn't always play when activated by the player.
- 3 Replies
- 6378 Views
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Last post by Hjarpe
Mon Oct 11, 2021 5:32 pm
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Superfighters Deluxe is now released on Steam!
Replies: 23
by
Hjarpe » Fri Nov 30, 2018 8:05 pm
First post
The game is now available for purchase on Steam:
Again, thanks to all our beta testers, forum moderators, and everyone who played the game and helped us out along the way! Cheers!
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Got 100% and that dreaded Sargent hat ;)
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- 19198 Views
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Last post by RickAvory
Sun Dec 02, 2018 2:46 am
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Forum rules
by
admin » Sun Feb 28, 2016 2:08 pm » in
General
Posting in any part of the forum will require you to follow these rules.
Breaking any of these rules will get you a warning, which will be recorded, or get your account locked depending on the severity of the post.
1) Do not post any abusive, obscene, vulgar, slanderous, hateful, threatening,...
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Last post by admin
Sun Feb 28, 2016 2:08 pm
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Status update 2018-03-03
Replies: 3
by
Gurt » Sat Mar 03, 2018 10:34 pm
First post
March already and we're continuing on the bots and campaign ideas and approaches.
The basic line-of-sight check for bots is almost done. Due to some very special quirks with the grenade launcher and flare guns (arcing projectiles just arc every so slightly strangely) it took a bit longer than...
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This is better than danks memes
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- 3687 Views
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Last post by Tushy
Tue Mar 06, 2018 7:17 pm
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Status update 2018-02-23
Replies: 8
by
Gurt » Fri Feb 23, 2018 8:09 pm
First post
I forgot to post a status update last week but here's one to cover the past two weeks I guess.
Progress is being made for the bots shooting and their line-of-sight check, aiming and weapon behavior. This is an iterative process as we swap back and forth between different features to make the bots...
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That all boils down to game design. The typical thug in a campaign will probably keep moving towards you and only shoot you when they see you (if they carry a weapon) or stay still guarding a specific spot.
We have a system that scores a weapon based on a bunch of parameters, like obstructing...
- 8 Replies
- 6101 Views
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Last post by Gurt
Sun Feb 25, 2018 12:16 pm
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Status update 2018-02-12
Replies: 10
by
Gurt » Mon Feb 12, 2018 8:19 pm
First post
The past week didn't go as planned.
I kinda never got to start implementing a crude shooting AI as other things were prioritized. We improved some stuff in the editor instead to be able to merge selected tiles into existing groups, ungroup selected tiles already in a group and the possibility to...
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Awesome bots, and that's only with scripts. Can't wait to see Gurt's AI
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- 8197 Views
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Last post by Alexbra25
Thu Feb 15, 2018 3:08 am
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Status update 2018-01-27
Replies: 5
by
Gurt » Sat Jan 27, 2018 5:47 pm
First post
Last week was a busy week with the job (our daily job) so we didn't have any time for SFD.
This week we finally managed to finish the GamePad support for SFD (just some small tweaks left that will be done tomorrow). Just hook in any USB-game controller you have laying around and bind up the keys...
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We haven't tested it as we only have 360 controllers. But we will borrow a One controller from a friend at some point at test some more.
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- 4209 Views
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Last post by Gurt
Sat Feb 03, 2018 1:05 pm
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Status update 2018-01-13
Replies: 1
by
Gurt » Sat Jan 13, 2018 7:00 pm
First post
In the previously status update I wrote that I was gonna test JoyToKey and see how well SFD plays with a controller. I skipped that and jumped straight into implementing support for gamepads by using parts of the Nuclex.Input library. Once the gamepad support is implemented then I will test SFD...
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No is good, I set up a control, swapping its buttons to keyboard keys, is a big shit, the movement is good but the aim,shoot, attack, grab is very poor... Good luck, if get good I'll just i'll happier to bought the best game ever :D
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Last post by Shark
Sun Jan 14, 2018 10:31 pm
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Status update 2018-01-06
Replies: 1
by
Gurt » Sat Jan 06, 2018 11:44 am
First post
This status update is for the release version of SFD and its progress.
Support for local multiplayer seems to be working fine now in our current development build. We have also finished the possibility to play Offline without the need to create a server similar to how the tutorial and testing a...
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Nice work! I'm really excited for the next update. Development of super-fighters deluxe is a great inspiration for me. I watched your multiplayer test demo video, can't believe you've gotten this far from scratch
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- 2302 Views
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Last post by Spack Jarrow
Sat Jan 06, 2018 2:13 pm
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Status update 2017-12-29
Replies: 9
by
Gurt » Fri Dec 29, 2017 1:23 pm
First post
The last status update for this year.
First I want to mention the highlight of this year: The release of the Beta version of Superfighters Deluxe where we officially welcomed Splinter and his awesome music. We also introduced our first survival type map Zombie Nightmare with our first AI featuring...
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Hmm, I got an idea P1's health and stamina is in the upper left corner and his equipment is in the lower left one. P2' health and stamina is in the upper right corner and his equipment is in the lower right one. I can't imagine how would it look like with 3/4 players Hmm... Maybe... Every player...
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- 6979 Views
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Last post by hyper copter
Wed Jan 03, 2018 11:56 am
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Status update 2017-12-21
Replies: 2
by
Gurt » Thu Dec 21, 2017 7:04 pm
First post
Status update!
We recently rolled out Superfighters Deluxe Beta v1.0.2c.
This version was most likely the last update before we start working with the first release version of SFD.
I plan to keep posting regular status updates about our progress, what we're doing and how we're progressing. My...
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a pump shotgun with a bazooka skin, when it was only obtainable with cheats. :D
Anyway, this is the second time I see an indie game to rush to the final release as fast as possible; the pre-alpha took years, the alpha one year more or less, and now in less than half a year the Steam release...
- 2 Replies
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Last post by JakSparro98
Thu Dec 21, 2017 11:40 pm
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Development roadmap and business plan (OLD)
Replies: 57
by
Hjarpe » Sun Jun 19, 2016 12:42 pm
First post
Edit 2017-12-12: This roadmap is out of date. You want this one .
Development roadmap and business plan (OLD)
NOTE: The planned free/paid beta model described here is no longer accurate - we are going to announce some changes to our business model shortly!
As we have said before, we are...
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well after beta is finshed and full is being out you can sure as hell make this into a console like xbox or ps4 and that'll get u alot of money
lol, I have no paypal money in real life I do so Im hyped to buy 3 copys of the game
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Last post by jlo
Mon Dec 11, 2017 5:55 am
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Beta 1.0.1 is out!
Replies: 15
by
Hjarpe » Sun Nov 26, 2017 7:11 pm
First post
*Survival Mode:
-Difficulty now scales with number of players.
-Difficulty escalates quicker.
-Which zombie types spawn each wave is randomized.
-Added more bosses, and bosses now spawn more frequently the longer you get.
-At the start of each wave, one random weapon and one pill bottle spawns...
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Not exactly, if you only replaced textures or sounds they will be preserved, except if some of the resources was modified by the devs in the latest update.
But, if you want to add custom sounds or tiles, for example, you also need to modify some lists in the game data, these lists are checked by...
- 15 Replies
- 10735 Views
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Last post by JakSparro98
Sat Dec 02, 2017 2:08 am
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Status update 2017-11-13
Replies: 3
by
Gurt » Mon Nov 13, 2017 6:55 pm
First post
A small status update. I'm just gonna quote Hjarpe as it's still up to date:
Everything is wrapping up nicely.
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Oh yeah, seems like the next goals and updates will be focused on survival mode.
I still think one of the things that must be surely took in consideration is the spectation function, like a specific display color stating they are spectators, a player rotation that would let everyone play the map...
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- 3088 Views
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Last post by Noble
Tue Nov 14, 2017 3:31 pm
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Beta 1.0 is out!
Replies: 44
by
Hjarpe » Fri Oct 27, 2017 10:42 pm
First post
The Musical Beta Zombie Survival Update!
Game
*New music by Splinter!
*New map: Zombie Nightmare!
-Survive against endless zombie hordes.
-Health and weapons are retained between waves.
-Max players: 4.
-Kill more zombies to get a higher Final Score!
*Game is still Free!
*New items: Vest,...
Last post
Here's the boss is pretty much safer than me .-.
the boss is immune to 'gib' from the first shot of bazooka,makes him got stuck right into the wall.
- 44 Replies
- 27450 Views
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Last post by Tom Th3 Assasin
Thu Nov 02, 2017 1:20 am
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Status update 2017-10-21 - Beta teaser!
Replies: 46
by
Hjarpe » Sat Oct 21, 2017 11:03 am
First post
Happy October, superfighters! Next weekend we plan to release an update which we will call Beta 1.0. This requires some explanation.
The reason we're calling it Beta is because, with the inclusion of bots, we have reached the milestones which takes us out of alpha according to our roadmap ....
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I think the big zombies confirmed the coming of the strength powerup soon?
- 46 Replies
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Last post by Billy
Mon Oct 30, 2017 12:23 am
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Status update 2017-10-22 - Beta features
Replies: 4
by
Gurt » Sun Oct 22, 2017 5:31 pm
First post
We're preparing to release the first Beta version of the game as mentioned here:
As some may have noticed there will be bots included in this version. I will try to elaborate a bit on what you can expect for this update.
We're adding a new mode: survival and a new map where you can face off...
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That bots may sound like they have been made by any person.but they are more smarter and they can navigate the survival map.others AI can't.
- 4 Replies
- 4085 Views
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Last post by Tom Th3 Assasin
Sun Oct 22, 2017 11:36 pm
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Alpha 1.3.4 is out!
Replies: 12
by
Hjarpe » Wed Jun 21, 2017 8:48 pm
First post
-Added Team Display Mode option (team colors | green and red | blue and red).
-Updated the map editor's open- and save-map dialogs: maps can now be placed in subfolders within the Downloaded and Custom folders.
-Fixed a bug where players couldn't hit with melee attacks when overlapping platforms in...
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i mean old sfd graphics looked more better i don't really know how to explain this. ever played NES or GBA?
- 12 Replies
- 10193 Views
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Last post by Sparkz
Fri Oct 20, 2017 6:47 pm
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Superfighters arcade! ...and a status update
Replies: 15
by
Hjarpe » Sun Aug 20, 2017 12:25 pm
First post
A Canadian company called Player One Arcade got in touch with us. Apparently a fan of the Superfighters Flash game hired them to build an arcade cabinet. We don't have video evidence of this thing in action yet , but judging by the pictures it's a glorious thing. We were asked if more arcades could...
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This is amazing. I want to buy one for my home.
- 15 Replies
- 10724 Views
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Last post by RickAvory
Thu Oct 12, 2017 4:24 am
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Alpha 1.3.3 is out!
Replies: 10
by
Hjarpe » Sun Jun 04, 2017 2:56 pm
First post
-You can now drop primed explosives (grenades, molotovs, mines, C4) by holding the drop key (default G).
-Fixed a bug where you could climb ladders while holding dead players.
This is another small update before we start working on Big Stuff (campaigns, AI...)
Last post
Weapons and items will require some scripting per item so bots know how to use them. A flamethrower doesn't have the same reach as a pistol but it can shoot through stuff so we need to tell the bots how they can operate each individual weapon. So adding items after we begin with the bots won't be a...
- 10 Replies
- 7330 Views
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Last post by Gurt
Mon Jun 19, 2017 8:51 pm
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Status update 2017-06-09
Replies: 3
by
Gurt » Fri Jun 09, 2017 9:17 pm
First post
As some of you may know already we're working on future tools for the campaigns.
Currently we're in the Alpha as seen in our roadmap and next up is bots. At least very stupid basic bots as we will keep improving the AI throughout the development cycle until release and perhaps beyond. The basic...
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Go big with those bots! Can't wait to see them! My question is, will the bots IA will be available from the API? What I mean is: will a dev be able to reuse the IA commands via the API and maybe change a bit the algorithms that the bots behave to? If these feature becomes available some big things...
- 3 Replies
- 3175 Views
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Last post by Juansero29
Sun Jun 11, 2017 9:25 am
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Alpha 1.3.2 is out!
Replies: 2
by
Hjarpe » Sat May 27, 2017 11:56 am
First post
-Changed underlying system for playing music: Title track will no longer have to be downloaded each update, and should no longer require Windows Media Player.
-Minor fixes and tweaks.
Last post
Basically all weapons have a reload frame defined in the reload animataion but only a few have such a frame created. Once I discovered this in the debug logs I fixed it for the shotgun and asked Hjarpe to fix the rest of the weapons but he deliberately has left out the reload frames (as it defaults...
- 2 Replies
- 2888 Views
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Last post by Gurt
Sun Jun 04, 2017 1:47 pm
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Alpha 1.3.1 is out!
Replies: 8
by
Hjarpe » Sun May 14, 2017 2:53 pm
First post
-Initial camera mode (dynamic/static) can now be set via the settings menu.
-Hit detection for thrown objects is now more precise (especially for long weapons like cuesticks, axes and katanas).
-Balloons, bamboo sticks and doves are now crushable.
-Other fixes and tweaks.
ScriptAPI:
-Added...
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Hi!
As these new updates removed a lot of commands from the Script APi_ many custom maps were broken, as discussed before. I am suggesting that you would remain some of the older installers still on the download site. Map makers would like to have them as ,like, a backup so we could finish our...
- 8 Replies
- 6260 Views
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Last post by Motto73
Fri May 19, 2017 9:23 am
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Alpha 1.3.0 is out!
Replies: 11
by
Hjarpe » Sun May 07, 2017 11:14 am
First post
The Dynamic Camera Update!
-New and improved dynamic camera.
-If an unsupported resolution is used (marked with an asterisk (*) in the settings menu) letterboxing (black bars) occurs.
-Double-tapping direction keys to sprint and using attack + block to grab can now be disabled via the key bindings...
Last post
The dynamic camera is the new default one.
You can change the initial camera mode from dynamic to the old static if you want by changing INITIAL_CAMERA_MODE=DYNAMIC to INITIAL_CAMERA_MODE=STATIC in the Superfighters Deluxe\Content\Data\Misc\cam.ini file. We will move it to the config.ini file in...
- 11 Replies
- 7646 Views
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Last post by Gurt
Mon May 08, 2017 10:45 pm
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Status update 2017-04-27 (and coming ScriptAPI breaking changes)
by
Gurt » Thu Apr 27, 2017 8:04 pm
Status update.
If you read the last status update you know that we're tinkering with the new dynamic camera for SFD. It's all coming together and we're happy with the results. This is how the dynamic camera should have started a long time ago. I hope we can get an update out within the next two...
- 0 Replies
- 1812 Views
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Last post by Gurt
Thu Apr 27, 2017 8:04 pm
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Status update 2017-04-01
Replies: 6
by
Gurt » Sat Apr 01, 2017 11:41 am
One month has passed since the last update where we introduce the C4 so I thought it would be a good time to bring up what we're doing right now.
Compared to other periods my focus and time spent on SFD has been very low during march. I took march as somewhat of a small vacation from working on...
- 6 Replies
- 4921 Views
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Last post by TheOriginalCj
Tue Apr 04, 2017 9:01 pm
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Alpha 1.2.1 is out!
Replies: 8
by
Hjarpe » Wed Mar 01, 2017 8:52 pm
First post
*New weapon: C4.
-You can only carry one at a time.
-After you throw it you get a detonator.
-Does not explode when shot, but can be set off by explosions.
*ScriptAPI: System.Text.RegularExpressions namespace is now available.
*Minor fixes and tweaks.
Last post
its time to throw that c4 walk slowly and never forget the golden rule never look at the explosion
- 8 Replies
- 6209 Views
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Last post by Iliyan
Sun Mar 05, 2017 7:12 pm
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Alpha 1.2.0 is here!
Replies: 21
by
Hjarpe » Sat Feb 18, 2017 3:32 pm
First post
Alpha 1.2.0
-Updated Tutorial.
-Updated Template map.
-New items: Helmet 2, Fedora 2, Dog Tag.
-You can now start the server software from the launcher.
-Toggle-throwing-mode is now prioritized over attacking, so pressing toggle-throwing-mode mid-combo will abort the combo.
-Toggle throwing mode...
Last post
Caps is a button that works outside of SFD, in the same sense that buttons pressed in combination with alt can do things that work outside just the program. When you press caps lock, it automatically makes every typed letter uppercase in any application you're using. There's no way around that,...
- 21 Replies
- 14574 Views
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Last post by Lunatic
Tue Feb 28, 2017 6:55 pm
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