Devlog #8: our own music and a comeback
Original tracks for every stage, with the boss theme changing the mood, and a new effect when a player comes back into the game.
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What we're building, what we've redone and why. With pictures and videos from the game.
Original tracks for every stage, with the boss theme changing the mood, and a new effect when a player comes back into the game.
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School of Fist has a studio, Red Dojo Games, and is getting ready for a Kickstarter campaign. Here’s what changes.
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The first boss has his own moves, his own fans and a second phase where he catches fire. Here’s how a fight is born.
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Normal maps, dynamic lights, rim light and flames that follow the characters' outline: the city at night comes alive.
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Juggles, wall bounces, cancels and supers: arcade brawling with the pace of modern beat ’em ups.
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We're opening the game's site: here we'll tell the development step by step and look for people to work with.
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Ryan's strongest special: energy explodes around him, a blast of fire rolls forward and a column of fire lifts the enemy.
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A grid room with walls on the sides, move names on screen and dummies to hit: the place where we try every combo.
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The game was born in pixel art, then moved to high definition. How we work, and why we say it plainly.
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Sprite sheets, animations, transitions: the editor tools we use every day to bring the characters to life.
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The first prototype: one fighter, one thug, one street. And the most important question: do you feel the hit?
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Before the game comes the engine: Atom 2.5D, written from scratch for 2.5D games, with its own editor.
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