If you think we’re dead…

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…Come over to the forums instead!

 

Sure, development has been moving extra slowly lately, but discussions are still being had on the forums regarding the game. If you want to contribute or see how the game is going, the forums are a much better way of gauging our progress.

 

http://ssb-rumble.info/forums

Rumble back on Track!

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I apologize for the lack of updates here in the last couple months, but our Team Rumble leader (Diddy) has left for college, and it seems that he’s too occupied at the moment to work on Rumble. My name’s Brandon, and to make up for this, I plan on updating this blog every two weeks with a status update.
 
Recently, our team has been pretty inactive in terms of working on the game. As a result, we had a team gathering last Saturday to decide the course of Rumble from here on. At the meeting, two new moderators and admins were established to help fight spam and keep order in our forum. It’s also been decided that I will personally continue on the current code, and WolfSpider (our other coder) will start a rewrite using the current code as a baseline, due to the regressions in Demo 9. Don’t worry, this is good news :)
 
To add on, I also will be working on a DOJO feature that will allow our spriters to keep track on the progress of each character. We’re currently having a debate on whether or not we should focus on three main characters to sprite, or leave the system as it was before.
 
I’ve also managed to finally fix a problem that’s been plaguing the forum for a year now. All in all, this last week has gone pretty well. See you guys next week for another update!

Public Beta

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The public beta is now uploaded. Sign into the forums to download it from a hidden topic that only members can see.

On Track for Public Beta

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So far, the beta is still on track to be released tomorrow. Sonic is now completely finished and all of the coders are now working on glitch fixing. Remember that this is a public BETA, which means the point is to fix glitches and work on character balancing. We don’t expect to fix all of the glitches before the public beta, but it’s not completely necessary to do so (you guys can help us with all of that).

 

We have received a lot of feedback about Mario’s balancing from demo 0.8, which is the feedback I personally like to hear the most. His Up B was criticized for being too overpowered and we fixed it in this demo. I didn’t spend much time balancing the damaging power of each attack yet, so a lot of feedback would be appreciated.

Still Pushing Forward and Public Beta Test

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Despite not posting in a while, Rumble is NOT dead. We’re still moving, albeit very slowly. We are still suffering from a lack of workers, though. That new 3DS price cut isn’t helping either…

 

Anyway, I have some good news. A total of 7 characters are currently coded into demo 0.9. As I said in my previous post, no more will be added, but I think 7 characters with all of their Tilts, Smashes, Aerials and Specials is good enough, don’t you think?

That paragraph above may be misleading, however. Although 7 characters are coded in, not all of them are complete. In fact, only 3 have all of their B attacks finished.

The 3 that are finished are Mario, Shadow and Mr. Game & Watch. The character currently under development (3/5 finished) is Sonic the Hedgehog. The other 3 characters are still being kept secret, though they will be completely playable shortly.

Other than coding the remaining B attacks for the remaining characters, the coders only need to fix a few glitches before demo 0.9 is ready to be released!

You may or may not have noticed that domain name, http://ssb-rumble.info was purchased on July 30th, 2010. To celebrate a year with the domain, we will be releasing a forums-wide beta test of demo 0.9 on July 30th 2011 (this Saturday). To download it, you will have to register on the forums.

Not all 7 of the new characters will be playable, but I guarantee that Mario, Shadow, Mr. Game & Watch and Sonic will be. Remember, it’s only a beta test, not the full demo. Depending on how things go with this beta, the full demo 0.9 could be close or far away. We’ll keep you all updated until then.

Cutting the Demo Short

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Recently, there haven’t been any new spriters or coders joining the project and the current workers are doing less and less work, so we decided that we are going to dramatically cut the demo 0.9 checklist. In other words, we’re not adding any more features or game mechanics to this demo. We’ll add the characters that have strips or are currently being stripped, but we won’t accept new characters for this demo.

 

The coders will finish up what they are working on and go into error/glitch fixing mode to make sure that everything works the way it is supposed to.

The spriters need to finish up the characters that are missing 1 or 2 attacks so they can be coded in (one character that is already coded in is missing sprites for the Up B and Side B attacks).

Stage Makers (if there are any) can continue working on stages for future demos or resize some of the stages that we already have (since some of them are a little too big, as seenĀ  in demo 0.8).

 

If we can just push through this final bit, we can have demo 0.9 out in no time, and hopefully get some more helpers for demo 1.

Work

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Work may be going slowly, but we are not dead. In fact, I am working on adding 2 new characters to the game simultaneously. One is already coded, but missing 2 B attacks and the other is completely sprited, but not coded yet. This would have been done much faster if we had more spriters to help out, but I ended up making all of the strips myself (when I could have spent those couple of hours coding in something more important). Anyway, one of the spriters requested that I keep most of Rumble’s new characters secret, so you’ll have to wait a little longer to hear who they are.

Anyway, if you have any way of contributing to the game, we would greatly appreciate you registering on the forums, even if the only thing you can do is post. Boosting forum activity boosts game spirit and thus productivity.

New Camera

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One of my favorite new additions to the game is the new Camera that Gottfried coded. In demo 0.8, the camera followed the player such that the character was always in the middle of the screen. The new camera is much more dynamic. It still follows the player, but it centers between all of the characters that are in the match. To get a good example of what this means, look at the screenshot posted in the previous post. See how the cpu is to the right and the player is to the left while the camera is centered between the two?

The new camera, aside from looking cool, also serves a practical purpose. It allows you to see the enemies around you much more easily. Before, if they were just offscreen, you couldn’t see what they were doing (were they running away or charging in for an attack? BIG difference…) Now, since the camera tries its best to fit all of the players on the screen (without that annoying zooming), you don’t have to wonder about that anymore.

The player’s charatcer will never leave the screen, though, so rest assured. If the cpu is far to the player’s right and the player starts running to the left, the camera will be dragged along with the player. When cpus are really spread out, you can always look on the touch screen to see the stage’s mini-map. The map has little icons that show exactly where every player is at all times (examples of the map are in the Screenshots tab at the top of the blog).

Also, the camera does not teleport immediately to where it wants to go. So, when the player dies, the camera scrolls from the player’s death location to his spawn position. It doesn’t really serve a practical purpose, but it looks awesome and you can see the rest of the battlefield fly by as the camera snaps into position.

Also, along with Gottfried’s new battle camera, the camera code is much more manageable. It is now so much easier to drag the camera to any position at any time. What opportunities does this feature open up? See if you can think of any in the comments ;D

Spawn Platform

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You probably already saw it in the new “Screenshots” page on the blog or on the facebook page, but I figured I’d make a post about it anyway.

Rumble now has a respawn platform! When you die, you are respawned on this floating platform. Aside from looking cool, the platform is extremely helpful in multi-cpu battles. It gives players a 5 second period of invincibility to figure out what just happened and plan out how to attack the cpus next.

Dodging

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In the previous poll, you guys voted once again that you would like to see more Game Mechanics in Rumble, so your wish has been granted!

Rumble now has Spot Dodging, Air Dodging and Rolling! They work the same way in Rumble as they do in Brawl, so not much explaining is needed. The roll speed and distance can be tweaked for each individual character based on their gameplay mechanics (Game & Watch rolls slower, Shadow rolls faster). There will probably be a lot of criticisms and opinions on the different speeds, so I’ll enjoy hearing your feedback after the demo is released (we still don’t have a date in mind, so don’t even ask…).

For those of you who just want to see new characters in the game (I’ve seen your comments. I know how you think; more characters = better game), rest assured that more characters are being added along with the mechanics. We will keep some of the characters a secret and we will be revealing more later on.

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