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Super Tilt Bro. for NES


RogerBidon

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Super Tilt Bro. 2.0-rc2: The first release candidate

Release candidate?

Yes, that's what it means: this version could be the one in the carts. It all depends on you: find bugs and I'll have to release another version before production begins 🙂

More seriously, it will suffer some intense testing, so there will probably will be other release candidate versions. Anyway, this version should give you a good idea of what will be on the cart Day 1. (Don't forget to pre-order the game if you like it 😉 )

I couldn't dream of a best 100th post than announcing that!

What's new in the game?

Redesigned mode selection menu

The Arcade mode becomes the Story mode, and gets the screen space it deserves. Also, the support page is replaced by the social page: no more donation QR codes, links to social networks are more useful to find players.

menu_selection.gif.6256d94a43a3707d78305b87e9613b49.gif

Sinbad

Sinbad's side-tilt is entirely reworked. He now spins his scimitar while charging the enemy. It changes how the move can be used, it is no more a brainless ring out move, but can drag the opponent across the entire stage and is a great combo starter.

sinbad_side_special.gif.7ea9315d2fe58cbe01fb1f6a9672898e.gif

Also, up-special has now a bit more scaling knock back to ease getting a ring out with it and mitigate the loss of side-tilt for this.

Pepper

Pepper up-special now goes toward the stage's center by default. It should avoid flying to the blast line inadvertently.

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The guy wants to play the old version 😳

Actually this topic is more than four years old. It is just the date of an earth-shaking event 🙂

The game was not originally meant to be comercially viable, and it was a long stretch to go from amateur work to something I am OK to know you spend some of your hard earned cash on.

I must admit it took longer than expected sorry for that.

Also this topic should get more technical higlights and less release notes. It was my original goal. But I cannot afford to be even part time on the game-dev anymore so, writing deep articles was set aside and my little dev time is now devoted to make the game as great as possible. That means this topic is dominated by release notes, and my "interesting topics to write about" list is growing. Again sorry. I have to deliver carts one days but no obligation to write interesting content that I love and know you enjoy. If release notes bother you, do not hesitate to tell it clearly, I'll only use this topic for big announcements and technical highlights.

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I think there may be a language barrier here but the message was: You've been working on this game for 4 years already, at some point you have to release the game. It will never be perfect and you could work on it for the rest of your life and still have new features you want to add, bugs you want to fix, or balance changes you want to make.

Just release something. Don't let "perfect" become the enemy of "great", as the phrase goes.

That's not necessarily my opinion, though I find myself agreeing with the sentiment, but I wanted to hopefully help clarify the statement. I don't think people are that stressed about how many or what types of updates they get from you, most people (especially in this community) want the physical thing produced so they can play it.

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  • 2 weeks later...

Super Tilt Bro. 2.0-rc3: Sinbad's patch

Physical release news

If this patch comes close from the last, the reason has to do with the physical release. The cartridge's hardware is in stabilization phase, which means APIs for the game should not change much anymore, even while some implementation details are still being finalized. This is the perfect time to begin to test upgrade and reset to factory in real conditions. And, for it to be really real, we need at least two official versions of the game that run on the same version of the mapper, this new version allows just that.

In other news, we designed the manual and the box. Adding to the digital comic book and OST that were already ready that mean we have everything needed in this department.

Things are getting real 🙂

manual1.jpg.6a2e0e57646273998a6d2a0a936c764a.jpg

manual2.jpg.03ce26a0011a7fa5ca59f38d3b5999ae.jpg

What's new in the game?

New cutscene

The story mode was lacking an ending cutscene. When you beat the boss, you were just given the score screen without even knowing if Sinbad got his cake.

This is fixed!
(Sorry, no screenshot, you will have to beat the game to know 🙂 )

Sinbad balance

Sinbad's new side-tilt came with a fair share of balance issues and bugs. Strange behaviors on wind boxes, moving platforms and player two are now fixed. As for the balance, the end lag can now only be cut by jump moves, so Sinbad has to follow with aerial attacks to combo and the last hitbox connects more consistently as the multi-hit hitboxes, even if weak, throw the opponent with a terrible downward angle.

Edited by RogerBidon
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  • 2 months later...

Super Tilt Bro. 2.0-rc4: Buff the outsiders!

Progress on the physical release

Last months, the focus has been set on the physical release. We are a bit late on schedule, and I am sorry for that. We really wanted to get the perfect cart as the risk with new technologies is to sell a defective or brittle product. There is a lot of stuff going on a physical release aside from the WiFi-enabled NES board, I'll try to cover all fronts here.

About the board itself. We finally froze its design, including the PCB layout, the components on it, and the FPGA programming. That means we are now using prototypes strictly equivalent to the production cartridge, or at least we can list the differences, which is better to get progress that the ever-evolving cart we had until now. It also means we can, and have, ordered the needed PCBs to make production cartridges.

The game itself is in a state were we publish incremental improvements. It is ready, and working on the prototypes, and we don't want to break that. At the same time, balance and polish can always be improved, and Super Tilt Bro. is a living game: it is updated regularly and will be for the foreseeable future.

Finally, the packaging. The cover art and manual are ready, and we also got a sample to ensure print quality was good. That's a good thing done, that means we can, and have, ordered the packaging elements. Digital reward like the OST and the comic book are also ready.

To summarize, everything is ready and has been ordered. We should receive all elements by the end of April, letting us do the last checks and begin to assemble, flash, and ship the games to Kickstarter backers, honor pre-orders, and finally release the game.

As a side note: Thank you very much for Kickstarting and pre-ordering the game. It may not be obvious seeing Super Tilt Bro. coming to completion, but the project would really have been jeopardized should it not have been backed. I myself reduced my work to part-time for two years developing the game, and Broke Studio has great upfront costs ordering thousands of cartridges materials. Super Tilt Bro. may not have been a thing, and would certainly not be near that magnitude without you. Thank you.

What's new in the game?

Story mode

The final score board has been improved. The time is now displayed in white which is way more legible than black on brown, and the medal name has been added.

scoreboard.png.dc3e08af93412cd5681adcff6112bb60.png

Oh, and, did you notice? The timer now goes above 10 minutes, you can take your time!

Finally, targets in break-the-target stages now have larger hurtboxes. This is the end of raging because you missed it by one pixel. You can now rage because you missed it by three pixels!

VGSage

VGSage has been slightly buffed. First is his down-air which now has a stronger hitbox at the end. The new hitbox throws your opponent just far enough to let you continuing your combo with an advantage.

Also, the side-special now takes less time to charge. Without being a fast move, it can now take your rival by surprise, making it a good niche option.

Pepper

As with VGSage, Pepper got her share of buff. Like VGSage's side-special, Pepper's down-air startup time has been lowered to make the move more often useful.

Finally, Pepper's side-special has more scaling knockback than before. That's especially true when she hit from max range. This is actually a big buff since when your opponent is weakened, finishing a combo with a side-special can now score you a ring-out.

Fixes

Pressing start during an online game no more cause terrible glitches. The reason was while the client refused to pause an online game, the server actually paused. Causing weird desynchronization and a game seemingly stuck.

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Don't sleep on the discord, too. It has channels dedicated to matchmaking, monthly championship tournaments, tech discussion and general talk.

People already play a lot with the ROM but if you're not already doing that, the Discord is gonna be useful when you get your cart 😁

https://discord.com/invite/VefZSWMj

Edited by multiboot
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