Anonymous said: When do you plan on releasing this to the public? And, what about Beta testers for this?

It might take a while. :B

Anonymous said: Will you be doing any more developer logs on youtube?

Eventually, yeah! I just want to get some stuff done before I make another video, y’know? Most of the stuff I’ve worked on since the video is all under-the-hood for now. For example, the Combo System; while it is fully functional, there’s still no interface to actually swap moves or acquire new combos. I’m currently working on that, actually. 

Also, I’d like to talk a bit about the plot in the next video log. I’m not going to tell you guys much, but it might clear a few things up. :b

the-nothing-maker said: I'll be with you 'till the very end c: Good luck, man ! Keep being awesome !

Yo, thanks man. c:

Anonymous said: Hello! I'm sorry if this was already asked, but are you planning on incorporating non-canon classes or aspects? Monk of Force, for example.

Howdy!

That is not in my current plan due to the fact that balancing the canon classes is already somewhat troublesome. My idea is to make it so that each classpect is equally USEFUL. Some might be stronger than others in direct combat, others might be better suited for support roles, but they all have to be equally useful. So if I start adding non-canon classpects, things get even more complicated. :f

gamebrah said: I love what you're doing here man. Get this out to the people, post all over the MSPA forums, do whatever you can. What you're doing is great. Please don't give up or drop the project, this has so much potential and you'd be a god to get this done. This is awesome, you're awesome. More people need to see this and see what you're doing.

Why, thank you! c:

I have already made a thread on MSPAForums. 

And I’m not giving up on this thing. You wanna know why, brah? 

here. https://www.youtube.com/watch?v=P7OqUxxXshc

Not going to lie to you all, Sburb is one hell of a tiring project. And I have just started! There are so many details, so many things one has got to watch out for, it drives me nuts sometimes. Glancing at the console box after spending an hour or two working on a system for the game and seeing messages in red, all about errors, makes me think sometimes that I’m not fit for the job, as I’m just a mediocre programmer, without a lot of experience on projects of such scale.

Then I listen to that song. As foolish as this may sound, it really aids me! It truly does, and so does reading all these lovely comments from all you people. The truth is, I’m not making Sburb happen; you are. You guys give me the drive to work on this, you all deserve as much credit for this project as I do. 

So stay with me folks, for we are about to do the impossible.

Prepare for the end of the world.

Right, now it’s time to work on the actual windows for combo-customization and icon swapping. Let’s get creative!

Right, now it’s time to work on the actual windows for combo-customization and icon swapping. Let’s get creative!

Anonymous said: I do have a question about sprites, though. Will there be a set amount of items/etc we're able to choose from for prototyping? Are there even gonna be sprites?

Sprites will be in, albeit I do not plan on making a big deal out of them. And yes, there will be a set amount. The reason for this is because for each prototypable item, I have to set how your foes are going to look like, how the kernelsprite will look like with each item, how each item is going to affect mobs’ functionality and stuff like that. D:

I’ll do my best to make the list of prototypable items as large as possible. Just don’t expect a HUUUGE ass list. :f

Anonymous said: Where do we summit everything to?

Mt. Everest. 

( camirving@outlook.com )

Real Slim Shader

Currently, each character in the game utilizes a Blended VertexLit Particle shader. What this means is that while a character’s edges might get smoothed out and the sprite is affected by environmental lighting, the character itself does not cast any shadows at all. 

I am currently reading up on how shaders work, so that I can write my own shader and try to get it working with Sburb. We’ll see how this whole thing goes! :B

STOP! Hammertime!

Howdy, folks!

As some of you might already know, I am creating Sburb, a multiplayer action-platformer-RPG hybrid where you can create your own Fankid and explore the Homestuck universe with your friends in a brand new storyline.

After getting lots of crazy ass weapons submitted and added to Sburb, it’s Hammertime!

(high quality version: http://imgur.com/7nkYcPE )

So, once again, the rules!

  1. Your hammer should have the SAME GRIP SIZE as the example hammer! For those who don’t know, the grip is where you hold the damn thing. It should also have the same rotation (weapon tilted to the left, hammerhead on top.) You must also keep the Hammer’s rotation!
  2. You must keep the image size! Do not change it, please.
  3. Make sure it’s transparent.
  4. Try to somewhat follow the Homestuck art style. :b
  5. Send the image file to camirving@outlook.com (my email) and if you wish, include information about the weapon.
  6. You may include its DAMAGE, KNOCKBACK, ATTACK SPEED, RARITY, NAME, RANGE, STAMINA CONSUMPTION and its COMBO INTERVAL. Do NOT use numbers; instead, use things like “High damage, low knockback, average attack speed”. 
  7. Combo Interval = How many seconds does the player has to press the attack button again and start a combo with that weapon? High Combo Intervals means that the weapon is quite easy to use, while smaller combo intervals make the weapon harder to use due to the timing. Once again, do not use numbers!

If you wish to submit something else, check my tumblr homepage for links.

Friendly reminder: I am going to add every single weapon you guys give me. BRING DOWN THE HAMMERS!

FAREWELL, ALL-NIGHTERS!

Annnd time to catch some sleep. Classes start tomorrow, let’s see what people think of Sburb!

Currently tweaking the custom combo system. Arms must be tweened correctly. I must remind you that the system is not yet complete, and because of this, you might spot a few anomalies in the animation. But I’m still working on it!
My goal is to allow players to create their own combos with moves they have already learned.

Anyway, must go downtown now. I’ll work more on this later. :B

Currently tweaking the custom combo system. Arms must be tweened correctly. I must remind you that the system is not yet complete, and because of this, you might spot a few anomalies in the animation. But I’m still working on it!

My goal is to allow players to create their own combos with moves they have already learned.

Anyway, must go downtown now. I’ll work more on this later. :B

Anonymous said: Hi! Just a random suggestion here. Something that i find a little disheartening and a little dumb about some games, is that they don't emphasis on making deaths make sense (as to how you re spawned.) So if it's not much of a bother, it would be nice if you could find something for that. For example, every time you die then you can say "Whoop! That was a doomed timeline. You were supposed to die. Let's try this timeline instead." Or something of the likes. (If you don't want to, that's fine)

Howdy!

There already is an explanation in the plot. :b

That sort of stuff also bothers me.

Anonymous said: DOOD TELL ME NOW SINCE I DONT HAVE MANY FRIENDS CAN I MAKE IT SO THE MININNINMUM IS TWO PLAYERS TEL ME NOWWWWWWWWWWWWWWWWWWWWW!????????????????????!!?!?!?!!?

Yo, don’t worry! 

The optimal experience for the game will still be for four players, BUUUUT…

The first version of the game will allow you to play all by yourself, if you wish. It’ll be a bit harder, as you won’t have any buddies saving your ass. 

HOWEVER, I plan on adding NPCs later on. Y’know. Friendly NPCs to help you out. To save your sorry ass and shit. :b

I’ll have to work a bit more on this, as friendly NPCs are going to have to be pretty smart. Could take a while.

goddammitfili said: Mano parece que você tá dia e noite compilando código e mexendo nesse jogo! Acha que consegue fazer esse projeto sozinho? Já tem uma idéia completamente traçada? Ah e onde você aprendeu essas magias de código que tu tá usando?

Heh, são as minhas férias e minha vontade de trabalhar na indústria de jogos. :b

Acredito que consigo até certa parte. Planejo iniciar um Kickstarter eventualmente com a permissão da WhatPumpkin e ver se consigo contratar algumas pessoas para me auxiliar na parte de arte 2D / Som. 

Passei um bom tempo formulando a ideia para essa coisa. :b

Bem, sou programador desde os 13 anos. Comecei com Lua, fui pra Python, agora tenho C++ / Java / C# / JavaScript em mãos. O que reforçou mesmo o meu conhecimento em programação foi a faculdade. Eu atualmente sou aluno na Faculdade de Tecnologia de São José dos Campos. Negócio é legal lá; ou tu aprende ou cai fora. :B

Tenho uns amigos lá que também estão interessados no ramo de jogos. Planejo formar um pequeno estúdio para desenvolvimento de jogos eventualmente. Oh, e ficar rico com isso. :B