Hello everyone!
Thank you as always for your support.
Let's take a look at this week's progress!
This week, there were no bug reports, so I focused entirely on enhancing the visuals for super moves.
The first technique I tried was something called a "color cycle."

Have you ever seen a 2D pixel game where the water surface gradually changes color to create a wave-like animation?
I've always wanted to try it, but I had no idea how to do it.
However, I thought I might be able to achieve the same effect using the shader graph I created for character color palettes.

First, I prepared an image to animate.
Since it's been a while since I last worked with this, I had forgotten most of the process, but after connecting various nodes…

I got it working. But it looks a bit unpleasant… A simpler gradient might work better.

Done. This effect seems more fitting for a KO rather than the activation of a move.

Next, I created a character cut-in for the move activation.
I followed the same process as a regular character sprite and implemented it.


However, since it uses the same colors as the character itself, visibility is poor.
I'll need to refine this further.
Well, the public release is coming into sight soon. If we can make it happen by May 11th, that would be ideal. But to get there, in addition to completing the demo, we need to make a presentation to Professor van, prepare for crowdfunding, and come up with a promotional strategy. Will we be able to make it in time?
Improve VFX
That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!
4CK
2025-03-31 20:14:19 +0000 UTCMirrored Knight
2025-03-31 11:10:13 +0000 UTC