If you were at Evo2k15 or watching the live stream at home, you may have seen the premiere of a trailer featuring giant robots beating each other up. Guess what? I helped make that!
Rising Thunder is a new PC fighting game developed by Radiant Entertainment in Northern California. It’s entirely free to play, built from the ground up for online competition with GGPO3 netcode. We’re a small (but dedicated!) team of FGC and game industry veterans – led by Tom and Tony Cannon, founders of the Evolution Championship Series.
Of course it’s still early in development and we have a lot of work to do, but our Technical Alpha opened today. Sign up now for a sneak peak at what we’ve built so far! The first wave of players are already queuing up for matches and experiencing the game firsthand. We’ll be activating more accounts daily as we monitor server load.
I’ve played a steady role in producing combo videos for major FGC events almost every year since Evolution 2004. It’s been an awesome experience overall – with plenty of hard work, sleepless nights, close calls, and moments of genuine happiness along the way.
I’ll always be grateful for the opportunity to collaborate with so many talented combo makers on just about every video concept i could’ve imagined – but i think i’m done. After ten years, this seems like a good time to step away. I might still release short combovids on my own; but without the crazy stressful deadlines and sleep-deprived, near-death experiences of driving to Las Vegas at the last minute with 6-18 months of work on a USB drive in my pocket!
On a slightly gloomy note, i should probably mention that our last five collaborative combo videos have an average of barely 20,000 views (a huge drop from 140k in previousyears).
I know better than to judge the success of a project based solely on view count. Plus i never monetize any of my videos, so views have no financial impact on my life whatsoever (and i still think trying to make money from playing video games is fool’s gold). And yet, it’s difficult to ignore the sense that people don’t seem to care as much about these combovids anymore.
The third entry in the style exhibition combo video series features numerous veterans, many new faces, and several new fighting games! A total of nineteen combo makers collaborated on this extraordinary video – growing it into ten full minutes of creative and original combos, with a central emphasis on stylish gameplay.
It was written by Brett D. Bayonne, produced by Greg Gertmenian, and directed by Vahe Gabuchian – the team that brought you Balrog: Behind the Glory. However, Matador is a gritty drama with an all-new cast; focusing on Street Fighter’s sociopathic and self-adoring Spanish ninja, Vega.
A marked deviation from its comedic predecessor, the film takes an unflinching look at Claw’s traumatic childhood and the events that made him into the rage-fueled assassin he is today. In addition to the massive audience in attendance at the event, over 80,000 viewers from all over the world watched Matador live-streamed online.
If you enjoyed it, please follow @ChubbyBoyFilms on twitter, and let them know what you thought of the film. And of course, share it with your friends!
As some of you may have heard, i’ve been working on a PASBR balance patch with the extremely talented crew at Santa Monica Studio. In implementing these changes and prioritizing bugs to fix, we incorporated as much of the community’s feedback as possible.
Hopefully the end result is a more fun and balanced experience for the entire roster. Without further ado, here is the complete changelist for v1.12 of PlayStation All-Stars Battle Royale!
• Isaac’s alternate “Engineering R.I.G.” costume and Zeus’ alternate “Young Zeus” costume have been unlocked.
• Every character’s throw attempts have been standardized to 9 startup frames, 3 active frames, and 18 recovery frames, with the exception of Isaac, Kat, and Ratchet.
• The minimum effective range of throws has been increased to 1 meter (previously 0.75m) for all characters except Parappa, Sackboy, and Toro.
• In online matches, jumping out of an opponent’s throw attempt is now resolved through the throw clash system.
• Every character’s air dodge has been standardized to 27 invincible frames followed by 9 vulnerable frames (previously 29 invincible plus 7 vulnerable).
• Every character’s directional rolls have been standardized to 18 invincible frames followed by 16 vulnerable frames, with the exception of Fat Princess, Spike, and Zeus.
• Characters can no longer perform actions for 3 frames after landing from air idle.
• Characters can no longer double jump during down tech.
• Landing during down tech or down tech canceled into air dodge now triggers the same recovery as landing during an attack.
• Getting hit in the air no longer renews a character’s double jump ability.
• All timed transformation Level 2 Supers can now be ended manually by pressing L2. Read more…