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Search found 5 matches

by hxnter
Sun Nov 20, 2016 7:55 pm
Forum: Custom Textures and Sounds
Topic: [GUIDE] How to Create Custom Weapon Textures
Replies: 12
Views: 14132
Gender:

(CUSTOM TEXTURES ISSUE) Cannot edit "Effects" folder

To make custom weapon textures, I go to: (Superfighters Deluxe > Content > Data > Images > Weapons). I use a XNB to PNG converter, edit the PNG image with GIMP, then use a PNG to XNB converter. This works with everything in the "weapons" folder, but I get an error message when I try to convert XNB t...
by hxnter
Sat Oct 29, 2016 8:21 pm
Forum: SFD Status Updates
Topic: ALPHA 1.0.0 is here!
Replies: 63
Views: 31222
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Re: ALPHA 1.0.0 is here!

failed to send activation email! Please try again. If the problem persists, drop us an email. Error: Mailbox unavailable. The server response was: 5.4.5 Daily user sending quota exceeded. 204sm3002764ljj.47 - gsmtp

can't register.
by hxnter
Fri Aug 19, 2016 7:17 am
Forum: Superfighters Deluxe Planned Features
Topic: [DONE] Ability to grab enemies
Replies: 128
Views: 73190
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Re: CANCELED: Ability to grab enemies

there's a lot more to melee in this game than people think, even before the throw update. there are many techniques, all of which require you to read/predict your opponent. throwing opened a lot more options of defense/offense in every situation, whether dominant or at low hp. while i enjoy the mele...
by hxnter
Sun Aug 07, 2016 6:09 am
Forum: SFD Status Updates
Topic: Pre-alpha 1.10.0 is out!
Replies: 37
Views: 18408
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almost perfect (pre-alpha 1.10.0)

great update, but it needs some balancing fixes. the weapons that a killed player drops deal damage/stun as soon as they are dropped. small debris with little momentum, e.g a chair leg slowly stumbling on the ground, also deal damage/stun. I think throwables & debris need an amount of momentum befor...
by hxnter
Sat Jun 18, 2016 7:12 am
Forum: Superfighters Deluxe Planned Features
Topic: [DONE] Ability to grab enemies
Replies: 128
Views: 73190
Gender:

Re: Major feature: Ability to grab enemies

if this is implemented, it has to be done very well to maintain balance (i.e : easy to counter/depends on skill & timing, compliments game's physics, not spammable, etc). when a player is grabbed, it should allow the grabber ~.7 seconds (rough estimate, edit to balance) to make his next move before ...