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Status update 2017-01-08

Status updates from MythoLogic Interactive about the game progress.
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Gurt
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Status update 2017-01-08

Post by Gurt » Sun Jan 08, 2017 1:54 pm

Here's another short status update:

We're working on the basic tools* to be able to create campaign/story mode maps for Superfighters Deluxe. While we won't release complete tools for the next update we're aiming to create a completely remade tutorial using parts of the tools we're implementing now. The remade tutorial map is perfect to start with as it will feature many things we will need in future campaigns.

*Tools = Map editor components, triggers and ScriptAPI changes.

This is a rather big process so it will take some time. If you are getting tired of the versus gameplay in Superfighters Deluxe I suggest you take a break and wait for future updates and check back later this year where bots might be available in some form (I hope). :D

The next update will contain some breaking changes to the ScriptAPI which you can read about in this topic.
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Post by Hoang Marcel » Sun Jan 08, 2017 2:05 pm

We're working on the basic tools* to be able to create campaign/story mode maps for Superfighters Deluxe.
Glad to hear :D
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Post by Player1 » Sun Jan 08, 2017 4:58 pm

You're still also fixing the fps-drop at the beginning of rounds right?
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Post by Gurt » Sun Jan 08, 2017 5:47 pm

Player1 wrote:You're still also fixing the fps-drop at the beginning of rounds right?
If we ever figure out what's causing it. It doesn't happen on any of our computers/laptops so we can't replicate it. We have done some adjustments that might be involved based on guesses but that's about it. It started to happen when we changed from .NET 4.0 to .NET 4.5 so we hope it's nothing in the .NET framework that has changed drastically.
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Post by Voven » Mon Jan 09, 2017 7:11 pm

Gurt wrote:
Player1 wrote:You're still also fixing the fps-drop at the beginning of rounds right?
If we ever figure out what's causing it. It doesn't happen on any of our computers/laptops so we can't replicate it. We have done some adjustments that might be involved based on guesses but that's about it. It started to happen when we changed from .NET 4.0 to .NET 4.5 so we hope it's nothing in the .NET framework that has changed drastically.
Actually, it's true. The JIT Multicore of .NET Framework 4.0 is a bit different compared to the one that use .NET Framework 4.5.
The JIT Multicore of .NET Framework 4.0 use less CPU than the one that use the 4.5, but the estimated time is longer, but .NET Framework 4.5 uses about 20% more CPU, but it's loading time is way more short.

Actually, the solution to this problem is to buy a better processor, or try to bear with this problem.
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Post by Gurt » Tue Jan 31, 2017 9:27 pm

A smaller update about the progress for the next update.

We have completed all the major parts for the next update that we want to include but we'll need a few more weeks to wrap it all up into an update.

This update will not introduce anything brand new to the gameplay so don't expect too much.
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Post by TheOriginalCj » Tue Jan 31, 2017 10:17 pm

Ah, I was looking for this thread. I've been falling behind on SFD lately.

I've noticed Gurt has been moving a lot of topics into the Solved Bugs category, so I'm glad to see that a lot of bugs are being squished.
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