MerFight now has a demo!
- It is like the main game with...
- Online
- Versus
- Training
- Tutorials
Only 4 characters will be playable at a time, and those available are switched monthly.
Version 0.43 of MerFight is live!
Changes Include:
Version 0.40.0 of MerFight is live.
You can read about the latest changes here: https://www.merfight.com/patch-notes.html
Here's a video detailing some of the changes:
New build is live. Here's a list of the changes:
General
Throw break now plays a new visual effect when occurring.
Throw breaks window has been increased from 4 to 8.
Block VFX has been updated.
Reversals can no longer be pop canceled.
All stages have been updated slightly, but are not anywhere near finished yet.
Drargos
Drargos's projectiles now have a temporary "starfish" in them to prevent them from disappearing on darker stages.
Drargos's projectile now play an SFX after reflecting off walls.
Arctina
Both versions of Arctic Rising now last longer.
HP and CHK are now 5 frames longer cooldown.
Version 0.35.0
Bugs
Fixed a bug regarding blocking ending too early and guard pops not working properly.
Mechanic Changes
Guard Pops have been replaced with Pop Rolls (HP+HK) and Pop Pushes(LP+LK). Pop Rolls will ALWAYS roll the character forward, and Pop Pushes will always push the opponent away from the player.
Lenient Input can now be disabled from the Button Config screen.
STAGES
All stages are now selectable; however, these are all WORKS IN PROGRESS and will be improved by end of August.
Atlas
Atlas can now only enter Final Punishment from Final Blessing, but can do so by simply pressing LP+HP.
If Atlas enters Final Blessing and a healing beam is active, it will move to Atlas instead.
Here's a short video showing some of these changes:
Version 0.34.2
Training Mode
Players who do not have Back/Select/Rightsticks can now reset in training mode by double-tapping their pause or start button.
For recording training mode actions, players without the previously mentioned buttons can press and hold right or left shift on their keyboard to begin / end recording.
Version 0.34.1
General
All characters officially have voice over in game! Note, all VO needs cleaning, balancing, etc.
Reversals can now be performed during wake-up regardless if wiped out previously; however, you cannot quick rise or roll when in a hard knockdown state. This is explained the Defense II tutorial.
You cannot perform reversals while rolling from wakeup.
Fixed bug with captions not being displayed properly sometimes.
All attacks that cause hard knockdown show the Wipeout pop-up now.
Fixed a few bugs making sure all reversals have the same number of i. frames on start-up; reduced that number from 12 to 8 frames.
Fixed a bug in which multiple supers were canceled at the same time.
In attempt to address a training mode soft-lock bug, players can no longer pause when recording opponent behaviours. Pausing can be resumed when recording is finished.
Sped up the time between recorded actions being played back.
Characters with armor (Gamma, Atlas, Arctina, Enjellique, Rho) will have a metallic effect applied when armor is active.
Characters will flash light green when recovering in the air.
Matches start 2 seconds after "Lap #" is displayed instead of 1.5 to reduce the amount of time "Dive In" obscures the screen on round start.
Odon
Odon can perform Mantis Counterfeit by pressing LK or HK during Mantis Punch or Mantis Upper; charge {4} to {6}+LK/HK has been removed.
New costume color
Drargos
Change to Standing HK animation -- same frame data and still puts Drargos in an airborne state.
When performing Mombasae Hang, Antennata is resummed behind Drargos.
When performed in the air, the angles of Radiata Sphere have been changed. LP is more horizontal; HP is more vertical now.
Naeco & Gamma
New costume colors
Atlas
CHK does not launch as high, so some special cancels don't work anymore.
Arctina
Arctina has new anti-air moves, Rebuttal ({2}{3}{6}+LK) and Balanced Rebuttal ({2}{3}{6}+HK), which are used as her reversals.
Herald Combination has changed drastically.
Increased the number of armored frames for Frozen Defense.
Octonia
Octoga Bridge and Octoga Flip can be performed using Charge {2}, {8}+LK or HK respectively. These are also her reversals, replacing Octolariat.
Tentacle Stretch can now hit opponents.
King Rho
Arctic Halo no longer freezes opponents, but all counters (Base, Peak, and Royal) do.
Freeze status when hit is now active for 5 seconds after Base and Peak counter; 10 seconds after Royal.
Frozen Roundhouse will now wall bounce airborne opponents.
The following is a video demonstrating some of the changes.
Version 0.33
General
All Universal Overheads (HP+HK) adjusted to hit crouching opponents more consistently.
Slight story mode intro update (first scene is a dialog instead of scrolling text)
Lobbies can now have 20 players instead of just 8.
Excluding Arctina's, post-processing has been disabled or simplified in several environments, which will all be redone / retouched at a later date.
FIX: KO echo should no longer remain on after a false-positive KOs due to rollback.
FIX: Issue where some characters had 20 frames (instead of 2) of kara cancel on crouching normals.
Training Mode
Players can now set how many pops and how much energy they start with when resetting.
Fixed a bug that soft locked the game is paused when recording P2 inputs.
Atlas
FIX: Atlas can now dash when a healing beam is up instead of activating it.
Octonia
Slight scaling adjustments on CHP, SHP, and SHK.
Drargos
Reduced hitstun on Volitans Dive.
Reduced damage on Volitans Dive; both {13} and {14} do the same amount of damage now.
Fixed various bugs when Antennata is summoned, especially in Drargos mirrors.
Antennata will disappear if Drargos is knocked into wipeout.
Spex Spear (LK) no longer results in a backflip and is unsafe when blocked.
Increased size of crouch hitspheres.
Miles Push and Miles Swap are now performed with Half-Circle Back ({6}{3}{2}{1}{4})
Gamma
Omega Lobster's Dance pulls opponent in on hit, which should improve its reliability.
Rho
VFX redone
VO implemented
Arctic Halo now "freezes" opponents. When frozen, an opponent's hit stun will last longer.
The first hit of Manta Blade does not launch as high anymore.
Manta Blade Barrage pulls opponents in and should be more consistent.
New attack Frozen Roundhouse Unique ability ({13}+{14}), which replaced Hidden Manta Blade. Rho charges, gaining armor, and then unleashes a kick that freezes his opponent on hit for 5 seconds.
The follow-ups to Peak Counter, Base Counter, and Royal Counter will freeze opponents for 3 seconds.
Super flash doesn't occur on Royal Counter unless the counter is successful.
Naeco
FIX: Naeco's air projectile now has hitspheres.
Removed coral from environment.
Enjellique
When using Floatation Technique, Enjellique will drift to the top of the screen if she is above it.
Enjellique can no long Pop Cancel after Jellspear Sequence.
Enjellique now swaps elements when performing Jellemental Magic in the air.
Here is a quick video going over some of these changes:
Version 0.32.4 is Live!
Here is a summary of the changes in this build.
Fixes & General Updates
Altas
Blessing appears a little closer to Atlas instead of in between him and his opponent.
Gigi
Arctina
Rho
Glacial Fist is active for 10 frames instead of 5.
Octonia
Naeco
Strike
Enjellique
Odon
Odon has Dashing Mantis Counterfeit again; however, it is now a charge attack instead of {2}{1}{4}. If fully charged, Odon will travel farther.
Here is a video going over some of the changes:
Hi! This is Matt, the creator of Battle High. If you enjoyed this game, you may enjoy my other game, MerFight, which is currently running a Kickstarter: https://www.kickstarter.com/projects/mattrified/merfight-curse-of-the-arctic-prince to help fund VO. Any contributions or shares on social media would be appreciated. Thanks!
The latest version is 0.25.0. Changes include the following:
New version of the game is live! Changes include:
Does it work with any bones rig (ex. blender maya) or just the CC3 ?
Yes. As long as it has all of the required bones, it should work properly. If it is missing some of the required bones, however, you can use dummy objects as subtitutes
Does it work in 3ds max 2020 ?
Unfortunately, this was written in 3ds Max 2016, and extensive testing has not been done in other versions. It should, but the package includes the source code, which can be modified if need be for newer versions.
Does it keep the animation after I change to Biped ?
There is an animation recording tool, however it is finicky.
Does it export from iClone (facial)
Facial rig animations from another biped should be preserved as all this script is doing is creating a dummy biped and constraining the original rig through a combination of orientation and position constraints.
Hey. It's a bit overdue, but there is now a discord you can join to discuss MerFight and some of my other projects: https://discord.gg/VeaU9bg
A bit overdue, but there is now a discord you can join to discuss Battle High and some other Mattrified Games projects: https://discord.gg/VeaU9bg
There is a now a discord created for my various projects, such as this script, so feel free to join if you'd like to discuss it in more detail:
https://discord.gg/VeaU9bg