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sgadrat
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Hello! Happy to hear that you like the game!
Can you try this version of the emulator? https://super-tilt-bro.com/tmp/fceux-win32.zip
You will need to download the normal windows version (super-tilt-bro-windows.zip) to get the ".nes" file from its "rom" folder. Then open the .nes with the emulator above. It should work, and you should be able to go online.
If it works, I'll find a way to include it in next release so you don't have to care about 32/64 bits emulators.
Here is your ROM: http://supertiltbro.wontfix.it/files/tmp/smiley09/tilt_no_network_unrom_(E).nes
I just had to change the last frame's duration of the defeat animation. Max value is 255.
I love it. May I reuse some parts in the official game? Notably Pepper's victory/defeat animations 😊️
Haha, that's cool. Sorry for the late reply. I love your analyse of characters, exactly the kind of feedback I lack the most. Thank you!
About lgbik, I won't pick it in the official build because I am really touchy with which character should make it to the main roster. But, I admit he is promising and would fill a hole in the current cast. Did you know the game can be modded, we even have a character editor: https://benoitryder.github.io/stb-mod-editor/#/ for now it is quite technical to build the game after creating a character in the editor, but I could personally help with that when you are happy with the character in the editor ;)
Damn, I just tested, everything seems fine.
What exactly is the problem? Does it freeze when choosing "casual", or when you already choosed your server and estimating latency, or ingame?
Are you on browser or desktop? If on browser, when trying to go online without fullscreen, do you see a red popup saying that your performance are too weak?
Thanks for saying it's cool though 😊
Sinbad is the mascot of the Ogre3D graphics engine.
Kiki is the mascot of the Krita painting software.
Pepper is the main character of the webcomic Pepper&Carrot.
VGSage is the mascot of the VideoGameSage forum.
The first three are from the free and opensource culture. Based on Super Tilt Bro. being an opensource project.
The last one is from the retrogaming community, because this is a game for the NES.
I agree. I plan to remove the hitboxes on prepare time, maybe reduce the range of the strong hitbox, and maybe increase end lag duration.
Another thing that would be cool would be to have the big animation + instakill only once per game (maybe on the sage's last stock). Normal, punch would be powerful but not instakill.
I am working on the Sage from the VideoGameSage retrogaming forum.
I guess this is the best display I have of the in-development version: https://mobile.twitter.com/RogerBidon/status/1564585957696872462
The character will be heavier than others, with high ground mobility but poor aerial speed, multi-hit attacks, and a kind-of falcon punch with a big full-screen animation.
Easy and Fair AI are actually the same code than Hard AI with longer reaction time. I guess you run toward Kiki, so the time she take a decision, you are so close she can only jab.
Improving AI is on the plan. Notably for Kiki who may benefit a lot from using her specials more. It will come in quite some time though (I am currently working on a new character and an arcade mode.)
In the mean time you may try to jump more against her, forcing her to use aerials.
Nice analysis!
It matches mine on most points. Except for Kiki's recovery which I think is the poorest of the game. You can recover high because "double jump -> spe up -> double jump" can gain a lot of height rapidly. But if you are forced to recover low, it is too predictable, you don't have any tool to hit a edgeguarder, and wall-jump does not allow a second up-spe.