We’re changing the name of Super Retro Squad to Super Action Squad. If you’d like to learn why, read this. Most people don’t seem to like it, and that’s fine. I personally think it’s an awesome name, but I don’t expect other people to understand it until they play the game.
We’re also going to release the game in parts. To learn more, read this!
I wrote a gigantic FAQ answering a lot of questions about the game, so please read it if you want to know anything about what our experience has been so far. All of the links above go to the FAQ, but to different parts of it. Feel free to link to it if someone is talking about the game and is misunderstanding something. Feel free to also share it anywhere where people might be interested in seeing what it’s like to be on the other side of a Kickstarter.
It took me a million years to write the FAQ, so now I need to get back to working on the game. Bye!
I got rotation working. And scaling. I had some problems along the way. And I don’t know what this is.
This is the first post of the Super Retro Crossover development log. More info here. Collision detection currently supports axis aligned bounding boxes only. Basic gravity and movement implemented. Basic animation. This is where things are now.
Jay talks about what’s been happening and demonstrates a work-in-progress port of SMBC to HTML5.