Hey everyone, I just wanted to post an announcement here to let the players who still keep up with the game know what's been going on.
During 2021 we spent a lot of time porting SPBF to GameMaker Studio 2 and we have proper bots and proper rollback netcode in place as well as a matchmaking server. The palette system was reworked to use the full palette of each charcter, We even have 8 player local! These changes are in an internal branch at the moment as they were being actively developed and tested up until December 2021. The code is nice and clean, the pipeline for adding new characters/movesets/stages is all there however, many of the characters are still missing attack animations and more.
During the pandemic our artists enrolled/graduated school and are now full-time programmers at other places. This has left us shorthanded with our art workload and until we can find new artists/animators development is kind of at a stand still.
If you or anyone you know is looking for work as a pixel artist (primarily an animator) please don't hesitate to join our discord and let one of the programmers know!
As a final note, We aren't giving up on the project and we have faith that we'll find one or two artists/animators to help us continue our roadmap
- Fixed Vulnerable Falls
- Fixed Daxter Down Special
- Stability Improvements
- AI refactoring begun for unique personalities per character
- Dash boost exists on all characters
- Main menu changes
- Increased Air control
- Various bug fixes and stability fixes
We're working with some great artists to bring more life to our stages and we wanted to show a glimpse of what we're working on specifically in our current dev branch which can be accessed in the Betas tab under Properties when Right clicking on Super Powered Battle Friends in your Steam Library!
Astral Abyss specifically received a complete makeover on the background assets and the stage assets.
Dark Rossa received an upgrade on the mountains and lake which is now animated with a fish that can drop by randomly
The tree on the left of the ruins/cliffs is now animated
The right side of the ruins has power lines coming down which are animated and a bird may perch there sometimes.
There is also a new satellite on the ruins... someone must be living there?
As always please drop by our Discord and join our community to stay updated and involved with Super Powered Battle Friends!
-Prazon
Please access this update in our Dev branch by using the access code "superbetafriends" without quotation marks! This update features the return of native Linux support and updated portrait artwork for our latest character addition Theodore! Changes:
- native linux builds
- engine upgrade to Unreal Engine 4.24
- stability improvements
- fixes for dinput support
Hey everyone! If you are like most people and want to play our game with your GamecubeController or DS4 playstation controller then we invite you to give our dev branch a try on Steam! You can access our dev branch to try upcoming patches and features before they are live on the default steam branch of Super Powered Battle Friends! To access this dev branch you need to right click on Super Powered Battle Friends in your Steam Library and click Properties. From there you click on the Betas tab and type in "superbetafriends" without quotation marks and click Check Code. It will say success and you can click from the drop down menu to switch over to the dev branch and update your current copy of the game. To keep up to date in real-time with our testing branch information head over to our Discord server and ping one of our admins telling them you would like access to the testing channel! Thanks for reading! -Brendan "Prazon" Miller-Young
Just a little update that adds very basic GameCube controller support. There is a basic remapping menu in the options for them that will slowly be improved and eventually have art to go with it Right now the only issue with Dinput devices (such as the GameCube controller) is that they can't utilize the same actions as Xinput devices. The only place this seems to come up is in the Options menu which you'll have to use Keyboard and mouse for or a Xinput device. I wanted to push this update out ASAP because I assume most people who went through the effort of setting up their GameCube adapters on their PC are okay with fiddling around in the options with keyboard and mouse as long as their controllers work during gameplay. Changes
- Unreal Engine 4.21 upgraded to 4.22
- FreezeFrames werent stopping some special attacks
- Knockback smoke wasn't coming out
- Prazon's Upspecial cancel window was moved a frame forward to prevent accidental cancels when spamming special
- Arc's jabs were nerfed. Their minimum KB was 50 and is now 5. This prevents Arc from having an advantage on foes early game
- Lighting was improved
Steam Build Updated: Opulent Owl 1.1.3 The SPBF Team has been incredibly hard at work to get our biggest update yet ready. This update has been a huge accomplishment so far for us and we are very proud of the fixes, additions, and return of online play! We know these weird times and world events can be hard for everyone and in order to support all those people who are still staying home and social distancing we have set Super Powered Battle Friends on sale for 90% off! We thank our amazing discord users for countless hours of bug testing in this update and helping us stay motivated! Unfortunately with all this work comes one pitfall we had to deal with as a team. Our native Linux support is being temporarily dropped in favor of Steams built in Steam Play/Proton support. We spent the last month trying our best to get our new workshop backend to compile native builds for Linux but we haven't been successful yet. As soon as this changes we will be supporting Linux with native builds once again! If you want to stay updated on the latest work we're doing please do yourself a favor and join the discord! Game Loop improvements
- Players can now begin combat on BATTLE!
- Post Game results should be correct 100% of the time
- Taunting is now implemented! Press T on Keyboard or down on the D-PAD to taunt! "Toodles!" (Only Daxter and Luna have these available currently)
- The newest cast member is here!
- This heavy grappler can now be selected in-game!
- Text chat in lobby!
- Voice chat in lobby and during game!
- Arc's Fspecial has been replaced entirely
- Prazon's Uspecial can be cancelled early by inputting the special attack button/key
- Sudden Death is now here!
- When 2 or more players have equal kills and deaths the game will enter sudden death on timeout
- All players involved will start with 300% damage and 1 life
- The Steam Workshop has been implemented for our new Theme Workshop!
- Currently you can upload your themes to the workshop from the in-game menu
- Subbed themes will be checked on opening the theme workshop so any themes you subscribe too will show up there and then will be available for use in-game
Bug Fixes
- TOO MANY TO COUNT
Steam Build Updated: Opulent Owl 1.1.2
- Arcs weight increased by +10
- Run and walk boost from Arcs static lowered to +35 +15 (compared to the +80, +25)
- Timers that stop Arc from spamming projectiles lowered from 1.8 to .6
- Added a slow down on Arcs dtilt (fixing a bug where he could dtilt off the ledge)
- Arc jab 2 min kb raised, angled lower
- Arc nair min kb raised
- Rearranged Luna nspecial movement to try to make it feel more natural
- Prazon Jab 4 hitbox and movement implemented (although is near impossible to pull out in combo, until jab rework)
- Prazon Dsmash values changed (kills at 110 now vs 70 before)
- Prazon Ftilt min kb raised
- Prazon Uair strong hit max kb raised (to allow it to kill)
- Prazon nair min kb on launch raised
- Prazon Fsmash min kb raised
- Prazon smash charging frames raised to standard of 9
- First pass putting tumble on most moves at varying percents on all characters
- Fixed Bot Spike Bouncing when grounded
- Improvements to Bot Recovery
- Improvements to Bot Movement
- Improvements to Bot decision making
- Improvements to Jab3 on Daxter and Luna
- Fixed some issues with special attacks on scaffolds/platforms
- Moving platform on seaside steppe
- Moving platforms on Astral Abyss
- Training mode with no Bot AI except recovering off stage (first pass)
- Acceleration adjustments all around
- Air control added .5 to compensate for less acceleration
- Arcs static gain now adds + Air control (+0.05) merge might have deleted this
- Adjustments to Directional Influence
- Added Lunas new animations (get up att, laying, shocked, Dsmash charging, helpless fall, nose on spot dodge)
- made Luna go into heavy landing lag after helpless
- Standardised all get up attack (to 7 frames)
- air dodge max speed reduced from 500 to 400, control move speed reduced from 100 to 50
- Ground friction on wave dashes from 0.05 to 0.1
- Fixed Idona allignment problems (fall, dbl jump, fair, helpless fall)
- min kb on nair, usmash and fsmash increased on Idona
- Added 40 mass and 0.02 air control to all characters
- Gave Luna Uspecial proper hitboxes (feels great with clashes)
- Luna dspecial now has proper source view (sprite placement)
- fixed multihit problem on Luna nspecial and Daxter Usmash
- Dax Uair min kb/base kb up
Wed like to officially announce Michael Flaherty as our Voice Actor who is bringing life to Daxter! As we work with more voice actors to get more of our characters voiced youll notice them making sounds when they are hit, do certain actions or fall off screen! Eventually well be creating a simple taunt mechanic that will include some more voice lines as well. Youll get a first glimpse of Daxters new voices once we've pushed the next update! As always don't forget to join our Discord and follow us on Twitter to stay up to date on news, sales and events or subscribe to our mailing list on our Website!
- Daxter is now has a voice! Voice acted by Michael Flaherty!
- Damage numbers now fly out when damage is received in the direction of kb and are colored to represent who did the damage
- Daxter utilt scaling up by .1
- Shrunk Luna nair hitboxes
- Extended Luna ftilt hitbox
- Luna frame 1 uair the proper hit sound
- Luna Jab 3 kb angle raised
- Arc utilt scaling up by .1
- Arcs dsmash more consistent
- Nerfed both of Arcs uspecials (were doing silly base kb, max kb)
- Idona Fsmash has 1 less startup frame, another set of hitboxes on effect and weakbox/strongbox
- Idona Usmash now more consistent with hitboxes
- fixed idona dtilt sound when hitting
- Idona jab 3 launch hit kb angle higher and more in line with animation
- Idona dair weakhits have less horizontal kb
- Idonas Nspceial is now longer and has super armor
- Idona Fspecial no longer keeps her in a single spot with lowered gravity and will slow at start of the move
- Cleaned up/Reworked/ Resized Luna Dair, Landing, Hurt and DBL Jump
- Gave extra startup time to Luna jab 1
- Fixed Luna jab 1 sound
- Fixed Daxters Uspecial hurtboxes
- Made Daxters Uspecial hitboxes higher up and bigger
- Daxter jab 2 now does 2 dmg
- Breaking deceleration falling + .3
- falling lateral friction + .3
- default air control - .3 or -.2
- braking friction factor -2.5 (to 5.5)
- braking deceleration walking + 100 (to 600)
- max acceleration by -300
- make air control and default air control the same for all (use lower value
- added ~20 mass per char
- default jump v +10
- default jump + 10
- gravity + .1
- increase prazon weight to 110
- Fixed jabs causing infinite flinch
- Lunas jab1 has more endlag
- Lunas jab2 has more endlag
- Lunas fsmash has more endlag
- Lunas Nspecial has less endlag
- Luna is a bit heavier
- Lunas Fspecial is a bit smoother
- Lunas Upspecial has super armour and was missing hurtboxes but now has them
- Arcs jabs have more end frames
- Arcs charged Upspecial is fixed since it wasn't launching properly
- Daxters Upspecial has super armour on startup
- Paused HUD should cover whole screen on resolutions 1920x1080+
- Title screen introduced
- Changed first LOA frame on Lunas Nspecial
- Idonas Uspecial no longer has super armour
- You can now back out of the options menu with backspace or top button on gamepad and it won't reset the main menu
- Seaside steppe is receiving a makeover
- All local players can now trigger transition to stage screen and select the stage
We'd like to officially announce and welcome James Nye in joining the team as a Full Partner. He brings a suite of expertise in Unreal Engine to SPBF with his unique experience with AI, VR, and Game Design. Welcome James to the Super Powered Battle Team! lunar2019piginablanket -Prazon
Wed like to officially announce Aimee Smith as our Voice Actor who is bringing life to Idona and Luna! As we work with more voice actors to get more of our characters voiced youll notice them making sounds when they are hit, do certain actions or fall off screen! Eventually well be creating a simple taunt mechanic that will include some more voice lines as well. Youll get a first glimpse of Idona and Lunas new voices once youve downloaded the next update! As always don't forget to join our Discord and follow us on Twitter to stay up to date on news, sales and events or subscribe to our mailing list on our Website
- Team Battle is here! Press the Theme button to switch teams in Team Battle!
- You can now select color themes for A.I!
- Multihit moves have been upgraded! They perform much better now
- The timer that determines when jabs reset is now reset on each sequential jab
- Tumble was only coming out of reeling but now different hitboxes can activate it at unique percentages
- Hitboxes can now have their own impact sounds
- Luna now has a voice! Voice acted by Aimee smith
- Idona now has a voice! Voice acted by Aimee smith
- Fixed Infinite shocks that could occur against opponents of Arc
- Rewrote how we handle movement during abilities and attacks
- All local players can press start to go to stage screen and pick a stage
- increased Idonas airdodge frame count by 1 so it matches the rest of the cast.
- Fixed lunas Nspecial on ground coming out right after a jump press causing it to fail when landing instantly
- Airdodges are now linear movements instead of having gravity applied and being a burst
- Fixed data loss that was happening when projectiles hit players
- Some animations that were missing minor details have been cleaned up on Luna, Daxter, Idona
- Updated Dark Rossa's preview and button
- Updated animations for Daxter's run, walk, back air, down air, up air, forward tilt, jabs 1, 2 and 3
- Fixed Prazon's portrait on character screen and in-game HUD not displaying themes properly
- Increased cap on spikebounces, and changed hitbox values respectively
- Added autolink hitboxes for the following moves; Arc's forward air, up air. Daxter's down air. Prazon's neutral air, dash attack. Idona's up air, dash attack, down smash.
- Increased max KB, and KB scaling for Arc up air, forward air, Prazon forward smash, forward air.
- Decreased Max KB for Prazon's down smash
- Added extra hitboxes on Daxter's dash attack and forward special (to make the move feel more immediate on impact)
- Minor movement changes to Arc's jump, as well as Prazon's frictions and run speed
- Minor bug fixes
- Various minor hitbox changes
Introducing Idona
Idona is now in an early playable form in our Early-Access build! We're excited to flesh her out as a character and polish up her moveset, while our team of 4 work hard to bring her to a more complete state one of us is working hard at giving our rather lackluster A.I a complete makeover. The bots have been reworked from the ground up and are going to continue to improve thanks to our friend VidyaJames/PotatoFaceJames Click that link to see a little peek at our new main menu featuring random bot battles! As work continues to improve and further the development of Super Powered Battle Friends we start looking towards the next upcoming Battle Friend
Say Hello to Theodore
Our first official heavy character is soon making an appearance. You can catch glimpses of Theodore in our Discord so be sure to join ASAP and get the latest information straight from the 4 developers who make up our team! If you haven't already joined our Early-Access players be sure to Wishlist & Follow to stay up-to-date with our news and to get a heads up when we next go on sale!
- Forgot to re-enable seamless travel after testing which prevented players from loading online properly
- New Main Menu
- New and Improved A.I Bots
- Improvements to all characters
- Fixed Arc's Dair and Utilt hitboxes that had invalid data
- Various hitbox adjustments to all characters
- Fixed missing hurtboxes on a handful of Prazon and Idona animations
- Improvements to wall jumps
- Fixed not being able to respawn
- Idonas DownSpecial mine limited to 1
- Prazon's ForwardSpecial bomb and DownSpecial fists nerfed
- Lunas ForwardSpecial has startup frames added
- Arcs DownTilt and ForwardSpecial shock grenades nerfed
- Arc can no longer move during Neutral Special
- Fixed local players not spawning properly in game when you had 3 or 4 players
Steam Build Updated: Opulent Owl 1.0.7
- Idona now playable (early work in progress)
- New Character Select UI
- New Main Menu UI
- Prazon changes
- Luna changes
- Daxter changes
- General gameplay changes
- Wavedash improvements
- Jumping out of shielding
- Loading screens updated for all available characters
Steam Build Updated: Opulent Owl 1.0.6 Hotfix 3
- Bots recovery and wall jumps improved
Steam Build Updated: Opulent Owl 1.0.6 Hotfix 2
- Variable landing lag implemented but only light landing lag is enabled right now (fast landing lag)
- Wall jumps limited to 3 and each one is slightly smaller
- Online should be working properly and players should spawn. We lost our results code to corruption which for some reason caused the whole online not spawning issue. We will be replacing/remaking our results screen and code
Pick up your copy of Super Powered Battle Friends for 50% off during the Steam Summer Sale! Don't forget to join our Discord to help report bugs, suggestions and to find others to play with! https://discord.gg/JtnArZr -Prazon lunar2019piginablanket
Steam Build Updated: Opulent Owl 1.0.6
- All characters have received movement changes
- Jump squats added
- Short Hop Button removed
- Luna's Neutral Special hitboxes improved
- Luna's SideSpecial now stops her movement when initiated
- Daxter has received more sprite improvements
- All characters have received minor hitbox adjustments
- Bots can now be added to player slots in Online lobbies
- Hosts of lobbies can now bring local players online (If you have 2-3 people in a room they can all play online together on one machine as long as one of them is the host)
- Stage completion achievements fixed
- Minor bug fixes
- Results screen is receiving an overhaul
- 5,4,3,2,1 countdown added when time is running out
- Player lives have finally been fixed so that they actually display 0 when you are out of lives
- Tap jump improvements when your Jump input is set to the same input as your Up Movement
- Began implementing Steam Rich Presence systems
- Bots can have a bad time with jumpsquats
**Steam Build Updated: Opulent Owl 1.0.5 We wanted to get you all some fixes since our menus are taking longer then expected. We bit off a little more then we could chew** -Fixed Arc's charged arrows freezing opponents -Fixed airdodging into wall slide causing 2 airdodges -Fixed Canceling techs with shield -New Luna Neutral Special -Fixed Lunas Side Special so it always comes out the same distance -various movement changes -Steam Achievements added, More on the way We hope to get the new menu's in ASAP lunar2019piginablanket -Brendan "Prazon" Miller-Young
One thing we really wanted to add before launching our Early Access was a way for users to create their own custom color palettes for their favorite characters. We've already seen quite a few examples from users We want to see more of your creations! Head on down to our Discord and visit the #color-fashion channel and post your screenshots! We want to see what you got
A small hotfix is going out to increase performance in a few areas! Let us know in our discord if this helps for those who may experience any frame drops. (Also let us know your hardware please!) Steam Build Updated: Opulent Owl 1.0.4 hotfix
- Getting stuck in flinched state should no longer happen
- Various bot advancements
- Prazon fsmash hitbox is smaller
- Daxter dground has hitboxes again
- Respawn delay caused a bug where players couldn't spawn at the same time
- Fixed bots recovery
- Performance increases
Super Powered Battle Friends is now Live here on Steam Early Access! Grab it while it's hot! With a launch discount, now is the perfect time to grab a copy with your friends!
Super Powered Battle Friends is now on Kickstarter!
Super Powered Battle Friends is now live on Kickstarter! Help us reach our goal by sharing on your favorite social media and by backing your preferred tier! You can get some cool rewards in the future for backing such as a plushie of your favorite battle friend! We also show off some awesome concept art of our first 5 characters as well as go into details on our upcoming game modes! -Prazon lunar2019piginablanket
The GamingOnLinux community was awesome enough to write an article on SPBF! Check it out here! -Prazon lunar2019piginablanket
Super Powered Battle Friends now has an early access trailer available as you may have seen on the Steam page. You can also find the trailer on Youtube as well as our Itch page Be sure to like, subscribe and share on your favorite social media! Thank you kindly, Prazon lunar2019piginablanket
Super Powered Battle Friends
Cache Grab Studios
Cache Grab Studios
2019-05-16
Indie Singleplayer Multiplayer Coop EA
Game News Posts 32
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(17 reviews)
http://www.cachegrabstudios.ca
https://store.steampowered.com/app/743960 
[0 B]
Super Powered Battle Friends is a 2D indie platform fighter featuring hand crafted pixel art and a colourful cast of characters. Get ready for incredible local multiplayer and online multiplayer modes and the gameplay depth for those intense competitive 1 vs 1 matches. Super Powered Battle Friends is great for competitive players and social players alike.
Features
- Hand Crafted Pixel Art - All of our animations are drawn by hand and animated by hand frame by frame.
- Online and Offline Multiplayer - Host lobbies with up to 4 players online or play local with couch multiplayer.
- AI Bots - Nobody around to play? Practice your skills against our built in CPU's.
- Linux & Vulkan - Run SPBF natively on your flavour of Linux using Vulkan by default or OpenGL4 as a fallback.
- Powered by Unreal Engine 4 - Using the tools provided by this powerful engine we can refine and tweak our gameplay and include new features such as supporting Steam Workshop Mods in the future.
Battle Friends
- OS: Ubuntu 18.04 / Mint 19.1 / Xubuntu 18.04 / Arch Linux 4.20
- Processor: 2.3GH.z ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 4 or Vulkan Compatible Card with at least 2GB video memory
- Storage: 3 GB available space
- OS: Ubuntu 18.04 / Mint 19.1 / Xubuntu 18.04 / Arch Linux 4.20
- Processor: 2.5GHz ProcessorMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: OpenGL 4 or Vulkan Compatible Card with at least 2GB video memoryNetwork: Broadband Internet connection
- Storage: 4 GB available space
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