Super Hematoma is a beat-em-up inspired retro multiplayer fighting game which will have you pitted against your friends (or random jerks from the "internet") in brutal street fights. Whether you decide to go it solo or with a group of friends, your Bruiser will be able to bash, bludgeon, and break your opponents using a variety of weapons or even your bare fists. With a variety of arenas and game play modes to choose from, you'll be knocking knuckles with the best of them for hours on end. This project, which is in early development, hopes to bring classic retro pixels and music into a modern multiplayer brawler setting. We're a small team of two independent developers that are working hard to bring something fresh to the table.

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Yes, Matt's am still alive in his nerd cave. This is going to be a very quick run-down of some random morsels of progress; some items that register as pretty small-time on the excitement scale this time around, but important stuff nonetheless.

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Yes, Matt's am still alive in his nerd cave. This is going to be a very quick run-down of some random morsels of progress; some items that register as pretty small-time on the excitement scale this time around, but important stuff nonetheless.


Resource Management

The resource management and game asset loading system has been completely overhauled.

Matt decided to redesign it from the ground up to make something more flexible for the long term, and more automated. Instead of a system that loads image by image, audio file by audio file, etc, and is set up with manual data lists, all game assets are now automatically discovered, serialized and compiled into a set of data files as part of the project build. In game, assets are loaded and parsed from these custom data files as needed, and not accessed directly by file. The new resource management system removes some pesky limitations on acceptable sprite sizes that stuck around in the old system too.


Refactoring

Not to get into detail, but there’s been a lot of refactoring and cleaning of the code in general as well. Unfortunately, we rushed things a bit in an attempt to apply for the PAX Indie Megabooth, and it left us with a big mess in the codebase; Matt's spent a considerable amount of time sorting it out since. The beast needed to be tamed before it got any worse.


Sprite interface

Matt's reworked the sprite data interface as well. A lot more sprite manipulation routines have been put into the game to handle real time creation and placement of sprite outlines and palette swapping. With this in place, he's very close to jumping back into pure game play coding.


Bugs

Lastly, bug fixes; nothing too exciting here. There were some lingering hit detection problems with airborne bruisers due to issues in how the bounding boxes were being calculated for fists, feet, and stuff that causes damage on collision, but that’s all nice now. Some small camera bugs have also been tweaked out. There were some random memory leaks happening with temporary animation objects that would pop up, animate, and then disappear (oil splashes as the like), and those are all cleaned up now.

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