UnintelGen wrote:
Oh, don't get me wrong- I love this style and it oozes personality. Just thinkin' that maybe it's a bit too "hardcore" for My Little Pony.
While this is certainly true, I think it's always worth keeping in mind that the idea of "My Little Pony Fighting game" is slightly hardcore for these ponies (only slightly though).
From the looks of it they are trying to simulate dynamic high contrast lighting, which definitely gives the library and the outside area much more depth. I personally loved it when I first saw, but I know what you are getting at. One problem at the moment is that it looks as if causes small artifacts and it blends... rather weirdly. It may also be a bit over-saturated. But this could just be an instance of "looks bad in stills, looks FANTASTIC in motion" sorta thing. What I'm wondering is whether or not this a real-time effect in the engine, or just background art.
I think part of it might also be the fact I have grown used to the library without the light, where as the developers probably always pictured a light being there. Seeing it in motion would probably help a lot as well. I saw the background before in their previous update and it was fine to me then.
Scuderia Ferrarity wrote:I suppose the tooling (character and move editors) is pretty good given that this was a commercial product at one time.
Going by what they have been saying and the Joy of Palletes update, it seems like they haven't had much trouble with move editing, but there have been some problems with the character editing in terms of getting the levels of customization they want.
Still, a fighting game requires buttloads of testing - and a public beta is kinda useless as far as collecting bugs and providing consistent feedback.
As far as I have heard, public beta testing for FPS's were very very useful and successful, and I can't really imagine any situation where it wouldn't be useful. Perhaps some inconsistencies, but most of the cases I've seen have always benefited from a public beta.
OpposingFarce wrote:Presumably you'll be able to run it in fullscreen but it'll just be the default 800x600 or whatever the engine's output is blown up to fit your screen.
This is what I believe they said before in the second livestream, that even though you can change the window size, the aspect ratio will remain at their stated size.
-------------------------------------------
This latest update was interesting to me in several ways. The First thing is AJ, by looking at her
WIP instruction booklet page, she has a second super listed. This is still a WIP thing, so for all we know it could be a joke like the Konami code inputs, but you can't rule out the possibility of it also being a real development since you'd think by now they would have at least the level 3 super for AJ working out, and supposedly there is
a newer WIP build around so there has to be at least some progress made since the livestream in february.
The second thing is just the changes in Twilight's stage and the main interface being integrated in what looks to be that newer WIP build. Here's a side by side comparison shot of the old and newer builds, and excuse the horrible Youtube quality look of the old build.

We've already seen the changes in twilight's stage, but I think putting the ponies inside the frame with the GUI helps solidfy the change of its new look. I had seen the updated look in the first Bite Sized update, but it wasn't until I saw it here with the ponies did I really have any problems with it, and it's probably just the new lighting being very apparent, but I should wait until seeing it in motion before saying much.
As far as the GUI goes, it has gone through some design modifications, but the only change in the layout would be the super bar at the bottom losing the circle indicators and the altered text indicators. The new style works a lot better in my eyes for being much bigger (and actually readable) compared to the last version. Also the number is much more prominent in size making it stand out more compared to the "level" next to it and the location being in a much tighter and integrated spot makes it easier for the bar, as a whole, to be read. Don't forget the new portraits, which use the same updated portraits on the site slightly tooled so that their eyes are facing each other.
However, I also found it interesting that the 2 screencaps were slightly different, see here as I try to point them out via crude MSPaint arrows.

The black line on the top highlights the different portraits, suggesting that upon loss that characters portrait changes to the beaten up one, a feature that I am not aware was ever in a fighting game but probably has existed for a long time.
The yellow line on the top shows the different colored health bars between the two screenshots. This could be very several reasons, like it being integrated with a mechanic or some such thing. But the most likely possibility is that they haven't finalized the decision on the color of the health bars yet on the new GUI.
The red arrow at the bottom of the right image shows the different color super bars. The older builds had super bars of the same color for each character, so it's unclear if this is a test of colors, if players have different color super bars, or if characters have color specific super bars, but it is an interesting oddity nonetheless.
---------------------------------
The only other bit of info that I think went missed by most people, but they said in their second livestream that they had their testers at around Christmas. Just to give the development some perspective, they must have had some working build of Pinkie around November when they released the Twilight Sparkle trailer, probably some working version of Rarity seeing as how she had an idle animation in the build and got worked into the Bronycon January build. This means that within 2-3 months, the testers/developers managed to find and fix some/most/all of
these problems within that timespan. Assuming they have been working on this consistently since the livestream (though they probably haven't worked quite as hard as they did before the february stream where they changed Rarity and finished the walking of PP/Rarity, since they admitted that they work real hard for the livestream), the latest build should hopefully have some good progress. I predict that they'd show off a rough working Fluttershy ala Pinkie Pie/Rarity, Pinkie Pie and Rarity getting tweaks along with their magic system, and maybe a level 3 AJ super but with no other work on AJ/Twi.
I also think it's interesting that the updates have been getting slightly bigger as each week progresses. It makes me wonder, are they going to keep building off of this momentum and show off a new trailer next week, or return to base level Bite Sized updates like the first week? At least, it certainly seems like they are building things up, I can only hope they don't show off a new trailer during the time of Bronycon.

(then again, Mane 6 has played me before, see when I asked for the bite sized updates 6 hours before they launched)