Posts

Social Media roundup and a bit of news.

Ooh boy, this place got a bit dustier than we expected.

But here we are again, and this time, instead of apologizing for the lateness and making promises of things to come, we actually HAVE the things to come at hand.

If you have been following M6 through one of our social media places, you already have seen some of these things. If you haven’t, well, good news, there’s even MORE new things for you to look at!

So!, let’s get you started with a recap of the things that have been shown in the past few weeks through the social media, shall we?

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Just a small reminder

Hello everyone!

Just a small reminder that we’re:

a) not dead
and
b) still working on this.

And that you can check out (or follow, if you want!) our twitter to catch small bite sized updates that don’t warrant a full article in this site!

For example, this is a thing I was working on earlier, and that Nappy requires me to inform you is nowhere near a finished sprite, a finished placeholder, a finished placeholder sketch, or an unfinished placeholder sketch thought… It’s just a very early test thing we’re using, and may not reflect the final art style of the game. (since it’s currently off model to our reference sheets. What with being a “done in 5 mins” test thing and all.)

Anu out!

ALSO! Tron Lives!

Progress Update and Fighting Games Symposium 2013

Hello everyone!

It’s been some time since our last post in the site. Things backstage, however, have been quite active; We’d like to thank everyone for the continued patience and support, and for sticking with us through the pre-production stage of the game.

This post serves two purposes. First, to assure everyone that we’re still alive, and the game project is also alive and kicking. Work has been done, engines have been learned, characters have started to be implemented in placeholder form to help with that learning, and the character design aspects have progressed as well, (Have we mentioned that Lauren is narfin’ awesome yet?).

Some of the technical things we have been working on are intended to adapt the Z-Engine art & programming pipelines to our own methods of doing things, as well as building tools to make this process easier; Foremost in these new set of tools at our disposal is a new hitbox editor. As Mike Z and LabZero can tell you (and you can see in their work streams), they have been working so far with a paint-program-made-hitbox-editor, assembled out of necessity and perhaps not quite the best tool for the job. Our programmers -Beta and Kenneth- have then been working on creating a different hitbox editor for use with the Z-Engine, automating some of the process and making the designers’ lives a bit easier.

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