Let the Disco lights follow your moves!! Step on the tiles and check out the effect! The stage is currently on Beta, so don't you worry: a disco-ball we'll be up there sooner or later!
Friday, July 4, 2008
Stage - Disco Floor
Let the Disco lights follow your moves!! Step on the tiles and check out the effect! The stage is currently on Beta, so don't you worry: a disco-ball we'll be up there sooner or later!
Wednesday, June 25, 2008
Tuesday, June 24, 2008
Rumblah ShortFuse!

What if I just want to release some tension fast without all the work involved in making a character? What if I have no idea how to work myself around Flash but I still want to have a quick fight? Rumblah ShortFuse! is the answer!
A sweet little add-on for the engine where you can load any image from your computer into the engine, crop the face you want to include, select a given moveset, such as Betaman's, and then pit yourself againts anybody. And I do mean ANYBODY.
If there's something we've all learned from Wii Sports's Boxing is that there's a guilty-pleasure hidden on punching out the Mii of someone you just feel like doing so. Well then, Rumblah's ShortFuse! will let McCain smack Obama down without consecuences, or Hugo Chavez againts George Bush and while we are at it: YOU against that wicked algebra teacher of yours!Now users with Flash experience will not only have the possibility of creating complex characters or use sprite sheets for old-school characters. Now they'll also be able to make movesets that people can choose from when they just want to have a quick brawl.
Labels:
About the engine,
Character Creation,
Custom Content
Saturday, June 21, 2008
Lighting Effects on Stages
Throughout the different fighting game that have appeared during the year we see more and more elaborated background stages. Some of them have different lighting tones, however the characters reamain with their strong colors in some cases.
With a few lines of code inside the stage file the characters will be iluminated to match their surroundings. You'll just have to define the R G B components of the tone and the porcentage ofthe effect over the character and you're good to go!

With a few lines of code inside the stage file the characters will be iluminated to match their surroundings. You'll just have to define the R G B components of the tone and the porcentage ofthe effect over the character and you're good to go!

Sunday, June 8, 2008
Dan in Rumblah!
It's the first user-created character! One of Rumblah's beta-testers gave it a try and created Dan from Street Fighter with some humorous animations instead of attacking. Watch happymeat's(a.k.a. madminifig) creation go!
This video has been up for a while and used an early Beta which explains why it hasn't got a lot of animations.
This video has been up for a while and used an early Beta which explains why it hasn't got a lot of animations.
Tuesday, June 3, 2008
Rumblah.com!
Rumblah.com is on the works now! Once the engine goes into Open Beta (around November probably) the site will be up and ready for people to share their creations, learn how to make them or discuss about them in the forums.
It's been a while since the last update, I know, but now that I've finished some other projects I have more time to dedicate to Rumblah!.
In other news: Betaman's profile has been updated with all his current moves and his other skins. Go check them out!
A new Beta will be available soon for those interested that will include all of Betaman's aerial moves. If you're interested then send an e-mail to rumblah.mail@gmail.com
Wednesday, April 9, 2008
Collision Boxes
Meet the Red and Green Collision Boxes

These boxes, which are nothing more than just rectangles, mark the contact zones of the characters. In this case, this particular frame of Betaman that's being editted in Flash represents the momment in which the character's headbutt would hit the enemy. Intuitively we can say that the red rectangle or Red Collision Box represents the action zone of the attack. On the other hand, the red rectangle or Green Collision Box represents the zone where the character is vulnerable to enemy attacks. We can conclude then that if Red Collision Box of a character A has contact with the Green Collision Box of character B then character B must change its animation to one that depicts its pain and also loose some health.
These contact zones are vital when it comes to define action zones of attacks and also to define the vulnerable zones of a character. You might notice that they are not neccesarily precise in relation to the characters perimeter, they are just aproximations of where contact should be delimited. For example, if I want to give the illusion that a character has an arm outside the plane of an attack then it should be outside of the green zone. Same thing with attacks. The idea is that collision looks real and not that character B is hit when the characters just scrape each other.
These boxes, which are nothing more than just rectangles, mark the contact zones of the characters. In this case, this particular frame of Betaman that's being editted in Flash represents the momment in which the character's headbutt would hit the enemy. Intuitively we can say that the red rectangle or Red Collision Box represents the action zone of the attack. On the other hand, the red rectangle or Green Collision Box represents the zone where the character is vulnerable to enemy attacks. We can conclude then that if Red Collision Box of a character A has contact with the Green Collision Box of character B then character B must change its animation to one that depicts its pain and also loose some health.
These contact zones are vital when it comes to define action zones of attacks and also to define the vulnerable zones of a character. You might notice that they are not neccesarily precise in relation to the characters perimeter, they are just aproximations of where contact should be delimited. For example, if I want to give the illusion that a character has an arm outside the plane of an attack then it should be outside of the green zone. Same thing with attacks. The idea is that collision looks real and not that character B is hit when the characters just scrape each other.
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