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8/28/16

FusionFall Universe Livestream!

Today at 6PM EST Time, theres going to be a FFU Stream! I dont know if its because FusionFall Closed Down in August 29th 2013, and its done to honor it, or just for fun, but something is something right?

Come Join Me! My Twitch Username is called "TheFusionFallBlog"  and the link to the stream is this one: https://www.twitch.tv/fusionfalluniverse


Hope to see you all there!
-Plants10000 (Mega4500)

8/20/16

FFL Devblog: We´ve Got The Power!

Hey everyone! I'd like to introduce you to the new look of the Powerpuff girls!


As you can see, their actual designs haven't changed at all. The original designs were just too good. However, we have updated all of their textures! Now, you may wonder, "Why would they update the textures if the designs haven't changed at all?" The truth is, the original textures were pretty out of style when compared to the rest of the characters! They had too much shading textured on, there were outlines all over the place… it was a bit of a mess. Not to mention their eyes were hardly in the FusionFall style!




You might also notice from these side by sides that their models have been modified as well! As it turns out, their original models were hardly consistent between each other, proportion-wise. Some of them were taller than others, their arms and legs were different widths, etc. etc. Our team decided it would benefit the overall look and cohesiveness of the game if these three sisters looked consistent if you were to put them all next to each other.
Where did the inspiration for these new textures come from? Well, as it turns out, Ace’s mysterious new band member Belladonna required nearly no editing (besides a very miniscule edit to the face and some slight adjustment of proportions), as she was the closest to the actual style. I based the style of the other girls’ textures on that of Belladonna’s textures.


There are a few other characters we’re editing to match their art more, so keep your eyes peeled for those.
As well as fixing up characters to match their original designs, we’re doing a little something to make the characters even more expressive. A few eagle-eyed fans might have noticed in the recent Pic of the Day featuring Dee Dee, her texture was different! Her mouth was closed! What could this mean?!
Well, we’re giving characters facial expressions that play during their animations! Some of the characters could look a little lifeless with just their one facial expression that would be present in all of their animations, so we felt this would be a nice little touch to give them that extra bit of life.

https://www.youtube.com/watch?v=efFnCvXirrQ
   

Speaking of expressions, we’re also giving them to quite a few nanos! These will display during certain animations while your player emotes and your nano does the same, as well as during a few other animations.


And while we’re talking about nanos, here’s a new one!


Say hello to Nano Belladonna!


We’d like to think of this new nano as a special treat to the hardcore fans of the original game. As you can see, Nano Belladonna’s design has been in development for quite some time. Through several revisions, we finally landed on the final design before we went hands on and made her! Just like most other nanos, she will be receiving expressions to match her animations, and just like the Buttercup Nano, she’s a Blastons type. We’ve also thrown in a teaser of a few more nanos from the Powerpuff Girls series.

See you next time!

8/14/16

Project Sneak Peek #12: A new Fad

It looks like this Name Dropper has renovated himself! Many cogs are doing the same by the looks of it.

8/13/16

FusionFall Retro Devblog #3: Slider System Is Back Online!

Similar to the Monkey Skyway system, the Slider System utilizes a similar path editing system which involves manually placing points and setting values based on the points and their locations. 

While the functionality of the sliders may exist already in the game, Dexter’s carefully plotted out routes utilizing his floating rails weren’t functional. Instead, slider rail points had to be carefully crafted, each one its own, and each with separate speed limits and stopping instructions.

Along the rail exists 16 stops. There are eight stops on the way downtown from the suburbs, and eight going the opposite direction. Each stop had to be marked down, with three corresponding speed increases after each stop, and 3 corresponding speed decreases before each stop.

Check out the a video of the Slider System in action!

8/7/16

Presenting: Toontown Rewritten! The Fusion Invasion Content Pack!

Heres the project ive been working on for the past month! Its a Content Pack for ToonTown Rewritten!






In this content pack, areas, music, cogs and more are changed to fit the FusionFall Universe, but with ToonTown Gameplay!
As for a Release Date, we are planning on releasing it on...
September 15th!
Stay Tuned everyone!
-Plants10000 (Mega4500)

Project Sneak Peek #8: More Cuckoo!

Donalds Dreamland is more dark and "Cuckoo" than ever! And Cashbot HQ doesnt help whatsoever.


8/5/16

FusionFall Bios: Forsaken Valley

Forsaken Valley Map Forsaken Valley is the edge of the Darklands. A lush jungle paradise, it is the safest area in the Darklands. It also has nearly all of the shops in the Darklands - every type, as well as a S.C.A.M.P.E.R. and a Monkey Skyway Agent, except for a Morbucks Savings & Loans. They all are aboard Mandark's flying airship, along with the main NPC's, Jack and Tetrax. The enemies in this area are level 28 and include Terrordactyls, Triceraclops, Frilled Killers, and Fossil Crawlers. To get aboard the Airship for first time visitors, go to the area near the back of the ship on the map. You will see a lift that takes you up.

Project Sneak Peek #7: Oil Fountain

Even thought theres FusionMatter almost everywhere in BBHQ, the oil is still the same? Ok...

Pic Of The Day 05/08/2016: Orchid Bay Piers!


8/4/16

FFR Devblog #2: Monkey Skyway Agents!

While Mojo Jojo might steal all the credit for the brand new Monkey Skyway system, we’ve actually been hard at work figuring out a way to put it all in place and making sure it works without a hitch. 

   Using a bit of custom coding, I was able to enable the creation and saving of Monkey Skyway routes. We were able to use these custom commands to plot each and every careful turn the monkeys take on their way to their destinations.

   Thanks to these cleverly designed ingame tools, we were able to plot out all the Monkey Skyway routes. Wilttilt and Przzyfied were held responsible for making sure Mojo’s minions took off properly and didn’t run into any obstacles along their routes. They may have gone a little overboard planning a few of them, but every monkey now goes to their proper destination. We even made a quick video detailing a few neat routes and highlights of each region.


Some of the really neat ones include City Station > Tech Square, Orchid Bay > City Hall, Mount Blackhead > Camp Kidney, and Forsaken Valley > The Precipice. 

Thankfully, Monkey Skyway Agents use paths very similarly to the city slider rails. With some quick modifications to the tools, those should be operational in no time as well! Stay tuned!