where is the ammo from? or is that not a problem?
Holy moly why does acumen have like 12 different forms ![]()
the number of base types in magic power simulator
maybe for earlier releases i could use placeholder models?
Yeah that’s probably the best option for now …
Gameplay come first anyways :P~
[0505-0511]
- Built out more of the map
- Added base classes / template for Judge, Taepong, and Senbon
- Added an appearance system that changes your hair, face, and clothing
- Eyes now have an aura around them that glows when you equip your ARMS
Hmmm, kinda burned out of working on the project this week. I might take a break and go do a side project while I get some ideas for what to do. Expect the next update log to be a bit shorter since I’ll probably rest for a bit T-T
@Celeste Thanks for dropping a like almost immediately every time I post an update here ![]()
It’s always reassuring to see people check in every week even when the project is in it’s earlier stages.
(Also hi flora, maple, bluemin, and randomness when they see this)
You’re welcome.
wsg
Woah unconventional eyes
Also hi
No update this weekend, I will be out fishing .3.
hi bio
this has been an arms dealer

ARMS Dealer Hype
[0512 - 0525]
- Floor / Layer 1 of the map’s base is done
- Added customization UI
- Added hurt flash (Players flash red when hit by a damaging move)
- Added NPC that allows you to change customization settings
- Animation changes for Kogetsu, Dashing, Senbonzakura, Scorpion, Judge and Taepong
- Dummies now ragdoll on death
- Entities now have a death animation
- Bug fixes related to being able to hit dead bodies after dying
- Dummy spawning has been revamped to include the new AI handler and customization settings (, dummies will also return to the spawnpoint if left alone for a while)
- Scorpion now has Normal Combo, Heavy Combo, SP1,2,3 completed. (VFX created by @Boi , thanks alot!)
- Judge now has Normal Combo, SP1 completed
- Bug fixes related to circular hitboxes
- Overhealing is now a mechanic and will carry across ARMS when switching
Pretty big update log this sunday since I wasn’t able to post much last time. Scorpion is mostly complete aside from the equip and switch animations which I’ll get to eventually. Judge will be the next class to be worked on, being the first class to have a healing move. Use this one carefully though because it heals enemies as well :]! Anyways its pretty fun to work on the front end, making all the moves for classes now that the backend is mostly complete. (Aside from boss AI and a couple other mechanics I wanna add.) I’m sure things are going to be terribly unbalanced when this test session happens but it’ll work out somehow :3
Also scorpion is my favorite class nowFrom bug to mechanic. I wonder how many more of these will appear in the future

[0526 - 0601]
- Hp bar now turns blue on the center UI if you are overhealed
- Global HP bar now changes based on your overheal
- Judge Normal Combo fully animated and completed
- Created a message handler for sending messages to the player
- Modelled and added Iishrach
- Added [Redacted], and [Redacted]'s model for jokes
- Bug fixes related to the loading screen
The longer this development goes on, the more stuff I want to add q.q The scope creep is holding a knife to my neck and telling me to add more mechanics… At this point all that’s left to do is complete the classes and Test Session Four is ready for release (Minus figuring out how to fit the map into this <-<)
[0602 - 0608]
- Spawnpoints now function, creating your character in a spawnbox before sending you to a random spawn
- Players are now unloaded until they are fully passed the loading screen
- It’s now possible to lock / unlock slots (defaults to unlock rn since I haven’t written the datastore for unlocking yet)
- Dialogue handler now supports cutscenes
- Starting a dialogue now drops your walkspeed to 0 (Might change this if it’s annoying)
- Judge HC swapped with SP2
- Judge SP2, SP3 fully complete (VFX, SFX, Animations)
- Added Fang’s class base
- Started Taepong SP1
- Reworked damage formula (Might need further balancing but things shouldn’t die in one hit now)
- Tutorial part 1 completed
Everything’s all coming together >:D Judge is complete but might need balance changes when testing finally happens. Thanks alot to @Boi for helping out with VFX again this week. It really inspires me to have someone else to work together with on this passion project. I’ll be writing the tutorial / prequel for the game so that’ll probs take up most of my time next week.
bio alt obviously just swap the o and i cant believe nobody has noticed this
Lol, @Boi 's an actual person :V
They just have a very similar name to mine on the forums :P~
huh.



