That’s right, you heard it right! After 5 years of blood sweat and tears our beloved Wulverblade is being launched into the big wide world! Its coming to the Nintendo Switch first and then the other platforms will follow on after that. You can view the eShop page now too which will soon be updated with all the final content.
We’ve been quiet for TOO long and with good reason, we are now on the brink of release! And the big news is that we’re launching on the incredible Nintendo Switch first! We are overjoyed!
If you’ve had your hands on a Switch or already own one you’ll be able to appreciate just how perfect the device is for Wulverblade. Nintendo have just announced us officially in the Nintendo Showcase! We’ve been so excited about this news for ages now and have been sworn to secrecy. Nintendo wanted to announce the news to tie in with the big PAX West event where you can come along and play the game along with many other great titles at the Nindie Arcade on level 3 of the convention centre. Both Evan and myself (Mike) will be there for the full event from Friday 1st until Monday 4th. So if you’re at PAX West in Seattle this weekend you’ll be able to come along and play the game on the Switch for the first time ever! Come see us!!!!!
Hey everyone! Welcome back to the Wulverblog. It has been a very exciting and exhausting time these past few weeks here at the Wulver team. For those who don’t know, we had the privilege of showcasing Wulverblade once again at PAX East with the IndieMEGABOOTH!
First and foremost I would like to thank everyone who took the time to stop by the booth to play, watch, or just chat with us. There are a lot of very cool things to see at PAX, and I’m honored you chose to spend your time with us. We also ran into some familiar faces from last year when we were part of the MINIBOOTH. You guys are all fantastic. Any chance we get to interact with gamers is both exciting and nerve racking. Putting ourselves and our work out into the public to be judged by (often harsh) critics is not always easy, but the payoff of a positive response is always worth the trouble.
Great news, Wulverblade will be at PAX East in the Indie Megabooth from March 10th – 12th!!!! We are honoured to have made the cut and can’t wait to see you all there! We will be showcasing some levels from the campaign and also the arenas! We are so close to completion now that we can taste it!
Once again it is time for an update on the current status of Wulverblade. It’s been a little over a month since the last one and we are chugging along toward release. Below I want to give a brief overview of what we’ve been up to during this push to completion.
Greetings again after a long absence. I’m Brian Johnstone, Lead Programmer on Wulverblade, and I’ve been very busy working on our game. We’ve been neglecting this blog but we have definitely been making great progress. This is just a selection of notes letting everyone know what we’ve been up to.
Welcome back to the Wulverblog! This is part two of my in depth rigging and animating Tips and Tricks series. This will be a quick post covering Meshes and Skinning. Like Inverse Kinematics, this feature was added to Spine some time ago but I hadn’t gotten around to writing about our experience with it.
One of my earliest blog posts was about using a Mesh in Spine. At the time, we were able to create fluid animation by moving and keying many individual vertices. This was effective but extremely tedious. Skinning expands upon this feature and works in 2D as it does in 3D. We are able to define how much influence each bone has upon a certain vertex.
Evan Doody here with yet another tech art blog post! Due to the popularity of my Intro to Skeletal Animations post, I’ve decided to write an update that covers some of our new, more advanced techniques. My next three posts will cover some of the newer features the guys over at Esoteric Software have added to Spine since the last time I wrote about it, as well as some tricks and techniques we’ve learned to implement into our workflow. This post will be covering Inverse Kinematics, or IK for short.
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