Official Twitter Account of Indie Video Game, Team Rush. Currently being developed by @InfiniteJuggle

Joined May 2019
1,744 Photos and videos
I been drawing a little lately. πŸ˜ƒ #illustration #character #commission
12
274
Modern take on the Scooby Gang. Finally got the time to finish it. #scoobydoo #daphne #velma #shaggy #illustration #handdrawn
2
2
10
1,057
Beats in my head!
With nature and wildlife at her side, Elena dances into #StreetFighter6 on June 5, the same day the Years 1-2 Fighters Edition arrives! πŸ€ΈπŸΎβ€β™€οΈ Like a meerkat, stay alert and keep an eye out on our channels for her gameplay trailer coming soon.
206
Still working on finishing this bit by bit. πŸ˜„ Gonna add the Mystery Machine and Scooby... when I get the chance. πŸ˜… #scoobydoo #daphne #velma #fred #shaggy
2
2
8
973
Elegance...
4
137
Some recent art. #illustration #digitalart
2
3
20
343
Some Updates. Mostly reducing the visual clutter than can occur during the battle. - Flickering lights at the character select removed - Characters have borders around that show when there are getting hit. - Characters flash red or blue when taking damage or blocking. - Lighting system added, thanks to @foxyofjungle Crystal Light Engine - This helps with separating foreground characters with the background elements - Battle Truck 90% done - Post-Boss Battle results added - Characters are 'fatter' or their collision boxes are wider so they don't stick too close to each other. #indiegame #sologamedev #madewithgamemaker #witch #goth #fightinggame #platformfighter #beatemup
3
10
623
"I'm totally the boss here... but first, FIGHT THIS TRUCK!"
1
4
217
Last year I drew things... #artvsartist2024 More this year... #illustration #art #character
3
234
Dev Notes for Team Rush Demo Build 2025.01 : - Overhauled combo system: Links, Special Cancels, and Super Cancels are now more accessible. - Adjusted the game's default gravity: Previously 1.3, now set to 2. - Added Air Resets to help prevent infinites and exploits in the juggle system. - Limited air combos' duration: Characters no longer hover excessively during air combos. - Improved Wallbounce mechanics: Only specific normal and special moves cause opponents to bounce off walls or screen edges. - Introduced the Rush Attack: A powerful launcher that sets up air combos. - Fixed block string mechanics: Defending characters must exit block stun before attacking again. The previous build had a glitch preventing this. - Added 2 Air Specials and 2 Grounded Specials for every character. - Overhauled Main Menu UI, Character Select, and Stage Select interfaces. - Enabled Main Menu Radio system: The Main Menu now plays music tracks from a playlist (*tracks are placeholders). - Enhanced defensive options: Improvements to the parry mechanic, along with an invincible air dash and ground roll. - Expanded offensive options: Added Rush Counter and "Footsies" Bonus, triggered by specific types of counter hits. - Temporarily removed the Combo Pizza feature while developing an alternative implementation. *Working on getting this released in January. Stay tuned. Sorry this took so long. But I had a number or major life changes. The game is better and it something a lot easier to build upon. #indiegame #indiedev #solodev #character #gamedev #indiefightinggame #platformfighter #fgc #ragingdemon
2
5
526
Impact Frames and Super Frames #indiegame #indiedev #screenshotsaturday
1
5
379
Recent Art - Velma #velma #scoobydoo #jinkies
1
5
30
3,400
Recent Art - Shaggy #illustration
7
228
With the demo almost finished thought I'd share how it started / how it's going. - In 2017 I was running into issues with a bloated project that used tons of memory. Was creeping up to 5GB and that's with no HD audio or anything. Today the game's build size is 1.47 GB and runs smoothly on any machine. - The combat was improved on, sped up features were removed and added based on my better understanding of programming. This is led to a system which makes adding characters to the roster a smooth process. That's when the roster increased from 4 to 12 to 24 to 48. That large cast is based on a decision to make some of the enemy characters playable. - 2019 to 2020 I ran into the issue of loading times. At the time, Game Maker did not have an optimal way to load graphics to ease the burden on the player's computer. The answer to that came in the form of Dynamic Texture pages in 2021. Thanks Game Maker. - 2022 the first demo was released and there were a few issues with the combat. Everything led to an air combo or infinite juggle state. The entire combat system was overhaul into what you see today. -2023 was the creation of dialog system for cutscene interactions in the story mode. The main chapters will be seen from the perspective of Michelle, Devanese, Sunny and Peppa and/or Dark Michelle, Diva, Shade and Spyce if the player choose the dark side. -2024 basic ai tests show that any character can win any match-up with all the mechanics and moves provided to them. The 1.47 GB file size is going to increase since all characters aren't in yet. But it's in a good place. More to come. #indiegame #solodev #gamemechanics #indiefightinggame #madewithgamemaker
1
1
5
378
Controller configuration works. Control icons change based on whether controller is plugged or not. In the accessibility options (not finished yet) I will add a feature to change the default Xbox icons to PS5 and Switch. These are all QoL features but they make a big difference in the experience imo. And a 4 player game with no proper controller support should just be illegal. πŸ˜„ #indiegame #indiedev #gamemaker #madewithgamemaker #solodev #uielements
1
1
360
Stage select, yay. My original idea was to have things transition to a subway that shows the stages on a monitor. This will do for now. Some stages will have different times of day and hazards to switch on and off. The demo will have 4 stages. And some of their names are subject to change. #indiegame #solodev #fgc #platformfighter #indiefightinggame
1
2
6
401