Dev Logs in Jump EX

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Changing the way I work on the game to make things more efficient as all core elements/mechanics have been mostly implemented.

Working on the cutscenes, here's a sneek peek of one.

Coming at you again with another visual related thing.

The new Vergil navigator pop-up looks really cool, thought I'd post it.

Still on the crusade of visually upgrading things. Upgraded the text boxes and character busts this time round.

Added an absolutely FIRE red background thing to each of the busts for more of that visual pop.

I'm very stoked over this, more to come.

Yes, it was absolutely worth messing up the general text alignment for this. This is fire, we love SMT.

Another asset update, this time to the main page headers.

It's a hell of alot more readable right now, to the point Futura is going to be the optimal font to stick with for most of the visual stuff.

Like with Trophies, I've changed the pause menu again; hopefully for the last time.

The menu before this one looked nice but was just too difficult to navigate. This one is better, more user friendly.

Trophy Icons have been updated again!

Combat Balancing is hard, thought I'd take time to redo some of the areas. Here's DMC 1 Dante's arena, Old vs New. Thoughts?

Phantom Fight Demo Update

Hi guys, I'm updating the demo. I figured out how to make sprites look bigger and better.. and actually look like a boss. Also theres some minor bugs in the current demo that need patching. Expect this update soon!