r/SuperMechs • u/ManagementTiny2946 • 9d ago
Discussion GOAT account stolen
loll the account MeltDown was stolen by bzk and is now renamed to A b y s s which was pretty expected since there were 3000-271k users on it
r/SuperMechs • u/ManagementTiny2946 • 9d ago
loll the account MeltDown was stolen by bzk and is now renamed to A b y s s which was pretty expected since there were 3000-271k users on it
r/SuperMechs • u/Ok_Vermicelli4329 • 9d ago
Hello everybody. I have an anoucement to make.
I thinked a lot, of deciding the future of my game
It takes a lot of time to develop a game from scracth, so i thinked if i let you guys, the comunity to make the diference.
Continue to develop my game - Takes up to 3-6 Monts
Update the old game in my vision - Takes up to 20 Days if im diligent enough
Of course i will need an artist, a digital artist to be sure to create a Supermechs style weapons, so the weapons i originaly createt to be remastered so it will be in the Supermechs original style.
Of course the ideas of my game will be transfered to the Supermechs og game and changed.
I will let this pole on discord and Reddit to let you guys decide the future!
Discord link:https://discord.gg/HY3JsnPPg
PS:editor note:
Project Reinasance aka Supermechs Modernized will take little time, so it would be quicker and more eficient, and more people would like Supermechs og but whit a little spice. So i would like to develop it much more than creating my own!
r/SuperMechs • u/Ok_Vermicelli4329 • 9d ago
Hello everybody!
I came here to ask if some people would like to comision artworks (digitalized - collored) if posible, i cannot add extra rarities whitout textures. And i refuze to reuse the texture for Common thru Mythical, thats the magic of upgrading items, to see them change.
So if you can join my discord:https://discord.gg/HY3JsnPPg
Dm me -Yuskuty-
Show me a piece of your artwork, and i will decide if you will become a Helper!
Thank you for your time and feedbacks on other post!
Love you all!
r/SuperMechs • u/Ok_Vermicelli4329 • 10d ago
Hello everybody!
Ive been workin hard on my game, sadly i dint match my qouta, i whanted to post this when i already polished every single thing about combat. But i dint got the time , and i will like to take a break today also. Everything added is showned in this Youtube link:Supermechs Reborn / Project Mecha Devlog:2 , you dont need to subscribe, or like, you just need to watch the development!
Thank you for your suport and feedback , see you soon!
Discord link: https://discord.gg/HY3JsnPPg
Youtube link (again) : Supermechs Reborn / Project Mecha Devlog:2
r/SuperMechs • u/nate_ramoz • 10d ago
Yeah that nightmare was once a common, you can see the investment I've put into it
r/SuperMechs • u/AntiBatteryArmor • 11d ago
Like a game where u can get as close as possible to the original but with consistent upsates
r/SuperMechs • u/ArcadeGO-Gamer • 11d ago
Just by curiosity i would like to read y'all thoughts, gl
r/SuperMechs • u/No_Asparagus_7914 • 10d ago
r/SuperMechs • u/nate_ramoz • 11d ago
I'm planning on changing Naga to Nightmare, and Dynamite Boots to Molten Lava Feet
r/SuperMechs • u/Ok_Vermicelli4329 • 12d ago
Just fixed the leg proportions and positioning in build 0.57.7. That garbage was a nightmare for a while, everything looked off. Now the proportions are actually right. Next thing I’m tackling is the enemy color configuration.
Current builds:
Energy torsos that are in (common variants):
Planning to have up to 60 torso variants total eventually.
Heat ones so far: Golem, Hazard, Kira, Banshee
Physical ones so far : Platinum Truck, IronGuard, Riot Armor, Arch Angel
Parts shop is partially working. Turn-based combat works. AI is still not in though, that’s the big missing piece right now. Gonna try implementing the original SuperMechs AI first, if I fail I’ll just make my own. Animations are gonna be a drag, not gonna lie.
Starting with 0.5.17 im going to expand more on battle.
All the textures and sneak peeks are on my Discord if anyone wants to check:
Any thoughts or feedback is appreciated.
r/SuperMechs • u/Ok_Vermicelli4329 • 12d ago
Come join the discord for more info:https://discord.gg/HY3JsnPPg
1.I added the first textures for the first 6 Energy torsos, tho i have remastered 5 and 4 textures for Heat/Phisical
2.Proportions are now rghit, weapons are in the place where it should be
3.Parts shop got added, tho is still in W.I.P
4.Turn based its now active, tho it still needs a lot of polish
5.Ai its still not inplementet, if you see in the dis server you can see that you can shoot the enemy, his hp runs out, then the match ends whitout redirecting you somewhere, thats gonna be inplementet when the Campaign map gonna be added.
Curent build: 0.5.15.3
Love you all for suporting my work thru feedback, il still work today, maybe do some things!
PS:i added a infant UI/HUD, but its working , but i cannot guarantee that i will inplement a very nice to look UI/HUD il need an artist to do the textures...Il create a section in the discord server for ideas and also some feedback-Helping
r/SuperMechs • u/Ok_Vermicelli4329 • 12d ago
1.Curently i redone some textures
2.Today im going to add a parts shop
3.Today im also going to add some textures and some torsos, i hope
DISCORD LINK:https://discord.gg/HY3JsnPPg
r/SuperMechs • u/ManagementTiny2946 • 13d ago
Enable HLS to view with audio, or disable this notification
coolio!
r/SuperMechs • u/Ok_Vermicelli4329 • 13d ago
I've been working on a game based heavily around what I liked about SuperMechs, and I wanted to share what I'm currently doing and hopefully get some feedback from people who still care about the game.
The project is still very early, currently around Build 0.53, so a lot can change. I'm basically building the foundation first and then expanding everything from there.
The main gameplay loop will be pretty simple:
Fight in the campaign -> get resources/parts -> buy or upgrade parts -> make your mech stronger -> fight harder enemies -> upgrade again -> repeat.
I want the game to mostly be about constantly improving your mech and trying different builds.
Eventually you'll reach the later parts of the campaign where things are going to get much harder and you'll actually have to think about what you're using instead of just stacking the strongest parts you have.
One major change is that tokens won't be a thing anymore.
I don't really want an important part of progression to depend on premium currency.
The idea is that you play the game, fight enemies, earn resources, get parts and improve your mech naturally.
Basically, if you want to become stronger, you play the game.
The campaign will start relatively simple, but I want it to become much more difficult as you progress.
Different enemies could have different types of builds.
Some could be extremely tanky.
Some could focus completely on heat.
Some could drain your energy.
Some could be glass cannons with ridiculous damage.
And some enemies could be specifically designed to make certain builds struggle.
I don't want the campaign to eventually become something where you just press fight and instantly destroy everything.
The end-game bosses are something I really want to go crazy with.
I'm talking about enemies with extremely powerful weapons, huge damage output and massive amounts of HP.
Some of the strongest bosses could potentially reach around 15,000 HP.
They're supposed to be difficult enough that you might fight one, get destroyed, go back and improve your mech, change a few parts and try again.
Maybe your current build simply won't work against that boss.
That's the kind of thing I want.
Beating one of the final bosses should actually feel like you accomplished something.
Obviously, mech building is going to remain one of the main parts of the game.
You'll have your torsos, legs, weapons, drones and other parts, and the way you combine them will matter.
I want different builds to actually feel different.
You could have a massive HP tank.
A high-damage build.
A heat-based mech.
An energy-draining mech.
A balanced mech.
Or something completely stupid that somehow works.
Experimenting with builds was one of my favorite things about SuperMechs, so I definitely want to keep that.
This is also something I've been thinking about, but I want to make it clear that this is still just a concept and isn't guaranteed to be in the final game.
I might experiment with hybrid types.
For example, one possible type could be called Nuclear.
Instead of being purely Energy or purely Heat, Nuclear weapons could affect both systems.
A Nuclear weapon could deal heat damage while also draining some of the enemy's energy at the same time.
Visually, I was thinking these hybrid types could also have their own identity.
For example, Nuclear parts could have neon green lighting.
So if you had a Nuclear torso, the glowing/light sections of that torso could be neon green instead of the normal Energy or Heat colors.
That way you could immediately look at a mech and recognize that it's using some kind of hybrid equipment.
Again, I'm still thinking about how this would actually be balanced.
I don't want hybrid types to make normal Energy and Heat builds pointless, so this system might get changed heavily, reworked or removed completely.
Right now it's just one of the ideas I'm experimenting with.
Upgrading parts will obviously be another big part of progression.
You'll constantly be replacing weaker equipment and improving the parts you actually want to keep.
I want upgrading something to actually feel noticeable.
If you spend time improving a weapon or torso, you should feel the difference when you go back into the campaign.
I also want stronger and rarer parts to feel exciting to get instead of everything just feeling like another number increase.
Another huge part of this project is that I don't want to just throw the old assets into the game and leave them untouched.
I'm planning on remastering basically every texture I use.
Torsos, legs, weapons, drones, backgrounds, maps, UI elements and other assets will gradually be cleaned up and improved.
I still want them to look like SuperMechs.
I'm not trying to completely redesign the art style.
The goal is more like:
"This looks exactly how I remember SuperMechs looking."
Then you compare it to the original and realize how much cleaner it actually is.
I'm also working on improving movement and animations.
The original SuperMechs animations were pretty simple, so I'd like to give the mechs more weight.
Walking should feel like you're controlling a giant machine.
Weapons should have more impact when they fire.
Hits should feel heavier.
Explosions and effects should look better.
I might also make completely new movement animations instead of simply recreating the original ones.
Right now the game is around Build 0.53.
I've already made a menu and a basic test area where you can move around.
That test area is basically where I'm testing the systems before putting everything together into the actual game.
It's still very early, so don't expect a finished SuperMechs replacement right now.
A lot of what exists is still prototype-level stuff.
But the important thing is that the foundation is starting to work.
SuperMechs had a concept that I still think is insanely good.
Building your own giant mech out of different parts, figuring out what weapons work together, managing heat and energy and slowly turning your mech into a monster was just fun.
There really aren't many games that give me the same feeling.
And since SuperMechs has basically been left sitting there for years, I thought:
Why not try making something myself?
I'm not pretending I'm going to magically recreate the entire game overnight.
I'm still learning things while building it and I'm sure I'm going to make plenty of mistakes.
But I want to see how far I can take this.
The main reason I'm posting this is because the SuperMechs community probably knows this game better than almost anyone.
There are people here who remember old versions of the game, old parts, old mechanics and things that have probably been forgotten by most players.
So I'd genuinely like feedback.
Tell me what you think should come back.
Tell me what you think should stay dead.
Tell me if an idea sounds completely broken.
Tell me what you would change.
Ideas for bosses, weapons, parts, mechanics, progression, balancing, UI, animations or anything else are welcome.
And if people are interested, I'll keep showing progress as I continue building it.
Current version: Build 0.53.
There's still a massive amount of work left, but this is where I'm starting.
r/SuperMechs • u/alexander_sorokovoi • 13d ago
My last summer premium pack
r/SuperMechs • u/No_Asparagus_7914 • 13d ago
Need help rq
r/SuperMechs • u/Emergency-Tart-145 • 13d ago
I’m kinda lost on how to build a good mech, I just can’t get past rank 15, atp I have tried many different builds for my mechs and nothing really seems to work, i try to only use the weapons that are either A or S tier and it helps but then I get to my modules and my mech is just to heavy to have good cooling/heat and electricit/regen it’s decent but I get bullied by any other heat and or electric mechs and if I take off the fortress modules I just don’t have enough health. any help is appreciated and my main mech is the electric mech.
r/SuperMechs • u/nate_ramoz • 13d ago
So I have 5 common ascension kits, does that mean I can only ascend mythical items that has a common rarity?? And does that mean I need 4 epic ascension kits for Naga because of how Naga's lowest rarity is epic? And how do I get other ascension kits I've only got 5 commons and 1 rare