

Border Violation Taisei, the authors of the technically impressive Angels of Battle v1.5.It came in AugustĪfter my previous article on the topic, I have taken my time to ask some questions to three developers who are still using the engine in question: So, without further ado, let’s dive into this continuation of our 2D Fighter Maker 2002 saga, with some more screenshots, factoids, and interviews with developers!Īuthor’s note: This article will be the first part of a double feature and will focus mostly on the team behind Angels of Battle v1.5, as they have provided me with A LOT of material to work with, which I don’t want to cut because - in my opinion - it is interesting for everybody to see how the project evolved and was born. This is probably the best metaphor I can find for describing 2DFM02: a living fossil, given for dead, but still swimming among us with impunity, laughing at our outdated preconceptions. Since then, I have got in touch with some developers who are currently using this living fossil of an engine for developing their games, and also tracked down a couple more games that happened to use that engine and went “under the radar” for a reason or another. In a previous article of mine, we have gone through the history and alternate fortunes of a prehistoric game engine that is STILL getting used as of today by a multitude of developers: the immortal 2D Fighter Maker 2002, also called 2D Fighter Maker 2nd.

Today, we interview the developers behind Angels of Battle v1.5, a game released this August, to understand why they stuck to this engine for so long and what they think about the current state of things! A coelacanth that keeps on coming back This article is part of my ongoing “Indie Fighting Game Thursday” review/retrospective series, now on supercombo.gg! This week, we discuss about the legacy of the 2D Fighter Maker 2002 engine, which, despite being so old it could drive a car in several states around the world, is still being actively used by developers all around the world.
