ZFGC

Projects => Other Projects => Topic started by: Aero88 on December 15, 2009, 02:38:41 am

Title: [Demo] Super Smash Bros
Post by: Aero88 on December 15, 2009, 02:38:41 am
Hey All!!  It has been a while since I have been n the forum, but I just uploaded my latest project.  Super Smash Bros!!!

Now before you turn away because most Smash Bros remakes don't work very well, I would like to say that a lot of work has gone into making this run smoothly.  I would appreciate your feedback.

Download: Smash Bros (http://www.host-a.net/u/Aero88/Smash%20Bros.exe)

Characters I'm interested in:
-Link (Done)
-Kirby (Just Beginning)
-Fox
-Battletoads (Near Completion)
-Mario
-Luigi
-C. Falcon
-Chrono (From Chrono Trigger SNES)
-Magus (Also Chrono Trigger SNES)
-Pikachu (that little annoying runt)


Recent Updates
-Arwing Added to Sector Y
-Controls are now user definable!
-New levels under development!
-Rash (battletoads) is nearly completed!
-(NEW Level) "Wookie Hole" from battletoads.
     Level Characteristics:  Platform moves up and down the Wookie Hole modifying the Gravity felt by the characters.

Recent Screen Shots:

-AI Battle
(http://www.zfgc.com/uploads/games/1a1effcfca2c9338a26ca3f5.png)

-Defend Yourself
(http://www.zfgc.com/uploads/games/035156952676780ba8c5ef4f.gif)

Thanks and Enjoy!!

Aero88
Title: Re: Super Smash Bros
Post by: DJvenom on December 15, 2009, 03:04:25 am
That is an incredibly smooth engine! You can definitely feel all the work put into it while you're playing! The movement is very fluid, and all of the attacks are there! Keep up the good work, and this game definitely goes on my radar!

Quote
***It actually Feels Like Smash Bros.***

Very true statement! You can even blast the enemy out of the top of the screen, and they go spiraling into the horizon!
Title: Re: Super Smash Bros
Post by: Aero88 on December 15, 2009, 03:13:24 am
That is an incredibly smooth engine! You can definitely feel all the work put into it while you're playing! The movement is very fluid, and all of the attacks are there! Keep up the good work, and this game definitely goes on my radar!

Thank you I appreciate it.  Also not included in the demo is the ability to modify game play.  Features like gravity, teams, increasing and decreasing character sizes, acceleration, and attack power just to name a few.  I'll keep working on it as time permits.
Title: Re: Super Smash Bros
Post by: FrozenFire on December 15, 2009, 03:16:24 am
Aha! YES! One word: SMOOTH.

If people are turned off by the graphics, don't be. It's obvious that they're just placeholders.

This WIP really feels brilliant! The camera acts great! Everything is really feeling good to me here. :)


This has better potential than any other Smash clone I've seen. And I've seen waaay too many. :P
Title: Re: Super Smash Bros
Post by: Mamoruanime on December 15, 2009, 03:18:52 am
Freaking amazing O_O;;

Played it; very legit
Title: Re: Super Smash Bros
Post by: Aero88 on December 15, 2009, 03:28:33 am
Aha! YES! One word: SMOOTH.

If people are turned off by the graphics, don't be. It's obvious that they're just placeholders.

This WIP really feels brilliant! The camera acts great! Everything is really feeling good to me here. :)


This has better potential than any other Smash clone I've seen. And I've seen waaay too many. :P

Yes the Graphics are not the best currently, that will come with time.  I have seen quite a few SB clones myself, and they never really were convincing.  That is actually one of the reasons I started this.  Hopefully, This one won't end up in the same category.
Title: Re: [Demo] Super Smash Bros
Post by: DJvenom on December 15, 2009, 04:19:10 am
If anything, it will be the truest to the original SSB clone to ever not be finished ;)
Title: Re: [Demo] Super Smash Bros
Post by: Ryuza on December 15, 2009, 04:40:53 am
In a word: amazing!

You did great on this, the only problem I had was the controls were a bit awkward, and by that I mean the keys you chose, the whole "y,u,h,j" was kinda weird to get used to. Maybe if you did u-shield, k-jump, j-special, and h-basic it might be a bit easier, at least in the case of the 'wasd' player. That way the extra keys would be setup in another 'wasd' pattern (uhjk) so it might be a bit easier to get used to.

Anyways though, very nice, can't wait to see more :)
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on December 19, 2009, 02:55:38 am
Okay.  I have been working hard.  Demo 2 is ready to be downloaded.  There is quite a bit new.

-Links Boomerang
-Revamped Slopes ( interact better with items and characters)
-Jump through platforms
-Fixed bugs
-Can now choose from three different Levels
     * Hyrule Castle
     * Sector Y
     * A debug level I through in just for fun

-Some other stuff too

Take a look at it http://www.zfgc.com/index.php#?action=games&sa=view&id=147 (http://www.zfgc.com/index.php#?action=games&sa=view&id=147)

Thanks for your time and feedback!

Oh yah.  The controls are the same, but I'm hoping at some point to make them customizable, if I can figure out how.
Title: Re: [Demo] Super Smash Bros
Post by: DJvenom on December 19, 2009, 03:08:38 am
My only peeve with this game is the controls, but this is by far the most flawless SSB game EVER (aside from SSB >_>)
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on December 19, 2009, 03:24:41 am
My only peeve with this game is the controls, but this is by far the most flawless SSB game EVER (aside from SSB >_>)

That is understandable.  The reason I have been hesitant to change it is because I want to keep the keys close together to make it easier for two people to play on a keyboard.  Also because it is the way I'm used to setting up my keys.  It is difficult to satisfy everybody when the keys are not customizable, but I will consider changing them.  Thanks
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on December 21, 2009, 04:39:05 am
Okay.  I have had a number of people say that they would like the controls changed...  If anyone would like to submit a suggestion for the layout of the keys until custom keys can be implemented please do so.  I would like to keep Player 1 on on WASD and Player 2 on the Arrow keys as far as movement is concerned.  Remember that two people should be able to use the same keyboard, so spacing is important.  Thanks!
Title: Re: [Demo] Super Smash Bros
Post by: Ryuza on December 21, 2009, 02:06:40 pm
How about u-shield, k-jump, j-special, and h-basic for the 'wasd' player, and 5-shield, 3-jump, 2-special, and 1-basic on the numpad for the arrow key player. That might work well.

Also, demo 2 was awesome :).
Title: Re: [Demo] Super Smash Bros
Post by: FrozenFire on December 21, 2009, 10:57:27 pm
How about u-shield, k-jump, j-special, and h-basic for the 'wasd' player, and 5-shield, 3-jump, 2-special, and 1-basic on the numpad for the arrow key player. That might work well.

That sounds great! I second that exact setup.
Title: Re: [Demo] Super Smash Bros
Post by: Sinkin on January 04, 2010, 10:34:55 am
I really love the engine. It's the best Super Smash Bros thats ever been made in Game Maker. But still, I can't wait until you put some other sprites in this work.
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on January 05, 2010, 03:42:50 am
I really love the engine. It's the best Super Smash Bros thats ever been made in Game Maker. But still, I can't wait until you put some other sprites in this work.

Thanks!  Yes the character sprites leave something to be desired currently, but In order to fast track the development of game play some of the graphics have been kinda put to the side.  There is quite a list of sprites required to complete each characters actions, and if the truth be told I'm not the best spriter...  It took me a while just to sprite what I already have.

If anyone wants to help with character spriting I would be happy to post a list for the needed sprites and there dimensions.  Of course credit would be given along with my eternal gratitude.  They just can't be too good or my levels will look like crap... er  more like crap.  XD

Characters I'm interested in: (Also in first post)
-Link
-Kirby
-Fox
-Battletoads (I really want to put these guys in)
-Mario
-Luigi
-C. Falcon
-Chrono (From Chrono Trigger SNES)
-Magus (Also Chrono Trigger SNES)
-Pikachu (that little annoying runt)

-If you want to make a stage that would be cool too, but if you do that put the background and the actual platforms in different files. Any questions just ask.

As far as the controls are concerned I will go ahead and change them to the "uhjk" pattern as suggested so look for that in the next demo.

As far as an update is concerned I am still working on AI.  The holidays slowed me down a little.  The AI is using an A* algorithm with Airslide's Motion Planning Extension for GM.  They can successfully navigate a maze if they need to, and also pick up items.  I still need to make them attack, but it is coming along.  Also a few small glitches have been fixed.  Hopefully it won't be too long before I have the next demo out so you can test it and tell me what needs fixing.  Thanks for all of your suggestions and support!
Title: Re: [Demo] Super Smash Bros
Post by: Ethelon on January 05, 2010, 04:49:38 am
Nice job.
I'd suggest for the sprites, you create a model, and take screenshots of its animation, or just use the model itself, since it'll look much better, and I'm sure SSB actually uses models.
Title: Re: [Demo] Super Smash Bros
Post by: FrozenFire on January 05, 2010, 07:56:55 am
Characters I'm interested in: (Also in first post)
-Link
-Kirby
-Fox
-Battletoads (I really want to put these guys in)
...

BATTLETOADS!!!! MUST HAVE!

Also, imo, just continue using placeholder graphics.
And if you ever end up having multiple people working on different characters, stages, etc: I suggest you (or a good spriter) set a standard spriting style (a set of rules/guidelines), mainly for consistently shaded characters and whatever else spriters need to do for the graphics to compliment each other (i.e. should they be outlined or no? What Ethelon said ^ or no? etc). Otherwise you'll end up with a bunch of really cool characters that don't fit together graphically, and that's just sad.

I wish I knew more about spriting, but I'm still learning and probably not good enough just yet to help out with this. There's no way my graphics could compliment your sexy engine! :P

Also, congrats for PotM! Here's to tasty progress! :)
Title: Re: [Demo] Super Smash Bros
Post by: Sinkin on January 05, 2010, 09:50:29 am
Is there any specific style you are looking for the sprites? Such as how they look. As for Link, he's got alot of different styles when it comes to Super Smash Bros. 
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on January 05, 2010, 06:39:25 pm
This is all very good feedback.

I really like the idea of screen shots of a 3D model.  It seems to me doing it this way could save a lot of time.  I would like to put in the actual model, but I have zero experience with 3D projects in GM.  If I were to tackle that now it may end up taking a very long time, but maybe it is easier than I think it is.

Thanks FrozenFire!  You have some good points, I guess I have some thinking and deciding to do.  If the sprites are drawn by me they would most likely end up as placeholders anyway.  If however there was a good sprite set for a character I would probably put them in when I make the character to save time.  Though I admit it would look really weird while some characters were place holders and others completed.  At this point I am thinking not outlined.  For shading I guess as long as everybody uses the same point for a light source we should be okay, but I am speaking from a limited understanding of 3D models as well.

Hmm.. Styles of Link.  Well my sound effects for link are all Toon/Young Link.  I would be happy with either.

Quality wise I guess that depends on what people are capable of doing, but I would not expect anything to be better than N64 graphics, and I would be satisfied with less as long as everything matches.

My main focus is still on the engine, but If I were to get some sprites now it would make it that much easier and faster to make new characters when the time comes.
Title: Re: [Demo] Super Smash Bros
Post by: Sinkin on January 05, 2010, 08:40:18 pm
I fully understand that you want to complete the engine first, but here is one sprite sheet you might like:
(http://www.spriters-resource.com/custom_edited/zelda/toonlinktoe.png)
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on January 08, 2010, 10:23:21 pm
Thanks for the sprite sheet.  I actually like this quite a bit.  If it were possible to get other characters that would mesh with this that would be great.  It would still be awhile before new sprites would be implemented, but anything helps.

Also if anyone wants to submit ideas for items or game play feel free to.  There is no guarantee they would all be implemented, but I'd do what I can.  Thanks!
Title: Re: [Demo] Super Smash Bros
Post by: Zaeranos on January 09, 2010, 08:34:28 am
For smash bros sheets you could take a look at the custom section of TSR: http://www.spriters-resource.com/custom_edited/supersmashbros/index.html

Keep up the good work.
Title: Re: [Demo] Super Smash Bros
Post by: Mamoruanime on January 09, 2010, 09:04:24 am
Thanks for the sprite sheet.  I actually like this quite a bit.  If it were possible to get other characters that would mesh with this that would be great.  It would still be awhile before new sprites would be implemented, but anything helps.

Also if anyone wants to submit ideas for items or game play feel free to.  There is no guarantee they would all be implemented, but I'd do what I can.  Thanks!

Actually, there's a MUGEN game coming out with all of the sprites you would need, I think. It's like Card Fighters or something stupid like that, but it has 100% custom sprites for all of the characters
Title: Re: [Demo] Super Smash Bros
Post by: Ryuza on January 09, 2010, 03:57:00 pm
Heres a few sheets I found on TSR that seem like they might match up well with that Link sheet:
Ness (http://www.spriters-resource.com/custom_edited/supersmashbros/sheet/17190)
Game & Watch (http://www.spriters-resource.com/custom_edited/supersmashbros/sheet/23212)
Pikachu (http://www.spriters-resource.com/custom_edited/supersmashbros/sheet/17154)
Items (http://www.spriters-resource.com/custom_edited/supersmashbros/items.gif)
Mario Bros. Stage (http://www.spriters-resource.com/custom_edited/supersmashbros/sheet/17220)

I'm not sure if you wanted to include the first two, I just posted them cause Ness kinda matched the style Link did and Game & Watch matches just about any style (and would probably be pretty easy to do).

Keep up the awesome work :)


Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on January 11, 2010, 04:34:33 am
Actually, there's a MUGEN game coming out with all of the sprites you would need, I think. It's like Card Fighters or something stupid like that, but it has 100% custom sprites for all of the characters

I tried to look this up.  I did find a game called Card Fighters, but I didn't see any of the characters that would be smash bros related in it.

Heres a few sheets I found on TSR that seem like they might match up well with that Link sheet:
Ness (http://www.spriters-resource.com/custom_edited/supersmashbros/sheet/17190)
Game & Watch (http://www.spriters-resource.com/custom_edited/supersmashbros/sheet/23212)
Pikachu (http://www.spriters-resource.com/custom_edited/supersmashbros/sheet/17154)
Items (http://www.spriters-resource.com/custom_edited/supersmashbros/items.gif)
Mario Bros. Stage (http://www.spriters-resource.com/custom_edited/supersmashbros/sheet/17220)

I'm not sure if you wanted to include the first two, I just posted them cause Ness kinda matched the style Link did and Game & Watch matches just about any style (and would probably be pretty easy to do).

Keep up the awesome work :)




These are great.  Yeah it can never hurt to get too many resources.  I may yet put Ness and/or Game and Watch in.  Ness's sprite sheet is amazingly complete.  I will definitely hang on to these.  Keep em coming guys this stuff helps a lot!
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on January 18, 2010, 06:28:08 am
Okay I just thought I would put out a little update.  As I have said before I have been working on the AI.  Links AI is basically complete.  I wanted to post an AI test demo today, but I figured that before I do that I should make some sort of temporary menu so you can choose difficultly level and number of players.  And few other things like that.  Anyway practice up because the AI is looking like it could be pretty difficult to beat.  Check out the new screen shots with four AI players duking it out.

The Kicker:
[imgzoom]http://www.zfgc.com/uploads/games/1a1effcfca2c9338a26ca3f5.png[/imgzoom]

Phantom Blue:
[imgzoom]http://www.zfgc.com/uploads/games/3d0f7ca41944a659539ed655.png[/imgzoom]
Title: Re: [Demo] Super Smash Bros
Post by: FrozenFire on January 18, 2010, 06:50:47 am
Oho! I can't wait to battle against some AI characters.
Title: Re: [Demo] Super Smash Bros
Post by: Zeldapsycho on January 18, 2010, 12:40:23 pm
I bet there are no Final smashes, with nothing confirming them, but I might have miss it.

Also an idea for a character: Toon zelda/Tetra (not sure if tetra is spelled right)Zelda could turn into Tetra (a pirate for those who haven't played WW)
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on January 19, 2010, 08:33:43 am
Okay Demo 3 is out and ready for testing.  I need to hear what you have to say regarding the AI so let me have it wither good or bad!

I think you will like it though. . .  At least I hope so.  XD

edit: Also the keys were rearranged by popular demand so hopefully that works better for you!
Title: Re: [Demo] Super Smash Bros
Post by: Mamoruanime on January 19, 2010, 08:38:53 am
I bet there are no Final smashes, with nothing confirming them, but I might have miss it.

That's incredibly random :P You could just ask Aero88 if he plans on adding them <_<;; Besides, reading the posts would reveal that this is a WIP.

Anyway, checking the demo now-
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on January 19, 2010, 08:42:51 am
lol just realized I left the CPU tracking objects visible.  I will fix it right away.

edit:  Okay it should be fixed now.  If you were wondering what the green dots were download it again and they should be gone.
Title: Re: [Demo] Super Smash Bros
Post by: Mamoruanime on January 19, 2010, 08:51:18 am
lol just realized I left the CPU tracking objects visible.  I will fix it right away.

XD I thought it was pretty neat- strange orbs moving towards the focus D:!!

BUT BE FOREWARNED! :P don't go 2x size on slopes test XD CPU gets stuck and constantly tries to jump, making your speakers go willld
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on January 19, 2010, 08:58:42 am
lol just realized I left the CPU tracking objects visible.  I will fix it right away.

XD I thought it was pretty neat- strange orbs moving towards the focus D:!!

BUT BE FOREWARNED! :P don't go 2x size on slopes test XD CPU gets stuck and constantly tries to jump, making your speakers go willld

I tried it myself and had similar results.  It would seem the slope test room has a few bugs I will need to work out.  Thanks

edit: 
I bet there are no Final smashes, with nothing confirming them, but I might have miss it.

That's incredibly random :P You could just ask Aero88 if he plans on adding them <_<;; Besides, reading the posts would reveal that this is a WIP.

Yeah.  Well to answer the question.  Final smashes are  yet to be decided on.  I always felt they were kind of cheap and didn't use them much myself, and they would also require a great deal of time to implement.  Still the same if I decide I want to make them in the future then I could.
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on January 25, 2010, 07:58:51 am
Okay It isn't a huge update, but I have fixed some of the glitches in demo 3 and it is available for download.  Mainly just bug fixes.  It runs a little smoother and the AI are more intelligent.  They should work okay in the slope test level now.  Thanks!

Things I'd really like to hear about:
- What level of difficulty were you able to beat a CPU at?
- Does the AI seem realistic?
- Is the AI difficulty scale reasonable? (is 1 easy enough? is 9 hard enough?)
- Any glitches?
- Suggestions
- Anything else you wish to say

What's Next?
If it turns out that the AI are working well enough.  I will put more focus on making more levels, items, and hopefully begin making more characters soon.

Thanks, your input helps and is appreciated!
Title: Re: [Demo] Super Smash Bros
Post by: Ryuza on January 25, 2010, 03:48:19 pm
Looking great so far, I haven't tried fighting all of the AI levels yet but the ones I have seen work pretty well.
Title: Re: [Demo] Super Smash Bros
Post by: Kiloku on September 12, 2010, 05:59:11 pm
Whoever said this feels just like Super Smash Bros. was completely wrong.
This feels SO MUCH BETTER than SSB! It NEEDS to be completed, and to have almost every gaming character that ever existed!
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on October 21, 2010, 12:40:56 am
Whoever said this feels just like Super Smash Bros. was completely wrong.
This feels SO MUCH BETTER than SSB! It NEEDS to be completed, and to have almost every gaming character that ever existed!

Thanks,
     Hey guys!  I know it has been a good long time since I have posted an update on this topic, and you all were probably beginning to think this was dead...  Right?  Well to tell the truth progress has been extremely slow because I have been extremely busy, but I have recently done a little work with the AI which now allows there to be about 20 AI characters in the screen fighting it out at the same time.  Naturally you wouldn't want that many in the screen in a normal battle, but it may make for an interesting mini game at least.  Anyway.  Progress has also been slow because I have a major second (unrelated) project that has been getting my attention recently of which I plan to post a demo before too long.  So anyway...  It isn't dead, but it has been going kind of slow...  I just though I would check in with you all.  8)
Title: Re: [Demo] Super Smash Bros
Post by: The Boy on October 26, 2010, 08:29:59 pm
Great to know that the project isn't dead! I can't wait for more updates!
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on October 28, 2010, 05:58:50 pm
The last couple of days I have been able to put a little work into this project.  Here are some things you guys might be happy to hear.

-Controls are now user definable!
-Some new levels are on their way!
-Rash (From Battle toads) is nearly complete!  I intend for him to be a mid-weight character with powerful physical attacks.

[imgzoom]http://www.zfgc.com/index.php?action=games&sa=getdownload&id=753[/imgzoom]
Title: Re: [Demo] Super Smash Bros
Post by: Xiphirx on October 28, 2010, 09:45:45 pm
Woah, woah, woah this is now 3D? 8O

*drooling*
Title: Re: [Demo] Super Smash Bros
Post by: EliteJason on October 28, 2010, 09:51:26 pm
Nice, it looks kind of like a paper mario styled Super Smash Brothers.
Title: Re: [Demo] Super Smash Bros
Post by: FISSURE on November 01, 2010, 02:35:36 am
Just tried it, not bad.

Only a few complaints:

- Throwing the bomb forward allows you to catch it if it's still in the area of your sword attack.

- The Items seem a little messed up, the one that looks like Samus ball thing where you flip in melee doesn't seem to work, and seems hard to actually pick up and such.
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on November 01, 2010, 02:51:51 am
Just tried it, not bad.

Only a few complaints:

- Throwing the bomb forward allows you to catch it if it's still in the area of your sword attack.

- The Items seem a little messed up, the one that looks like Samus ball thing where you flip in melee doesn't seem to work, and seems hard to actually pick up and such.

Yes.  I need to place a timer on the the bombs (all items actually) so you can not pick them up directly after throwing them.  As for the other item you mentioned it is actually not the item (Samus Ball thing) you mentioned from melee.  It simply boosts the gravity of the opponent you throw it at making it harder for them to return to the ledge if knocked off.  I have been thinking of changing it's sprite, but either way later on in the development of the game I will give an explanation of each of the items. Right now there are only three, but it won't be long before I add more.
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on November 11, 2010, 01:55:45 am
Okay guys I have a couple of questions, and ideas to bounce off of you all.  Here goes.

1)  I have been trying to decide what to do for Rash's down B (Down Special) attack...  I was thinking of having him get on one of those racers you use in the turbo tunnels in battletoads and shoot forward kind of like Wario does on his Motorcycle in brawl.  If you haven't played battletoads then go to google or youtube and search for "Battletoads Turbo Tunnel" and you should find something to show you what I am talking about.  I am not set of this yet though, so I was hoping that some of your guys familiar with battletoads might have another idea for me to consider.

2)  I could spend a good amount of time creating more characters (they take me quite a while to put in with all the sprites and actions), or I could start making more items and levels and a good menu to select everything from.  This will have a tendency to move faster than adding more characters would I think.  Which would you rather see happen first?
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on December 01, 2010, 12:51:53 am
Well thanks for all your input guys...  :P 

No matter, I have come up with a decision on my own, though I suppose you will have to wait until the next demo to see it.  As far as progress goes I have mainly been working out bugs with the gravity changes in the new level (Wookie Hole) that I recently made.  So up to date I have now fixed all of the coding bugs that I am aware of though there are still a few minor design bugs that I will need to iron out.  I have been pretty satisfied with the new stuff I have been putting in so I hope you guys will like it too...   ;)
Title: Re: [Demo] Super Smash Bros
Post by: The Boy on December 01, 2010, 05:46:00 pm
Well thanks for all your input guys...  :P 

No matter, I have come up with a decision on my own, though I suppose you will have to wait until the next demo to see it.  As far as progress goes I have mainly been working out bugs with the gravity changes in the new level (Wookie Hole) that I recently made.  So up to date I have now fixed all of the coding bugs that I am aware of though there are still a few minor design bugs that I will need to iron out.  I have been pretty satisfied with the new stuff I have been putting in so I hope you guys will like it too...   ;)
wookie hole.. do you mean:
(http://s0.geograph.org.uk/photos/00/66/006613_2278ac08.jpg)
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on December 01, 2010, 07:39:56 pm
^ lol!  No.  It is the second level from battletoads.  If you have played battletoads it is the level where you are hanging on a rope.
[imgzoom]http://fc.ffsky.cn/img/Battletoads/204.jpg[/imgzoom]

however in smash bros it looks like this...  Though I may scale it down a bit, and I still need to add texture to the platform.
[imgzoom]http://www.zfgc.com/index.php?action=games&sa=getdownload&id=755[/imgzoom]

The platform will move up and down the hole which will adjust the gravity felt by the characters during game play.  Makes for an interesting fight.
Title: Re: [Demo] Super Smash Bros
Post by: The Boy on December 01, 2010, 08:26:39 pm
^ lol!  No.  It is the second level from battletoads.  If you have played battletoads it is the level where you are hanging on a rope.
[imgzoom]http://fc.ffsky.cn/img/Battletoads/204.jpg[/imgzoom]

however in smash bros it looks like this...  Though I may scale it down a bit, and I still need to add texture to the platform.
[imgzoom]http://www.zfgc.com/index.php?action=games&sa=getdownload&id=755[/imgzoom]

The platform will move up and down the hole which will adjust the gravity felt by the characters during game play.  Makes for an interesting fight.
i like, i like! so, you mean, if the platform is falling, you'll jump slower and fall slower, and going up, faster.. i like the sound of it!
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on December 02, 2010, 01:15:30 am
Thanks!  Yes thats right.  I am also planning on adding a couple of enemies that will occasionally appear, such as the bird that you see in the first pic.  I don't want to make it too hectic though like some of the levels in brawl.  I will have to see what it is like after I have put them in.


Edit:  Here is a screen shot of Sector Y with an Arwing Blasting Rash!
[imgzoom]http://www.zfgc.com/index.php?action=games&sa=getdownload&id=756[/imgzoom]
Title: Re: [Demo] Super Smash Bros
Post by: The Boy on December 02, 2010, 08:12:51 am
Thanks!  Yes thats right.  I am also planning on adding a couple of enemies that will occasionally appear, such as the bird that you see in the first pic.  I don't want to make it too hectic though like some of the levels in brawl.  I will have to see what it is like after I have put them in.


Edit:  Here is a screen shot of Sector Y with an Arwing Blasting Rash!
[imgzoom]http://www.zfgc.com/index.php?action=games&sa=getdownload&id=756[/imgzoom]
The ideas just keep on coming with you! will you be able to stand on the arwing  :huh: - you could stick an npc on it and watch it fly away....
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on December 03, 2010, 12:00:35 am
Yes you can stand on it if it is flying parollel to the mothership ie: if it approches from the left or right of the screen.  If it is attacking from the distance as shown above than you cannot stand on it.  It is just like it is in the actual smash bros game.  The NPCs are pretty good at getting off of them though if they need to.
Title: Re: [Demo] Super Smash Bros
Post by: Aero88 on June 05, 2012, 01:12:13 am
Wow, This topic is quite old...  For those of you who remember this I wish I could say that it has undergone monumental development since I last posted here, but unfortunately not.  Someone just reminded me that I never uploaded the version of the game with the Wookie Hole, and Rash from battletoads.  Rash never did reach completion because of some really tedious stuff like aligning held items with his sprite when running.  Rash is quite playable even though his sound effects are borrowed from Link as well as his Down-B move which was never finished...  Anyway,  I just thought I should upload the most up to date version of this that I had.  Sorry there isn't more to show for all this time, but that is just the way it goes sometimes.

Also...  Why was this project erased from the database?  Perhaps because it was old?  Anyhow it is now hosted on Host-A-Hosting.  Thanks to the 1500 plus people who tried it out over the years.  I guess you could say that this project is dead now, not because I don't like the idea of finishing a Smash Bros fan game, but because it has gotten to the point that I would rather start over to fix some issues with efficiency and the like.  Only problem is I don't know if I'll ever get around to doing it as I now have a chance to work with a publishing company to actually make a retail indie game.  That and I am still working on other fan games during any spare time...

There is no character select so you will have to switch between playing player 1, and player 2 to play either character.  Enjoy!

Download: Smash Bros (http://www.host-a.net/u/Aero88/Smash%20Bros.exe)
Title: Re: [Demo] Super Smash Bros
Post by: MG-Zero on June 05, 2012, 08:09:36 pm
Ahh so this is why there was no mention of Smash at e3...

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved