Game
Super Smash Bros. Feud
6 months ago

Update ver. 11-17-2023


Hi Smashers!!

I hope everyone likes the menu theme! It's my own composition! And it's based on the game's main theme. But the principal arrangement isn't done yet. But I have 2 remixes set, a mystery one and the menu, and I have ideas for a few more in certain situations.

So let's get to the meat. Today, I am announcing that I am still hard at work hammering away at the knockback code!~ Right now, Rage, crouch canceling, damage ratio, etc. are not taken into account. I have ideas for implementing those but I mostly want to get the base right for now. I have the basic formula written in C#, and I added SetWeight (weight-independence), Fixed Knockback, and next on my radar is no knockback and heavy/super armor features. I forgot to mention earlier, when an offensive collision happens, I added in hitlag, meaning both the target AND the attacker will freeze for the specified amount of frames. I'm working on perfecting hitstun as well, meaning the time you can't act out of knockback ouside of Directional Influence. Right now, you can only flinch. Even when under high knockback. I haven't yet implemented DamageFly or tumble yet, but that's coming too. Also next on my list is the famous controller rumble on hit!

I can also confirm, if I haven't already, there will be TWELVE (12) selectable slots on the Fighter select screen in the first ever release build. Mario, Link, Kirby and Captain Falcon are all going to be there, and the other 7 fighters are unconfirmed. The final slot is reserved for Random. 5 are returning while 2 of the debut cast will be new challengers! One is decided on, and may not please everyone, but I'm thinking really hard about who will take that second newcomer slot. Thankfully I have lots of time because I have all the other debut content to develop and stuff. :)

Also on the list is finally cracking what I term "edge stop". This is when you use, for example, a dash attack or roll dodge, and the edge of the floor stops you from falling off mid-action. Attached to this will be teetering off edges.

Finally, I am thinking, mainly due to the "edge stop", about implementing blast zone collision. Right now they're setup. But you can't collide just yet. It's an easy solution, I just gotta code it!

To close this article off, I hope everyone is enjoying Super Mario RPG on Switch! I grew up playing the original on SNES, it's a great game and solid RPG. Have fun! Also I may, or may not, include select Super Mario RPG content in Feud.... oops! Did that slip out? Oh well! I hope you look forward to further updates!

Phew, long one! Hope you're all doing well!

~TF



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