Game
Super Smash Bros. Feud

3 years ago

Root Motion and further updates!


Yikes, I keep forgetting about this devlog! I promise I'm not avoiding it, not on purpose anyway!

Anyhow, the screenshot above, for those who don't know? That's the Super Jump Punch. This is Mario's usual Up Special, so why's this important, you ask? Because it means that I've fully figured out how to convert Super Smash Bros. Ultimate's translation values into Unity Root Motion data! So expect stuff like roll dodges and dash attacks (among others) to work now! All I have to do is stop the characters from falling off-stage while doing them, save for walking and running of course!

Next up, I'm happy to announce that I have the HUD working again, so that's pretty sweet! I also converted over 40 music tracks and hundreds more sound effects to Vorbis for the project in the past week or so. It's been a very productive week, that's for sure.

There are currently still a number of glitches at the moment:

1) Attempting to jab for the first few times resets to the Entry animation, and I can't pinpoint why that keeps happening. Strangely enough, the Neutral Special and other moves don't trigger this, it's only the first jab.

2) The little animation I made to the damage percentage no longer triggers when the fighter takes damage. But the one for healing it works.

3) Slopes and passthrough platforms are a little buggy. In the case of slopes, Mario sometimes falls and lands when going from flat or upward slopes to downward terrain. And the passthroughs? I keep falling and landing over and over when on them, I can only jump off to stop this. Weird.

4) Visibility animations aren't setup yet, so only on Wait1 and other wait-type animations have them. They use the common "defaulteyelid" sequence. But actions that have their own facial animations aren't yet setup.

So that's all for now! Take care~

~TF



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