Game
Super Smash Bros. Feud





















3 years ago

So it's Sept. 6!


I've quite the update to share!

-Short hops and full hops are much easier to use. Double jumps are now much less buggy too. I used to have a bug where I was unable to stop double-jumping after an aerial move, and another where I couldn't jump after walking/running off a ledge. Yeah, they've been fixed! Also, I've improved AnimCMD control, and as such, short hop and full hop each have their own distinct code / sound effect.

-I have, for the most part, succeeded in scrapping the XInput plugin for the new Unity input system! A few glitches exist here and there, but I'm working on them diligently. But no more of this nonsense of the gamepad ceasing to respond to input randomly. Also, I make use of the generic gamepad setup rather than Xbox controllers specifically, so I can most likely eventually bring back 8-Player Smash! As long as you have dual joystick controllers, they should work!

-Yes, the minimap/Radar feature works. The red dot, indicating Player 1, will move as you control the fighter around the stage. Other players will be shown with their colours.

-I've drastically improved the shader: reflections and specular are now properly applied, or not, when needed.

-I've made a few control tweaks here and there to improve responsiveness and ease of use.

-I changed the game's resolution from 1600 x 900 to 1920 x 1080, slightly increasing screen res.

-It doesn't show, but I have imported/exported hundreds more of models and animations from Ultimate. I now have assets for most fighters, and a majority of the stages.

-Finally, speaking of stages? Say hello to Temple! Complete with all effects from Ultimate, including blended mats!



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