Game
Super Smash Bros. Feud
5 days ago

Update ver. 11-10-2025


I seriously need to figure out something to do about these long pauses between updates.... :P

The Stage Select screen's core functionality is almost complete! You can pick a stage, change to Final Destination or Battlefield modes, go to each stage's My Music songs and move your cursor up and down on each track (very rudimentary at the moment, I still have to work out looping for music, no playback/stopping, no setting likelihood % yet), you can exit, etc. There only are a few features left to implement: modifying which controller can control the cursor (for Winner/Loser's pick, etc.), adding the Random slot, the aforementioned My Music stuff, and a few others I cannot think of right now, I'm sure.

Also, the rework of the Fighter Select is going swimmingly, but a little frustratingly slow, too. I've got icon selection (hovering over and changing slots), match mode switching (Time/Stock/etc -> Team Battle and back), exiting, some selection token functionality, cycling through a slot's available costumes/colours, and spawning objects working. I have many Unity Events set up to handle a lot of this stuff without needing to constantly rely on Update() for a lot of it, except where Raycasting is needed, and minimizing GetComponent() calls as much as I can.

There are still kinks to iron out, for example, confirming your fighter selection doesn't work at the moment, you currently can't drop your token/selection thingy and exit the screen while your cursor holds it, Player cards aren't set up just yet, I currently can't add/remove players from the match, and a few others. This screen is proving more and more that it's more complicated to develop than I realized.

But other than that, for when I can finally get to a match with selected fighters, etc., I'm working on concrete ideas and concepts to revamp their controls, increase performance in the code and also do a remake of the Damage Meters, which also heavily rely on Update() calls. I have ideas on how to use events to increase efficiency when taking/healing damage, being KOd, etc. I've been studying Ultimate and Smash Wii U VERY intensively to try and make plans and get some concept ideas. Maybe being such a detail man and perfectionist is gonna kill me, but I'm not letting this fangame out with lousy quality!

Also there are now close to 300 music tracks ready for importing into the game. This does NOT include victory fanfares and other short tracks and notification stuff.

I can't wait to have more concrete stuff to demonstrate. Apologies for taking so long, but that's part of the cons of developing this thing solo lol.

Take care,

~KV



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