Game
Super Smash Bros. Feud


1 year ago

Update ver. 11-28-2023


Hi guys! I hope everyone is doing good!

I am :)

I've started adding functionality to my Stage Select screen. Right now you can only move the selection cursor around. At the same time, I FINALLY fixed a bug with all cursors in the game in that style where letting go of your left stick would not stop the movement and kept moving the cursor. ONE simple option in the input system thing: Set the type from Value<Vector2> to Pass Through<Vector2>. I forgot about that, so I had unstoppable cursors before making this change lol

I also worked a bit more on the Fighter Select as seen above. I fixed the aforementioned cursor glitch here too, and added a few features to the "coin/button" selector. It will now stick to the center of your selected fighter's grid icon. And pressing B afterward will bring your coin back to the hand cursor. Added some sound to this as well =)

On the gameplay side, I am cutting the Cappy Throw move I had planned for Mario. I put the Cape back as the side Special, and put the Tornado move in the down Special slot instead of down Air. I am accommodating a follower's suggestion that I give Mario a ground pound, which he has in many games since Super Mario 64! This is going to be his new down Air. I thought it was a FANTASTIC idea, and it will also be a Spike, which my current moveset lacks due to his Ultimate forward Air being cut. I am at present making the animations for it, and in code, I intend to turn it into a Stall-Then-Fall move, which some fighters have since Brawl. This also corresponds to how ground pounds in general act in Mario games.

And as of now? Pretty much every standard attack is mapped on the controller. Except small stuff like the trip getup attack and bigger stuff like the Final Smash is not implemented either yet. Mostly because the Final Smash is also new on Mario's end.

And..... I THINK I figured out how to make you "invincible" during a dodge. I implemented an enum on hurtboxes, with values like "Damageable" and "Intangible" and the like. I can just make use of those!

Otherwise, I made fighters able to aerial attack and special out of the animation from passing through soft platforms. I will add the air dodge too.

And I impressed myself, time to gloat just a bit lol. I'm on a 7.8 GB RAM PC. And I find Feud, even at 2 players (no more are implemented yet), runs at pretty much 60fps give or take! I used some optimization tips I got from a few Unity YouTubers, like using baked lighting on stages, making non-moving objects static, and the like. I intend to see if I can do more of them! :)

How are some of the specs on the computers of future players? Let me know so I can optimize the game as much as possible!

That's about it for now, catch you all later,

~TF



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