Game
Super Smash Bros. Feud
16 days ago

Update ver. 7-20-2025


These updates aren't going to be huge, but I feel I need to keep the game's followers informed! :)

First off, I've updated the Menu Theme for SSBF. I discovered the Resample tool in Audacity and I can now make the track, and all new tracks, have the same sample rate and quality as Ultimate's tracks :D I'm going to reupload it on the site soon!

Next up, I've done some major work on controls (mainly for menus, but still). I've created an input actions asset called "project_wide" to set as the Project-Wide asset for common controls. I access it, reset it, disable/enable it, etc. from my System Variables object. This is used for common stuff like controls on the title screen and stuff any controller can use. I've also created specific assets for PlayerInput instances like the Fighter Select hand cursors, one for the Stage Select cursor (so I can set player ID for features like Winner's or Loser's Pick, etc.) I'm going to create a major one soon, for Fighter control, and I'm going to revamp my code, too, to handle things properly (for button combinations like A+B, stick + A, etc.) The way I have it setup now is a bit hacky, and doesn't distinguish between a stick tap or a stick tilt very well.

Next order of business: I've fixed an annoying bug I had with the fighter select screen! I used to be able to toggle through costumes when hovering over a slot, but not when confirming the selection of that slot (it would throw nullreference errors). Fixed it! :)

Another bug I've fixed is holding B to exit Stage or Fighter select, or pressing A when hovering over it. I had a small glitch where releasing the button after the "cancel" sound effect plays would cancel the code for exiting the screen. So it'd play the sound effect, but not actually go Back. I've made a minor adjustment, and now it works flawlessly.

But other than that? I have a major announcement to make. As far as returning fighters that I've converted/ported and backed up for easy reimport later? I'm about........ 90% FINISHED those packaged backups! :) Next up will be working on Feud's new challengers and then exporting them! Meanwhile, don't worry, I'm still actually developing the game on and off too :)

As far as Stages are concerned, I will do like fighters: port/convert the returning ones I want, then do the new stages. Right now, the only one that's even functional is the Test stage. The Test stage will not be included in any of the playable builds I release on GameJolt. It will be cut from the final stage roster. I'm mainly using it right now to pad out my stage select screen. lol

I'm also currently brainstorming ideas on how to load stages dynamically (via prefab like the fighters), with lighting data and all. Right now I'm hoping I'm not limited to having one scene for each stage, that'll make the game bloated as heck for nothing. At least, right now I have spawn points working perfectly, so that's not an issue. What I want to do is load a stage in a generic (empty) scene, apply lighting/environment data/etc. and then load in fighters. If I can do that? I will be including Ultimate's Stage Morph feature too!

That's all for now, I hope that was acceptable enough! :)

~KV



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