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FazDude
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  • More funny "FazDude's Platfighter" (temp. title) shenaigans, this time involving Sans.
    I want Sans to be a reflection of both his general character and boss fight in Undertale. It's important to mention this up front since that's the principle I have in mind when designing everything else I'm gonna talk about.
    • Sans is a VERY lightweight character, and his mobility isn't that great. However, his dodges are pretty quick and don't have him waiting through too much end lag. Heck, he even has a special move which automatically dodges incoming attacks if you can't be bothered to time it yourself (although misuse of this move will cause Sans to fall asleep for a few seconds, meaning that being careless puts Sans in a pretty bad spot).
    • Sans' basic attacks don't have much kill power. His strongs and directional aerials involve him throwing out bones which don't deal knockback, but deal 1% every few frames that they're touching an opponent, just like his attacks in UNDERTALE.
      • As for his weaker grounded attacks, they're all more comical things, such as sticking out his leg to trip the opponent and using a whoopie cushion. However, these do have knockback (even if it isn't very strong).
    • Sans' grab game is perhaps where he shines the most. His grab range isn't that great, but his throws are powerful, being able to kill fairly early if near a blast zone.
    • However, Sans' most potent kill move is the Gaster Blaster, his Neutral Special. I'm gonna get into subbullets here, because there's a lot to talk about.
      • Sans' Gaster Blaster always homes in on the nearest opponent, appearing where he summoned it and charging up for a few seconds. If Sans or the Gaster Blaster is hit by anything, the Gaster Blaster despawns.
      • However, should the Gaster Blaster go off... Hoo boy. It's a pretty long-range attack, deals multiple hits of damage, and has really good launch power.
      • Basically, it's Sans' greatest kill move which isn't a throw, but it can be evaded easily or flatout nullifed.
    • Two of Sans' other specials help with this.
      • Blue Bones has Sans fire a blue bone on each side of him. Unlike his regular bones, these do deal knockback, making them prime tools for knocking opponents into Gaster Blaster lasers.
      • Blue Soul allows Sans to nerf his opponents' mobility, making it harder for them to dodge lasers. It also makes it easier for Sans to catch up to opponents in order to grab them.
    In summary, Sans is a glass cannon; He's easy to launch, but his attacks are great at racking up damage, and even if he struggles to get KO openings, once he gets them, they're fairly easy to execute.

    So yeah, what do people think of this? Anything I should tweak/add/reconsider/etc.?
    KneeOfJustice99
    KneeOfJustice99
    I love it! Random suggestions, though I'm not sure if these fit in a more serious tone:

    It'd be very funny if Sans' sprinting animation is him hopping onto his tricycle as seen in Undertale's credits. I mean, we don't really see him run a lot given his abilities and overall nature, plus it'd be fitting considering he can cycle faster than a car. Also, this may sound ridiculous, but one of his victory animations (or maybe taunts) should be him playing the trombone. Idk, just seems like it'd be a cool reference.

    All around though like I really like the concept! It really feels like it captures both sides of Sans's whole persona hehe
    FazDude
    FazDude
    Thank you!
    • Sans' tone isn't going to be TOO serious; Like I said, he's going to be using some more jokey attacks mixed in with all the bones and Gaster Blasters, so while he won't be a complete joke, things will generally be a lot more light-hearted than Sans' actual fight.
    • Right now, I have Sans' "run" carrying himself with his telekinesis (I think it'd fit for a lazier character like Sans), but now that you bring the tricycle up, I think I love that idea just as much.
    • Sans' trombone will be a taunt! I already had that in mind, but it's good to see someone else likes that idea!
    guys my dad who works at masahiro sakurai just sent me this 😳

    couldn't find the sauce but this is REALLY solid editing
    guys please stop making banger profile posts my fingers are getting tired liking them all :(
    /joke, please don't stop making banger profile posts
    Just checked out that new Multiversus footage; Here are my immediate thoughts.
    • The game seems kinda floaty, if that's the right word. However, seeing that flying knee tackle Shaggy does early in the first match, I think that's not necessarily a bad thing; Just one folks are gonna have to get acustomed to.
    • It's also fairly slower than most platform fighters I'm accustomed to, but again, that probably suits the game's more team-orientated style.
    • That said, one thing I will harp on is the UI, which I'm not really a fan of.
      • I would have greatly preferred the damage percentages being still rather than following characters around 100% of the time (though I wouldn't be opposed to them showing up above them after a few seconds of idling).
      • I also don't really like the "Blocked" and "Armor Broken" popups that appear from time-to-time. I know there's a need to convey these things, but this approach feels a bit too wordy.
      • Overall, I feel like the UI should have taken an approach more akin to most platform fighters.
    • Fighters respawning directly on the stage feels weird to me, but it's not a bad idea.
    • As for the fighters themselves, they all seem pretty well-polished and interesting to play. I think I saw Superman clip into the ground a few times, but that'll likely be fixed pre-launch.
      • Also, it's such a minor detail, but I am so happy they gave Tom his classic screams from the old T&J cartoons rather than giving him new ones.
    • Finally, I really like all the customization options. I get that the whole idea is to do some season pass thing, but the wide variety of cosmetic changes (ringouts, animations, costumes, etc.) is really interesting and something I wouldn't mind seeing in more platform fighters. Kinda reminds me of the cosmetic options available in the TD6 era of the Bloons series.
    Overall, while I still have my gripes and nitpicks that I hope are resolved before launch, Multiversus still seems like a solid enough game. I'll probably try my hand at it once it comes out (hey, it IS a free game, after all).
    We're holding a stage job in All-Star Strife! As long as you follow some pretty loose theming, anything's on the table, so please consider stopping by!

    Hey, I'm working on my platfighter again and I'm curious; What issues do people have with Banjo & Kazooie in Ultimate? I know that the Neutral Special is a major issue for some folks (and I will be altering it, but not entirely replacing it), but I wanted to know if anything else was a sore spot.
    FazDude
    FazDude
    All valid points - I’m not too worried about things like frame data and advantage specifics, but I do think the changes I’ve made so far bring Banjo away from the zoner perception (I think he’s more of a turtle the way I altered him) and (in theory) give him some more combo potential. Also I changed up all but one throw, so there’s that.

    I think I’d have to show off the actual moveset to better illustrate this, but I’d like to think I’m tweaking Banjo in a way that makes him a bit better in the areas where he is weaker or more annoying.
    Linkmain-maybe
    Linkmain-maybe
    He is a poor zoner-scrapper with a lackluster advantage, terrible disadvantage, a side-b that feels awful to fight against for all the wrong reasons, and obnoxious 2-framing. Bonus points if you don’t like his sound effects.
    FazDude
    FazDude
    Oh, I totally revamped Banjo's Side Special - It's no longer Wonderwing and no longer invincible (although Wonderwing is present elsewhere in Banjo's kit), but it serves a similar purpose while not being as obnoxious.
    Ayo chaps. Here's a brief update of how things are going with my platform fighter concept.
    • I currently have 23 movesets done. I'm on the fence about retooling one of the characters so far (I'll probably make a seperate status about them in the future), but otherwise, I am happy with where I am.
    • I've been exclusively working on movesets so far, but I am also starting to pay some mind to music and stages. Stages are pretty self-explanatory, but music is where I find myself indecisive. I want to go all-out and add a ton of music and handle it like My Music in the Namco-era Smash games, but given how a lot of the music will probably come from Nintendo games, I feel like that'd be a headache for reasons I feel should be self-explanatory by now. I'm currently leaning towards having stage-specific music like 64-Brawl, but again, I'm on the fence.
    • The size of the roster/stage list will NOT be realistic. I'm sorry if you like platform fighters with reasonably sized rosters, but that is not what I want to make here. I do have an in-universe explanation which explains the number of fighters and stages I want to have and incorporates them in a way where the UI won't be complete garbage, but that's for a later date.
    • Now, this last part's the most important, and the main reason why I'm making this status; Releasing this concept.
      • To be upfront, the idea for this game stems from a series of games I have over on Fantendo; They were pretty much the same general idea, combining characters from my favorite media, but was with traditional fighters instead of platform fighters. However, I feel like I've exhausted that formula, hence why I'm trying something new.
      • On one hand, I want to publish this to Fantendo; It's where the concept got its start, so it makes the most sense to keep it there. On the other hand, though, I see the potential in using this project to show off my OCs (and creative endevadors) to a wider audience, hence why I want to go to another platform. I've weighed all the pros and cons, but I'm still undecided.
      • Therefore, I'm asking this question; Would anybody mind if I worked on the game on Fantendo, or should I figure something else out? In all honestly, I'm cool either way, but I wanted to know if anyone had any serious problems with the idea before I commit to one or the other.
    • Also, I'd be happy to answer any questions folks may have about this project.
    I'm going to pitch a Bubsy passive mechanic that should probably never happen, but would be funny.

    Here's the gist; Bubsy takes fall damage if he falls from too great of a height - Not too short of a height for balancing reasons, though; maybe like 80 units or something. Not a meaningful amount (1% at absolute most), but it still happens. It could be avoided in a few ways, such as air dodging into the ground or using your double jump right above the ground to "reset" your fall.

    Like I said, it probably shouldn't happen, but giving Bubsy a mechanic which gives him a disadvantage is pretty on-par with how poor Bubsy gets treated in his own games (especially 3D).
    Torgo the Bear
    Torgo the Bear
    This is actually pretty feasible- they already have the fall damage sound effect whenever Steve has a long enough fall. All they need to do is just attach some damage to whatever code runs the sound effect.
    FazDude
    FazDude
    That little detail's actually what led me to come up with this idea. It's purely aesthetical in Steve's case, which is probably better than actually taking damage, but it's a goofy little idea.
    Alright, finished up my Red moveset for my platfighter. Please let me know if you have any criticisms or ideas.
    Grounded Basics
    • Jab: Red pecks forward.
    • Dash Attack: Red leaps forwards for a flying headbutt attack.
    • Forward Light: Red swipes his beak from left to right.
    • Forward Strong: Chuck appears beside Red and dashes forward. (Disjoint)
    • Up Light: Red does a short hop into the air while somersaulting, referencing an animation from Angry Birds.
    • Up Strong: Silver appears and flies a loop above Red. (Disjoint)
    • Down Light: Red pecks at the ground.
    • Down Strong: Terence appears and causes an earthquake around Red.
    Aerial Basics
    • Neutral: Red performs a midair somersault.
    • Forward: The Blues fly out from behind Red, scattering into three angles. (Disjoint)
    • Back: Hal flies out behind Red while spinning, dealing multiple hits of damage. (Disjoint)
    • Up: Matilda launches herself upwards from behind Red. (Disjoint)
    • Down: Red crashes down to the ground for a stall-and-fall attack, resembling Tony’s ability in Angry Birds Seasons.
    Grab / Throws
    • Grab: Stella appears in front of Red and blows a bubble, being able to trap an opponent with it.
    • Pummel: Red pecks at the opponent.
    • Forward Throw: Red rams into the opponent with a headbutt, popping the bubble and launching them forward.
    • Back Throw: Red loads the opponent into a slingshot and launches them backwards.
    • Up Throw: Bubbles suddenly inflates himself beneath the opponent, launching them upwards.
    • Down Throw: Red jumps onto the opponent, rolling on them before launching them forward.
    Specials
    • Neutral Special: Slingshot / Mighty Feathers
      • If used on the ground, Red loads himself into a slingshot, being able to launch himself at any angle. While in flight, Red acts as an active hitbox for a short time, but can act out of it by performing a jump, an aerial, or a special move.
      • If used in the air, Red is surrounded by feathers as he locks onto a nearby opponent, launching himself at them. However, this can only be used once per airtime.
      • Both moves originate from Angry Birds.
    • Side Special: Rage Scream
      • Red squawks loudly, creating a sound wave in front of himself. The sound wave deals no damage, but pushes opponents away with considerable force. This move originates from Angry Birds 2.
    • Up Special: Egg Bomb
      • Red drops an explosive egg beneath himself, flying upwards before entering a freefall state. This move originates from Matilda's ability in Angry Birds.
    • Down Special: Rage Explosion
      • Red begins shaking with anger as his body heats up, eventually releasing a powerful explosion around himself. The move has heavy endlag and puts Red into freefall if used in midair, but also increases in power with Red’s percentage, making it a risky, yet rewarding move to use. This move originates from Bomb’s ability in Angry Birds.
    • Guard Special: Rage Counter
      Red tenses up. If he is attacked, he retaliates with a shout which launches the opponent away. In addition, Red also has his attack power increased for a short time.
    Super Moves
    1. Rage Chili
      1. Red eats a Rage Chili from Angry Birds Epic, temporarily increasing his attack power.
    2. Bomb
      1. Red launches Bomb forward, who explodes upon contact with an opponent to deal major damage.
    3. Flock Strike
      1. Red uses his slingshot to launch himself forwards, pulling any hit opponent into a cinematic upon contact. The cinematic depicts the Flock attacking the opponent(s) by launching themselves at them multiple times before the Mighty Eagle crashes down onto them, launching them back into the stage.
    thinking of making a red (angry birds) moveset vs. making a red moveset

    (for real though, i'm struggling here - i totally want to make red's flock a part of his kit, but i don't know how. should he use them as part of his aerials? if so, would they be more standard attacks or more projectile-like? should he have a down special where he can launch them out of a slingshot? should i give him all of their abilities and make him more like what piranha plant is to the many piranha plant species? there's way too many possibilties for me to focus on just one, and even beyond that one problem, there's still many others.)

    (the only thing i'm not gonna focus on is pig structures; i'm planning on making a bad piggy playable so he can just do that.)

    (yes i was inspired by that mario kart rivals of aether mod but i also made a lot of tweaks to make it more accessible and/or fun)

    (also i'm still trying to think of how i can present this in a grander capacity. i've got a few options but any ideas would be appreciated)
    FazDude
    FazDude
    Same; I do have some Mario Kart references for other characters (I just did Waluigi today, and I wanna get to Toad sometime), but I feel like with their status as the de facto Download Play characters and the love they get elsewhere in the series, Shy Guy is the character I feel is best suited to be a full-fledged love letter to Mario Kart.

    (also i really like ds too; probably my 2nd favorite game in the series behind wii)
    AlRex
    AlRex
    I think this formatting looks good so far, sharing a Google doc would be fine.
    FazDude
    FazDude
    A Google Doc is one of the options I was considering. I probably won't share the document the screenshot comes from (it's fairly cluttered and is more of a brainstorming space), but once I have more things done, I could make a "formal" document and post that.
    my last three brain cells when i see people liking my post in the oc platform fighter thread

    (for real though, thanks guys. like i said earlier i tend to get nervous about showing off my ocs for the first time, so it’s cool to know that people like the first one. i might submit more when the time comes, but for now, i’m really grateful for this. <3)
    I'll get to my daily round of creation thread checks in a moment (including a new batch of All-Star Strife jobs), but for right now, I wanna talk about something I've been meaning to pitch since yesterday.

    • I've been working on this for a few days - I have 11 movesets done at the moment (Mario, Wario, Donkey Kong, Pac-Man, Sonic, Classic Sonic, Knuckles, Steve, Shrek, Po, and (of freakin' course) Annalynn), but I wanted to hear if people had feedback/ideas before I go much further.
    • The game's pretty much my unrealistic pipe dream of a platform fighter - A ton of characters, tons of stages - Heck, it's more of a thought experiment than an actual game. It's really fun to work on, though, so I hope the groundwork for what I have so far sounds fun as well.
    • Anyway, here's the moveset structure.
      • Every fighter gets the ability to strafe, just like in Nick All-Star Brawl.
      • Some fighters have special movement options like in Smash; Wario can crawl, Knuckles can wall-cling and glide, etc.)
      • Instead of Smash-style shields, fighters get a "guard", which works like NASB (with the addition of ever-increasing chip damage if you guard for too long - eventually your guard will just break if you absorb too much)
      • In terms of actual attacks, every fighter gets seven - A basic jab, forward/up/down lights and forward/up/down strongs. However, the strongs aren't chargable like in Smash, but rather more akin to the strong moves in NASB.
      • Each fighter also gets five aerial moves which are just like how Smash handles them.
      • Grabs and throws also exist and also use the Smash formula.
      • However, special moves are where something unique comes into play. While you still have your Neutral/Side/Up/Down specials, there is also a Guard Special. This is where defensive options come into play (such as counters), or moves which tie into a fighter's main gimmick should they have one.
      • Finally, every fighter gets three "Clash Attacks", which act like supers in PlayStation All-Stars Battle Royale, meter and all. However, every Level 3 Clash Attack is a cinematic cutscene. (Don't worry, transformation enjoyers, there's still a fair amount of them in the game!)
      • Oh, and every fighter gets four taunts.
      • While some characters do get gimmicky, it never goes to extremes that would compromise the accessibility of the game. For example, if I were to add Terry Bogard to the game, his Super Special Moves would probably be Clash Attacks as opposed to input commands.
    • As for this game's roster... It'll pratically be any character/stage I like from pretty much anything. Video games, films, books... Heck, I might even put some of my OCs in, because why not?
    • I dunno if there's gonna be Assist Trophy analogues just yet.
    • Finally, if people like this idea, I would be happy to try and post more about it (albiet not as a mere profile post)
    So yeah, that's pretty much everything. Oh, except for this HUD mockup I made.

    Let me know if you like this or have any feedback.
    Baysha
    Baysha
    Really interested in seeing the rest of it. I love seeing game concepts people make.
    FazDude
    FazDude
    Thanks! I definitely want to show more, but I’m not 100% sure on how to handle it (I’ll probably host it off-site, but I’m not sure how, exactly).
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