LovinMitts
Smash Journeyman
Hey there. I've been wanting to make a Smash fan-game for a while now. I'm pretty new to coding in GML with Game Maker Studio, so it'll be a while. Until then, I'll just sit on some ideas unless I get some help or something.
The project I have in mind is basically just a Melee clone with more streamlined mechanics, better balancing, and a totally new and original cast of characters both with new and familiar gimmicks.
Below I have some character concepts that I think would be pretty cool. More info is listed in the spoilers, along with their possible movesets. Tell me what you think.
Here, we have Laser.
The project I have in mind is basically just a Melee clone with more streamlined mechanics, better balancing, and a totally new and original cast of characters both with new and familiar gimmicks.
Below I have some character concepts that I think would be pretty cool. More info is listed in the spoilers, along with their possible movesets. Tell me what you think.
Here, we have Laser.
Some backstory, for funsies:
Laser is a rogue member of the Orbital Police, those who protect the Earth from alien invaders. He decided to run away long ago after getting caught smuggling extra-terrestrials who weren't certified to be on Earth, but weren't threats either. He's been on the run ever since, making a living off of capturing intergalactic criminals.
Overall gameplay concept:
Sort of a mix between Falco and Captain Falcon in Melee. Combos are his biggest strength, with recovery being his biggest weakness. His mobility is also a little lacking, though his jumps are rather fast.
MOVESET:
Neutral B: Blaster. Laser shoots a laser from his blaster straight forward. Does minimal damage and knockback. Meant for long range pokes and making openings. Autocancels upon landing. Think Falco Lasers.
Forward B: Warp Drive. Laser hits a button on his gauntlet and warps a short distance forward. Has notable (and reactable) startup. Primarily used for recovery, as it doesn't kill. Knocks opponents up and forward. Can edge cancel is spaced correctly.
Down B: Negation Field. Basically Falco's shine. Frame 1, jump cancellable, knocks opponents straight up. No invincibility on frame 1.
Up B: Jet Boot Flight. Laser's boots rocket him upward with an uppercut and keep him aloft for approximately one second with control of his lateral movement. If you input an aerial before the flight portion of the move ends, you will do an aerial with Laser becoming helpless afterward. The quick startup on the uppercut hitbox makes this a good out of shield option.
Nair: A generic sex kick neutral air. Not much to say here.
Fair: Laser swings his foot forward. A good combo starter. Knocks opponents up and away. Low knockback scaling.
Bair: Basically Captain Falcon's bair. A decent kill move.
Dair: Basically Captain Falcon's dair. Spikes (no meteor cancelling in this game) and starts combos on grounded opponents.
Up air: Again, basically Captain Falcon's up air. Can combo into itself as well as other moves.
Jabs: Two small punches. First hit can jab reset. Doesn't transition into japid jabs.
Forward Tilt: Laser thrusts his foot out in front of him. This hitbox is very active and has a low trajectory, making it a good edgeguard.
Up tilt: An uppercut with Laser's back hand (in relation to his stance, that is). Hits above and slight behind him. Good for starting or continuing juggles.
Down tilt: Laser pushes his foot out along the ground, hitting low. Has a low angle and can knock the opponent down at higher percents, setting up a techchase.
Forward smash: A round kick (pardon the awful gesture I drew for it, ew). Has good range in front of him. Very strong kill move. Comes out fast, very laggy at the end.
Up smash: An uppercut. The strong his is directly in front of Laser, with the weaker hit at the end of the move, on his fist. Kills the latest of all of his smash attacks, but it can be comboed out of.
Down smash: A low sweep kick. Reminiscent of Smash 64 Falcon's down smash. The front hit launches opponents at a low angle, the back hit knocks them almost straight up. Comes out quickly, high ending lag.
Dash attack: (not pictured, I know. Sorry about that.) A running left hook that knocks opponents up and away. Low startup and ending lag, but doesn't kill at any relevant percent and has rather inconsistent followups.
Laser is a rogue member of the Orbital Police, those who protect the Earth from alien invaders. He decided to run away long ago after getting caught smuggling extra-terrestrials who weren't certified to be on Earth, but weren't threats either. He's been on the run ever since, making a living off of capturing intergalactic criminals.
Overall gameplay concept:
Sort of a mix between Falco and Captain Falcon in Melee. Combos are his biggest strength, with recovery being his biggest weakness. His mobility is also a little lacking, though his jumps are rather fast.
MOVESET:
Neutral B: Blaster. Laser shoots a laser from his blaster straight forward. Does minimal damage and knockback. Meant for long range pokes and making openings. Autocancels upon landing. Think Falco Lasers.
Forward B: Warp Drive. Laser hits a button on his gauntlet and warps a short distance forward. Has notable (and reactable) startup. Primarily used for recovery, as it doesn't kill. Knocks opponents up and forward. Can edge cancel is spaced correctly.
Down B: Negation Field. Basically Falco's shine. Frame 1, jump cancellable, knocks opponents straight up. No invincibility on frame 1.
Up B: Jet Boot Flight. Laser's boots rocket him upward with an uppercut and keep him aloft for approximately one second with control of his lateral movement. If you input an aerial before the flight portion of the move ends, you will do an aerial with Laser becoming helpless afterward. The quick startup on the uppercut hitbox makes this a good out of shield option.
Nair: A generic sex kick neutral air. Not much to say here.
Fair: Laser swings his foot forward. A good combo starter. Knocks opponents up and away. Low knockback scaling.
Bair: Basically Captain Falcon's bair. A decent kill move.
Dair: Basically Captain Falcon's dair. Spikes (no meteor cancelling in this game) and starts combos on grounded opponents.
Up air: Again, basically Captain Falcon's up air. Can combo into itself as well as other moves.
Jabs: Two small punches. First hit can jab reset. Doesn't transition into japid jabs.
Forward Tilt: Laser thrusts his foot out in front of him. This hitbox is very active and has a low trajectory, making it a good edgeguard.
Up tilt: An uppercut with Laser's back hand (in relation to his stance, that is). Hits above and slight behind him. Good for starting or continuing juggles.
Down tilt: Laser pushes his foot out along the ground, hitting low. Has a low angle and can knock the opponent down at higher percents, setting up a techchase.
Forward smash: A round kick (pardon the awful gesture I drew for it, ew). Has good range in front of him. Very strong kill move. Comes out fast, very laggy at the end.
Up smash: An uppercut. The strong his is directly in front of Laser, with the weaker hit at the end of the move, on his fist. Kills the latest of all of his smash attacks, but it can be comboed out of.
Down smash: A low sweep kick. Reminiscent of Smash 64 Falcon's down smash. The front hit launches opponents at a low angle, the back hit knocks them almost straight up. Comes out quickly, high ending lag.
Dash attack: (not pictured, I know. Sorry about that.) A running left hook that knocks opponents up and away. Low startup and ending lag, but doesn't kill at any relevant percent and has rather inconsistent followups.
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