EIREXE
Smash Apprentice
- Joined
- Mar 26, 2015
- Messages
- 183
A few weeks ago I had the idea of reworking Super Smash Land completely under UE4, I'm currently working in another 2D project with a bunch of people, so I wanted to get familiar with the tools and the way they work in a direct manner by working on a game, I am not an artist and because of that I just couldn't make my own assets for testing, I asked to Dan Fornace on twitter about it and he gave me the green light.
So I immediately thought of Super Smash Land, while it was a great game, it had a lot of things that I didn't like, and I figured out it would be fun to port it to UE4 and make it open source so people could build upon it and create great things.
The reason why it's called OpenMelee2D is because, well, I like melee, and I wanted melee to serve as the base for the game's mechanics, in it's current state, all grounded attacks are used as aerials and specials are not yet implemented, my idea is to implement as much Melee stuff as I can, of course since this is an open source project anyone can help.
Here's a rough TODO:
(Green means done, Yellow means high prority, red means not done and orange means I'm not too sure about doing it).
Basic Movement
A Attack Handling
Dying
Stocks
New Sprites For Aerials
Special Attack Handling
Grounded Versions of Specials
Multiple Character Handling
Wavedashing
Air-Dodging
Shielding
Ledge Grabbing
L-Cancelling (The game currently cancels any animation when you land).
Landing animations.
Stage Specific Shenanigans
DI
Map Editor
Balance
GameCube Controller Support ( I really need to dive into dolphin source code ).
Add Sakurai Formulas Everywhere
Linux And Mac
CSS, Menus and other stuff
I also heard you guys really like screenshots and demos, so there we go, in videos, remember that there is no balance in yet, so hitstun damage and knocback will be change acordingly to what experienced users think.
(DEBUG MODE)
Links, downloads, and stuff
I don't have 10 posts yet, so you'll need to ask for this stuff on my inbox I guess.
Test Version Download (SOON(TM))
Github
Stream.
So I immediately thought of Super Smash Land, while it was a great game, it had a lot of things that I didn't like, and I figured out it would be fun to port it to UE4 and make it open source so people could build upon it and create great things.
The reason why it's called OpenMelee2D is because, well, I like melee, and I wanted melee to serve as the base for the game's mechanics, in it's current state, all grounded attacks are used as aerials and specials are not yet implemented, my idea is to implement as much Melee stuff as I can, of course since this is an open source project anyone can help.
Here's a rough TODO:
(Green means done, Yellow means high prority, red means not done and orange means I'm not too sure about doing it).
Basic Movement
A Attack Handling
Dying
Stocks
New Sprites For Aerials
Special Attack Handling
Grounded Versions of Specials
Multiple Character Handling
Wavedashing
Air-Dodging
Shielding
Ledge Grabbing
L-Cancelling (The game currently cancels any animation when you land).
Landing animations.
Stage Specific Shenanigans
DI
Map Editor
Balance
GameCube Controller Support ( I really need to dive into dolphin source code ).
Add Sakurai Formulas Everywhere
Linux And Mac
CSS, Menus and other stuff
I also heard you guys really like screenshots and demos, so there we go, in videos, remember that there is no balance in yet, so hitstun damage and knocback will be change acordingly to what experienced users think.
(DEBUG MODE)
I don't have 10 posts yet, so you'll need to ask for this stuff on my inbox I guess.
Test Version Download (SOON(TM))
Github
Stream.
Last edited: