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Smashboards Creates: Bloons Blowout (Bloons franchise platform fighter): DEVELOPMENT OFFICIALLY COMPLETE, PLEASE NO MORE REPLIES UNLESS NECESSARY

PopCultureCorn

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Development on this game is officially complete, thus, no more updates and replies will be made to this thread. Please refrain from posting new replies to this thread unless it's a question or something worthy of answers
BloonsBlowout_copy_2_42.png


After my experience being a developer for AlteredBeast's PBS Kids: Brawltime!, I have decided to take my knowledge I have about making a fan-made platform fighter here and start my own. This one is actually very unique as it features a video game franchise that has a really big following but is often not discussed in most other major gaming communities, not even Smash Bros.

May I present...

Bloons Blowout
BloonsBlowout copy (1).png


That's right, you have been invited to be a recruit on the Bloons Blowout development team! As members of the dev team, our job is to make a truly awesome platform fighter featuring Monkeys, Heroes and Agents from across the various Bloons games across the Bloons Franchise (Pop, Tower Defense, Super Monkey, etc. Yes, I'll even allow other Ninja Kiwi game franchises in there too!). Together, we will discuss characters, stages, character movesets, assists, roster size, modes, gameplay, gameplay mechanics, etc. I will be the lead developer of this game and I will singlehandedly assign jobs on a regular basis. My initial vision on how the game could work is it would have the usual platform fighter mechanics, but the main gimmick would be that Bloons will appear on the stage regularly and the player who pops the Bloons earn cash to upgrade the faculties and traits of their standard attacks, special attacks, shield, dodges, grabs and "Super Abilities" , but hopefully, we can come up with a unique platform fighter gimmick/mechanic that will make this game a truly awesome one! The initial lineup of characters and stages will have 4 each, with the final total number of each to be decided at a later date. DLC will be decided at a much later date.
















 
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PopCultureCorn

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Job #1: Nominate a Tower Defense character for the roster! It cannot be the 4 in the initial character lineup. This character must be from the Bloons Tower Defense series, we will nominate characters from other Bloons series later. Please explain the character, their abilities, what they can bring, how they can fight, and how would their faculties look when upgraded

Job #2: Decide the roster size
 
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FazDude

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Job #1: Captain Churchill


I find vehicle-based characters an interesting concept, and I think Churchill represents that to a tee. Plus, he could make a great heavyweight, something I feel is missing from the initial roster.

Job #2: 28 fighters
Not an exorbant amount, but I feel it's just the right size to include the majority of towers and heroes, with a little extra room for agents as well.
 
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PopCultureCorn

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Alchemist
latest.png

Chucker of potions, can upgrade to transform into a crazy attack monster or to shrink Big Bloons into Red Bloons!

a roster of 28 characters sounds good to me
 

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Hey guys, sorry I'm a bit late, but Jobs 1 and 2 are closed, now it's voting time! Please vote for your top 2 choices, your #1 pick will get 2 points, and your #2 pick will get 1 point. Try to avoid self-voting as much as possible, but just don't make your own submission your #1 pick please. Also, 28 is the final character roster size. Alright everyone, let's get voting!

Captain Churchill: FazDude FazDude
Monkey Village: Baysha Baysha
Alchemist: PopCultureCorn PopCultureCorn
 

PopCultureCorn

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1. Captain Churchill
2. Monkey Village
 

PopCultureCorn

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Alright, voting's over! Here are the final results!

#1: Captain Churchill (5 points)
#2: Alchemist (3 points)
#3: Monkey village (1 point)


So the winner of our first character job is the tank monkey, Captain Churchill! Congrats to FazDude FazDude for this submission! to I do think he would make a very fun and unique playstyle for this game. Also, I did like the idea of playing as a house, like the Monkey Village that Baysha Baysha submitted, and since Monkey Village got the lowest amount of points, boy, that is so pathetic, maybe next time!

On to the next jobs!

Job #3: Discuss how movesets can work in this game!

Should the movesets be like Smash Bros. with moves for every direction or NASB with aerial smash attacks but no side specials? Let's discuss!

Job #4: Submit a non-big/non-boss Bloon to be encountered in game!

Since the most basic TD Bloons are already on the list, I would like to see your ideas on what other unique Bloons through the Bloons franchise should be a Bloon you can encounter on the stage! Please no Big Bloons or Boss Bloons at the moment, those will be discussed at a later date.
 
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FazDude

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Job #3 - Moveset
Alright, here's my pitch.
  • Each fighter gets three specials - Neutral, Up, and Down. Just like NASB.
    • However, every fighter also gets a Shield Special, although it's the same thing for each character; An upgrade tree. With this move, each fighter can upgrade their special moves with cash (which is earned through damaging opponents or popping Bloons), although the same limitations apply to upgrades as in Bloons TD 6 (only one special can be fully upgraded, only two specials can recieve upgrades at all, etc.)
    • Fighters lose all their upgrades upon being KO'd.
  • Other than that, fighters have the same sort of moves as in Smash; Basic ground moves, aerials, "smash" attacks (which would probably be renamed), that sort of thing.
  • Final Smash moves are tied to a meter like in PASBR, and each fighter would have only one.
Job #4 - Camo Bloon
It's everybody's favorite! These Bloons are near-invisible to begin with, but once hit with an attack at close range, they become visible and basically act like normal Bloons from then on. However, certain upgrades can reveal Camos to fighters once they get close enough. Just like in Bloons TD, they can be any of the standard Bloon types sans MOABs and bosses.
 
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PopCultureCorn

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Job #3:

My idea is that each fighter would moves for all command inputs, meaning there will be standard attacks for every directional input as well as neutral specials, side specials, up specials and down specials. I had a similar idea to FazDude FazDude 's idea for how the upgrading system can work in the game, which is that every character has an upgrade tree as a shield special, where they can upgrade their moves and abilities with cash that they can obtain by damaging opponents and popping Bloons, and just like BTD6, there will be multiple upgrade paths, but you can only get the 3rd to 5th upgrades on one of the paths and only 2 upgrade paths can coexist with each other. Unlike Fazdude's moveset idea, you don't lose all the upgrades you bought upon being KO'd, but you will just lose some cash, that way, you're not totally screwed when you respawn in the middle of other high-tier fighters. Final Smashes can be linked to Paragons and are charged up by a meter.

Job #4: Golden Bloon

These Bloons fly super-fast all over the stage, making them hard to pop in the long run, which is made even harder when they are camo or lead, or both. When they are hit, they drop golden blops which can be picked up by anyone and are worth a lot of cash. When fully popped, they'll award with the first player who fully popped it a very high amount of cash.
 
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PopCultureCorn

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Ok, both jobs are officially concluded! Now that that's over with, it's time to vote on which moveset we will go with and which Special Bloon will make the cut! Please vote on the polls below!

Who's moveset idea should we go with? | StrawPoll.com
Vote for the special Bloon here! | StrawPoll.com


Job #3 - Moveset
Alright, here's my pitch.
  • Each fighter gets three specials - Neutral, Up, and Down. Just like NASB.
    • However, every fighter also gets a Shield Special, although it's the same thing for each character; An upgrade tree. With this move, each fighter can upgrade their special moves with cash (which is earned through damaging opponents or popping Bloons), although the same limitations apply to upgrades as in Bloons TD 6 (only one special can be fully upgraded, only two specials can recieve upgrades at all, etc.)
    • Fighters lose all their upgrades upon being KO'd.
  • Other than that, fighters have the same sort of moves as in Smash; Basic ground moves, aerials, "smash" attacks (which would probably be renamed), that sort of thing.
  • Final Smash moves are tied to a meter like in PASBR, and each fighter would have only one.
Job #4 - Camo Bloon
It's everybody's favorite! These Bloons are near-invisible to begin with, but once hit with an attack at close range, they become visible and basically act like normal Bloons from then on. However, certain upgrades can reveal Camos to fighters once they get close enough. Just like in Bloons TD, they can be any of the standard Bloon types sans MOABs and bosses.
Job #3:

My idea is that each fighter would moves for all command inputs, meaning there will be standard attacks for every directional input as well as neutral specials, side specials, up specials and down specials. I had a similar idea to FazDude FazDude 's idea for how the upgrading system can work in the game, which is that every character has an upgrade tree as a shield special, where they can upgrade their moves and abilities with cash that they can obtain by damaging opponents and popping Bloons, and just like BTD6, there will be multiple upgrade paths, but you can only get the 3rd to 5th upgrades on one of the paths and only 2 upgrade paths can coexist with each other. Unlike Fazdude's moveset idea, you don't lose all the upgrades you bought upon being KO'd, but you will just lose some cash, that way, you're not totally screwed when you respawn in the middle of other high-tier fighters. Final Smashes can be linked to Paragons and are charged up by a meter.

Job #4: Golden Bloon

These Bloons fly super-fast all over the stage, making them hard to pop in the long run, which is made even harder when they are camo or lead, or both. When they are hit, they drop golden blops which can be picked up by anyone and are worth a lot of cash. When fully popped, they'll award with the first player who fully popped it a very high amount of cash.
 
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PopCultureCorn

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Hey guys, so voting is now closed! It looks like FazDude FazDude 's moveset idea won the vote and both Bloon submissions had a "tie"! (pun intended), so both Bloons will be put in for this time!

Job #5: Submit a Bloons Franchise Stage! (Other Ninja Kiwi franchises will be saved for a later date)

Self-explanatory. Submit a stage from the Bloons franchise, whether it be a BTD track or a location from the Bloons franchise in general.
 

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Sneak Peaks (Bloons 2)
latest.png

A gimmick for this stage I have in mind is that Camo Bloons appear much more frequently.
 

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Ok, Job #5 is finished and the voting has begun!
Which stage should we go with? | StrawPoll.com

Onto the next job:

Job #6: Decide a name for the Bloons Platform Fighter!

This was something that I actually had a tough time coming up with! The best I could come up for a very-placeholder name was "Bloons Tower Defense Skirmish", but of coarse, this is not a Tower Defense game, but hopefully, maybe you can come up with a good name for this platform fighter!
 

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Ok everyone, name submissions are over! Even then, it was still tough for me, so FazDude FazDude 's Name will be the one used here. So this Platform Fighter's name will officially be Bloons Blowout! Very fitting name as pretty much all Bloons games have short titles that never had more than 3 words in them excluding numbers to mark sequels. Also, FazDude FazDude 's #Ouch stage idea wins the vote!

Onto the next 2.5 jobs:

Job #7: Submit a pre-BTD4 tower defense stage! Just gotta get more classic Bloons representation in there!

Job #7.5: Decide how many stages should there be in base-launch!

Job #8: Submit an item for the game! Keep in mind if a tower wins this item vote, it will not become a playable fighter.
 

FazDude

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Job 7: Track 5 (Bloons TD 3)
TD3 is where the Bloons TD games started to truly evolve, so it makes sense to represent it. I chose Track 5 specifically since I think a candy-themed stage would be interesting visually.

Job 7.5: 32
I dunno, this seems like a good enough number.

Job 8: Cash Drop (Bloons TD 6)
These crates full of cash occasionally fall from the top of the stage. If you can break it open, you'll get the wealth inside!
 

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Job #7: Circuit Board Circle (BTD3, not its official name)

Bloons Tower Defense 3 was literally my childhood, as I played the heck out of that game on coolmathgames.com in elementary school, so I think BTD3 representation would be neat. Layout-wise, it can be a series of platforms on 3 Ferris Wheel structures that rotate on the circles at normal intervals.

Job #7.5: There should be 40 stages base-launch

Job #8: Bottle of 'Gerry's Fire' Hot Sauce (BTD6)


One of the items sold by Geraldo starting at when he is at level 8. The fighter who consumes this gets a small red-hot spirit that follows them at all times and breathes fire at opponents, which also sets Bloons on fire, popping them gradually in the process. There's a rare chance that the stronger version of the hot sauce can appear, which deals more damage and burns Bloons faster.
 

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Baysha

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Blowout Defense
Bloons come from one side of the screen and you have to pop them before they reach the other side.
 

FazDude

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Job #9: Dart Monkey Specials
I think Dart Monkey should be a fairly straightforward character - No huge gimmick or anything, but not really a shotoclone either.

  • Neutral Special - Dart Toss
    • Dart Monkey (get this) tosses a dart. It's not very strong, but it covers a good amount of range and can be angled.
    • Upgrades could include increasing the dart's range, as well as giving it piercing properties, allowing it to hit multiple opponents.
  • Up Special - Spike-O-Pult
    • Dart Monkey loads himself into a catapult and launches himself upwards.
    • Upgrades could include increasing the recovery Dart Monkey gets, as well as the ability to launch a spiked ball alongside the Dart Monkey.
  • Down Special - Crossbow
    • Dart Monkey takes out and charges a crossbow, firing a piercing shot through opponents.
    • Upgrades could include increasing the bow's damage output and giving it stunning properties.
  • Super Move - Dart Monkey Fan Club
    • A bunch of Dart Monkeys appear beside the player's Dart Monkey as they all throw out a volley of darts, racking up damage but doing little knockback,
 

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Dart Monkey


Dart Monkey, being the first character in the roster, is the standard all-round character that is easy to pick up and learn from the get-go. His gimmick involves throwing darts for the core majority of his moveset.

Neutral-Standard:
Dart Monkey throws a single dart forward that acts as a gravity affected projectile.

Side-Standard:
Same as Neutral-Standard but with the added walking

Up-Standard:
Dart Monkey throws a single dart upward that acts as a gravity affected projectile.

Down-Standard:
Dart Monkey stabs in front of it with a single dart.

Dash Attack:
Dart Monkey tackles

Side Smash:
Dart Monkey chucks 3 strong darts forward at once, referencing the triple shot upgrade.

Up Smash:
Dart Monkey chucks 3 strong darts upward at once, referencing the triple shot upgrade.

Down Smash:
Dart Monkey spins his arms around.

Neutral-Aeriel:
Dart Monkey spins in circles in a 360 degree motion

Side-Aeriel:
Same as Neutral-Standard, but in the air

Up-Aeriel:
Same as Up-Standard, but in the air

Down-Aeriel:
Dart Monkey stabs downward with 3 darts, can meteor smash.

Neutral Special: Crossbow
Dart Monkey charges up a crossbow that fly forward in a straight line and can pop 3 Bloons at a time and pierce through opponents. Upgrades can include reducing the time needed to fully charge the crossbow, making the projectile faster and stronger, pop more Bloons and becoming the "Crossbow Master" on the end of the path.

Up Special: Spike-O-Pult
Dart Monkey flings a spike ball with a catapult that flies in an upward arc. If used in the air, Dart Monkey will use the catapult to launch itself upward. Upgrades can include the Juggernaut, which hurls a bigger and stronger spike ball deals more damage, increasing recovery distance and throw distance, and becoming the "Ultra Juggernaut" on the end of the path.

Down Special: Super Monkey Fan Club
Dart Monkey calls in a Super Monkey-Fan Monkey who throws darts rapidly for 2 seconds before flying away. During that time, the main Dart Monkey will also turn into a Super Monkey-Fan itself and fire darts rapidly with the other Super Monkey-Fan Monkeys. Upgrades can include Calling in more Super Monkey-Fan Monkeys (Up to 4) and having the ability to call in Plasma Super Monkey-Fan Monkeys on the end of the path!

Super Move: Apex Plasma Master
Dart Monkey transforms into his Paragon and fires Triple Hypersonic Plasma Ultra-Juggernaut spike balls all over the place!

Taunt:
Dart Monkey puts its hand above its eyes and looks around (for any Bloons and fighters)

Entrance:
Dart Monkey is seen getting out of a Dart Training Facility

Victory:
Some Bloons can be seen on screen, before Dart Monkey pops them with his Darts before posing for the camera

Defeat:
Dart Monkey looks down at the ground, swinging his arms in frustration occasionally

----------------------------------------------------------------------------------------------------------------------------------------

Job #10: Story Mode
A mode that follows a plot, with various stages with certain objectives, like pop a certain amount of Bloons or match against others, or some with special conditions and platforming stages as well!
 
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Ok, both jobs are closed now, time to vote below! Also, the previous stage vote is currently at a tie, please help break the tie if you can! Also, 40 stages will be the final total number of stages and both items will be added!

Which stage should we go with? | StrawPoll.com
Who's Dart Monkey moveset should we go with? | StrawPoll.com
Which single-player mode should be added? | StrawPoll.com

Job #11: Discuss ideas for the stage layout of First Track!

Job #12: Submit a job proposal other than submit a new character.
 

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Ok, so as of now, Jobs 11 and 12 will be kept open for one more day, please contribute to those jobs if you can!
 

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Job #11: I'm with FazDude on this one, I think a Pokémon Stadium 2 layout sounds good

Job #12: Submit an assist!
 

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Ok, now that both jobs and all 3 voting are closed, let's recap the results:
  • It looks like my stage idea wins the vote! So congrats to me!
  • FazDude FazDude 's Dart Monkey Moveset wins the vote!
  • Baysha Baysha 's single-player mode idea wings, being Blowout Defense, congrats!
  • A Pokémon Stadium 2 layout is the stage layout we'll go with for First Track
Vote for the job proposal here!

Job #13: Submit a new Bloon to be encountered in game!
 

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Mini MOAB (Bloons Super Monkey 2)
73.png

Smaller, weaker MOABs that sometimes spawn out of normal MOABs, and are the only big Bloons to spawn in big numbers.
 
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Ok, so Job 13 will be kept open for another day, please contribute if you can!
 

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Ok, so Job #13 will end off kinda early, and since both job proposals were at a tie. we'll go with whoever submitted theirs first, so FazDude FazDude 's job proposal (event matches) is what we'll go first, after the next job:

Job #14: Here comes a new challenger! Nominate a new character to be added into the game! This character must be from the Bloons series, we will nominate characters from other Ninja Kiwi series later. Please explain the character, their abilities, what they can bring, how they can fight, and how would their faculties look when upgraded.
 
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Wizard Monkey
latest.png

Specializes on firing magic bolts and using magic attacks and magic in its attacks. Can upgrade to summon a phoenix, shimmer Camo Bloons, create Undead Bloons to fight alongside it, and even gain the Arcane Spike, which can deal a lot of damage.
 

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GeraldoPortrait.png

Geraldo
I think he could be a fun item-based fighter. Would probably use more of his attacking items than his supporting ones.
 
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