erico9001
You must find your own path to the future.
I've created a version of the basketball game where the only way to die (once inside) is the hoops. Allow me to explain it:
The ball, jigglypuff, is set to first player while the two people facing each other are second and third player. Second and third player are set to the same team so to not hurt each other. Technically, you could allow for the players to hurt each other, but imo it gets in the way of the game. The way the player is facing on spawn is the goal they are aiming to hit the ball into. The player tries to get the correct angle to hit it in.
When the ball goes too low, it will fall into the spring at the bottom. The ball is close enough to the edge so that characters can grab it and throw it back towards their goal.
The lava is set up to hit the ball into the net from whatever position the ball hits.
Once the ball goes in the cannon, it takes a small amount of time before it gets launched out. It shoots down the slide (players cannot hurt it when it is doing this).
And it goes through the spring.
However, if the ball is hit at a certain angle and with a certain velocity it will end up in the cannon on the outside.
This cannon will shoot the ball up and directly above the hoop cannon, which it will then shortly after fall into. This gives the opponent the opportunity to defend by jumping into the hoop cannon. Canons function so if somebody is already in a cannon, other people simply pass through it. Therefore, when the opponent goes in the hoop cannon himself, the ball simply falls through, does not die, and no point is awarded. The defending player will die and have to respawn himself, giving the offense a time where he can try to get the ball in without opposition, but the defense will have benefited if the offense does not succeed.
When the ball goes through, it respawns right above the cannon at the top and gets launched down.
And from here the next round begins.
Score is kept by how many times the ball dies by being shot out of the cannon. You can potentially have a third player keep score for you, or just do it yourselves. This third player could also keep control over the ball to speed up the process or maybe make the game more difficult (not implying there is no difficulty).
There are a variety of ways this can be played.
-both be the same character or different characters (each character has own strengths in this)
-do a DK vs DK match, where the forward grab makes the game quite different
-set the launch rate higher or lower
-play without being set to teams
-turn items on
-play in any of the special modes
-play with no ball, where the object of the game is to hit the opponent into the net (agree to not camp out at the top)
I've got to say, creating this has made me wish there was no weight limit when creating stages. Getting this to work out without going over the limit has been a hassle.
edit: Oh yeah, the music on this stage is "Quick Man Stage." It's just seems to fit so well.
The ball, jigglypuff, is set to first player while the two people facing each other are second and third player. Second and third player are set to the same team so to not hurt each other. Technically, you could allow for the players to hurt each other, but imo it gets in the way of the game. The way the player is facing on spawn is the goal they are aiming to hit the ball into. The player tries to get the correct angle to hit it in.
When the ball goes too low, it will fall into the spring at the bottom. The ball is close enough to the edge so that characters can grab it and throw it back towards their goal.
The lava is set up to hit the ball into the net from whatever position the ball hits.
Once the ball goes in the cannon, it takes a small amount of time before it gets launched out. It shoots down the slide (players cannot hurt it when it is doing this).
And it goes through the spring.
However, if the ball is hit at a certain angle and with a certain velocity it will end up in the cannon on the outside.
This cannon will shoot the ball up and directly above the hoop cannon, which it will then shortly after fall into. This gives the opponent the opportunity to defend by jumping into the hoop cannon. Canons function so if somebody is already in a cannon, other people simply pass through it. Therefore, when the opponent goes in the hoop cannon himself, the ball simply falls through, does not die, and no point is awarded. The defending player will die and have to respawn himself, giving the offense a time where he can try to get the ball in without opposition, but the defense will have benefited if the offense does not succeed.
When the ball goes through, it respawns right above the cannon at the top and gets launched down.
And from here the next round begins.
Score is kept by how many times the ball dies by being shot out of the cannon. You can potentially have a third player keep score for you, or just do it yourselves. This third player could also keep control over the ball to speed up the process or maybe make the game more difficult (not implying there is no difficulty).
There are a variety of ways this can be played.
-both be the same character or different characters (each character has own strengths in this)
-do a DK vs DK match, where the forward grab makes the game quite different
-set the launch rate higher or lower
-play without being set to teams
-turn items on
-play in any of the special modes
-play with no ball, where the object of the game is to hit the opponent into the net (agree to not camp out at the top)
I've got to say, creating this has made me wish there was no weight limit when creating stages. Getting this to work out without going over the limit has been a hassle.
edit: Oh yeah, the music on this stage is "Quick Man Stage." It's just seems to fit so well.
Last edited: