pinballdude97
Smash Rookie
[Title is subject to change...]
Origin
Game was on original response to the Rayman "Leak" video (which is a year ago from now but I stopped after the first month or so, till I picked it back up a few weeks ago), I have been developing this ever since and remained wary of showing it to the public, till now. My goal here is that after I mastered creating all the basic mechanics on one fighter, it should be easier to add more, provided the models and their animations.
Media
The Plan
As of now, I will primarily continue on the fighter behaviors.
To be done before new characters can be added, (Actually, I need one more for now* due to the limited/slow creation of animations that Rayman currently has, also to compare):
I will be slowly working on this as it is interfered with my school and life.
You can help too!
I will mostly be working on the game mechanics more than the aesthetic (though I did have a bit of fun creating the directional indicators and the ring-out effects) You will be seeing the standard stock, single block stage and cylinder revival platform. I am willing to accept any original, something you created and new, not ripped, models and textures of the following I just stated I'm missing in this paragraph, plus:
* When talking about new characters, I planned to add video game characters that are not part of the Official Smash game and can originate from another console. Characters like Rayman (A trophy), Waluigi (Assist Trophy), did show up in some way of the game but aren't playable so they are good examples of some that can be added. Try your best to use moves that are used in their game realm, if there isn't a specific move that can't fill in a certain control, make one up that would make sense.
Here is my short list of ideas in my opinion:
I also have a few questions about the SSB4 mechanics that the wiki doesn't provide, mostly one that, after getting hit, the receiver physics seems to change when its in the air so that it seems lighter than their platforming gravity acceleration and slows down in air. Atm, I have physics doing its thing using the same platforming gravity which look okay, but it in terms of kill percents, its off. Can someone confirm this for me and maybe tell me a way in terms of how to replicate it? You don't need to understand programming in order to explain it.
Discord (<Link)
You can sort of join the group here on Discord (you may log in without having to register just to talk about it but you need to if you want to be part of the project) but I'm trying this out for the first time so its a temporary thing for now. You may leave a message there and stuff, you don't even have to register for an account, just make sure your name you use to message matches you in some way.
I am usually on around 10 am to 10 pm EST.
If there is anything you don't understand about what I said here, please speak up so I can modify this post for future viewers to understand better/less confusion. Tell me if I confused on something and help me understand.
Origin
Game was on original response to the Rayman "Leak" video (which is a year ago from now but I stopped after the first month or so, till I picked it back up a few weeks ago), I have been developing this ever since and remained wary of showing it to the public, till now. My goal here is that after I mastered creating all the basic mechanics on one fighter, it should be easier to add more, provided the models and their animations.
Media
The Plan
As of now, I will primarily continue on the fighter behaviors.
To be done before new characters can be added, (Actually, I need one more for now* due to the limited/slow creation of animations that Rayman currently has, also to compare):
- Shield* -- missing shield break to stun effect, otherwise it is almost complete, don't know when it will be fully done
- Ledge Grab* -- main part complete (hang and get up), needs attack, roll, and jump up
- More Air attacks -- I have them set up but no animations mean no way to see if they work
- Literally all the Specials -- I have them set up but again no way of testing it out for the same reason
- Grab -- might be complicated, Idk I haven't attempted it yet
- More of the other stuff as well but I'm lazy to list them :L
I will be slowly working on this as it is interfered with my school and life.
You can help too!
I will mostly be working on the game mechanics more than the aesthetic (though I did have a bit of fun creating the directional indicators and the ring-out effects) You will be seeing the standard stock, single block stage and cylinder revival platform. I am willing to accept any original, something you created and new, not ripped, models and textures of the following I just stated I'm missing in this paragraph, plus:
- Certain effects such as random smoke, some "air-cutting" streaks/swipes/slices, maybe a way to refine my particle effects if you feel you can do better.
- Background of this stage (The idea of the scene used was suppose to be the "Deserts of Didgeridoo" in Rayman Origins)
- Some UI/HUD bits? I don't have a menu made so ignore that part, just in-game stuff
- Maybe more? I can only think of those above. Concept art can work too. Concept anything.
* When talking about new characters, I planned to add video game characters that are not part of the Official Smash game and can originate from another console. Characters like Rayman (A trophy), Waluigi (Assist Trophy), did show up in some way of the game but aren't playable so they are good examples of some that can be added. Try your best to use moves that are used in their game realm, if there isn't a specific move that can't fill in a certain control, make one up that would make sense.
Here is my short list of ideas in my opinion:
- Agent J (Elite Beat Agents), other characters from the game can be the other skins similar to Bowser Jr. and his skins
- Crash (Crash Bandicoot series)
- Spyro (Spyro the Dragon series)
- Ratchet & Clank (Ratchet & Clank series), I don't care if he was used in Playstation Allstars Battle Royal, I feel his moves from his games can work in Smash format
- Juan Aguacate (Guacamelee!) his attacks and specials are so obvious, but how he looks in 3D?
- ...
I also have a few questions about the SSB4 mechanics that the wiki doesn't provide, mostly one that, after getting hit, the receiver physics seems to change when its in the air so that it seems lighter than their platforming gravity acceleration and slows down in air. Atm, I have physics doing its thing using the same platforming gravity which look okay, but it in terms of kill percents, its off. Can someone confirm this for me and maybe tell me a way in terms of how to replicate it? You don't need to understand programming in order to explain it.
You can sort of join the group here on Discord (you may log in without having to register just to talk about it but you need to if you want to be part of the project) but I'm trying this out for the first time so its a temporary thing for now. You may leave a message there and stuff, you don't even have to register for an account, just make sure your name you use to message matches you in some way.
If there is anything you don't understand about what I said here, please speak up so I can modify this post for future viewers to understand better/less confusion. Tell me if I confused on something and help me understand.
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