Compare us to SSF2? We don't like this...
Seems like you guys need to take a page from SSF2 ...
Its okay that you are taking sprites from other games, but atleast try to get a consistent style going. Its just that graphics are what makes a fan game like this look either professional or half-baked.
That's an interesting point. No one else has brought that up before. Sprites are so hard to come by, you see. We only have two spriters as it is, so we are trying our best just to have enough animations to cover all the Smash Bros. actions. If we can get hi-res sprites for a character, we'll take them! The Goku sprite set we are using has more animations than the Jump! Super Stars sheets Flash 2 is using and had better choreography in general, so bear with me for choosing FPS over reslution consistency. If we had more help on the project, we might be able to better coordinate the style. I am hoping most characters will look like Mario and Kirby in the end, but if they all don't, I won't be too unhappy.
About SSF2.... Yeah. I hope this game is much better than that. To me, it seems like it is. Why?
A: 60 FPS, even on an aging HP laptop and on machines with less than 1 GB of RAM. I can never seem to run SSF2 at a speed I like. Maybe that's because Flash is known to be slow.
B: Fewer characters from outside the video game universe and more Nintendo characters especially. Goku is and will be the only anime character in the entire game. He is an exception because he has been in so many games and is such a fun character to include.
C: Larger planned roster of 45 starting characters plus at least 20 unlockables. It might take us another 18 months, but we'll finish them!
D: Gameplay is very true to original games. Shield pressure, perfect shielding, edge clinging, attack priority, Brawl-like hitlag, fast paced action, and all the other SSB mechanics you are used to show up here. We are trying to make the game slightly faster than Brawl, and so far, it's working! You'll also find that Stock, Time, and Stamina are your options for VS play.
E: New Final Smash System: Fill up the Smash Meter by landing attacks (and partly by taking damage) to get a Final Smash! (Think of the Super Bar from the Street Fighter series). In the game settings, you can tweak the amount of power needed to use a Final Smash.
F: No silly, pixelated, resized graphics. I didn't demonstrate this in the screenshots, but I'll be posting more of them so you can see this. On Final Smashes, where big projectiles are required, big sprites are used. If it's something like Fox's Landmaster, expect nice glowy lasers (with alpha channels for the glowy effect!) that are appropriately scaled.
G: A combo counter feature. Hey, Smash has needed this for a while.
And finally, H: Shorter preload time than SSF2.
I played SSF2 last week, just to see how the game stacks up, and I must say...
It's good. But, you just can't beat having a faster overall game. Just another month or so, and I'll have up a demo for you all. I need to polish things up in the game and make a few more characters and stages first. Hope you guys don't take my word for it and want to try the game.