The ZSmash Engine (Extremely low requirements, for Android too!)

Which mod would you prefer to be ported to this engine?

  • Ultimate Brawl

    Votes: 0 0.0%

  • Total voters
    1

TDRR

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#1
After seeing that all major Smash clones lacked certain things (Compatibility with low-spec computers, easy modification, modularity, 8-player support, multi-platform support and overall flexibility)
I decided to start my own, using the open-source Doom port, ZDoom (And it's successor, GZDoom) the plans are to make an extremely modular engine where all characters and stages are simply plug-and-play with zero configuration needed (besides controls of course)

While originally i was planning to make the starter roster an exact copy of the Smash 2 roster, i have instead decided to have those same characters but with different movesets and sprite-based graphics. Just because i would prefer to have all computers to be able to run the base roster. I may make the Smash 2 roster as an addon later.

The Smash 2 roster is the Melee roster with Wario, King Dedede, Snake and Sonic added.

The minimum requirements are more or less confirmed:
-Pentium 166MHz or better (Rendering interploration NEEDS to be disabled)
or
-Pentium 2 233MHz (Rendering interploration should be okay)

-Any Graphics Card with DirectDraw support (OpenGL 1.2 if 3D models and lightning are to be used)

-64MB of RAM for W98, 256MB for XP, and 1GB for Vista or better (Swap file recommended, MIDI music is to be used if RAM is lower)

-A monitor capable of at least 320x240 16-bit (640x480 is recommended for crisp gameplay)

-Windows 98 or better

-A keyboard or a Gamepad for the best experience

-A internet connection of 56kbps for playing in the same state (maybe country too), 128kbps recommended for everywhere else

All of this should make the game run at 35fps with interploration disabled, it's unlikely it will run nice with interploration enabled.

To actually run the game at 60fps and up with interploration, i recommend using a Pentium 3 900MHz paired with a DirectX 6 graphics card

For those guys with terrible computers:
XWE (eXtendable Wad Editor) (Pretty crude, there might be a better option) Packing mods into .wad or .pk3 files
MS-Paint (Yes, seriously) Texture/Sprite making/editing
Audacity (Optional) All audio editing
Notepad (Optional, because XWE already has it's very own DECORATE editor!) For editing DECORATE scripts
Milkshape 3D or Misfit Model 3D Stage/Character Model making/editing
Doom Builder 1 Stage Creation

For people with fairly modern hardware (If you can run Windows 7 you can run these)
SLADE 3 The swiss army knife of the Doom community, able to edit graphics, DECORATE scripts, .wad 'n .pk3 files
GIMP Texture/Sprite making/editing
GZDoom Builder Almost everything related to stage making, including the ability to preview 3D models!
Any model editor of your choice (The model format needed is either MD2 or MD3, find anything that can export to these)
Any sound editor of your choice (Supports .wav, .ogg and .mp3 sound formats)

The engine i have decided on is ZDoom Legacy Edition, due to it having extremely low requirements.
Confirmed platforms are: Windows, x86 and PowerPC Macs, Linux (some distributions may require building from source) and Android if someone with experience offers to do it (mostly just a new launcher and more Smash-fitting touchscreen controls as everything else is done) and possibly Wii. (and by extension Wii U)
This is pretty much the only Smash engine besides Project TUSSLE to run on anything else that's not Windows.

An additional engine (GZDoom 3.6) will also be provided for optional goodies like custom shaders and per-pixel lights, but they AREN'T netplay-compatible between each other and GZDoom 3.6 requires OpenGL 2.0.

On a Celeron 1.5GHz laptop, the battery lasts 4 hours and 30 minutes with the game running, neat, isn't it?

I'm also looking for animators, because i don't yet know if it's possible to export from Brawlbox to MD3 with animations and everything else.

If anyone wants to be a playtester, PM me. It would be nice if you tested it with a friend too, so i can know when something breaks in netplay.
 
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TDRR

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#2
itty bitty microscopical bump

So, now that i have started work, i'm going to need some people to help with this, a spriter is someone i will need now, along with playtesters.

EDIT: Silly me forgot to read the stickied thread, sorry will upload pics later this week
 
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TDRR

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#4
So, does anyone have a complete spritesheet for the Super Smash Flash 2 characters? I'm going to put the 3D models on hold so i can focus on actually getting everything to work.

Also here's a bit of info you guys will love: There's no limit to the actions your character can do, as long as you have the sprites and state definitions you can make your character have stuff like 5 different final smashes, or an extra attack button with heavier attacks and even 20 taunts! Of course this is limited by the amount of keys on your keyboard/gamepad, but as long as you have an extra pair you should never run out of buttons :rotfl:

I have updated the minimum specs now that i got more accurate information. Should run great in a Pentium 2 233MHz, a Pentium 1 166MHz should work good too on stages with no 3D floors.
This is currently the only Smash game to be able to run in such abysmal specifications, quite the achivement, right?
 
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TDRR

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#6
Quick question: Any newcomers you thinking on adding into the project?
The first post contains info about this: "The starter roster will be all of the Smash 2 cast, same models, same movesets, same everything!" "The Smash 2 roster is the Melee roster with Wario, King Dedede, Snake and Sonic added."

In the end it's likely i will add newcomers, but not before finishing the Smash 2 roster.
 

TDRR

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#8
I don't think you're allowed to use ssf2's sprites
They are just presentable placeholders, which will definitely be replaced with Smash 2's models.

Also i may ask McCleodGaming to see if they allow use of them as long as credit is given, otherwise people with a GPU that doesn't support OpenGL 1.2 won't be able to run the game.
 

TDRR

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#9
Just to clarify, i haven't stopped development.
I'm just brainstorming as many methods of accomplishing certain mechanics as possible and experiment with them to see which is the best.

For an example: I have invented two ways of doing hitboxes, one involves using A_RadiusGive to give a CustomInventory item that thrusts, damages and/or sets properties as needed. This mimics real Smash Bros' hitboxes, and can even be set to be square or circular.
The other one, involves using A_FireBullets along with a bulletpuff actor that would shoot short ranged bullets and make the bulletpuff actor land on a character, setting as many things as needed. This has only one advantage over the other method: It's a bit more customizable in what you can do, and can be shaped however you want.

That probably wasn't a very good example but it was the only one that didn't require me to explain too much. Anyways, a demo with Mario as a playable character will probably come out in a month or so (unless i haven't solved the hitbox issue)

I will also write documentation on how to write your very own custom character! It's incredibly easy once you get the basics down.

EDIT: Can't believe i forgot this neat detail: Stages are in 3D regardless of renderer, even with no OpenGL you still get nice 3D stages, althrough characters are sprites without the GL renderer.

Also, the engine will NOT be 100% accurate to any of the Smash Bros. games, the reason is because there are some things that would need either ZScript or a bit of source code editing, but i seriously would rather keep it on vanilla ZDoom LE so as to not skew the low requirements nor fill it with any spaghetti C# code
 
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TDRR

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#10
So, i felt like i needed to say this: Only P1 and P2 can use a joystick axis, because there's only 5 axis free, i can use them all, but then it means that one direction on the joystick won't have analog precision for P3. Fortunately, this won't affect online play, because each player has it's own set of axis, while in offline mode i'm using one player as the router for inputs (no i can't spawn another one)

If worst comes to worst, i will have to cobble a quick implementation of it in ZDoom LE and lock down ZSmash to that engine and completely break compatibility with newer GZDoom versions. Unfortunately this is very likely and there's barely any other options.
(If i can submit the code and it gets accepted for the next GZDoom version then hopefully this won't be a problem)
 

TDRR

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#11
Small update: No, this isn't dead, it has been pushed to the side while i take on bigger projects.

However, not only will this be a straight Super Smash Bros. 2 clone, but i will also use the base engine for a commercial platform fighter, with many characters and being the first to support 16 players combining local multi + online multi simultaneously (which is probably super stupid and useless but hey, it's fun!) and also featuring very extensive mod support, maybe even integrating it with the Steam Workshop.

I also changed engine to GLOOME for the commercial platform figher, so as to support OpenGL 1.4, at the expense of the software (CPU-only) renderer.
 
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Russell_SSB

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#12
Small update: No, this isn't dead, it has been pushed to the side while i take on bigger projects.

However, not only will this be a straight Super Smash Bros. 2 clone, but i will also use the base engine for a commercial platform fighter, with many characters and being the first to support 16 players combining local multi + online multi simultaneously (which is probably super stupid and useless but hey, it's fun!) and also featuring very extensive mod support, maybe even integrating it with the Steam Workshop.

I also changed engine to GLOOME for the commercial platform figher, so as to support OpenGL 1.4, at the expense of the software (CPU-only) renderer.
Okay, this new feature is gonna be awesome to see for Steam! Is this gonna be a Free-To-Play game since it will have mods? Plus, will this be known for players to have tournaments for this depending on how it will be played with or without mods?
 

TDRR

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#13
Okay, this new feature is gonna be awesome to see for Steam! Is this gonna be a Free-To-Play game since it will have mods? Plus, will this be known for players to have tournaments for this depending on how it will be played with or without mods?
Price will probably be 5$ with many discounts (almost always bringing the price down to 2$ or even 1$) and mod support will be absolutely free, same with all game functionality and content. You pay once for the game, and you get all of it. No DLC or anything like that.

Obviously if you don't want to pay for a platform fighter like it you can get the Smash 2 port, which will be updated closely with the other. It should also be compatible mod-wise with the other game, hopefully no big compatibility problems arise from using different engine versions.

I'm also working on a competitive throwback first person shooter, as a love letter to games like Doom, Quake, TimeSplitters and all the classic bunch. Just because i really like competitive games!

EDIT: But, keep in mind that all of this is handled by 2 guys and it's going to take a while, so don't get impatient if there aren't any updates on this thread.
 
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TDRR

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#14
https://www.reddit.com/r/OpenSmashVHG
Here's a subreddit for discussion of the ZSmash engine and the commercial base game, OpenSmash. Questions for that game go there, as well as news posted by us.

All stuff about the Smash 2 port goes here, so please try not to post anything related to it in there.
 

TDRR

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#15
Added a poll. This may be a little tough decision, so i'll explain.

The mod that gets the most votes is the one i will port to the ZSmash engine, the options are two:
1- Super Smash Bros. 2: Melee clone with 4 new characters and a few new stages, pretty neat.
--Will focus on keeping it very accurate to the original mod, no balance patches or anything that really affects gameplay

2- Ultimate Brawl: A mix of Melee, Brawl and Sm4sh, with 5 new characters and 4 new stages, more to be added.
--Can be toggled between a more Melee-competitively oriented mode, or a more casual bit of Melee+Brawl+Sm4sh mode

The choice is up to you all!
 
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