[This text may be outdated...] Slight update in design to the menus. I like it a lot more. I'll post one or two more updates in the next few week. I'm getting all the Trophies, Music and Flashbacks* sorted out before the Porky Reveal Trailer. I only have a little left, so I'll finish the trailer off once I get around to October. Trophies and Music are self explanatory. Flashbacks are snapshots of development content, akin to the galleries seen in video game collections like Sonic Mega Collection, Mega Man Legacy Collection and not Mario 3D All-Stars (Haha). You'll see stuff like stage concepts that I've posted before, or unused murals or mock-up rosters of earlier development phases. *What I can get done as of now Extras is that little triple dot icon down in the bottom left. It includes stuff about the developer, legal info, credits, etc. Next to it is that sound icon, which you can click to simply mute the game if you're watching YouTube in another tab. Plus, within Extras, I plan to have the ability to only mute music, and keep SFX for anyone wanting to video the game. Good for me developing, good for you for playing. You can quick-mute by pressing the '0' key. Melee just opens you up to a rule select, the to the fighter select, then to the stage select. Not much to say that hasn't been said really. Since it's more competitive, the rulesets are more focused on that. There aren't any items in the game, only 1v1s, hazard toggle, FS Meters and presets for quickly setting rules- 'Casual' and 'Competitive'. Casual will have longer, more chaotic matches, Competitive will have shorter matches. Just if you want to quickly hop in and out. And yes, I have plans for CPU foes. Solo is currently divided into four modes; Classic, All-Star, Break the Targets and Training. Classic: Random Foe Random Foe Break the Targets Random Foe Rival Battle (E.G. Mario Vs Bowser) Master Hand All-Star mode is just an onslaught of battle after battle. I have plans for a scoring system and the ability to change your stocks, artificially hardening battles. Also buffs your score up. Characters also have home stages and a home music track. This won't impact content selection a ton, just a little. Break the Targets just varies the target layout on the stage you select. E.G. You select Planet Namek, expect to jump risk jumping into divots trying to break targets. No original break the targets stages will be made, like I said, the stages are the BTT stage. Training is just training, but you can turn on hitboxes too I guess. Nothing too complex. Do not expect: - Online - Story - Items / Very casual content that would effect the competitiveness of the game - 4 Player (1v1s only, competitive focus) I'll try my best with cloud scores and unlockables, but I'm unsure if they'll get in... If I do unlockables, only a handful of stages and fighters will be unlockable. All-Star will be locked until you unlock all but the last fighter and stage, which are unlocked for completing all star. There is plenty of other stuff, but I'll leave it at that.
Track: How to play Minigames (Dj Aspirito)* Original: How to play Minigames (Mario Party 8) *Original track is used on 'Controls' and ' Competitive Fighter Info'. Original Studio: https://scratch.mit.edu/studios/30632618/ It is noted the the opening cinematic in extras might be replaced with 'Fun / Development Facts'. This menu is better than Smash 4's, straight and to the point. I do not claim ownership of any franchises (And their content, like sprites or music) within the game, other than the game itself. Proper crediting will be in full release. For more information about SSBG, such as info on the proper crediting, ownership and its status as souly a fan project (non-profit), check out the studio here: https://scratch.mit.edu/studios/30632618/ (Menu icons by JeffyJeff_Production)