IF YOU ARE A DEVELOPER, OR WISH TO HELP DEVELOP, THEN YOU NEED TO READ THIS!! THE GENERAL STUFF OK, I just released v4.2 of SSBG's engine. It's complete in regards to features and I only have to do graphical changes, add in stages and characters. This is super important since asides from stage and character dev (which I can't gauge how long it'll take) it's just really basic stuff like 'write the controls for the game in the game' or 'make sure everyone is properly credited'. This is a MASSIVE deal as it means that if I decided, hey, 8 stages and the current roster is OK (Which it isn't lol, we got work to do), I realistically could complete SSBG. In essence, the project is complete in a state I can release it in now. So yeah, who knows, SSBG could release on the third year anniversary or even earlier - depending on how much help I can get. STAGES Stages I can make by myself, 3/4 of them are completely fine, I could make them right now, but the other quarter need some fixes to better run in the engine, like a few stages don't work because of slopes, but overall, I can work on them since I've worked on all sorts of stages in the past - if you remember, I used to put out stage mockups. That was over two years ago, my god... time flies! But yeah, I just gotta add in proper parallax and we're all good to go. CHARACTERS + WHY I NEED YOUR HELP Guys. I can't rip the sprites for 18 characters (6 are already in from SSBI) by myself. I can make stages by myself because those don't take too much time. I can't rip 18 characters and still develop frequently, it'd take forever to do and I'd never meet any deadline or release date. So here's my proposal: I'm going to outline how to rip for SSBG's engine. I'm going to make a studio that'll keep a record of which characters are getting ripped and some general points of interest. I'll also make a tutorial explaining how to properly rip character sprites so there isn't any wobbling or and so you guys don't make any graphical errors. If you guys could perfectly rip Mewtwo, even if it's one or two rips per person, it would be a massive help and character development would be so much easier for me to do. By the time I make all the stages, as long as the character dev is spread out, then all the animations should be made, and then I make the game character by character. I hope you understand the general picture here, and I hope you guys are willing to help out with sprite ripping. Maybe except for @BrickPlex , you've got your own can of worms you gotta focus on and you're the only developer asides from myself and Dino that has a heavy workload. OTHER DEVELOPERS + TURBOWARP PACKAGING By the way, all the developers have pretty much completed their support. Sekiyo is just doing some portrait fixes and has a few extra portraits left (Marth, Dr Mario, Gooigi, Snake) and might do a thumbnail, but all in all he's pretty close to finishing his end. BrickPlex is the only person that has a lot of stuff left, but that's because he has a big workload. He's not just the announcer, but a stage artist and designing elements for the HUD with stock icons and the P1, P2 and Bot templates. On a seperate note, I've found this cool thing called Turbowarp packaging where you can export the game to play in your browser. The engine runs completely fine in it, it's just SSBG's Menu doesn't! (The Menu for SSBG and the Engine of SSBG are seperate projects, I'm going to import the engine sprite by sprite into the menu, hence the 'integration' step on my to-do list) It's pretty sick tho, so I'd love to see if I can turn the final version of SSBG into a browser game or an exe. Anyway, that's all, cya. Massive thanks to @Dinostroid for all the work he's put in to helping me, and shoutout to @FroggBogg for her letting me use her timer and put it in SSBG's engine. I don't claim ownership over any of the media shown, this is a fan project and isn't made to be profitable, compete with official media, etc.