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SSBG Engine v9.6

LALag_and_Tag•Created April 6, 2024
SSBG Engine v9.6
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v9.5 bc im gonna make a ton of stages tmrw bc burn out ig Grey boxes? Lag? Bad frame rate? Go Here: https://turbowarp.org/996235352 Proper crediting in the final game, this engine is incomplete. Thank these dudes for their code and art: @Lag_and_Tag_Reboot / @Lag_and_Tag , @Sekiyo / @SaimAxe , @Dinostroid , @FroggBogg , @BrickPlex / @CircleBasic , @Popcornkid9 Character sprites not by the team and we don’t own anything intellectual property like Sonic or the Hyperbolic Time Chamber. It’s a fan project, not a ripoff. Tracks will be credited in the final game. Key Notes regarding v9+: - v9.1 is out and Yoshi and Samus have been completed! They'll still be tweaked upon like the rest of the roster until perfection, but they are completely playable now. - You can now interchange between your system's clock and the in game timer, for anyone who doesn't like the timer ticking down. - Players can also see all the hitboxes for everything now, which is sweet! Ground Stage also is fully functional. - Other fixes include Angel Island's thunderstorm working, Final Destination's overlay, and Battlefield's bug fix. - Sonic has been buffed and Kirby has been nerfed. - Added the Dark Link easter egg. - Hitboxes can be turned on and off via the 8 key. - Temple (SSBG) was added. - Mt. Wildwood was added with normal, rain and withered variants. - Added Motel NMH - Added infinite stocks - Resorted the debug variables menu to be easier to navigate - Added Menu [SSBG Stage] Stages: 1 - Hyperbolic Time Chamber 2 - Test 3 - Battlefield (SSBG) 4 - Final Destination (SSBG) 5 - Angel Island 6 - Ground Stage 7 - Temple (SSBG) 8/9/10 - Mt. Wildwood (Normal / Withered / Rain) 11 - Motel NMH 12 - Menu [SSBG] 13 - Magicant Aims to include: - Ghavoran - Mute City (SSBG) - Great Sea - Wii Channel - Bramble Scramble - DeCrepit Arena Also to get in, yet to be sprited: - Jolly Roger Bay - Emerald Coast - Pokemon Stage - Starfox Stage - Shadow Moses Island And maybe WarioWare Inc. if I have the time and space. Characters Made: 9/16 (Give or take for unfinished characters or last minute additions) Stages Made: 10/22 (They take like an hour to two hours to make each, 5 still being sprited so there's 7 I can make. I got a little under 10 days, so I gotta make two a day to get the game out sooner than later.) Fox, Captain Falcon, Donkey Kong, Jibanyan, Luigi, Mewtwo, Vegeta, Shadow, Travis Touchdown and Solid Snake. These will be added in the next few months. Notes for @Dinostroid for v9.2 / v10 1 - Finish Pikachu 2 - As of typing this, yet to check projectiles, so if issues arise I'll notify you 3 - Touch up bots if possible (So if they haven't done anything in 5 seconds, they are forced to move or something so they don't just run into each other and break the game. That, or add make them enter their recoveries after using all their jumps) 4 - Finish SFX. Maybe more voicelines, or SFX for light and heavy attacks. Maybe footsteps. If you do this, don't worry about environmental stuff. Asides from Ground Stage all the stages either have their environmental noises or don't need them / could use a generic quiet breeze. 5 - Found the stop all. It's at the top of the render sprite. Got rid of it, but it seems I gotta add a reaction to the end match-ing to the DMG counters, stages, rain, snow, overlays, basically every sprite thats new (maybe even old) and respawn the 'Start Match' clicker. 6 - Bots aren't really programmed to react to the environment. Maybe they can go through platforms, or if there is a major difference in the Y value they can attack the foe? They also don't respond to ledge grabbing, the often just give up and fall into a pit. Also crouching allows you to clip into walls but this can be ignored. Just food for thought in regards to bots recovering and having more complex AI. ! - Also when you've finished this stuff, go work on SSBI and maybe a character shared between both games, like Luigi and Mewtwo.

Project Details

Project ID996235352
CreatedApril 6, 2024
Last ModifiedApril 9, 2024
SharedApril 6, 2024
Visibilityvisible
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