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Super Smash Bros. Gold Demo v2 (Engine v9.13)

LALag_and_Tag•Created April 9, 2024
Super Smash Bros. Gold Demo v2 (Engine v9.13)
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Grey boxes? Lag? Bad frame rate? Go Here: https://turbowarp.org/997402166 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. This link works too, but it might be experimental. But the game looks perfect and runs smoothly here: https://turbowarp.org/997402166/editor?clones=Infinity&offscreen&interpolate&hqpen&limitless&stuck 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] - Added Magicant - Added Ghavoran. - Added South-West Sea. - Added Bramble Scramble (With difficulty) - Added Mute City (SSBG) - Added Wii Channel - Added WarioWare, Inc - Added Dedede's Arena 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 14 - Ghavoran 15 - South-West Sea 16 - Bramble Scramble 17 - Mute City (SSBG) 18 - Wii Channel 19 - WarioWare, Inc 20 - Dedede's Arena Also to get in, yet to be sprited: - Jolly Roger Bay - Emerald Coast - Pokemon Stage - Starfox Stage - Shadow Moses Island Characters Made: 9/16 (Give or take for unfinished characters or last minute additions) Stages Made: 18/23 (The other 5 won't come out for a while, sorry guys.) Fox, Captain Falcon, Donkey Kong, Jibanyan, Luigi, Mewtwo and Vegeta. Wario, Waluigi, Snake, Travis and Shadow too depending on dev time and variables at play... Notes for development excluding characters and stages - to be worked on by myself, dino, frogg, and any other talented programmers: - Finish Pikachu (Dino only) - As of typing this, yet to check projectiles, so if issues arise I'll notify you (Dino only) - 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) - 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. - 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. - 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. - I think the DMG Counter being mostly vectors harming the saving and loading. They may need to become bitmaps to have the project load better. - Also when you've finished this stuff, go work on SSBI and maybe a character shared between both games, like Luigi and Mewtwo. - I'll probably add in a turn off visual effects (snow, rain, overlays, etc) in the final version and I'll take on feedback for polishing the engine, such as hitstop or more environmental effects. - Add in auto-dashing? All in all, polishing and character dev should be the main focus. Once you're done, I'll make stages and it'll be likely the engine will be 100% complete by then. - Goku floating? - Remove songs if the project is struggling to load (I will delete them anyway when porting the engine)

Project Details

Project ID997402166
CreatedApril 9, 2024
Last ModifiedApril 15, 2024
SharedApril 9, 2024
Visibilityvisible
CommentsAllowed

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