08-13-2015, 06:07 PM
Might be a bit early to show, but gotta get started somewhere. As the title implies, this is for a Smash ripoff styled engine I started working on using the assets from tFR. I don't believe it's a rule that is has to be in traditional fighter format, so I thought "why not?"
Currently planned are 4 characters.
(Gilbert, Neko, Chris2Balls, Bombergirl)
They will be implemented in that order. Gilbert will take the most time as I get the engine together.
And that's it. No stages nothing. I want to get 4 working fighters and go from there.
I want to include most of smash's mechanics.
To get an idea here is my current to-do list. In order of priority, probably.
So why the topic now?
I wanted input on characters and their design and properties.
For example, here is what I currently have planned for Gilbert.
Current plans:
Jab:
Gilbert has a kinda bad jab. It's slow, but has okay range and a bit of start up.
Nair:
It's hitbox lingers out for a short time. It's Gilbert's best approach tool.
Bair:
Wasn't planned this way, but in game it feels like Jigglypuff's. I don't think giving a tanky character like Gilbert a wall-o-pain is a good idea :p
It is fast and pretty powerful, but has a kinda small hitbox.
Fair:
A really quick attack that when sweet spotted has a small semi-spike. Nair is more useful is most situations.
Up air:
One of Gilbert's best aerials. It has a decent sized hitbox above him and is quick.
Base knockback and knockback growth are low, so it's best for building up damage.
F-tilt:
Kinda slow, but has great base knockback. Better for getting some distance than anything else.
F-Smash:
A very powerful smash. Not the fastest, but not unusable slow. Leaves you open for a short bit.
Up-Tilt:
Really fast but abysmal range. I "get out of me face" attack.
Up-Smash:
It's okay. Nothing special though...
Not a lot or horizontal range.
D-Tilt:
Not very good.
D-Smash & D-Air: No animation yet currently.
No idea for his specials yet.
Side special will probably be the bullet head.
This post will be updated and organized as stuff is added and fixed.Currently planned are 4 characters.
(Gilbert, Neko, Chris2Balls, Bombergirl)
They will be implemented in that order. Gilbert will take the most time as I get the engine together.
And that's it. No stages nothing. I want to get 4 working fighters and go from there.
I want to include most of smash's mechanics.
To get an idea here is my current to-do list. In order of priority, probably.
Implemented:-------------------------------------------------------------------
Jumping / Double Jumping
Short hopping
Fast falling
walking/dashing
Crouching
Regular Attacks
Hitboxes (spheres?)-
Hit Stun
Hit Lag
Base Knockback
Knockback growth
Knockback Angle
Landing Lag on air attacks
Dead Pose
Getup
Getup Attack
Shielding
Rolling
Teching
Air Dodging (Brawl/Smash4 version)
Ledge Grab
Get up from ledge
Jump from Ledge
Drop from Ledge
Grabbing
To be Implemented:-------------------------------------------------------------------
Auto cancel window on Air Attacks
Directional Influence
Ledge Attack
Pummel
Up throw
Down throw
Forward Throw
Back Throw
Taunts / Appeals
Jumping / Double Jumping
Short hopping
Fast falling
walking/dashing
Crouching
Regular Attacks
Hitboxes (spheres?)-
Hit Stun
Hit Lag
Base Knockback
Knockback growth
Knockback Angle
Landing Lag on air attacks
Dead Pose
Getup
Getup Attack
Shielding
Rolling
Teching
Air Dodging (Brawl/Smash4 version)
Ledge Grab
Get up from ledge
Jump from Ledge
Drop from Ledge
Grabbing
To be Implemented:-------------------------------------------------------------------
Auto cancel window on Air Attacks
Directional Influence
Ledge Attack
Pummel
Up throw
Down throw
Forward Throw
Back Throw
Taunts / Appeals
So why the topic now?
I wanted input on characters and their design and properties.
For example, here is what I currently have planned for Gilbert.
Current plans:
Jab:
Gilbert has a kinda bad jab. It's slow, but has okay range and a bit of start up.
Nair:
It's hitbox lingers out for a short time. It's Gilbert's best approach tool.
Bair:
Wasn't planned this way, but in game it feels like Jigglypuff's. I don't think giving a tanky character like Gilbert a wall-o-pain is a good idea :p
It is fast and pretty powerful, but has a kinda small hitbox.
Fair:
A really quick attack that when sweet spotted has a small semi-spike. Nair is more useful is most situations.
Up air:
One of Gilbert's best aerials. It has a decent sized hitbox above him and is quick.
Base knockback and knockback growth are low, so it's best for building up damage.
F-tilt:
Kinda slow, but has great base knockback. Better for getting some distance than anything else.
F-Smash:
A very powerful smash. Not the fastest, but not unusable slow. Leaves you open for a short bit.
Up-Tilt:
Really fast but abysmal range. I "get out of me face" attack.
Up-Smash:
It's okay. Nothing special though...
Not a lot or horizontal range.
D-Tilt:
Not very good.
D-Smash & D-Air: No animation yet currently.
No idea for his specials yet.
Side special will probably be the bullet head.
And that's all for now, Thank you.