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Full Version: SUPER SMASH BROS. FEUD - BIG update in latest post.
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The players, and also the enemies when I work on them, use Sphere colliders on body parts as hurt boxes and decectors of solid ground, I hope to have actual HIT boxes added in as dynamic runtime components via their scripts.

Going back to testing portraits on my CSS now, and make them for the Random slot. I have the "hand" cursors and coins/tokens as actual 3D models with animations, but the actual menu UI elements are in 2D. I think I may even have figured out how to spawn fighters as they're selected.

I also love how easy it is to make visibility animations.

I'm quitting Brawl modding because of Feud. haha. Feud's development has way fewer limitations than Brawl does.
(03-10-2016, 12:25 PM)TabuuForteAkugun Wrote: [ -> ]visibility animations
You use transform animations I think... It's not very creative...
In the menu you have mixed an 3d cursor with 2d canvas menu ? 3d is behind 2d canvas normally
Well, sort of. You can toggle model parts on and off in animations.

Well yes. I have the cursors moved in front of the 2D canvas.

I started coding the material switcher for when P1 is set to CPU and vice versa so it will swap materials on the same model. I'll also be using this "trick" on Final Smash eyes, Metal textures and even recolours. i have one model and multiple material sets.
(03-10-2016, 01:11 PM)TabuuForteAkugun Wrote: [ -> ]Well, sort of. You can toggle model parts on and off in animations.

Well yes. I have the cursors moved in front of the 2D canvas.

I started coding the material switcher for when P1 is set to CPU and vice versa so it will swap materials on the same model. I'll also be using this "trick" on Final Smash eyes, Metal textures and even recolours. i have one model and multiple material sets.

How many stages will this game have?
(03-10-2016, 11:38 PM)Lilothestitch Wrote: [ -> ]
(03-10-2016, 01:11 PM)TabuuForteAkugun Wrote: [ -> ]Well, sort of. You can toggle model parts on and off in animations.

Well yes. I have the cursors moved in front of the 2D canvas.

I started coding the material switcher for when P1 is set to CPU and vice versa so it will swap materials on the same model. I'll also be using this "trick" on Final Smash eyes, Metal textures and even recolours. i have one model and multiple material sets.

How many stages will this game have?

Oh, well. Smile I won't say which ones, but it's a pretty high number, that I can say for sure.
(03-11-2016, 08:21 PM)TabuuForteAkugun Wrote: [ -> ]
(03-10-2016, 11:38 PM)Lilothestitch Wrote: [ -> ]
(03-10-2016, 01:11 PM)TabuuForteAkugun Wrote: [ -> ]Well, sort of. You can toggle model parts on and off in animations.

Well yes. I have the cursors moved in front of the 2D canvas.

I started coding the material switcher for when P1 is set to CPU and vice versa so it will swap materials on the same model. I'll also be using this "trick" on Final Smash eyes, Metal textures and even recolours. i have one model and multiple material sets.

How many stages will this game have?

Oh, well. Smile I won't say which ones, but it's a pretty high number, that I can say for sure.

Cool. Does Unity support vertex colors?
I never tried, so IDK.
Why vertex colors ?
(03-12-2016, 05:47 AM)iyenal Wrote: [ -> ]Why vertex colors ?

For Characters and Stages.
It's like remake of Super Smash Bros.64 in Unity 2D?Any Dinosaur Planet and EarthBound 64 stages.
No, Gamerz31w. Its not a remake of any Smash game. It's a brand new one with its own stuff. (unless that was sarcasm, I can't tell.) OpenSmash not counting, I want to make the first, full, 3D Smash fangame.

Getting back to work very soon this afternoon. Going on an errand and then I'm coming right back.
Would it be possible to allow for custom stages? I would love for people to be able to make stage packs for the game. Since it's unity they would be pretty easy to put together anyways.

I would totally port some Smash 4 stages that aren't too dynamic.
(03-18-2016, 01:31 PM)Telespentry Wrote: [ -> ]Would it be possible to allow for custom stages? I would love for people to be able to make stage packs for the game. Since it's unity they would be pretty easy to put together anyways.

I would totally port some Smash 4 stages that aren't too dynamic.

Perhaps, but the thing is, I haven't the foggiest idea how to do that. Very Sad I wasn't planning on making DLC or stuff like that.

That's one of the many reasons I'm making such a giant game with big character and stage rosters. There are lots of returning stages and new ones, including Smash 4 content from both Wii U and 3DS. While I don't want to reveal specifics right now, I can say with certitude that the stage count (and maybe even fighter) will never happen in a real Smash game. Feud is MY OWN dream Smash game.

I even started to work on common/generic graphic effects.
If I can suggest at least 1 character I have a model for her right here: http://www.vg-resource.com/thread-28387.html =3

Again, I'm willing to try helping with assets and whatnot. I have done a few retextures on Models as well as resource ripping from a few games people don't seem to bother with.
So is this going to play more like smash 4 or melee? Or does it have its own style?

I wish you luck with working with all those critical functions and frame data. Tongue
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