Author Topic: Super Smash Bros. Clone  (Read 14507 times)

CJB100

  • Guest
Super Smash Bros. Clone
« on: July 09, 2010, 11:02:33 pm »
UPDATED:



Original Message:

I noticed that someone suggested a Smash Bros. Clone for the Dingoo be created. Is that being worked on at all? Because the post really went off topic to the max, and then just died.

If it has been dropped, I'd like to re-open the suggestion. Furthermore, I could provide ALL the graphics for the project, assuming someone would code for it.

What do you all think? Would this be possible? Would anyone be willing to work on this? With me?







Thoughts On Game Features:

Here's what I was thinking:

  • Somewhere between 4-10 stages (2 "basic" and the others interactive)
  • Somewhere between 8-10 characters
  • Somewhere between 15-30 items
  • Possible 2-player mode - explained below







Thoughts On Graphic Work:

As far as the graphics go, realistically I could prolly have them all done in less than a month if we're going for a straight clone. If we would be wanting a Dingoo themed kind of game, it could take a much longer time.







Thoughts On 2-Player Mode:

In 2-player mode, two players would hold the Dingoo. One would hold the left side of the Dingoo with their left hand, the other player would hold the right side with their right hand. The d-pad would move the 1st player (up doubling as the jump and basic mid-air attack), the buttons would move the 2nd player (X doubling as the jump and basic mid-air attack). L would be the first player's "special" attacks, and R would be the second player's "special" attacks. Start would be player one's shield, and select would be the second player's shield. L, R, Select and Start together would pause the game.

1st Player
ButtonFunction
Run
Fall Through Certain Platforms
Jump / Basic Air Attack
Special Ground / Air Attacks
Shield

2nd Player
ButtonFunction
/ Run
Fall Through Certain Platforms
Jump / Basic Air Attack
Special Ground / Air Attacks
Shield







Thoughts On Moves and Controls:

I figure there will be:

    
  • a standing animation
  • a hurt animation
  • a walking animation [d-pad]
  • a running animation [d-pad + A OR d-pad + R]
  • a jumping animation [d-pad up OR B]
  • a "basic mid-air" move (ex: Mario's coin-punch, Kirby's flying) [B]
  • a "special mid-air" move (ex: Mario's hammer, Kirby's smash move) [Y OR X OR A]
  • a "basic on-ground" move (ex: punching) [Y]
  • a "special on-ground" move (ex: mario's fire-ball) [X]
  • a taunt [select]
  • a shield (which will essentially be a completely different sprite laid over the characters when the shield button is held) [L]

As far as ledge grabbing goes, we'll see who codes and if they'll add it in, assuming we get a coder, of course.

In Smash Bros, doubling jumping is a big part of the game. However, I'm wondering if we could just let the basic air attack double as a double-jump? For example, Diddy's basic air attack would be a jet pack, Kirby's would be his flying, Mario's would be the coin jump, etc.

As far as other moves go, they really aren't completely necessary, but before I actually edit or make anything, I need to know if anyone is actually interested in working on this and if so how many moves they'd be interested in coding. The moves above shouldn't take too much effort compared to other moves, which will need more specific coding per character.

On Ground
ButtonFunction
Walk
Fall Through Certain Platforms
Jump
Run (Hold w/ D-Pad)
Jump
Basic Ground Attacks
Special Ground Attacks
Shield
Run (Hold w/ D-Pad)
In Air
Move
Fall Faster
Basic Air Attacks
Special Air Attacks
Basic Air Attacks
Special Air Attacks
Special Air Attacks
Shield
Special Air Attacks
Other
Pause / Options
Taunt







Sprite Sheets:

Kirby (Custom Sprite Sheet)

Luckily, I just came across this Kirby sprite sheet which seems to have been made specifically for this reason. Going to see if there are others like this one.





Mario (Mario & Luigi Superstar Saga Rips)

Wasn't as hard as I thought. Really only had to make the punching animation. Everything else was pretty much pre-made. we'll need a coin sprite for the jumping special, but otherwise, there ya go.

« Last Edit: July 13, 2010, 12:09:21 am by CJB100 »

flatmush

  • Posts: 288
Re: Smash Bros. - Being worked on?
« Reply #1 on: July 10, 2010, 01:52:02 pm »
When you say you could get the graphics together in a month, is that by ripping sprites or actual original graphics. If it's original graphics then that's an impressive turn around and I'm sure there are people who would be willing to make a game with you.

CJB100

  • Guest
Re: Smash Bros. - Being worked on?
« Reply #2 on: July 10, 2010, 03:46:46 pm »
No, I mean ripping sprites and editing them for use in the game. Also, making some original sprites would be necessary, and I'm taking that into account. There probably aren't too awful many sprite rips for the stages and items, if any at all.

Although, I work pretty fast with graphics, so brand new graphics shouldn't take toooo awful long. I would guess somewhere between 3 and 4 months for completely original sprites.

xdpirate

  • * Former Staff
  • Posts: 490
Re: Smash Bros. - Being worked on?
« Reply #3 on: July 12, 2010, 06:12:33 am »
No, I mean ripping sprites and editing them for use in the game. Also, making some original sprites would be necessary, and I'm taking that into account. There probably aren't too awful many sprite rips for the stages and items, if any at all.
A month to rip sprites? Bitch please, I could do that in a couple of days.

Although, I work pretty fast with graphics, so brand new graphics shouldn't take toooo awful long. I would guess somewhere between 3 and 4 months for completely original sprites.
No offense, but that's not fast.

Someone was working on a port of a GP2X smash-style fighter, but it never got further than that.

Edit: My post isn't meant offensively, but a month to rip a couple of sprites is pretty stupid :)

CJB100

  • Guest
Re: Smash Bros. - Being worked on?
« Reply #4 on: July 12, 2010, 04:49:19 pm »
A month to rip does, but lookie here.

Quote
...ripping sprites AND editing them for use in the game. Also, MAKING some original sprites would be necessary, and I'm taking that into account. There probably aren't too awful many sprite rips for the stages and items, if any at all.

Making stages will take longer than regular characters - no matter whether the characters are ripped or created. And items and their effects will take a lot of time too, and there will hopefully be a lot of them to use.

Also, there are no "2d smash bros." rips, obviously. All smash bros games have 3d graphics. Which means I would have to edit a few of the sprites so that all the attacks are present. (ex: rip mario bros from [for all intents and purposes in this example] new super mario bros, and have to edit in punching and spin jumping sprites from the original rips.)

« Last Edit: July 12, 2010, 04:56:42 pm by CJB100 »

CJB100

  • Guest
Re: Smash Bros. - Being worked on?
« Reply #5 on: July 12, 2010, 05:27:41 pm »
I figure there will be:

  • a standing animation
  • a hurt animation
  • a walking animation [d-pad]
  • a running animation [d-pad + A OR d-pad + R]
  • a jumping animation [d-pad up OR B]
  • a "basic in-air" move (ex: punching, kicking) [Y]
  • a "special in-air" move (ex: coin-punch with mario) [X]
  • a "basic on-ground" move (ex: punching) [Y]
  • a "special on-ground" move (ex: mario's fire-ball) [X]
  • a taunt [select]
  • a shield (which will essentially be a completely different sprite laid over the characters when the shield button is held) [L]

As far as other moves go, they really aren't completely necessary, but before I actually edit or make anything, I need to know if anyone is actually interested in working on this and if so how many moves they'd be interested in coding. The moves above shouldn't take too much effort compared to other moves, which will need more specific coding per character.

Luckily, I just came across this Kirby sprite sheet which seems to have been made specifically for this reason. Going to see if there are others like this one.



Kirby's cap can easily be made into a Luigi cap if need be. As for other characters, we'll have to see who our other characters will be first.
« Last Edit: July 12, 2010, 06:12:37 pm by CJB100 »

santino

  • Guest
Re: Smash Bros. - Being worked on?
« Reply #6 on: July 12, 2010, 05:30:09 pm »
Looks great, isnt there someone who wants to code this? :)

flaming_goat

  • Guest
Re: Smash Bros. - Being worked on?
« Reply #7 on: July 12, 2010, 05:50:00 pm »
This site has loads of sprites that could be of use http://www.spriters-resource.com/

EDIT: here is a link to a load more relevant smash bros sprite sets (same site but quite hard to find) http://www.spriters-resource.com/custom_edited/supersmashbros/
« Last Edit: July 12, 2010, 06:06:34 pm by flaming_goat »

CJB100

  • Guest
Re: Smash Bros. - Being worked on?
« Reply #8 on: July 12, 2010, 05:51:37 pm »
Thank you man. I will definitely take a look.  ;)

EDIT:: I think I can make a mario sprite sheet very easily from the Mario & Luigi Superstar Saga sprites. Give me a sec.
« Last Edit: July 12, 2010, 05:58:06 pm by CJB100 »

CJB100

  • Guest
Re: Smash Bros. - Being worked on?
« Reply #9 on: July 12, 2010, 07:15:38 pm »


Wasn't as hard as I thought. Really only had to make the punching animation. Everything else was pretty much pre-made. we'll need a coin sprite for the jumping special, but otherwise, there ya go.

flaming_goat

  • Guest
Re: Super Smash Bros. Clone
« Reply #10 on: July 12, 2010, 10:47:32 pm »
Collecting sprites is all very well, but the coding will be the difficult bit and no one has actually made a start on it yet. Is making it for dingux a possibility as i think there are more people coding for dingux than for native so it could be easier to get a team together. Im willing to help but  i cant code a thing so i could only help with graphics, wich cjb100 has already said hell do.

There is a psp smash bros clone which could be ported? It may need all the sprites redoing as it is probably the wrong res. Ive put it on my psp so i can tell u if it is any good.
<a href="https://www.youtube.com/watch?v=OqSHH1xl-v8" target="_blank">https://www.youtube.com/watch?v=OqSHH1xl-v8</a>

It needs some work but the source has been released http://psp3d.com/homepage-news/10155-smashgpsp-source-code-released.html. In french unfortunatly.
« Last Edit: July 12, 2010, 11:15:04 pm by flaming_goat »

flatmush

  • Posts: 288
Re: Super Smash Bros. Clone
« Reply #11 on: July 12, 2010, 11:53:58 pm »
Lots of programmers (me included) will not work with ripped sprites for many reasons:
  • All programmers are perfectly capable of ripping sprites themselves.
  • Ripping sprites to include in a game is illegal and will result in legal action if the game is a success.
  • Programmers are expected to perform a large original effort so their graphic artists should do too

Also this project suffers from the same problem as most suggestions do. You're already done the fun part of designing the game and are looking for a drone programmer to implement your ideas, this doesn't happen often with hobbyist programmers as they do it for fun and are more likely to want to code up their own ideas as they will often have more ideas than time to program them.

I will suggest the following:
  • You learn to program and implement this yourself.
  • You produce some original graphics to entice a programmer, original graphics is very tempting to code for.

Also the whole 2 player idea seems good in theory, but often these games are just gimicky and impossible to play in any sensible way. Most programmers will not want to waste their time on a project that doesn't show potential, you'd be better trying to implement some kind of AI or do this on a platform with multiplayer capabilities, though this has already been done with SmashGP.

CJB100

  • Guest
Re: Super Smash Bros. Clone
« Reply #12 on: July 13, 2010, 12:01:29 am »
The actual battle looks extremely promising. Though the menus honestly look like shit. And I can't really tell the sprite quality because of the awful quality camera. With all the psp buttons, it may be that the Dingoo simply won't be able to pull some things off, though really I think if it's ported that will be able to be taken care of. It's definitely worth looking into.

As far as working for a Dingux game, that would be fine with me. Should I move it on over to the Dingux board? Or wait to see about this game in the video?

@ flatmush: Well, the idea is to find someone to work WITH. Not someone to tell what to do. :P And I meant a two player mode in addition to an AI. Double :P .

No offense, I'm sure you all are perfectly awesome people, but so far all I've been met with with this idea is negativity. Why?

Ok, would you be interested in coding if this port proves to be a flop and if original graphics are made?
« Last Edit: July 13, 2010, 12:06:00 am by CJB100 »

xdpirate

  • * Former Staff
  • Posts: 490
Re: Super Smash Bros. Clone
« Reply #13 on: July 13, 2010, 02:19:07 am »
The source for SmashGP, a similar smash game for the GP32, GP2X and the PSP, can be found here. The version I had a look at (GP2X version) contained inline ARM asm, so in order to facilitate a port, must be removed or rewritten for MIPS.

Protip: Move this to Dingux section, practically no one codes for native any more. Dingux has SDL, and is much easier to code for.
« Last Edit: July 13, 2010, 07:44:52 am by xdpirate »

CJB100

  • Guest
Re: Super Smash Bros. Clone
« Reply #14 on: July 13, 2010, 04:17:14 am »
Thanks for moving this.  ;)

EDIT:: My bad, totally misread that.

DOUBLE EDIT:: Ok, how the heck do I move this? :-[ On my old forum you had to be a mod to move things.
« Last Edit: July 13, 2010, 04:25:35 am by CJB100 »

xdpirate

  • * Former Staff
  • Posts: 490
Re: Super Smash Bros. Clone
« Reply #15 on: July 13, 2010, 07:43:48 am »
Thanks for moving this.  ;)

EDIT:: My bad, totally misread that.

DOUBLE EDIT:: Ok, how the heck do I move this? :-[ On my old forum you had to be a mod to move things.
Send a message to a mod, Harteex or omgmog will probably move it for you.

Harteex

  • * Administrator
  • Posts: 713
    • Harteex Productions
Re: Super Smash Bros. Clone
« Reply #16 on: July 13, 2010, 07:46:46 am »
Moved.

But don't worry xdpirate, SDL will be available :P

CJB100

  • Guest
Re: Super Smash Bros. Clone
« Reply #17 on: July 13, 2010, 05:59:11 pm »
Thanks, guys.

xdpirate

  • * Former Staff
  • Posts: 490
Re: Super Smash Bros. Clone
« Reply #18 on: July 13, 2010, 09:14:43 pm »
Moved.

But don't worry xdpirate, SDL will be available :P
The Dingoo scene will be dead before that happens ;)
:3

 

Post a new topic
Post a new topic