Version Rewrite 0.3


Jesus, crap happened. A lotta crap. humongo-butt mother trucker, dude.

First of all, a big thank you to Beez (who I can't credit just yet because she didn't give me her @ and I don't want to credit her via discord tag so I'll credit her on the main page once she does) for creating the wonderful character portraits shown on the new character select screen (and for delaying this update's release by like a year though I don't blame her she has more important work to do and I haven't paid her yet).

In this update, there are a LOT of things that have been added. The one most people would want to know about the most is the new character: Burner Man.

Anyways, what else has been added? 3 new stages, some variable options, and, most importantly, Assists. You must select 2 assists before heading into a match, with 6 options currently available. Yes, they are heavily inspired by MvC2, having their own health bar that can be depleted over time. Once dead, they can no longer be used. They do, indeed, change how to play the game entirely. Is this a bad design choice? Maybe. I don't really care, honestly. They're fun.

Plus, if it wasn't enough, I also added supers as something you can't turn off. They aren't called Final Smashes. Do not call them that. They are called Supers. It's different. Every character has at least 2 supers, One for the air and one for the ground. You will only get super meter by landing attacks that count as your own, so assists cannot build bar for you.

-----NON-TECHNICAL/MINORLY-TECHNICAL CHANGES-----

  • You can now pick between 4 Different Stages: Battlefield, Final Destination, the burner man one (it doesn't have a name), and the Underground Mines (Gunstar). You can turn off stage gimmicks in the new options menu.
  • You can now pause. Pressing Enter (P1) or Right Shift (P2) will pause for the respective player. For controller, it's pretty obvious.
  • There are now two extra types of music: Extreme music and unrelated music. Extreme music is either extreme by sound intensity or by language intensity. By default, this music will be off and can be turned on in the options menu on the character select screen. The other is unrelated music. I've decided that, for variety, there will be one extra, unrelated song on each stage (aside from battlefield/FD, since they have a bunch). These are on by default. You can turn off this music in the options menu, but that'll make you officially uncool.
  • Audio Effects have been added. On Final Destination, there is now a light echo effect. Nothing major, just spicing stuff up a lil' bit.
  • There is now an intro and ending sequence for matches.
  • There is now a Results Screen that shows up after matches, chock-full of statistics to ogle at.
  • There's an actual character select menu now. Hell yeah. (It should be noted you can only join if you're the next character in line. In other words, if P2 has already joined with a controller, you cannot use P2 keyboard input to join as P3.)
  • Assists have become a new mechanic present in this update. By pressing either assist buttons, you can call on your assists to perform a single action. If they get hit too much, it's bye-bye for them, and no more of that assist for you. There are currently 6 to choose from.
  • Supers have become a new mechanic present in this update. After building up meter by landing attacks, you can use up 1 meter bar by pressing both attack and neutral at the same time. This will perform a super, and everyone has at least 2: One for when they are on ground and one for when they are in the air. Some characters may have more supers than others.
  • There is now a Mod button for controller players. You can no longer tilt the stick to do tilts. The only way to do them currently is to hold the left bumper and press the A button. This was done due to controller input issues, fine-tuning extremities, and equality between keyboard/fight-stick users and controller users.
  • Your percentage visual now shakes when you are hit, albeit mildly.
  • Shield breaks and dizziness now look way past cool.

-----LIST OF NEW FIGHTERS, ASSISTS, STAGES, MUSIC, AND ETC.-----

-FIGHTERS-

Example Name - Example Origin

  • Burner Man - Mega Man & Bass

-ASSISTS-

Example Name - Example Origin

  • Copy X - Mega Man Zero 1
  • Emerl - Sonic Battle
  • Atlas - Astro Boy: Omega Factor 
  • Kirlia - Pokemon Ruby/Sapphire/Emerald
  • Muscle Type 1 - Burnout 3: Takedown
  • Minion Soldier - Gunstar Super Heroes

-STAGES-

Example Name - Example Origin

  • Battlefield - Smash Dynasty
  • Burner Man's Stage (name changes due to no actual canonical stage name) - Mega Man & Bass
  • The Underground Mines - Gunstar Heroes

-MUSIC-

Example Title - Example Origin - Example Play Location (EXTRA NOTE OF INTEREST)

  • the song i didn't give a name cause I don't name things - Smash Dynasty - Prebattle Menu
  • WE ARE SO BAAAAAAAAAAAAAAAAAAAAAAAACK - Smash Dynasty - Results Screen (Currently Unused)
  • Science Ministry - Astro Boy: Omega Factor - Results Screen
  • Continue - Gunstar Heroes - Results Screen
  • Versus Results Screen - New Super Mario Bros. - Results Screen
  • Save Select - Mega Man & Bass (GBA) - Results Screen
  • Killing Moon - Street Fighter III: 3rd Strike - Final Destination
  • The Great Commander (Vanilla+R) - Star Fox/Rukunetsu - Final Destination
  • Remix 8 - Rhythm Heaven - Final Destination
  • DINNER! - femtanyl - Final Destination (EXTREME)
  • Metallic Madness Reimagined - Sonic CD/MegaBaz - Battlefield
  • MOBO MOGA - Orange Lounge - Battlefield
  • Remix 7 - Rhythm Heaven Fever - Battlefield
  • Burner Man's Stage - Mega Man & Bass (GBA) - Burner Man's Stage
  • Ground Man's Stage - Mega Man & Bass (GBA) - Burner Man's Stage
  • King Stages - Mega Man & Bass (GBA) - Burner Man's Stage
  • Green Scream - Vampire Savior/Darkstalkers 3 - Burner Man's Stage (UNRELATED)
  • Rolling Chaser - Gunstar Heroes - The Underground Mines
  • Rolling Chaser - Gunstar Heroes (Dynasty) - The Underground Mines
  • Theme of Seven Force - Gunstar Heroes - The Underground Mines
  • Sagat's Theme - Street Fighter Alpha 2 - The Underground Mines (UNRELATED)

-----TECHNICAL CHANGES-----

  • DI has been altered. DI will now add to the knockback value rather than multiplying it. Using this method prevents certain multi-hit moves from causing an easy infinite with more than 2 players. Now, you can still do it, but you have to be plenty more precise.
  • Subpixel movement has been reworked to be correct. If your fighter feels different movement-wise, it's probably because of that. There may be bugs because of the new system, please inform me of any you find. (yo shaun spalding thanks for ruining SO MANY PROJECTS FOR ME I thought my code was bad but it was JUST THAT GOSH DANG SUBPIXEL SOLUTION YOU SHOWED EVERYBODY. THANKS. A WHOLE. LOT.)
  • Vertical stun (specifically upward stun) has been fixed, now actually making it so you can't move when hit upward. Because of this change, combos are now far more plausible.
  • An issue has been fixed where the player in second place could be placed in first at the end of a match. Now, it doesn't do that. Yippee! 
  • Shields now have individual drain speeds, heal speeds, and undizzy starting hps. They change based on your character.
  • You can now be put into shield-stun. While in shield stun, you are unable to drop your shield.
  • Guard Break (not Guard Piercing) moves have been added. Though not easy to notice at first, characters will have ~2 moves that are "guard-breaking". These moves will deal 2.5x damage to shields as well as put the victim into 2x as much shield stun.
  • Added one-way platforms. To drop through while standing on one, double tap down. To fall through it while airborne, hold down. doing so with a controller requires pressing both bumpers (you can still double tap, but it's less reliable). This is due to some weird controller business I have no idea how to deal with.
  • made "looking damaged" required to die off the top.
  • made it so two people can't use the same palette as the same character.
  • made it so hits can be weight-independent, a god-send for moves that are supposed to be multi-hits.
  • made it so you can jump out of shield.
  • made wavedashing possible.
  • made it so sprite assets are preloaded/deloaded in between matches.
  • added an effect and sound for hitting a ceiling.
  • added ledge-grabbing. Joy.

-----FIGHTER CHANGES-----

* = due to subpixel movement changes

^ = due to one-way platform implementation.

Astro:

  • Increased initial jump speed. ^
  • Increased walk speed majorly.
  • Increased run speed minorly.
  • Up Special has had it's knockback increased.
  • Dair is now a Guard Break move during it's strong hitbox.
  • Down Tilt is now a Guard Break move.
  • Astro Boy's Shield now heals twice as fast

Gunstar:

  • Increased inital jump speed.
  • Walk speed has been increased. *
  • Neutral Special's Fire weapon has been changed to have the shots now move faster, deal less damage, and be active for half the original time.
  • Fixed an issue with Neutral Special where the Fire Weapon would cause the opponent to be unable to move until hit again.
  • Side Special has been altered so that, when throwing someone downwards, they are locked for 20 frames rather than 30.
  • the UI Element has been moved to accomodate for Assist Lifebars.
  • Up Special no longer puts you into freefall after jumping off the ride.
  • You can now jump straight upwards off of the Up Special ride by holding back or down when jumping.
  • Uair is now a Guard Break move during it's first hitboxes.
  • Uair now lowers gravity for a brief moment.
  • Gunstar's shield now drains twice as fast and heals twice as fast. It also regenerates at ~1/3 of max hp after dizzy.

Mario:

  • Forward Smash now moves Mario's hurtbox forward (and then back).
  • Down Special will now, when charged, set vertical speed to 0 at startup while airborne. This is done so he can't bring people straight
  • to the stratosphere at mach 20. (You can still do it from the ground if you mash real hard).
  • Up Special now travels farther upwards at a faster speed. *
  • Up Special is now far better at connecting all of it's hits together.
  • Fair is now a Guard Break move during it's strong hitbox.
  • Increased inital jump speed.
  • Mario's shield now regenerates at 1/2 of max hp after dizzy. (NEW STANDARD FOR CHARACTERS)

Burner Man:

Burner Man is a heavy... without the heavy. He's slow yet lightweight, but deals massive damage with his smash attacks especially. Using them in the right scenarios can eviscerate most things they hit. His bombs are also a useful keepaway tool to prevent approach. Play safe, and you'll be alright playing the robot who enjoys destroying everything but himself.

  • Most voicelines have been completely redone, once again by yours truly. 
  • Nair has been altered to lower gravity somewhat while using it.
  • Nair's hitboxes all send in 90 degree angles, swapping every 2 frames.
  • Forward Smash has been greatly increased in general power. By that, I mean you can kill Gunstar at ~100% with an uncharged f-smash.
  • That usually takes until about 180%. Yeesh.
  • Forward Smash is now a Guard Break move during it's first hitbox.
  • Up Smash has been greatly increased in general power, similar to Forward Smash.
  • Up Smash is now a Guard Break move during it's first hitbox.
  • Down Smash has been minorly increased in general power.
  • Down Smash's middle hitbox now lasts less time but now also accomodates for all the space in between the fire geysers to his sides.
  • Down Smash's middle hitbox is now a Guard Break move.
  • Side Special now is a multi-hit move. (first hitbox will not lead to multihit).
  • Neutral Special's projectiles will now activate on everyone including the one who threw it.
  • Neutral Special can only throw projectiles if there currently isn't 2 of yours out already.
  • Burnerman is now the lightest character at the game, dying at ridiculously low percentage.
  • Burnerman's Shield is the slowest to heal and the fastest to drain. It regenerates at 1/10 of max hp after dizzy.

---END NOTE---

so uh hopefully the next update doesn't take so long

I've decided to start adding some (yes I know it was a lot of) new content as well as adding old content, most of the new stuff (from this point onward) being unlockable. Keep an eye out for brand new unlockable things in the future, I guess.

As for the next update, my artist, Beez, likes Bass, so I'll probably add him next He's an echo character tho, so I'll probably add his twin as well: Mega Man.

See you at some point, I'm gonna go eat some Carl's Jr meal now.

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Smash Bros Dynasty R0.3 (Latest) 48 MB
1 day ago

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