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SSB in Minecraft (WIP, PvP map) 0.7

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DepthStrider
Level 14 : Journeyman Artist
20
Published on 1/8/2016 - 1/8/16 5:19 pm , last updated: 12/03/16 11:23:43 am

Hello,
I'm working on a pvp map based on the SSB (Super Smash Bros.) games. As of right now the most values and features are from Brawl, but I'd like to add a bit more Melee and SSB4-ish feel too. The map is not ready for playtesting yet, although many of the core systems needed to run the game are made. I've created knockback (with scaling, although I apologize for the video quality), falling speed, sounds, etc. I am not trying to make money from this. This map is purely for the SSB fans and anyone else who'd like to try it for free (I will most likely use mediafire as I don't earn money from it). There is currently 3 characters confirmed to be in the DEMO, Captain falcon, Fox and Mario, I intend to have 5 starter characters. Perhaps you could tell me in the comments for what character you'd like me to add (based on "votes"), I'm not going to add third-party characters that haven't been seen in any official SSB game yet (Sonic and Snake? Yes Ridley? No). I might later, other than that any character from the games is allowed.

If you want more videos or gifs it'd probably be a better idea to go to the main thread or my Youtube channel (as planetminecraft only allows 1 video).

Short gif showing that shields now break if you deal enough damage to the shield (only with melee attacks currently).
Progress total: 23%~
Progress DEMO: 29.6%~
Links
MinecraftForums (Original thread) http://www.minecraftforum.net/forums/mapping-and-modding/maps/wip-maps/2556300-super-smash-bros-px-for-1-9
Hypixel thread: https://hypixel.net/threads/super-smash-bros-in-minecraft-1-9-wip-custom-knockback-shields-and-more.546502/
Youtube: https://www.youtube.com/channel/UCNsqyUvKLteBJ6kjUdR_tTA

First video removed.
Second video added. Link: https://www.youtube.com/watch?v=6-XfsGiARbE
Map contribution:
Want to make a stage for the game (DEMO-only for now)? I'd be happy to look at it, but I won't garuantee that I'll use it (depends on skill level and such). There are a few rules you need to follow:
[!] By making a map you allow me to use your built creation in my map. There will be re-sizing and minor fixes. This is to further adapt it to the gameplay of the map. You must accept this until you send me a map. [!]
1. The stage should not contain any redstone or command blocks that alters the stage in anyway, perferably redstone/command blocks shouldn't even be in the schematic/world download. If redstone is in the way it will be removed.
2. There shouldn't be any entities on the stage, however entities used for decoration (armorstands, etc...) are allowed to a certain degree and if you're going to use a lot of entities I'd like you to notfiy me about it.
3. The map should be within a region of atleast 30x30x20 (length, width and hight) and a maximum of 50x50x50 (exceptions are already large maps such as "Hyrule Temple". Ideally you'd have it around 50x50x30.
4. You agree to the fact that I can modify this stage. Read the red text.
5. You must understand the fact that I WILL give you credit for all your stages and you'll be added as a contributor. This is very important, never forget that I will credit you.
6. The stage has to be made in 1.8+ (or be compatible with newer snapshots/versions).
7. You must state what version the map was made in.
8. The stage must be from an official "Super Smash Bros." game.
9. Before you make the stage I need you to tell me:
Name: name of the stage
Game:
what game the stage is from
I want to be credited as:
self-explanatory
Approximate size:
self-explanatory
Version: the
version that the stage was made in

Stages that have been done or are already in progress:
* means that the stage is not 100% confirmed. You can make a map and showcase your version of that map if you want to, the same rules as previously posted apply.

Have any questions? Want to have affect on the map and discuss? Leave a comment down below!

If you're interested in this project please support the map by:
Subcribing
Favorite
Diamond

And most importantly, comment and give me feedback!
Progress: 40% Complete

Update #12 : 12/03/2016 11:23:43 am12/03/16

UPDATE
#1 Major lag decrease.
#2 Major response increase.

Update #11 : 10/29/2016 10:33:45 am10/29/16

UPDATE
#1 Added Link's UpB
#2 Added Mario's NeutralB
#3 Added "Wavedashing"
#4 Added Fox's UpB
#5 Added Hyrule Temple and Dream Land themes.
#6 Added stage icons and stage selection. 70% finished.

Update #10 : 07/17/2016 9:51:21 am7/17/16

I've said it a thousand times, but yet again I don't think I've done too much this last time. A recent poll suggested that I change my lobby into a menu instead. Imo it looks a lot better now and certain things are more safeproof + easier to code. But the proccess of making a menu of this sort is very difficult especially since I've never done it before.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
UPDATE
#1 Removed lobby.
#2 Added login menu (first person that logs in will trigger a start menu)
#3 Added a variety of sprites to accompany the menu as GUI.
#4 Added character selection + beginning of "Versus mode" screen.

Player 1 (Most likely the first one to join, will reset player selection if a successful sequence fails) controls the menu via /tellraw (as of now at least). Only permission given to all players is character selecting.

Still looking for people to help out. Mostly with testing, modeling/texturing. From Europe hopefully.

Update #9 : 06/16/2016 6:22:00 pm6/16/16

Whey what's up?

Not gonna lie when I say that not too much work has been done since last month. I'm about done with re-organizing and I have changed to other custom clocks (they don't use entities, might be less laggy?). Now things should proggress a bit more smoothly. Forgotten what everything does, which is unfortunate, but that'll work out once I get used to it again. Other than that not too many features to talk about.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
UPDATE
#1 Re-organized like everything.
#2 New clocks that should produce less lag.
#3 Removed quite a few objectives making it less laggy.
#4 Added double jumps/air jumps. By shifting/crouching in the air + holding "Jab" you leap up into the air. Will have to work on making the maximum jump cap customizable. I've been struggeling with this ever since the beginning tbh. I've come to find that this is the most consistent and safe way of doing it. SAFE and CONSISTENT being keywords, the drawback is that it isn't as smooth and doesn't really keep momentum before the jump. Although I'd take that anyday if it ensures that you don't jump the different heights each time or it doesn't work at all.
#5 70% done with basic "Grab" contraption. Will need to work a lot more on this. But the core mechanics are soon done. Will need to modify some things with the shields. Shouldn't be too difficult.
#6 I might scrap the old randomizing system for the BGM. Less entities are better and I think I know a better way anyhow.
#7 In need of command blockers, tester and modelers, perferably from Europe. I don't need anymore stages. Got way too many now.

EDIT: Btw I'll update the project to 1.0 when it's somewhat playable. All updates before that will be steps towards a playing state.

Update #8 : 04/24/2016 6:37:15 pm4/24/16

Hm. Wow, was it that long since I made an update? :o Ooops. Sorry 'bout that. Not too much stuff to do. A few days ago I decided that I would re-program, re-organize and re-place ALL old systems. I'm basically recreating everything again. For three reasons:
1. I don't remember what and how the old things work.
2. I think there's something that can be improved and I don't want to risk breaking something and/or wasting my time with it.
3. Command blocks apparently have an execution order. I didn't know this so I'm unaware of specific and tick perfect execution orders. Which means that me screwing up is more likely. Therefore as I re-create systems I take note of clock speed, the amount of clocks and what order the clocks are run in. This will allow me to have more knowledge and control over what's going on.

So most stuff in this update are systems you already know. Some things are new though. Atm the game is pretty low on bugs. Which is partly because of me solving them properly this time around.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
UPDATE
#1 Re-made shield system. Less laggy and smoother.
#2 Re-made knockback system.
#3 Added custom scaling to knockback. I can now control how and if knockback increases based on percentage and attack/item.
#4 Re-made player handling.
#5 Seperated "new player"-state from "reset"-state. Now things should be more accurate and better in general.
#6 Re-made match start for "Final Destination".
#7 Added stage sorter (controls and manages what and how a stage will be selected), will use less processing due to things not running on a clock constantly.
#8 Re-made player selection. Fixed a selection bug in the proccess.
#9 Found potential "/playsound" bug which causes sounds to change in speed based on distance from the executor.
#10 Found and fixed bug which causes player to launch high into the air after being hit.
#11 Added "Fox" kit.
#12 Added "Blaster" Fox' neutral special.
#13 Removed a few bugs.
#14 Overall better performance.
#15 Added Player 3 and Player 4 spawn points on "Final Destination"
#16 Added character kit sorter (gives proper kit based on character selected).
#17 Added character stock icons. Currently displayed in the sidebar.
#18 Pretty much 79% done with re-making the old systems.
#19 Added "Tier" and "Matchup" pages to wiki.
#20 Added 2 modes: "Stock" and "Time match".
#21 Added highlighter for what mode is selected. Added timer and stock slider.
#22 Added character stock sorter.
#23 Added a few videos (some of the latest, in no particular order): https://www.youtube.com/watch?v=tuq5MKUxkSo
https://www.youtube.com/watch?v=giVSc4drUX0
https://www.youtube.com/watch?v=HA9fad05x48
https://www.youtube.com/watch?v=SGgHvQbuuK4
https://www.youtube.com/watch?v=trKlfvAFlAk

Update #7 : 03/31/2016 1:31:46 pm3/31/16

It's time for another update. I try to not do these too often, because of reasons. Anyway, this time around there's more features done as well as the bug fixes that automatically come with them. (T_T). Anyway, so the map is starting to reach a point where I can consider a DEMO release. Last weekend + this week I've gotten a good 15% or so done. The most work that has to be done is stage control/management, characters, safeproofing, lag optimization, lobby improvements and of course BUGS.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
UPDATE
#1 Added lobby.
#2 Added "Final Destination" to stage selection.
#3 Created system which handles new players.
#4 Added stage selection and selector. An arrow will point at the stage you've selected.
#5 Found a potentially huge bug.
#6 Added player selection.
#7 Added player cancelling.
#8 Added game start
#9 Made almost all clocks slower with custom tick speeds to reduce lag. At the cost of speed though.
#10 Added Pikachu model.
#11 Added Pikachu animation.
#12 Added Yoshi animation.
#13 Added character selection area.
#14 Added Fox and Captain falcon icons to character selection.
#15 Added sounds for the lobby and selection areas.
#16 Added countdown when match starts.
#17 Added player cap of 4.
#18 Added randomized menu music.
#19 Updated wiki: stocks, blastline, etc.
#20 Fixed a few bugs.
#21 Added Final Destination BGM.
#22 Added spawn destination for players when the match starts. Different spots for different players.
#23 Added character art for Fox, Captain falcon and Pikachu.

Update #6 : 03/15/2016 2:47:16 pm3/15/16

Back with another update, this time not containing as many features as... Well, optimization.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
UPDATE
#1 Started labeling a lot of stuff due to me finding out that clocks trigger based on activation order.
#2 Created animated Yoshi model. Still thinking if I should add custom character models or not. It doesn't look very good always.
#3 Changed radiuses and targeting selectors that didn't work.
#4 Fixing stages and adding stock system.
#5 Working on the main lobby where you can set up rules and other settings.
#6 Added player selection + a lot of command blocks that setup new players.
#7 Added more safetly meassures when it comes to certain attacks clipping into blocks. Basically working on making certain blocks un-clippable (making them appear solid).
#8 A lot of new sounds added (partly for the lobby).
#9 I'm being optimistic, but I think that a lot proggress has been done on the project. About 14% or so.
#10 "Randomly blasting high into the air"- bug still remains. Can locate but don't know how to solve yet.

Update #5 : 03/05/2016 1:46:06 pm3/05/16

I haven't done one of these in a LONG time again, I apologize for that. Even more bugs have been fixed, I'd like to believe that most things that have been unresponsive, buggy or whatnot have been fixed. I work on my own again so the amount of time that gets put into this map is based on when I feel like working on it and/or when I can.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
UPDATE
#1 Think I've figured out how to make the walking/running animations for certain characters better. But due to a bug it means that you won't be able to sprint as a downside (the regular walking speed will be buffed ofc).
#2 Tested the blastlines and it seems fine.
#3 Complete remake of the shield's system, has been fixed due to a bug being found and worked around.
#4 Added custom scaling for melee weapons. For example, a heavy hitter like Ganondorf would deal higher knockback than Mario. Now it's possible to customize that.
#5 Reworked/reworking the double/air jump system. It now uses a variable which should reduce the amount of command blocks needed to run specific commands for specific characters. Now a lot of that is stored in a variable which affect characters in the same way. Might tolerate lag better, however it looks more jerky (only once you reach peak height).
#6 Trying to fix better physics regarding attacks that collide with walls and the ground. I still haven't found a solid way to do it yet, but I have several ideas of how to do it.
#7 Created customizable clocks, will allow me to be more precise with how often specific clocks should tick. Should reduce lag.
#8 Added 'Immunity' I don't know if it will stay or not. Currently stops somebody that recently got hurt to not recieve any damage or knockback for a certain amount of time. Initially meant to stop certain characters from being spammy.
#9 Added detection for the rx and rxm directions (actually 'y').
#10 Added rx and rxm knockback. The player that got hit will now also get a copy of the attacker's 'yFacing' score as well. So now you can angle your attacks which will also affect the angle that the opponent gets launched at.
#11 Remake of the hurt detection. Allows for easier control of 'immunity', but less control for detecting when somebody got "hurt" or not. The original system tracks if somebody got hurt regardless if they took damage or not, however the new system only runs if you actually lost hearts. Might make a combination of both.
#12 Fixed fall damage negation. Used to bug, but now it seems to work. Also confirmed that custom jump heights can be achieved while still keeping the current fall damage system.
#13 Added snowball model and texture.
#14 Facing issues should be decreased or reduced.
#15 Future preparations and optimization has been done.
#16 Fixed a lot of minor bugs and a few very big bugs.
#17 Added a wiki for the map: http://super-smash-bros-minecraft.wikia.com/wiki/Fox I'm still learning how the website works so yeah. It's a bit messy.

Update #4 : 02/14/2016 7:56:32 am2/14/16

I've noticed that I havent done an update log in aaaaaaaaaaaaaaaaaa while, so I think it's about time. This time, there's two reasons, firstly, I don't have that much freetime. Secondly this is a very big project and unfortunately a lot of my time goes toward fixing bugs and making sure everything works. Because if I add a new feature, it might conflict or break an older feature, so a lot of time has to be spent on that. I do have a team, however we have drastically different timezones so we generally can't work very often at all. If somebody is interested in helping you can leave a comment or PM me.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
UPDATE
#1 Created a 3D shield model. Might change.
#2 Shields are borked for a while until I fix them. There was a bug that seems to have been resolved though.
#3 Created a small work team which needs to be developed more or changed.
#4 Tested things with team.
#5 Found major bugs in the knockback system and fall damage negation.
#6 Knockback bug should be resolved.
#7 Double jumps/air jumps still have slight inconsistencies.
#8 Created test borders so that you get sorta KO'd once out of the stage. Placeholder.
#9 Found sources to why things might have delays, more notably the knockback system.
#10 Created Bomb-ombs. Should be fully functional, but hasn't been tested in combat.
#11 80% sure of a way to apply custom percentage. knockback via a certain hit detection.
#12 Created the above, but still isn't complete. Not tested in combat.
#13 Created placeholder-like randomizer, has yet to be completed.
#14 Created Yoshi model. It is meant to be a test to see if custom models can somehow be applied to players as to make it more "SSB"-like. A lot of time as gone into finding a good solution, yet to find it.
#15 Added Mudkip model. It will be a part of a quite advanced item, the "Pokéball".
'#16 Looking into adding knockback based on y-facing (actually x-facing) as well, to add more dynamics.

Update #3 : 01/20/2016 5:28:03 pm1/20/16

I've been working when I can. Stages made by DabouGX seem to be fine. As usual a lot of work is put into getting rid of bugs and making sure that every new feature is compatible with an older one. Things break a lot these days.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
UPDATE
#1 Added Captain Falcon "Hurt" sound.
#2 Added Captain Falcon "Dizzy" sound.
#3 Shields work again
#4 Considering another method for making fall speed.
#5 Configured fall speed for Captain Falcon.
#6 Added double jump/air jumps.
#7 Debating whether or not I should add vertical knockback based on x-rotation (y-rotation).
#8 Preparing things for a beta release (slow start).
#9 Preparing for optimization and shortening return speed of systems.

Update #2 : 01/14/2016 7:13:46 pm1/14/16

I've been working so-so these last days. I fixed a few bugs. Systems had to be modified to better work in the future.
Mostly optimization (as it seems like I only do, that is in fact 70% true though). Captain falcon is being worked on since I finished up with shields, atleast until I find a conflict with an attack or whatnot. I'll edit the main post once a character is done and I'll further explain physics, properties and stats of that character. His down special "Falcon Kick" has been programmed into the game and works as far as I can tell (I did find a bug which I'm having problems re-creating). I'm hoping to find more bugs in the DEMO or if I do closed beta beforehand.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
UPDATE
#1 Shields had bugs when interacting with "Falcon Kick". Having difficulties re-producing bug.
#2 "Falcon Kick", Captain falcon's down special, has been added!
#3 Additional work had to be done to allow command-made attacks to act like normal attacks.
#4 Because of #3 the knockback system was changed due to bugs that hadn't been noticed before. A few bugs of which were actually created by making the new "Falcon Kick", but were solved.
#5 Added team detection for "Falcon Kick". You won't be able to hit your friend <.<. I have a feeling that this system isn't the greatest, as I'm thinking farther into the future, if teamplay will be implemented, I'll need to either re-make the entire system or heavily adapt the current one.
#6 Working on a test stage that was meant to be "Final Destination" (Melee). Will be used to test the blastlines/zones and where characters will be KO'd. I have 2 ideas for this. 
#7 In-controllable adjusting of "Falcon Kick"'s damage regarding percent and shield damage. I haven't modfied base knockback with this attack. I'm not ready for that (although the principle should be the same, because of the way I've set it up).
#8 (Irrelevant-ish) Modified original post to contain information regarding stage contributions.
#9 (Irrelevant-ish) Added a "poster"-like frontpage. Also modified other website original posts.

Update #1 : 01/11/2016 1:03:34 pm1/11/16

There's actually a lot that I had already started working on before I made this project. Most of it was posted on another website, but there wasn't any success there and no encouragement was to be found. Anyways enough about that for now, this is the first update relative to me posting here.
---------------------------------------------------------------------------------------------------------------------------------------------------------------UPDATE
#1
Shields have been re-worked to be less buggy and a few multiplayer-breaking commands were edited to work better
#2 The knockback potency has been changed now and then. Mostly trying to find the correct scaling, too low and you'd pretty much survive until around 200%+, too high and you'd KO around 50%. Both those examples were very exaggerated. I'd like to talk about knockback potency another time (or if someone asks me, because it's pretty hard to explain, but fairly simple)
#3 Shields has had sounds added, 'shieldOn', 'shieldOff' and 'shieldBreak'.
#4 Players that have their shields broken will play the 'commonDizzy' sound + their respective character sound played when they get stunned/dazed/(aka dizzy).
#5 Player's don't take falldamage when the fall (would completely ruin the knockback system if they did. They'd be getting knocked up on a loop, uncontrollably). Workload on this system has also been reduced a fair bit.
#6 Falcon kick is being made (91% done), haven't made a video about this, but I probably will.
#7 Fallspeed has been added. Different characters fall with different speeds (generally speaking, strong and slow characters have high falling speed).
#8 Mind has been blown.
#9 Shields properly work and will now break if used too much. Works by copying and setting scores through operations, the scores are the exact same as the player that dealt damage, meaning that customizing damage is not difficult.

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If you are still working on the map I'll be more then happy to help!
I can help out starting after next month cause I see great promise in this map. I can tell you did a large amount of work and I would love to be a part of the maps development. Sorry that I can't this moment though because my laptop has stopped working, on the bright side on dec. 26 when I get my new laptop I can help as much as you would like. A quick question, will you add custom characters or is it the brawl characters?
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • November 30, 2016, 3:32 am
Hey, just wanted to say that I've read your comment.

I'll PM you further about the project if you're interested. As for the question, the graphics and characters are from SSBB and SSB4 mainly. The gameplay and mechanics will be catered more toward SSBM (faster, combo oriented, tech). Might add a few SSB elements here and there. I'm still working it (picked it up after a hiatus of 4~ months) there's a bit more to show as of now, but might not be worth making videos for it.

Right now I want to keep it Nintendo only from the Smash brothers franchise. I won't say that custom characters or "modding" is impossible though.
How many characters are there, and who are in the works. It'll will allow me to create different characters from what you have when the map is created
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • November 30, 2016, 8:28 pm
The character screen fits 30 chars.

None are in the works yet. They will be once I finish all the necessary systems before that.

Two issues. 1, Certain rules and guidelines need to be used when making special moves and whatnot. 2, I don't have a server atm.
Try using Aternos servers, there free, have a max of 15 players, but you must be online to use the server
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • July 20, 2016, 2:25 am
Still looking for help on the map.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • July 17, 2016, 6:58 am
Things are coming along nicely with the menu. It's a bit complex + I've never done this before, however it looks way better than a lobby IMO. Still a lot work left to do. After that I can get back into working on more "important" stuff.

Cheers :)
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • June 29, 2016, 10:47 pm
I've been on vacation for about 2 weeks now (I'll be back Sunday) and I haven't had access to a computer since. I have to work when I get home but I should be able to get some work on the map as well. I think the lobby will be removed and a "screen" with a menus and options will be made instead. It'll hopefully look good.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • April 27, 2016, 12:14 am
I'd appreciate if you can answer this poll http://www.strawpoll.me/10049966/r
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • April 24, 2016, 2:41 pm
Update:
The below has been initiated. Have been working on it for a while (started 4 days ago or so). Would like to say I'm about 79% done. After that it's all fun again, I'll be able to add new content and features to the map. It's been pretty boring and tough, but now I feel that a lot more info has been gathered. Which is great.

Consider watching all of the videos of Youtube since PMC only allows one video. That way you'll see the full proggress and older updates I've made. I usually don't load the newest video here on PMC, but the video I think will be the most interesting to watch. Anyway it's been a long ride and I'm hoping to finish BETA asap.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • April 10, 2016, 6:59 am
Update:
Considering to rework all the old stuff that I haven't looked at for a good month or so. Going to be painful to remake and look at. Will be sure to make backups.

The postives of reworking is that I might realize something now that I didn't before. Potentially reduce lag. The things I'm worried about is that I'll mess something up, like command block trigger order for example. But I guess reworking and organizing from the bottom again is better.
  • dompje509
  • Level 28
  • Expert Pokemon
  • March 31, 2016, 10:00 am
Maybe add like harry potter spells :P
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • March 31, 2016, 10:19 am
I could probably do that, but I don't see how it'd fit in a "Super Smash Bros." game.
  • dompje509
  • Level 28
  • Expert Pokemon
  • March 31, 2016, 10:39 am
Maybe make a bowser move or mario move or sommething like thad
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • March 31, 2016, 10:46 am
Well yeah, that's already to be expected.
  • dompje509
  • Level 28
  • Expert Pokemon
  • March 31, 2016, 10:53 am
Ok ia'm looking forward to it
  • dompje509
  • Level 28
  • Expert Pokemon
  • March 31, 2016, 10:54 am
Maybe some spells from THE avatar the last airbender/ the legend of korra
  • dompje509
  • Level 28
  • Expert Pokemon
  • March 31, 2016, 9:59 am
Looks very awesome man
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • March 31, 2016, 10:19 am
Thanks!
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • March 25, 2016, 7:39 am
Update: Optimizing lag while getting lag is soooo fun :P
Can I do Onett? =P
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • March 25, 2016, 5:13 am
Yes, just read the rules about that. Also remember that it's supposed to be a complete 3D representation.
Btw, I sent you my info. This is a cool project and I'd like to help. =)
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • March 27, 2016, 1:27 am
Yeah going to read it soon.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • March 16, 2016, 3:09 am
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • March 1, 2016, 3:02 pm
A new video, pretty simple and isn't intended to be a serious or 100% working match, it's meant to track bugs.
https://www.youtube.com/watch?v=X8FkgHKPZ9o
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • February 27, 2016, 3:40 pm
Will post a video here soon, for now I'd like to present my wiki: http://super-smash-bros-minecraft.wikia.com/wiki/Fox it's a link to Fox, a playable character, however a lot of stuff written on the wiki is planned but hasn't been programmed yet, so just note that not everything is final. It's just a website to keep information and such.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • February 14, 2016, 2:57 am
Check the update log for the current news: Update #4
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 23, 2016, 7:44 am
[News]: 2 More characters (and probably last ones for Beta) have been chosen. Through suggestions and "randomization" where needed the chosen characters are Pikachu and Link. I'm not sure how to do Pikachu yet, since he's not as easy as other characters to implement into a Minecraft format, if this becomes a too big deal, Pikachu will be replaced.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 16, 2016, 3:38 pm
I'm making Final Destination (Melee). It might be hard to make or easy to make, but i'll try to make the stage to look closer as possible.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 16, 2016, 4:05 pm
Size shouldn't need to exceed 50x50x50 this time.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 16, 2016, 5:34 pm
Do you need the schematic for Final Destination (Melee) or World Download? Also next time I use world downloads i will only use schematic as my main since I don't have much space on my Dropbox.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 16, 2016, 5:32 pm
It was the easiest stage to make! So far it was well designed when I used the debug menu on SSBM. And the stage i most likely to make it into the game. How I make the stages is by using an emulator and load Super Smash Bros. (Melee, Brawl) then I select the stages that I want to make, then I try my best at designing as close as possible to look like as the real one.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 16, 2016, 5:06 pm
Welp, so far I don't see that stage as a big deal on sizing, so I left it as the original.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 16, 2016, 11:27 pm
Send a picture of it, I'd rather have it around 50~ blocks.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 17, 2016, 5:21 am
Here's the picture.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 17, 2016, 5:50 am
Is it around 50 blocks? If so you can probably increase the size to around 60-70 x 60-70 x 60-70 if you want to.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 17, 2016, 6:21 am
No, it's less than 50 blocks and it looks better like that.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 17, 2016, 7:16 am
Fine, do note that I will change the size if the stage doesn't work very well with my adaption.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 17, 2016, 9:00 am
All right. But do you need the download? I'll send it to you if you need the download.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 17, 2016, 10:10 am
Sure you can give it to me. But I'm worried about a thing so you don't need to make any more maps for now.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 17, 2016, 11:21 am
I'm tired of making maps. But anyways, i'll send the schematic download.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 17, 2016, 11:26 am
If you're good at command blocks and the "levitation" effect I have something to discuss with you.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 17, 2016, 12:30 pm
Here's the info.
Name: Final Destination
Game: Smash Bros. Melee
Credit: DabouGX
Approx. Size:33x31x15
Version: 16w 02a (1.9)
Also i tried commands like /effect, so I may get levitation on the game without being hit on enemies.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 17, 2016, 12:34 pm
What? I don't understand the last part.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 17, 2016, 4:16 pm
Do you need to tell me something about commands?
just PM me. Also I need how to PM someone and how to do it so.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 17, 2016, 2:49 pm
Sorry about that. I added download instead of info. So the schematic is in there so far.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 17, 2016, 8:22 pm
No problem.
I do need help, but I already got some advice that I think might solve it. If I need help I'll pm you.
  • DabouGX
  • Level 5
  • Apprentice Engineer
  • January 18, 2016, 4:44 am
I'm not advanced with commands since i did not make a minigame or something like that.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 16, 2016, 9:18 am
I'll be posting a few video/s and more in-depth progress inforomation soon. If it's today or tomarrow, I don't know, but soon. It'll be regarding falling speed, secondary jump/s and lastly a progress update on Captain Falcon.
  • DepthStrider
  • Level 14
  • Journeyman Artist
  • January 16, 2016, 2:09 am
Stages that I'd like to see are:
  • Lylat (SSBB/SSB4)
  • Final Destination (SSBB)
  • Final Destination (Melee)
  • Smashville (SSBB/SSB4)
Also, don't worry about platforms as I'll add them later (If I think they don't become [email protected]). On another note, DON'T add a background to the stage and it must be 3 dimensional with a resonable width aswell.

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