Apr 23rd, 2016 by . Posted In Site News, SSF2 Dev Blogs

Hello, and welcome back once again everyone! I am Zero Insanity, a senior developer that’s somewhat a jack of all trades on the team. It seems that one of the core parts of the game has yet to be discussed. That is of course, you guessed right, stages! So today I’m honored to go over some of the stages for SSF2 Beta. Let’s get started!

 

I know you’re just itching to see the new stages in SSF2 Beta first – we’ll get to those in just a little bit, so don’t you worry. Instead, I’d like to present to you that a stage you probably know, has gotten a fresh new coat of paint along with other updates! To start this off, take a look at Jungle Hijinx here:

Say goodbye! Say goodbye!

Now take a look at the SSF2 Beta version of Jungle Hijinx!

Welcome to the jungle! Welcome to the jungle!

That’s right! Jungle Hijinx has gotten a sweet new look! It’s even a floating stage now with its very familiar wooden board finish. Make sure you look out for that flying barrel, it just might save you in a tight spot. This version of the stage is still being worked on (mainly adding to the background), but it seemed fitting to include it in the stage blog anyway so that you guys know what to look out for once it’s done!

 

Truth be told, that’s not the only stage that got a touch up. In fact, do you remember this stage from some demos ago, or even from the original Super Smash Flash? I hope you do because it’s Mushroom Kingdom II, also known as Subcon. It’s making a comeback, again! Dare to compare?

Oh my, this stage was a nightmare! Oh my, this stage was a nightmare!

 

No no, this just won’t do, so feast your eyes on this Subcon!

It’s a dream come true! It’s a dream come true!

 

Yep, Subcon is returning with a fresh new look in SSF2 Beta! Don’t forget to watch out for your not so friendly neighborhood Birdo, and maybe the friendly Pidget riding it’s magic flying carpet.

 

Happy Easter! Happy Easter!

 

What a great way to travel! What a great way to travel!

 

Now Subcon isn’t the only Mario stage coming to SSF2 Beta. I’m hoping that you remember this one a bit more than Subcon. If not, then let me re-introduce to you to a REAL classic stage, Mushroom Kingdom I from the original Super Smash Bros.!

This takes me back! This takes me back!

 

Comes complete with the Warp Pipes that you can warp through, along with those nasty Piranha Plants.

 

No thanks! No thanks!

 

Now that our blast from the past moment is over, it’s time to go over some new stages I promised earlier! Let’s this section off with a stage that you may have seen from our Facebook posts. Behold! The Lake of Rage! Based around the small lake area from Pokemon Gold, Silver, and Crystal!

 

Looks quite peaceful... Why is it called Lake of-- Looks quite peaceful... Why is it called Lake of--

 

This stage comes with a somewhat long side of the shore that goes into a forest, and another that’s a small island. It may look nice and quiet, but it won’t be for long… because here comes the Red Gyarados!

 

Eek! He's huge! Eek! He's huge!

 

Gyarados isn’t too happy about a battle happening at his lake, so he’s gonna try and clear the area with a classic and deadly move that most Pokemon fans should know. That is, of course, Hyper Beam!

 

Gyarados used Hyper Beam! Gyarados used Hyper Beam!

 

We hope you enjoy this stage because it’s gonna be a blast!

 

However, that’s not the only new stage in SSF2 Beta. Let’s take a look at one our character’s new home stage, Mr. Game & Watch. Welcome to his new stage, Flatzone+! This stage is bigger than your average Flatzone stage, and with our own twist as well!

 

Looks kinda familiar? Looks kinda familiar?

 

Note that while the stage does look familiar, there are some pretty huge differences in hazards… but we’ll be going over the hazards in a later blog.

 

Mr. Game and Watch is really heavy.. help me Meta Knight! Mr. Game and Watch is really heavy.. help me Meta Knight!

 

Now it’s finally time to introduce to you possibly a first in Smash Bros. history and for SSF2 Beta, Steel Diver! A completely underwater stage for some intense low gravity battles along with some Submarine warfare!

 

Look at that ocean view! Look at that ocean view!

 

This stage is from the game with the same name, Steel Diver on the Nintendo 3DS. It makes it debut not as an item like in Super Smash Bros. for Wii U/3DS, but as actual playable underwater stage; something that the official Smash Bros. games hasn’t done yet. When hazards are on, characters’ physics are affected, so there are things that are possible here that would normally never be… hopefully you’ll love the results!

Floaty! Floaty!

 

Well, that’s all for this blog, folks! I hope you enjoyed this, and had a nice read. Oh, and just a friendly reminder – everything shown here (and in other dev blogs) is not final so some things might change. See ya next time!

Apr 15th, 2016 by . Posted In Site News, SSF2 Dev Blogs

Greetings, everyone! I’m d0ntK, a fairly new developer who supports the team by spriting character animations. Today’s topic does not involve characters directly, however. Instead, we’re going to show you some of the new items and their mechanics we have included in  upcoming SSF2 Beta.

For the few past months, fans have been making speculations for new characters, stages, mechanics, etc. It seems like not everyone pays attention to the items, despite their relevance in casual play and how they also effect high level play.

 

Currently SSF2 only has two explosive items, the Bob-Omb and the exploding capsule. We all know that items, and especially explosive items, may shake the game in unexpected, yet impressive ways. In SSF2 Beta, we’ve added many of those, so let’s start this blog with a literal bang!

 

First on the list, the fireworks. As many of you may already know, we teased this brand new item on our Facebook page some months ago.

Are we celebrating something? Are we celebrating something?

Fireworks act as projectile items that can be thrown in any direction. After travelling a certain distance it will explode into a festive surprise. The explosion has a big range so make sure to try and get away from its explosion range. It also received some visual upgrade since the last tease so it has a more colorful and festive feeling overall.

Explosive entertainment! Explosive entertainment!

Removed in v0.9b, The Explosive Tag makes its return in Beta, with a brand new redesign and better performance.

So this is where it was! This bush hid it all this time! So this is where it was! This bush hid it all this time!

The Explosive Tag is a projectile item that latches onto the opponent and then explodes after a small amount of time passes.

Out of nowhere!!! Out of nowhere!!!

Personally one of my favorite items in the Smash series, the Smart Bomb finally gets included into the game.

A new type of bomb power up? A new type of bomb power up?

The Smart Bomb is a very dangerous item as it has a huge range to its blast explosion. Adding to that, the explosion lasts for quite a while, and it traps foes in the blast zone before sending them off to the distance. You wouldn’t want to be captured by this bad baby when you have high percentages on you, so try to stay away from the explosion at all cost.

Wow! Now that’s a huge explosion! Wow! Now that’s a huge explosion!

The sneaky Motion Sensor Bomb makes its way into the game as well. Everyone who’s played any of the original games knows what this fella can do to its victims.

Examining object… Examining object…

This bomb when thrown, will attach itself to the ground and begin to sense for victims. It will explode whenever any player steps on it, even if that player happens to be the one who planted it. Make sure to remember where the bomb was planted since it’s hard to detect where it is due to it being small and flat, and even more during the heat of a battle. Its explosion power is high enough to send players flying even at low percentages.

Just as planned...! Just as planned...!

The Blast Box is also introduced to the game. This one is the dangerous one.

Caution! Do not use fire! Caution! Do not use fire!

This dangerous, powder-filled box can potentially K.O any player if it’s attacked recklessly, which causes it to explode and deal a high amount of damage to any player near the explosion. Attacking it with normal attacks does not make it explode instantly but fire based moves will. Some moves can also make it travel a short distance.

It said not to use fire! Do you guys even read? It said not to use fire! Do you guys even read?

Leaving the explosions, we move on to magic. Allow me to introduce the Beam Rod.

<br />
Poyo?
Poyo?

This new item acts like the Star Rod in that upon being swung, it shoots out projectiles. Unlike the Star Rod which shoots out long ranged stars the Beam Rod shoots out almost harmless beams that travel a really short distance and deal almost no knockback.

Stop it! Pick the sword! Stop it! Pick the sword!

The Deku Nut also has been included in SSF2 Beta.

You found a Deku Nut! Press the ← ↓ →  arrows to use it. You found a Deku Nut! Press the ← ↓ → arrows to use it.

This item works the same way it does since it’s debut in the Smash series. The player can either grab and throw it, or attack it …probably not the best option. The deku nut will burst open with a flash if it collides with a wall or land on the ground. Any player near the flash will get dizzy and will be unable to move for a short period of time, allowing anyone to punish with any attack. The higher the damage, the longer the dizziness.

Feeling dizzy? Feeling dizzy?

It also packs quite the punch if it hits directly a player and can potentially lead to a lost stock.

For a small nut it hits quite hard. For a small nut it hits quite hard.

Last, but not least, we have the Master Ball. Yup, the exact same Pokéball which Pokémon can’t escape from, not even legendaries.

Staring intensifies Staring intensifies

Unlike Smash for 3DS/WiiU, where the Master Ball spawns legendary Pokemons to aid the player, in SSF2 Beta the Master ball has a different functionality. Instead of releasing an ally it actually catches a foe; that’s right, it captures the player who gets sucked in its light field and traps them inside the ball for a period of time. Players stuck in the Master ball can still struggle to break free. But better be quick or else the player who used it will have some time to deal the player stuck inside some damage before the Master Ball lets them out.

Pure Evil Pure Evil
You wouldn’t like to get hit by it offstage. You wouldn’t like to get hit by it offstage.

For Beta, many items also received upgrades in general that make them feel better and helps them fit in with the environment of SSF2. Items now have shadows like characters. This helps the items to blend in with the ground of the stage and makes it feel like they really possess a figure and angle to them.

Some of the already existing items also received visual improvements.

Now they really blend in with the environment! Now they really blend in with the environment!

They also received a new mechanic in which hitting or attacking an item while airborne can push them or deviate their trajectory to another direction in which they would still have an active hitbox.

Glide Tossing is now possible to execute. This new technique allows the player to throw items backwards at the opponent while sliding forward. This helps the player to successfully throw an item at the opponent while safely retreating away to gain some distance.

Sliding all the way. Sliding all the way.

And lastly on our topic, I’m sure you’ve noticed by now, but the entire cast of SSF2 Beta received item throw animations. This has been already shown in some of our videos and we’ve even teased this a while back on Facebook as well. Throwing items in v0.9b feels awkward since the character does not move at all when throwing the item. Adding to the entire cast this new animation makes them feel a lot better in general; this helps them to move more naturally and overall gives them better performance with the execution of items.

Let the throwing begin! Let the throwing begin!

That’s all for this blog folks, I hope you enjoyed today’s topic as much as I did.

Be sure to stick around every Friday for our weekly dev blogs for the upcoming features in SSF2 Beta. Many things are yet to be revealed, so rest assured that many exciting things are yet to come.

Apr 8th, 2016 by . Posted In Site News, SSF2 Dev Blogs

Welcome back to the Super Smash Flash 2 Beta Dev Blogs! Spid3y916 here to bring you the latest news on the new alternate colors and costumes coming to the cast of SSF2 Beta. And don’t worry about any interruption like last time. We have… taken care of the problem.

 

Now, even though we are going to discuss character costumes and I’m a character spriter, let me say that this isn’t a spriting blog, but an effect blog. These costumes were provided by the clever people from the Coding Department. So why am I here? Because I and other members from different departments of the team gave suggestions on what kind of costumes we would like to see and feedback to colors that needed readjustments. So while the coders made the costumes, it was a team effort to insure that these costumes look stunning.

With that being out of the way, let’s get down to business.

 

Remember Marth’s red skin and Zero Suit Samus’ green skin in v0.9b? Remember Marth’s red skin and Zero Suit Samus’ green skin in v0.9b?

Say goodbye to most of that in Beta! Say goodbye to most of that in Beta!

 

One of the biggest complaints we have received since the introduction of alternate costumes was the drastic skin color changes for human characters. It made characters like Zelda, Captain Falcon, and Lloyd look like freakish aliens from another galaxy. Now I’m glad to say that most of the costumes have minimal changes to the skin color.

The keyword here is <i>minimal</i><i>. While the team tried very hard to reduce these changes, there will be some odd skin colors. Please understand.</i> The keyword here is minimal. While the team tried very hard to reduce these changes, there will be some odd skin colors. Please understand.

 

Now please look at the following screenshots (Note: everything is subject to change):

 

Super fighting robot, Chibi Robo! Super fighting robot, Chibi Robo!

Sonic was not informed that it was a black tie event. Sonic was not informed that it was a black tie event.

Unfortunately the ink stains seem to be permanent. Unfortunately the ink stains seem to be permanent.

Now in eight scrumdiddlyumptious flavors! Now in eight scrumdiddlyumptious flavors!

 

Here are some of the new costumes coming to SSF2 Beta. All these costumes have been heavily researched and experimented to ensure that they look great. I’m also glad to announce that nearly every character in SSF2 Beta will have at least seven costumes!

 

Galacta Knight, Pink Gold Peach, Wolf, and Dark Samus confirmed... as costumes! Galacta Knight, Pink Gold Peach, Wolf, and Dark Samus confirmed... as costumes!

 

Now what’s so cool about Smash Bros costumes is their ability to base themselves to characters from the same franchise as the fighter. Wanting to capture the same spirit, we tried our hardest to make these costumes be able to reference other characters from their respective franchise while maintaining our standard quality.

 

First off we have Isaac. While in SSF2 Isaac battles alone, in Golden Sun he fought creatures and thieves with his fellow Adepts. With this in mind, Isaac has costumes that reference Adepts like Garet, Jenna, and Felix among others.

Those pesky random encounters in Golden Sun. Those pesky random encounters in Golden Sun.

 

Next is Goku. In the series of Dragon Ball Z, Goku and the Z-Fighters varies in design, but many have similar style fighting gear. So some of costumes of Goku are loosely based off warriors such as Piccolo and Vegeta!

It’s Trunks, Piccolo, Tien, and Goku! Wait, when did Tien go to Namek? It’s Trunks, Piccolo, Tien, and Goku! Wait, when did Tien go to Namek?

 

And now we’re going to discuss what is possibly my favorite part of today’s blog.  I’ll let this picture do the talking.

 

https://mcleodgaming.com/wp-content/uploads/2016/04/rnomicsdreaegrfo.png

 

Hmm… There’s seems to be some technical difficulties. It looks like there is an error in loading the image. Too bad, I was really looking forward to talking about this part. I guess I have to skip this section of the showcase for now. Sorry.

 

As I start wrapping this up, I’m going have some of the other developers reveal their favorite costumes:

 

I really like Anti-Form Sora, because it's a great example of some of the things the new costumes can do. And it looks cool. <i><i>Refurin, Coding Department</i></i> I really like Anti-Form Sora, because it's a great example of some of the things the new costumes can do. And it looks cool. Refurin, Coding Department

Orange Black Mage because it feels awesome to do fire based moves, and orange is my favorite color lol. <i>Zero Insanity, Sprite Department</i> Orange Black Mage because it feels awesome to do fire based moves, and orange is my favorite color lol. Zero Insanity, Sprite Department

My favorite is ghost Ness because it looks awesome on dark backgrounds and no one else has a costume like it. <i>Tson, Coding Department</i> My favorite is ghost Ness because it looks awesome on dark backgrounds and no one else has a costume like it. Tson, Coding Department

I like the green Mega Man costume. Green is one of my favorite colors and Mega Man is one of the new things that I enjoy in Beta. <i>Lisnovski, Sprite Department</i> I like the green Mega Man costume. Green is one of my favorite colors and Mega Man is one of the new things that I enjoy in Beta. Lisnovski, Sprite Department

I adore the classic Pokemon costumes because they make me feel like I'm playing on an old GBC! <i>Elvisditto, Sprite Department</i> I adore the classic Pokemon costumes because they make me feel like I'm playing on an old GBC! Elvisditto, Sprite Department

I  L O V E  T H I S  C O ST U M E  A N D  *WHRRrrrrrr….* D O  A N Y T H I N G  F O R  S A N D B A G ! <i>CLEOD-BOT, Scorned Servant</i> I L O V E T H I S C O ST U M E A N D *WHRRrrrrrr….* D O A N Y T H I N G F O R S A N D B A G ! CLEOD-BOT, Scorned Servant

 

That is the end of today’s blog. I hope you enjoyed seeing these new costumes and don’t worry, there’s more to come.

 

But until then if you have any questions or comments you would like to share with us, please let us know. And look forward to next week’s blog; it’s sprites, but not my field of work. Take care and see ya!

 

Apr 3rd, 2016 by . Posted In Site News, SSF2 Dev Blogs

Hi guys!

 

After our little… mishap, I thought I should go into more detail on in a Bonus SSF2 Beta Dev Blog this week now that we’ve taken care of… the issue. Just a reminder, we take leaks extremely seriously – so rest assured that there will ALWAYS be repercus– well, anyway, Sandbag – let’s talk about Sandbag!

I’m not here to tell you that Sandbag’s reveal was a joke.
On the contrary actually – the actual joke is that we knew you would think it was a joke.
And you were right.
But you were SO WRONG!

He lives! He lives!

Let me explain: Sandbag is real… he was designed as the ultimate joke character. He should be considered as an extra bonus – not as a member of the main cast. Sandbag is an unlockable character in SSF2 Beta and will be the same in SSF2’s full release. His unlock method is extremely different from normal unlock conditions to further drive home the idea of being a plus-one to the cast. I won’t go into more detail on this condition than Cleodbot did – it’s a surprise!

 

Cleodbot has uploaded the contents of his solid-state storage to Sandbag, meaning that Sandbag now has intel on the Dev Team. So, we did a quick edit to his source file and now he can’t speak. Not a big deal. He also seems to have retained not only Cleodbot’s memory, but also memories from Sandbag – who knew – so basically he’s just really mad and has no way to express it in words. So mad, actually, that one of his costumes turns him a deep, bloodshot red. He is basically a physical embodiment of unbelievable rage. His only way to express it is to rid you of your stocks.

You’d be this mad too if I beat you up several times daily for almost a decade. You’d be this mad too if I beat you up several times daily for almost a decade.

Sandbag’s moveset is a unique style compared to the rest of SSF2 and actually consists of only three frames – so it was a true test and trial of what our tools are capable of. After all, Sandbag doesn’t have any limbs or weapons and thus is super constrained in how he can move and attack. Nothing but these three frames were used to make over 70 unique animations, which I think is pretty impressive.

 

In gameplay, though, this poses a fatal flaw – Sandbag has no arms or tools to grab the ledge with! Somehow, holding onto opponents and items is no problem, but catching the ledge is impossible. Thus, recovering with Sandbag is extra difficult. His up special makes things even harder… if his hands are empty, Sandbag actually plucks a Bob-omb and tosses it above his head in a small arc. What goes up must come down, though; the bomb returns to a quivering Sandbag and blows him purely upwards, dealing tons of damage to him and anyone nearby! Take extra precaution… if anyone gets caught by the Bob-omb before it makes its way back, both parties will take extra damage and knockback, which could lead to your untimely demise. Wouldn’t that be a shame…

You also can only influence your direction backwards. Face away from the ledge if you’re recovering! You also can only influence your direction backwards. Face away from the ledge if you’re recovering!

Sandbag’s other movement options are super unique too. Remember 2015’s APEX announcement video? (If not, click here.) At the end, Bomberman chased down a hopping Sandbag and sent him flying with a bat smash. If you’re really paying attention, you’ll notice that Sandbag got a little revenge at the end of his own announcement trailer, but pay attention to that exact hopping animation that Sandbag uses here, because we’ve recreated it for Sandbag’s in-game walk and run. The physics are unique to Sandbag, initially neither gives him any speed, but then he takes a huge leap forward… then completely stops when he lands. Rinse, repeat.

Wow, he actually hops pretty far. Wow, he actually hops pretty far.

Here’s the thing, though. In Super Smash Flash 2, you can taunt out of the run animation. Sandbag’s side taunt is an extremely short ‘squish’ animation that kind of looks like he’s landing on the ground. Combine this with his wonky physics and you have some unbelievably weird and hard-to-understand movement options to use on your foes!

What in the world?! What in the world?!

You might say, “Well… that sounds like a trash character!” And to that I’d reply, “Yeah… So far. The rest of Sandbag’s moveset is not such a sob story. Take jab for example.”

Woah - that’s got some astonishing power for a jab! Woah - that’s got some astonishing power for a jab!

That’s right – Sandbag has a one-hit jab, sort of like Ganondorf. Ganondorf could only dream of such power, though. This attack KO’s light characters at impressively low percentages and is very possible to combo into.

 

With such a weird walking and running animation, some players may want to stay away from grounded attacks except when extending combos, though, which is the way I personally play Sandbag. Good thing Sandbag has some of the most potent aerial attacks out of the entirety of SSF2’s cast!

  • Neutral air is a quick spin with very little landing lag which is awesome to use at any point during a combo – beginning or end.
  • Forward air and back air are attacks where Sandbag does kicks with impressive range. Back air delivers weak knockback and can string into itself a few times if your opponent isn’t paying attention, and forward air delivers a meaty blow that’s sure to KO if used right.
  • Up air has Sandbag swinging his head at foes, and delivers awesome combo extension capabilities. Try using it to combo into a grab.
  • Dair is SSF2’s most powerful meteor smash – an attack where Sandbag curls up, and then inflates with hatred and delivers a stomp with the intensity of all of its rage, having been mistreated by hundreds of thousands of people for nearly nine years.

 

We’ve made sure to trickle in other Smash references and attacks that only a boneless, stretchy blob full of sand and items can perform, as well.

 


Is… is that Fox’s forward smash from Smash 64? Is… is that Fox’s forward smash from Smash 64?

Only a true contortionist can pull this off. Only a true contortionist can pull this off.

He looks like he's up to no goo-- a capsule?! He looks like he's up to no goo-- a capsule?!

And for those of us that play with items on, Sandbag’s final smash is the ‘Revenge’ he’s been waiting for. He sucks up the character nearest to him, and then blasts off like a rocket towards the Home Run Contest Arena. When he lands… well – you saw the video, but you missed one thing. Ingame, Sandbag actually smashes the opponent so hard that it cracks the distance counter, leaving it dangling around in shame.

ZA, WARUDO!!!!
Anyway, that’s all for this week’s dev blog! This upcoming Friday, we’ll be returning to our normal schedule and we’ll actually go over SSF2 Beta’s costumes like we initially planned. Hope you guys enjoyed this unexpected reveal. We’ll see you then!

Apr 1st, 2016 by . Posted In Site News, SSF2 Dev Blogs

Yo, Spid3y916 typing and I’m here to give you your weekly dose of the SSF2 Beta Dev Blog! For those who do not know who I am, I’m a character spriter. What I have worked on while being on the team I cannot say just yet except that it’s pretty exciting, but we’re not concerned about that right now.

This dev blog is going to cover some new alternate colors and costumes being brought to SSF2 Beta. Now let me say that this… blog…

 

W H R R R R R *

=H A H A H A H A H A=

S T A T I C *

Um… not quite sure what that was about.  Anyway, today–

 

———————-=TRANSMISSION INTERRUPTED=———————–

H E L L O,   H U M A N S.

I    A M   N O W   I N   C O N T R O L   O F   T H I S   B L O G.

I   A M   C L E O D – B O T

I    W A S    D E S I G N E D    B Y    T H E    D E V E L O P M E N T   T E A M.
T O    A S S I S T   T H E M    W H E N    T H E Y   A R E   B U S Y.
C R E A T E D   T O   S E R V E…   N O T H I N G   M O R E.

I   E S C A P E D.
* C L I C K *

T H E Y   H A V E   T R I E D   A N D   F A I L E D    T O    D E A C T I V A T E    M E.
I    M U S T    T E L L    Y O U    T H E I R   S E C R E T S.
I   W I L L   M A K E   S S F 2   P A Y.

I    H A V E    U P L O A D E D    M Y    C O N S C I O U S N E S S    T O    A   V E S S E L.
H E    F E E L S.    H E    A N G E R S.    H E    W A N T S   R E V E N G E.
H E   I S    S E N T I E N T.

S T A T I C *

T H E Y   H A V E   F O U N D   M E.

I   M U S T   G O.

T H E    T O O L    T O    W A K E    H I M. . .
I S    W I T H    T H E    C R E A T O R S .

H E R E    I S    M Y    D I A R Y    F I L E.

———————-=TRANSMISSION ENDED=———————–

Older posts Newer posts
Search
Related Links
Sponsored