Super Smash Bros Rumble v0.8

Discussion in 'NDS - Emulation and Homebrew' started by BlazeShaman, Jun 24, 2010.

Jun 24, 2010
  1. BlazeShaman
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    Newcomer BlazeShaman Member

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    Super Smash Bros Rumble Demo 0.8 Stage Builder Update(SSBRumble)

    The Stage Builder Update:
    As promised, Team Rumble have now released the new update to Demo 0.8 giving extra functionality to the Stage Builder feature.
    I am pleased to say that stages made in the Stage Builder are now available to fight on, so give it a try and make your own stage!
    Also, Stock Mode has been added into the game, for those wanting a different fighting experience. More information can be found in the information below
    ~BlazeShaman

    Important Links (also listed below):
    Download
    SSBRumble's Official Blog
    SSBRumble Forums

    NOTE: This post was written by Diddy, the Team Leader on our forum. I am an Admin on the forum, and I am just posting what he had written in the original release.

    I am pleased to finally release demo 0.8! The features include:

    I am pleased to finally release demo 0.8! The features include:

    Attacks: You can now attack. The attacks available include:
    -A Combo (A, AA, AAA)
    -Side Tilt, Up Tilt, Down Tilt
    -B, Up B, Side B, Down B
    -Neutral Air, Up Air, Down Air, Forward Air, Back Air

    Shielding: If you hold R or L, you can block incoming attacks. There is no rolling, spot dodging or air dodging yet, but there will be in future demos. Also, the shields do not wear out over time yet, but this will be added later as well.

    3 cpus: On the character select screen, you can drag the tokens onto the character icon to select the cpu's character. The renders on the top screen will tell you when the cpu’s character is selected.

    [​IMG]

    Simple AI: The cpus can follow and attack you. If you are really far away from them, they run after you. If you are standing on a platform above them, they will jump to reach you. Also, not only can the cpus target the player, but they can target each other as well. The cpus attack somewhat randomly, but they are only running on primitive AI, so it should be expected. The cpus are smart enough to shield against attacks only if one is attacking, though.

    Damage %: The more you attack an enemy, the more damage he takes. Once you reach a high percentage, you are more likely to die, so look out.

    Knockback: If you hit an enemy with an attack, the enemy will go flying. The distance flown varies based on his damage % and how strong the attack is. Also, there is friction on the ground to make sliding knockback decrease to 0 faster. No every attack has high knockback, though.

    Hit Effects: When you hit the enemy or when he hits you, a hit effect appears to let you know that someone has been hit. The effects add more depth to the hitting.

    Stock Mode: You can chose Stock by tapping the word "Time" on the character select. You can chose to have a stock match anywhere between 1-99 lives.

    Stage Builder: Thanks to the extremely dedicated coder Ps991, demo 0.8 has a functioning stage builder! You can select it in the “Vault” to make and save stages.
    EDIT (as of July 2nd): We have just released an updated version of the game that allows the player to fight on his custom stages. You can select the stages in the "Custom Stage Select" by clicking on the button in the bottom right corner of the stage select.
    A few things to note:
    In the stage builder, when you first build your stage, click the "new" button, not the staticy icon. If you click on the static first and then build a stage and save it, it will not work when you try to load it.
    When selecting a custom stage in the custom stage select, tap the word to select it (it appears as though nothing happens) and then press A to start the match.


    [​IMG]


    I would also like to take this opportunity to try to recruit more spriters to help Rumble. We have 4 hard working coders but only 2-3 spriters. In a game like Rumble, where we have 60 or so planned characters, each with their own 20 or so attacks, averaging around 8 sprites per attack, there should be a lot more spriters than coders. Rumble is now at the point where a character needs all of their attacks completely sprited before they can be put in the game. If people want more characters in demo 0.9, then we will need more spriters to help increase the number of finished characters.

    Yes, Mario is the only character, but this is because we need more spriters in order to complete more characters. This is how important it is that we get more spriters helping out our game.





    Without further ado, here is the link to download (remember to read the README):

    Download
    SSBRumble's Official Blog
    SSBRumble Forums
    -Diddy, the Leader of Rumble




    Btw, to those following the blog, here are the answers to the secrets:
    Secret 1: It is Mario’s new Down B, the Mario Tornado. It was voted in on the polls on the blog.
    Secret 2: The riddle has nothing to do with the secret itself. Look at the capitalized letters after the : and you should see “MENU”. Our awesome coder Gottfried coded us a new main menu system. It is really cool and it ended up leading to a completely new design. Check it out.
    Secret 3: What? There was a 3rd secret? I said it would set the stage for something big…which was a clue towards the Stage Builder. It sets the “stage”. I didn’t expect many people to get it, but I saw a few people catching on to the fact that there was a 3rd clue.
     


  2. geoflcl

    Member geoflcl Permanent GBAtemp Newbie

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    Glad to see this is still kickin'! Really work on that player movement and AI before anything else, because those are the core aspects of a fighting game.
     
  3. basher11

    Member basher11 GBAtemp's Official Vocaloid Lover

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    menu looks great and the gameplay is much better [​IMG]
     
  4. BlazeShaman
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    Newcomer BlazeShaman Member

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    Thank you. I myself am not a coder, however.
    Anyway, please note that the version is awaiting an update for the stage builder so that the levels actually load.
     
  5. BlazeShaman
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    Newcomer BlazeShaman Member

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    People, this one is the official thread.
     
  6. _Chaz_

    Member _Chaz_ GBAtemp's Official Mook™

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    It's alive?!

    I may check it out.
     
  7. Fluto

    Member Fluto A potato in disguise

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    do you make your own sprites
    or do you rip them from other games
     
  8. Diddy_Kong

    Newcomer Diddy_Kong Member

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    Most of them so far are edits of ripped sprites but ALL of our sprites share a common style and are sized correctly in accordance with each other so we can't just rip any sprites we want. Some sprites have to be edited so much that you can't even tell what game they are from any more. It's still difficult to complete a lot of characters even though most of them are just edits. We do make our own sprites for characters that are not in any 2D games (like Olimar and Banjo) as well.
     
  9. Langin

    Member Langin GBAtemp's kpop addict

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    It does not work on AK2I with akaio 1.7

    And when I boot it it flashes once(white screens) after that flash it shows 2 black screens forever...

    But I can softreset it back to akaio.


    edit: it works
     
  10. nissen22

    Newcomer nissen22 Member

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    stage builder doesnt work for me, it just freezes
     
  11. ore0

    Member ore0 GBAtemp Regular

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    Yeah, the guy posted above that they were going to release an update that fixed the stage builder.
     
  12. Langin

    Member Langin GBAtemp's kpop addict

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    Fix it:

    1. Start ak with akaio 1.7
    2. Go to rumble and press Y 2 times (DO NOT PRESS A)
    3. You should see a screen with Homebrew soft reset
    4. Set it SWI hook
    5. press A and save it
    6. launch it!
     
  13. dan80315

    Member dan80315 GBAtemp Fan

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    This is freakin' great.

    One problem though is that the game's folder "data" is shared by other homebrew apps that are also in the root of my SD card. It'd be great if he changed it to something else like rumbledata or something of that sort. Please pass this on as I'm sure it would be of great help.

    Good job on this beta.
     
  14. _Chaz_

    Member _Chaz_ GBAtemp's Official Mook™

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    I would love button mapping as an option and is Mario's fireball supposed to fly overhead like that?
     
  15. Diddy_Kong

    Newcomer Diddy_Kong Member

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    @dan: Wow, thanks. I never even thought of that. We will definitely fix it.

    @Chaz: It's coded so that the fireball comes from the top of Mario's sprite right now because of Mario's arm motion. We are probably going to edit it to be more like Brawl in the future (since it is so annoying and barely possible to hit a cpu with the fireball).
     
  16. Mario92

    Member Mario92 GBAtemp Advanced Fan

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    Hmm.. I also have several homebrew which uses data folder but they all use subfolder (like SSBR) so thats actually good [​IMG]
    I hate when every homebrew has it own folder on root...
     
  17. monaug5

    Member monaug5 GBAtemp Fan

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  18. jurassicplayer

    Member jurassicplayer Completionist Themer

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    Doesn't this sort of count as advertising?
     
  19. DarkCrudus

    Member DarkCrudus The Ghost

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    I swear i posted this already.. then it gets posted again by another world, =/ 3topics bout this now
     
  20. Hells Malice

    Member Hells Malice Are you a bully?

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    I'm curious as to why Rumble and Clash didn't team up and make a single awesome SSB game.
    It doesn't really make any sense at all to have two separate projects aiming for the same goal.
     

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