@@NityaStriker hey that's a cool ida, do you mean something like a dbz budokai or naruto fighting game but with smash characters? Unfortunately it wouldn't be smash any more because smash is designed to be 2d
You turned the Among Us mechanics into fighter mechanics in a really neat way, and it's also interesting how you balanced out sus' mechanics with them taking double damage. It genuinely looks pretty fun to play, nice job.
Love the videos! For a small channel, you sure have a lot of style and skill. I dunno how serious you were about making more characters, but if you were to ask meeeee... Phoenix Wright would be my absolute #1 pick. But hey. (Dante from DMC would be a close second). Keep it up!
Thanks! Characters like Phoenix Wright or Professor Layton would be very fun and interesting to create, ngl. I may consider it if enough people like the idea of creating characters that couldn't make it into the actual game.
Although taking double damage is certainly a good idea for balancing, it could make it much harder to combo for skilled players saying as the launch rate changes, either way fantastic idea and great video
This is a fun project and well executed! I think for my personal moveset you would control one amogus, I would give you the choice of imposter or crewmate per stock by pressing Neutral B and then selecting imposter or crewmate by moving the stick left or right. After choosing, all your moves are the same except for Neutral B. Side+B would be venting like Greninja's Shadow Sneak, Up+B would be a ladder. Down+B would be the task button. There would be several tasks and this interaction would be similar to Steves crafting where it leaves you vulnerable. Imposters neutral B would be a knife with a tough sweet spot to hit, but its an insta-kill if you get the sweet spot and your opponent is over 100%. For the crewmate, they dont have a neutral until all their tasks are complete, at which point they receive their Final Smash where they vote out whoever is in the hitbox, and the tasks reset. The imposter is very powerful, but you need to do tasks and only reveal you are an imposter when you are certain you can get the sweetspot, otherwise players will anticipate your knife. The crewmates can use their move much less often, but it is very powerful when they're allowed to complete their tasks. Tasks are reset when you die Thats all off the top of my head so its probably not well thought out, but your moveset inspired me!
There are some really good game designers out there that can do amazing character ideas like you that will sadly never see the light of day. Also how to improve the character even more, impostor is random at the start of the match, only way to check the impostor is he cannot complete any task, however "completing" a task could have an extra effect on his moves.
I feel like there isn't enough reason for the player playing as the among us character to play as the impostor. If you play as crewmates you basically get double the stocks and literally the only downside is that one, ONE of your moves is worse. I think there should be more of an insentive to use the impostor and less to use crewmates.
You may be right about that. I would need to actually test these ideas further and against different characters to see what works best and tune the risk-reward impostor mechanic.
I'd love to see Monika use the alert box as an attack. EDIT: Like this. | Up Special. | | OK | 🙋♀️ You can make the text "louder" the longer the attack is charged.
I can appreciate how you went about making the bean incorporate the feel of Among us, a philosophy Sakurai tends to use in Smash, but I feel like it sort of doesn’t work here. Taking double damage doesn’t really make up for how good the crewmate/imposter lives system works. And really, what is there to try and figure out? “Oh, that color is the imposter! I’ll be sure to try killing him when he’s that color, as opposed to just trying to kill him regardless.” There’s a clear advantage to just only using the crew mates first, since if you die as one of them you don’t lose a stock, and then when the second one is like one hit away, using only imposter. Honestly, if you took out that whole mechanic, I feel even just the task bar gimmick is good enough. It’s honestly pretty clever. Gimmicks aside, it’s not a bad moveset overall.
Thanks for your feedback! You did a pretty good analysis. The "taking double damage" wasn't a really good fix to compensate the lives system, I agree with you. It doesn't feel too integrated with the overall moveset design and feels more like a fix to circumvent the design choice of using multiple crewmates. The thing about the "figuring out who is the impostor" is that your opponent doesn't know which color is the impostor when the match starts (I made a quick text explanation about how to choose the impostor's color in the selection screen at 6:53. I didn't explain it more in depth because I didn't want to make the video too long). I agree with you that there's a clear advantage to just use the crew mates first, but doing so will let your opponent know which colors aren't the impostor, thus revealing who's the impostor. Regarding this sentence: "I’ll be sure to try killing him when he’s that color, as opposed to just trying to kill him regardless.” I'm not sure if I understood you. I made the impostor have a stronger side special attack than the crewmates, so your opponent should approach more carefully to you when you are playing as the impostor, because it's like playing against Lucario/Samus/Mr. Game & Watch when they have their aura sphere/charge shot/bucket charged. You should try to kill him regardless, but it's riskier because of his side special being stronger. On top of that, if you kill the impostor you take a stock from the whole character regardless of how many crewmates you have defeated so far, so your opponent should use a different strategy depending on whether they want to be riskier and take a stock from you faster or play safer and wait for the impostor to use their charged side special. Now, this whole "figuring out who is the impostor" gimmick only works early in the match, because once your opponent knows who's the impostor you cannot play in the same way. However, you can use your impostor early in the game to make it harder for your opponent to guess who's the impostor. Sorry for the long text, but you made a good comment analysing the design choices and I wanted to address it properly.
Im very interested in game dev. First question how long did it create to make this project. Second: what are resources you used to learn game dev. Last: how long have you been game developing
@@cristianyahirmejiacruz5495 Thanks for watching! It took me about 2 months and half full time (just the project, not the video) I learnt how to program at uni and then learnt Unity, Blender and other tools on my own reading the docs, watching tutorials and reading articles. It's been about 2 years now.
there's two things about the among us character that you could improve -if you get damaged and change to another crewmate then change back to the damaged one, the damage will reset -if impostor is always the blue one, then you don't have to find out which one is the impostor but you are doing a great job man! keep it up
Thanks for your feedback! Regarding the first thing, is this something that you've noticed it's happening and shouldn't happen or is this something you want to happen? In regards of the impostor color, it's not always the same. I explained it with more detail at 6:52 in text. Sorry I didn't cover it more in depth, but the video would have ended up being too long.
@@okashy9646 Me bad, I should have left the text on screen for a few seconds instead of just one. In regards to the character switch, I agree with you, but what you've mentioned should not happen. Each crewmate (and the impostor) has their own percentage and all 3 percentages start at 0%. When you change to a different character their percent is the same they had before, it should not reset. Otherwise, players could abuse this system as you've mentioned. If you've seen this happening in the video, please let me know where. I would be a bug I've totally missed. Thanks again for your feedback!
Do you by any chance have any helpful tutorials that you used for stuff like combos, animation, and movement? Im just starting off, if you don't know anything great no worries :D
@@somerandomyoutubechannelto3103 Thanks! If you are starting off with game dev I wouldn't recommend doing a smash bros type of game (even if you've already been doing it for 1 year I wouldn't recommend it), I think it would be better to do something easier instead. That being said, if you still want to do it check out "Hitboxes (Fighter Melee Attack) - Game Mechanics - Unity 3D" from N3K channel. I didn't follow any specific tutorial about making a fighting game or similar, although iHeartGameDev channel videos about animation in unity, movement and state machines are very useful.
Nintendo announced Sora, the final smash bros fighter and won't add more characters to smash bros, so I made my own smash bros from scratch in Unity and created among us smash bros fighter.
Agree, I still have a lot to learn about animation, thanks for your feedback! If you could point out some timestamps and what's wrong there I would really appreciate it.
@@AlexBlackfrost So I'm not gonna lie, I was writing up a huge list of suggestions on how to improve this game, coming from a Smash Expert, fellow Game Dev, Animator, and Fighting Game Enthusiast, but the comment was too long for TH-cam. Do you have an email I could send it to, if you'd like?
@@spudsbuchlaw Hi, I got problems with the mail direction I sent to you the other day. Could you mail me to blackfrostalex @ outlook.com instead? I no longer have access to the previous mail direction
I used Rigidbody + Capsule collider and kinematic equations to handle jumping, velocity, gravity, etc. Then I made a finite state machine and every state calls functions defined in the character controller (Move, Jump, MoveAirBorne, Launch...). If I had to do it again I'm note sure if I would use rigidbody again. I would probably use kcc (it's open source now) or custom solution from scratch
Well, one it's a fanmade model and another one is literally ripping it from the game. Doing a fanmade model without profiting from it is totally legal. Using a ripped model is a grey area.
Sorry, but I don't think I'm sufficiently qualified to teach. Anyway, the combat system right now needs a big refactor, there's a lot of stuff I'd like to change
Creating a full fighting game is a complex task that involves a wide range of programming skills and technologies. Below is a general set of coding steps that you could follow to create a fighting game, but note that this is a simplified overview and many additional steps and considerations may be required depending on the specifics of your project: Choose a game engine: The first step in creating a fighting game is to choose a game engine or framework to work with. Popular options for 2D fighting games include Unity, Unreal Engine, and GameMaker Studio, while popular options for 2D fighting games include M.U.G.E.N and Fighter Maker. Design game mechanics: Decide on the mechanics and rules of the game, such as movement, attacks, combos, special moves, and win conditions. Plan out how each of these elements will work in the game. Create character sprites and animations: Design and create the graphics for each character in the game, including their sprites, animations, and special moves. You can either create these assets yourself or hire an artist to do it for you. Implement character movement and controls: Use your game engine to program the movement and controls for each character. This may include implementing keyboard or controller input, physics, and animation blending. Implement basic combat mechanics: Create the basic combat mechanics for the game, such as basic attacks, blocking, and damage calculation. You may also need to program collision detection and hitboxes for each character. Add special moves and combos: Implement each character's unique special moves and combos, including animation transitions and damage calculation. Implement AI opponents: Create AI opponents for players to fight against. This may involve creating decision-making algorithms, machine learning models, or other techniques for simulating human-like behavior. Implement networking: If you plan to make the game multiplayer, you will need to implement networking code to allow players to connect to each other over the internet. Add sound effects and music: Use a sound engine to add sound effects and background music to the game. You can either create these assets yourself or hire a composer to do it for you. Test and debug: Test the game thoroughly to find and fix bugs and issues. This may involve creating test cases, using debugging tools, and getting feedback from other testers. Publish and distribute: Once the game is complete, publish and distribute it on your chosen platform. This may involve creating a website, using a digital distribution platform like Steam, or creating physical copies of the game.
Could you make a tutorial more in depth into how you made the game? Like maybe walk us through making it. I'm trying to make one for myself but it is super difficult for me.
Sorry, It would take many videos to cover everything I did with enough detail to be understandable and reproducible for anyone with a basic knowledge, it's not something you can explain in just a tutorial. If you want me to provide a breakdown about some system like the character controller, AI, animation or similar let me know and I will try my best to explain it in a comment and link more resources about it
The modding scenes of games like Super Smash Brothers and Rivals of Aether prove that there is a huge market for moddable platform fighters. Even without the licensed fighters, If you released this as a sort of Mugen equivalent to smash with Steam Workshop support, I bet you could find a sizable audience!
I agree with you, I think such a game could find its audience, but it would be really hard to develop. What I've shown in the video is just a prototype, turning it into a game that lives up to smash is no easy feat. Furthermore, I've only implemented a local singleplayer prototype. Making it online multiplayer is probably the hardest part of it, specially after smash-like games like multiversus have implemented roll-back netcode, setting the bar very high. Another problem would be testing a multiplayer game as a solo indie developer. I could count on a small community to help me with testing, but it would still be really slow to develop. Thanks for watching and dropping by the comment section!
I don't think I would be good at making tutorials 😅, but I recommend these ones: - Movement: How to Move Characters in Unity 3D: Animated Movement Explained by IHeartGamedev - Combos: Create DARK SOULS in Unity ► EP. 12 WEAPON COMBOS by Sebastian Graves
"Unless a nerd made his own Smash game" Bro, Ultimate literally has the craziest mods in the official series' history, overshadowing even Brawl! (To be clear, I'm not denying that making your own game is way cooler. It's just that it's by far not the only way for the missing fighters to be added.)
Hi! Great project! I'm currently working on a similar Smash Bros project for school, and I was wondering if you could share your project files? It would really help me study how you approached it. Thanks in advance! 😊
I love this! You cannot post the game itself publicly ofc, but are you able to post your game project files? The source code and all that so we can play the game too?
I'm afraid I can't either, sorry. However, if you want to know how I implemented some of the systems (character controllers, cameras, etc.) feel free to ask and I will do my best to provide a breakdown as soon as I can!
Are you sure you can't release it as long as you don't sell it?? This is so nice. I don't even play smash but I love seeing people make their own versions of games.
It's definitely a gray area, but I've seen videos like mine taken down from youtube. Just videos that recreated a game without releasing it. So I'm not gonna risk it releasing it. Anyway, this is more a prototype than a game, it's just 2 characters and needs more work and testing to make me feel like it is good enough to release it. It's still on a very early phase of development. Thanks for your interested, though, I really appreciate your interest. If it wasn't such a gray area I would consider releasing it,
Sorry, I cannot do that for legal reasons. If you search through the comments in this video you can find a high level breakdown of some features, though. I could answer some questions about how I implemented some specific part too.
If you peeked at the source code you would edit your comment haha. Jokes aside, I learnt how to program at uni and then learnt game dev programming on my own watching videos (GDC ones are pretty good), reading articles and looking at source code from github repositories
People keep asking for this character or that character to be added to Smash but IDK if you noticed but they really only put Japanese franchises in there. They had a couple non-japanese assist spirits, like I can think of Rayman (who was French) and Shovel Knight (which was published in Japan by Nintendo) but that's it I think. The only American made character is the Minecraft one which, given that it's the best selling game of the last decade and made by one of the 3 biggest video game publishers in the world, kind of warranted an exception, and even then it was just dlc. So yeah, Mortal Kombat, Uncharted, Tomb Raider, Crash Bandicoot, and Among Us, all these American made franchises, it's simply never going to happen. We will have to settle for fan mods 🙁
don't forget Cuphead, Super Meat Boy, Castle Crashers, and Yooka-Laylee. Those are all spirits from non-Japanese games. Plus, you forgot all the playable Rare characters, Rare is a British company. And actually Square Enix now owns the Tomb Raider franchise, which means Lara Croft is technically now a Japanese video game character so they totally could have included her
@@gnrchild yes all those indie games were published in Japan by Nintendo as well but again they're not playable, just spirits. And the rights to all the Donkey Kong characters actually reverted back to Nintendo like 20 years ago, so all the Dkc characters that Rare created like Diddy and K Rool are now Nintendo characters only, though I did forget Banjo-Kazooie but Rare was actually bought by Microsoft which also owns Minecraft so I'm guessing they just threw that in with the deal. I actually didn't know that about Tomb Raider, you're right they could include Lara Croft in the future, but also keep in mind, this series promotes Nintendo IP first and foremost, so Nintendo gets a ton of characters followed by HAL which is the company that actually makes Smash Bros so they get to pull in a bunch of Kirby and Earthbound characters, but every other company only gets 2-3 characters at most. Capcom, Konami, and Square are the only companies with 3 playable characters (and even then only if you count Ken and Richter as separate from Ryu and Simon) so Nintendo might be limiting just how many characters they're actually going to let 3rd parties have, and I'm guessing 3 is the limit. So square probably has to be very picky about which characters they're going to include and Lara Croft, who's better known in the US than Japan, probably still isn't making the cut
Me: Mom, can we have Smash Bros?
Mom: we have Smash Bros at home
Smash bros at home:
Smash bros at home: ( ͡° ͜ʖ ͡°)
Make a 3D 3rd person (camera behind character) smash bros rip-off on Unity. 2D smash bros are boring now imo.
@@NityaStriker hey that's a cool ida, do you mean something like a dbz budokai or naruto fighting game but with smash characters? Unfortunately it wouldn't be smash any more because smash is designed to be 2d
@@AlexBlackfrost Oh. I thought a 3D style smash would be a cool idea. Never seen anyone make something like that.
@@AlexBlackfrost a dbz budokai game would be cool af
Having the multiple colours and having to guess which one the imposter is was really clever. Great job!
You turned the Among Us mechanics into fighter mechanics in a really neat way, and it's also interesting how you balanced out sus' mechanics with them taking double damage. It genuinely looks pretty fun to play, nice job.
thanks!
Love the videos! For a small channel, you sure have a lot of style and skill.
I dunno how serious you were about making more characters, but if you were to ask meeeee... Phoenix Wright would be my absolute #1 pick. But hey. (Dante from DMC would be a close second).
Keep it up!
Thanks! Characters like Phoenix Wright or Professor Layton would be very fun and interesting to create, ngl. I may consider it if enough people like the idea of creating characters that couldn't make it into the actual game.
@@AlexBlackfrost Yeah you should do that lol
“I made the battlefield”
Where’s the 3 platforms?
It's the omega version
Nintendo Why...Why not put Rayman...WHYYYYYYYYYYY!!!
I was so surprised when I saw you only had 500 subs. This feels like content a 10 thousand sub content creator would make. Keep it up!
Thanks for your kind words 😊!
Saw you on reddit, really awesome vid! As a big Smash fan, hope to see more game dev vids from you!
Thanks!
Although taking double damage is certainly a good idea for balancing, it could make it much harder to combo for skilled players saying as the launch rate changes, either way fantastic idea and great video
Yeah, you're right, it definitely needs a lot of play-testing to make sure it feels balanced
Randomly found this gem of a video. Instant sub. Keep up the awesome content !
This has a lot of potential if you make a series out of this
You're not stupid, you're amazing for doing this dude!!
Excellent job!!
Really liked seeing your progress, keep up the good work.
Thanks! I'm glad you liked it :)
That's some high quality content keep it up!
This is a fun project and well executed!
I think for my personal moveset you would control one amogus, I would give you the choice of imposter or crewmate per stock by pressing Neutral B and then selecting imposter or crewmate by moving the stick left or right. After choosing, all your moves are the same except for Neutral B. Side+B would be venting like Greninja's Shadow Sneak, Up+B would be a ladder. Down+B would be the task button. There would be several tasks and this interaction would be similar to Steves crafting where it leaves you vulnerable. Imposters neutral B would be a knife with a tough sweet spot to hit, but its an insta-kill if you get the sweet spot and your opponent is over 100%. For the crewmate, they dont have a neutral until all their tasks are complete, at which point they receive their Final Smash where they vote out whoever is in the hitbox, and the tasks reset. The imposter is very powerful, but you need to do tasks and only reveal you are an imposter when you are certain you can get the sweetspot, otherwise players will anticipate your knife. The crewmates can use their move much less often, but it is very powerful when they're allowed to complete their tasks. Tasks are reset when you die
Thats all off the top of my head so its probably not well thought out, but your moveset inspired me!
You should make these available as Smash mods. That stage is dope looking, and Among Us has a cool moveset
There are some really good game designers out there that can do amazing character ideas like you that will sadly never see the light of day.
Also how to improve the character even more, impostor is random at the start of the match, only way to check the impostor is he cannot complete any task, however "completing" a task could have an extra effect on his moves.
well, he has seen the light of day, but the question is, are his running shoes on?
Wow this was very good you deserve a LOT more attention.
Thanks for your kind words!
This is some awesome work Alex.
I feel like there isn't enough reason for the player playing as the among us character to play as the impostor. If you play as crewmates you basically get double the stocks and literally the only downside is that one, ONE of your moves is worse. I think there should be more of an insentive to use the impostor and less to use crewmates.
You may be right about that. I would need to actually test these ideas further and against different characters to see what works best and tune the risk-reward impostor mechanic.
You know, once Fraytools come out this would be a very neat fanmade character...
id like to see more indie characters. hollow knight, monika, shovel knight, madeline. just some ideas.
I'd love to see Monika use the alert box as an attack.
EDIT: Like this.
| Up Special. |
| OK |
🙋♀️
You can make the text "louder" the longer the attack is charged.
yeah. the knight was literally made for smash.
This channel is so underrated
Clever Way To Make Sus a playable character in your game!
This has to get more views
I can appreciate how you went about making the bean incorporate the feel of Among us, a philosophy Sakurai tends to use in Smash, but I feel like it sort of doesn’t work here. Taking double damage doesn’t really make up for how good the crewmate/imposter lives system works. And really, what is there to try and figure out? “Oh, that color is the imposter! I’ll be sure to try killing him when he’s that color, as opposed to just trying to kill him regardless.” There’s a clear advantage to just only using the crew mates first, since if you die as one of them you don’t lose a stock, and then when the second one is like one hit away, using only imposter. Honestly, if you took out that whole mechanic, I feel even just the task bar gimmick is good enough. It’s honestly pretty clever. Gimmicks aside, it’s not a bad moveset overall.
Thanks for your feedback! You did a pretty good analysis. The "taking double damage" wasn't a really good fix to compensate the lives system, I agree with you. It doesn't feel too integrated with the overall moveset design and feels more like a fix to circumvent the design choice of using multiple crewmates.
The thing about the "figuring out who is the impostor" is that your opponent doesn't know which color is the impostor when the match starts (I made a quick text explanation about how to choose the impostor's color in the selection screen at 6:53. I didn't explain it more in depth because I didn't want to make the video too long). I agree with you that there's a clear advantage to just use the crew mates first, but doing so will let your opponent know which colors aren't the impostor, thus revealing who's the impostor.
Regarding this sentence: "I’ll be sure to try killing him when he’s that color, as opposed to just trying to kill him regardless.” I'm not sure if I understood you. I made the impostor have a stronger side special attack than the crewmates, so your opponent should approach more carefully to you when you are playing as the impostor, because it's like playing against Lucario/Samus/Mr. Game & Watch when they have their aura sphere/charge shot/bucket charged. You should try to kill him regardless, but it's riskier because of his side special being stronger.
On top of that, if you kill the impostor you take a stock from the whole character regardless of how many crewmates you have defeated so far, so your opponent should use a different strategy depending on whether they want to be riskier and take a stock from you faster or play safer and wait for the impostor to use their charged side special.
Now, this whole "figuring out who is the impostor" gimmick only works early in the match, because once your opponent knows who's the impostor you cannot play in the same way. However, you can use your impostor early in the game to make it harder for your opponent to guess who's the impostor.
Sorry for the long text, but you made a good comment analysing the design choices and I wanted to address it properly.
Bro this vid is so underrated why hasn’t it blown up. You put so much time to create
Im very interested in game dev. First question how long did it create to make this project.
Second: what are resources you used to learn game dev.
Last: how long have you been game developing
@@cristianyahirmejiacruz5495 Thanks for watching!
It took me about 2 months and half full time (just the project, not the video)
I learnt how to program at uni and then learnt Unity, Blender and other tools on my own reading the docs, watching tutorials and reading articles.
It's been about 2 years now.
He became dani, then died with him
That's a pretty good mario model
That's cool and all, but can you ad an inventory system, a skill tree and online multiplayer?
Yeah, but first I'm gonna add some NFTs
THE LEGEND IS BACK
there's two things about the among us character that you could improve
-if you get damaged and change to another crewmate then change back to the damaged one, the damage will reset
-if impostor is always the blue one, then you don't have to find out which one is the impostor
but you are doing a great job man! keep it up
Thanks for your feedback!
Regarding the first thing, is this something that you've noticed it's happening and shouldn't happen or is this something you want to happen?
In regards of the impostor color, it's not always the same. I explained it with more detail at 6:52 in text. Sorry I didn't cover it more in depth, but the video would have ended up being too long.
@@AlexBlackfrost Didn’t see that, srry. I think the damage shouldn’t reset because this would allow the player to spam the ability and never die
@@okashy9646 Me bad, I should have left the text on screen for a few seconds instead of just one.
In regards to the character switch, I agree with you, but what you've mentioned should not happen. Each crewmate (and the impostor) has their own percentage and all 3 percentages start at 0%. When you change to a different character their percent is the same they had before, it should not reset. Otherwise, players could abuse this system as you've mentioned.
If you've seen this happening in the video, please let me know where. I would be a bug I've totally missed.
Thanks again for your feedback!
@@AlexBlackfrost No problem! Can't find the part I saw, maybe I was just trippin', keep it up
What's funny is I REALLY wanted Sora in Smash, but, I don't really like how he feels in-game
:(
i will make this sometime in future thank for making video uwu
uwu
When the impostor is in 3D
ngl the move set for the imposter is pretty good!good job
I like the humor, good video!
Thanks for your kind words, I appreciate it!
Bro Crewmate/Imposter is actually broken. 3v1 XD I love the work put into it man. Gj bro!
Thanks for watching!
I can tell this man was having a lot of fun editing
The crew mate mechanic reminds me of games like Tekken Tag, but you have to knock out both instead of just one. Awesome ideas
Im a bit late, but this is awesome stuff, good job!! You've inspired me to make my own Smash bros type of game, keep up the good work!
Do you by any chance have any helpful tutorials that you used for stuff like combos, animation, and movement? Im just starting off, if you don't know anything great no worries :D
@@somerandomyoutubechannelto3103 Thanks! If you are starting off with game dev I wouldn't recommend doing a smash bros type of game (even if you've already been doing it for 1 year I wouldn't recommend it), I think it would be better to do something easier instead. That being said, if you still want to do it check out "Hitboxes (Fighter Melee Attack) - Game Mechanics - Unity 3D" from N3K channel.
I didn't follow any specific tutorial about making a fighting game or similar, although iHeartGameDev channel videos about animation in unity, movement and state machines are very useful.
Nintendo announced Sora, the final smash bros fighter and won't add more characters to smash bros, so I made my own smash bros from scratch in Unity and created among us smash bros fighter.
Dude, this is insane!
Underrated channel
without scrolling or nothing i thought you had over 500k subs due to the quality of the content. this shits awesome man
Hahaha I wish. Thank you, I appreciate it man!
Finally I can make waluigi a character
dude how u made among us into smash bros, the movesets and everything jeeez thats act rlly smart u deserver more subs than u alr have wth?
It was hard to develop to be honest haha. Thanks for watching!
@@AlexBlackfrost ye np!, keep up the good work, i can sense the inner danni in u lmao
One thing I'd recommend doing is studing the 12 fundamentals of animation, as the animations look a little stilted and they could be improved a lot
Agree, I still have a lot to learn about animation, thanks for your feedback! If you could point out some timestamps and what's wrong there I would really appreciate it.
@@AlexBlackfrost So I'm not gonna lie, I was writing up a huge list of suggestions on how to improve this game, coming from a Smash Expert, fellow Game Dev, Animator, and Fighting Game Enthusiast, but the comment was too long for TH-cam. Do you have an email I could send it to, if you'd like?
@@spudsbuchlaw sure! Thanks again for providing a detailed feedback. You can message me at alexfrostcontact@gmail.com
@@spudsbuchlaw Hi, I got problems with the mail direction I sent to you the other day. Could you mail me to blackfrostalex @ outlook.com instead? I no longer have access to the previous mail direction
Would love to know more about how you programmed your character controller
I used Rigidbody + Capsule collider and kinematic equations to handle jumping, velocity, gravity, etc. Then I made a finite state machine and every state calls functions defined in the character controller (Move, Jump, MoveAirBorne, Launch...).
If I had to do it again I'm note sure if I would use rigidbody again. I would probably use kcc (it's open source now) or custom solution from scratch
Bro has honestly incredible comedy. Top tier
AMONG US
This is sick bro 😂🔥🔥
Real good video! 🔥
Bro where are you ???? No more videos????
I'd love to make more, but I almost have no free time nowadays, sorry dude. I will totally make more as soon as I can
@@AlexBlackfrost i understand man no problem. Work on whatever you are working
I was so surprised when I saw that cool battlefield. Shocking!
Custom character support when?
That's not a joke. I want it.
I'm afraid that's gonna be too hard 😅
you've got a lot of potential, dude. Keep up the good work.
Thanks, will do!
Instant subscribe
7:41 He's a very reliable guy
ngl bro this video's kinda sussypicious
Smash bros is not dead, because there will be a smash bros 6
I don't think using an official Mario model is any more illegal than using Mario in the first place.
Well, one it's a fanmade model and another one is literally ripping it from the game. Doing a fanmade model without profiting from it is totally legal. Using a ripped model is a grey area.
lmfao this is so good
YOU GOT ME 0:29
could you teach how to program all that fighting system ?
Sorry, but I don't think I'm sufficiently qualified to teach. Anyway, the combat system right now needs a big refactor, there's a lot of stuff I'd like to change
i neeeeeed to know how you made that camera system
I used Cinemachine with Aim set to group composer so that the camera frames both characters
please do a tutorial series on how to make a smash clone
I'm not good at teaching, sorry :(
@@AlexBlackfrost ay man all good I’m sure youll be great
Creating a full fighting game is a complex task that involves a wide range of programming skills and technologies. Below is a general set of coding steps that you could follow to create a fighting game, but note that this is a simplified overview and many additional steps and considerations may be required depending on the specifics of your project:
Choose a game engine: The first step in creating a fighting game is to choose a game engine or framework to work with. Popular options for 2D fighting games include Unity, Unreal Engine, and GameMaker Studio, while popular options for 2D fighting games include M.U.G.E.N and Fighter Maker.
Design game mechanics: Decide on the mechanics and rules of the game, such as movement, attacks, combos, special moves, and win conditions. Plan out how each of these elements will work in the game.
Create character sprites and animations: Design and create the graphics for each character in the game, including their sprites, animations, and special moves. You can either create these assets yourself or hire an artist to do it for you.
Implement character movement and controls: Use your game engine to program the movement and controls for each character. This may include implementing keyboard or controller input, physics, and animation blending.
Implement basic combat mechanics: Create the basic combat mechanics for the game, such as basic attacks, blocking, and damage calculation. You may also need to program collision detection and hitboxes for each character.
Add special moves and combos: Implement each character's unique special moves and combos, including animation transitions and damage calculation.
Implement AI opponents: Create AI opponents for players to fight against. This may involve creating decision-making algorithms, machine learning models, or other techniques for simulating human-like behavior.
Implement networking: If you plan to make the game multiplayer, you will need to implement networking code to allow players to connect to each other over the internet.
Add sound effects and music: Use a sound engine to add sound effects and background music to the game. You can either create these assets yourself or hire a composer to do it for you.
Test and debug: Test the game thoroughly to find and fix bugs and issues. This may involve creating test cases, using debugging tools, and getting feedback from other testers.
Publish and distribute: Once the game is complete, publish and distribute it on your chosen platform. This may involve creating a website, using a digital distribution platform like Steam, or creating physical copies of the game.
OK Chat GPT 3
@@Thorognahas a artificial AI, I cannot provide you with a girlfriend since she doesn’t exist and never will.
@@Whovswho306oooooooooh.....
can you like uhh give us a link or sum for the movement please?
I've explained it a few times in the comments. Feel free to ask me any more questions about it
Could you make a tutorial more in depth into how you made the game? Like maybe walk us through making it. I'm trying to make one for myself but it is super difficult for me.
Sorry, It would take many videos to cover everything I did with enough detail to be understandable and reproducible for anyone with a basic knowledge, it's not something you can explain in just a tutorial.
If you want me to provide a breakdown about some system like the character controller, AI, animation or similar let me know and I will try my best to explain it in a comment and link more resources about it
The modding scenes of games like Super Smash Brothers and Rivals of Aether prove that there is a huge market for moddable platform fighters. Even without the licensed fighters, If you released this as a sort of Mugen equivalent to smash with Steam Workshop support, I bet you could find a sizable audience!
I agree with you, I think such a game could find its audience, but it would be really hard to develop.
What I've shown in the video is just a prototype, turning it into a game that lives up to smash is no easy feat. Furthermore, I've only implemented a local singleplayer prototype. Making it online multiplayer is probably the hardest part of it, specially after smash-like games like multiversus have implemented roll-back netcode, setting the bar very high. Another problem would be testing a multiplayer game as a solo indie developer. I could count on a small community to help me with testing, but it would still be really slow to develop.
Thanks for watching and dropping by the comment section!
The vent switch out is actually genius
Can u maybe do some tutorial about movement and some animatioans and combos maybe
I don't think I would be good at making tutorials 😅, but I recommend these ones:
- Movement: How to Move Characters in Unity 3D: Animated Movement Explained by IHeartGamedev
- Combos: Create DARK SOULS in Unity ► EP. 12 WEAPON COMBOS by Sebastian Graves
@@AlexBlackfrost wow thx so much for the help donst stop making these vids ul be somewhere someday
"Unless a nerd made his own Smash game" Bro, Ultimate literally has the craziest mods in the official series' history, overshadowing even Brawl! (To be clear, I'm not denying that making your own game is way cooler. It's just that it's by far not the only way for the missing fighters to be added.)
Yep, you're right. I recommend King Bob's youtube channel, the custom characters you can see there are amazing.
@@AlexBlackfrost Master0fHyrule has moved on to Ultimate mod showcases as well. And for mod showcases straight from the source, I recommend Mastaklo.
@@ehx3419 will check them out, thanks!
10/10 video I want more characters too but my character ideas are not that mainstream xd
Wow, this is cool. Do you commission at all for making games like this?
Nope, I just make them for myself/youtube
@@AlexBlackfrost oh okay, understandable. I do the same with music
If only youtube recommends his vids he would get Famous This is very cool
I got the chills
Hi! Great project! I'm currently working on a similar Smash Bros project for school, and I was wondering if you could share your project files? It would really help me study how you approached it. Thanks in advance! 😊
Why did Mario hold the invite like a gun?
Wow a video that actually makes smash
the among us moveset is actually peak hold on
And there you go. Just like that, you created a better DLC than most of the new ones 🏆
You may be able to release this as a fan project in fact look up SSF2 its been up for at least 5 years
can you give a link to download game?
nope sorry
bro got the dani dev editing
I love this! You cannot post the game itself publicly ofc, but are you able to post your game project files? The source code and all that so we can play the game too?
I'm afraid I can't either, sorry. However, if you want to know how I implemented some of the systems (character controllers, cameras, etc.) feel free to ask and I will do my best to provide a breakdown as soon as I can!
Wonderful video
Super Smash Bros. Life(lite)
That is massively impressive
Super attacks?
Are you sure you can't release it as long as you don't sell it?? This is so nice. I don't even play smash but I love seeing people make their own versions of games.
It's definitely a gray area, but I've seen videos like mine taken down from youtube. Just videos that recreated a game without releasing it. So I'm not gonna risk it releasing it.
Anyway, this is more a prototype than a game, it's just 2 characters and needs more work and testing to make me feel like it is good enough to release it. It's still on a very early phase of development.
Thanks for your interested, though, I really appreciate your interest. If it wasn't such a gray area I would consider releasing it,
this guy reminds me of dani. smart, but funny.
That's a big compliment, thank you!
@@AlexBlackfrost No problem! I hope to see more amazing videos like this!
Could you please create an in-depth video on how you did this?
Sorry, I cannot do that for legal reasons. If you search through the comments in this video you can find a high level breakdown of some features, though. I could answer some questions about how I implemented some specific part too.
@ you’re a goat, thank you for replying
This rocks!
@@ILikeTasks thanks!
Why did you make among us so overpowered that’s not fair
This an epic prototype for among us character in smash
Since Unity games are really easy to mod people will probably mod characters into the game
where did you learn how to code so well?
If you peeked at the source code you would edit your comment haha. Jokes aside, I learnt how to program at uni and then learnt game dev programming on my own watching videos (GDC ones are pretty good), reading articles and looking at source code from github repositories
@@AlexBlackfrost man you are good
People keep asking for this character or that character to be added to Smash but IDK if you noticed but they really only put Japanese franchises in there. They had a couple non-japanese assist spirits, like I can think of Rayman (who was French) and Shovel Knight (which was published in Japan by Nintendo) but that's it I think. The only American made character is the Minecraft one which, given that it's the best selling game of the last decade and made by one of the 3 biggest video game publishers in the world, kind of warranted an exception, and even then it was just dlc. So yeah, Mortal Kombat, Uncharted, Tomb Raider, Crash Bandicoot, and Among Us, all these American made franchises, it's simply never going to happen. We will have to settle for fan mods 🙁
I knew a lot of them were from japanese companies, but I didn't know that 99% of the roster is japanese, cool fact
don't forget Cuphead, Super Meat Boy, Castle Crashers, and Yooka-Laylee. Those are all spirits from non-Japanese games. Plus, you forgot all the playable Rare characters, Rare is a British company. And actually Square Enix now owns the Tomb Raider franchise, which means Lara Croft is technically now a Japanese video game character so they totally could have included her
@@gnrchild yes all those indie games were published in Japan by Nintendo as well but again they're not playable, just spirits. And the rights to all the Donkey Kong characters actually reverted back to Nintendo like 20 years ago, so all the Dkc characters that Rare created like Diddy and K Rool are now Nintendo characters only, though I did forget Banjo-Kazooie but Rare was actually bought by Microsoft which also owns Minecraft so I'm guessing they just threw that in with the deal.
I actually didn't know that about Tomb Raider, you're right they could include Lara Croft in the future, but also keep in mind, this series promotes Nintendo IP first and foremost, so Nintendo gets a ton of characters followed by HAL which is the company that actually makes Smash Bros so they get to pull in a bunch of Kirby and Earthbound characters, but every other company only gets 2-3 characters at most. Capcom, Konami, and Square are the only companies with 3 playable characters (and even then only if you count Ken and Richter as separate from Ryu and Simon) so Nintendo might be limiting just how many characters they're actually going to let 3rd parties have, and I'm guessing 3 is the limit. So square probably has to be very picky about which characters they're going to include and Lara Croft, who's better known in the US than Japan, probably still isn't making the cut
okay but how tf do you only have 350 subs?
glad im not the only unity developer that loves smash so much that he(or she or they) recreated smash bros in unity