Hi everyone. Tabuu here! I would like to present to you, the Super Smash Bros. Feud fan-game! This project is being developed almost entirely in custom RGSS3 code by yours truly. Now, I know what you're thinking: A Smash fan-game as a first public project? Is this guy out of his mind? Well, actually, this isn't my first rodeo. I've made RPG Maker games since 2000, I've just never released them. Good thing because they were quite ridiculous. I have also been intensely studying RGSS since XP. I've been reading tutorials and studying default code and the Readme file that comes with the suite. Download Link: There is no download link yet. I'll be sure to keep you updated! The main game is currently unplayable / being coded and the build only features menus, creating your save file and a title screen. You can also play audio but that's about it. Game Synopsis and Features: Genre: Fighting/Action/semi-platformer, for 1-4 players Language: English (USA/Canada) Players: 1-4, only with XInpiut-compatible game pads. Even though this game is a fan-game / spin-off and not a RPG, but is still made in RPGVXA, this might be a bit difficult since there's no story... Super Smash Bros. Feud, like its official namesake, is a fighting game where a slew of Nintendo and third-party characters get together to battle it out under the supervision of their authority figure, Master Hand. These characters are in fact trophies that live only for fighting and supremacy and do so in their own world created by Master Hand. They duke it out on stages featuring locales from famous Nintendo and third-party games and ones from the Smash Bros. world. I guess it's meant to be a RPG Maker VX Ace equivalent to games like Crusade, however it's not trying to compete with them. While all other fan-games include anime characters such as Goku and Naruto, this fan-game is going to stick to the basics: only including fighters from video games. I'm not ready to reveal the roster as of yet (and may not be for a while), but I CAN say that it will feature fighters from real Smash games that will return as well as newcomers. This roster will also be relatively large in scale and variety of characters. This game, thanks to Lone Wolf's awesomeness, features the Gamepad Extender, a script that allows up to 4 players on the same computer to play. I can say that this script allows fluent, comfortable and more flexible control. The only drawback to this is that I have made it mandatory to use XInput-compatible controllers to play. I coded an error screen that displays if no controllers are plugged in. Trust me, it's for the best. Keyboard controls just don't work in Smash Bros. The game is expected to control similarly to the real deal, with basic attacks, special moves and a character specific super move, the Final Smash. This project was made possible by almost completely rewriting the default engine generated in Ace's project creation system, using 99% custom scripts and elements. Only one script from Ace is used, and that's the Weather system. Even the Game_Timer class was rewritten. It will also have features the other fan-games lack, such as mini-games, unlockable fighters. collectibles and an opening movie. The game will also feature an immense soundtrack of around 500 songs or more, all in looping OGG Vorbis. Also uses the correct system font for the menus that is used in real Smash games since Melee! Screenshots: To show I'm serious, here are snapshots of a few screens. Keep in mind, though, that the game is still early in development. Anything you see here could change. Save file creation screen: Save file creation works about 99%. Title screen: Text hidden not to give away the roster. Main menu: Quest mode will be cut, and a Exit to Windows option will be added later. Sound options: Sliders and volume actually change and work. Sound test (for music). Current song count is almost 400 now. Left to be done: Finish soundtrack. First look at the Sound Effects section, Known glitch: (if anyone knows how to help fix them, please, by all means, step forward) -Using Marshal.dump/load to save integer values to a save file causes them to return nil values and crash the game when loaded. (Especially jarring when trying to save audio volume values) Managed to pseudo-fix this one by converting it to int when reading, but it spits out 0's instead of nil values.. I can't wait to hear feedback you may have. Thanks for reading!