Author Topic: Fantasy Crescendo ~ Rumble Dream Ensemble (Touhou Smash Bros.)  (Read 74163 times)

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #90 on: June 30, 2015, 07:44:51 AM »
Everything here seems to be going fine, constantly increasing.
So if you're taking suggestions for the game: what about a Story mode? Similar to those from the official fighting spin-off games. And maybe you'll need writers for that (and might concept artists be too).

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #91 on: June 30, 2015, 06:57:16 PM »
Small question: I saw something about shooting danmaku. Would those actions be included in a standard smash-style button inputs of neutrals + direction and special + direction, or will there be a different way of inputting danmaku attacks?

Savory

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #92 on: July 01, 2015, 01:02:48 AM »
So if you're taking suggestions for the game: what about a Story mode? Similar to those from the official fighting spin-off games.

We've only considered an Adventure Mode at the moment. A Story Mode hasn't even surfaced as a possibility. However, we did have plans for what we call "Conquest Mode", but we will not be disclosing the details of that anytime soon.


Small question: I saw something about shooting danmaku. Would those actions be included in a standard smash-style button inputs of neutrals + direction and special + direction, or will there be a different way of inputting danmaku attacks?

This we are still working on.



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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #93 on: July 01, 2015, 01:48:18 AM »
we did have plans for what we call "Conquest Mode", but we will not be disclosing the details of that anytime soon.

Harem route confirmed

Savory

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #94 on: July 01, 2015, 02:48:27 AM »
Harem route confirmed

Not THAT kind of conquest, you goof.  :3

Your Everyday NEET

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #95 on: July 01, 2015, 04:19:22 AM »
we did have plans for what we call "Conquest Mode", but we will not be disclosing the details of that anytime soon.

NOOOOOOOOOOOOOO!!!!!

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #96 on: July 01, 2015, 02:23:22 PM »
This project sounds amazing so far, can't wait to see more of it ! (really nice looking models by the way)

Also, I have a question about this project, since it'll be a "Smash Bros"-like game, will there be... Items ?

ShadowNCS

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #97 on: July 01, 2015, 02:27:38 PM »
Oof, it sucks that OpenSmash is going in such a dangerous direction. Makes you wonder what they are thinking...
I hope the code you need to reimplement won't take too much time. It's always stupid having to write code on your own that technically exists somewhere else because of legal reasons.
Either way, I'm wishing best luck to you guys! ^^
(I'd really like to help out, but sadly, I can't really help since all I can do is code, and I'm not familiar enough yet with Unity to be of any help. ^^; )

RicePuddin, the 3D Marisa looks great so far!

I'm really hoping Yuuka, Meiling and Orin get in. Especially Rin. I imagine she'd be a great fighting character. ^^
Although there are a lot of characters who would make good fighting game characters, I'd assume. ^^

WishMakers

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #98 on: July 01, 2015, 06:58:39 PM »
Oh man...this is going to be good.
Smash + Touhou was a good idea already, but with the ideas currently out this is looking to be an amazing project!
I wish I was experienced in Unity to help you out...but I wish the best of luck to all of you!  :3
Return of Eastern Wonderland! Made by a PC-98 fan FOR fans!
1ccs: SoEW (N), LLS (N), MS (N), EoSD (N, H), PCB (N), IN (N, H), PoFV (N, 5 char), MoF (N), SA (N), UFO (N), TD (N), DDC (N), LoLK (N), HSiFS (E, N, L), WBaWC (N)
Extra: EoSD, PCB, IN, PoFV, MoF, HSiFS, WBaWC
Scoring: HSiFS Easy (PB: 1.1b), Barrage Musical Hard (PB: 28.?b)

Savory

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #99 on: July 01, 2015, 10:17:55 PM »
Also, I have a question about this project, since it'll be a "Smash Bros"-like game, will there be... Items ?

Touhou doesn't have many notable items unless you count the point cards and P-cards. We might base something around said cards. But that is something we will handle later on in development.

james7132

  • Sleepyhead Programmer
Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #100 on: July 02, 2015, 01:03:16 AM »
Also, I have a question about this project, since it'll be a "Smash Bros"-like game, will there be... Items ?

We've joked about having a Sinsack as one would have Sandbag in Smash, but the extra time and animation that would go into it may not be worth it.

If someone makes items (models, code, animations) that they want in the game, and wouldn't mind us twiddling with their work to balance it, I don't see reason why we wouldn't.

However, no, as Savory said, they are currently not on our development roadmap.

Prime32

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #101 on: July 02, 2015, 01:05:00 AM »
Reimu Hakurei


Marisa Kirisame


Wriggle Nightbug

Here is a WIP image of our Marisa model:
Seeing these pictures next to each other makes me fear that Marisa will not be a midget. :colbert:

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #102 on: July 02, 2015, 06:07:18 AM »
Touhou doesn't have many notable items unless you count the point cards and P-cards. We might base something around said cards. But that is something we will handle later on in development.

I see... When I said "items", I thought more about items related to characters.
for example, mini hakkeros that if a player grab one, it'll add few projectiles to the danmaku attacks or Aya's hauchiwa fan that would work as low-damage melee weapon but with greater knockback and so on.

We've joked about having a Sinsack as one would have Sandbag in Smash, but the extra time and animation that would go into it may not be worth it.

If someone makes items (models, code, animations) that they want in the game, and wouldn't mind us twiddling with their work to balance it, I don't see reason why we wouldn't.

However, no, as Savory said, they are currently not on our development roadmap.
Well, that's perfectly understandable, I wish I could help with that too, the only thing I could do is low-poly 3D models (that I used to do for SSBB hacking), so... yeah, I can't do a thing...

Also, thanks for your response !

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #103 on: July 02, 2015, 07:27:34 AM »
Actually Touhou has a lot of items, Even by looking at the special use cards in the fighting games you'll find the bomb ofuda, potions, grimoire, stopwatch, folding fan, several weapons, frozen frog, mushrooms etc etc. Not saying they have to be used of course, but it would be sad if forgotten if there would be items used similary to the regular smash franchise.

Spotty Len

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #104 on: July 02, 2015, 08:59:37 AM »
Although I never use them in Smash games, if you want some a good examples of items, you should look at Touhou Dai Undousai.

Running while drinking was so silly.

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #105 on: July 03, 2015, 03:52:55 AM »
Or if you want canon ones, you can just, you know, use Seija's cheat items in ISC. Each with their own effects already.
Anyone can use them, right?

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #106 on: July 03, 2015, 07:48:32 PM »
Well either way, here's some personal imagination about some touhou character's special moveset ideas if they'd be in a regular smash input system, which I just like to speculate about, so please don't think of it as some demand kind of thing. Feel free to share critique and other opinions.

Murasa:
Neutral B: Her chained anchor that she can aim in multiple directions, range isn't extremely long but it returns and a sweetspot at the very end would be cool. Maybe could also function as a tether for recovery and meteor spike if hit from above. Probably has a lot of ending lag when used on ground.
Side B: A short range forward splash from her ladle that doesnt do damage, but pushes the enemy with a windbox like FLUDD. The more you use it, the weaker the knockback gets, but it recharges slowly if you don't use it.
Up B: The green ghost warp thing, does damage at reappearance like Zelda's Farore Wind, though probably way less range.
Down B: hitstun water vortex around her that lasts a few seconds, also ending lag probably.

Orin:
Neutral B: Fiery Wheel object danmaku that rolls along the ground for a bit rather than flying forward.
Side B: Wheelbarrow rush, kind of like Wario's Bike lol, though perhaps you can't make wheelies or something.
Up B: Cat walk, where she transforms into a cat and takes a sorta aimable leap, may deliver a slight shockwave but is more of a recovery-focused special.
Down B: Plants a zombie fairy or evil spirit in place (also midair) which acts like a mine or so, either detonatable  yourself, or automatic detonation when in contact- Also either multiple out at once with weaker detonations, or only one with bigger knockback.

Doremy:
Neutral B: A point blank range dream eater attack that works like a grab but slowly drains health/recovers percentage.
Side B: Holds a dream aura in front of her, hits when people are in the center sweetspot when released, like Lucas' PSI Magnet effect, but focused on dealing damage rather than absorbing things. The damage would increase the longer it's being held out. (Based on her Dream Catcher spellcard)
Up B: Phases in and out of dream world, a non-damaging leap where she is transparent/invincible, but likely very punishable.
Down B: A sleeping aura that makes opponents around her fall asleep for a short while, big ending lag probably.



WishMakers

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #107 on: July 04, 2015, 07:55:27 PM »
Quote
personal imagination about some touhou character's special moveset ideas

Well...if we're doing this...

Sakuya
-----------
A button playstyle: Aerial combat is primary focus, not as good on the ground.

Neutral B - "Silverbound" (Creates a ring of knives around Sakuya, bounces off of floor and walls) (1% per knife, little knockback)
Side B - "Killer Doll" (Throws a glowing large knife that homes in slightly on nearest opponent, explodes into energy) (8%, high knockback)
Up B - "Shadowstep" (Sakuya steps on a knife platform and jumps high, double jump renewed afterward) (No damage, meteors upon high jump if opponent is under knives)
Down B - "Private Square" (Square reflector forms around Sakuya and follows her, when hit with a projectile, breaks into shard-like projectiles) (3% per shard, little knockback)

Super Move/Final Smash/Whatever: Eternal Meek (Fires large and fast random bullets for about 7 sec.) (5% each bullet, high knockback)

Youmu
-----------
A Button playstyle: High damage sword usage, aerial combat is bad.
Myon is similar to Rosalina's Luma in Smash 4, attack consists of an energy ring (3% per Myon hit)

Neutral B: Myon Lock-On (Myon moves towards the opponent)
Side B: Karmic Punishment (Dashes to the side very fast, bullet trail deals damage) (Dash: 7%, Trail: 2% per bullet)
Up B: 2000 Yojana in One Slash (Bullet appears over Youmu, Youmu slashes upward and destroys bullet) (Slash: 8%, high knockback)
Down B: Myon Recall (Myon returns to following Youmu)

Super Move/Final Smash/Whatever: Konpaku's Ultimate Slash (30%, high knockback)

Komachi
------------
A Button playstyle: High damage in air AND on land, slow movement speed

Neutral B: Yesterday's Pay (Throws coins at the nearest opponent) (2% per coin)
Side B: Higan Tour (Moves horizontally in boat) (Deals no damage)
Up B: Spacial Thrust (Slashes downward which moves Komachi upwards, blast of wind below) (Slash: 7%, Wind: 2%, medium-high knockback)
Down B: Game of Life (If in grabbing range of opponent, swaps Komachi and opponent's damage percentage) (Damage and/or healing varies)

Super Move/Final Smash: Higan Retour (Sucks in opponent, Komachi spins and throws opponent upwards and to the side) (20%, high knockback)

These are just a couple ideas, similar to Peachems' post.
Return of Eastern Wonderland! Made by a PC-98 fan FOR fans!
1ccs: SoEW (N), LLS (N), MS (N), EoSD (N, H), PCB (N), IN (N, H), PoFV (N, 5 char), MoF (N), SA (N), UFO (N), TD (N), DDC (N), LoLK (N), HSiFS (E, N, L), WBaWC (N)
Extra: EoSD, PCB, IN, PoFV, MoF, HSiFS, WBaWC
Scoring: HSiFS Easy (PB: 1.1b), Barrage Musical Hard (PB: 28.?b)

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #108 on: July 05, 2015, 08:19:40 AM »
Hello again~
Here to share another work in progress with the character modeling. This time a teaser of Wriggle!

Wriggle WIP (not textured):


Thanks again!  :D

james7132

  • Sleepyhead Programmer
Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #109 on: July 05, 2015, 04:50:47 PM »
Just clearing some logistical things:
  • Finally added in the software (GPL v3.0) and content (CC BY-NC-SA v4.0) licenses.
  • Added information/documentation on how to contribute to the project. Viewable here.
  • Opened our Open Mailbox. Email your submissions to teahouse.hourai@gmail.com. See the above contributing information for more details.

What the software license means is that the code can be replicated and used anywhere, as long as the people release their source code under the same license (the intention is by forcing them to open source, there is very little incentive to commercialize). Likewise any content submitted is redistributable, can have derivatives made of it, but cannot be used commercially, some form of attribution must be made to the creator(s) must be made, and must be released under the same or similar licenses.

This is simply to protect all contributors to this project and prevent random individuals from trying to commercialize this supposedly free fan project.

If anyone feels like anything is under documented, please log an issue on the main repository.

About 90% of the stuff OpenSmash implemented has been recreated. Only a few features are currently missing. We are also missing a bit of UI/2D art.
« Last Edit: July 05, 2015, 04:59:13 PM by james7132 »

Savory

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #110 on: July 06, 2015, 12:56:02 AM »
The original post has been updated with this information.

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #111 on: July 07, 2015, 05:47:24 AM »
wanted to reply on this thread time ago but I couldnt until now
this project looks already way better than the other one, keep it going dude! as I said at the forums, I would like to help with the models for the game but I guess I cant do it because I only use 3ds max and I only model edits. I can tell you are modeling from scratch which is way ahead to what I do with my brawl hacks
btw just wondering... will there be Kaguya?...

james7132

  • Sleepyhead Programmer
Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #112 on: July 08, 2015, 03:54:43 AM »
Expect a "playable" demo within the next week or two.

For now it is simply a proof of concept, it should be possible to "play" a match from start to finish, for varying definitions of play. Replicated from the Github milestone, the functional requirements are as follows:
  • Players should be able to jump.
  • Players should be able to jump in midair.
  • Players should be able to move laterally.
  • Players should be damagable by touching a static stage hazard.
  • Players should be able to die by leaving the blast zone.
  • Players should be able to respawn.
  • Players should be controllable by keyboard.
  • The match should end when all but one Players are dead.
  • After a match is done, it should return the game to the character select.
  • Sudden Death does not need to be implemented, but it should be recognized in some form.
  • This all does not need to be on a real stage, just a test one should suffice.

More than likely this is going to end up with just a bunch of moving capsules or just moving T-poses, since the models we have are not ready for animation yet, but is proof enough that the game can be played.

As for why stage hazards are being implemented before attacks: dynamic hitboxes are harder to create than static ones.

One may ask "why this all is taking so long to implement?". The answer is simple: a lot of this core gameplay implementation has a lot to do with the background architecture of how the game is coded. Either we could expedite development like FSS did and create a giant mess of code that grew organically and is absolutely unmaintainable and not extendable, or we can slowly create a well thought out architecture for the game's engine and ensure the game is maintainable beyond just a few releases.

So please wait warmly. It will be here before you know it.

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #113 on: July 08, 2015, 10:16:53 AM »
So, basically, it'll be some kind of "tech" demo or something among those lines, right ? Nice, I'll be looking forward to it (I find those kind of "demo" interesting, it's like seeing the early steps of a game).

Also, you guys should check this out, it's about the "OpenSmash" creator.
http://forums.kc-mm.com/index.php?topic=74075.msg1342413#msg1342413
Seems like there was a misunderstanding about the whole "partnership" thingy since he doesn't agree with what was said earlier, I thought I should leave this here.

Gabo7

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #114 on: July 08, 2015, 03:38:25 PM »
Hello guys, Enviroment Artist here!

Here's a WIP preview of the Forest of Magic stage:



The pits will have giant mushrooms that will serve as platforms; they will grow/shrink randomly from time to time.

Any feedback is appreciated!

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #115 on: July 08, 2015, 03:43:35 PM »
just wondering about that stage.. will it use 2D trees? or 3D?, it seems very high poly already and I like it

lets not drop that topic here, it is futile to start a war between these 2 sides, the old Project drama hasnt been an issue nor an important thing in this topic and I think it should remain like that, lets simply forget about it and ignore that other side of the story, since this one is not that really connected


Gabo7

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #116 on: July 08, 2015, 05:16:17 PM »
just wondering about that stage.. will it use 2D trees? or 3D?, it seems very high poly already and I like it


Glad you like it! It will use full 3D trees, the only 2D elements will be grass blades, leaves and some flowers.
But fear not, people with low end machines, I'll try to balance eye candy with optimization, so hopefully it will run fine in most systems :)

ExPorygon

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #117 on: July 08, 2015, 06:22:21 PM »
I just wanted to mention that I had offered to contribute music to the old project until the controversy hit. I'd love to extend the same offer to you guys.

I'm developing a game as well with a soundtrack mostly consisting of arrangements of official Touhou tracks. Do you guys have any favorite tracks you'd like arranged for the game? You can talk to me on skype if you want: eric.oswald136

I'll show some examples when I get home.

Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #118 on: July 08, 2015, 06:49:30 PM »
Random thought: What about bouncy trampoline mushrooms?

Gabo7

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Re: Genso Shojokosen (Touhou Smash Bros.)
« Reply #119 on: July 08, 2015, 07:52:00 PM »
Random thought: What about bouncy trampoline mushrooms?

Maybe.

I want to leave the gameplay-affecting enviroment stuff for after the main geometry is ready; there was also a suggestion for mushrooms that give different effects to the players, but we'll see.
Thanks for the suggestion, I'll try these out after I'm done with the model and textures!