Friday, December 24, 2010

SSB Clash Rebirth

So, we've finally hit that milestone. Merry Christmas guys (or Happy Holidays to those who don't celebrate). As promised, this post marks the release of SSB Clash Rebirth.

To those who are anxious to get started, the official SSB Clash Rebirth Release can be found here.

The changelog for this game is massive compared to the last test before I took over leadership, but the main changes are:
- Graphical Revamp
- Stock Mode
- Classic Mode
- All A Attacks (Non-Smash)
- Dash Attacks
- Taunts
- Airdodges
- Pause (Not huge news but it's nice, right?)

There has been a lot of hard work put into this game by a lot of very talented people (myself excluded :P) and I think it's only right that I thank them by name.

When I took over this project in November '09, I received the game from the hands of its original creator, E. Without his tireless efforts in setting up such a good code base for the game, it would have been impossible for me to get this out. He's put up with a lot of very stupid questions throughout the adjustment process, and for that I can't thank him enough.

When I first started getting properly into the programming side of things, I found a lot of help in Range, who became my co-leader and the graphical leader for a time. He helped me talk through so many problems I've had along the way and he's contributed so much to the game, not least of all his character sprites. He has recently left Clash, but we are still in contact and working on a project together. Thank you for your help.

As part of the takeover process, I got to become heavily involved with talking to the many members of our community, and I need to thank them too. I want to keep this post to a manageable size, so they won't all get a full paragraph each, but here goes:

Tsunamii is the man responsible for the AMAZING SSB Clash Dojo at, and I can't say how much I appreciate what he's done over there, especially the sprite uploading and organisation facilities he's provided. He also helped with some of the code for a short time, and managed to help smooth over many of the aspects that needed help. There's also been quite a few stage related things that he's done for the game that I really appreciated (jeez, multi-talented much?).

Gokudo has been the head of our QA Testing team for a very long time now, and has recently become the leader of the Character Spriting Team. His sprites are fluid (with Shadow being one of the best looking characters in the game) and he constantly provides me with invaluable testing and bug reports; providing me with far more bug reports than I ever would have found out by myself. He's the reason the test has a lot more polish than it would otherwise.

EliteKill has been a great member of the team, helping out with spriting and with promotional videos to help get the word out. The original trailer he did had about 6000 views at the time of writing, and his recent promo video is probably the reason quite a few of you are here.

Neeher has contributed quite a lot in the way of helping to program some of the aspects of the game and has helped me to work through many of my problems as a good person to bounce ideas off of, and although he's not always here (understandably), I always appreciate the time that he is.

M64M/Nosmokingbandit are both very talented composers/musical arrangers and I need to thank them for the work they've put into the soundtrack of the game, and apologise to the lack of soundtrack currently implemented into the game. It's something I intend on doing very soon.

Insane0, you're a good friend and easy to talk with about Clash. Rodney, you're an excellent spriter. ShadowSake, thanks for the videos and for your testing. PulsatingShadow your stages are really something to behold. I could keep going on.

To everyone who's ever been a mod or admin at Clash, you don't know how much I value your efforts in keeping the unruly bunch of forum goers organised and having fun. To everyone who is a member of the SSB Clash Forums or has posted there even once, thank you for contributing to the community.

To all people who I haven't mentioned by name, you guys still know that I value your contribution to the game and that I really just don't have the space (or readers the attention span) to give you the acknowledgement you deserve.

To YOU, reading this (if anyone's still reading this far in) I want to thank you for your interest in the project, and I hope you play it and enjoy it. You guys are the reason that I've been doing this for over a year now. I welcome all feedback, either left as comments on the blog or posted at our forums and if there's something that bothers you about the game, I want to know so that I can fix it.

The test was released without some of the features planned, but they're still on the way. Rebirth was the process it took me to get the code from what I recieved to what I considered to be a fair base for continuing onwards. With that now released, you can expect much more frequent releases and hopefully a lot faster updates. (Look for Rebirth v2 within a month with the stuff that didn't make it in due to time.)

Thanks for reading and for everything,

PS. I promise these posts will be a lot shorter from now on. :P

1 comment:

  1. Gokudo Zerotsuken
    Thank you for credit and comment ! :)

    And thank you for your good work