Cartoon Smash Bros. — Godot Platform Fighter Fan Project
Hi everyone! I’m working on a 2D crossover platform-fighting game in Godot called Cartoon Smash Bros.
The idea is to create a cartoon crossover platform fighter inspired by games such as Super Smash Bros., with characters from several different animated franchises.
What I’ve built so far
I’ve already started developing the game’s front end, including:
Boot screen
Title screen
Main menu
VS Mode
Character Select
6×2 character grid
Character names and portraits
Locked/unlockable character slots
Character-selection highlighting
What I want to build next
I eventually want to add character gameplay and movesets, stages, multiplayer battles, items, sound and music systems, unlockable content, additional game modes, and overall UI polish.
Looking for collaborators
I’m interested in meeting other Godot developers who would like to help with areas such as:
GDScript programming
Platform-fighter gameplay
Character implementation
2D artwork and animation
Stage design
UI design
Audio implementation
Testing and debugging
I’m using Git/GitHub for version control so collaborators can work on separate parts of the project without overwriting the main build.
This is an unofficial fan project and isn’t affiliated with or endorsed by the companies that own the featured characters.
I’m still learning Godot while developing it, so I’m also happy to meet people who want to learn and build something together.
How come you worked on the frontend first? IMO, “character gameplay and movesets” should be the first thing you do, before even adding the ability to quit the game without alt + f4.
The fighting part is the part you need to focus on when making a fighting game, most of that frontend you’ve done is optional.
There’s no need to apologize. I’m sorry if I came across as angry or upset, I was genuinely just trying to find out why you focused on the menus first before working on the game proper.
My advice here is to move onto the movement code for your character controller. You don’t need graphics, just a few staticBody2ds for the test level, and a characterBody2d with a collider and square sprite attached for the test player will be enough. Once you have these, you can start working on making the movement work and feel good, then making some basic attacks (just triggers and debug hitboxes, no animations needed yet).
Doing this work in only 2D may be harder than you expect: there are a lot of angles involved in fighting.
That being said. You may want to give Scalable Vector Shapes 2D a shot, with which you can combine rigging with manual curve corrections (when needed).
It’s not the traditional way of doing things (most people use sprite sheets exported by animation software like spine), but you may want to give it a try nonetheless, if only for rapid prototyping.