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Super Smash Bros. UltiMelee
Status: Active Tag: #UltiMelee
Super Smash Bros. UltiMelee is a hack of Super Smash Bros. Melee that ports every character's Super Smash Bros. Ultimate moveset and attributes back into Melee, as well as some mechanics and tweaks them in an effort to balance the cast.
Some mechanics from Melee are tweaked or removed as well, though the fast paced nature of Melee is here to stay.
More in depth changes below the cut.
Mechanics changed/added:
Powershield (Reflecting projectiles by shielding) has been removed.
Meteor Cancelling (Jumping out of hitstun of a move that sends you downwards) has been removed.
Airdodges don't leave you in freefall. (Need to find a way to keep falling in airdodge to avoid air stalling with floatier characters)
Ledge invincibility works like shields (Regenerates while you're not in ledge) to avoid abusing going to the ledge.
Grabbing ledge prioritizes closest player.
Two players attempting to grab at the same time will cause a tech grab, sending both players back.
Buried players are unburied by strong knockback.
Hitbox angle 367° (Autolink, connects multihit moves automatically) has been added.
Various bug fixes: Throw hitstun bug fix, Freeze glitch fix, Invisible ceiling fix.
Wobbling disabled after 3 hits.
C Stick uses normal function in Single Player Modes.
Other changes:
Names can be longer.
Neutral spawns on competitive legal stages.
HUD becomes transparent while players are under it.
Game rules default to 4 stocks, 6 minutes, Friendly Fire on.
Alternate character toggle on Character Select Screen by pressing Z over a character (Male/Female Wireframes, Sheik, and Giga Bowser selectable). Victory screen removed for now to avoid crashes when Wireframes and Giga Bowser win.
#project info#UltiMelee#active project#now with less rambling#tho i still need to make sure everything is up to date on changes but i'll do that some other time when the projects are all here#also removed a bunch of the rambling both bc i wanna be more concise and also i've had. well#let's say i've changed my opinion of ult since then a bit#and have come to like melee more
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Stranded in a One Way Dream
Status: Active Tag: #SiaOWD
Stranded in a One Way Dream is a Pokémon Mystery Dungeon fanfic set in the As Long As I Can Dream world, featuring a large cast of original characters in constantly rotating Points of View.
This story is set after ALAICD, sometime in the future.
It is said that humans are sent to the world of Pokémon when a crisis is near, but nothing seems out of the ordinary. Even then, what kind of crisis would necessitate more than a dozen of them? A big group of humans land in the middle of a new world with no idea how they got there in the first place. The teachers said school trips were supposed to be exciting, but this seems like a bit much. Though that depends on who you ask.
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Life Starts Now
Status: Dormant Tag: #LifeStartsNow
Life Starts Now is a Pokémon Mystery Dungeon fanfic based on the story of Explorers of Sky with a few differences, such as bilingual characters (It started as a joke but it's gotten out of hand help), more focus on the main characters' relationships (including the Future Trio later on) and their lives outside their job with the guild.
Waking up in the middle of a beach with no memory of who you are or how you ended up there may be alarming to some, but not to… what's his name again? Regardless, meeting a friendly Treecko who needs help does wonders to avoid thinking about his situation (And the strange feeling he gets every time he looks back at Treecko expecting him to be taller for some reason). Though, it's strange that no one seems to understand his native language. Not the biggest deal in the world, he knows their language as well after all, but he feels like that's not how it was for him before.
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As Long As I Can Dream
Status: Dormant, Published (One-Shot only, main fic not published) Tag: #ALAICD Link: Tumblr (brief snippet of the characters, Explicit)
As Long As I Can Dream is a fanfic set in the Pokémon Mystery Dungeon world, following a human-turned Pokémon and her partner (as is usual in PMD) as they deal with a new crisis and the aftermath of their adventure.
As another crisis rears its head, a human is summoned to stop it. The Pokémon of the world are becoming aggresive as something is warping the world itself. The human and her new partner investigate what's going on with the new labyrinthine structures forming across the world and their relation to the recent cases of aggresion on behalf of Arceus itself.
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To Change Fate
Status: Active Tag: #ToChangeFate
To Change Fate is an Undertale fanfic that follows the events of the True Pacifist Ending, featuring the Undertale and Undertale Yellow cast (as well as a Deltarune character or two). The story delves into the aftermath of the game as well as the fate of the human souls that came before Frisk and how a single decision can change everything.
Will come with music reccommendations for certain scenes (smiley face).
Again and again they tried, but no matter what they did, it would make no difference. Asriel was almost as stubborn as them. Almost. But Frisk wasn't one to give up, not yet. Not until they could find a way to save everyone. Though their patience was running out, they found hope again during their latest fight with Asriel, a new idea coming to them in the middle of it that could finally give them what they want. It was risky, but it's better than anything else they've thought of before, so what's a little risk to their soul? Though they'd need to convince Asriel to come with them to Alphys' Lab of all places… How hard could it be?
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Blooming
Status: Dormant, Published (1 Chapter out of ?) Tag: #Blooming Link: Archive of our Own
Blooming is an Animal Crossing fanfic set in a place called Rose Town, featuring original characters (plus a few major characters from the games) in a story exploring the world of Animal Crossing and an interpretation of what goes on beyond what the player sees. Not overly dark or gritty, in case that needs to be cleared up.
The stress of the big city takes a toll on everyone. Once the opportunity to move presented itself to Trevor, the young adult didn't hesitate to take it, making a trip to this so called Rose Town he's been hearing about with a small spark of hope that maybe, just maybe, things will be better.
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Rediscovery
Status: Active Tag: #Rediscovery
Rediscovery is a fanfic set in the same universe as Journey of the Chosen, featuring original characters (and a few characters from JotC) in a story that happens alongside JotC. Don't expect a big world-ending conflict, this story focuses more on the relationships of its main characters and dealing with the consequences of their new situation. Also, transformation is a major aspect of the story.
As the school season comes to an end, a group of friends finds themselves wrapped up in the middle of a conflict that will change them forever. After all, it's not every day you meet a Legendary Pokémon.
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Journey of the Chosen
Status: Dormant Tag: #JotC
Journey of the Chosen is a fanfic based on the Pokémon Anime, using its characters and setting, following a different story that deviates quickly from the original. Expect this story to treat itself more seriously, as well as Legendaries and Ash's aura to be more relevant. Also, expect a lot of Pokémon talking, transformation, and game characters showing up.
This fanfic is planned to be a series, divided in 7 "books". This is my biggest project, as you can probably tell (though the 7 books thing is just the division of it, they'll just be as long as they need to be).
Ash wants to be a Pokémon Master, but what exactly does that entail? When being chosen interferes with your dream, there's not a lot you can do to get back on track, not when the whole world is constantly in danger in one way or another. Despite it all, the bonds made along the way are stronger than ever.
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PMD Kart
Status: Active Tag: #PMDKart Currently working on: Characters
PMD Kart (placeholder name) is a hack of Mario Kart 64 that changes gameplay and characters (plus possibly tracks and audio in the future).
Characters in the game are replaced by Pokémon, with a total of 81 planned Pokémon, though it's subject to change.
As of writing this (April 5th, 2025), there are 39 Pokémon in the roster with 23 of them still needing slight tweaks to their sprites as well as some additions, such as hurt sprites.
Because of how the game works and my limited knowledge with hacking games, only 8 of these Pokémon may be in the game at a time, at least for now. I would like to include as many of them as possible in the game itself to avoid swapping out manually, but I can't dedicate all my time to learn how to work around that limitation at the moment, and would rather not waste my time and energy on it for now.
For more in depth information about this (such as how stats work, gameplay changes, item changes and other things), click read more:
General gameplay changes
CPU racers are all considered rivals, allowing them all to go as fast as a player. They can also use most items a human can, and will do so much more often; this aims to help them keep up and makes good item play and strategy from human players more common and useful to counter the CPU racers.
Driving in general has received some changes as your movement can no longer hinder you by simply trying to realign; flicking the stick from one side to the other no longer spins you out if you do it too fast. Miniturbos also come out quicker, only needing one flick back and forth to charge one to go up one stage (up to yellow smoke).
When a race finishes, the game will continue on to the next race regardless of placement. Points have been changed to 4 for first, 3 for second, 2 for third, and 1 for fourth.
Max Speed depends on your stats, affecting both your start boost and items that speed you up (Mushrooms and Stars).
Stats
Stats work similarly to Sonic Robo Blast 2 Kart or Ring Racers, where Speed and Acceleration are tied together, as well as Handling and Weight, meaning one stat going up makes the other go down.
All four stats go from 1 to 9, low to high.
Track Changes
Moo Moo Farm skybox changed to beta.
Kalimari Desert train is always full length.
Toad's Turnpike traffic always goes towards the player.
Choco Mountain guardrails always present.
Wario Stadium and Rainbow Road are 2 laps ().
Big Donut item box placements are fixed.
Item Changes
All items (except the Fake Item Box) have been changed to Pokémon Mystery Dungeon items visually, though some were slightly altered.
Green Shells > Gravelrocks
Red Shells > Geo Pebbles (Better pathfinding after snapping to path)
Blue Shell > One-Shot Orb
Bananas > Chestnuts
Mushrooms > Quick Orbs (Gives more speed, speed depends on Max Speed)
Golden Mushroom > Rainbow Gummi (Same as Mushrooms)
Boo > Helper Orb
Star > All-Protect Orb (Speed depends on Max Speed)
Lightning > Trapburst Orb
Other stats
Radius (Kart hitbox size) depends on Weight, high Weight means you get hit easier and hit easier.
Jump Height depends on Handling, high Handling means you jump higher.
Jump Fall Speed depends on Acceleration, high Acceleration means you fall faster.
Max Speed depends on both Speed and Weight, higher Speed and Weight means your top speed is higher, both in miniturbos and with speed items.
Triple Tap A (Fast acceleration by tapping A multiple times) depends on both Acceleration and Handling, higher Acceleration and Handling means you accelerate faster with Triple Tap A.
Grip (Drift angle and traction) depends on Handling, high Handling means you drift tighter and have more control on terrain.
Steering Power Loss depends on Weight, high Weight means you lose less speed while turning.
Steering Power Loss Recovery depends on Acceleration, high Acceleration means you gain back speed faster after turning.
Other changes
Players can choose the same character.
Music fixed on 3 and 4 player modes.
All karts are shown on minimap.
Result screen music loop happens correctly.
Shells don't despawn, allowing more items in play at once.
Max Draw Distance increased.
Lag fixed.
Mirror Mode available from the start.
50cc removed, lowest speed is now 100cc, highest is 200cc (Mirror is also 150cc instead of 100cc).
#project info#PMDKart#active project#rewriting this one bc i wanna be more clear on stuff here and also concise if possible#need to provide actual useful information for people who are interested in my stuff#old one will be kept in the blog but tagged as outdated#though some stuff in there didn't make it to this one bc i just feel it's not relevant#or just don't need to mention like the tool i use for the stats bc idk if i'll release it#bc it's such a minor thing that'd only help if you wanna make the stats exactly like i make them
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Pokémon Remix: Echoes
(Edited on April 6th, 2025)
Status: Dormant Tag: #PokemonEchoes
This game is a hack of Pokémon Gold/Silver/Crystal, featuring a new region, and a new story using as many vanilla assets as I can.
You play as Lyric, a young aspiring trainer who can't seem to remember portions of their own life. After years of living in a small town named Easthill with a friend, they finally decided to head out on a journey, hoping to find what they're missing.
And so they set off on their journey through the Gemini Isles.
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UltiMelee
(Edited on April 7th, 2025)
Status: Active Tag: #UltiMelee
This is a hack for Super Smash Bros. Melee that aims to tweak all characters' attributes and movesets to match their Super Smash Bros. Ultimate counterparts, and working from that mix to balance the cast by changing parts of their moveset while keeping true to their character. There are also changes to some mechanics to mix the best of both games, keeping the faster nature of Melee while bringing the better mechanics of later games over, and leaving behind some of Melee's worse ones for a better experience overall.
Mainly, mechanics like Powershield (I think that's the term for the reflecting projectiles with a perfect shield) and Meteor Cancelling have been removed, though others have been changed as well.
More details below the cut.
Mechanics changed from vanilla include:
Powershield has been removed; projectiles can no longer be reflected by shielding, as this invalidates 99% of projectiles in the game. They can still bounce off your shield like other games, and you can still use digital shield.
Meteor Cancelling has been removed; moves can no longer be jumped out of if they have downwards angled knockback.
Airdodges don't leave you in Freefall; this is experimental for now, ideally airdodges shouldn't cancel your gravity momentum, but this is how it is for now.
Ledge invincibility can no longer be abused; invincibility from ledge now functions like shields, regenerating with time, meaning you can't ledge stall anymore.
Hitbox angle 367° (Autolink) has been added; this allows multihit moves to connect more reliably.
Ledge grabs prioritize closest player instead of being port dependent.
Two players attempting to grab at the same time will cause a tech grab, sending both players back instead of giving priority based on port.
Bury mechanics now behave like Brawl's, where a strong hit will unbury.
Various bug fixes: Throw hitstun bug fix, Freeze glitch, Invisible ceiling, Phantom Hits.
Wobbling disabled after 3 hits.
C Stick works properly in 1 Player Modes.
Other miscellaneous changes:
Names can be longer.
Can play as alternate characters by pressing Z over Zelda (Sheik), Captain Falcon (Male Wireframe), Peach (Female Wireframe), and Bowser (Giga Bowser) on the Character Select Screen to switch between characters. For now, victory screens have been disabled because most of these characters weren't meant to be playable and have no victory animations, causing the game to crash if they win a match.
Neutral spawns on competitive legal stages.
Player can select amount of stocks in All Star Mode.
HUD becomes transparent while players are under it.
Game rules default to 4 stocks, 6 minutes, Friendly Fire on.
Each character will have a post dedicated to them when they are done being worked on, because it's too much to focus on for this post.
Additionally, I should note that this mod doesn't aim to elevate characters to top levels in vanilla, but rather a more healthy balance centered around what you'd expect from a mid tier character like Mario or Samus in vanilla. I will do my best to avoid a spacies situation like Project M and Project +. The goal is to make a fun game that still functions competitively, not kill the fun for both sides. Ultimate was closest in good balance, but it was still far from perfect, so this is an attempt to make something better. No overpowered characters, and no unusable ones either should be the end result if things go right.
Honestly, I have more fun with Melee casually than I do in Ultimate already, but it's a mixed bag competitively for both. If things go right, players should still be able to express themselves through their character instead of being stuck with the same options every time. It's a lot to ask for, but I think it should be doable.
#project info#UltiMelee#active project#there may be some things i'm forgetting but that's about it#yes i'm messing with the wireframes and giga bowser too not just the regular cast#bc more characters is better#in the future i might want to switch to MeleeEX or something bc i want more characters but for now i don't have the knowledge#to work with it so this is what i have to use#some of the stuff i have ready is already really fun to play around with i wanna share it so bad but i wanna just share everything about#a character when i have them in a complete enough state to keep things better organized#tho i will spoil rn that if i end up working with MeleeEX at some point then I'll add Metal Mario first#my beloved#outdated
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Blog Updates
Tag: #Blog Update
I'll post updates related to this blog on here, like when I've updated the pinned post, or when I've added something to it.
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Mario Kart 64 Pokémon Hack (Name TBD)
Status: Active
Tag: #PMDKart
This hack takes Mario Kart 64 and puts Pokémon in the driver seat. As of writing, there are 39 Pokémon in the roster, with 2 more on the way. The goal is to fill the roster of 81 slots, so there's still plenty of space left for more.
Because this is Mario Kart 64, this means that only 8 of these 81 will be playable in any one version of the game, but that's why I've been working on a tool to help speed up the process of just swapping between Pokémon in a short amount of time. More on that later.
You may be wondering why 81 Pokémon, and that's because each one fills a stat slot of sorts. This hack also changes how the characters are given their stats.
There are 4 main stats: Speed, Acceleration, Weight, and Handling. These stats are tied to each other, the more Speed you have, the less Acceleration, and the more Weight you have, the less Handling. This may be a familiar system if you've played Sonic Robo Blast 2 Kart/Dr. Robotnik's Ring Racers, but in case it's not, you can have a maximum of 9 points on each stat, so if you have 9 on Speed, then you have 1 on Acceleration. So, for the sake of brevity, characters are referred to as (Speed, Weight), for example Pikachu (8, 5) which would mean Pikachu's Acceleration and Handling are 2 and 5 respectively.
Speed determines your Top Speed (Max Speed you can get to without items or other speed boosts), and Front Grip (How much grip the front wheels have).
Weight determines your Weight (How easy you push and get pushed), Radius (How big your hitbox is), Jump Height, Jump Fall Speed, Steering Control (How easy you move, Handling), Steering Power Loss (How much speed you lose for steering), Steering Power Loss Recovery (How quickly you recover the lost speed from steering), and Rear Grip (How much grip the rear wheels have).
Some stats are controlled by both Speed and Weight, so they change for each combination of stats. The stats that use both are Max Speed (Max Speed you can go above your top speed with items or other speed boosts), Mini Turbo, Triple Tap A (How fast you accelerate by tapping A repeatedly), and Acceleration Curve (How fast you accelerate normally and how it changes as you gain speed).
Because of how the 4 main stats work, that means there are 81 unique combinations of them, hence the Pokémon goal.
The tool I'm working on will help me to just get all the necessary codes needed for a character's stats (the ones mentioned above) by just inputting the Speed and Weight stats. This should be good enough to speed up the process for requests on specific characters people want to play around with. Still a work in progress.
All items (except the Fake Item Box) have also been changed to Pokémon equivalents, and all track textures are planned to be changed as well.
The items:
Gravelrocks can be thrown forward to hit other racers, making them bounce. Replaces Green Shells.
Geo Pebbles can be thrown forward and will follow the track's path until they reach and hit the next racer. Homing ability is increased. Replaces Red Shells.
One-Shot Orb can be thrown forward and will follow the track's path until it reaches the racer in first place and hitting them. Replaces Blue Shell.
Chestnuts can be left on the ground behind you or thrown forward. Racers that hit one will spin out forward. Replaces Bananas.
Quick Orbs can be used to speed up briefly. It can be used for shortcuts, ramming into other racers to spin them out or simply to go faster. Boost strength has been increased. Replaces Mushrooms.
Rainbow Gummi can be used to speed up as long as you keep using it. It will last for a few seconds after first used. Replaces Golden Mushroom.
Helper Orb can be used to steal an item from another racer and becoming invulnerable for a few seconds. Replaces Boo.
All-Protect Orb can be used to become invulnerable for a few seconds. While the effect lasts, you can hit other racers by running into them. The effect is lost if you're knocked off a slope or wall. Replaces Super Star.
Trapbust Orb can be used to hit all other racers and shrink them for a few seconds, slowing them down and making them vulnerable to being squished. Replaces Lightning.
The current Pokémon in various stages of completion:
There are also some other gameplay changes from vanilla Mario Kart 64:
CPU Racers all drive to win, instead of only 2 of them staying near you while the rest stay behind, and will use a bigger item selection, and use their items more often
You always advance to the next race regardless of your placement
Mushrooms and Start Boosts are faster
Points awarded in GP mode are changed to 4 for first, 3 for second, 2 for third, and 1 for fourth
Players in multiplayer may choose the same character
Hidden item boxes on Big Donut are obtainable
Music is enabled on 3/4 Player modes
Mini Turbos charge inputs are halved
Players cannot spin out from steering too fast (This was a really stupid mechanic in vanilla)
Toad's Turnpike traffic goes towards the player in all modes instead of just in Mirror
All karts are shown on the map as karts instead of dots
Result Screen music now loops correctly
Kalimari Desert train is now full length on all modes instead of just 150cc and Mirror
Shells (Gravelrock/Geo Pebble) don't despawn (helps CPU racers using them)
Max Draw Distance increased
Lag fix
Mirror mode is always available
Red shells (Geo Pebble) go through track paths if the target is too far away regardless of player placement
Choco Mountain guardrails spawn in all modes
Returning to stats, here's some more info on what exactly each hidden stat does:
Front and Rear Grip change how tight your turns are, and how much you slide outwards before going in while drifting.
The higher your Speed stat is, the lower your Front Grip will be. The higher your Weight stat, the lower your Rear Grip will be.
Radius changes how big your hitbox and hurtbox are, meaning you can ram other racers more easily at the cost of being hit by items and hazards easier.
The higher your Weight stat is, the higher your Radius will be.
Jump Height changes how high you can jump by pressing R, and Jump Fall Speed changes how fast you fall from a jump after pressing R.
The higher your Weight stat is, the lower your Jump Height will be, and the higher your Jump Fall Speed will be.
Steering Power Loss changes how much speed you lose by steering.
The higher your Weight stat is, the more speed you lose.
Steering Power Loss Recovery changes how fast you recover lost speed after steering.
The higher your Speed stat is, the less speed you recover.
Max Speed changes how fast you can go in a boost of any kind (Mini Turbo, Start Boost, Item Boosts). Higher Max Speed means you go faster during the boost than others while using Items like Quick Orbs.
The higher your Speed and Weight stats are, the higher your Max Speed will be.
Mini Turbo changes how fast you go in a Mini Turbo.
The higher your Speed stat is, the lower your Mini Turbo will be. The higher your Weight stat is, the higher your Mini Turbo will be.
Triple Tap A changes how fast you can accelerate by tapping A repeatedly.
The higher your Speed and Weight stats are, the lower your Triple Tap A will be.
Acceleration Curve changes how fast you accelerate. There are 10 points on the curve, the first 5 are the Initial Acceleration, the last 5 are the Stable Acceleration.
The higher your Speed stat is, the lower your Initial Acceleration will be. The higher your Weight stat is, the lower your Stable Acceleration will be.
Acceleration Curves typically look like this:
(Different colors mean different characters)
As a final point for now, speeds have been modified. 50cc does not exist in this game. The speeds available are 100cc as the lowest speed, 150cc as the second lowest, 200cc, and Mirror 150cc.
#PMDKart#this is a long one#most of these probably won't be i just had a lot to say about it#also to those that did see this when it was starting yeah it's being rebranded from Pokémon Kart into something else#mostly bc there's another hack already using the name but also bc i just feel like i should lean into the pmd theming fully if i'm already#using some of the assets and all that#this took hours to write#outdated
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(Edited on April 7th, 2025)
This is a blog for updates and general information on my (@pikachu-deluxe) projects for anyone interested in what I do. This should also help me keep track of things I need to do better in case I forget something exists for a while.
Projects marked as Active may receive the occasional update depending on what I feel like working on, Dormant projects will be lowest priority until I find a way to get to work on them the way I envision them. Posts on this blog are also gonna be more properly written because that just gives off more of a professional vibe to this.
List of projects below cut. For now, this is a work in progress, will be updating as I add more project descriptions so you can get an idea what they're about. Will edit this from time to time. Names may be placeholders until I add in links to the posts when they're made.
Also, as clarification, projects are anything from game related modifications to art to writing, and maybe a few other things.
Projects
Journey of the Chosen (Fanfic)
Rediscovery (Fanfic)
Blooming (Fanfic)
To Change Fate (Fanfic)
As Long As I Can Dream (Fanfic)
Life Starts Now (Fanfic)
Stranded in a One Way Dream (Fanfic)
Veon (Original fiction)
Veon Kart (Super Mario Kart Hack/Mario Kart 64 Hack not sure)
PMD Kart (Mario Kart 64 Hack)
Super Smash Bros. UltiMelee (Melee Hack)
Pokémon Remix: Echoes (Gold/Silver/Crystal Hack)
Castlevania Aria of Sorrow Chaotic Expansion (Castlevania Aria of Sorrow Hack)
Spansman Saddown of the Airline (Castlevania Aria of Sorrow Hack)
Advance Wars Dawn (Advance Wars 2 Hack)
SAMI (Advance Wars Map Generator)
AWSMapConverter (Advance Wars Map Translator)
RPG Simulator
Game Maker Board Game Project
RPG Maker Game
Life Goes On (Pokémon Comic)
Other things I do
Advance Wars Jugger shitpost Tumblr blog (@papajugger)
Art blog (@pikadxart)
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