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Recent content by jam1garner

  1. jam1garner

    Announcement Smash Forge for Stage Editing

    Hey, for those of you who want to edit stage data but don't want to spend a ton of time hex editing and testing, Ploaj and I added some features to Smash Forge (an editor primarily for editing Smash 4 file types, but now has Melee stuff now) What it can do currently as far as melee goes: View...
  2. jam1garner

    Smashville: Stage Research

    Well uh.... I know I am a year late but uh... I have some data now? Length of Balloon A animation: 1800 frames (30 seconds) Length of Balloon B animation: 1800 frames (30 seconds) Length of Balloon C animation: 1800 frames (30 seconds) Each Balloon is spawned by the stage's code so I don't...
  3. jam1garner

    Rivals of Aether - Official Thread

    @BlindSpot No ETA on ranked, the display name is just your steam name.
  4. jam1garner

    Rivals of Aether - Official Thread

    Did you read the post? It specifically says that was the old link that was changed to a windows 10 download, this link that was provided there is what you want: https://www.microsoft.com/en-us/download/details.aspx?id=8109
  5. jam1garner

    Rivals of Aether - Official Thread

    https://www.reddit.com/r/RivalsOfAether/comments/3m98zx/psa_vertex_shader_crash_on_character_select/
  6. jam1garner

    Writing Codes for Melee in C

    Nice job. It would be very interesting if someone actually made C/C++ library for modding melee as I'm sure that would draw in quite a few more modders. And again, cool stuff.
  7. jam1garner

    Assembly Guides, Resources, & Q/A

    Not easily to my knowledge. Perhaps replacing a character by swapping textures and changing the character loaded.
  8. jam1garner

    Rivals of Aether - Official Thread

    Also, Zetterburns character page has a couple of mistakes/outdated info. Aside from the fire lands/Capitol/nation issue alongside the old fire stage in the pictures.
  9. jam1garner

    Rivals of Aether - Official Thread

    @4nace A while back someone (not someone) asked about the OST being for sale. Any update on that? Also everything for the UI looks so slick.
  10. jam1garner

    Rivals of Aether - Official Thread

    Parries should kill on successful landing. This is clearly the only solution to how horribly well balanced parries are.
  11. jam1garner

    Rivals of Aether - Official Thread

    Not exactly frame perfect (implying it only has one active frame) but definitely requires practice, understanding of the opponent, and skill.
  12. jam1garner

    Rivals of Aether - Official Thread

    Of course there will be balance problems, there have been countless problems arisen and resolved. (#KraggOP) The thing is universally identical mechanics can never really be imbalanced because everyone can use them. Perhaps you don't like how good they are, but everyone can do them. You might...
  13. jam1garner

    Rivals of Aether - Official Thread

    But if you know a spotdodge/parry is coming, why can't you wait to punish instead of beat it out? Wouldn't that be more effective in both cases? And parry has only a couple of active frames, so fox trotting, dash dancing, and wave dashing to mix up timings to bait a parry.
  14. jam1garner

    Rivals of Aether - Official Thread

    Another thing to note, is that parries scale. The person parried will be the first out of parry lag if it is a jab (invincibility from parry balances that though) while parrying wrastor's down strong will probably get you an uncharged upsmash. Also in smash 4 spot dodge is also really good too...
  15. jam1garner

    Rivals of Aether - Official Thread

    Yep online 1v1, random or with a steam friend. There is also a steam group for matchmaking. "Rivals of Aether fight club"
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