• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Glubbfubb
Reaction score
7,190

Profile posts Latest activity Postings About

  • Tomb of the Mask is the best game of all time, you can move and collect coins, which is the point of video games, we should spread the word on this game, so the company behind it can collect 1 Tombillion dollars, #TombSweep
    I have been thinking of an alternate timeline where instead of crossing over with the X-Men since Capcom had the rights to Jojo's Bizarre Adventure at the time, they made Jojo Vs Street Fighter, and that evolved into its franchise called Jump Vs Capcon, which I feel would have more longevity than Marvel Vs IMO. I wonder what kind of roster you would have formed from that, though I do predict you would see the Mega Man Zero version of Zero over the X version, and you may see Megaman.EXE and Asura as playable characters since they fit with Shonen Jump's general aesthetic. What do you think?
    KneeOfJustice99
    KneeOfJustice99
    Honestly? That sounds really interesting. It'd be cool to see how that'd evolve with time to be honest, especially when it comes to stuff like the first Jump vs. Capcom's assists or whatever. Fantastically unique concept, too!
    Glubbfubb
    Glubbfubb
    I imagine Jump vs Capcom 2 New Age of Heroes to have its Jump roster be one-third of both Jojo and Dragon Ball characters, Jojo would focus on Stardust Crusaders since it is the most iconic part, and Golden Wind/Vento Aureo since it is the newest part of the time with some Diamond is Unbreakable characters in there as well. Meanwhile, Dragon Ball will be an equal focus between OG Dragon Ball and Dragon Ball Z. The rest would be smaller Jump franchises such as Yu Yu Hakuzo and Rurouni Kenshin. The Capcom roster would be mostly intact, though I predict SonSon would be a series staple alongside Zero and Strider Ryu due to having a similar aesthetic to Jump's lineup. Also, BTW this SonSon is canonically the granddaughter of the original SonSon from the arcade game.
    D
    darkvortex
    Possible you end up with a longer franchise than marvel vs, but with each jump franchise being creator owned you likely end up with big cuts between games. I think it would be interesting as you would be able to chart a real evolution (one piece and naurto wouldn't be in till the mvc2 analog at the earliest but would likey dominate the roster by 3)
    How take, the most forgotten Street Fighter character is Remy from SF3, he never appeared in a future game, but unlike the other SF3 exclusive characters he doesn't have any ironic fan base to him like Twelve or Q
    Do game developers usually pay artists and music makers through one time payments or residuals?
    If I even license my fighting game for big tournaments, would it be fair if I just ask for it to be official the tournament organizers just need to give my team a 20 - 25% profit cut, about how would you say would be fair?
    KneeOfJustice99
    KneeOfJustice99
    I think it'd depend on what kinda vibe you wanna go for with your licensing agreement. I'm not exactly clued in on how licensing works in the fighting game space, but it's worth noting that - considering the amount of competition in the space - it might be better not to. Don't take this as gospel though, this one's a shot in the dark from me.
    I am weirdly obsessed with G from Street Fighter for some reason, I do not know why.
    Does anyone have odd ideas for guest characters in fighting games. I talked to a friend who after watching the trailers for the Hazbin Hotel series thought that cast's style would fit perfectly into Skullgirls, and predicted Moxie and Millie from Helluva boss were going to be guest fighters as some sort of duo stance character. Of course that never happened but it did make me think about that choice in character, I think they can work too personally.
    psb123
    psb123
    Appa and Momo from Avatar the Last Airbender in the next Samurai Shodown game.

    KneeOfJustice99
    KneeOfJustice99
    Probably my most bat**** suggestion for the context of the game it'd be in, but I reckon Alex Rider could be a very fun candidate for JoJo's Bizarre Adventure: All-Star Battle R... even if, ostensibly, I can easily agree with an argument that it doesn't make sense.



    For context, Alex Rider's the main protagonist of the YA book series by Anthony Horowitz which is essentially a series of spy thrillers. Araki, however, was commissioned to illustrate covers for the series' Japanese release, as well as internal sketches (which I think was in around 2007?) And, I have to say... Alex's designs as seen both in his sketches and covers look fantastic, plus, it'd be kind of wild to see someone that different in the roster overall. After all, a young British spy would really feel different to the rest of the cast, but still has tons of potential to feel... JoJo-esque, if interpreted correctly.

    I picture him being akin to Baoh in that he'd have a completely unique moveset style focusing on an evasive trapper playstyle using various gadgets. A sort of "get into and then out of trouble" vibe feels like it'd fit his character well, and I think the only other characters that come close to that playstyle are Trish and Wonder of U, which don't really do it in the same way either.

    Like, obviously there's a ton of more fitting guest fighters, whether you turn to his other actual works like Gorgeous Irene or to other series that follow in JoJo's footsteps in some way, but... man, my childhood experience of being slightly obsessed with these books for a few months needs this.

    And hey, on a tangentially related note - more book characters need to end up in games, dammit! It's a hugely underrepresented market, and you know damn well that half the population of the United States would go absolutely berzerk if someone from Animorphs was added to Mortal Kombat or something
    Hadokeyblade
    Hadokeyblade
    One of my bizzare dreams in life is too help make a fighting game and convince the rest of the hypothetical team to put in the most bizzare and random guest fighter we can think of.

    Like Grunkle Stan or something.
    How can I balance the fine line where I want people to buy DLC Fighters in my fighting game while not having said DLC Fighters run around the meta. My idea was not to have DLC Fighters, instead have most fighters just be added in updates and instead have the DLC be stuff for like skins and new taunts, but I feel like that type of stuff is not something people would buy.
    Glubbfubb
    Glubbfubb
    Okay, that sounds like a good idea. My idea was when the game becomes big enough to commission famous Dubstep artist Waterflame (that guy who made those sweet tunes from Geometry Dash) to make remixes of all the stage themes.
    KneeOfJustice99
    KneeOfJustice99
    Sounds cool! Hell, even if you couldn't do that, charging something like 99 cents for remixes of the character themes to switch up the game's style could be a lot of fun - whether you were to go with a dubstep style, chiptune, jazz-funk, etc. Obviously you'd need music in the base game handled already before that though, so you might wanna check how you'd handle that (in terms of licensing and the like, just in case you'd need to get the original composer involved for rights stuff.)
    Glubbfubb
    Glubbfubb
    On the crossover idea, one of my friends is doing a Clash Royale-like game, and if both of our games are going anywhere, we were going to do some cross-promotion.
    I don't know how everyone else feels about it, but I feel Sora's Spell Cycle Neutral Special is one of the most well-designed moves in the game, you have three different but distinct moves at your disposal, but to use them all properly you need to know to best cycle through the spells you want, which therefore means you need to use all 3 spells the best of your ability. I don't know it's just a very solidly designed move and something I quite like, even making my own version of it when making one of my own Platfighter characters.
    I had a random dream last night where Arc System Works was sick of waiting for a new Capcon Vs. game and announced Guilty Gear vs Jojo's Bizarre Adventure, which harkened back to Guilty Gear's 2D roots while maintaining their modern designs, all the while combining mechanics with the Heritage for the Future fighting game. They also made a oddly big deal showing off the playable debut of Buford from Part 1.
    Okay from an objective, nonbiased standpoint, I need you to tell me which team would win in this battle royale:

    Team 1 - 50000 of every type of Pikmin

    Team 2 - 1000 Stormtroppers

    Team 3 - 1 of Every Gen 1 and 2 Pokemon

    Team 4 - A team of Melee Fox, Brawl Meta Knight, Smash 4 Bayonetta, and Ultimate Steve

    Team 5 - A team of Akuma, Geese Howard, Heihachi Mishima, and Sol Badguy

    Team 6 - Sephiroth

    Team 7 - The Regular Show Park Workers

    Team 8 - 1000 Tyrannosaurus Rexes

    Discuss in great detail your thoughts on who would win this completely realistic and serious battle royale.
    Is it weird that my platform fighter has a different variable for calculating air acceleration when you are in freefall than when you are just normally moving in the air.
    Is using AI to help convert complex math equations to different scripts a bad thing? Not so much finding the answers and such, more so you already made and drawn out an equation and can't figure out how to properly convert it into different scripts.
    What do you think is more scarier to face in a fighting game, fighting against a top-tier character in the beginner's bracket, or fighting a bottom-tier character in the top brackets, and why?
    I don't know how much of a pain this would be to program, but I think if a rythmn game rep were to get into Smash, they could have a special tempo mechanic where they can perform long combo streams based on how much your attacks match the tempo of the song, so doing better following the song's beat lets you be more powerful.
    Does anyone notice how it feels weird to have a friend 1 or 2 years older than your age when you are 16-18 years of After that, it feels normal to have friends 5 years older than you when you reach 19 years of age and over. Being 26 and older is my current limit for whom I can be comfortable talking to regularly.
    I think I found the reason there is so many Fire Emblem characters in Smash, ever since Awakening its been treated as a cornerstone franchise in the same tier as Pokemon or Zelda, think about it, it's the only franchise with a mobile game Nintendo actively maintains, one of only two Nintendo franchises with a warriors styled spin off, two in fact, and is a franchise that consistently gets new games. I think if Fire Emblem was treated as a cornerstone franchise since the beginning, maybe if the first game was actually localized, then I imagine it would be acceptable that there would be so many reps

    Made some movesets that really went hard, I want some good input since heavyweights are always hard for me to design.
    For my platform fighter, I decided to just make a big list of all the mechanic changes and additions from a standard platform fighter like Smash Bros:

    No Ledges: No ledges will be in this game, I feel modern Smash Bros has gone down a more campy overly defensive playstyle, so the lack of ledges will theoretically make things more aggressive and therefore more entertaining.

    Separating Dodges and Shields into Two Separate Buttons: Due to mechanical changes to how shields work, I decided to separate shields and dodging into separate buttons. Dodging allows you to either do a standard spot-dodge, a directional air dodge, or a ground based dodge roll. Dodges are also what allow you to wave dash in this game, meaning no mis-inputting shields because...

    Shields are Now Tied into a Meter Mechanic: Every fighter has a 5-segment meter that fills when you either deal damage to opponents or receive damage yourself (though the meter growth is slower when you are just damaged) You can spend a section of meter to enhance one of your Special Attacks into Hyper Specials, which are either stronger or have unique applications the base Special can't perform. You also spend a section of meter to cast a shield, and you will be stunned if the segment gets depleted before you pull the shield back. Finally, the free shield button lets you shield in the air, which is stronger than a ground shield, but you will be pushed back more, and the shield will disappear when you touch the ground. Parrying can be used to partially recover some meter energy. When you have 1, 3, or 5 segments of meter, you can also perform 1 of 3 Hypermax Attacks, unique and powerful attacks coming in three levels based on how much meter you have.

    Wavedashing and DACUSing return: These two classic advanced techniques return with minor changes. DACUS can now be used for all directions of Charge Attacks (the equivalent to Smash Attacks), so you could see it as now Dash Attack Cancel Charge Attack, or DACCA. Wavedashing is mostly unchanged.

    Custom Stage Lists: You can save hazardless and hazard versions of each stage under a custom list, letting competitive players have more options in stage choices and not have situations where Battlefield/Smashville is too similar to Yoshi Story/Hollow Bastion to be worth using as a competitive stage choice.

    Taunt Changes: First you now have 4 taunts, one for each direction, AND you can use them in online battles now.

    These are the most notable changes from Smash Bros' main mechanics, how does this look so far, may add more.
    I have been thinking, do you separating the dodge and shield actions in two separate buttons will be good for my Platfighter. Since shield is linked to your meter in this game, I don't want accidentally wasting meter when they try to Wavedash, and it would also make spotdodging and roll dodging much easier to perform if you have a dodge button. On the other hand I can see if the shield is it's own button that is also a button linked to the meter mechanic, I could totally see air shielding which could bring some cool tech too.
    Should I not stress about getting dedicated server for my fighting game, Godot offers built in roll back netcode via an add on, but I know how serious some people are with online play. I also wanted the steam version the ability to give modders the ability to add rollback to molded versions of the game, so you can have essentially workshop supported online.

    I do also know Rivals of Aether and Nick Brawl 2 doesn't have dedicated servers, and uses rollback peer to peer for its online play. I an unaware of the online quality for those games so please tell me if I do not need to worry about dedicated servers.
    S
    StoicPhantom
    Dedicated servers are better suited for games with a huge party to sort and manage. Think like FPS or Rocket League where a lot of players are joining and playing at once. You're better off trying to manage latency and delay with fighting games instead as there's no real benefit with a dedicated server.

    Rollback is fine just remember that hardware requirements are usually higher when it comes to rollback for technical reasons. Delay based can be fine as well as long as it is designed properly.
    Name - Aremi
    Gender - Female
    Species - Wikkan
    Origin -
    Aremi is a Wikkan from the planet Wikko-1, a planet infused in methane and sulfuric gasses, making it near impossible to breathe from outsiders without a special suit. Wikkans are essentially living plants, using the methane in their air to retain body warmth and even manipulate it for self-defense. Aremi's people used to be very wealthy, as the gases in their homeworld were mined and converted into a powerful fuel named Pyronite, with the largest stow of the substance being used to power the Double Sigma. However, after the ship was lost, Wikko-1 was blamed due to their fuel being said to have caused the ship's disappearance; as a result, the planet was blacklisted from all known trade, and the planet fell into civil war as a result. Aremi, feeling trapped in her home world, took a risk and decided to travel outside her small planet and take back the Double Sigma for herself for profit, making her noticed by EPSILON in particular.

    Appearance - Aremi takes inspiration from plague doctors, scare crows, and Jack-o-lanterns. Her body is draped in a straw-based cloak that has an olive color; this cloak also lacks sleeves, making her ghostly in appearance. The limbs she does show resemble gnarled bark with blacking-olive coloration. Her face resembles that of a typical jack-o-lantern, with each of her skins giving a different face "carving." She has glowing purple eyes and mouth, matching the color of the fire she creates.

    Archetype - Zoner/Rushdown
    Gimmick - Vine Tether
    • Aremi shoots out a vine from her arm that gives her increased grab range in exchange for higher lag on the grab itself. She can also use this to catch on the sides of walls to give her another usuable jump.
    Intended Strengths -
    • Rather beginner friendly, with easy to pick up and play combos.
    • Solid ground and air stats allows her to excel in several areas.
    • Fast attacks and strong projectiles lets her fill a variety of roles.
    Intended Weaknesses -
    • Fast fall speed means she has a harder time recovering compared to others.
    • Recovery options can be easy to edge guard.
    • Her light weight makes her easy to launch and KO.

    Planned Stats: (Give a letter grade from E- to A+)
    Walk Speed -
    B-
    Running Speed - A-
    Traction - B
    Jump Height - A-
    Air Acceleration - B-
    Fall Speed - A
    Weight - C-

    Ground Moves:
    Jab - Root Kicks –
    A standing kick, followed by two more using her vine for support as she roots herself into the ground.
    Forward Tilt - Wick Lighter – A small flame projectile fired from Aremi's finger. Travels a short distance before disappearing.
    • Forward Tilt (Low Diagonal Input): Fire Stamp – A forward stomp that produces flames. Can be performed up to 3 times in quick succession.
    Up Tilt - Torch Bearer – Aremi swings her arm in an overhead arc, producing flames from her fingertip.
    Down Tilt - Underbrush – A sliding kick with a low profile, allowing Aremi to duck under projectiles and some standing attacks.
    Back Tilt - Flashfire – A quick, flame covered kick from behind. Can be used to retaliate against opponent and knocking away weak projectiles.
    Dash Attack - Root Sweeper – Aremi's vine roots herself into the ground for support, she then gets thrust forward a short distance, attacking with a sweep kick before retracting to her original position.

    Charge Attacks:
    Side Charge - Spitfire –
    Aremi spits out a burst of roaring flames. It's got a short range but is fast and powerful, can be angled up or down.
    Up Charge - Firework Flare—Aremi raises her hand, pointing straight up while charging a flame at her fingertip. She then fires it into the sky where it explodes in spectacular fashion. The image produced by the flame can vary, but it is purely aesthetic and does not affect the moves attributes.
    Down Charge - Arcane Flare – Aremi summons a wall of purple fire from the ground to surround herself and keep opponents at bay. The middle frames of the move gives her temporary invincibility.

    Aerials:
    Neutral Air - Branch Kick –
    Aremi extends her leg to kick and holds the pose, allowing the hit to momentarily linger.
    Forward Air - Fire Orb – Aremi swirls a large orb of fire in front of her, dealing multiple hits of damage. Hitting the opponent with the center of the orb deals more damage and knockback.
    Up Air - Autumn Breeze – A quick upwards kick wreathed in flames with a wide arc.
    Down Air - Flame Burst - Aremi leans downard with both hands brought close together. She then fires a short-range burst of flame to spike opponents caught directly beneath. The explosion has a deceptively wide radius, though the rest of flames will not spike.
    Back Air - Vine Whip – Aremi quickly turns in the air, swinging her vine like a whip, its fast with good range but high end lag.

    Grabs:
    Pummel - Scalding Flames -
    Aremi burns the opponent with purple flames.
    Forward Throw - Vine Slinger - Aremi wraps her vines around the opponent and launches them forwards.
    Down Throw - Firestamp - Aremi stomps on them like a person would stomp on flames to put them out, though this time Aremi actually conjures flames to brun the opponent as well.
    Back Throw - Flame Burst -
    A kill throw where Aremi launches the opponent back with a burst of flames.
    Up Throw - Mindblown - Aremi tosses the foe above her head, which then explodes into a large orb of flames, another notable kill throw.

    Specials:
    Neutral Special - Seed Shot
    Aremi spits seeds from her mouth that travel quite far but deal only light damage and no knockback or hit stun. She can hold the button to charge the move into a larger seed that deals more damage as well as hitstun.
    • Neutral Hyper - Seed Burst - Aremi shoots a line of flaming seeds that deals more damage and knockback than the charged seeds.
    Side Special - Pyro PumpkinAremi throws a Pyro Pumpkin forward in a short arc. Hold the button to launch the bomb in a farther but lower to the ground arch, can either be used to spike opponents in the air or be used to create a lingering fire trap.
    • Side Hyper - Pyro Patch – Aremi will hold multiple Pyro Pumpkins in here arms and throw them all together creating a series of small explosions in a wide radius.
    Down Special - Pyro Dance - Aremi leaps like a ballerina and performs a spinning motion while her body is wreathed in flames. She can perform an explosive leap while in the middle of her current spin, but the force sends her to tumble and leave her in free fall.
    • Down Hyper - Pyro Hurricane Aremi will begin to rapidly spin while producing flames, becoming a great tornado of fire. You can move left and right as well as gain height by mashing the special button when in this state.
    Up Special - Head Shot - Aremi turns herself over and charges her head with fire, causing it to explode and propel her upwards like a rocket. After performing the attack she enters a helpless state until she lands on the ground, causing her head to grow back. The blast the head explosion creates causes a potent spike.
    • Up Hyper - Pyro Missile - A higher but more vertical blast upwards. This move trades some horizontal drift with more vertical distance and the explosion is bigger with a spike in the tip of the blast.
    Hypermax Attacks -
    Level 1 - Paralyzing Scream
    Aremi will perform a scary face while unleashing a parlaying scream with a wide radius in front of her, this freezes opponents in place, letting you set up combos.
    Level 2 - Pyro BeamAremi shoots a laser beam onto the ground, which causes the ground to explode in a fiery burst.
    Level 3 - Trick'n'Treat - Aremi's head opens up to shoot out a thick beam of fire to push opponents off the stage.

    I know I posted this moveset on my Sigma Busters thread, but I love it so much that I wanted to share it to the general chats as well. For added context, every fighter has a Back Tilt they can perform from behind, each Special can be enhanced into a Hyper Special by spending some meter, and each fighter has 3 levels of Hypermax Attacks of increasing potency that act as the Final Smash equivalent, albiet ones balanced for competitive play. How does this moveset look, any feedback you have.
    How bad would it be if there is no set short or full hop distance? rather the total height of your hop is dictated by how hard you tilt the stick. Does that sound like a bad idea for my platfighter?
    • Like
    Reactions: KneeOfJustice99
    KneeOfJustice99
    KneeOfJustice99
    I've actually come across a similar kind of issue with a game I've been working on for university recently, but based on my experience - I'd personally recommend having characters feature a set distance for both (it can be different from character to character, though), for the sake of consistency.

    In playtesting (and from my own experience), I've found that one of the most annoying things is pressing a button and something you don't expect happening - especially when in a competitive or high-tension setting.
    Glubbfubb
    Glubbfubb
    To be honest short and full hopping are mechanics I'm a bit mixed on in their implementations. Unlike the inputs for Walking and Dashing, it's very hard to gently tilt the stick upwards than side to side. On the other hand multiple jump heights are something I want to keep so I'm having a hard time finding a way to better implement short hops.
    Dumb question, what makes an "honest character" to you guys?
    MBRedboy31
    MBRedboy31
    I’d imagine it is a character with a standard playstyle (based on what is considered “standard” by your game) that doesn’t “scam” the opponent with particularly powerful combos or knowledge check-heavy shenanigans or by dragging opponents into the blast zone for early KO’s, they mainly win by outplaying their opponent multiple times. It’s pretty subjective.

    A character being “honest” or “dishonest” isn’t always a deliberate design decision by the game’s developers, though, sometimes it’s affected heavily by what players figure out. Like, for example, :ultluigi: has a pretty standard moveset, even if a bit weirder than Mario’s, but in competitive play he is incredibly gimmicky due to the importance of his zero-to-death combo, and thus is a dishonest character even if that‘s possibly not part of his design.
    Glubbfubb
    Glubbfubb
    By that logic I assume Steve and Kazuya are dishonest characters due to how they play, meanwhile the more low key Sora and Sephiroth are considered more honest characters.
    MBRedboy31
    MBRedboy31
    Sora has “dishonest” nair loops he can do to combo the opponent for ages, although you don’t see them super frequently, at least not yet.
    I can’t think of any really cheap things Sephiroth does, though, so yeah.
    Theory, do you think a character with a fast fall speed and Cloud Up Air can use that Cloud Up Air to combo into a Ganondorf Volcano Kick, maybe if the kick is a bit faster?
    I think I figured out why I'm so mixed on Project M's Lucas rework, it's not the moveset, it's how its inconsistent with how other clone movesets were handled. All that time was spent on remaking Lucas' moveset from the ground up to be less like a Ness clone, but they also made the Spacies MORE clone-like, rather than diverge their movesets even further. That is my true issue, I feel like keeping the Spacies the same while changing the other clones is a refusal towards accepting the new updates to their movesets.
  • Loading…
  • Loading…
  • Loading…
Top Bottom