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Glubbfubb
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  • One last vaguely lucid question asked during midnight, who are the guys responsible for naming all the music genres, Crunk, Snap, Japanoise, Catholic Psychedelic Synth Rock, lowercase (yes in all lowercase) Vaporware... these are all the names of actual music genres, I am not lying.

    I am surprised no one has tried to replicate Rayman Legends' challenge mode, because I feel like its the gold standard for challenge modes in platformers. There is a variety of challenges available of various difficulty levels, from collectithons to survival to races. There is also the choice of doing smaller daily challenges or committing to a giant weekly challenge for big rewards. I feel like if a game like Smash Bros were to use this challenge mode, it could be expanded greatly, a challenge could have you be forced to survive an endless enemy arena using a specific character or try to get the best score in an endless target test, there could be a ton of possibilities. I may add this mode to my own platfighter's online mode, since I feel it gives a lot of continuous retention.
    I figured out the lowkey most terrifying power, the ability to have full control over every aspect of cheese.

    Think about it, cheese isn't just dairy, it also contains fat, salt, and bacteria in its ingredients, so you can essentially make someone lose their body fluids instantly.
    Anyone feel that the modern stands in Jojo's Bizarre Adventure feel more like SCPs, not that is a bad thing, I just feel like the newer stands like Milagro Man and Sugar Mountain Spring just give off that vibe
    KneeOfJustice99
    KneeOfJustice99
    I think that's a pretty awesome element of "modern JoJo" in some ways
    I've personally held a belief for ages that Araki discovered Wikipedia midway through writing part 6 and never really looked back? Hence why a lot of the abilities going forward are a lot more esoteric in some ways.
    That said, userless Stands are such a cool thing to work around and really shake up the formula in a cool way that automatic Stands aren't quite capable of. Les Feuilles is a good example of this in my mind.
    Glubbfubb
    Glubbfubb
    Yeah I feel part 6 was sorta a traditional phase for the franchise, as we had a mix of tradtional stands like Stone Free, Diver Down, Planet Waves, but there was a lot of esoteric stands too like Dragons Dream, Foo Fighters, and of course Heavy Weather, I'll tell you if Dragond Dream was a Part 7+ stand it would not get the hate it deserves

    Userless stands are also not a new concept, stuff like Anubis, Cheap Trick, Notrious BIG, Chariot Requim, and to an extent Stray Cat and Foo Fighters, have been around since the beginning of stands
    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.
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