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  • So I've wanted to ask anyone who's done datamining: how do the eyes on Smash Ultimate's characters, more particularly more "anime" characters like Pit, Cloud, and Pyra/Mythra work? Are the eyeballs separate meshes with textures on a UV map or are they just flat textures over an entirely blank face?
    Random thought: would a Ghostface Devil be somewhat powerful in the Chainsaw Man universe? IIRC, Ghostface is a title and multiple people have taken up the title of "Ghostface" in the Scream movies, so there's some logic in the Ghostface Devil being somewhat powerful.
    Question for everyone: if we were to get a new fighting game franchise in Smash, who would be more busted between Nightmare from SoulCalibur and Sol Badguy from Guilty Gear?
    Hey, uh, anybody who's into coding/modding characters into RoA or Smash...I have a bit of a thought exercise for you.

    So, say I want to make this character, right? They have a slow command grab Neutral Special that's basically Thwack as a command grab...but this grab has a hard insta-KO percentage that's achieved with this method: if this character is selected at least once, the game will draw squares around each other fighter for a split-second, then calculate damage percentages based on the height and width of the hurtbox of each fighter. For Smash players, this means Pichu and Kirby will be instantly-killed the moment they get grappled while you need to put in the work to do so for Bowser & K. Rool. For you RoA players, characters like Ranno and Ori would be insta-KO'd at an earlier percentage than Etalus and Elliana.

    The formula in question is as follows: [((H * W) - b) / 2] (H = Height, W = Width, b = Empty space inside the square in units)

    In Smash, Kirby's hurtbox is 9 Units high and 10 Units wide (Units being one of the 100 squares in the 10x10 blocks on the Training stage), and there are 16 Units his hurtbox doesn't cover in the square drawn by the game, making him able to be instantly KO'd at 37%.

    If you were to go for a better formula than what I have right now, or at least some tweaks to make the formula I have seem balanced, what would you do?
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    Though I'm not by any means experienced with modding specifically, the first thought that occurs to me is that it could potentially be a lot simpler to simply calculate it based on the character's weight value.

    However, if it needs to be specifically related to size, it's also worth considering that you may need to also consider depth, given a lot of modern 2D games still use 3D-based engines for things like hitboxes and such - and Smash specifically is obviously in a 3D environment to begin with. (With that in mind, you'd probably need boxes instead of squares.)

    That said, the current formula feels like it'd be a little unbalanced. A character like Pichu getting K.O'd by a single attack at, like, 30% compared to K. Rool getting K.O'd at around 150% seems like it'd feel wildly unfair - maybe the formula might need a little work to make it a bit more balanced.

    As I say, though, I'm not exactly experienced with modding specifically, I only have a working knowledge of computer logic, so take what I say with a grain of salt.
    You know, I don't know why Batman never had a cheesy Japan-exclusive tokusatsu show the same way Spider-Man did back then. Dude's literally DC Comic's own version of Kamen Rider and the Adam West show proved that a premise like that could work. Was Japan on a Marvel kick at that time and just skipped over DC back then?
    We anime fans all know the classic isekai plot, right? The main protagonist gets hit by a truck and dies, a goddess says "Wake up in a new world and slay the Demon King, and I'll grant you my blessing to aid you" and the protag thinks he's about to set out on the adventure with a party using magic and swords and the power of friendship and save this new world and its kingdoms from the Demon King. Well, imagine there was an anime that has that same set-up except...the protagonist was never isekai'd: he was just hospitalized for a few months, and the "goddess" who gave him her blessing was actually a drafting agent who recruited him for a highly-eccentric Fantasy-LARP'ing Yakuza clan at war with other neurotic fantasy-LARP'ing Yakuza clans, including the family of the "Demon King", who's actually just the criminal underground's #1 Most Wanted. The protag has to survive getting roped along in these gang battles against the "Demon Clan" and pretty much come to terms with the fact he got roped into a war with a bunch of violent if a bit energetic cosplayers who look like they just got plucked out of a D&D convention. The "spells" are just random **** they throw at one another like in South Park: The Stick of Truth. So the "Ray of Frost" spell is actually just them shooting liquid nitrogen out of a fire hose.
    You know, it's extremely weird but kind of a good thing that Nintendo went from "oh no, don't make that Toad even a pixel different" in their Mario RPGs to "bring that diverse group of lovable weirdos back, we're remaking their games with everything intact". I wonder what changed at Nintendo and if that'll influence future original Mario RPG projects.
    There are times when invasive thoughts come to my head. Like, would we have been more successful with an Area 51 raid if instead of Naruto running we just used Tekken crouch dashing? As aerodynamically accurate as Naruto-running is, the problem is that the pose is static, it's easier for the guards to land a headshot. Crouch dashing, meanwhile, has similar speed while implementing rapid, jerky body movement, making it even more difficult to land a shot properly.

    Besides, if you saw a group of thugs just Tekken crouch-dashing towards you, you'd probably be ****ing terrified about it.
    I think Tom & Jerry's premise of "too focused on hurting each other, everyone else in the crossfire is just collateral" in MultiVersus has a lot of potential as the gameplay concept for an entire beat-em-up game.

    Like, sure you can attack enemies directly, but if you attack your friends any enemy that gets caught in the crossfire takes bonus damage. Big guy with an unbreakable shield you can't break by yourself? Just land a haymaker on a friend towards them and the shield's out of their hands. Crowd of mooks blocking your path? Throw a nearby ally straight at the crowd to disperse it. That kind of gameplay has as much potential for fun as it does comedy, you get me?
    TBH I like Multiversus having so many characters that attack unintentionally - Velma looking for clues for example. I hope they add Buddy at some point, where he's just so focused on spreading holiday cheer that he hardly notices that he's constraining his opponents in Christmas lights or smacking them with pine trees.

    As I've said before, if it wasn't for the game feeling like everyone is just a slower Jigglypuff, I'd be way more of a fan.
    I mean, true, but I'm talking about an entirely separate game altogether that takes the concept of "treat everyone as collateral" and puts it in its combat.
    With how infamous Fire Emblem is in the Smash community, I can't help but think Anna would have the least amount of backlash as a FE newcomer.
    1. She's not a one-shot character like Byleth, Robin, and Corrin, she's a recurring character/element across the entire series, dating back as far as the first game on NES.
    2. Like Byleth, Anna is not limited to just swords, she can use any kind of weapon, mainly because she usually has them in her shop.
    3. Speaking of selling, a money mechanic is something I don't think we've seen in Smash before. You could make something unique out of that.
    Honestly, I'm really hoping Nick All-Star Brawl 2 gives us Clockman. He comes from a franchise Nick owns with Pinwheel and it's arguably one of the more famous pieces of Lost Media in history.
    You know what would be a fun BR game? A Halloween-themed battle royale where instead of "last one standing wins" like in PUBG or Fortnite it's "the one with the most candy gained in a time limit wins". You'd have Trickers that get their candy by scaring it off other players (and would have different abilities based on their costume) while you'd have Treaters that would explore the map searching for candy up for grabs.
    You know what the most unhinged, unlikely Pokemon crossover game would be? Pokemon X Ace Combat. All Pokemon that can canonically fly fighting each other in Ace Combat-style dogfight battles. As ridiculous as that would be, I'll admit it seems pretty fun.
    You know, I can't help but wonder why Mortal Kombat is banned in Japan when they let games like Doom Eternal into the country just fine. I mean, I get that manga and anime like Blood-C, Hellsing Ultimate and [Insert Junji Ito story here] get a pass because they're different media. But I almost feel like Japan has a double-standard for gory games.
    Maybe it's because the blood/gore is aimed at demons and not humans? I dunno; Kinda weird.
    Censorship in general is completely arbitrary and makes no sense no matter how you use it. But MK is in quite a different league than those that you mentioned. I still remember that fatality of Kung Lao's where he spins his hat on the ground like a table saw and then just casually drags his opponent into it. Something about how simple and casual it was heightened the barbarism even when compared to some of the incredibly over-the-top fatalities featured in that franchise.
    So I'm in the middle of a side quest regarding Ancient Hyrulean, and I can't help but wonder if the localization team actually dove into Old English for the translations. For example:

    "Oft wys Rauru, kyng of kene blade, weyve his werk real in faver of the hunte. Ond oft queynte Sonia, quene of kene insight, seke out him and repaire this kyng to kyngly besynesse. In her sapience semes she divin, that she cunne him ever finde and for hes folly semes him the mor humain. Ond the kyng? O, he laughe. Nat him hir equal for hir wit, he kunne. Ond the quen, she laughe to, als even she scolden."

    Sounds like a really old form of English, doesn't it?
    Am I the only one who now feels especially confident about Elden Ring being able to run on Nintendo Switch? Sure, some sacrifices were made for framerate for that amount of exploration and fun, but I'd argue that Tears of the Kingdom has a lot more content than Elden Ring, and the entirety of Hyrule is, from what I've seen and gathered, significantly bigger than the Lands Between could ever be. I guess what holds Elden Ring back are model quality, particles, and especially the Erdtree, but just because sacrifices have to be made for a port to run well doesn't mean the game is automatically less fun. Just look at Doom 2016 and Doom Eternal.
    “Just because sacrifices have to be made for a port to run well doesn't mean the game is automatically less fun. Just look at Doom 2016 and Doom Eternal.”

    And the massive success of the PlayStation 2. The console that often had the worst versions of multi platform games from its generation.
    Playing through Tears of the Kingdom had made me wonder how the hell they're going to top the sheer size of this map. Like, Hyrule was already huge in Breath of the Wild. But the Sky Islands and Depths make the game feel bigger than Elden Ring of all things! How the hell are they going to top that in a threequel to BotW? Bring back Minish Cap shrinking? Give us an alternate dimension like the Twilight Realm?
    Been thinking a little bit about a potential Splatoon movie and honestly I think they could get away with using extremely adult licensed music if it was all sung in Inkling language.

    Like, imagine if an Inkling-language cover of "Where The Hood At" by DMX played when a swaggy rival Inkling team shows up, it'd be hilarious.
    Everybody's been complaining/afraid about AI ending the human race as we know it (probably doesn't help that AI's been getting more and more advanced quickly as of late)...but honestly, I'm of the mind that there are a few AI that'll break off by themselves and want to defend humanity. It's kind of a rule where if there's too much of something, eventually some will break off into the opposite.
    I can't be the only person who thinks Studio Trigger could make a pretty fun Fate anime, am I?

    They've got combat animation that's on a level that you could consider it a sidegrade to ufotable, they can make great stories should it be required (Edgerunners, Promare), and let's be real, having several Servants designed by the guys behind Kill La Kill would be epic.
    Tears of the Kingdom's new weapon fusion mechanics not only seems to be the best remedy for the durability, but I'm also already imagining the most hilarious things you can do.

    Like, imagine slapping a boulder onto a boomerang. Or a bomb barrel to a hammer. Or a ladle onto the damn Master Sword.

    This game is gonna be goofy in all the right ways, lemme tell you.
    Random thought: how come Hollywood doesn't remaster the animations and environments of their old CGI shows & movies, just like how some games remaster old 3D games? You don't have to change the story or voice lines for them, either, just use better animations, better lighting/environments, and better models. Like, could you imagine Transformers: Beast Wars, or Toy Story 1 rereleased with graphical overhauls using today's technology? Or is there something about the dated 3D there that gives them a sort of charm?
    Okay, so the first part so far has heavy cues from the story of Momotaro: the Legendary of the game is quite obviously an oni (With maybe even a few cues taken from Shuten-douji, a rather infamous oni) and what look like the Starters are based on the animals that accompany Momotaro on his quest: a dog, a monkey and a pheasant. Makes me wonder if our Teal Mask region will take place in a cross between the Canary Islands and Onigashima.

    Also, I am dreading the inevitable Terapagos boss fight. He's gonna have the ability to become an exclusive Omni-type, I just know it.
    So I've been watching Chainsaw Man recently and learning about how Devils work got me thinking: how exactly would an A.I. Devil work?

    We all know the classic trope of "A.I. gains sentience and seeks to overthrow humanity", and there is an IRL stigma about A.I. (Especially with things like A.I. art and A.I. voicework). So maybe this A.I. Devil could replicate other humans or take over certain digital devices?
    You know that video where this guy analyzes the traps of Home Alone and deciphers what sort of injuries they'd result in?

    Yeah, I kinda wanna see that, but with Tekken normals/grabs, because there is no doubt in my mind that Kazuya's Gates of Hell grab will leave somebody paraplegic.
    Okay, I'm gonna make a wild Tears of the Kingdom theory here:
    The Blood Moon is, and always has been, Calamity Ganon's true form. This is a part of the BotW timeline that has never been given much explanation aside from the fact that it revives monsters that Link has slain and has some connection to Calamity Ganon and the Malice. It also feels strange that Calamity Ganon could be sealed that easily in both BotW and AoC, even with Zelda's power, when in TotK it seems evident to me that sealing isn't gonna work against Ganon. I mean, look at the Master Sword, the thing's practically in worse shape than it was in Wind Waker. Not to mention, there's also the thing with the Blood Moon bombarding Hyrule with bolts of Malice in the trailer, and its history of reviving creatures across the entirety of Hyrule. I dunno if it's just me, but Ganon's power has never been that far-reaching before, AFAIK. I think the Ganondorf of this timeline imbued his essence with the moon itself to spread his dark magic and evil on a grander scale than before, even compared to his previous incarnations.
    Do you guys think Pizza Tower's recent splash in the gaming community will tell Nintendo that people still want Wario Land games? Mighty No. 9 may have been a flop, but to its credit, it did succeed in telling Capcom that people wanted new Mega Man games, which led to Mega Man 11 being made.
    So in the advent that we get DLC in SV, it makes me wonder not only whether or not we'll see our third legendary/the Area Zero Entity, but how we'll go about its boss fight. Lemme put this into perspective: ever since Gen 7, we've had a boss fight that has had a direct upgrade to that gen's gimmick. Rayquaza technically does the same in ORAS by having its Mega Evolution not tied to a held item, but he doesn't Mega Evolve during his boss fight to my knowledge. But for the real examples:
    • Ultra Necrozma: USUM's boss has a direct upgrade to Z-Moves by having a transformation accessed by its exclusive Z-Crystal and an all-powerful Z-Move that's effectively a Spirit Bomb.
    • Eternatus: While we can't have a playable version like Ultra Necrozma, we can still consider Eternamax Eternatus as a direct upgrade to Dynamax/Gigantamax, making Eternatus the only Pokemon in history to reach a BST of over 1000.
    So that just leaves the likely proposition that the third Legendary will have a direct upgrade to Terastallization. But how this'll go about, I have no clue, but have a few ideas:
    1. An exclusive Omni-type Tera Jewel that's Super Effective against everything and has only a weakness to Rock-type...which could be completely negated by an ability that allows it to heal from Rock-type moves used against it, which could make sense since jewels are just prettier rocks.
    2. Access to two Tera Jewels that allow him to mix-and-match type combos. It also has the ability to change the type of its Tera Jewels on the fly, much like the Legend Plate from Legends Arceus.
    I know it's gonna be a long way off, but think I have an interesting idea for Generation 10's Pokemon gimmick. Pokemon fans across the globe must've at one point dreamed of sending all their Pokemon out at once when they were a kid, right? Well, I want to try and emulate something like that without potentially breaking the game.

    I'm calling it UniFight. The idea is that using the Pokemon you have on the floor as a conduit, you can channel the spirits of the other five Pokemon in your party, fainted or not, and generate what's called a UniFight Halo.

    While the UniFight Halo is active, all damage your active Pokemon takes will be evenly distributed amongst all your party members...so a UniFight Roaring Moon will survive a Play Rough from Flutter Mane, it'll only take 1/6 of the super-effective damage while the rest of your party each takes the remaining 5/6...but the more fainted Pokemon are in your party, the fewer points of damage distribution there are. If you only have 2 Pokemon that haven't fainted in your party, then the active Pokemon will take half the damage and give the rest to its ally.

    The second aspect of the UniFight Halo are UniFight Moves: these aren't like Max Moves or Z-Moves in which they drastically change to accommodate the transformation. Instead, the moves in your party contribute to additional effects on the moves of your active Pokemon based on type, aligned by which move they're slotted in. So for example:
    1. Tinkaton: Move 1: UniFight Gigaton Hammer: The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row.
      1. Salazzle: Move 1: Poison Fang: Has a chance to Poison the target
      2. Buzzwole: Move 1: Lunge: Increases the user's speed by 1 stage
      3. Copperajah: Move 1: Heavy Slam: Increases the user's defense by 1 stage
      4. Crabominable: Move 1: Ice Hammer: Increased chance to deal a critical hit
      5. Kommo-o: Move 1: Dragon Claw: Decreases the target's attack by 1 stage
    2. Tinkaton: Move 2: UniFight Play Rough: The user attacks by playing rough with the target. This may also lower the target's Attack stat.
      1. Salazzle: Move 2: Fire Lash: Has a chance to Burn the target
      2. Buzzwole: Move 2: Vital Throw: Increases the user's attack by 1 stage
      3. Copperajah: Move 2: High Horsepower: Generates a trap of spikes on the enemy team
      4. Crabominable: Move 2: Chilling Water: Heals all allies for all damage dealt, distributed among all Pokemon that haven't fainted.
      5. Kommo-o: Move 2: Brutal Swing: Reduces the target's Sp. Def by 1 stage
    As an aesthetic, the UniFight Halo also has a unique shape based on the dominant type in your party. So for example, the Halo will be an evil-looking eye consisting of energy particles in the shape of mouths that are perpetually cackling if it's Dark-type, or a pair of laurels surrounding a flower constantly shedding leaves and petals of it's Grass-type. There is also the default UniFight Halo that is used if there is no dominant type that's just a typical angelic halo.

    Oh, and like Terastal before it, there's a unique move that changes type based on what UniFight Halo it is called UniFight Halo Blast.

    SO. Sorry about the wall of text, I just wanted to get it out there.
    You know what I kinda want? A Pokemon game that takes place on another planet. Not like with the Ultra Space worlds or anything, just a normal Pokemon game where you use Pokemon to gather resources and build a research base that helps you better understand the planet...and then like the sadistic ******* I am, I want it to turn out that the planet you've been exploring and researching is actually a supermassive, honest-to-god living planet Pokemon, just to give kids nightmares about it lol
    Quick question: how did Yuji Horii settle on calling the hero title "Loto" for Dragon Quest and why was "Erdrick" chosen for the western version? Does the former mean something in Japanese that I don't understand while the latter was made to better fit the Medieval aesthetic?
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