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"At 75%" means that I'll release the beta when Bomberman is 75% finished. He's getting closer to that point every day, so there'll be a download relatively soon.In the OP, in the download section, does at 75% mean when bomber man is 75% complete or the download's at 75%?
As well as meSay, do ya think you could pm me the names thing too? Also hyped for bomberman as well
I got them coveredDo you guys just want me to send you the link to the silver and deadpool name download he gave me? If it's ok with PyotrLuzhin , of course.
All good questions! Thanks to a suggestion by McMarth, Bomberman's fall speed is now closer to falcon's speed, since he's never been floaty in any of his 3D game incarnations. The floatiness was a vestigial trait of his base, Luigi. On the ground, Bomberman's hitboxes cover his head and torso, as illustrated by this image:lookin real solid. where are the hitboxes on the move? how powerful/clankable are they? at what angle to they send an opponent, and how far? for followups
edit: i also figure the grounded version may have its endlag cancelled with a jump in the same fashion? unless im misinterpreting how the move works
whose weight and fall speed is he using? he looks to be on the (super) floatier side
I suggest that your next possible Project M PSAs should be Banjo Kazooie (There is no PSA surprisingly), Shantae, Shovel Knight, Young Link, or Pichu. I hope you at least consider these characters.
What lovely feedback you two gave to him involving his current PSA effort, Bomberman.Greninja would be nice, actually
Hmmm.... Unless someone makes a good model for Banjo, I don't think that it'll happen. I don't care too much for Shantae, and I know nothing about Shovel Knight tbh. Young Link and Pichu are Melee veterans, and I'd rather work on characters that haven't been done before. The only one in that list I'd do is Banjo, but even that's not super likely (unless someone makes a better model). I've thought about Rayman, actually, but I won't work on him until Bomberman's done.I suggest that your next possible Project M PSAs should be Banjo Kazooie (There is no PSA surprisingly), Shantae, Shovel Knight, Young Link, or Pichu. I hope you at least consider these characters.
Yeeeeah someone's already doing that, and I don't have much of an interest in the character.Greninja would be nice, actually
Haha I'm going to have to second you on that sentiment. Let's try to keep the discussion on Bomberman, shall we? lolWhat lovely feedback you two gave to him involving his current PSA effort, Bomberman.
That's still a WIP, so suggestions are welcome!What games did you rip bomberman's voice clips from? Or is that still wip?
LawProtoPyotrLuzhin
Actually Bomberman was like SUPER floaty in Bomberman Hero (N64).
Don't know any other of his 3D games, though: which game are you referring when you say "he's never been floaty in any of his 3D incarnations"?
I'm not trying to be rude, just curious really...
Thanks! I'll check to see if I can easily download soundpacks from those games, and also to see if I like the voice actress haha.Might I suggest Bomberman Generations and/or Bomberman Jetters (both gamecube) for his voice? Same voice for both, and I think this voice actress would be the most recognized one
Great work on Bomberman so far! you work really fast haha.
Well, that's a fair point. I was referring to the Bomberman 64 series games, and I didn't really consider the others. However, for balancing reasons, he's a fastfaller for now.PyotrLuzhin
Actually Bomberman was like SUPER floaty in Bomberman Hero (N64).
Don't know any other of his 3D games, though: which game are you referring when you say "he's never been floaty in any of his 3D incarnations"?
I'm not trying to be rude, just curious really...
Hopefully I'll have a good recording solution soon so that I can show off his new attributes!LawProto
Excellent point. It is true that he is pretty floaty in BH 64, but I would argue for keeping him as a faster faller. In Bomberman 64, he falls like a brick when dropping from ledges.
Project M is already comprised of a large majority of floaty characters, as demonstrated by Cazcom's image posted on the PM subreddit (x-axis is weight and y-axis is fall speed):
https://i.imgur.com/zoNZgW0.jpg
And giving Bomberman Luigi's floaty fall speed while also giving him the current dair would mean Bomberman gets all of the benefits of a floaty character, but also a quick way to return to the stage.
I am very interested in seeing some game footage and/or get a chance to play the beta with the current falcon-esque fall speed.
I may have been looking into something like this already... I need to hold on to some surprises hahaWoah! He's heavier than I thought, but I guess he might need to be in order to survive with his fall speed and recovery.
Very interesting!
For a down throw, I think it'd be neat if Bomberrman threw the enemy down and then kicked them, causing them to slide a ways. I know he does this (except with a bomb) for his down b, but I still think it could be neat. Plus, maybe it could do a really weak meteor if done at the edge of a stage. Just an idea.
Excellent point. It is true that he is pretty floaty in BH 64, but I would argue for keeping him as a faster faller. In Bomberman 64, he falls like a brick when dropping from ledges.
Project M is already comprised of a large majority of floaty characters, as demonstrated by Cazcom's image posted on the PM subreddit (x-axis is weight and y-axis is fall speed):
https://i.imgur.com/zoNZgW0.jpg
And giving Bomberman Luigi's floaty fall speed while also giving him the current dair would mean Bomberman gets all of the benefits of a floaty character, but also a quick way to return to the stage.
Well, I think your reasons are pretty solid, actually: I myself would privilege balance and gameplay novelty over nostalgia factor of just one particular game. I must be feeling a little biased because of my infancy...Well, that's a fair point. I was referring to the Bomberman 64 series games, and I didn't really consider the others. However, for balancing reasons, he's a fastfaller for now.
Haha that's understandable! Gameplay balance is vital to this PSA, so factors such as Bomberman's weight relative to the rest of the cast need to be taken into careful consideration.Well, I think your reasons are pretty solid, actually: I myself would privilege balance and gameplay novelty over nostalgia factor of just one particular game. I must be feeling a little biased because of my infancy...
I don't understand a word you just said, but I will like it for the sake of progress!Haha that's understandable! Gameplay balance is vital to this PSA, so factors such as Bomberman's weight relative to the rest of the cast need to be taken into careful consideration.
In other news, I've made a pretty huge discovery...
Now, you might be wondering what Samus's charge shot has to do with Bomberman. It means that I've figured out a way to reliably access unused LA-Basic variables in articles, which addresses an issue I was having with Bomberman and Lucario's Aura Sphere. Since Lucario's Aura Sphere object is larger than Luigi's fireball, I was only able to code the special to load one bomb into memory, since objects can't overlap in memory. With this method, it looks like I'll be able to give Luigi's fireball a persisent charge WITHOUT having to mess around with his module anymore! Hooray!
The current plan is to give Bomberman two different bombs - one that behaves like Link's bomb, and one that behaves more like Mario's fireball. The only difference with respect to gameplay between the two projectiles is that the Pump Bomb can't be caught.Oh, I've been forgetting to ask/check if it's already been mentioned: how is the pump bomb going to be delivered, as a projectile? Will it become a thrown item like Link's, and adhere to throw physics, or will it be 'projected' like Luigi's fireball or Lucario's aura sphere, and adhere to their alternate pathing? Figure it's worth asking even if it has been implied elsewhere, that a more definitive answer may quantifiably be given.
I don't believe I'll be able to give it a power-throw quality, but I'm planning to make it as similar to his item-based bomb as possible. I haven't finished coding it yet, but I can tell you that it won't behave like mario's fireball or the spacies' lasers hahaBut it follows the same path as a thrown item? that is, it drops as it travels at the same speed as an item, can be power-thrown, etc?
Or will it travel more slowly in short arcs at a predetermined speed, like Mario's fireballs? Or straight and fast like lasers, etc etc?
I have never looked at Electrode's coding, but I'm pretty sure that an article can't acquire those properties (although that IS a really cool idea).Haha, yeah, they were just examples of projectiles with alternate pathing to aid in the articulation of my question.
So can you not have the pump bomb turn into a held item in Bomberman's hand at the end of the charge period, then de-flag 'holdability' once thrown? Sort of like how electrode turns into a throwable item right before it blows up, but in reverse? Or am I, in my unequivocal leymanship, misinterpreting how this works?
I love it already..All right, it finally works... My recording is still potato quality, so bear with me lol - the content's good
Lol he's unique, that's for sure. I'll make a video this weekend demonstrating some ATs with Bomberman, such as his dashdance, wavedash distance, and some Bomberman-specific techs I've discovered while testing him.dang he looks super slidy. whats his wavedash distance? and jump squat i guess. if he still has luigis lack of traction but is now a fastfaller thatd be hilarious
and also something id definitely like to play
assuming this is raw idea execution without any tuning (and especially since its too early to tell whether a fast or slow projectile would benefit his combat potential), the move looks super solid
Thanks! I finished it the module way, but I realized that my modifications to Luigi's module pointing to LucarioTransactor and (especially) WnAuraBaullParamAccesser may not work with BrawlEX because of possible offset differences. It would be a huuuuge pain to try to make both a P+P module and an EXModule for Bomberman with those kinds of modifications. It also had some weird GFX glitches (I had to edit his REFF quite a bit) that I'll iron out later.So you replaced the module info for Luigi with lucarios aura sphere thing? I remember you mentioned it earlier in the thread. That's pretty cool!
If all goes according to plan, I should have a good model for Banjo soon, so that request might just become a realityI suggest that your next possible Project M PSAs should be Banjo Kazooie (There is no PSA surprisingly), Shantae, Shovel Knight, Young Link, or Pichu. I hope you at least consider these characters.
This will be super useful to so many people. Props for pulling it off, even with the problems it gave you!Thanks! I finished it the module way, but I realized that my modifications to Luigi's module pointing to LucarioTransactor and (especially) WnAuraBaullParamAccesser may not work with BrawlEX because of possible offset differences. It would be a huuuuge pain to try to make both a P+P module and an EXModule for Bomberman with those kinds of modifications. It also had some weird GFX glitches (I had to edit his REFF quite a bit) that I'll iron out later.
Even so, since it will be helpful for those interested in article porting, I'll release an explanation of how I got it to work (both with modules and without modules, because there is a PSA method that requires no knowledge of ppc asm or sora_melee.rel functions) once Bomberman's finished. I'm in the process of switching his DownB function with Diddy's Banana throwing function, and I'm not even sure if that will work with BrawlEX lol.
I hate to cut in and not give any fruitful advice, but I do hope you eventually get around to making an Ex module for your Bomberman. The professionalism of the character himself, the work you've done on him and you are doing, it's all enough for me to more than certainly want to play as him. I and a bunch of other Ex users would likely want to include him in our games. I dunno how else to express the fondness I have for this mod specifically, but I really really like it.Thanks! I finished it the module way, but I realized that my modifications to Luigi's module pointing to LucarioTransactor and (especially) WnAuraBaullParamAccesser may not work with BrawlEX because of possible offset differences. It would be a huuuuge pain to try to make both a P+P module and an EXModule for Bomberman with those kinds of modifications. It also had some weird GFX glitches (I had to edit his REFF quite a bit) that I'll iron out later.
Oh, I totally will make an EXModule! It'll be included with the final version. The beta version, however, will be over Jigglypuff, and it will contain a hardcoded module and gecko codes to stabilize him. I'm glad that you enjoy this mod so much! You will of course be considered for the testing role. I'm looking for roughly 10-15 people, and at least two need to have recording equipment (because mine isn't that great haha).I hate to cut in and not give any fruitful advice, but I do hope you eventually get around to making an Ex module for your Bomberman. The professionalism of the character himself, the work you've done on him and you are doing, it's all enough for me to more than certainly want to play as him. I and a bunch of other Ex users would likely want to include him in our games. I dunno how else to express the fondness I have for this mod specifically, but I really really like it.
Of course if it's a huge pain, by all means you have zero obligation to make a module. I'll wind up trying him out over Luigi anyways. c:
Keep up the good work!
EDIT: OH, I almost forgot the beta testing thing.
1. I'm decent at ATs? I'm actually not the best person for this, whoops
2. I've no good quality recording equipment sadly.
Do with that info what you will.