grim mouser
Smash Journeyman
Not to pressure or anything, but are there still bugs in spunit's recent codes? I'm trying to keep up with all the new happenings. >.<
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The bugs are with his Jump Speed/Throw Speed/etc. merger. Just don't use that one and you'll be fine.Not to pressure or anything, but are there still bugs in spunit's recent codes? I'm trying to keep up with all the new happenings. >.<
Lucario, Ness, and Lucas need the autosnap. That said, we can't fix that even if we wanted to cause they are write-protected.
Ok, here we go again...No. Only their upBs are write-protected, so those are the only things we can't change about them.
That is what meteor canceling is and the fact that its easy to do and meteors are the easiest to avoid out of all the games its a ******** mechanic that needs to be removed. As you can see, this is what mario's fair and many other spikes are lacking. This is no different than being able to AD out of hitstun in Vb. Its the same conceptSo basically, you can meteor cancel even when in hitstun?
Yea, just delete meteor canceling all together. Meteor canceling doesn't change the diversity of the spikes, it actually homogenizes them. Sounds contradictory but yea, just remove the feature and spikes will actually be more unique then they were beforeIs there any way to "fix" the meteor canceling while preserving the diversity of spike strengths between characters?
I agree with abolishing meteor cancellingYea, just delete meteor canceling all together. Meteor canceling doesn't change the diversity of the spikes, it actually homogenizes them. Sounds contradictory but yea, just remove the feature and spikes will actually be more unique then they were before
I have indeed become a lord today. My stance on teching is "It's hard but it still works."Hey zxeon, you have 1000 posts! Welcome to the spam-a-lot club!
And no, the teching window is screwed up atm. It's done by checking how far you are from the stage when you do it, not based on a timer like in the other games. It's stupid.
We've changed a lot of things that "still work." IE. gravity, hitlag. There was nothing fundamentally wrong with either one of these, but we changed them anyway because we thought they would make the game better. It's the same thing here.I have indeed become a lord today. My stance on teching is "It's hard but it still works."
Yeah, I guess. It's not like I'm dying for a better window.We've changed a lot of things that "still work." IE. gravity, hitlag. There was nothing fundamentally wrong with either one of these, but we changed them anyway because we thought they would make the game better. It's the same thing here.
Ok, here we go again...
I posted this a while back:
http://www.youtube.com/watch?v=2hq5jtMre8g
If the UpB's of Ness and Lucas were truly completely unmodifiable, as write-protection suggests, then that video, which I made myself, would simply not have been possible.
What I'm trying to say is this: the video above shows that the No ASL code does have an affect on Ness and Lucas's UpB. That means that those moves must be somehow capable of being altered. So instead of giving up on them, shouldn't we be looking into how this is happening?
We're not designing a brand new game, we're making Brawl a good one.Still seems like its trying to replicate the last smash games instead of introducing new concepts, like any smart game designer would do to a new game.
Something completely new to smash should be introduced, like charging aerial attacks, air dashing, or something as simple as being able to run and charge with Samus. =)
There's a problem with this though, how do we come up with something technical that just isn't PUT in there for the sake of needing technical skill? It'd be just like putting MLC in the game, it adds tech skill but, it doesn't add anything more to the game than ALC does.Personally I agree with Project-05. This game needs some more technical depth to be more thrilling and satisfying in the long term.
Yea you could say it's more about strategy blah blah blah. But really, it has no more strategy than Melee does (arguably even less), and it's just slower. I love Brawl+, I really do, but it's nowhere near as satisfying or exhilarating as Melee is, and I think that will hurt in the long run.
By no means am I suggesting replicating Melee specifically. I'm just saying that this game needs Melee's sense of accomplishment if it's truly going to stand up. This game is already so many leagues above vBrawl, but it's still missing that special something, that let's you play for hours and days and weeks on end, even when you're already familiar with it.
that's my two cents, and why I think Melee is still better than Brawl+