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It is still very much a WIP. Once we start really nailing down some content, we will post screens. Sorry for the wait, but I think you will find it worthwhile in the end.could you post some photos of the packs?
Old codes did to some extent. New codes: no lag. We've recently updated ours, so I'll make sure to post it tomorrow for anyone that is concerned.So I am looking into the cBliss stuff and I just wanted to check with people that have used it. It doesn't create any type of lag, or negative drawbacks? It looks really nice otherwise.
I guess so, as long as we acknowledge that it's a WIP.Yo Dmick, would it be cool if I posted a screenshot of the SSS and maaaybe the HUD to give people an idea of what's up? I feel like the more we give little bits of info, the more hype that'll come before this thread goes ignored by people who lose faith in what we've shown so far, er... something...
Edit: Oh, I meant to ask:
UNOFFICIAL POLL/CENSUS
Who here would prefer a "balanced" Big Blue (that is, The main platform is Falcon Flyer, with another jet-propelled platform above) over standard Big Blue? And yes, Big Blue kind of needs to be in this pack (at least, in my opinion) because the only other F-Zero stage to use at this point is Port Town. And leaving either one out would be a darn shame.
As long as you like something, we're happy. Everyone's got their preferences.Not to sound grim or anything, but I plan on replacing some stuff anyways when the final thing comes out.
Just figured I'd quote you to make sure you heard about it.could you post some photos of the packs?
I couldn't help but do it. hahaNice captions, ha.
Okay, cool! I'm pretty sure we used your CSE as a base in the first place, and we're also using your costume and stage managers (that's the program, right?).If you guys need any stages moved around/replaced, I'd be willing to help! Especially since I just made a program that lets me do it really quickly.
I think you'll love the stages.That HUD looks delicious guys, and the SSS is really extravagant. This will be my first experiencing using the stage expansion pack, so you can imagine how patiently stoked I am for this to be done.
As for cBliss...I have a question. Will cBliss be included in both downloadable packs, or is it an add-on that can be downloaded alongside both packs, if desired? Either way, won't it be tedious as a Mo to get CSP's, after battle portraits, and corresponding HUDs to match with the extra character textures added with cBliss? I'm wondering if all of the added textures won't be able to be so ideal like that, then if it could be downloaded as an option for people who want to have their build looking professional?
Another question to get things straight with me, will the 1st build be centered around getting everything sent out asap, like including the default vBrawl stages/character textures and having "cool" looking stages added for that fun factor? While the 2nd pack is centered around neutral stages people have made to be played competitively by replacing stages like Luigi's Mansion/Big Blue/Onett/Corneria/Temple, and others having modifications done to them like P:M's Norfair stage that Sluigi did here, and replacing the default vBrawl's Frigate Orpheon with the one that doesn't have moving platforms?
I say that because I see those kind of stages in the pic up there, and I'm just wondering if everything will stay like that or will be changed depending on Pack 1 or Pack 2.
This post is in no way intended to be seen as demanding. I just want to be clear on what y'all are doing exactly, and even more clear with my concern so you guys could respond accordingly.
Again sorry for the wall of text. This post was made possible by the outreach you guys wanted on feedback.
Also I'm a bit underwhelmed that your thread has so many views, but is on the short side when it comes to responds. Such work you guys are putting into this, it reminds me why the Project:M scene is so wonderful the way it is today, because of people like you working together getting stuff done the way you all want! If nobody will post in here motivating y'all. Then I will. We all know there will be people who look at the thread and download without even saying a simple thank you. So I want you all to know, that by me saying thank you, I don't mean it just from me, but for all the people who read this post and don't bother to post it.
Thank you for all the stuff you guys have done!
This is news to me. I'll look into it; thanks!You guys should include the "no player tags" code in both packages. (i didnt see it mentioned in the OP)
I was ever so upset when I beat like 22 doods and was not greeted with the "A Challenger Approaches" or whatever it says at the end of it...I couldn't help but do it. haha
That, and the Cruel Melee thing was something I thought a lot of people could relate to (seven year old me fell for it). So much wasted time.
To (hopefully) answer a few of your questions regarding the stages and stuff, there is actually gonna be two packs. One (the one Eisen has demoed above) is purely for fun. Basically finding some of the most diverse and/or unique/weird stages to be played on, not to mention the best quality stages with the fewest glitches (preferrably none at all). I like to think of it as Brawlified Project M. The other version is going to be a more competitive build with stages that align more with Project M's standard of neutrality and tournament play.That HUD looks delicious guys, and the SSS is really extravagant. This will be my first experiencing using the stage expansion pack, so you can imagine how patiently stoked I am for this to be done.
As for cBliss...I have a question. Will cBliss be included in both downloadable packs, or is it an add-on that can be downloaded alongside both packs, if desired? Either way, won't it be tedious as a Mo to get CSP's, after battle portraits, and corresponding HUDs to match with the extra character textures added with cBliss? I'm wondering if all of the added textures won't be able to be so ideal like that, then if it could be downloaded as an option for people who want to have their build looking professional?
Another question to get things straight with me, will the 1st build be centered around getting everything sent out asap, like including the default vBrawl stages/character textures and having "cool" looking stages added for that fun factor? While the 2nd pack is centered around neutral stages people have made to be played competitively by replacing stages like Luigi's Mansion/Big Blue/Onett/Corneria/Temple, and others having modifications done to them like P:M's Norfair stage that Sluigi did here, and replacing the default vBrawl's Frigate Orpheon with the one that doesn't have moving platforms?
I say that because I see those kind of stages in the pic up there, and I'm just wondering if everything will stay like that or will be changed depending on Pack 1 or Pack 2.
This post is in no way intended to be seen as demanding. I just want to be clear on what y'all are doing exactly, and even more clear with my concern so you guys could respond accordingly.
Again sorry for the wall of text. This post was made possible by the outreach you guys wanted on feedback.
Also I'm a bit underwhelmed that your thread has so many views, but is on the short side when it comes to responds. Such work you guys are putting into this, it reminds me why the Project:M scene is so wonderful the way it is today, because of people like you working together getting stuff done the way you all want! If nobody will post in here motivating y'all. Then I will. We all know there will be people who look at the thread and download without even saying a simple thank you. So I want you all to know, that by me saying thank you, I don't mean it just from me, but for all the people who read this post and don't bother to post it.
Thank you for all the stuff you guys have done!
That seems pretty likely to me. Go through your new file in BrawlBox, and see if it has Brawl images. That's what I'd start with.Hey guys, I have asked this in another forum but I feel like this isn't the worst place to ask as those forums are not being looked at.
While installing cBliss I accidentally returned the CSS to vBrawl colors instead of PM colors. Is that because I replaced the sel_charactermap file?
Actually, can you make this optional? I like my tag.You guys should include the "no player tags" code in both packages. (i didnt see it mentioned in the OP)
It's a matter of preference, so I don't think that would be a good idea. You could always add the code yourself via GCT fusioner though.You guys should include the "no player tags" code in both packages. (i didnt see it mentioned in the OP)
Yeah, I meant that we would consider making it an option. I use them, too.Actually, can you make this optional? I like my tag.
It is going to be like that for Package 1. Package 2 however is supposed to be more competitive-friendly.It sounds like an interesting and ambitious project, I'm a little curious if it's going to throw in alternate texture models completely though, like Cloud over Ike, or Sephiroth over Marth, or obscure and random stuff like Hitler Mario or something like that. I sincerely hope that's not the case. In any case though, good luck to you with finishing this. I look forward to seeing the completed product.
That was/is the intention, yes (although I didn't much like Hitler Mario). Our goal is to have each model not cause any issues with gameplay, of course, so don't worry over that.It sounds like an interesting and ambitious project, I'm a little curious if it's going to throw in alternate texture models completely though, like Cloud over Ike, or Sephiroth over Marth, or obscure and random stuff like Hitler Mario or something like that. I sincerely hope that's not the case. In any case though, good luck to you with finishing this. I look forward to seeing the completed product.
It's cool, I've been pretty strict with my current custom compilation. I've only been using things appropriate to the characters and their games, like only canon Mario costumes or forcing alternate textures to still be of that character, Lord Ike or Awakening Marth for instance. I'm going for something that feels like something Nintendo might come up with themselves, (Which is a shame because I had Teenage Mutant Ninja Squirtles and my own restrictions kept me from using them.) Of course, alternate non-canon color schemes are fine, just so long as they don't drastically alter one person into another.That was/is the intention, yes (although I didn't much like Hitler Mario). Our goal is to have each model not cause any issues with gameplay, of course, so don't worry over that.
If this doesn't sit well with you, Package 2 will likely be more up your alley. For now, it's mostly the crazier stuff. Sorry if that's not what you were looking for.
The beauty of cBliss is that we can have both, and we will. I see your point, though.It's cool, I've been pretty strict with my current custom compilation. I've only been using things appropriate to the characters and their games, like only canon Mario costumes or forcing alternate textures to still be of that character, Lord Ike or Awakening Marth for instance. I'm going for something that feels like something Nintendo might come up with themselves, (Which is a shame because I had Teenage Mutant Ninja Squirtles and my own restrictions kept me from using them.) Of course, alternate non-canon color schemes are fine, just so long as they don't drastically alter one person into another.
I've basically taken it to be a challenge to myself to limit the visual customization to character appropriate stuff. Music on the other hand is fair game, otherwise how could I keep myself away from the wonderful themes of Y's, and other random games with fantastic music.The beauty of cBliss is that we can have both, and we will. I see your point, though.
Amusingly enough, we've been pretty conservative with music thus far, only adding in things that totally make sense for the stages in question. If you have some favorites that you think would work well, send them our way.I've basically taken it to be a challenge to myself to limit the visual customization to character appropriate stuff. Music on the other hand is fair game, otherwise how could I keep myself away from the wonderful themes of Y's, and other random games with fantastic music.
Wow... My friend literally sent me that same video a few minutes ago. lolOkay, I just learned of the perfection that is the Blue Falcon 30. Watch this if you're unfamiliar.
http://www.youtube.com/watch?v=3QghzltwLm8
I think my favorites right now are 10, 13, 17, 22, and 27, but they're all amazing. I can't decide for the life of me which one is best.
Vote here: http://poll.pollcode.com/m4i9n
That's really weird. hahaWow... My friend literally sent me that same video a few minutes ago. lol
I'm glad you got that stuff sorted out, man! Watch the video for the Blue Falcon 30. I think you'll like it.Hey guys, just letting people know here that I was having a bit of IRL issues the past few days but should be back on the team at least part time. I need to be brought up to speed on some things like that Blue Falcon 30 stuff but after I do a few things first tonight. So basically this project should move a little bit quicker now that I'm not totally out of things.
I appreciate all the positive feedback by the way everybody. It's definitely uplifting, and gives us even more reason to work hard for y'all.
I honestly like the font you have in the previews (I think it's #2 here?). Some of them seem a little too pixelated to work well with the GC font you've got elsewhere in the HUD (which is great IMO).Voting time. Ladies and gentlemen, boys and girls, young and old, project staff and regular members, please choose a favorite (or a few favorites) among these for a timer font:
View attachment 2132Feel free to disagree with me, but it seems like with the things going as is, the font needs to be a little "angular" and exotic in a way. I've gathered up a few scifi and pixelated fonts. Opinions? Unfitting mood setter? Dumb?? What's the concensus here?
Also keep in mind I'll be doing a tutorial at some point on how to make your own timer/HUD mods.