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Project M Social Thread Gold

PMS | LEVEL 100 MAGIKARP

Hologram Summer Again
Joined
Jan 16, 2013
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Tri Hermes Black Land
the way i plan it is to not do on hit cancels, but have meters. you can untie damage from meter gain and make it a move by move basis (staling or not). then, it's just "how do you want to use it?"

my thought process was: supers are going to be kinda dumb. they either need to have super utility or outright kill. so, instead, just make the "primary" use be for ex-specials, letting them be the more powerful kill move versions or have extra utility in some form. then, add in roman cancel type use to round out offensive applications.

for defensive applications, i thought about using it for an "ex-air dodge", so, melee style air dodge that you can act immediately out of. and then a super powershield, which isn't fully fleshed out, but basically you shrink your shield down a lot, but gain A LOT more shield control (but unable to roll/dodge/jump?). if you block something, the attacker takes more hitstop, and your shield drops instantly (basically a powershield with more +frames due to added hitstop), but if you mis-aim or the opponent calls you on it, you're really easy to shield poke.
re: air dodge: yah I basically thought of it as kinda like a directional gg or skullgirls airdash (plus airdashing into the ground could possibly mean wavedashing)

I'll add more later when I'm not busy
 

Saxophoneoftime

Smash Lord
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MI
Everyone.

Kuroko No Basketball has started Season 3.


Not even APEX could pull me away from this.
Oh ****; I completely forgot.

My two buddies who I've watched the whole series with moved to Florida; Baske was our 'thing'. I'm not sure if I should just start it now or if we should marathon all that has come out once summer comes since they'll be coming to visit.
 

Saito

Pranked!
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So much anime is bad and it is unbelievably time consuming to watch. MMOs are so often bad and they are expensive time sinks.
If I had a dime for every time someone said something was bad without elaborating, I'd probably have enough to make smashboards never need ads till 20XX happens.
 
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CORY

wut
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dallas area
re: air dodge: yah I basically thought of it as kinda like a directional gg or skullgirls airdash (plus airdashing into the ground could possibly mean wavedashing)

I'll add more later when I'm not busy
Yeah, hopefully I don't miss it.

I base mine off of the melee engine then add/work stuff around that.

/talking like I can actually accomplish something...
 

Lizalfos

Smash Master
Joined
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Greenville, SC
If I had a dime for every time someone said something was bad without elaborating, I'd probably have enough to make smashboards never need ads till 20XX happens.
MMOs are virtual amusement parks. Most MMOs are basically Webkinz when it comes to gameplay.

Saying anime is bad is kinda unfair, but considering how popular shonen is and therefore that it is made a lot, helps me generalize anime as a medium directed towards teenage boys.
 
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Soft Serve

softie
Premium
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Dec 7, 2011
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AZ
Sometimes I have the desire to pick up an mmorpg and start spending time grinding out levels or something, but then I realize in not actually getting better at the game, I'm getting better in the game, I'm just working to make pointless numbers higher and unlock things I could have had already if I was playing something better. So then I go play smash or something else and actually try to feel improvement in something like that which is tangeble in more ways than just a higher number.


Once DFO gets released again in NA though, **** you guys that's all I'm doing.
 

PlateProp

Smash Master
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Sometimes I have the desire to pick up an mmorpg and start spending time grinding out levels or something, but then I realize in not actually getting better at the game, I'm getting better in the game, I'm just working to make pointless numbers higher and unlock things I could have had already if I was playing something better. So then I go play smash or something else and actually try to feel improvement in something like that which is tangeble in more ways than just a higher number.


Once DFO gets released again in NA though, **** you guys that's all I'm doing.
Waiteaitwait

DFO IS COMING BACK?!?
 

Saito

Pranked!
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DFO never managed to keep me entertained.

Elsword did that better, but god the people who run that are top tier cash whores
 

GP&B

Ike 'n' Ike
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PSO2 is a pretty goo-

sorry neko, I feel like the quest variety still sucks and the planned obsoletion of weapons makes the game hella less interesting than the original PSO
 

Saikyoshi

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so like I've been hatching a harebrained scheme of what a traditional fighting game crossed with a competitive "arena fighter" (ie smash) would look like

ie a non-smash competitive smash game

and what I've gotten is a very interesting but complex mesh of stuff
like how does one incorporate on hit cancels and meter-filling combos into a game with universal movement? it's interesting to think about though

so basically image a game filled with a bunch of pm lucarios
If the dev team got their asses in gear already, that's what Super Smash Bros. Crusade would be. It already has faint shapes of it (a unique air dodge functioning like PML's Double Team, Final Smashes coming from a super meter rather than an item), but the entire thing is a mess at the moment.
 
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GaretHax

Smash Journeyman
Joined
Aug 30, 2009
Messages
464
Is Elder Scrolls Online (something about Tamriel Unleashed?) any good?
The alpha was pretty awesome, went downhill fast though. Mmo's are a weird genre, honestly I think runescape esque craft fests are actually some of the more interesting titles, at least because of the economies and communities that form. Also @the Cali thing, SoCal definitely uses a large chunk of Norcal's water, there's actually alot of controversy over it at the moment. The water is transferred down through a system of aqueducts and reservoirs /dams, and is distributed in quantities set by legislature old enough to be considered arbitrary and downright abusive. But so many places have become dependant on the water, and so much money is backing the preservation of 50+ year agreements that things probably won't be changing any time soon. IIRC the agreements' terms were something insane too, instead of volume of water the payment was some super-low amount based on something that had relevance at the time, but now is being abused. I don't recall the details, google-fu holds the answers though, Also Cali is beautiful for sure, and SoCal is rough, having an actual growing economy and relatively low poverty line is OP though.
 

5ully

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5ully151
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I'm supposed to be an adult at work, you're not making this easy.
Maybe. I have character designs/archetypes and rough movesets drawn up already for the stuff I'm working on. Wouldn't mind collaborating with you guys and seeing what you've got set up : o
What is this for?
 
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Hinichii.ez.™

insincere personality
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hinichii
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B L A C K M A R K E T B O Y S
I taste test **** that even on the market
 
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SpiderMad

Smash Master
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May 6, 2012
Messages
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https://www.youtube.com/watch?v=jrdFFBpYdPI
Bean style B button? That sounds like it'd be real nice; though I can't tell if any redesign like that would interfere with the C-stick

Mango always complained his hands were too large for the GCC

Also this controller having the C-stick use a fuller size, like some people replace their GCCs C-stick with Wii type controllers ( @_Odds ..which isn't gonna ping you with edits apparently) seems like it'd be worse for Smash since the c-stick is just a side quick motion not full on controlling http://www.thewavedash.com/thecontroller/
 
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PMS | LEVEL 100 MAGIKARP

Hologram Summer Again
Joined
Jan 16, 2013
Messages
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Tri Hermes Black Land
Yeah, hopefully I don't miss it.

I base mine off of the melee engine then add/work stuff around that.

/talking like I can actually accomplish something...
attention: this is all theorycrafting that I’m doing for fun I have no programming/game design experience


The main thing I'm trying to do is essentially combine the universal movement of smash with the technical aspects of more traditional fighters. This mainly includes being able to move in every direction and have platform gameplay while having a sort of hit cancelling system, not unlike lucario in PM. The first thing that I thought of was how to reconcile the percent system of smash with an actual health bar. What I came up with was a kind of hybrid system that begins at like 250 hp (0%) and counts down until 0 hp (250%) with increasing knockback similar to smash. I thought at first that this might increase campy play at higher percents, but if it did it might quicken/intensify high percent moments while changing the bulk of the game by not a large amount. Next is movement. Movement is arguably the best part of melee/smash and what distinguishes it from every other fighting game. I want wavedashing to still be a thing, while trying to reconcile that with traditional fighting games, so having a once per airtime universally directed airdash that one could act out of seemed like the best solution. The airdash could also be used to run into the ground, keeping wavedashing and wavelanding alive.

One of the major things is to try to accomplish in theory what brawl failed to do, ie have a sort of “final smash” or meter. Combos would of course build meter. I wondered if there should be a damage decrease sort of thing while combos are going, then I realized that smash already has that in with the staling system, and combo moves would stale in damage but not knockback. As Cory said, the specials that meter activates would either be outright kill moves, much better than normal combo starters, or better movement options.

Speaking of specials, this brings us to what moves there are. While smash’s system of weak jab/medium tilt/strong smash works kind of like a fighting game’s wp or wk/mp or mk/hp or hk, neither I think are really ideal. Traditional games have unintuitive stick movements and button presses for specials, while smash has the “sandbox fighter” attribute of simply being a direction and a button. However, traditional fighting games do have a larger selection of moves to work with. A possible compromise between the two would be to have a punch and kick button, along with a special button. The punch and kick would function as attacks normally do, but with the right hand joystick instead requiring to be coupled with a buttonpress while used. In my mind, the buttons of punch/kick would be the two shoulder buttons (probably on the right side). Aerials would work much the same way, with an input of a direction on the cstick and a punch or kick button determining the attack. This I think is a balance between intuitive controls and having a variety of available moves. Grabs could still be a macro which would be bound to a button. I’m unsure what to do about shields, I think Cory has a better grasp on that than I do at the moment, although a smaller shield that is still circular and moveable seems to be the best idea. Plus no shielding in the air.

Generally, moves would still link into each other in a light to medium to hard to special to meter-burn move sequence. I want combos to be generally favored, but I don’t want them to be overcentralizing a la smash 64. Additionally, I want that constant interplay with DI that smash has, which also allows for improvisation and reads rather than just flowchart combos that only end when someone drops them. However, with on-hit cancels I think that hitstun needs to be generally reduced across the board. What I envision is a tense neutral game where each confirmed hit leads relatively easily into about five others, after which the game either goes back into neutral or the players are in the staggered state where the attacking player has to work for more damage.

I still want the game to be focused on rushing down with aerials rather than usfiv projectile foosies, and have a decent 50:50 mix of aerial rushdown pressure versus ground pressure/followups. Landing lage will be decreased across the board, with a normalized scale of landing lag for all aerials based on knockback, relatively similar to what l-cancelled landing lag would be, with larger knockback aerials having more lag than smaller ones. Autocancels will still exist.

Characters/storyboards/art/whatever can come later, I’m just trying to get the ideas for mechanics down first. I might add to this later.

tl;dr: PM lucario hit cancelling for everyone plus meter but with melee movement and in no way connected to nintendo; a completely separate game.
@ PMS | LEVEL 100 MAGIKARP PMS | LEVEL 100 MAGIKARP and @ CORY CORY
you interested in helping out with a similar project that a few of us here already started to plan about?
I'm definitely interested in the idea but ideas are all I can contribute at this point sadly :( I'd love to see what you have though.
 

JOE!

Smash Hero
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Dedham, MA
...there a cap on Convo participants? Cant Add Lvl100 :C

(also 2 people from the old convo left but are still listed...)
 

PlateProp

Smash Master
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...there a cap on Convo participants? Cant Add Lvl100 :C

(also 2 people from the old convo left but are still listed...)
Ypu may have to manually remove them

But tbh, the idea of more characters that are like pm lucario dont appeal to me. I dont think that on hit cancel combos should be a thing unless it's maybe just a two/three hit more that youcan choose to stop linking at as a mixup.
 

Soft Serve

softie
Premium
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Dec 7, 2011
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AZ
https://www.youtube.com/watch?v=jrdFFBpYdPI
Bean style B button? That sounds like it'd be real nice; though I can't tell if any redesign like that would interfere with the C-stick

Mango always complained his hands were too large for the GCC

Also this controller having the C-stick use a fuller size, like some people replace their GCCs C-stick with Wii type controllers ( @_Odds ..which isn't gonna ping you with edits apparently) seems like it'd be worse for Smash since the c-stick is just a side quick motion not full on controlling http://www.thewavedash.com/thecontroller/
I forgot about that controller

Honestly its no wonder the kickstarter failed. Asking for 400K when they couldn't even give the prototype a decent paint job? lol.

I do wish I had a GCC with two Z buttons though.
 
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