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Project M Social Thread

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Jonny Westside

S4mus Fiend
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I know it's possible. I was asking Monk if HE could perform the technique.
 

`dazrin

Smash Champion
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@Foshio
I've never been to an event, but as I'm getting more and more advanced techniques down I would consider such. My controller is really legal though atm. Right now I'm doing weekly friendlies with 3-5 others, but only one other bothers to even l-cancel... so we're really just serious scrubs.

*Edit: I went to the uvic smash club once.*


Has anyone had their homebrew build stop loading custom stages? It was working fine for me ever since 2.1 allowed for it, but today I noticed it no longer loaded the page for the stages.

Also... not a biggie of course but has anyone had it freeze at the css after setting stage selection to random (as opposed to "choose" or "turns") and trying to start?

Oh.. and lastly, my friend really wants to start recording matches. I keep up with this thread every day, and I noticed discussions about a specific type of device people here prefer, yet I can't find the page with it... it must have been only a week or two ago. Help?
Sorry for doublepost, but

OMG come to mainland sometime and play with us! :D there may be a projectM tournament here on the 22nd, so you guys should come down and have some fun ^_^

Also, the device people most commonly use for recording is a Dazzle HD capturecard. You can find them for about ~50 bucks at futureshop/ bestbuy and on craigslist I've seen people sell only as low as 45, but I've heard they go down to ~30 bucks.

Make sure you have video/ audio splitters! You can find them at dollar stores for like 1.25 or like a futureshop/ bestbuy for like 10.25... lol

but yeee comon down to vancouver and PLAY! :D
 

metroid1117

Smash Master
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Sep 1, 2005
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It is the standard for sets. Not sure why they had it at 9.
The default timer setting is at 9 minutes, I think we just left it that way out of faith that no match would take longer than 8 minutes... or because nobody noticed >.>.

Monkunit said:
B-Air lasts 3 frames but truly only hits the first frame because the other 2 frames are too far in the Z-Axis to hit anyone.
I think it can hit on all 3 frames, I've gotten reverse BAir (hit with Ike's hand as he swings it behind his head) to work in some combos before like here and here. For reference, here is his Brawl BAir hitbox, which also hits for 3 frames (which makes me think that the hitboxes on the move haven't changed much).

Also Monk, thanks again for going through the unnecessary work and putting this together! It will be truly interesting to see the frame data for his moveset, not just the hitboxes. I'm willing to bet that his DTilt has around 20 frames of cooldown, it's very fast.
 

SinisterB

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This is sort of unrelated, but what's your process for quality .gif making?

I was hoping to do something similar with Ness but i'm unsure of a method yet.


Great work, though.
 

metroid1117

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No, the default is definitely 8 minutes.
My bad, for some reason I thought it was 9.

GuruKid said:
Hitbox and frame data are up for all you fellow chubby chasin' penguin freaks!
You are amazing. I must say though, I thought D3's hitboxes would be bigger.

By the way, does intangibility mean invincibility? I'm pretty sure it does, judging by the spot-dodge and roll data, but I want to confirm. Ike's UTilt having intangibility/invincibility from frames 9-24 sounds sort of ridiculous.
 

ph00tbag

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upper body invincibility on anti-air attacks is standard in all fighting games. It allows them to have priority over jump-ins.
 

ChaosSoul

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Why do they even bother wasteing theire time if brawl was supposed to be like melee it would of ben made that way
 

MaxThunder

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Why do they even bother wasteing theire time if brawl was supposed to be like melee it would of ben made that way
Brawl was made like that partly to alienate a whole community...
It's not a waste of time for anyone who loved the deep fastpaced gameplay of melee, and hated the slow shallowness of brawl...
 

GP&B

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I don't get these guys. They come in to make one post and then don't even respond afterwards.
 

MaxThunder

PM Support
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also you must be completely sure of what you wanna do... if you second guess yourself you could trip and accidentally shoot your melee... would be a disaster...
 

GuruKid

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This is sort of unrelated, but what's your process for quality .gif making?

I was hoping to do something similar with Ness but i'm unsure of a method yet.


Great work, though.
All done by animating Bbox screengrabs in Adobe Photoshop!


You are amazing. I must say though, I thought D3's hitboxes would be bigger.

By the way, does intangibility mean invincibility? I'm pretty sure it does, judging by the spot-dodge and roll data, but I want to confirm. Ike's UTilt having intangibility/invincibility from frames 9-24 sounds sort of ridiculous.
Although BrawlBox cannot display it, hitboxes interpolate ("drag") from the frame to the next. To get a better understanding of any specific frame's hitbox from Bbox just take into account the previous frame's hitbox, and envision a line connecting these two hitboxes.

So yes, moves like Dedede's Fair, Dsmash, Fsmash etc are sort of bigger than they appear due to interpolation.


Intangibility functions similarly to invincibility; the only difference is that the game doesn't register any sort of hit with intangible bones, thus not causing either character to suffer hitlag. Invincibility still causes hitlag.
 

JediKnightTemplar

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Dec 15, 2009
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You've never used fox... I need it to do shine turnaround bair. Actually with ness i use it to djc. It allows me to do djc dair reals quick
I have used Fox, just very poorly. Pretty much the only reason I use spacies is to work on my basic tech skill for other characters. The main reason I don't use the analog stick though is mainly just that I'm not willing to take the time to be able to precisely use another button input when I already have one that will suffice for my purposes.
 

Metà

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Feb 20, 2006
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All done by animating Bbox screengrabs in Adobe Photoshop!




Although BrawlBox cannot display it, hitboxes interpolate ("drag") from the frame to the next. To get a better understanding of any specific frame's hitbox from Bbox just take into account the previous frame's hitbox, and envision a line connecting these two hitboxes.

So yes, moves like Dedede's Fair, Dsmash, Fsmash etc are sort of bigger than they appear due to interpolation.
Melee debug menu shows the interpolation.

:phone:
 

iLink

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Gee D3's nair hitbox after the initial hit is really tiny o.O

Props to gurukid for doing this though.
 

Perfect Chaos

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The default timer setting is at 9 minutes, I think we just left it that way out of faith that no match would take longer than 8 minutes... or because nobody noticed >.>
The timer being increased by 1 minute is a pretty common occurrence in tournament that happens accidentally due to how sensitive the menu is to the control stick. When going to the extra menu, one has to press right from the button that goes to the item menu, and then if one is still holding right upon entering the extra menu, the timer gets increased by one, which often goes unnoticed.

Speaking of time settings; I have a proposal to make to the PMBR that's not too important but makes things more convenient, IMO. The default time for regular timed matches is still at the Brawl-default, right? How about making the default time infinity, instead, so that whenever one decides to do a 1-player vs-mode match (for practicing tech skill or whatever), switching to that would be faster (since 1-player stock matches end immediately)? Again, it's not anything significant, but it doesn't take anything other than changing a digit in the coding, so I thought I'd bring up the idea here.
(This wouldn't be an issue for the final release, since the text file will be made available for people to tweak, but for any potential demo releases in the future, that's not an option for us.)
 

DeadLastClown

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Good stuff Project M! I've been really happy with this demo so far, and understand that it is still a work in progress but I just have one concern with the event where you remodel sky world. It will be impossible to complete because it is already pre-modeled when you arrive there.
 

CSDragon

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Mar 10, 2011
Messages
201
The timer being increased by 1 minute is a pretty common occurrence in tournament that happens accidentally due to how sensitive the menu is to the control stick. When going to the extra menu, one has to press right from the button that goes to the item menu, and then if one is still holding right upon entering the extra menu, the timer gets increased by one, which often goes unnoticed.

Speaking of time settings; I have a proposal to make to the PMBR that's not too important but makes things more convenient, IMO. The default time for regular timed matches is still at the Brawl-default, right? How about making the default time infinity, instead, so that whenever one decides to do a 1-player vs-mode match (for practicing tech skill or whatever), switching to that would be faster (since 1-player stock matches end immediately)? Again, it's not anything significant, but it doesn't take anything other than changing a digit in the coding, so I thought I'd bring up the idea here.
(This wouldn't be an issue for the final release, since the text file will be made available for people to tweak, but for any potential demo releases in the future, that's not an option for us.)
Actually, that's not a half bad idea.
 

RaphaelRobo

Smash Champion
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Oct 24, 2011
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I support that idea. I'd been thinking the same thing for a while, and was surprised it wasn't included in the demo.
 

GunBlaze

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GBLZ#778
The timer being increased by 1 minute is a pretty common occurrence in tournament that happens accidentally due to how sensitive the menu is to the control stick. When going to the extra menu, one has to press right from the button that goes to the item menu, and then if one is still holding right upon entering the extra menu, the timer gets increased by one, which often goes unnoticed.

Speaking of time settings; I have a proposal to make to the PMBR that's not too important but makes things more convenient, IMO. The default time for regular timed matches is still at the Brawl-default, right? How about making the default time infinity, instead, so that whenever one decides to do a 1-player vs-mode match (for practicing tech skill or whatever), switching to that would be faster (since 1-player stock matches end immediately)? Again, it's not anything significant, but it doesn't take anything other than changing a digit in the coding, so I thought I'd bring up the idea here.
(This wouldn't be an issue for the final release, since the text file will be made available for people to tweak, but for any potential demo releases in the future, that's not an option for us.)
Pretty good actually.
 

MonkUnit

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This is sort of unrelated, but what's your process for quality .gif making?

I was hoping to do something similar with Ness but i'm unsure of a method yet.
I use Cropper to take BrawlBox screenshots and then use Animation Shop 3 to make them into .gif files.

Go ahead and make hitbox threads and stuff, but keep in mind you won't be able to get correct frame data on Landing Lag and L-Canceling as the animation length in bbox and the attribute for landing lag in PSA is not the actual number used in game. If you're going to make a hitbox thread, just leave the landing lag/L canceling stuff empty until Magus or some other BR member comes by with the actual numbers IMO.
 

hotdogturtle

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I was seriously wondering why they didn't do that already.

Edit: Referring to making the default timer infinite. I missed the last page again.
 

SinisterB

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I use Cropper to take BrawlBox screenshots and then use Animation Shop 3 to make them into .gif files.

Go ahead and make hitbox threads and stuff, but keep in mind you won't be able to get correct frame data on Landing Lag and L-Canceling as the animation length in bbox and the attribute for landing lag in PSA is not the actual number used in game. If you're going to make a hitbox thread, just leave the landing lag/L canceling stuff empty until Magus or some other BR member comes by with the actual numbers IMO.
Ah, okay. Thanks for the info.

I'd like to make some form of hitbox data thread regarding Ness, but i've been pretty swamped lately and may not get around to it too soon. In other words, if you or anyone else is interested in doing something like that for Ness, by all means go for it.

-Also I support that Timer idea, would be a great subtle update for the next release.
 
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