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Is there anyway you can make it at least appear to be the same length? I mean i'm not the kinda person that memorizes Frames and hitbox data. All I know is what I see and I play based on that so a character who's range is farther then it appears throws me off completely. Then again I haven't actually played this yet so idk.The swords are the same length, it's just how he holds it.
As he said, they've been working on it. It involves tweaking Marf's fsmash animation so his shoulder goes forward instead of staying parallel to his torso. They got this, I'm sure.Is there anyway you can make it at least appear to be the same length? I mean i'm not the kinda person that memorizes Frames and hitbox data. All I know is what I see and I play based on that so a character who's range is farther then it appears throws me off completely. Then again I haven't actually played this yet so idk.
What do you mean by landing detection exactly? Cause I see the players wavedash and such. Just interested to hear where the problem lies.Anyway, so from what I gather, the only real big headache left is landing detection. There's also knockback data, of course, but as they said, once they find the conversion factor, that should be relatively easy. It's that bloody landing detection that's going to keep this game from reaching the masses for quite some time.
Sorry for the new question but what exactly is landing detection? Is it what causes that strange slide that most characters do?
Landing detection means exactly that - when the game detects that a character has landed. In Melee, the game detects a character to have landed roughly when their shins reach the floor. In Brawl, the detection was changed to the soles of their feet.What do you mean by landing detection exactly? Cause I see the players wavedash and such. Just interested to hear where the problem lies.
All of Marth's attacks animations have been completely redone. <_< You seriously don't need to worry.Is there anyway you can make it at least appear to be the same length? I mean i'm not the kinda person that memorizes Frames and hitbox data. All I know is what I see and I play based on that so a character who's range is farther then it appears throws me off completely. Then again I haven't actually played this yet so idk.
Im not a dev (obviously)How goes the balancing of the characters that were underpowered or not quite top tier in Melee?
Thanks Strong, it's looking great. Kirby's nair animation and his hilarious pancake wavedash are kind of odd, but the rest of it is looking pretty good. Loved the moonwalking and Falcon showcase though.We aren't even close to the balancing stage yet. You do realize that balancing comes after characters have their gameplays refined and implemented, right? We can't very well balance Wario when we haven't done anything to make him fit into the Project M environment cleanly.
Project M Physics Demonstration
Originally I was going to run a Wavebird to both my Wii (Project M) and Gamecube (Melee) and do a splitscreen view of the same actions, but wd length hasn't been perfected yet, and well my Wii refuses to load codes at the moment. So this'll have to do. Enjoy my random mess-ups because of direct-to-Dazzle playing 8D
I guess I should have used the word "tweaking" instead of "balancing". Like how Kirby and Pikachu were given moves from 64, i'm curious if anything similar is being done to other Melee characters, or what kind of ideas are being brainstormed.We aren't even close to the balancing stage yet. You do realize that balancing comes after characters have their gameplays refined and implemented, right? We can't very well balance Wario when we haven't done anything to make him fit into the Project M environment cleanly.
Project M Physics Demonstration
Originally I was going to run a Wavebird to both my Wii (Project M) and Gamecube (Melee) and do a splitscreen view of the same actions, but wd length hasn't been perfected yet, and well my Wii refuses to load codes at the moment. So this'll have to do. Enjoy my random mess-ups because of direct-to-Dazzle playing 8D
All of Marth's attacks animations have been completely redone. <_< You seriously don't need to worry.
I saw the video and I had to change my pants!Still surprised why no one's going ape**** over the physics, unless you guys were silly and didn't check the last page.
I agree. I think this thing could actually make its debut at something like ROM3 in November. That would be ****!DANG! Those physics look amazing!
Before I had doubts that this would be released this year, but now I don't think it would be to bold to say that this may come out before october. Keep up the good work guys!
Kirby disappears when he wavedashes O_O
Warpd pretty much answered your question. All I know is kirby's WD makes him look like a ****ing ninja! its epic win! I know nobody who plays melee ever cared about Kirby but from those of us who started playing in the 64 days it is really cool to see him look good for a change.The smoke he produces hides him because he is so short. He is still visible...I think, I can't really see him that well.
I think Metaknight should be able to do that also right? Idk I forgot what MK looks like almostIt's almost as if Kirby goes into some sort of... crouching animation upon landing during an air dodge. I believe it's an aspect specific to Kirby.
I call it the pancake dash, and it is delicious.It's almost as if Kirby goes into some sort of... crouching animation upon landing during an air dodge. I believe it's an aspect specific to Kirby.