#HBC | Dark Horse
Mach-Hommy x Murakami
- Joined
- Jun 12, 2010
- Messages
- 3,739
Why is the sky blue?
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currently, an optical illusion has developed eluding to the camera being a certain distance away from its natural position. the illusion will eventually be dissipated allowing a natural, blood red sky to develop as intended.Why is the sky blue?
It is obvious. Which is why I prefaced my entire post with "landing detection johns", silly.Wavedash timing = landing detection, you even say "landing" in there (for wavelanding obv)... thought that was obvious. We even said a long time ago that wavedashing still wasn't perfect because of landing detection.
Ganondorf's double jump animation is that he curls up into a ball and rotates. In Melee, he rotates at least two-three times. You can double jump, fastfall, and waveland in melee (For Instance). I can't actually boot up Project M at this moment, but I know that P:M Ganon only rotates once and throws off wavelanding timing. That is to say, while it doesn't actually change when he'd need to land, it makes it substantially easier to waveland when he's curled up into a ball because - and I don't know the exact properties of it - landing just seems much easier when you're curled up than when you have to waveland via his shins (in melee) or feet (in Brawl) than in a full hop. It's hard to explain for me. Just boot up Melee and try it and you'll see what I'm talking about.As for double jump? Is it aesthetic or does it affect his gameplay a lot that it's pertinent that we fix the amount of frames he stays in that DJ ball? (Which by the way wouldn't fix how long it would take for him to land... he'd still land on his feet which = not the same hang time as Melee). I wouldn't be surprised at all if because we fix the length of the animation it wouldn't look natural when he lands.
Landing Detection.I have a question...
You mean how Melee has specific buffers for different actions? Currently, there is a universal lack of buffer (essentially, no buffer frames at all), but I think they're aiming to try and create buffers for different actions. That's all I remember.I have a question.
It's related to pivot grabs. Although I'm sure it simply has to do with the buffering system of certain characters, I can't seem to recreate certain characters pivot grabbing in Melee.
In Brawl, it's normal for every single character to do said move every single time.
So, in Project Melee, what is this going to look like? I'm not wording it well, my apologies.
How is Samus coming along? Haven't seen much of her at all.
Why is the sky blue?
i lol'd.Landing Detection
that sounds great!project m tourny tomorrow...hopefully I'll be able to record Lovage, Lucky, HugS, Zhu, maybe Shroomed and other socalians
Why is the sky blue?
Fixed.Dantarion.
Double fix.Dantarion da bess.
Fixed.Landing Dantection for prime minister.
Figured as much, thanks for the response.You mean how Melee has specific buffers for different actions? Currently, there is a universal lack of buffer (essentially, no buffer frames at all), but I think they're aiming to try and create buffers for different actions. That's all I remember.
it may seem silly to you...but i'm okay wit him not dancing around like a f***n ballerina anymorei saw someone playing as the new wario, it was really silly, all of his attacks are slower.....
Ditto. Wario's supposed to be some hulking man beast of rage and fart attacks. The way nintendo made him was very disappointing to my eyes but what the devs here have done to him is just perfect.Yeah, I'd say that Wario hardly matched the air camping style that he had in Brawl (nor do I believe that this kind of style would be fitting for this project). The fact that they're building his moves around the Wario Land games is ****ing awesome.
Landing detectionwhat is landing detection