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Project M Social Thread

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Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Okay, I am going to end this.

First of all, there has been absolutely no progress on landing detection OR slope traction.
Second of all, the picture has to do with Temple:M, a stage that should make Temple a bit more playable in friendlies (However, as far as I know, we are gonna try to leave normal Temple in as well, since people like that **** too much)

However, I do have good news.

First of all, we are going to try to fix slope traction in a way we have never tried before.I am going to try to fix slope traction! Believe it or not, that has never happened.

Second of all, my new theory on how to find landing detection is 100% solid as of right now, it just needs to be tested. The problem with landing detection is finding a vector to start hacking. Previously, I was trying to change the bounding box size for the character, which wasn't working out. However, this new method works by changing the stage collision coordinates conditionally, which should work 100% of the time if I can do it.

Third of all, we are entering a new phase were we will start to release info on tweaks to characters that have been fairly solidified.

I am probably gonna get killed for this post, but here you guys go. Get hype.
 

Anth0ny

Smash Master
Joined
Oct 14, 2007
Messages
4,061
Location
Toronto, Ontario
Okay, I am going to end this.

First of all, there has been absolutely no progress on landing detection OR slope traction.
Second of all, the picture has to do with Temple:M, a stage that should make Temple a bit more playable in friendlies (However, as far as I know, we are gonna try to leave normal Temple in as well, since people like that **** too much)

However, I do have good news.

First of all, we are going to try to fix slope traction in a way we have never tried before.I am going to try to fix slope traction! Believe it or not, that has never happened.

Second of all, my new theory on how to find landing detection is 100% solid as of right now, it just needs to be tested. The problem with landing detection is finding a vector to start hacking. Previously, I was trying to change the bounding box size for the character, which wasn't working out. However, this new method works by changing the stage collision coordinates conditionally, which should work 100% of the time if I can do it.

Third of all, we are entering a new phase were we will start to release info on tweaks to characters that have been fairly solidified.

I am probably gonna get killed for this post, but here you guys go. Get hype.
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

mahgawd.
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
good read dantarion =] thanks for helping out the community, we appreciate it.
looking forward to slope traction!
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
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5,695
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NNID
Shadoof
Second of all, the picture has to do with Temple:M, a stage that should make Temple a bit more playable in friendlies (However, as far as I know, we are gonna try to leave normal Temple in as well, since people like that **** too much)
Dant is totally mistaken. Temple:M is definitely CP material.
 

Eternal Yoshi

I've covered ban wars, you know
Joined
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Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
We would never do in a Smash Wizard.
Perish the thought.

I can't seem to find the link, but W/E.

I Assume that Temple:M will be better than Temple+ or whatever that edit was that removed the bottom part and the far right parts.
 

Perfect Chaos

Smash Master
Joined
Aug 13, 2002
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Salt Lake City, Utah
NNID
PerfectChaos7
We would never do in a Smash Wizard.
Speaking of "Smash Wizard", I'm surprised there isn't a custom user title called that made especially for him, yet. :laugh:

Anyway, looking forward to the official updates on tweaks for near finished characters, and, of course, the outcome of the Landing Detection theory.
 

GP&B

Ike 'n' Ike
Joined
May 8, 2009
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4,609
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Orlando, FL
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MetalDude
Dant is just too **** good.

Also, I know it's late to respond about DI but I do somewhat remember the issues related to it in Brawl. Holding the stick in a corner in Brawl will count as full DI in both directions, rather than appropriately rationed DI to each direction. I believe general DI is a tad stronger too, maybe.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
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Shadoof
So what exactly are the changed from Temple+ to Temple:M?
Secret things. :cool:

As a hint: It's a smaller stage, and it's what I've wanted to do to the stage since I thought of it. The technical limitations were holding me back.. But now I can do minor vertex work, so things got easier.

I still have some things to touch up on the stage, but in my opinion it's going to be one of the best CPs after slippery slopes get fixed.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
I already have 1000 wizard love.

Also, Magus has a proper landing detection theory that requires more time, and that is being worked on right now.
I don't have a Wii, but I am working on otherstuff.com
 

Jonas

Smash Champion
Joined
Aug 21, 2008
Messages
2,400
Location
Aarhus, Denmark, Europe
Erm... 8001...?
In the original Japanese manga and anime, Vegeta said "over 8000!"

On a side note, what does Warios forward B actually do? Is it just a charge move like Illusion?
His bike was much cooler though, and it's a shame if it was removed for being "not Melee-like" (I'm sorry, you must have heard something like this a million times already :bee:).
 

DtJ Jungle

Check out my character in #GranblueFantasy
BRoomer
Joined
Jul 29, 2008
Messages
24,020
Location
Grancypher
Okay, I am going to end this.

First of all, there has been absolutely no progress on landing detection OR slope traction.
Second of all, the picture has to do with Temple:M, a stage that should make Temple a bit more playable in friendlies (However, as far as I know, we are gonna try to leave normal Temple in as well, since people like that **** too much)

However, I do have good news.

First of all, we are going to try to fix slope traction in a way we have never tried before.I am going to try to fix slope traction! Believe it or not, that has never happened.

Second of all, my new theory on how to find landing detection is 100% solid as of right now, it just needs to be tested. The problem with landing detection is finding a vector to start hacking. Previously, I was trying to change the bounding box size for the character, which wasn't working out. However, this new method works by changing the stage collision coordinates conditionally, which should work 100% of the time if I can do it.

Third of all, we are entering a new phase were we will start to release info on tweaks to characters that have been fairly solidified.

I am probably gonna get killed for this post, but here you guys go. Get hype.
Has no one really gotten this man a wii yet?
 

*P*L*U*R*

Smash Hero
Joined
Sep 20, 2008
Messages
5,143
Location
Dance to express, not impress!
Wait....

They really got rid of Wario's bike?

hioasdf;lkjfikjflkf

Stupid decision.



Also, I'm almost certain that GaW's parachute lasted longer and had a better hitbox in Melee. In Melee, his entire body seemed like it had a hitbox. In P:M, it looks like only the chute has the hitbox.

I would also like to see a return of the invisible ceiling 'glitch'. It was basically the equivalent to a 'counterhit' in 2D fighters and with character's now having things like Super-armor, it could be used reliably.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
I thought it ws dumb too, until I thought about how the bike was used in Wario's gameplay in vBrawl. Just recovery other than gimmicks. And why?

1) Riding the bike is easily punished.
2) Picking up the pick is slow, throwing it is slow
3) The wheels arent good projectiles
4) Afterwards you cant really recover well for a while.

Wario is a very strong character, in fact, he is a speed+powerhouse character that did NOT need to be so good off stage. He still has waft for those emergencies. The side+b he has now is an awesome move in those situations where you KNOW youre opponent has to be vulnerable, much like Falcons side+b, although slower, and but it actually packs a punch.

People will probably complain about Wario's dair too, but after playing with Wario:M I am actually happy with how he turned out.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Wario is still a work-in-progress, but people need to keep an open mind as to the aim that wario takes.

First, his bike's recovery was simply beyond the scope of what you can do in melee. Second, in a game with significantly faster pace, his bike utility on stage was significantly hampered. Sure there was use to do a wheelie to eat projectiles, but trust me when I say his new Warioland SideB charge has SIGNIFICANTLY more utility.

People need to trust us here on it, because he plays really **** well.

This is basically aimed at all the uninformed people out there who make instant assumptions without really knowing the logic, or breadth of character changes. We will have posts / info on each character in due time...
 

ValTroX

Smash Ace
Joined
Aug 19, 2009
Messages
934
Location
In the jungle, the mighty jungle
i got so hyped about Dant's post *shiny eyes*. I like what I've seen from Wario:M, the only thing I'm not sure aout is his Dair
Edit: Have you guys found a way to use other custom music on stages(other thab BF's music which is the one that loads on the stages that rely on .rel)
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Wolf is good, but he doesn't seem to have spacy physics judging by how high Falco's hine sent him upward at low percent. Dpes his fallspeed needs to be higher (I think it should be between Fox and Falco in top/avg falling speed) and I'm not sure about his air speed but that should also be on the weaker side. I'm pretty sure Fox and Falco have the 2 lowest, so maybe Wolf should be 3rd.
errr....


part of the appeal of wolf's game vs the other spacies is that he had such great air speed (right behind or tied with Wario in VBrawl), along with falling just a tad slower than fox...


@Wario:

Loving the wario-land focus :bee:
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
I'll just say that I absolutely love everything you've done to Wario. All of his moves look polished, and have a wonderful purpose. I'd actually be disappointed if he's changed further from what he currently is.

By the way, how does his down smash work? I can't figure it out.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
so yeah, I'd like to put in that if the wilds get new down B's (if possible), that PT gets to re-position pokemon on switch (if possible) or even switch mid-air (as well, if possible) to balance out being a strong solo force, or a team affair
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
No... it doesn't trip. Wario's Dsmash set ups for techchases at pretty much any percent (well maybe not 0). It's based off his Wario Land Shake It move where you shook the Wiimote to make him pound the ground with his fist.
 
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