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Project M Social Thread

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Vigilante

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I don't know. I'm not a big fan of the gliding gimmick. Float is fine, and seems more "psychic". But gliding, I never use it.
 
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genkaku

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The window is supposed to be the same 20 frame window as melee. There was an issue where the input would be ignored if you did it during hit lag, but I believe that's been fixed.
I dunno what melee you've been playing.
 

Eternal Yoshi

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Which characters are going to be added in P:M? I assume there will be more than 40 total, otherwise Dantarion wouldn't be working on it.
That question can't be answered until the clone engine is in a more stable form.

IMO, if it does get finished, they should just add Roy and Mewtwo and leave the other character projects for a DLC pack or a Project M gaiden project.
 

Sora-kun

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....is a worthless joke of a character. -_-

Anyway, thanks for uploading the videos.

It's nice to see these matches without The Roost playing, whose music has CURED MY INSOMNIA NO JOKE.
WAS a worthless joke of a character. The miracle of PSA said hi. I'm sure they can mod Pichu into something respectable. They modded brawl (worthless joke of a game) into something respectable so...
 

JOE!

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WAS a worthless joke of a character. The miracle of PSA said hi. I'm sure they can mod Pichu into something respectable. They modded brawl (worthless joke of a game) into something respectable so...
the difference is that pichu was a joke char, ti even hurt itself...

that and it's just a ****tier version of Pikachu....

On the subject of melee vets:

Doc should not come back (no offense to Doc Mains, but honestly the guy should have just been a reskin of Mario, and be one in P:M)

Roy should have his moveset altered a bit to be less like Marth's?
 

Grim Tuesday

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That question can't be answered until the clone engine is in a more stable form.

IMO, if it does get finished, they should just add Roy and Mewtwo and leave the other character projects for a DLC pack or a Project M gaiden project.
LolCharacterBias

....is a worthless joke of a character. -_-
Yet Roy and Mewtwo aren't? You're hilarious.

the difference is that pichu was a joke char, ti even hurt itself...

that and it's just a ****tier version of Pikachu....
Grim's Pet Peeves:
1. Calling Pichu a joke character.

Nothing in the game suggests he was made as a joke, and knowing Sakurai, it seems VERY un-likely he would make a joke character.

2. That Pichu hurting itself instantly makes it terrible.

Noooo. Pichu is terrible because he is stupidly light, has no range and has a very under-developed meta-game. Sure, Pichu hurting himself is bad, but that mechanic doesn't have to be removed to make him viable.

3. That he is just a ****tier version of Pikachu.

They have lots of differences, which lead to very different play-styles. Compare one of Unknown's matches to one of Axe's.

People should really learn about the character before trash-talking him, seriously >_>

I made a really detailed post ages ago about how to make Pichu viable as well, I'll try and dig it up...

EDIT: Here it is: http://www.smashboards.com/showpost.php?p=11511492&postcount=17946
 

Shell

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Are there any big things happening to Luigi from Melee? Like any big changes with the misfire, etc. And is he still gonna get his head stuck in the stage? Please let him still get his head stuck in the stage..
I am testing a misfire system change.

At the beginning of the match he has a 1/4 misfire chance (compare to 1/8 in Melee).

Once he's gotten this first random misfire, then the next one occurs every 5th side-b. These planned misfires also have faster startup and unique GFX.

This preserves some element of randomness at the beginning of the match so you can't start spamming Side-B to get to any 5th round misfire, and is the only balanced way to ensure that you can still get a misfire during the first recovery without being too generous (1st use is misfire) or nerfing luigi (must wait for 5th use).

Once you reach the ordered phase, it accomplishes a couple things. Most importantly, it gives Luigi a better chance to plan his recovery and his opponent a better chance to plan his/her edgeguard. But perhaps even more interestingly, it gives Luigi the option of trying to save the misfire for a recovery or using it offensively to, say, finish a combo (!), a choice similar to Wario's waft.

There has been a lot of discussion on randomness in the game, and I think this could be a really nice compromise. This is specific to this instance, though. I am NOT saying we're going to touch Peach's turnips or anything.

As of right now he can still stick into walls with side-b -- not sure that this will stay, though.

Also keep in mind this is still experimental.
 

Shell

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I am experimenting with a longer reaching standing grab animation and the DKC dash attack, both meant to expand upon DK's approach options, which limit him against much of the top tier characters.

We are also trying out some unique Cargo F/B/D-Throw changes.
 

Vigilante

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The improvements to Donkey Kong could make him fun. There is never too much DKC. And a slightly more predictable Luigi is welcome.
 

Stevo

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what about Luigi being able to charge/store his forward-b like samus charge shot or DK punch.
and if he has it full charged, it releases a misfire.

I do think randomness works with Luigi's awkward character though, so Im not sure it needs to be changed at all.
 

Shell

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If luigi could charge and store his misfire he could always have one ready to recover with unless we made the charge length prohibitively long. In that case, it would just be a nerf to his recovery.

Yes, Luigi will still be in a bad position if he initially misfires off the stage during the initial random period, but if you're keeping track of you misfire rotation after that there's really no excuse to misfire accidentally.

I'm aware Luigi's randomness is a point of strong contention, but I think this system has the potential to give Luigi some cool new options with misfire in a way that doesn't dramatically alter his overall recovery capabilities.
 

BAD

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If luigi could charge and store his misfire he could always have one ready to recover with unless we made the charge length prohibitively long. In that case, it would just be a nerf to his recovery.

Yes, Luigi will still be in a bad position if he initially misfires off the stage during the initial random period, but if you're keeping track of you misfire rotation after that there's really no excuse to misfire accidentally.

I'm aware Luigi's randomness is a point of strong contention, but I think this system has the potential to give Luigi some cool new options with misfire in a way that doesn't dramatically alter his overall recovery capabilities.
Why are you guys even messing with changing characters moveset (Wario) and going so far as to change the randomness of moves (Luigi)? I thought this project was to make Brawl have Melee physics and have a few balance changes and nothing else.

Now you guys are setting the characters backwards. For instance Flaco, his DownB is the same as Melee's instead of what it's suppose to be in Brawl. You guys could have expanded on Falco's new moves to make him better in P:M, instead you pretty much replaced the new Falco with the Melee one. WTF?

This isn't suppose to be Melee 2.0, or at least I thought it wasn't. It's suppose to still be Brawl but with the same fighting engine as Melee. Next I bet you guys will be messing with DeDeDe's randomness of his minions to remove randomness all together when that is SUPPOSED to be part of the game. Not EVERY character should be as predictable as Mario. Some characters should have random elements to them, but you guys are even changing that.

I hate how this project is turning out, but I will still play it though.
 

JCaesar

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BAD, why don't you try reading the 1st/2nd post of this thread. That might help give you some idea about the goal of this project.
 

Sterowent

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read the FAQ. it actually states itself as being potentially Melee 2.0.
you also didn't consider that luigi's sideB is still random initially, something they could have changed but pointedly kept.

edit: ninja'd................
 

Shell

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I also mentioned a few posts ago that this was an experiment for Luigi's misfire only, and at this time we have no plans for other random moves.

And fyi, just dumping brawl characters into the Melee engine doesn't accomplish much. They need to be rebuilt to function within the engine or else they will be as out of place as Falcon is in the Brawl engine.
 

shanus

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Why are you guys even messing with changing characters moveset (Wario) and going so far as to change the randomness of moves (Luigi)? I thought this project was to make Brawl have Melee physics and have a few balance changes and nothing else.

Now you guys are setting the characters backwards. For instance Flaco, his DownB is the same as Melee's instead of what it's suppose to be in Brawl. You guys could have expanded on Falco's new moves to make him better in P:M, instead you pretty much replaced the new Falco with the Melee one. WTF?

This isn't suppose to be Melee 2.0, or at least I thought it wasn't. It's suppose to still be Brawl but with the same fighting engine as Melee. Next I bet you guys will be messing with DeDeDe's randomness of his minions to remove randomness all together when that is SUPPOSED to be part of the game. Not EVERY character should be as predictable as Mario. Some characters should have random elements to them, but you guys are even changing that.

I hate how this project is turning out, but I will still play it though.
I like how you wrote your own mission statement.

As a primer, do realize this project was entirely started based off of me coding a file for melee falco about a year ago. Please read our second post.
 

Eternal Yoshi

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And fyi, just dumping brawl characters into the Melee engine doesn't accomplish much. They need to be rebuilt to function within the engine or else they will be as out of place as Falcon is in the Brawl engine.
WOW.
Perfect analogy.

I can't seem to find that article where he states that Pichu is a joke character.....
 

BAD

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This is what I have read from the the second post of this thread:

What is the goal of Project M?
Project M hopes to achieve a game similar to Super Smash Bros. Melee in many respects. It does not, however, intend to be a 1:1 Melee clone. The following is a list of the main aspects of Super Smash Bros. Melee that inspired and have carried over into Project M:
1) A fast-paced game
2) with flowing, organic movement
3) where the player has a great degree of control over his character due to the technical skill that he's achieved.
4) The balance of offense and defense changes depending on the exact matchup and playstyle, but overall tends to favor offense slightly.
5) Offstage edgeguarding is risky but rewarding, while on-stage edgeguarding is safer but less rewarding due to ledge techs.
6) Recoveries generally require great skill to use, with the advantage usually being with the edgeguarding player, with some exceptions.
7) The combos are challenging and spontaneous, with anything longer than 2-3 hits requiring a knowledge of both characters' options and some degree of prediction and/or a deep understanding of the mental aspect of the game.

In short, Project M aims to capture the essence of what made Melee a truly great game in our eyes.

Is Brawl+ Melee 2.0?
No.


No where does it say in the goal of P:M that they are changing movesets and replacing Brawl versions of characters with Melee ones. It also states that this isn't suppose to be Melee 2.0, but Brawl with the same physics as Melee for rich gameplay.

Jonas said:
Falco's Brawl shine would be lame for Melee. It severely limits his combo abilities, and he just wouldn't feel like Melee Falco.
Yes, Falco would be quite lame when it comes to shining compared to Fox. But I bet you anything the new Falco could have been tweaked a bit to be much better at chain-grabbing and having a better recovery. Instead we just get the same old Falco that we have been playing with since Melee in 2001.
 
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