Jonas
Smash Champion
I don't care what it means, I just know it means Project M is going to be AMAZING and that's what counts.
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Actually, its one of the functions for the Stop module, which I believe refers to what we call HitlagThe highlighted function says something like stop the implementation of the module, which would fit the bill.
Lolwut?? Awesome, yet the knowledge of this confuses me.GASP SORA'S GOING TO BE IN PROJECT:M GAIZ!
A lot of our codes are made from scratch using what's in the game already. There was no "melee air dodge" coding for example, it's a bunch of different variables and so forth that make that code work. But there are some instances where you just scratch your head at what Sakurai was thinking when they built this game.Question I've been wondering about: When the Brawl developers were working did they just tweak and update melee codes, or write a new set of codes that refered vaguely to melee's? How much of what they wrote for Brawl was new?
Ending is priceless.
That's actually correct, yes. It's also assumed that may be the reason why Toon Link's Dsmash (in vBrawl) has that "glitch" where the previous hit's KB isn't overridden at times (meaning the angle doesn't change). Well... that's not really a glitch, that's because of what the vBrawl dev team instated in the game LOL.I... want to say I know what you're talking about and if I'm thinking about the same thing, I have noticed it in Brawl. You're talking about how a character might be flying at high speed from a high knockback attack and then someone jabs him, but it doesn't nullify the knockback like it would in Melee and SSB64, right?
That, or I'm completely off mark with this.
1:47Ending is priceless.
Incorrect, it was found a long time ago. However, we want it to work like Melee so we can perfect Crouch Canceling and ASDI. Otherwise if we didn't need to make it work like Melee we would have changed the constant a month or two ago.Anyways, I'm assuming this constant hasn't been found yet? Otherwise, it'd probably be fixed then, heh.
It's more like... we need to do a lot of different stuff to try and get all these things working right without any weird or strange bugs.So, it just needs lots and lots of experimentation until it matches?
Ah, makes sense. Hoping you guys will get things to click with this like everything else has so far. It's kind of a small factor in the game, but it's happened enough times to bug me (and I'm sure others too).It's more like... we need to do a lot of different stuff to try and get all these things working right without any weird or strange bugs.
Looks pretty damn awesome.![]()
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I revamped FrozenHobo and GameWatching's Metal Cavern stage to give it a Brawl feel and take away the low quality 2D background. After a few touch ups I'll throw up the download link for anyone who wants it.
'twas amazing. Nice use of footstooling at 1: 50 too.
I'd like to improve it if you have any criticism.I am not fond of that background.
MK isn't finalized and won't be in the demo. He isn't a point of concern for you or us at the moment.It still looks like MK's jumps are worse (as in, bad for the MK player) than they have to be.
What's the opinion of the playtesters on this?
He has a different jumping system at the moment. Instead of jumps getting smaller and smaller as you jump, they progressively get bigger. So they start off short, then at the end they are bigger. It's not a gravity issue, it's something that's being tried out and some people actually like this so far. It's to suit his FF'er nature and it actually works really well for him.It still looks like MK's jumps are worse (as in, bad for the MK player) than they have to be.
What's the opinion of the playtesters on this?
Ha, now this is one of those videos that would go well with that idea of not labeling PM videos. Uninformed people would be more interested in watching Ganondorf beat up MK if they didn't know that it was hacked.