Ha! Confirmed for early February! (Teasing)Our development process is full of innovation day after day, so it's really unpredictable what major milestones could be reached by early February :-P
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Ha! Confirmed for early February! (Teasing)Our development process is full of innovation day after day, so it's really unpredictable what major milestones could be reached by early February :-P
This answers my question then.All you need is brawl, sd card and a wii. The game can be played regardless of any OS due to exploit in brawl, so it can be played in any form.
I hope no one flames you for this. This is a really smart post.I know a lot of people are looking forward to the demo, myself included, but
I wonder if it's wise to release a demo before the game engine is finalized? It's one thing to leave out unfinished characters, but it's quite another to release the demo in a state that doesn't actually reflect the final product. Maybe I'm overestimating the impact of landing detection and DI, but these seem like issues that should be sorted out in alpha, or pre-alpha, not beta. And the idea of a demo being released to the public before beta seems wrong to me.
*puts on flame retardant suit*
Nope, definitely valid. But I think it's a gamble where the odds aren't against them. Yes, it can cause issues when things are not fixed to perfection in the demo, and then things change. BUT, it gives the people a taste of what's to come, you know? The people who were interested get rewarded for their support, the people who don't know they're interested yet get a nice sample of what's to come to get hooked onto.I know a lot of people are looking forward to the demo, myself included, but
I wonder if it's wise to release a demo before the game engine is finalized? It's one thing to leave out unfinished characters, but it's quite another to release the demo in a state that doesn't actually reflect the final product. Maybe I'm overestimating the impact of landing detection and DI, but these seem like issues that should be sorted out in alpha, or pre-alpha, not beta. And the idea of a demo being released to the public before beta seems wrong to me.
*puts on flame retardant suit*
Well, even if these things aren't perfect, the game looks A LOT like Melee when played, so while it may undergo changes, I think that people would rather play an unfinished demo than having to wait until these bugs are worked out. I honestly don't see how this would negatively affect the project.Maybe I'm overestimating the impact of landing detection and DI, but these seem like issues that should be sorted out in alpha, or pre-alpha, not beta.
The first 5 minutes you play it you'll go like this:luckily most of the included characters are melee characters that are unchanged or have little changed.
So I would say it is pretty safe.
As for how much of an impact landing detection and the like will have, well, I have never played P:M so I'm not sure....
There's a thread, but it's dead and is all hype with a few updates dispersed between pages. I have no idea if/when it will be completely stable as Dant said a little while back that he had hit a huge snag in it so I wouldn't get my hopes up for it coming with the final release. That being said though, are there any plans to release Mewtwo or Roy as optional characters you can replace their respective original characters or has so little work been completed towards a definitive P:M Mewtwo or Roy that they wouldn't be ready before release?Also, the clone engine. I keep getting mentions of this thing, but is there a page or a thread discussing the possibilities of this thing?
Ah, ok. That is what I figured. Honestly, this is a rather minor issue then. If they aren't able to fix it then it will simply be chalked up to one of the things that make this game different from Melee.Its using Brawl DI which is incredibly powerful in gameplay, which is part of the reason why some characters live up to 150%.
This may be shocking coming from me.....but I actually don't know if releasing the demo is such a grand idea. The smash community as a whole is very close minded. Little details are enough to keep players like Dr.PP and Zhu from playing it for example. If enough good players turn their backs on it the fanboys will follow suit....could be bad....then again it could be good.I know a lot of people are looking forward to the demo, myself included, but
I wonder if it's wise to release a demo before the game engine is finalized? It's one thing to leave out unfinished characters, but it's quite another to release the demo in a state that doesn't actually reflect the final product. Maybe I'm overestimating the impact of landing detection and DI, but these seem like issues that should be sorted out in alpha, or pre-alpha, not beta. And the idea of a demo being released to the public before beta seems wrong to me.
I wouldn't call Brawl DI a "minor Issue".....it is just as big of an issue as Landing Detection imo.Honestly, this is a rather minor issue then.
It didn't NEED to be changed. We just changed it be slightly faster, melee cursor speed, so that choosing your character would be slightly faster. You almost don't notice the change but it feels much better.http://www.smashboards.com/showpost.php?p=12021861&postcount=23584
Seriously? This needs to be changed? You might as well have me email the announcer again because him not saying the title might turn people off.
Oh and entrance animations, those make the game too slow.
i think your the first person to ever complain about having a more responsive cursor.http://www.smashboards.com/showpost.php?p=12021861&postcount=23584
Seriously? This needs to be changed? You might as well have me email the announcer again because him not saying the title might turn people off.
Oh and entrance animations, those make the game too slow.
That's like saying "letting people playtest it may mean they might like it or they might dislike it"......This may be shocking coming from me.....but I actually don't know if releasing the demo is such a grand idea. The smash community as a whole is very close minded. Little details are enough to keep players like Dr.PP and Zhu from playing it for example. If enough good players turn their backs on it the fanboys will follow suit....could be bad....then again it could be good.
You can't have it perfectly emulate Melee. At the end of the day it's an adaption. Also, outside of being really powerful, at least it's functioning DI that doesn't glitch. So while it's a big deal for people wanting this to be EXACTLY like melee, it really isn't, and shouldn't be, a big deal. In the grand scheme of things, the game would still be extremely competitive even if this was never fixed.I wouldn't call Brawl DI a "minor Issue".....it is just as big of an issue as Landing Detection imo.
they both have a huge impact on the "Melee feel"
Perhaps, but if this really takes off then I'm sure they would make the switch. The biggest problem for pro players and this is that it is uncertain whether or not Project M will become a tournament heavy game. Also, if they are playing the same character as they are on Melee, learning the ins and outs of Project M would likely mess up their melee game and lower their performance playing it competitively.Little details are enough to keep players like Dr.PP and Zhu from playing it for example.
Disclaimer and URL on the strap loader.I think it is important that the Project M development team only distributes this demo directly for download from the actual site, and puts up a disclaimer on the site to help people understand what they may be walking in to when they download the demo.
Well right now it does play almost exactly like melee, with very subtle nuances. But some players are so skeptical that even if a value is exact from melee, both frame, hitbox location, gravity, etc, they convince themselves its not. That was the population I was referring to who will likely not switch.Thing is, the only way I can see this pulling in more people than Melee does is if it plays EXACTLY like Melee in game. I may be naive for assuming this, since I'm not Dantarion or anything, but I really believe this is possible. You've given them there favorite stages, ported over to be exactly like Melee; you've given them their favorite characters, and eventually they'll all play exactly as they did, with slight alterations on some; you make the engine play the same too, most smashers won't have a reason to tell you "no".
Because these changes are fueled solely by the fact that Melee had them, and that your userbase wouldn't play it if these changes weren't made. Changes like these make this seem like an expansion rather than a sequel. This project. This project feels less like an inspiration and more like an exact clone.i think your the first person to ever complain about having a more responsive cursor.
I bet you'd complain if we fixed nicknames to have the oldest appear first in order as well because convenience isn't built into vbrawl.
These are subtle touches to make our game differentiated and overall more refined. I don't get why people get offended by the smallest things. We can edit complete character movesets, but editing a cursor speed and we get called for treason lol
Slashy, it's just cursor speed.. lol.Because these changes are fueled solely by the fact that Melee had them, and that your userbase wouldn't play it if these changes weren't made. Changes like these make this seem like an expansion rather than a sequel. This project. This project feels less like an inspiration and more like an exact clone.
If all this project amounts to is a product that complements Melee, then what's the point of making changes designed specifically to appeal to Melee players? I feel that this could have been an amazing project that takes heavy inspiration, but not go so far to feel like an expansion of it. Something that feels new in its own right, but doesn't go out of its way to alienate players who had experience with previous games in the series.
There is a difference between
"Hey this character is still good like you remember her with all her great abilities, but she has some new strategies you can use with (this new move, mechanic, engine)"
"She plays exactly how you remember her, no adjustment needed here"
Maybe replacing the Press start to play thing with a texture that says "This is a demo version ...... etc etc etc"Felipe, simply stating a demo build will not mean anything to ignorant people. It requires explaining.