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Project M Social Thread

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MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
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Eau Claire, Wisconsin
IIRC Justin.tv doesn't have video options, so if it lags, you're stuck with how it is. Ustream is the best IMO. It has slightly more lag and has ads but has better video quality options and other things like that.
 

Crispy4001

Smash Ace
Joined
Jun 14, 2007
Messages
730
This quote on GAF kills me:

"I think a lot of people like to act like they're tourney players even if they're not. Tourney players are loud and influential, so a lot of their complaints make it down to the popular level. When I first got the game [Brawl], a lot of the guys in my dorm were making tourney-player-style complaints about it, and I'm pretty sure none of them actually played tourneys."

Or maybe it's because of those things about Brawl that they didn't have as much fun. Derp.

And really, what does it matter if they've been to a tournament or not. The last thing I'll care about when I cozy up to the PM demo on Monday is 'tourney cred.'
 

Anth0ny

Smash Master
Joined
Oct 14, 2007
Messages
4,061
Location
Toronto, Ontario
Okay, so I
and MK26 for the most part
am finally done the NeoGAF post. If there's anything you guys want me to add/delete, now is the time. I want to post this ASAP, so there could be at least some hype before the demo drops.

Okay, here it comes.





Satoru Iwata said:
Well, I had considered what I would do if you [Sakurai] turned me down and decided that I would need to take the existing Smash Bros. title, Super Smash Bros. Melee for the Nintendo GameCube, and try to make it Wi-Fi capable while preserving as much balanced game play as possible in the event you didn’t want to get involved.
To the people who think this will just be an inferior port of Melee: you are sadly misinformed. Super Smash Bros Brawl is, according to the modders, 'the most hackable console game ever.' In the two years since the beginning of Brawl hacking, coders have opened up, deciphered, edited, and reinserted almost every file in the game. They know how everything works, from the lighting system used on individual stages, to the scripting that explains how fast each character falls, to the calculations the game goes through when a character gets hit. Furthermore, they've cracked open Melee as well. In doing so, they made a few startling discoveries almost destined to start flame wars between diehards: below the superfluous outer layer of 'floatiness', the two games are strikingly similar. Many old characters have literally the same attributes in both Brawl and Melee. For those that don't, the values are different but organized in the same way, so it's simply a matter of copying and pasting the values from Melee to Brawl. In fact, Brawl and Melee use the exact same values for calculating hitstun, but Brawl's lack of combos can be attributed to a line of code that allows players to cancel the end of their hitstun with an attack or an airdodge. Needless to say, this line has been removed from before Project:M was even thought of, let alone put into practice.

For those who recommend 'Just play Melee': Diddy Kong, Ike, King Dedede, Lucario, Lucas, Meta Knight, Olimar, Pit, Pokémon Trainer, R.O.B., Snake, Sonic, Toon Link, Wario, Wolf, Zero Suit Samus, half of Dr. Mario's moveset, half of Young Link's moveset, at least one of Roy, Mewtwo, or Pichu, Bridge of Eldin, Castle Siege, Delfino Plaza, Distant Planet, Frigate Orpheon, Halberd, Lylat Cruise, Mario Circuit, Mushroomy Kingdom, New Pork City, Norfair, PictoChat, Pokémon Stadium 2, Port Town Aero Dive, Rumble Falls, Shadow Moses Island, Skyworld, Smashville, Summit, WarioWare, Yoshi's Island, 75m, FlatZone 2, Green Hill Zone, Hanenbow, Luigi's Mansion, Mario Bros., Pirate Ship, Spear Pillar, Hyrule Temple 64, Metal Cavern 64, Dreamland 64, Dash Attack Canceled Up Smash, Glide Tossing, attacks that can trip you, new moves on old characters, game balance, 300+ full-length pieces of music, and the ability to hack the game to put everything from Melee into Brawl, gaining everything that made Melee great without losing anything that makes Brawl unique.

For those who request that we not hack their precious game: You have opinions. So do we. You are of the opinion that Brawl is great the way it is and should not be changed. We respect that, as long as you state that opinion respectfully. However, our opinions differ from yours in that we believe Brawl could be better. Melee also could be better. We have the tools and expertise to combine the two and make a game greater than the sum of its parts. You might have fun playing all items on high on the wackiest stage you can think of. You know what? We do too. We all do. But if there's money on the line, or if we're sober and we want a serious game, we want a game where the better player will win, where the gameplay is fast and furious, and where even the best have plenty of room to improve. This mod is made with competition in mind, but that doesn't mean we won't have fun with it. trust me, very few people are willing to spend hundreds of hours on something (as EVERY member currently or previously working on any Brawl mod has) FOR ****ING FREE without expecting to get some fun out of it. We aren't going to deny it, most of us are computer nerds. Collectively, how stupid can we possibly be that we'd all do this without any potential gain coming out of it?

For those who lament the necessity of re-introducing glitches into this game in order to stimulate competition: Let me give you a history lesson. A game called Street Fighter II, the successor to the original Street Fighter, was released in 1991. It followed many of the conventions of its predecessor, but its main claim to fame is that it unintentionally changed the concept of a ‘fighting game’ forever. One fateful day, while debugging the game on its car-breaking bonus stage, its head developer made a startling discovery: one of his coders had accidentally allowed some characters' moves to finish before their opponent's hit stun wore off. Thus, the character could attack a second time and his opponent would have no chance to escape. Though it was not intended, the developer decided to leave such attacks' interruptability in the released version of the game; he dismissed it as too difficult to reliably use but kept it in as a hidden trick nonetheless. Being members of a fighting community, people discovered the developer's trick and began to implement it into their gameplay. Thus, the combo was born.

Fast-forward to 2000. Combos are an integral part of every fighting game since SFII. The follow-up to the monumental Nintendo 64 success that was Super Smash Bros. is being developed for the GameCube. One new inclusion in Melee is the ability to perform a directional air dodge – when in the air, every character can gain temporary invincibility and a short momentum boost in any direction, at the cost of being unable to attack or dodge again until touching the ground. During pre-release playtesting, a developer realizes that, when air dodging at an angle onto the ground, one slides a small amount toward the angled direction. The head developer decides not to remove this feature from the game, and it makes it into the released version.

Once again, the members of a fighting community reveal what the developers have hidden. The first discovery of this technique may have been the result of a failed attempt to catch a thrown item – another new feature of the sequel, mapped to the same button as that of air dodging, was the ability to catch an item in mid-air. If mistimed, an attempted catch would turn into an air dodge. One such mistimed catch low to the ground resulted in a player discovering what the developer had previously noticed, but what neither of them could have predicted was the effect it would have on the game. A jump, quickly cancelled by an angled air dodge, became an effective spacing manoeuvre - the triangle jump. A jump, instantly cancelled by an angled air dodge, maximizing slide distance and minimizing time loss, became unarguably the most important technique present in the game. It provided a near-limitless number of applications, from spacing to comboing to simply general manoeuvring. Notably, it allowed players to simultaneously move and perform a variety of grounded attacks generally only available while standing still, which even to this day forms the basis of nearly every facet of competitive Melee. A huge number of combos are made possible by what came to be known as the wavedash. I think it's safe to say that Melee would not have the following it does, ten years after it was first released, were it not for a developer that accidentally implemented a mechanic and another who noticed it but didn't decide to take it out. That sounds kinda familiar, to be honest.

For those who don't plan on reading the website and will bash anything without bothering to learn about it: the demo has 14 characters and many stages. Rest assured that the full game will have 40+ characters, every stage from Brawl (including a bunch that have been edited to be more competitive), most of the ones that were removed from Melee, and even a few returnees from Smash 64. There is a difference between an unfinished demo containing a small selection of near-finished characters as opposed to a full, polished game.

For those who respectively disagree with what we're doing and recognize that this in no way, shape, or form affects them if they simply navigate to another window and put it out of their mind: Thank you for not being haters.

For those who are intrigued: Project:M is probably the most fun you can have with a Smash game, and that's certainly saying something. Every single person working on the project is here because we think we'll get something more out of this than we currently do with Brawl, Melee, or both. Furthermore, we love each and every one of you who gives this game a fair chance but decides against playing more. All we ask to anyone is that you don't, as the mantra goes, "Complain about games you haven't played." Rather, you can complain all you want after you try it. We're always open to constructive criticism (as long as you don't reiterate the same points 20 other people have made, that **** gets old fast) and our feelings will not be hurt if you say the game is not for you.

Masahiro Sakurai said:
"Melee is the sharpest game in the series," he wrote. "It's pretty speedy all around and asks a lot of your coordination skills. Fans of the first Smash Bros. got into it quickly, and it just felt really good to play."


Project M is a community-made mod of Brawl inspired by Super Smash Bros. Melee's gameplay designed to add rich, technical gameplay to a balanced cast of characters while additionally enhancing the speed of play. Project M employs new codes which seamlessly add in new, universal features to the entire cast to add technical variety to all characters.

[highlight]Project M is playable on ANY Wii, without any hardware modification, and even without any longterm software modification. All that is needed to get started is an SD card and a copy of Super Smash Brothers Brawl.[/highlight]

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.



I'm a casual Smash player, will this still be fun for me?

[highlight]YES, this mod can still be very fun for casual players.[/highlight] Despite the competitive nature built around it, it has generated a lot of fun new ways for casual players to enjoy characters they played in Brawl. From new stages like Hyrule Castle 64 to completely redone characters like Snake you will find something to enjoy here as a casual player. Matches overall become a lot more fun and way different than how they were in Brawl.

Ultimately, this mod is made for all players, competitive and casual. Melee was enjoyed by both demographics, and this is no different.

Is there a release date for this project?


As of now, no. A release date would more likely than not result in a rushed game that isn't ready for public release.

If I bug the heck out of you, can I playtest plz?
No.

Will Mewtwo/Roy/Pichu/Dr.Mario/Young Link be in this?
The Project M Back Room has taken the stance that no Melee characters will return unless they can be seamlessly added without replacing any character as well as have their own Character Select icon. Dantarion has been recently putting in a lot of effort into a "Clone Engine," however...

What about [Brawl-Exclusive Character X]? What have you done with him/her?!
If the character doesn't have a character page, then their moveset isn't finalized and more likely than not we haven't gotten around to working on fitting that character into the Project M environment yet. As of now, Lucas, Wario, and Snake have had the most work done on them. Asking about a random Brawl character typically leads to pointless discussion that will yield nothing of interest for the Project M Team.

Why are you making changes to Brawl-exclusive characters? What gives you the right to do this?

While it may seem a bit puzzling on why we are changing Brawl-exclusive characters so much it really shouldn't surprise many people. There are just some characters that rely too much on a few select moves or characters whose move set wasn't quite what was envisioned if the character was in Melee (for example Wario). Changing Brawl-exclusive characters brings richness to the gameplay and differentiates it from the original game so you're not just playing that same exact character and that same character has the same strategies; think of it as a new game. A big part of it is also to fit them within Super Smash Bros. Melee's physics, if they kept everything about themselves the same as in Brawl they would likely not feel very good or fit in at all making our goal impossible to reach if we left them alone.

Why are you replacing of all the stages? NOW THIS GAME IS JUST NO ITEMS, FOX ONLY FINAL DESTINATION HERP DE DERP

Settle down. Rest assured in the final release that all stages will (from Brawl) be playable as well as the newer stages. Newer stages include Saffron City 64, Dreamland 64, Metal Cavern, Dracula's Castle, a remade Hyrule Temple and many more! Giving new options is only beneficial, you shouldn't dismiss stages just because they lack hazards. New stages give a fresh feeling to the game and sets it apart from Brawl.

Although you've changed the engine to play like Melee, it still doesn't feel exactly like Melee. It's off a little. What gives?


Landing detection has not been edited as of the release of the demo. In Melee, landing detection is at the character's shins. In Brawl, it is at their feet. As a result, this throws of the timing of l-cancelling and wavedashing. Another example is Falco cannot shoot a laser as close to the ground as he could in Melee.

Despite the fact that Manual L-Canceling has been in this game for the past 8 months, and adds to the technical skill level of the game, I am going to continue to argue against Manual L-Canceling and demand Aerial Lag Reduction instead. Am I going to win?
No.

OH GOD, there has been a minuscule change to a Melee character. It isn't Melee, thus it is worse.
I'm gonna hit you.

I've come to the conclusion that I hate this project and everything it stands for. You guys should all just be playing Melee instead; this is Brawl. Is there anything I can do to stop you guys from making this?
No.



For a detailed list of General Changes (changes to the engine), click here.
For a breakdown of individual character changes so far, click here and on the desired character.



In order to play the game, you will need the following:

1) A Nintendo Wii
2) Super Smash Bros Brawl
3) An SD Card

Once again, no homebrew channel is required to play the game.

*step by step installation process will be here when the demo is released on February 7th*




Dreamland 64 was missing from Smash Bros for the first time in Brawl. It has returned in Project M.


One of the biggest disappointments in Melee was the absence of Saffron City as a throwback stage. It's back!


Hyrule Castle makes it's triumphant return to Smash Bros!


No items, Melee Fox only, Melee Final Destination. NOW THAT'S HARDCORE.


The beautiful Fountain of Dreams returns in Project M. Yes, they seriously didn't put it in Brawl. What the hell Sakurai.


Yes, that is Spiderman grappling Falco in his Captain Falcon-guise. Is there anything Project M can't do?


Castlevania finally gets representation in a Smash Bros game! It's no Simon Belmont, but a Castlevania stage with rockin Castlevania music is better than nothing!


Remember the Metal Mario stage from Smash 64 with the kick *** music? **** yeah that ****'s back.



Project M Youtube Account
Sneak's Youtube Account
JCaesar's Youtube Account



The Official Project M Website
Brawl Vault (for pretty much all the custom textures, stages or music on the Internet.)

The Project M team:

Project Leader: Shanus
Lead Character Developments: SHeLL, Camelot, Strong Bad
Additional Coders: Dantarion, Yeroc, WindOwl, Almas, Standardtoaster
Character Design/Development: Shanus, Magus, jiang, Strong Bad, WindOwl, JCaesar, leafgreen386, Falco400, Plum, rPSI
Backroom Testers: Mango, Lucky, Lovage, Silent Wolf, KirbyKaze, unknown522, RaynEX, Amsah, Faab, BombSoldier, Captain Jack
Graphics/Menu Design: Orca, Guy, VectorAce
Stage Design: FrozenHobo, GameWatching, Mewtwo2000, Shadic
Yeah I took some of those screenshots with the items. WHAT CAN I SAY I'M A PR GENIUS.
 

Spelt

BRoomer
BRoomer
Joined
Feb 6, 2009
Messages
11,841
you should make it 2 rows with 7 slots each.
3 rows looks weird.
 

iLink

Smash Champion
Joined
Oct 17, 2007
Messages
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Location
NorCal
The sad part about that post is I think the majority of them still won't read the whole thing and just say stuff like "tourneyf** blahblahblah" and "why not just play melee?"

EDIT: Wait is the castlevania stage going to be in the demo?
 

DarkDragoon

Smash Champion
Joined
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Messages
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AZ
NNID
LordDarkDragoon
I lol'd extra hard at the characters in the Saffron City screenshot.
-DD
 

Crispy4001

Smash Ace
Joined
Jun 14, 2007
Messages
730
Okay, so I
and MK26 for the most part
am finally done the NeoGAF post. If there's anything you guys want me to add/delete, now is the time. I want to post this ASAP, so there could be at least some hype before the demo drops.

Okay, here it comes.
Going to be brutally honest, but I mean it all in the most constructive way possible.

- Assume that your audience knows nothing. Not that they already have biases against Project M. Or Melee. Or Brawl. Basically, that first sentence (yours, not Iwata's) has to go. Whatever else you say in that intro should be evaluated in this context.

- Introduction is way too long. No one there is going to read all of that. You'll lose half your audience before they even scroll down.

Ways you could slim down that intro:
- Don't go on about what makes Brawl/Melee similar in code, hitstun, etc. That stuff's fascinating to us, but it ultimately extraneous and might incite some whining from those that think Brawl/Melee are the essentially the same game (yes, those types do exist). I'd just say that they hacked physics values from Melee and parsed them into Brawl as a starting point, which worked because Brawl was built off Melee's engine.

- Address "Why not play Melee" instead as a question in the FAQ section. Answer it with this:

And add a link to the website where they can check out other changes. Maybe a bit about the returning stages and further modability would be good too.
Also, No one there is going to understand what "Dash Attack Canceled Up Smash, Glide Tossing" and such is. Don't take that to mean that you're obligated to explain it. Don't even mention them.

- Kill the whole "For those who request that we not hack their precious game" paragraph. Too much teenage angst (it comes across as). There's absolutely no need to say any of that unless you're looking for an argument, or worse, your thread to be locked. Let them initiate an argument if they must. Best to keep the OP relatively opinion neutral.

- Kill the competitive glitches paragraph. Course if it's supposed to play like Melee, it'll likely play like Melee - let them put that A+B together themselves. Or try something like I did here with the "New to Project M: Video Primers." Getting them excited about the changes won't work if you're still stuck on Melee controversy from 8 years ago. All you need to tell yourself (and not them) is that the changes made in Project M are intentional. They'll figure it out, at least most of them.

- Likewise, I don't think you should have to say anything about the air dodge change either. Again, a game that's modeled on Melee will play closer to Melee. It's implied. Heck, I think everything from that point to the "For those who are intrigued:" paragraph could go. It'll get rid of some of the 'angst' (for lack of a better word) present in part of it again too.

I'll be editing in a little more...



EDITS:

Personally, I don't think Project M's mission statement needs to be copied in its entirety. IMO it'd be better to casually summarize it yourself, and just link to the site for more info on that. Of course, the Yellow text should stay.

DO NOT mention "casual players". NeoGAF, like all big gaming forums, grows nasty, sore lumps around its pooper whenever anyone infers anything about "casual" or "hardcore. " Just ask "Who is this mod for?" or something instead and answer accordingly. (ie: Everyone, actually)

Don't bother bringing up stage hazards, or the lack thereof.

Or ALR vs Manual LR. You'd have to have followed Brawl+ to even know what that means.

The question and answer about landing detection is good, but I might reconsider bringing up L-canceling or wavedashing unless you really want to deal with the consequences of that (the latter especially). Expect someone to quote that, boo and hiss. Which will get others to follow suit.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Okay, so I
and MK26 for the most part
am finally done the NeoGAF post. If there's anything you guys want me to add/delete, now is the time. I want to post this ASAP, so there could be at least some hype before the demo drops.

Okay, here it comes.



Yeah I took some of those screenshots with the items. WHAT CAN I SAY I'M A PR GENIUS.
I haven't read the entire post yet but just from reading the introduction, here's what I think.

Create a new section at the very end of the OP. Call it something along the lines of Why we're doing this. Move that introduction there. Mature and respectful people that are interested in the Project will want to know what it is from the get go without scrolling past a giant wall of text that has no real context until they know what the Project is all about. Ignoramus' and trolls won't read the OP anyways.

Just my suggestions.

Edit: Just finished reading. Two more things to add/remove.

Explain the Melee vertexes and how they're optional. Remove that shot of Fountain of Dreams. Or use a newer version of the stage. The one in that shot is incredibly outdated.
 

Sails

Smash Ace
Joined
Feb 21, 2008
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561
Location
Southwick, MA
I can't say I support having screenshots of texture hacks that aren't going to be included, it's going to give people the wrong idea. I highly recommend removing them.
 

Crispy4001

Smash Ace
Joined
Jun 14, 2007
Messages
730
Explain the Melee vertexes and how they're optional.
Definitely this too, since there was that misconception already in the other thread.

I'm not trying to be a downer, it's a really professional looking thread and you guys did/are doing a great job with it. I just feel strongly about this because I'd like to see it go well. Or if it must crash and burn (hopefully not!), be at the fault of the discussion inside and not angry replies to the OP.



EDIT: One more thing that could be nice. I think you should create a section for the Demo. To explain what characters are in it, and maybe a little as to why.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Definitely this too, since there was that misconception already in the other thread.

I'm not trying to be a downer, it's a really professional looking thread and you guys did/are doing a great job with it. I just feel strongly about this because I'd like to see it go well. Or if it must crash and burn (hopefully not!), be at the fault of the discussion inside and not angry replies to the OP.



EDIT: One more thing that could be nice. I think you should create a section for the Demo. To explain what characters are in it, and maybe a little as to why.
I just read your post of suggestions.

Psst... you should write the OP...
 

Shadic

Alakadoof?
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If you people don't like the aesthetics of the Project M demo I will defenestrate all of you, and anything you hold precious. This will include your Wii and SD card with the Project M demo on it.

Guess what Shadic has been working on!
:awesome:
 

King Funk

Int. Croc. Alligator
Joined
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Location
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I have a PAL Wii and an NTSC copy of Brawl. Can I use Riivolution to play Project M on monday?

Also, any info yet on what you're gonna do with Pokemon Trainer? I'd love independent pokemons, but it's up to you guys. xD

Also if any stage select screen has been made for P:M, I'd like to see it. =p
 

Madtsunami

Smash Cadet
Joined
Feb 17, 2010
Messages
33
ok listen

when i first heard about the bit about SFII combos it shaped me as a person

dont remove that part because someone else needs to read it too
 

kaizo13

Smash Champion
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youtube......it really does have everything lol

*removed

just thought i'd share since it doesn't really matter now anyways
 

kaizo13

Smash Champion
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sure thing JC

i just honestly don't see any harm.....especially since there are 1 year old outdated P:M videos out on youtube still. and any P:M video out there is theoretically already outdated. Who ever likes the idea behind the project will approve either way


Edit: lol i had removed it but then i noticed you quoted it. good job
Edit#2: i see wat u did thar
 

♡ⓛⓞⓥⓔ♡

Anti-Illuminati
Joined
Jan 10, 2007
Messages
1,863
I cant seem to remember my username for there so I hope no one objects to me posting here.

Wether P:M will surpas Melee or not is all speculation at this point in time.
Wether it can or not is a question that eveyone can agree on, "Yes".

Project M as a hack has potential to surpass Melee in every way. We just have to choose what makes a competative fighter competative and deep, and we have to emphasize those points and add in new features Melee doesnt have that will unquestionably raise the competative credability as well. we have the potential to make the greatest competative fighter ever made with the amount of controll we have over brawl. how or if we get there is in the hands of the developers.

As for the community accepting us. its important we'd get off on the right foot, but more than that. The Melee and Brawl community have to be open minded. Without that, no fancy paragraph about P:M Will get us very far.
Thank you for your contribution, the reason I asked the question is that the majority of the Melee community in my country is really sceptical about this project and many are convinced that it is no match to Melee thus not worth playing. Hopefully P:M convinces these people :p

I have a PAL Wii and an NTSC copy of Brawl. Can I use Riivolution to play Project M on monday?
I'm pretty sure you can, I'm planning to do the same

E: Amazing post Anthony!
 

Ulevo

Smash Master
Joined
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Messages
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Unlimited Blade Works
Yo, Anth0ny. Two things.

1) You forgot Cubals YouTube account.

2) Those pictures with the ugly textures probably need to go. Makes it look kinda distasteful, and there will be people that assume those are mandatory inclusions in the project, which will subsequently turn them off.
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
First thing I'm going to do once I get the demo is remove the custom SSS. Failing that, ASL. Failing that, module patching.
Second thing I'm going to do is play it on Rumble Falls and Mushroomy Kingdom. With items on.
Third thing I'm going to do is rejoice, because on the 7th I will have just aced a Politics debate.
 

Pimpfish

Smash Journeyman
Joined
Nov 28, 2009
Messages
214
First thing I'm going to do once I get the demo is remove the custom SSS. Failing that, ASL. Failing that, module patching.
Second thing I'm going to do is play it on Rumble Falls and Mushroomy Kingdom. With items on.
Third thing I'm going to do is rejoice, because on the 7th I will have just aced a Politics debate.
sweep the leg
 

Supreme Dirt

King of the Railway
Joined
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Messages
7,336
No Smash Balls? What is this blasphemy?

Also, Timers. I've seen how they react with the game physics, and I'm really hoping it hasn't been fixed. If it hasn't, left side of fountain of dreams, wizkick to the right. You will not be disappoint.
 
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