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Project M Social Thread

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shanus

Smash Hero
Joined
Nov 17, 2005
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6,055
@InferiorityComplex - His recovery is still among the best in the game in PM. With his HA being better, cancellable on hit, its really a matter of execution. He can recovery very well still, so I doubt thats really a true matter of concern.

@ulevo - no, offense up doesnt impact articles. Character pac Variables cannot communicate with articles
 

Revven

FrankerZ
Joined
Apr 27, 2006
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7,550
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Cleveland, Ohio
I don't know if this a glitch that Brawl had before modification, but I thought I'd report it anyways:

Me and a friend were playing on Delfino, and we came to the shine sprite tower. He was in the air, if I recall correctly (could b wrong tho). As the platform came to a rest on the tower, he fell through the center of the stage. As in, the exact center; he was in the area with the spinning sprite.

Like I said, not sure if this is an issue with Brawl or P:M, but there it is.
That's an issue with Brawl, not our doing. Go look up some videos, you'll be sure to find some. I really doubt we can fix it either.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Our main beef (IIRC) is with his recovery, it's not nearly as good in PM. Then again, I'm the one without the hack, so meh.
...

WAT.

Um. Sonic probably has the best recovery in the entire demo. And will likely have one of the best recoveries in the game. The only reason his recovery would be otherwise inferior is because this isn't Brawl and we're not playing Smash in outer space anymore.

Have you even SEEN Project: M Sonic?
 

MK26

Smash Master
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http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
Discussing this project on my site's forums, and this topic came up. Have you guys worked with Kirby yet, and are you willing to divulge any info on what you've changed/plan to change? A friend of mine who mained Kirby in Melee brought it up, and I thought he had some good points...

Obviously you don't need to post everything you've done/plan to do, just some of the key things you think will help him against the top tiers, if you can.
nvm
found it
added it

I would reply to stingers, but I know he wouldn't be able to view in here anyways. Troll is a troll.
he's room-banned? ahaha
 

SonioNineteen

Smash Apprentice
Joined
May 21, 2009
Messages
100
Location
Back To UK I go!
Is anyone here having trouble trying to go on Warioware stage
because everytime I try to go on it. It would keep on crashing
At first I thought the one I got is currupted so I try downloading a new one ,no luck
Then I thought it could be my custom music on the stage so I deleted it and still no luck

Any help would be appreciated

Edit: Thanks Falco400
That did the trick
 

A2ZOMG

Smash Legend
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12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
You additoinally can't expect fitcharacter.pac to be brief, especially when your rebuilding characters in complex ways at time. Expecting to be brief on a character like falco, as a n example, is outright silly. When you need to compres a normal reflector (which has 4 actions) into 1 measly actionID, its natural our changes can be complicated. PM is a complicated project, so its only understandable that some edits are complicated.
When you're doing things like suggesting Link's N-air hitbox ends on frame 99 when in fact the total duration of the move is iirc 39 frames if I read it correctly on BrawlBox, it's just misleading for no reason. There's a number of other moves which are arbitrarily sped up and slowed down, presumably because it was easier to do than touching up animations directly, though in most cases it matters less when IASA windows are coded, though I still don't exactly like having to handle more numbers than I need to.

I consider it very important to understand the frame data behind actions in order to figure out approximately how practical various tech tricks are, so in future releases, I would request that the FitCharacter.pac commands are cleaned up.

Balancewise, besides Link, everyone seems decent enough. I feel that Link still suffers from being too slow and not really powerful enough, outside of having those juggles on fastfallers. The Boomerang also has minor issues whiffing completely in point blank range (tested on Falco).
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
You're screwing A2Z up.

He might actually have to play in order to know how the game plays.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Well, I don't know why it's there, (likely an artifact of something somebody was testing - it'll be removed though). I doubt there is much messiness in other pac files though, do you have other examples A2Z, or is Link's file the only occurrence?

Is there some part of coding thats unclear to you regarding a characters specific frame data?
 

A2ZOMG

Smash Legend
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A2ZOMG
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If we're talking messy, most of the files have random Nop: commands that don't really need to be there. Not really a big deal, similarly random things like Link's N-air being listed to have a hitbox duration for 99 frames doesn't really do much, just it means I need to take another step to figure out what's actually going on in his move.

Reading frame speed changes is annoying, and there's plenty of those on spotdodges.

I probably felt especially inclined to complain about weird frame data changes given that there were quite a few of them on Mario's pac. Spotdodge, B-air, F-smash all have frame speed changes that are really weird (granted, they make sense when I input it all on a calculator, but I prefer things to be easier to read).

I can understand that at the time it's probably easier to simply change frame speeds rather than editing animations, but I would definitely appreciate if Project M would make their changes with regards to frame data easier to understand.
 

Shadic

Alakadoof?
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The Nops are included to manage file size. If we delete a line and then go back and need to re-add a line, it increases file-size. That is not the case if we simply nop it.

The Link Nair is odd, but is already fixed in our build.

Also note that this is a demo, and not everything is explicitly designed to be easy to navigate/read. Some of it is indeed done as "shortcuts" to get the desired effect.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Also, using frame speed lines can be more effective in the cases of spot dodges rather than editing animations in which case we might need to adjust keyframes. In some cases, its just a simple, better way, to manage file sizes where for many characters we'd be at a limit.
 

MK26

Smash Master
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http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
Yeah. Interloping becomes incredibly evil when you remove frames without modifying keyframes.
in·ter·lope
   /ˌɪntərˈloʊp, ˈɪntərˌloʊp/ [in-ter-lohp, in-ter-lohp]
–verb (used without object), -loped, -lop·ing.
1. to intrude into some region or field of trade without a proper license.
2. to thrust oneself into the affairs of others.
in·ter·po·late
   /ɪnˈtɜrpəˌleɪt/ [in-tur-puh-leyt]
verb, -lat·ed, -lat·ing.
–verb (used with object)
1. to introduce (something additional or extraneous) between other things or parts; interject; interpose; intercalate.
2. Mathematics . to insert, estimate, or find an intermediate term in (a sequence).
3. to alter (a text) by the insertion of new matter, especially deceptively or without authorization.
4. to insert (new or spurious matter) in this manner.
10extrapolations
 

curry9186

Smash Journeyman
Joined
Sep 23, 2010
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454
Location
Carbondale, IL
I just did a fox vs falco game. Falco won and when we got to the results page, he said "You'll never beat me, Fox." Has he always done that? I've never noticed it before.
 

Yamitsuki

Smash Cadet
Joined
Feb 3, 2011
Messages
46
Mk26, your definitions you posted are very he/she said worthy.

Yes, falco has always had that with fox.
 

MissingNo.

Smash Cadet
Joined
Apr 21, 2010
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Maryland/Tennessee
Been playing all weekend, really love it.

Question, I've seen this mentioned earlier, but, WD with Falco and sometimes Puff seems extremely awkward to me, and I main Puff/Falco in Melee. I played Melee a bunch this weekend too just to see if it was me. My wavedashing is fine with Fox, Captain, Sonic, Mario, etc. Is this because I am pressing the R trigger too hard? Does it need just a light press, or the jump need a light press? Is it possible to have this changed?
 

GHNeko

Sega Stockholm Syndrome.
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Been playing all weekend, really love it.

Question, I've seen this mentioned earlier, but, WD with Falco and sometimes Puff seems extremely awkward to me, and I main Puff/Falco in Melee. I played Melee a bunch this weekend too just to see if it was me. My wavedashing is fine with Fox, Captain, Sonic, Mario, etc. Is this because I am pressing the R trigger too hard? Does it need just a light press, or the jump need a light press? Is it possible to have this changed?

landing detection
 

FireBall Stars

Smash Ace
Joined
Aug 31, 2009
Messages
714
Location
Brazil, South America
I am loving this demo, only after some seconds I could translate all of my melee skill into the game, it was magical *-*

Mario is currently perfect if we don't count the landing detection limitations, sh bair waveland, double jump double fireball waveland. And Lucas, he's just BEAST!

I have some questions, are you guys sure that you can't ledgetech? I did bounced on the ledge many times during recovery e didn't used tech because I thought I couldn't. The cpu made a very similar tech but it was over the ledge a little and it was a meteor smash so I really don't know.

Couldn't the code that Brawl+ used for ledgetech be of any help?

Also, Wavedashing towards a rising slope reduces the length of the WD, you guys couln't fix that or it was overlooked?
 

Life

Smash Hero
Joined
Jul 19, 2010
Messages
5,264
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Grieving No Longer
Re: Sonic's recovery.

I for one have watched several vids of PM Sonic and haven't seen HA used once (though I'm aware it's improved due to the site). Problem is that spotdodging/airdodging when it fires makes you plummet. So, unless that was changed without me noticing (still working on getting PM on my Wii BTW, I'll be checking all these details out if I can pull that off) HA doesn't really help recovery much--though if an opponent dodges with poor timing it is still useful, that applies to vanilla as well.

We also didn't like his spring animation, but gladly that seems to be fixed. :D
 

link2702

Smash Champion
Joined
May 10, 2008
Messages
2,778
a suggestion to all the folks on the on PM team...

anytime you see any folks who say they can't understand where brawl has "balance" issues and how the gameplay is just fine how it is, so "why would anyone wanna change it?"

show them this vid.

http://www.youtube.com/watch?v=s_hjMKtbPUA&t=4m16s

losing a tourny match from a trip....

on alot of the websites i've been lurking that have PM news up on em, everyoen just seems to say that "brawl has balance issues" but doesn't really explain them to the casuals/non-competitives there, i'm not saying you have to go out and explain every last detail, but maybe give a few examples of some of the things that made brawl such a disapointment for people, i myself, having been in the brawl scene for quite awhile, know all too well about alot of em; but casuals/non-competitives don't.


ok....now on topic of PM....;

i know that link's boomerang lost its gale effect in PM, are you guys planning on(somehow..) using that tornado animation for hyrule castle to bring back the tornado that sucked folks up in it? the only match i saw played there, was a really old one and obviously that stage hazard wasnt there...

also, on characters that have jab infinates, are you guys re-adding the "push" effect from melee, where for instance if you hit someone with the jab infinate like say links or c.falcons, against a wall, eventually it would slowly push c.falcon or link away from their oppenent in the jab?

sorry if either of these have already been answered or are already in game....i haven't actually got to play PM just yet.... :c
 

MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
6,075
Location
Eau Claire, Wisconsin
i know that link's boomerang lost its gale effect in PM, are you guys planning on(somehow..) using that tornado animation for hyrule castle to bring back the tornado that sucked folks up in it? the only match i saw played there, was a really old one and obviously that stage hazard wasnt there...

also, on characters that have jab infinates, are you guys re-adding the "push" effect from melee, where for instance if you hit someone with the jab infinate like say links or c.falcons, against a wall, eventually it would slowly push c.falcon or link away from their oppenent in the jab?

sorry if either of these have already been answered or are already in game....i haven't actually got to play PM just yet.... :c
It is not possible to add stage hitboxes so that means it is not possible to bring back the tornado on hyrule castle 64.

That push effect is due to colliding hurtboxes, it should already be in brawl IIRC.
 
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