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Project M Social Thread

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Shell

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I'm not sure if you've played Brawl+ or not, Giygue, but once you up the knockback it has some pretty slick applications, I assure you.

SLICK PUNZ

No really, it's cool.
 

shanus

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Yes to nipple spike.

I'm toying with a new feature for Olimar that will be pretty cool where he can pluck pikmin while still at 6, but it replaces (i think, I need to crosscheck) the last in line so that he can strategically manipulate his pikmin line beyond 6 plucks.
 

DaiAndOh

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Thought of something else, but probably already done...

G&W is getting his old dthrow?

Any hope for fortress hogging for Bowser? Changing his side b?
 

ETWIST51294

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Yes to nipple spike.

I'm toying with a new feature for Olimar that will be pretty cool where he can pluck pikmin while still at 6, but it replaces (i think, I need to crosscheck) the last in line so that he can strategically manipulate his pikmin line beyond 6 plucks.
Hrrmmm. Well, having over 8 pikmin would be kinda broken. I'm pretty sure you know this already.

I've been thinking about his up B. He should be able to airdodge into it, right? If he gets hit out of it is he still able to airdodge into up B?
 

Rudra

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Thought of something else, but probably already done...

G&W is getting his old dthrow?

Any hope for fortress hogging for Bowser? Changing his side b?
Allowing his side B to grab+pummel would be good, but when you throw (left/right), you should initiate the Flying Slam instead of his normal throws imo. That would be totally sick lol.
 

Revven

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Hrrmmm. Well, having over 8 pikmin would be kinda broken. I'm pretty sure you know this already.
That's not what he was saying.

He was saying that the idea was that Olimar would still be limited to 6 (as there's no way to get more than that no matter what you do with the .pac) but instead of when you press B and you don't get anything, you get a new Pikmin that replaces the last one in line. Meaning you're still at 6 but gained a new Pikmin in place of an old one.

Also, since Brawl+ will not be doing this and for this project it makes more sense, shouldn't moves that should not trip have the Sakurai angle changed to the angle it is supposed to be? So that way moves like Ganon's Fair don't randomly trip someone and **** the Ganon user over. This would then make Dtilts/other tripping moves more unique and actually fit better in the game, at least in the context of Melee 2.0.
 

BG3

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Can't wait for Melee Ganon's stats. Everything about Melee Ganon just destroys Brawl Ganon. If only we could get the voice :(
 

NAMQ_DrunkeNFeasT

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@ETWIST51294

I think ganon's run animtion in melee was the same as C.Falcon, idk

we should remove ganon's Cape!!! and he's Hair!!!... and all thats brawlish of him and make him look like he did in melee
 
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I think we should all just play melee

I'm trying to think of ways to melee-ize zss and here's what I have:

- Removal of stall and fall dair and just kind of make it hang out in the air when used
- dthrow is techable when the opponent hits the ground
- uthrow replaces dthrow as the aerial setup
- tether recoveries should always latch to the edge and remove the opponent on the ledge unless the opponent is invulnerable
- please do not assign flipstool to another button. please
- side-b and dsmash should start up faster, 20 frames in a game like melee is lol-k

that's all i have
 

ETWIST51294

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@ETWIST51294

I think ganon's run animtion in melee was the same as C.Falcon, idk

we should remove ganon's Cape!!! and he's Hair!!!... and all thats brawlish of him and make him look like he did in melee
He does.

I'm a Melee player guys, i yall don't have to tell me anything about it.

Ganon's run makes him look like he **** in his pants in Brawl. xD

It's so stupid/hilarious.

on another note how is Snake, MK, Diddy, and Wario?

I can see Snake ******. Don't know about the other ones.
 

Shadic

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IDEA!:
Get rid of brawl-style stall-and-fall dairs, they are almost universally bad no one likes them.
A great idea. One question is both Sonic's and ZSS's. I think both of their animations would look quite weird if they didn't sink, honestly. I guess we'll see?

(*Shadic really just wants to incorporate a moveset more like Sonic Battle.*)
 

Shell

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You guys should change Ganon's run. I can't stop laughing at the one he has now XD.
I'm working on it. And here's a teaser of some other things I'm wrapping up:








and...









The hitboxes I drew on are approximations, the real programmed ones are slightly more accurate. You'll also notice that the melee pictures show the interpolation of the hitboxes "stretching" from the previous frame. This also occurs in bawrl, but I neglected to draw it. I also removed the brawl capes from the fair images just for visibility's sake. I'm working on a few other nifty things for him, but I'm waiting for Kryal to get back to me about a problem I have. That guy (like all of our coders!) works miracles. Props.

I would just enjoy the real Melee for now (and alongside this project, eventually) and don't get too sucked in to the hype. We want to release a quality build, and I personally am not about to set a date for that, unfortunately.

Anyways... hype.
 

GPDP

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Hype, indeed. With this on the way, I think I can finally shut up about physics changes for Brawl+.

Honestly, I love Brawl+, and it was a treat seeing it evolve from beginning to end, but this... this is what I really, truly always wanted, deep down.

Mad props to all working on this project.
 

`DNS`

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So let's see...
Brawl is the sequel to Melee. Brawl+ is one take on improving Brawl, as is Balanced Brawl, making both spiritual successors to Brawl. Brawl- is more of an alternate universe-ish thing to...er something? Would this make Project M a spiritual successor of Melee, a crossover of Melee and Brawl+, or the Laverne and Shirley of Brawl+?
pssh Brawl isn't a sequel to Melee
 

Shadic

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Shanus is working on it right now.

Also SHeLL - Do you need any help with animations? I was thinking about stuff like Dtilt, ftilt, etc. Not really sure what you're doing with them, though. On one hand, it helps distinguish him from Falcon, but on the other, there's a few animations where he moves like a pregnant woman.
 

Shell

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I'm going to work with adjusting the timings of the tilts to be less "hold my foot out after the hitbox ends for you to grab," but otherwise keep the animations.

I would, however, love to see a melee u-smash animation, if you want to start with that. His jump animations could use some adjusting, too, and I haven't started on those. Keep me posted on whatever you're doing so that I don't do it, too.
 

NAMQ_DrunkeNFeasT

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Shell I bow to you

this is what I really want :D character using their original melee animations, and could you also try to change he's side B? I would love it it can be like it was in melee, if you are busy and cannot do it, I'll try to help out, I'm a lil slow but that prolly won't take me more than 2 ours (to fix both aerial and ground versions

I prolly would like him to only have the ground version, the aerial just have no uses in melee, so, maybe just the ground version, and the aerial version can be the ganoncide
 

shanus

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I'm not sure we are changing his sideB at the moment. I think we are planning (correct me if im wrong shell, ganon is yours/camelots baby) on keeping it as is as this is not a 100% melee replica.
 

Zantetsu

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I'm not sure we are changing his sideB at the moment. I think we are planning (correct me if im wrong shell, ganon is yours/camelots baby) on keeping it as is as this is not a 100% melee replica.
If it were up to me, I'd keep it how it is. Melee Ganon's sideB wasn't nearly as useful as his one in brawl+. Why bother taking something out and replacing it with something worse? Even though this is sorta melee 2.0, I say this is something that should be kept.
 

shanus

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If it were up to me, I'd keep it how it is. Melee Ganon's sideB wasn't nearly as useful as his one in brawl+. Why bother taking something out and replacing it with something worse? Even though this is sorta melee 2.0, I say this is something that should be kept.
Thats pretty much what i was getting at ;-)
 

StarshipGroove

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Side B = flame choke
Smash B = gerudo dragon

Maybe?

Perhaps Falco shine + Z = reflector throw a la Brawl?
 

Shell

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The smash vs. tilt idea is interesting, although programming might be difficult.

Magus had a good post somewhere discussing the relative merits of the choke and the dragon. One of the main advantages of the dragon is the initial rear-back and then the safer z-axis displacement during the swoop. Since choke doesn't have any KB growth, it stays useful for an infinitely longer time during a stock, generating tech chase options compared to the dragons (early) tech chases or (later) aerial follow-ups. To some degree you can get around hitboxes with the choke by using the aerial version just above most attacks, although this isn't as good as the dragon.

For now I'm planning on keeping Choke with a very slightly modified F-tilt, as they work well together as a system. That is, predicting a tech / standup in place or behind you and landing a quick F-tilt usually leads to an edgeguard or kill. I could work in a rear-back and z-displacement for the choke, although I think that might be more of a buff than he needs. I can play with it.
 

Giygue

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Any hope for fortress hogging for Bowser? Changing his side b?
oh man! if you can give bowser his old side B then i will be one happy guy. bowser was one of my mains in melee and i always loved biting the hell out of someone and then throwing them across the room.
 

shanus

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After I get a few more codes working, ill see about programming in bowsers sideB. I've tried like 50 methods to fix fortress hogging and all failed, but i have a new idea which might work.

Currently working on:
Fixing PS Reflect to not crash
Fixing JC grabs to not crash
Using camelot's new moonwalking syntax and converting to a global code
Global code to allow dashes and runs AND TAUNTS to slide off edges for use with moonwalking
Possible addition of sound effects to all clashes in the air
 

shanus

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Give me info on Sonic. I'm curious to give this a little spin.
Sonic thus far has been largely untouched using GSH1 sonic as a base (not sure if you play B+ or not).

The main new change is alterations to his Homing attack to add some very interesting utility to it.

Currently, you can interrupt the homing attack during the attack phase with an aerial while preserving momentum.

This makes for pretty awesome new use of initial nair, or uair / bair while moving downwards.

Since momentum is preserved, its also tremendously useful for using in combination with uair while homing upwards as it gives tremendous momentum boost upwards which you can still use upB afterwards for crazy shenanigans.

I'm currently working on decreasing the start-up time (which is surprisingly difficult task) to make this have more utility in the combo game.

Let us not also forget that on hit (either ground or opponent), you can cancel it into other specials, as well.


I'm plenty open to more ideas as well, and would love to hear your insights.
 

Espy Rose

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Can't wait for Melee Ganon's stats. Everything about Melee Ganon just destroys Brawl Ganon. If only we could get the voice :(
Why? Ganon's voice is way more evil in this game.

Sonic thus far has been largely untouched using GSH1 sonic as a base (not sure if you play B+ or not).

The main new change is alterations to his Homing attack to add some very interesting utility to it.

Currently, you can interrupt the homing attack during the attack phase with an aerial while preserving momentum.

This makes for pretty awesome new use of initial nair, or uair / bair while moving downwards.

Since momentum is preserved, its also tremendously useful for using in combination with uair while homing upwards as it gives tremendous momentum boost upwards which you can still use upB afterwards for crazy shenanigans.

I'm currently working on decreasing the start-up time (which is surprisingly difficult task) to make this have more utility in the combo game.

Let us not also forget that on hit (either ground or opponent), you can cancel it into other specials, as well.


I'm plenty open to more ideas as well, and would love to hear your insights.
I've tinkered around with Sonic in B+ on one or two occasions with :V, but that's as far as I've gone. What does Sonic have in B+? He didn't really feel different at all.

He just played differently. Uthrow chain grabs and uthrow follow ups were his game.
 

Espy Rose

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As cool as this is, I REALLY hope this means he'll at LEAST keep his ftilt.

I love booting people, and I'm sad to see his vertical boot disappear.
 
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