TheRealHeroOfWinds
Smash Ace
- Joined
- Jul 17, 2013
- Messages
- 635
Trust me it will be here soon.Hate to say it but the only way this'll get more popular is if we see some actual gameplay to see if it's worth sharing or not.
Also hey mighty.
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Trust me it will be here soon.Hate to say it but the only way this'll get more popular is if we see some actual gameplay to see if it's worth sharing or not.
Just looked at your stuff, and I'm very impressed with what I'm seeing with all the stuff you've made. What do you think, YoungSora?I wouldn't mind rigging for you. I'm pretty good at it. You can check out my work on Brawl Vault under the same username.
Already PM'd him.Just looked at your stuff, and I'm very impressed with what I'm seeing with all the stuff you've made. What do you think, YoungSora?
We can't really come soaring off the ground with mind-blowing gameplay if we don't at least have animators. As for the modelers and riggers, this is for many reasons. For example, restoring n64 shadow models, importing and revising 64 stages, plus creating low poly versions of characters not present in Smash 64 in 3D, for example Charizard, or unrepresented charaacters like Marth.Hate to say it but the only way this'll get more popular is if we see some actual gameplay to see if it's worth sharing or not.
Just use the Brawl Shadow Models for unrepped models.We can't really come soaring off the ground with mind-blowing gameplay if we don't at least have animators. As for the modelers and riggers, this is for many reasons. For example, restoring n64 shadow models, importing and revising 64 stages, plus creating low poly versions of characters not present in Smash 64 in 3D, for example Charizard, or unrepresented charaacters like Marth.
Still need someone to re-rig them over characters. those use different bonesets compared to the characters. Also, there's the task of setting up the models, with UV mapping, texturing, and such.Just use the Brawl Shadow Models for unrepped models.
Oh trust me that has been in progress, and don't worry we'll get gameplay out soon enough.Perhaps you guys are trying to bite off more than you can chew. From what I've read so far it seems you guys are trying to go all out with the modeling, shading and stuff, how about just trying to work with things little by little. Like with the weight changing and technical stuff get that out of the way first, then just make a quick test video to show us what it's like briefly. But i'm not you guys so i can't do anything about it. Just keep working at it.
We already have attributes for the original 12 pretty much set up.(I believe Samus has fought with Sluigi when it came to actually applying the values, though I may be wrong.) For a bit of a random clarification, my role on the team is to answer questions, handle the actual file setups of content, optimize models(when possible, ex: Kongo Jungle doesn't agree with it atm) and do some miscellaneous things, like attempting to create non-existing recolors, such as 64 palettes for Diddy. Speaking of Diddy, I brought up the idea of using Donkey Kong 64 Diddy, and giving him said textures/palettes.Perhaps you guys are trying to bite off more than you can chew. From what I've read so far it seems you guys are trying to go all out with the modeling, shading and stuff, how about just trying to work with things little by little. Like with the weight changing and technical stuff get that out of the way first, then just make a quick test video to show us what it's like briefly. But i'm not you guys so i can't do anything about it. Just keep working at it.
We were planning on making two seperate builds. One with N64 models and one with Brawl models, but that will most likely be in a later version when we get around to Melee and Brawl characters. Remember everything is due to change. Currently we already have some stages that will be replaced in the future.I've been lurking/following this project for a while now and I'd like to give some honest, constructive criticism if that's okay. First, I can't put into words how excited I am for this project. But I'd like to point out why Project M is so successful. They've modded in Melee's physics, but in Brawl's updated graphics. So the game looks like Brawl, has the massive Brawl cast and plays like Melee. It's the best of both worlds! What Project M didn't do is force outdated graphics on its users, which I think is important. I fear that Reality 64 is going down that path. I don't mean to be rude, but if I wanted to play a game that had Smash 64's physics AND graphics, wouldn't it make sense for me to just go play Smash 64 itself?
On another note, I'd like to appreciate how you guys don't seem to be rushing gameplay footage out. Take your time and make sure everything is presentable before you show it to the world. Because you wouldn't want to show something of which you aren't proud, of course! It seems your team understands this, which I think is very good! Anyway, thank you for taking the time to read this and good luck with your project!
That's fantastic! Thank you for the response! Again, good luck with your project!We were planning on making two seperate builds. One with N64 models and one with Brawl models, but that will most likely be in a later version when we get around to Melee and Brawl characters. Remember everything is due to change. Currently we already have some stages that will be replaced in the future.
Getting this kinda thing isn't easy. There is a lot of stuff that comes into factor.Then why not try finishing a working demo without the n64 models, and then release a later version with n64 models.
For example, the major(!) thing in our way of finishing up Luigi is a lack of animation. We already have his attributes done, and if memory serves we have hitboxes set up as much as we can, but we need someone to animate things like his N64 forward smash to perfect such things.Getting this kinda thing isn't easy. There is a lot of stuff that comes into factor.
- What will stay in future demos
- What will be removed in future demos
- Art
- Recolors
- Texturing
- Physics and Gameplay
- Setting up new physics for upcoming characters
- Animation
- Will this team member actually help and finish their work?
- Does the game have any bugs
- Making stages
- And more
We work as a team, and we finish as a team. Some team members still have some stuff to finish. I know you guys are waiting for gameplay, and don't worry when we do show it you will believe in this project more.
I'm honestly liking this guy.I've been lurking/following this project for a while now and I'd like to give some honest, constructive criticism if that's okay. First, I can't put into words how excited I am for this project. But I'd like to point out why Project M is so successful. They've modded in Melee's physics, but in Brawl's updated graphics. So the game looks like Brawl, has the massive Brawl cast and plays like Melee. It's the best of both worlds! What Project M didn't do is force outdated graphics on its users, which I think is important. I fear that Reality 64 is going down that path. I don't mean to be rude, but if I wanted to play a game that had Smash 64's physics AND graphics, wouldn't it make sense for me to just go play Smash 64 itself?
On another note, I'd like to appreciate how you guys don't seem to be rushing gameplay footage out. Take your time and make sure everything is presentable before you show it to the world. Because you wouldn't want to show something of which you aren't proud, of course! It seems your team understands this, which I think is very good! Anyway, thank you for taking the time to read this and good luck with your project!
Samus was defeated, attribute-wise, and Kongo Jungle is being taken care of, unless you're talking about the Melee version, then again...We already have attributes for the original 12 pretty much set up.(I believe Samus has fought with Sluigi when it came to actually applying the values, though I may be wrong.) For a bit of a random clarification, my role on the team is to answer questions, handle the actual file setups of content, optimize models(when possible, ex: Kongo Jungle doesn't agree with it atm) and do some miscellaneous things, like attempting to create non-existing recolors, such as 64 palettes for Diddy. Speaking of Diddy, I brought up the idea of using Donkey Kong 64 Diddy, and giving him said textures/palettes.
By the way, I actually finished setting up what we have for the lowpoly fighter costumes, and got a WIP of Diddy. I still need to change the shaders back to N64 DK's from DK64 Diddy's ones, though. Smash 64 didn't have a dynamic(?) shading effect like DK64.I'm honestly liking this guy.
Samus was defeated, attribute-wise, and Kongo Jungle is being taken care of, unless you're talking about the Melee version, then again...
*not-so-innocent whistle*more screenshots! c'mon!
You know Project M got the same hate we are getting currently.it's gameplay, yes. But to make fun of the people who are interested in the project by making a minute long ear **** session and barely anything that looks good is NOT funny. Sorry, but by that video alone you just lost a ton of credibility. Joke and unofficial or not, you showed us that you're not capable of acting professional with demands. Thank you. Now I know I can stop following the project.
edit: removed long ranty postit's gameplay, yes. But to make fun of the people who are interested in the project by making a minute long ear **** session and barely anything that looks good is NOT funny. Sorry, but by that video alone you just lost a ton of credibility. Joke and unofficial or not, you showed us that you're not capable of acting professional with demands. Thank you. Now I know I can stop following the project.
Where did you find this?i'll just leave this here
here's your sauceWhere did you find this?
I personally think we should use this as marth's visual base, with perhaps a few changes to accomodate marth's Brawl design.i'll just leave this here
Yes, yes it will. Will be using Gecko to start up so it does have ease of access, but how does it help competitively? It would help more casual than anything.Now there is something very important that will decide that fate of the competitively of this mod, will it have ease of access to start up like Project M? Just plug in the SD card and go?
In tournaments, especially local, it would be much easier to set up. I mean would you rather install homebrew on 20 wiis? or just insert an SD card onto any wii? Ease of access will make local tournaments much easier to host, more people could join the community without any hassle, and you stay in a legal grey area with Nintendo.Yes, yes it will. Will be using Gecko to start up so it does have ease of access, but how does it help competitively? It would help more casual than anything.