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They're actually shorter hitbox wise in 64 than any other game, there's only two hitboxes at the very front of the laser and the rest is just a trailThat's fantastic.
In all seriousness, it doesn't even matter if they're technically the same; they could function different in how the character has to use them effectively. (Even then, they don't even have to!)
OH WAIT, that reminds me; aren't Fox's lasers super long in 64? Falco's lasers can just be shorter than his and remain the length they always have been.
My suggestion of the Phantasm being the Up Special wasn't that it'd only move horizontally. That'd be stupid. It'd be a Phantasm that could be angled in any direction, like the Fire Bird, but with the attack properties of a Phantasm.I don't know about making his Up+B Phantasm; that'd mean that Falco would have no vertical recovery whatsoever, which is dumb. To differentiate the recoveries of Fox and Falco, why not just make his Fire Bird shorter with no hitboxes on startup, and have it be a multihit attack? That way, it'd be a combination of Melee and Brawl's and be different enough from Fox's. It'd grant him both a horizontal and vertical recovery, and also make him more of a glass cannon due to no flames and the SDI-able nature of it.
Pm me your email and we'll set something up. I can show you where to get brawlbox and all that other crap. No idea why stages cant have hazards appear thoughMy suggestion of the Phantasm being the Up Special wasn't that it'd only move horizontally. That'd be stupid. It'd be a Phantasm that could be angled in any direction, like the Fire Bird, but with the attack properties of a Phantasm.
Hmm. Perhaps Falco's reflector could use a different design to further differentiate him from Fox, similar to how Wolf's reflector is a pair of pink crescents. Cosmetically, I'm thinking it could look like the blue triangles that orbit an Arwing when it does a roll.
I decided to boot up Smash 64 from my Wii U's Wii Mode. I figured I'd finally try and unlock Falcon and Ness. Couldn't get Ness, but I managed to get Falcon.
I've been playing around with the good Captain, and I noticed something about his aerials in Smash 64. His forward air animation is the same one used for his neutral air in Melee onwards. His neutral air is a boring old sex kick. It comes out strong, and deals weak damage if you don't land the initial hit, just like his Knee of Justice.
Is is just me, or did Melee switch Falcon's forward and neutral aerials?
Regardless, I thought it was pretty neat, and I was wondering - will Reality 64's Falcon have the knee as his neutral air, or will it be the classic sex kick?
When you guys eventually get to Charizard, I think it'd be neat if Flamethrower was changed to function the same way it did for the Pokéball Charizard from 64.
ALSO! I'd love to contribute to this project in some manner, though I lack specific tools. I do have access to the Smash 4 Stage Builder, and I'd love to design platform layouts for the stages. Currently, I'm messing around with Saffron City, and it's gotten me thinking about a common complaint I've heard about Brawl modding.
Is there a particular reason that modded stages can't have hazards? Like Project M's Version of Saffron City. What was stopping them from making an explosive hitbox appear every once in a while? Is it like a character, where they're limited by the resources that the stage itself has? Or is it because of something else?
All of the original 12 characters from 64 will have their animations reverted to their original appearances. I'll get to falcon after work on fox. Falcon will take much less time to animate compared to fox.My suggestion of the Phantasm being the Up Special wasn't that it'd only move horizontally. That'd be stupid. It'd be a Phantasm that could be angled in any direction, like the Fire Bird, but with the attack properties of a Phantasm.
Hmm. Perhaps Falco's reflector could use a different design to further differentiate him from Fox, similar to how Wolf's reflector is a pair of pink crescents. Cosmetically, I'm thinking it could look like the blue triangles that orbit an Arwing when it does a roll.
I decided to boot up Smash 64 from my Wii U's Wii Mode. I figured I'd finally try and unlock Falcon and Ness. Couldn't get Ness, but I managed to get Falcon.
I've been playing around with the good Captain, and I noticed something about his aerials in Smash 64. His forward air animation is the same one used for his neutral air in Melee onwards. His neutral air is a boring old sex kick. It comes out strong, and deals weak damage if you don't land the initial hit, just like his Knee of Justice.
Is is just me, or did Melee switch Falcon's forward and neutral aerials?
Regardless, I thought it was pretty neat, and I was wondering - will Reality 64's Falcon have the knee as his neutral air, or will it be the classic sex kick?
When you guys eventually get to Charizard, I think it'd be neat if Flamethrower was changed to function the same way it did for the Pokéball Charizard from 64.
ALSO! I'd love to contribute to this project in some manner, though I lack specific tools. I do have access to the Smash 4 Stage Builder, and I'd love to design platform layouts for the stages. Currently, I'm messing around with Saffron City, and it's gotten me thinking about a common complaint I've heard about Brawl modding.
Is there a particular reason that modded stages can't have hazards? Like Project M's Version of Saffron City. What was stopping them from making an explosive hitbox appear every once in a while? Is it like a character, where they're limited by the resources that the stage itself has? Or is it because of something else?
It is due to coding restrictions in the game, which is heavily hard-coded; however, you can change the hitbox properties or hazard properties via rel editing or animating respectfully, which is stage-dependent. That's as far as I know for certain.Is there a particular reason that modded stages can't have hazards? Like Project M's Version of Saffron City. What was stopping them from making an explosive hitbox appear every once in a while? Is it like a character, where they're limited by the resources that the stage itself has? Or is it because of something else?
Well Fire Bird with a Phantasm animation would be neat, since you proposed earlier that it wouldn't hit at the start-up, but would be multihit. The ghosting images could easily be where the multihit comes from.Well Fox and Falco don't even need to be differentiated in the first place really; giving Falco what is essentially a new move for his recovery doesn't make much sense considering Fire Bird is just fine. How would the Phantasm be functionally different from Fire Bird beside having a spike hitbox, faster startup, faster speed, a frame of intangibility, and being clankable? (Which would be too much for Falco). It sounds like making it drastically different just to make it different, and if you scale those properties I listed down then it's essentially just going to turn into Fire Bird. People already expect how Fire Bird would function, too, but who will ever think to angle Phantasm? Their shine animations being the same is fine, too; no one gets them confused (and they both have the same model of shine anywho.)
I'm imagining that Falcon would keep his 64 moveset, as this game is based around recreating 64. And yeah, Ness is a hard one to get. It took me a lot of tries, keep at it and you'll get him though.
I tried Brawl hacking and TF2 modding a long time ago, but never could figure anything out. I've been more of an ideas and concept art guy. I believe that there's a Yogi Bear/Wally Gator hat mod for the Heavy out there somewhere that I concepted.Pm me your email and we'll set something up. I can show you where to get brawlbox and all that other crap. No idea why stages cant have hazards appear though
Ah. I was just wondering.All of the original 12 characters from 64 will have their animations reverted to their original appearances. I'll get to falcon after work on fox. Falcon will take much less time to animate compared to fox.
By stage-dependant, do you mean something like how BaganSmashBros has to make K. Rool over Tink, because Tink has projectiles with models, and he can't give modelled projectiles to someone who never had them, like Bowser?It is due to coding restrictions in the game, which is heavily hard-coded; however, you can change the hitbox properties or hazard properties via rel editing or animating respectfully, which is stage-dependent. That's as far as I know for certain.
Sure, his attacks might behave differently, but if they don't look at least somewhat different, then you may as well just be playing a blue Fox.
That is correct. If we were to put in something brand new into the mod, we'd have to hard-code it into the game, via putting codes in the GCT file.By stage-dependant, do you mean something like how BaganSmashBros has to make K. Rool over Tink, because Tink has projectiles with models, and he can't give modelled projectiles to someone who never had them, like Bowser?
So if a stage like Saffron City were to have Pokémon appear, it'd have to go over a stage where Pokémon appear, like Spear Pillar?
That is correct.I think I've got it. But let's se if I understand completely.
So, let's say you wanted Saffron City to have hazards - You can, so long as the stage it replaces had hazards to begin with.
Let's say you choose to replace Spear Pillar - and you replace Cresselia, Dialga, and Palkia with Articuno, Zapdos, and Moltres respectively. But Spear Pillar will never have more than one Pokémon per match, as determined at random before the match begins.
Because of Spear Pillar's one-Pokémon-per-match limit, Saffron City would have the same limit, correct? So you'd have Zapdos as a hazard in one match, and Articuno in the next, but never both within the same match?
We don't need help with that and we are using Brawl as a base.I'd like to help with posing the CSPs and preparing some of the custom files, may I ?
Also, are you taking Project M or Brawl as a base for the mod ?
Can't tell if it's smash 64 concept art link with those proportions or young link, probably the formerWe don't need help with that and we are using Brawl as a base.
Also, a darkness has risen...
I promised and delivered.
Yup, here are some of the original renders that I've already revealed. Note that I have already changed Link and Mario. Fox will need heavy revamping.Holy moly, the models are gonna be based on the Smash 64 character art?
Obviously Super Metroid's Z Suit. And we will definitely not use any original 64 models. For one Low-Poly is ugly, and I think we would get a C & D for using those models. For the characters out of the original 12, I think we should model them around 64 Link. I'm not sure how we're going to do Pikachu though. Maybe Fat Pikachu?But the real question is
Which Zero Suit Samus?
So basically make Toon Link into "Classic Link"'
I'm thinking Toon Link is the default modern representation of a 'young Link', but rather than revert to Melee and have two N64 Links, I figure Toon Link could be replaced with the Link from Link to the Past, Awakening, and the Oracle games, who was the 'young Link' up until the N64 Era.
This way, instead of portraying the Timeline Split, the mod instead portrays the two main types of Zelda game. 2D Top-down(Like LttP and Four Swords) and 3D Camera-hovering-behind-Link(Like OoT and TP).
With the other two Zelda characters, I think it'd be best to amalgamate their various incarnations, rather than stick to a single specific Zelda or Ganon(dorf).
We will very likely not do Mewtwo, despite how awesome it would be. Mewtwo would require a lot of animation work, and the R64 team doesn't want to take the PMDT's assets, so we'd have to make Mewtwo from scratch if we wanted to add him to the roster. Things can always change or go a different route, but for now Mewtwo is very unlikely.Though I had been thinking that Lucario could be replaced by Mewtwo.
I was under the impression that if Mewtwo were to get into this game it'd be through clone engine, since alts that change a character's identity often come off as sloppy due to lack of announcer clips changing and nametags. Honestly Mewtwo might be looking a bit far ahead regardless of whether or not the mod will use clone engine. I'd rather not be the one to open floodgates on clone engine discussion, though.A 90's Lucario would be interesting. I like drawing Fakémon, so a simplified Gen II Lucario would be a nice challenge. Though I had been thinking that Lucario could be replaced by Mewtwo. Though I suppose since Project M can have multiple models on a single character, Reality 64 could too. It's not even like there'd need to be a voice change, since Lucario really only speaks during his Final Smash.
If we go the route of Mewtwo and Lucario being costumes of the same character, then you could give Lucario an extra costume, so that Lucario and Mewtwo would both be able to be used in team battles.
Lucario would have its Default and Shiny colors for Blue and Green Teams. (Okay, his shiny is yellow, but who cares?) I'll probably come up with a red costume based on Scizor's colors, since it is another speedy Steel-type.
Mewtwo would have its Shiny and Gen I/Gen II Default colors for his Green and Red colors. I say its Gen I and II defaults, as Mewtwo was a more saturated reddish-purple color in those Gens. Gen III and beyond made it a desaturated purple. It's blue color could come from an alt it had in the Stadium games.
And I'm mostly saying this because I love Mewtwo, and feel that it'd make sense to have it in Reality 64 in some way(alt costume being the easiest), since Mewtwo was one of the three characters in Melee that was initially supposed to be in 64, alongside Bowser and Dedede.