RoA_Zam
Fire Lion
For those who missed the stream yesterday, I made a video showcasing 4 glitches I found all at once. No commentary on this video.
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The 2 port purple mayflash adapter does not work with the wii u. The wii u can not read a device that has PC drivers, just as the PC can't read a device that has wii U drivers (unless you boot the PC in a special mode to allow unsigned driver installation).Does the mayflash- gamecube-pc adapter also work with the wii u? Been waiting for the official adapter to restock so I can use it for both.
Thats really awesomeHey guys, remember that artic fox concept I came up with. I finally got around to making a quick concept sprite, just a simple standing pose. I'm not much of a spriter so there are some novice mistakes like shading, general form and stuff but it gets my vision across. Anyways... here she is.
how exactly did you get these animationsJust thought I'd share it on the thread, since it's been shown in the skype group:
Animated recolor! Aether style / twitch.tv style colors
Was simple to make and I used a color scheme I made a few pages back in this thread. It uses only colors from the logo minus a few details.
2 methods. One much simpler than the other.how exactly did you get these animations
The rock thing is still present in the 12.20 build. The upB anywhere under the right platform was made null by Kragg's new upB mechanic. So you don't have to worry about it. Rock though it a hilarious find:Bug
Kragg restores his Up-B beneath the right platform on Basic Fire Capitol. Usually Kragg's body has to be touching a platform for it to get refreshed while standing on the pillar, but on this stage it's the entire empty space beneath it.
Also this can happen with laying a rock on a pillar and it's touching the platform, then destroying the pillar:
Every time I play I tend to change around my tier list in my head because of matchups or because of how a particular user's playstyle matches or clashes with the character's playstyle.It was just recently that I learned parrying reflects projectiles.... <_<
This changes everything.
I need more people to play this with. My fighting game friend who was living in Japan the previous two years finally moved back to the states, so hopefully I'll have a more consistent play partner now :D.
edit: Going back and reading previous pages, I've compiled an Official Very Serious Tier List based on community consensus in this thread:
top - Zetterburn (opinions seem to range from very solid to best in the game by far)
mid - kragg/orcane (opinions range from a little underwhelming to best in the game for both)
bottom - wrastor (opinions range from worst by far to very good)
I think the only thing useful I got out of it was that no one thinks Zetterburn is bad, but all three of the other characters have some people not digging them. Which in my mind seems like pretty much mission accomplished - zetterburn seems to be meant to be that solid, mario-esque middleman that everyone can pick up and play, while the others all require more specialized skillsets that are going to appeal to different people.
I think the biggest problem with Kraggd rock is its shotgun-esque "spread". Hurts the pace of the game. I find it startling that there are so many suggestions for nerfing rock play that will make it clunkier and less satisfying, but seem fine with the fact that you can take up almost half the stage with projectiles that fan outward from long range.
Kragg has tons of angles possible for hitting his rocks. Why not lower the spread and encourage players to better incorporate these angles? In my opinion this would make the projectile more dodgeable while still keeping it as a main tool that doesn't create a zone for free.
Well Wrastor has a projectile that is practically a free approach. Zetta can put alot of fire downrange and compliments that pressure with one of the hardest punish games. And Orcane can fill a ton of space with Bubbles and droplets. Filling a large section of the stage with pellets allows Kragg to keep up with the others.I think the biggest problem with Kraggd rock is its shotgun-esque "spread". Hurts the pace of the game. I find it startling that there are so many suggestions for nerfing rock play that will make it clunkier and less satisfying, but seem fine with the fact that you can take up almost half the stage with projectiles that fan outward from long range.
Kragg has tons of angles possible for hitting his rocks. Why not lower the spread and encourage players to better incorporate these angles? In my opinion this would make the projectile more dodgeable while still keeping it as a main tool that doesn't create a zone for free.
Looking good.She'd be main material for me lol.Just a quick update real quick, I happened to finish the standing animation for my character concept. And I've grown rather fond of the name Glace that @DrMister came up with a while ago, so I think I'm just going to refer to her as such from now on. It's like a combination of Grace and Glacier and it makes sense with the ice theme and how I want her to have fluid/nimble normals (aka graceful lol).
Also, the more I think about it the easier it is to consider her a Zelda/Sheik hybrid. Of course there's more to her than that but it's really what her concept narrows down to.
I might continue to do more sprites as I've never had this much fun making them before! I did a bit of spriting years ago for a friend but that wasn't the most enjoyable experience. Well see anyways lol.
This is really visually appealing to me haha. My only suggestion is to give some life to those arms and animate them a bit.
I see the frame you're talking about. An extra black pixel found its way in there, nothing a quick little edit can't fix.This is really visually appealing to me haha. My only suggestion is to give some life to those arms and animate them a bit.
And the tail looks like some of it got cut off on one of the frames. Near the waist.
It isn't that Kragg is parrying just as the rock breaks,resulting in him parrying the rock chunks?If there are words to explain this, I do not possess them:
GIF slowed down to 1/6 normal recording speed.
It looks like during Kragg's whole fall animation, when I broke the rock, the game wasn't sure if Kragg parried the rock or Kragg was falling, so it failed to display the rgb's for Kragg, which then reset and fixed itself after Kragg touched the ground. The reddish outline is what I assume is a different sprite being overlayed, so that still showed.
I was able to recreate this on 10FPS mode with two controllers after about 5 retry attempts. It's a frame specific thing as far as I can tell.
I'm pretty certain it's how Dan draws the parry. He removes normal sprite and does the purple one. The game puts Kragg into a fall state since there's no rock underneath him, and the loss of ground automatically cancels the parry animation, but is unable to redraw the sprite until Kragg touches the ground and triggers another sprite to load. Then it was just left with the outline drawn from being on fire already.It isn't that Kragg is parrying just as the rock breaks,resulting in him parrying the rock chunks?
I saw it reported earlier.They said Dan said it didn't hurt the game.So he probably wants to keep it in.I think I found a rather dumb and complex way to make my Gifcam work. I have to record at a massively larger window size than necessary and then use the cropping feature built into the edit tools.
Anyways, I encountered something I believe I saw someone else bring up at one point, but checking over Dan's "to do list" on page 17 I didn't see it mentioned. Is there a reason a character can airdodge during their early airborne frames and yet still be able to airdodge again? Here's a demonstration:
It's nothing worth editing. When you air dodge from the ground you only have one jump left anyways.I think I found a rather dumb and complex way to make my Gifcam work. I have to record at a massively larger window size than necessary and then use the cropping feature built into the edit tools.
Anyways, I encountered something I believe I saw someone else bring up at one point, but checking over Dan's "to do list" on page 17 I didn't see it mentioned. Is there a reason a character can airdodge during their early airborne frames and yet still be able to airdodge again? Here's a demonstration:
annnd Hype!A Challenger is Approaching.Also I have an update to the playtester build, it's not quite the primetime one that I will be using to send to new applicants (who applied since the Early December build), but I do want to get some testing in on it before it is finalized. I plan to send a new link this weekend to some of the active fans and players in this thread. Then a week or two from now, I will be sending out a link to many new playtesters so get your applications in to roa.game@gmail.com if you haven't already!
Playable in late February / Early March!
-Dan
... why is Orcane mysteriously missing from that picture?A Challenger is Approaching.Also I have an update to the playtester build, it's not quite the primetime one that I will be using to send to new applicants (who applied since the Early December build), but I do want to get some testing in on it before it is finalized. I plan to send a new link this weekend to some of the active fans and players in this thread. Then a week or two from now, I will be sending out a link to many new playtesters so get your applications in to roa.game@gmail.com if you haven't already!
Playable in late February / Early March!
-Dan