susu_atari
Smash Ace
I'm looking forward to playing it with the new engine. It doesn't matter what's new, to be honest. Brawl is not Melee, and I'm looking forward to playing Brawl.
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Nah. You must not have seen the Nintendo World trailer extra footage. We all know what a tech is, right? When you press L/R as you land while in the stunned animation. Anyway, in the extra footage, Pikachu tech'd, and rolled off to the right as she landed.. right off the platform. She rolled off the stage, but, was near a ledge, and grabbed it. So, rolling may become the new way to edgehog. So in someway, those invisible walls are gone, which is good, IMO. Still getting hit even when you dodged because you ran out of platform = fail. If you think rolling off the stage is bad, I'd suggest learning to dodge (L + down (like I need to). But you'll probably grab the ledge if you decide to roll, so, it's all good in my book.i personally think that if they were to take out those barriers it would mean many suicides in the near future. so no barriers would = bad.
The said thread can be found here: http://smashboards.com/showthread.php?t=95137&highlight=DevastlianSmashboards user Devastlian, while watching the footage, noticed what appears to be a gameplay tweak in Brawl. In the last scene of the short trailer, Pikachu is attacked in the air, causing him to tumble onto a platform. After very briefly laying on his side Pikachu avoids an attack from Pit by what appears to be a roll, which can be done in SSBM by simply hitting left or right on the joystick when laying on the ground. What Devastlian noticed was that Pikachu rolled right off the side of the platform and down onto the main platform of the stage. In SSBM, the character would simply stand up at the edge of the platform. It appears that the roll is a bit faster than other trailer footage of characters rolling, so some argue that the animation is a tech.Regardless, this small detail was an interesting find for SSBB anticipators.
well what i meant was just rolling off and being unable to do anything kinda like when you >B with Falcon off an edge. if you could use it to edgehog, which i thought was possible in Melee, it would be fine with me that way.So, rolling may become the new way to edgehog. So in someway, those invisible walls are gone, which is good, IMO. Still getting hit even when you dodged because you ran out of platform = fail. If you think rolling off the stage is bad, I'd suggest learning to dodge (L + down (like I need to). But you'll probably grab the ledge if you decide to roll, so, it's all good in my book.
Nah, you'd have to WD in order to edgehog, or short hop off the stage. If you rolled, you'd just stop at the edge.well what i meant was just rolling off and being unable to do anything kinda like when you >B with Falcon off an edge. if you could use it to edgehog, which i thought was possible in Melee, it would be fine with me that way.
P.S. i also need to work on my Dodge.
I've been wonderin' - what does Guitar Heroes need physics for?Thank god guitar hero 3 is gonna have this physics engine.
lol thats a good question, the only thing i can think of would be in like the background would be random animations that react realistically with each other.I've been wonderin' - what does Guitar Heroes need physics for?
I am one of those people. And, you know, it's not an statement, it's a wish . I'd like it if it was very very different. If I want to play melee, I still have melee, right? Of course, if Melee's engine was indeed heavily used, this will probably won't be the case.Really?!?! I didnt know that, I just thought it looked very similar to melee.
So what the heck is with all these people saying brawls going to be an entirely new game and should be completly different from melee like the transition from super smash 64 to melee?
But you can already pass through people, they tell us in the Gooey bomb updateIf the characters are now a ''mass'' and cannot pass through eachother, then that would be horrible for smashbros.
Why? Because when you're doing a 1v1 with a fast character like fox vs a swordsman like marth, and you KILL marth, and he comes back all invincible and stuff, you cant attack him. You gotta run. How are you gonna do that?
Are you gonna roll backwards and forwards like a gay noob? are you going to hang on the edge which can really put you in a bad position vs marth sometimes? Or are you going to simply run back and forth on the stage, dodging his attacks without worrying about colliding with marth himself.
If you bump into your opponent and you dont go anywhere, that forces you to jump over your invincible opponent, probably even double jump since a normal fullhop will probably get you punished anyway.
But once you land from jumping awkwardly over marth instead of just running through him, he'll probably grab you, chainthrow you, and tipper you a la M2k or Ken.
So I hope that you can still pass through characters while running. Remember that in both 64 and in melee you can ''push'' your opponent by walking very slowly. This is useful basically for positioning an opponent for a combo after having just broken his shield (See isai's ssb64 vids for details)
Anyhow, this havok thing sounds like its a quality physics system. I look forward to what it brings, I just hope it doesn't change what I mentioned above.
Could you show us the hyperlink?Umm, I don't know if any of you have noticed this yet, but it's not on the website anymore o_O
Either Nintendo didn't want us to know yet, or it was false news.
I want it to be different as well, but probably not like what you are wanting. I want them to improve upon Melee with their additions. I do not want change for the sake of change though, which is not a solid way to go seeing how Melee has outsold every other gamecube game.I am one of those people. And, you know, it's not an statement, it's a wish . I'd like it if it was very very different. If I want to play melee, I still have melee, right?
It doesn't. The page lists games that use any Havok product. Guitar Hero is almost certainly using Havok Animation, not Havok Physics. It's possible the same is true of Brawl.I've been wonderin' - what does Guitar Heroes need physics for?
I thought the Devil AT scrolls the stage, not tilts it.Imagine a level with a lot of crates and other items on it, and then a Devil-AT appearing. I bet it'll look quite neat when the stage turns around and the crates and barrels are bouncing around and falling into nothingness. I don't think it's going to affect the characters all that much though.
You thought right.I thought the Devil AT scrolls the stage, not tilts it.
Almost being the key word. Although, knowing how expensive (rightfully so) packages like the Havok package are, it would be a waste of money not to use it.It pretty much means it'll use the physics engine though. All of Havoc's products are tied heavily to it's physics engine. Even if they're using Havoc Animation or Havoc FX, they almost have to use the physics engine as well. It's just how the software works.
What does that mean?looks like they took it off the list
It means that the Havok website no longer states that Brawl uses the Havok engine. Was it all just a lie?What does that mean?
Yes it was a lieIt means that the Havok website no longer states that Brawl uses the Havok engine. Was it all just a lie?