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Got a Passion for Smashin'
Will these new top tier toggles replace the PAL characters already in 20XX?
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The aesthetic difference between smash 4 and melee is actually why I got into modding. Theres a lot of potential to be done however there are also a lot of limitations like the ram size and modding animations are pretty much out of the question right now besides swapping them. If you simply wish to make textures higher res within reason thats completely possible.The more I've thought about this mod and the future of Melee, the more I believe SD Remix is not a replacement for Melee and that it ought to differentiate itself from vanilla. Melee is not perfect, but SD Remix could theoretically be. Everything that is not good in Melee should be made better and this should primarily done in two main areas:
1.) Improving the esthetics
Face it, Melee is an old game and looks dated compared to Smash 4.
This is bad for Melee in general because esthetics are a large part of what
makes a game spectator-friendly. The ideal graphical design out to be logical, in the sense
that the spectators unaware of the intricacies of the game could understand it regardless.
This could be done in a 20xxesque-way of giving subtle yet visible hints such as flash on successful/unsuccessful l-cancels.
The quickest way to do this, would be to play Melee with hitboxes/hurtboxes visible. Perhaps the damage meter could be even replaced with the characters external appearance deteriorating as their damage builds up.
All that being said, Melee's graphical design could definitely be updated and improved upon - imagine if Melee looked like Smash 4. Animations could be a major area of improvement in general. My personal favourite would be a "Button Display Mode" which would require the controller inputs split into the console and the streaming computer - in order for the controller inputs to be displayed to the viewers. Just imagine how fast the knowledge of DI would expand if we could see how top players DI - midmatch! It is interesting to consider the fact that Melee has a massive amount of graphical clues but most of them are too fast to be seen clearly, try watching powershielding in slow motion to see what I am talking about.
2.) Increasing content (Competitive aspect)
This can be as extensive as adding new stages (which has been done) or as minor as allowing more space in player tags. The more recent installments of Smash provide a vast amount of examples of the type of content, such as the ability to modify controller setups. The main focus is the community the product is being catered to, in this case it is the competitive Smash community. So provide all the options other mods like Project M and 20xx Hackpack provide - and more.
I think SD Remix should clearly and visibly differentiate itself from Melee - because that is the only way for this mod to survive and make it big. Reworking the menus would be huge, as well as a new start-screen with the proper SD Remix logo. We are now at a point where there are opportunities for small SD Remix tournaments/weeklies for being organized.
Now to the other viewpoint of this post, which is the future of our community. I believe the original Melee will "die" eventually but the game's concept won't. To put it simply, I am expecting a sequel to Melee at some point in the future. This is assuming that the competitive community will live on for a considerable time to the future. E-sports are already growing fast and Smash has established itself as a competitive franchise to an extent. The sequel of Melee would most likely use the same engine which is a large part of what that makes Melee such an amazing game. The graphics would be on the level of any modern game at the respective time-period, which in our time would mean true HD graphics. As long as there is a demand for gamecube controllers, they will be produced. I am unaware how Melee's metagame will develop but I believe it will stale as a competitive game with it's successor when it comes to versatility in cast. There's a reason why Melee's meta is the way it is today, there are many characters in the game that lessen your chances of winning the moment you let go of the button - this should never be the case in a competitive game and only criteria for a choice ought to be one of mere preference.
How's Melee Minus?Finally... My time to shine.
I could also give beta SDR sheik if Geek remembers that. HeheHehe. Spike d-throw
I've had a peach on the back burner for awhile that has a faster double jump and revised turnip odds.
I literally have nothing for Jiggs since her other animations are crap. I could do what I did for a beta melee minus that bair hits reversed so you can bair to restrest but rest in much weaker.
And for marth I suppose I could swap some animations or something... Or make shield breaker actually break shields
Glook, you know I wouldn't do you guys like that.Will these new top tier toggles replace the PAL characters already in 20XX?
Yes, CSP colors. And something special.Achilles, I don't know how you plan to denote character mods in 20XX now that there's probably going to be PAL/SDR/Others in the pack. Do you plan to continue to use different CSP colors?
I dont really think theres anything to do about powershielding attacks. The way the game works to my knowledge is that if you powershield an attack then you don't suffer from shield stun while your opponent suffers from the hitlag. Unless youre expecting it powershielding doesnt really do much.What do you think about Melee's engine, could it be improved upon? One thing I'd like to see would be a small improvement to the powershielding game. What ticks me is that whenever you powershield an attack vs. a spacie a spacie can shine you and still win the situation regardless of you doing the optimal thing, which is to powershield an attack. I wonder whether this could be changed without nerfing the shines.
Decreasing the meteor cancelling window so that all but the most powerful meteors at unreasonably high percents aren't so useless.What do you think about Melee's engine, could it be improved upon?
Dear god this. Make it like, 13-20 frames or something, but having it be both 7 frames AND easily mashable is criminal. I think it's sort of a blemish on the general design aspects of Melee (it is the opposite of rewarding risk)Decreasing the meteor cancelling window so that all but the most powerful meteors at unreasonably high percents aren't so useless.
You should make a quick mod to the move to have it be able to hit aerial opponents. Idk what would happen, because there is no "Aerial Sleep" action state. I guess they would just act like they were on the ground going to sleep.Hey Achilles, should we put our top tier requests for 20xx in here or in the 20xx thread? I was wondering if you could change how Jiggly's Sing worked, if it's possible and if you feel like it:
This is only if you were going to make changes to those characters anyway and wanted some suggestions. If not, then please ignore me completely.
- Can affect airborne opponents.
- Can't mash out.
- Sleep time decreases 3 times as fast while in the air than on the ground (so if sleeping opponent hits the ground from the air, the remaining sleep time decreases at normal speed).
- Initially starts out at 1 second sleep time (grounded).
- Scales to 4 seconds at 100% (which if both players are grounded, gives Jiggly a worst case 1 second frame advantage, roughly).
In Crazy Mod, the setting Mr. Saturn Hot Potato, if the player catches a Mr. Saturn and go to sleep, they immediatly land on the ground below them to do their sleep animation.You should make a quick mod to the move to have it be able to hit aerial opponents. Idk what would happen, because there is no "Aerial Sleep" action state. I guess they would just act like they were on the ground going to sleep.
That has issues with expectancy, because people don't expect a sing move to teleport people. Also, the behavior is undefined off stage.In Crazy Mod, the setting Mr. Saturn Hot Potato, if the player catches a Mr. Saturn and go to sleep, they immediatly land on the ground below them to do their sleep animation.
we're not so much tight-lipped as we are resource deprived. we have 0 PR/hype people who are good with smashing keyboards professionally nor editing footage for a slick combo video or whatever.
Do note that we still currently don't have any qualifiers for playtesting (I am wording this in a manner to imply there will, at some point, be applications you need to fill out), so it's pretty easy to grab a build and get things running once you've been added into the SDRBR.
Honestly, I'd be lying if I said I didn't feel bad for Peach and Jiggly at SD Remix singles. They've already got a tough enough time as it is in the current Melee meta-game, and now they have to deal with all these other ruffians lower on the tier list suddenly having tools to deal with their own tools. That being said, I think more time should be given before making any changes; you need a solid idea of what works or what doesn't, otherwise you're just moving furniture around. Eventually, it could turn out that they're just having trouble because they're unfamiliar with the match-ups or were simply outplayed, the latter of which is really the point of this entire project.I am the only person that thinks Jiggs could use buffs? Her minimalistic moveset only coincidentally works on melee's top tiers. I think if she is unchanged, she'll be as irrelevant as she is in PM.
It is not true. You can, however, retrieve the PAL versions of PlFx.dat, PlFc.dat, PlMs.dat, and PlSk.dat (Fox/Falco/Marth/Sheik) respectively from a PAL game source (DAT files: http://www.mediafire.com/?n3swtf83h8i8jca) and rebuild a NTSC ISO using GCRebuilder with those files + SD Remix Dolphin files.I heard that this changed Melee top tiers to their PAL versions. Is this true? If not, how can I make it true?
Jigglypuff needs a good up-b.Hey Achilles, should we put our top tier requests for 20xx in here or in the 20xx thread? I was wondering if you could change how Jiggly's Sing worked, if it's possible and if you feel like it:
This is only if you were going to make changes to those characters anyway and wanted some suggestions. If not, then please ignore me completely.
- Can affect airborne opponents.
- Can't mash out.
- Sleep time decreases 3 times as fast while in the air than on the ground (so if sleeping opponent hits the ground from the air, the remaining sleep time decreases at normal speed).
- Initially starts out at 1 second sleep time (grounded).
- Scales to 4 seconds at 100% (which if both players are grounded, gives Jiggly a worst case 1 second frame advantage, roughly).
Is @ Achilles1515 the new ASM programmer for SDR now considering StandardToaster seems to have left to focus entirely on PM?melee does not have a command that allows self-heal. it has self-damage (pichu), but not self-heal.
it was one of the first thing we looked into
unless @ Achilles1515 , can turn the damage command from damage +1 into damage -1.
What about GAW 7? What function does it do?melee does not have a command that allows self-heal. it has self-damage (pichu), but not self-heal.
it was one of the first thing we looked into
unless @ Achilles1515 , can turn the damage command from damage +1 into damage -1.
toaster stopped helping us after version 2.0. which was like 2 years ago.and I only tag achilles because he is essentially in charge of the next SDR version, even though its been out for a long time. and even though the subtraction code is easy to do, I'm on my phone while in hawaii.Is @ Achilles1515 the new ASM programmer for SDR now considering StandardToaster seems to have left to focus entirely on PM?
G&W 7 hammer is essentially an aerial smash attack. just a very strong attack. it doesn't have any element or have healing.What about GAW 7? What function does it do?
I get what you're thinking, but nah, Im not in charge of the next version. You guys still make the decisions for project details.toaster stopped helping us after version 2.0. which was like 2 years ago.and I only tag achilles because he is essentially in charge of the next SDR version, even though its been out for a long time. and even though the subtraction code is easy to do, I'm on my phone while in hawaii.
G&W 7 hammer is essentially an aerial smash attack. just a very strong attack. it doesn't have any element or have healing.
ASM should lead to animation hacks in the future right? (if someone's that dedicated)I get what you're thinking, but nah, Im not in charge of the next version. You guys still make the decisions for project details.
You and Troubleshooter need to learn ASM. It's quite fun and there's so much potential still with modifying movesets in-game (like how I made that code where firing Samus' missile while holding Z will make it fire at quarter speed). You guys could add so much depth to the project by being self reliant with ASM.
Lol..I mean MAYBE..but highly unlikely.ASM should lead to animation hacks in the future right? (if someone's that dedicated)
Huh. I swore pulling 7 healed GW.G&W 7 hammer drops food when food items are activated (at least in Vanilla Melee). In PM, it drops food even if the items are at OFF.
In PM, it seems that different actions make G&W hammer 7 act differently. I never noticed a pattern though, but I suspect it's either while grounded/aerial, or if it hits or not (that an apple drops or it heals him directly)Huh. I swore pulling 7 healed GW.
Well, how did Brawl Hackers figure out the animation data for Brawl?Lol..I mean MAYBE..but highly unlikely.
It's not easy at all, because both games are on different versions of Melee, as a result, the memory addresses are all different. Wait for the next version of the 20XX pack to have access to both in one.I would like to combine this with the 20XX 3.02 pack, how could I do that? By combine I mean have SDR characters replacing default, SDR Fourside, Green Greens, and Yoshi's Story N64, SDR Character select screen, but 20XX everything else. Is that possible? BTW, I'm using the ISO version for both, the USB/DVD or whatever it's called.