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Smash Hero
Now I know why this game is so epic... It's from the future!
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function onEnterFrame() {
if (Key.isDown(\*key opposite character's direction\*)
this.pivotBuffer = 5;
else if (this.pivotBuffer > 0) this.pivotBuffer--;
}
if Key.isDown(\*facingopposite*\ && !(pivotBuffer>0)) //do forward B
else //neutral B
There is an initial dash animation, you just aren't locked into it.Well, I just tried the demo and thought I'd offer some constructive criticism...
1) No initital dash animation. One thing that makes Smash feel so very "Smash-like" is that if you dash, characters are locked into an animation that moves them faster than their normal run. This is what makes dashdancing possible, and it just feels weird without it. Strongly consider adding this.
Some characters go further than others. Fix?2) Airdodges go WAY too far. I feel like I can fly with them. Yes, they're Melee-style so you can't fly all over the place, but it's just too far.
That's not true. I did indeed use sin and cos for it, so it is in fact a circle.3) Airdodges and attacks like Fox's Up B have a maximum x distance and y distance, NOT an overall distance. In Smash, those types of things have a set distance—you could draw a circle around them to represent it. To represent yours, you would draw a square. Not how it should work.
There's always someone complaining. We spent a lot of time generally adjusting traction, because people said it was too slippery, then decreasing traction because there was too much friction. Don't like friction? Play Sonic, he's better than brawl, I swear :D4) Too much friction. Characters should slide more (yes, I want my wavedash)
Heh.5) Minor nitpick: It sounds like you recorded the voices yourself (someone on your team, anyway) and that's fine (I wouldn't want a lawsuit or a C&D over that either) but Fox says "FAIYAA" (as in Fire), not "WAIYAA" (even though it sounds like that a little)![]()
Press the button faster6) Platform drop detection should occur on collision, not on keypress. In Melee and Brawl, you can jump, hold down, and slip through a platform as if it weren't there. In your game (and in 64) you would have to land first, then tap down again.
Every character can cancel neutral special into another special, except Kirby, Yoshi7) Fox can cancel his lasers into shine???? I haven't tested this with other moves, but that would make for some weird crap.
This has been fixed for both Fox and Pikachu in a newer version (unreleased, betatesters only)8) Fox can Up B clear through Battlefield >_>
There isn't. If every aerial cancels onto ledges, it'd be broken.9) No ledge invincibility (or if there is, I don't see it).
10) Shine can be JC'd too early. It shouldn't be JCable until it's active.
We might consider it.11) No reverse ledge-grab and no wavedash. These aren't separate complaints; I'm saying the game needs one or the other. When your shorthops are as short as they are, and ledges are that difficult to grab anyway (poor control on Up B due to keyboard), I suggest allowing reverse edge grab (but not AUTO ledge grab).
The game uses tween models.Random BAWWING:
I know this is too late, but are you guys using rasterized sprites? If they were vectored you could fit in a lot more moves... The game feels empty with just smashes, B-moves and ONE aerial. At least give us aerials...
Mario should have Nair and Fox should have Dair; they're better known for these moves and frankly Mario's Fair sucks when it's his only aerial.
Another major flaw is lack of grabs. A lot of depth in all fighting games is the ability to attack an opponent even while they're shielding, so that they must use other means to avoid that attack. Even if it's just an automatic grab-throw, not a grab-hold-throw, it would add a lot to the game.
You guys made your game so similar to Smash Bros that now people are complaining that it isn't even more like Smash Bros. lolLol what part of "It's a flash game, not an emulator" don't you understand?
If we include all the moves from the smash series, we'll never finish it because it's extremely
hard to find people who animate anything like us. The animation is made by just two guys. Me and 2nd.
Don't just not use the specials because they aren't useful for attacking in SSB,
we put effort into making them all viable attacks D:< I know it feels un smash like, but this game
isn't smash bros, it just borrows a lot of ideas from it. I might consider locking the dash start.
A lot of the specials such as donkey kong's, mario's and kirby's specials can combo now.
Yes please! That's the sort of creativity that Ganondorf needs. Not luigified moves from Captain Falcon. Taro/Callum, use this!
Sonic is going to keep his two spikes.You guys made your game so similar to Smash Bros that now people are complaining that it isn't even more like Smash Bros. lol
Is Sonic going to keep both his spikes or are you guys going to take out one of them?
Also is there any way I can play this without being online? :D
Thanks, hey, it's what we do.Nice guys. :] Awesome update, and the animations on Link look top-notch.
And the video was a nice touch. ;3
-Nox`
The characters most certainly do not have to have been in a Smash game before.Do the characters have to be in a smash game before?
If so I think Toon Link should be in
If not I think that Birdo should be in as well as Toon Link
You havn't put much on the websit have you?
The engraving is that from Twilight Princess. It has 2 symbols akin to ~ on either side of a Triforce with a line at each end.Yay we has a vid! :D Link looks really good,but why are the numbers 242 engraved on his sword instead of the Triforce?XD
I don't think you're doing it rightThe engraving is that from Twilight Princess. It has 2 symbols akin to ~ on either side of a Triforce with a line at each end.
We sure as hell know the engravingThe characters most certainly do not have to have been in a Smash game before.
In fact, this game's roster is mainly newcomers. I don't think Birdo will be a playable character.
Alright, well, I found this demo.You can't find the demo yet. Yaya and I are beta testers, so that's why we can play as Link.