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[Super Nuke Bros. Melee] - OFFICIAL DEMO RELEASED YES

Zylar

Smash Ace
Joined
Sep 21, 2008
Messages
688
Location
In your homez, playing your Wiiz.
I know the SSNM team have been working with a much more updated version, like four month's,? lol, and probably discovered, changed or took care of some of the things I'll mention, but I'll say them anyways. (BTW, I know many others have asked this as well. But I wish to be a beta tester as well. ^^')

>.>
I'm a pika main, sooooo...

Pikachu :

Tjolt
The neutral special is glitchy on the lol test stage. I determined that it is supposed to last until it reaches an edge, this is also true if it was performed in the air.
If you are at the top of one of the slopes facing towards the stage and perform a tjolt the tjolt will cancel as if it has hit an edge. I tried getting similar results as it goes up the slope, and discovered that it will only reoccur, acting as if it hit a ledge, if the tjolt was performed far away.

Jab
Characters seem to go strangely straight up once hit by pika's seventh single jab, and not take damage. The next jab will do damage, minimal knockback. This is assuming you don't do the (Hold down A) AAA combo for every jab. (Very important!!!) Just do single indepentant jabs, and the seventh one will cause this. Percent doesn't seemingly affect this. If you time it well, you can negate the damage jab, and send him straight back up if you hit 'em with a jab as he's falling down (I'm having a hard time replicating this...)

(While further testing this out, apparently if aimed correctly, pika's tjolt does no damage if you aim at their back as he looks away from you. Wait a minue, he never gets hurt if he has his back to you, just pain animation and stun. I take that back, if you pepper him with enough tjolts, eventually the back become immune to it. lol.

Wait again. It appears that on his third stock he is completely immune to jtolt's damage. You guys go test that out. It's getting really confusing. Somehow they will get damage from tjolt, then the back is immune, then entirely immune. But it seems to be related with the amount of tjolt hits, and somehow the stock as each stock lead to different results.

Okay sorry for bad and confusing typing :p. But I accidentally discovered that this only works if you only do tjolts. Other moves will cause this to reset, so this obviously has to do with the staling of the moves. Apparently 9 jolts in a row is what it takes to not hurt someone anymore. Also, if the character was to die and you hit 'em with the same move, the same result happens. This works for all moves that cause knockback, on all characters.

If you do a grounded tjolt so that it expires in the air beyond the ledge/edge, and it's stale, the opponent will be stuck in the hurt animation, until they do anything, except their second jump.

This lead to discovering that if you tjolt so that it falls off the ledge, and you jump right before you're hit, you're stuck on the hurt animation on the floor. This doesn't do much, since anything can escape this, but automatically are invinsible while stuck in this animation.)

Okay, back on what I was saying : The jab thing is actually the same deal as the tjolt stuff in the above parenthesis. ^^'

It kinda makes sense now as to why this is happening. But still, why should a stale move cause that much hitback?
Or not do damage?
Or have both effects after the person dies, or put another way, at any percent?

Smash
Quite often a CPU or my sis, if they time it right, will walk into the picture of the electricity from the smash, and not get hurt. :/ I guess you need to lengthen the time that he hitbox is out. ^^

Somehow I "jumped" a smash. Ever since I did it, I've been trying to duplicate it, so maybe I mistook what I saw for something else. But here is the scenario anyways.
I'm pika, cpu is bowser, stage is battlefield. I smash him, he's slightly off stage. I pursue him with the intent to jump through the platform and spike him with the aerial. Well, instead of doing the aerial, I smashed him! Cool and weird huh?

Side B
SB falls through the stage if you aim for the slope.

Quick Attack
I know the QA through the floor has already been taken care of, but it still has it's (VERY) interesting quirks.

1. Why does, QA always go up after any input that isn't up if you don't put any direction for the second part?
2. I was playing around with the special cancel, so I used this train of thought into QA. So I tried to 'buffer' down after up. Well, further testing showed that holdling both buttons simultaneously led to the same result : he QAs in place; he's stuck in the up QA animation wherever he is. After that he QAs whatever direction you're holding, or if there is no input, you go straight up.
Also, if you continue to hold down and up as the first QA ends, the second one never happens and he falls back down in the helpless animation.

This can be duplicated by holding up and down after doing up, or going down. So no matter which QA part it is, if you're holding down at the same time as up, you will freeze. (Pika for God tier! :D)

This also can be duplicated by holding left and right at the same time. Same rules apply.

3. At the base of the slope QA horizontally towards the slope (Left or right), then hold that arrow key. The rules of QA means that you can't go the same direction twice, so the second QA never happens, and you just land and bob your head up, which is an indicator of you landing. So hold the arrow key until he bobs his head up, he will look fine until you move him any direction. If you move him backwards he will be stuck in the standing and/or idle animation. Move him forwards, he will be stuck in the running animation, even after you stopped running forwards. If you move forwards first, even going backwards, he will be in the running animation going the wrong direction. Everything else seems to stop this, so you can always jump.

The same effect can be duplicated if you QA horizontally towards the stage, if you're on top of the slope. But going up the slope if easier to duplicate imo.

Sorry, actually I was wrong. Just plain holding the same direction wherever you are on the floor produces this effect. I trust that this has been found already. Sry.

You probably have taunts in by now, so the weird completely stop moving until hit thing will be fixed. Yeah, in the latest demo at least. Pika's taunt freezes him.

Fox :

Fox has huge distance going up on his up b. I know you said you used cos and sin or whatever, but maybe you accidentally did an oval. I'm pretty sure that this has been looked at too.

ROFLMAO!!! Pikachu's #2 for QA applies to Fox as well, however he cannot escape until hit by an attack. Meaning he continues to float, stuck in his falling animation until he is struck by a move that causes hitback. Actually he techincally CAN move side to side ever so slightly and slowly, but that's it. (Edit : This is upB glitch #1.)

WOW, apperently if you do this while on the floor (Preferbly a platform, just so it's easier to mess around with.) you can do the same thing (Edit : This is #2). If you don't do anything, he looks fine, in fact you can do any move afterward (Except smash), or jump. If you move, he'll be stuck in the running/standing animation. (No surprise there.)
If you don't go off the platform/floor you can still do any move to free yourself, but trying to perform the glitched upB will do nothing except restart the glitch. Only neutral B and shield will not escape the glitch.

(Edit : Here's the kicker!)

BUT if you run off the platform/edge you'll be stuck in his falling (not helplessly falling) animation. (Which hilariously and surprisingly makes him look like he's an all powerful being, floating in the air and such. ^^')
He slides past the platform/floor once you try to 'land' on top of the platform/floor again, and can do anything except A attacks, until airbourn. Doing anything will take him out of this(Except lazar) Well, if you shield, he will, but that's it, he'll still slide. (Waveland properties?) Once airbourne he can perform any move, but you can't smash, just aerial. Side B, airdodging, regular upB and jumping normalizes him, while doing the up B glitch again causes him to be in the helpless kind of UpB glitch. (UpB Glitch #1)

By the way, make the lazars cancel eacg other out.

Bowser :

Bowser jumps higher that pika. ;_; And he jumps horizontally the same distance. ;_; This makes it VERY hard, even with QA, to put distance between me and bowser.


General :

Everyone seems to roll dodge in place at a certain part in the slope.

Lol, why can more than one person hold on to the edge of the stage at the same time?


Well, I'm tired, so I gotta go to sleep. So sorry for the VERY messing typing. Hope it was descriptive enough for you guys to replicate them though. Or you already know them ^^'. I'll try more stuff later.
I'm hope you consider me as a beta tester!!! :chuckle::chuckle::chuckle:
 

WIGI

Smash Champion
Joined
Sep 22, 2007
Messages
2,333
Location
Brampton ON
i was interested in doing a project like this, but no nothing on coding.. id be very interested in createing chracters and animating them for you. Id only have to learn how to match them up with the coding and stuff.


How did you manage hiotboxes and hurtboxes in flash?
 

samsonites101

Smash Cadet
Joined
Mar 7, 2008
Messages
72
Location
Norcal
Why is it flash? It's gonna be too slow. I'd suggest a java applet if you want it playable in a browser. You could even do 3d with the JOGL bindings! Now that would be awesome.
 

Hoeloe

Smash Apprentice
Joined
Oct 20, 2006
Messages
161
Location
I was hoping you'd tell me...
It's flash because flash is a system we all know how to use and can use well. Both Taro and I are well trained in lag reduction, we have a great many tricks up our sleeves, and it's working very well so far.

If the worst comes to the worst, switch to low quality.

Zylar, some of those glitches you mentioned were not glitches. The roll dodge on a slope for example. The game mechanics are made to stop you roll dodging through walls or off the edge, meaning that if the slope is steep enough, the game will register it as an edge or wall (depending on whether you are going up the slope or down) and will stop the character from moving.

Some more have been located and fixed (I think, Taro is the one who has the latest export, so he knows better), some I haven't heard of, but Taro might well have done.

And, last but not least:

http://supernukebros.omgforum.net/

We now have an exclusive SNBM forum :D
 

Crackhead-Tudor

Smash Rookie
Joined
Feb 15, 2009
Messages
3
are you still taking character suggestions? if so, i think crono and magus(chrono trigget) would be cool. so would ryu(breath of fire). he could switch between dragon forms and human form (maybe based on how long you hold the transformation? or pressing the button more than once so he could get different forms). also megaman/zero would be cool. just about any final fantasy character would be cool(even retro chars like black mage or monk). maybe ranbo or chuck norris for laughs.

edit: supposed to be chrono trigger, not trigget
 

Yaya

Smash Champion
Joined
Oct 22, 2007
Messages
2,373
Location
Burnaby, BC
This is a bump, just a bump.

For this game is too good for 2nd page.

But good enough for 2nd Stamp.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
I was using Fox and I aimed Down and Right while using upB and I fell through the floor on OMG TEST.

D:
 

Hoeloe

Smash Apprentice
Joined
Oct 20, 2006
Messages
161
Location
I was hoping you'd tell me...
Just hang tight. We don't even know ourselves, but the way it's looking it shouldn't be long now. Just remember that we don't actually have the content to release yet. A few more characters need to be finished off, as well as some stages and such. We'll release the demo as soon as all the content is finished.
 

GreenGhost21

Smash Cadet
Joined
Jan 17, 2009
Messages
64
Wow...
This topic is pretty far along, but the only updates are:
3 Characters (one with movelist), and
2 Stages,
and that's it.
Seriously! I WANTZ UPDATE!
(and pickle)
 

Yaya

Smash Champion
Joined
Oct 22, 2007
Messages
2,373
Location
Burnaby, BC
While it's like that for the public demo, I can tell you right now that the private beta has at least 5 stages, and 8 unique movesets.
 

D.B.K.

Smash Ace
Joined
Mar 3, 2009
Messages
671
NNID
tinyfuses
Is there a playable demo available somewhere? Sorry if someone already asked this I didn't feel like trekking through 60 pages of post:/
 

Yaya

Smash Champion
Joined
Oct 22, 2007
Messages
2,373
Location
Burnaby, BC
Link to private beta?
(pm me)

Yes, because private beta's are meant to be PM'd to random people who say that they want to.

We especially cater to those with post counts that don't exceed 10 and/or have been here for not even 3 months.
 

finalark

SNORLAX
Joined
Nov 23, 2007
Messages
7,829
Location
Tucson, Arizona
I remember this thing when it was first announced. And if the web site hasn't been updated since then, it's probably never going to happen.
 

Hoeloe

Smash Apprentice
Joined
Oct 20, 2006
Messages
161
Location
I was hoping you'd tell me...
I remember this thing when it was first announced. And if the web site hasn't been updated since then, it's probably never going to happen.
Wrong. The website hasn't been updated for so long for 2 reasons. Firstly, because if we did regular updates, we would very soon run out of material to update with, and secondly because updates take quite a bit of time, which we are currently using to finish off the first public demo. If you would rather have some pictures on a website than a playable version, that's fine by me, but after the demo is released, more regular updates will be made.
 

Super_Sonic8677

Smash Lord
Joined
Apr 11, 2008
Messages
1,748
Location
Where people get NOTHING.
Yes, because private beta's are meant to be PM'd to random people who say that they want to.

We especially cater to those with post counts that don't exceed 10 and/or have been here for not even 3 months.
roflI've been here since the start of the thread and I never got it eitherT_T

bump, because people must not forget this exists.XD
 

|RK|

Smash Marketer
Moderator
Joined
Jan 6, 2009
Messages
4,033
Location
Maryland
Well, just need to see if Lucario and Roy are in... I'm betting Lucario would be crazy hard to make, with his Aura Modifier...

Hey, are we gonna have votes on characters that weren't in any Smash iteration?
 

Yaya

Smash Champion
Joined
Oct 22, 2007
Messages
2,373
Location
Burnaby, BC
It's Taro's Spring Break this week, and he's been getting a crapload done, he has one character done this week, and expect another before the week is done.

This game might not look like it's progressing, but this beta is flying.

Plus, Hoeloe is a frickin' beast, these tracks are amazing, one in particular brought a tear to my eye, ****in' A to the entire staff so far, I'm lucky to be Beta Testing this.

I don't know how Callum is progressing, I don't have his MSN, but from what I've heard from Taro, it's going fine.
 

Hoeloe

Smash Apprentice
Joined
Oct 20, 2006
Messages
161
Location
I was hoping you'd tell me...
Just got the latest beta test with a couple of fresh characters on there. Both feel fantastic, but both have also come out slightly broken. However, unlike Sakurai, we are actually going to do something about this ;D

The work is coming along fantastically, and fast too, despite some serious problems which have now been sorted. We're all working incredibly hard to get enough done to release as a demo, although not all we've made so far will actually be in it, it is needed.

Aside from that, joy is to be had! One of those characters mentioned above is the first new character! Never before seen in a Smash game! Can't reveal who, but we are all really excited about having finally reached this stage in the project!

Not much more to say, I'll keep you all updated with whats going on (though without revealing anything of course ;D), so keep in touch!
 

Yaya

Smash Champion
Joined
Oct 22, 2007
Messages
2,373
Location
Burnaby, BC
Aside from that, joy is to be had! One of those characters mentioned above is the first new character! Never before seen in a Smash game! Can't reveal who, but we are all really excited about having finally reached this stage in the project!
Yes, this certain character plays really smoothly, and easily has the most badass Up-B ever seen in a smash game.
 
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