Mind Ranger
Smash Apprentice
- Joined
- Jul 11, 2013
- Messages
- 76
Im scared for Falco, he was one of my mains
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Falco ain't goin' nowhere.Im scared for Falco, he was one of my mains
What about wolf? I didnt use him but Im curious what you think.Falco ain't goin' nowhere.
But I hope Sakurai listens this time when he says he "prefers the air".
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Why exactly would you be worried about him getting cut?Im scared for Falco, he was one of my mains
Well, I thought they were going to want to add another Star fox rep. Seeing as how they had three last game I thought they might do the same, and seeing as how fox and falco are similar in speed while wolf is a polar opposite, they might cut him. Its a little convoluted I know, but Ive just been hearing many people say it and I was sorta worried.Why exactly would you be worried about him getting cut?
Don't worry about whatever they said on that matter, they wouldn't cut a character just because of a similar moveset.Well, I thought they were going to want to add another Star fox rep. Seeing as how they had three last game I thought they might do the same, and seeing as how fox and falco are similar in speed while wolf is a polar opposite, they might cut him. Its a little convoluted I know, but Ive just been hearing many people say it and I was sorta worried.
Keep your biased logic out of this thread.I think Sheik and Ice Climbers might still leave though.
Both? Why would the Ice Climbers be difficult on the WiiU when Brawl handled them just fine?I think Sheik and Ice Climbers might still leave though. What they need to do is simply make Nana unable to grab and the Ice Climbers are fine, but I could still see him leave due to being too difficult to programm for both games (mostly the 3DS version). Am thinking he means he'll keep the most popular characters in no way. So Captain Falcon, Marth, Diddy Kong, MetaKnight, Peach, Luigi and Wario are most likely gonna stay no matter what.
Sheik doesn't surprise me, but the other words in bold are confusing to me.I think Sheik and Ice Climbers might still leave though. What they need to do is simply make Nana unable to grab and the Ice Climbers are fine, but I could still see him leave due to being too difficult to programm for both games (mostly the 3DS version). Am thinking he means he'll keep the most popular characters in no way. So Captain Falcon, Marth, Diddy Kong, MetaKnight, Peach, Luigi and Wario are most likely gonna stay no matter what.
It ceased being logic long ago.Keep your biased logic out of this thread.
When you have at least 6 servings of vegetables and 8 servings of fruit every day, you become a health nut.When you have at least 6 servings of vegetables and 8 servings of fruit every day, you never feel or look tired.
I think it'd only work on single hit-box projectiles otherwise a subsequent hitbox would knock him out of the animation. Obviously.I'm trying to think of all the weird projectiles Villager might be able to pocket...
I mean, like, how would he pocket Bowser/Charizard's flame breath? I guess maybe he WOULDN'T?
Falco's chances of being cut are far from even moderate.I have no idea if Falco or Wolf will make it into the next game, we'll just have to see. If they do, I hope Sakurai sets them way apart from Fox, especially Falco.
Sheik doesn't surprise me, but the other words in bold are confusing to me.
It sounds like you reffered to Nana as a guy, and/or the Ice Climbers as a single male character.
And keeping the most popular characters in NO way? What?
I think they should make have a better down special. I love everything else about him though.Falco's chances of being cut are far from even moderate.
I wouldn't worry about it, he's one of the most popular Starfox characters and if Sakurai thinks his moveset is too similar to Fox's, he can easily change it.
Keep your biased logicout of this thread.
There's rumors that they tried to do that in Brawl but, like visible battle damage, they decided to do without it before it actually released.I think there should be more expressions on peoples faces in this game. By that, I mean that if they're about to get hit, they should have a split second terrified face. That would have made today's picture better.
How would the characters be able to detect an attack or projectile coming towards them and use that to change their model/texture before the attack makes collision?I think there should be more expressions on peoples faces in this game. By that, I mean that if they're about to get hit, they should have a split second terrified face. That would have made today's picture better.
Sounds pretty simple to me. Projectiles and models use hurtboxes and hitboxes and what not. If a projectile's hitbox is within a certain distance of a character's hurtbox, then the model would swap faces. You'd just need a code of some sort to measure that distance, I guess. Incidentally, I don't think characters ever really had much animation to their faces, lol. Maybe FACIAL BONES or whatever would be too taxing on the system for little gain. It's like the characters just have preset faces that the model swaps to.How would the characters be able to detect an attack or projectile coming towards them and use that to change their model/texture before the attack makes collision?
I'm not THAT familiar with programming, so this might not be as good of a point as I thought it would be.
I'm not familiar with programming either but I'd imagine there'd be something similar to a hitbox surrounding the character but bigger than the actual character and when an attack passes through this bubble rather than flinching/taking damage it would trigger a texture swap.How would the characters be able to detect an attack or projectile coming towards them and use that to change their model/texture before the attack makes collision?
I'm not THAT familiar with programming, so this might not be as good of a point as I thought it would be.
I thought it was kind of weird how humanoid characters used textures to change their facial features, instead of actual models on it, but I guess it's not really that important.Sounds pretty simple to me. Projectiles and models use hurtboxes and hitboxes and what not. If a projectile's hitbox is within a certain distance of a character's hurtbox, then the model would swap faces. You'd just need a code of some sort to measure that distance, I guess. Incidentally, I don't think characters ever really had much animation to their faces, lol. Maybe FACIAL BONES or whatever would be too taxing on the system for little gain. It's like the characters just have preset faces that the model swaps to.
It's really noticeable when Ike or Marth talk during their victory animations.
Samus wouldn't need it, at least, when in the power suit.It should be done though at the split second when dodging is in no way possible. Or well, maybe not. As dodging with an amazed face looks pretty awesome. There could also be some characters that look not to bothered by getting hit, like, Bowser, DK, Samus and Mewtwo for example. At least, on precentages below 100.
Exhausting your muscles via exercise only makes you have more stamina, endurance, and stronger muscles.When you have at least 6 servings of vegetables and 8 servings of fruit every day, you become a health nut.
When you become a health nut you give up desserts
when you give up desserts you try to fill the void with exercising
when fill the void with exercising you exhaust your muscles
when you exhaust your muscles, you get tired
Don't get tired John. Eat a piece of cake.
I'm not familiar with programming either but I'd imagine there'd be something similar to a hitbox surrounding the character but bigger than the actual character and when an attack passes through this bubble rather than flinching/taking damage it would trigger a texture swap.
Yeah, pretty much these things are what I had in mind.Sounds pretty simple to me. Projectiles and models use hurtboxes and hitboxes and what not. If a projectile's hitbox is within a certain distance of a character's hurtbox, then the model would swap faces. You'd just need a code of some sort to measure that distance, I guess. Incidentally, I don't think characters ever really had much animation to their faces, lol. Maybe FACIAL BONES or whatever would be too taxing on the system for little gain. It's like the characters just have preset faces that the model swaps to.
It's really noticeable when Ike or Marth talk during their victory animations.
Samus is too much of a tough lady to need it even with the power suit off, haha.Samus wouldn't need it, at least, when in the power suit.
That's something I knew.Yeah, pretty much these things are what I had in mind.
It's easier to change a facial texture than to use bones because a bunch of tiny parts moving at once is a bit more complicated than swapping textures.
Yeah.That's something I knew.
It'd be nice if they used bones, but I understand why they just swap textures. And for a game like Smash with hardly any talking, it's not really needed.
Some of those would be very interesting, particularly ones like Link v. Zelda and Mario V. Sonic.Yeah.
Though talking would be nice too. I always thought that situational cinematics could happen when certain match-ups occur. They may or may not involve talking to each other.
Mario vs. Bowser, Peach vs. Bowser, Mario vs. Sonic, Link v. Ganondorf, Link v. Zelda, etc.
Of course they should be able to be turned off or skipped for impatient people, but it's the small things like that which make me happy. Haha.
Of course in Link v. Zelda, at least Link wouldn't talk, and Zelda would probably talk with a textbox unless they're daring enough to give her voiced lines.Some of those would be very interesting, particularly ones like Link v. Zelda and Mario V. Sonic.
WRONNNGGGG!!!!Air Tripping confirmed.