Bakuryu
Smash Ace
Its going so slow it doesn't even show a FPS during the demo just the letters FPS. Its completely unplayable for me.
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I'm sorry about that. This isn't the best website for the job. I'll update these sooner or later.There's a problem with the polls, because I tried to vote for Zant in the Zelda one, but it says I can't vote repeatedly, even though I haven't voted yet.
Also, Pac-Man is 3rd party, so why is he in the retro poll? He's still going strong today with the Pac-Man World games.
Umm... not really, his last game was in like 04 and it was kinda generic.Also, Pac-Man is 3rd party, so why is he in the retro poll? He's still going strong today with the Pac-Man World games.
...Dude, that's X!! Not Mega Man!!
The problem with the polls is it counts a vote in any category as a vote for every category.I'm sorry about that. This isn't the best website for the job. I'll update these sooner or later.
I actually fixed some bugs with the Tornado not being able to throw certain characters, however, I have never had it come up invisible... Check the stages\hcastle64 folder and see if you have tornado.png. If the sprites are missing, that's the problem. There were in the game when I zipped it, so I'm not sure why they wouldn't be in yours unless there was some network error or an error in the zip file.As far as gameplay goes... I don't really see that many problems. I can look deeper though. The Tornado on hyrule is invisible and very buggy. Might wanna fix that. Also, final smashes are horribly unbalanced, in the sense that with Fox, you can usually consistently knock two stocks off with it, but with snake, you'll be lucky to hit the opponent at all after activation. Not bad though. Not bad at all.
10cantplayzIts going so slow it doesn't even show a FPS during the demo just the letters FPS. Its completely unplayable for me.
Landmaster -- we'll make it move more slowly for sure. Maybe the laser should have more starting lag? I also think hovering is over-powered, so we'll probably limit how high you can hover.Landmaster is seriously stupid. The Grenade Launcher... well, between shooting a grenade and it exploding, you can't move the cursor. Being able to do that would make it way better.
What happened was, I was Ristar, and I just got stuck in the looping animation right before the tornado throws me. It would repeat again and again. I wouldn't take damage, but I couldn't get out. I'll check if the file is there...
Care to explain WHY that's not a valid point?
To be fair, the technicalities are not the point of this thread. Mega Man is his name in the game, and we shouldn't change that at this point. Please try not to interrupt other discussions with posts like this which are frankly irrelevant. If you have any comments about the game itself, go crazy.Care to explain WHY that's not a valid point?
Thanks dude. I never realized it, but yeah those first few posts were all like, "Game Maker sucks and this game is never gonna happen anyways lol u should make tripping in the game"I read the first 10 pages of this thread, every last post- not just most- but all of the posts were saying that you were just throwing ideas around and that you had no ability to make this game whatsoever.
If I were a mod I would go ahead and give you permission to make a thread purely for gloating, in which you list the names of all the people who said you absolutely cannto do this and told you to just quit. (Then again, that's why I'm not a mod lol)
At any rate, congratulations on making a decent smash game that didn't go the route of ssf.
Landmaster is seriously stupid. The Grenade Launcher... well, between shooting a grenade and it exploding, you can't move the cursor. Being able to do that would make it way better.
What happened was, I was Ristar, and I just got stuck in the looping animation right before the tornado throws me. It would repeat again and again. I wouldn't take damage, but I couldn't get out. I'll check if the file is there...
He was joking, and even if he wasn't, don't feed the trolls. >_>To be fair, the technicalities are not the point of this thread. Mega Man is his name in the game, and we shouldn't change that at this point. Please try not to interrupt other discussions with posts like this which are frankly irrelevant. If you have any comments about the game itself, go crazy.
Well I wasn't joking but I also had no idea the game was this far along.
I had something happen with the tornado to me too. I stepped on where the tornado can appear, got thrown into the looping animation, took damage/got thrown out, and the tornado appeared after that.
He was joking, and even if he wasn't, don't feed the trolls. >_>
Thanks for pointing that out! By the way, the controls are in the Game Info (press F1 to view it). I want to have customizable ones, but I'm not sure how to begin to set them up. I know I'll need some variable to store the keys in, but I don't know how to physically record the keys! Any thoughts, GM users?
She can't? Last I checked she can!She can't Bomb Jump.
Good, with those additions in there to give people a little more time to review, you can work on the configurable controls (or at least get started).Thanks for the comments, Stoney. They helped a lot!
She can't? Last I checked she can!
I fixed Samus's sound effect problems on Charge Shot, so no worries there. Just pretend they're fixed when you play the current demo.
I think Goku's B will need to be tweaked, eh? One thing I need to do is make that beam go away when he grabs the edge. Not hard to do. I will have to decrease the damage and lengthen the startup though.
I have had lots of people talking about edge size being a little big, so I made them smaller.
Here are (most of) the changes I've made so far since the demo:
Snake's Final Smash: aiming movement improved and explosion size increased
Fox's Landmaster: Horizontal and vertical mobility decreased, laser is weaker
Zero Suit Samus's Final Smash: Knockback increased a little
Waluigi: Back Air: Knockback increased on final hit
Down Air: Hits link together more easily
Kirby can no longer inhale characters who are using Final Smashes or air-dodging
Ristar, likewise, can no longer grab players who are invincible with his Standard B
Hyrule Castle's Tornado glitch fixed
Slopes fixed at all stages
Edge sweet spot size decreased (going to fix edge-hogging problem ASAP)
Items now properly travel up and down slopes
AI recovery fixed on Saffron City
Mewtwo is in the game!
I'm sorry, but I can't really help you there. My pc's not exactly a power machine and it runs it fine. Make sure you are NOT using Windows Aero and have your background processes to a minimum (and this is for everyone, even Windows 7 users! I am one of those!). That's all I can tell you. By the way, that is a nice graphics card, and mine is low end (GO 6150) so I have no idea why it wouldn't run at a decent speed. You may have to download some new DLLs for Game Maker or something. Check the GM Community forums.Does no one give a **** that I can't play this game? Because after this im just going to cease to care, running the game works, but its going at like 1 fps which makes it unplayable I have a Vista Prem, 2gb Ram, 3.0 GHz Dual Core Processors, and a Geforce 8800 GTS
I just went back and tried doing it, and I had a really hard time pulling it off. Eventually I managed it but it felt like an accident more than anything else; you might want to tweak Samus's hurtbox or increase the size of the bomb hitbox. It's no surprise I assumed it wasn't possible before.Thanks for the comments, Stoney. They helped a lot!
She can't? Last I checked she can!
I'll do my best to remind Snake that her Power Suit is NOT a humanoid Metal Gear, even if it DOES shoot missiles.I fixed Samus's sound effect problems on Charge Shot, so no worries there. Just pretend they're fixed when you play the current demo.
Werekill has a point; the move feels a little unnecessary overall, TBH. Goku already has a decent, balanced projectile for his Side B, why does he need another one? I understand that Kamehameha is symbolic and probably is his most famous move, but with the current width of the laser beam, its piercing abilities, its range and its damage, wouldn't it make more sense as part of his Final Smash? Think Shinku Hadoken versus normal Hadoken.I think Goku's B will need to be tweaked, eh? One thing I need to do is make that beam go away when he grabs the edge. Not hard to do. I will have to decrease the damage and lengthen the startup though.
I didn't even notice the glitches with Kirby's inhale/Ristar's grab. That's hilarious, hahaha!Here are (most of) the changes I've made so far since the demo:
Snake's Final Smash: aiming movement improved and explosion size increased
Fox's Landmaster: Horizontal and vertical mobility decreased, laser is weaker
Zero Suit Samus's Final Smash: Knockback increased a little
Waluigi: Back Air: Knockback increased on final hit
Down Air: Hits link together more easily
Kirby can no longer inhale characters who are using Final Smashes or air-dodging
Ristar, likewise, can no longer grab players who are invincible with his Standard B
Hyrule Castle's Tornado glitch fixed
Slopes fixed at all stages
Edge sweet spot size decreased (going to fix edge-hogging problem ASAP)
Items now properly travel up and down slopes
AI recovery fixed on Saffron City
Mewtwo is in the game!
Huh. I did notice that it sometimes wasn't harming characters that were far away from Kirby, but I thought that was a problem with hitboxes and hurtboxes because quite a few moves I tried went straight through a standing opponent without hurting them (Fox's Up+B and Side+B, Sonic's neutral B, etc). It seemed to happen more often when X was the opponent, but maybe that's just me.Okay, so I saw where Stoney said Kirby's Final Smash is like the whole screen and is nearly unavoidable. To be more specific, here it is:
That's what it looks like. It looks like it's covering the whole stage!
And this one has the actual blast hit bubble. Waluigi's blinking lol. He doesn't care about the deadly explosion that is a few feet from his nose. You can tell its actual range by the location of the "1P" tag there compared to the first pic.
Also, I have had even the CPU's roll dodge it before. And, it does less knockback than POW Block (Toad's FS). So, I am unsure as to whether this should be nerfed. Although I am considering upping the damage on POW Block from 35 on ground hits and 40 on direct hits to 45 on all hits.
Awesome. I love playing as Kirby, and that made it really annoying to play as him before.Also, EDGES. I have made a neat feature that makes edgeguarding better. If you drop off of an edge, you're not grabbing it unless
A) you're really close to it
or
B) you DI towards it while falling.
AWESOME. Can't wait for the next demo whenever you choose to release it.And finally, edgehogging is back! Yay! It was supposed to be in the game anyhow and worked in the early stages of the game, but a gltich slipped by me at some point before the demo. But anyway, it is back. You have 15 frames of invincibility when grabbing an edge, FYI. Use that knowledge carefully.
<sigh> Well, you know, I hate to part with Kamehameha since I really don't have any other ideas for Goku's B off the top of my head. Except - Spirit Bomb as a chargeable move like Charge Shot? That might be what I do. Then, he could use a Kamehameha-projectile thingy during his FS instead of the Spirit Bomb. I think King Kai would approve.Werekill has a point; the move feels a little unnecessary overall, TBH. Goku already has a decent, balanced projectile for his Side B, why does he need another one? I understand that Kamehameha is symbolic and probably is his most famous move, but with the current width of the laser beam, its piercing abilities, its range and its damage, wouldn't it make more sense as part of his Final Smash? Think Shinku Hadoken versus normal Hadoken.
'Course, if you do that his FS will be REALLY overpowered between the Kamehameha and the Spirit Bomb, so you'd have to nerf the opening lunge of his FS as well to make it more difficult to hit. It travels pretty far as-is right now, about half of Final Destination's length. I'd reduce it to about a quarter of FD's length instead.
...
I'm intensely curious to know what a match between X and Mewtwo would play out like.
Huh. I did notice that it sometimes wasn't harming characters that were far away from Kirby, but I thought that was a problem with hitboxes and hurtboxes because quite a few moves I tried went straight through a standing opponent without hurting them (Fox's Up+B and Side+B, Sonic's neutral B, etc). It seemed to happen more often when X was the opponent, but maybe that's just me.
...
AWESOME. Can't wait for the next demo whenever you choose to release it.
I think that's a great idea. Reminds me of Mega Man's Pharaoh Shot from MM4 on the NES.Saiyans and Spirit Bombs
The greatest defense a Crusader can muster against someone like Meta Knight is to stand perfectly still and do absolutely nothing? Man, I've been going about it all wrong!PRIORITY ONE HEDGEHOG
:DMewtwo still kicks *** fyi
Haha, yeah, thank god the MS paint stuff is gone. I mean, it worked, but back then Petey's DownB looked ridiculous.You guys seem to have come a long way from those humble MSPaint roots ( I say "seem to" since the MSPaint screenshots in question no longer exist, so I can't tell for sure).
Oops, forgot to reply to this. The reason for this is due to the large scale of the project and the large amount of characters planned, he does not get a unique ability for each character, and rather each character gives him an ability from his game closest to that character's style. It's like how, for example, in Kirby Super star, you could get some abilities, like Sword and Beam, from multiple enemies.Kirby: The copied abilities themselves are charming as always, but Kirby doesn't have hats anymore to give the player a visual reminder of who Kirby is copying. This can be troubling in matches with more than one opponent. Some of the copied abilities don't match the opponent either; Shoryuken from Ristar? I do like how all of the copied moves wind up being moves from the Kirby games, but I still haven't figured out how to Taunt since it isn't listed in the controls, so I can't remove an ability once Kirby has copied it.
It was worse before the engine got changed. On the old engine, hitting the ground didn't cancel aerials, and as a result he literally did tap dance!Snake: His Down Air looks like a tap dance. His leg changes its length during his Forward Air. He cannot crawl.
I second this; especially about kamehameha being an aerial sideB. That would look awesome and work well. As for a neutral B... hmmm... I don't know, but I'm sure we can come up with something... If worst comes to worst, he can get a teleport/counter skill.Goku: Ugh. Nothing against the character himself, but using Kamehameha as his neutral special is not the best of ideas. The laser beam has seemingly infinite range (half of Final Destination for the wind-up, goes across the entire stage on the wind-down) and pierces through walls and multiple enemies, the startup isn't nearly slow enough to make up for this, and it can be spammed with ease. That's pretty darn broken. At least the start up makes it impossible to use in the air, but that's small comfort for all the non-Kirby players who have to land on the ground eventually. It's pretty much the horizontal equivalent of Pikachu's Thunder as it was in Brawl.
Either nerf the range, nerf the damage/knockback, or nerf the amount of hits it does. Right now the move is ridiculous. I can't imagine that it or his Final Smash will make people more fond of Goku being in the game.
A dedicated Smash button may be the best way to go for this. I think the old engine had one, and I don't remember, but I might have been the one to say it felt awkward, but in comparison, it is probably better. There's only so much you can do with keyboard controls...[*] The Smash Attack mechanic of the Smash Bros. series is probably one of its most fundamental aspects (heck, it was the primary gimmick that the original N64 game was focused around). It was designed to take advantage of an analog joystick, allowing the user to execute different attacks depending on how hard the stick is tilted in a certain direction. It is impossible to translate this to a digital interface, such as keyboard arrow keys, so what you guys did instead was make Smash Attacks dependent on timing; push the action button within a certain time frame after pressing a directional key and a Smash Attack will be performed. This is the same method used in TMNT: Smash Up on the Wii, and while it seems fine on paper, it is very disorienting to a Smash veteran such as myself. Only solution I can see to this problem is gamepad support, but that would require quite a bit of engine tweaking.
A dedicated Smash button may be the best way to go for this. I think the old engine had one, and I don't remember, but I might have been the one to say it felt awkward, but in comparison, it is probably better. There's only so much you can do with keyboard controls...
Hang on. This is a Smash Bros. Brawl fan-game; why shouldn't the veterans use the Final Smashes they had in Brawl? Why must they be changed so dramatically? I don't recall the Brawl FSes being so fundamentally stupid that they deserved to be scrapped altogether...except for Donkey Kong's. Those drums can take a flying leap.Try to do something a little more related to the characters for their Final Smashes. SSF2 has a greater focus on Final "Forms" rather than single moves or temporary forms (Super Sonic/Wario Man in Brawl), not that you need to follow this. I guess try straying away from Brawl in general with these. Some are fine as is, though (Fox and Snake).
I need a dictionary. Or better yet, an interpreter.Some advanced things that should be seen later on in development:
I didn't say anything about Brawl's Final Smashes being stupid. They just don't relate well to the character most of the time. I merely stated this as a suggestion.Hang on. This is a Smash Bros. Brawl fan-game; why shouldn't the veterans use the Final Smashes they had in Brawl? Why must they be changed so dramatically? I don't recall the Brawl FSes being so fundamentally stupid that they deserved to be scrapped altogether...except for Donkey Kong's. Those drums can take a flying leap.
I need a dictionary. Or better yet, an interpreter.
Well, okay. He'll be X from now on. However, I have no plans of changing his moveset. Remember Ness's PK Starstorm in Brawl? He didn't actually use that move in Mother. You see, there are things I like about X and about Mega Man, so why isn't it okay to have both in one character? IMHO, there's no reason why X couldn't at some point use Leaf Shield. It's feasible.PLEASE rename it to Mega Man X; if you were actually using Mega Man's sprites, this would be perfectly fine, but we're dealing with X sprites that can wield the Z Saber).
The left-right key mechanism is to help prevent dash-dancing. Dash dancing is still doable, but much harder. I feel that Dash dancing is funny, but also unnecessary.Another thing that was already stated is the left+right key glitch
You also need to discriminate walking and dashing.
The frame window for Smashes is frames 0-3 after you press a direction. 4 is the highest I'll go, because after that Tilts start to become slow.Also, you need to work on the frame timing for smash attacks. I know this is a little difficult, but you can use SSF2 for reference as the timing on that is pretty good. Plus, at some point you'll want to add grabbing.
Okedoke. So what are you specifically suggesting I change? I feel like the current ones are all pretty appropriate.Try to do something a little more related to the characters for their Final Smashes. SSF2 has a greater focus on Final "Forms" rather than single moves or temporary forms (Super Sonic/Wario Man in Brawl), not that you need to follow this. I guess try straying away from Brawl in general with these. Some are fine as is, though (Fox and Snake).
Utilt's hitbox is pretty generous. This hitbox shown below is the same one in the demo and hasn't been edited since then.-Mario: UTilt needs a way better hitbox and needs to hit somewhat behind him. Rarely could I ever land one of his essential combo moves on opponents. That, and Uair only manages to hit on the front part rather than a full circle (or almost full circle). Nair needs to stay out a little longer and Fair needs a better hitbox in general. Fireballs are great; it's like SSB64 Mario's fireballs. Cape sound effect is a bit funky (sounds like the roll sound); go get Melee's or Brawl's cape sound for this. FTilt doesn't get much use, primarily because it's hard to see if you're going to execute a dash attack or FTilt.
I'm considering making it affect only certain moves. I'm afraid it would make some moves useless, especially ones like Samus's Uair or Snake's Nair. Against an opponent with good DI, you'd be lucky to hit with it all. (Even though Snake's does have a slight magnetic effect, I think DI would be stronger.) Besides, DI would be very easy with a digital control set like the arrow keys.-Directional Influence: Very important factor that will ultimately add the tech chase game and determine the combo abilities of the characters. This factor is extremely noticeable when used after being hit by a Smart Bomb in Brawl.
There are already. Press shield when on the ledge to roll, left or right to stand, and jump or up to jump.You also need alternate ledge recoveries, such as roll recovery, jump recover,
I'm just trying to be technically correct. I can live with you keeping the moves though. I think it's a strange choice though.Well, okay. He'll be X from now on. However, I have no plans of changing his moveset. Remember Ness's PK Starstorm in Brawl? He didn't actually use that move in Mother. You see, there are things I like about X and about Mega Man, so why isn't it okay to have both in one character? IMHO, there's no reason why X couldn't at some point use Leaf Shield. It's feasible.
But it's also a bit of a detriment to control itself. There have been times where my intent was simply to turn around and I'd get stuck going in a direction (partly used to SSF2, but it still feels uncomfortable). And why do you need to remove it?The left-right key mechanism is to help prevent dash-dancing. Dash dancing is still doable, but much harder. I feel that Dash dancing is funny, but also unnecessary.
As for the walking/dashing thing, I'm sort of unsure as to how necessary this is. I feel like it is a chore to have to double tap a key to move at full speed. Having dashing as the only option simplifies the controls a bit, and given that this is a keyboard-based game for the most part (until custom control is implemented), that is a good thing.
I'm just not so sure why it's so awkward to me though. I bring up SSF2 often not because I want this to be like it, but because, for a 2D Smash fangame, it has the technicalities down fairly well; SSF2 does a fairly decent job with smashes and tilts. I'm not sure what it is.The frame window for Smashes is frames 0-3 after you press a direction. 4 is the highest I'll go, because after that Tilts start to become slow.
I had tried that before... or at least I think I did. The control scheme was extremely awkward so once that is fixed up, it should be fine. I'll test some more tomorrow.Grabs are performed by holding shield and pressing standard attack, like always in Smash. Each character has four throws. (If you fought CPU's I'm sure you saw them use throws.)
From what I can remember, Mario's definitely. Like I said before, I disliked the fact some Final Smashes were irrelevant to the character. Whether you choose to change them is completely up to you. As for any ideas? It's funny that I ask for a change when I can't really find a great idea myself. I don't want to take the Final Form idea from SSF2 (or at least Fire Mario for that matter), but I do like the idea of Mario temporarily wielding a hammer, changing his moveset for the time.Okedoke. So what are you specifically suggesting I change? I feel like the current ones are all pretty appropriate.
Utilt: I'll have to experiment more. Compared to Mario in the real games, it didn't feel very lenient.Utilt's hitbox is pretty generous. This hitbox shown below is the same one in the demo and hasn't been edited since then.
Edit: I added another hitbox that is at Mario's right shoulder, so it may hit someone standing right behind him.
And since you mentioned the nair, here's what its hitbox looks like. The air-to-ground glitch is gone! I will agree on its duration needing a little more, though.
Also, the Uair does actually come around behind Mario. And generously so!
Once we get some cleaner controls, I'll be glad to try some things out. I play Mario in Melee and Brawl+ so I definitely know a couple things that work. Good to know similar setups and follow-ups work here well.Mario has many combos, so you should mess around with him some more. Some of them are:
Dthrow -> Uair -> Uair
Utilt -> Uair/Nair
Uair (landing) -> Uair/Up B
etc.
It takes practice to unlock Mario's true potential.
Well, of course. The Smash series has factors that control how much you can DI or SDI a move. Smart Bombs give tons of room on DI movement while multi-hit moves like Samus' USmash or Uair and Kirby's Dair allow for very little. Pikachu's DSmash allows for a moderate amount.I'm considering making it affect only certain moves. I'm afraid it would make some moves useless, especially ones like Samus's Uair or Snake's Nair. Against an opponent with good DI, you'd be lucky to hit with it all. (Even though Snake's does have a slight magnetic effect, I think DI would be stronger.) Besides, DI would be very easy with a digital control set like the arrow keys.
Odd, because I was trying that on FD and couldn't get any to work besides offensive and standard ledge recovery.There are already. Press shield when on the ledge to roll, left or right to stand, and jump or up to jump.
Of course it shouldn't be exactly like those games, but it will still be fundamentally related to Smash (which it primarily is). What we're expecting is good, common stuff like combos, a balance between offensive and defensive styles, viability, and (for the lulz) awesome items and stages. I am also sure you'll add your own unique itemsLots of feedback, I like that. Couldn't say I agreed with about half of it, though. I don't want to make this game exactly like Brawl, or Melee, or SSB, or even Super Smash Flash 2. This game is going to be different, while still paying homage to Smash. Notice the Combo Counter? The new Final Smash system? This game is obviously different.
Perfectly understandable. Heck, isn't it the reason why we are inspired to make these kind of games?On the other hand, I do take suggestions, but only to a certain extent. Ultimately, this game is for our enjoyment as developers (we're not selling it or anything), so if it's not our game anymore, it's not fun anymore.
That's great to hear! I was worried if you wouldn't catch what I meant by that and I'm glad you already got that down. SSF2 doesn't even have this to a large extent.EDIT: I have reworked the aerial movement. On most aerial attacks, you can press left or right to influence your trajectory, so for example, with Kirby, you could do a retreating Fair. Some moves, like Up B recoveries, etc., don't allow much maneuvering, for obvious reasons. Also, you may now do a Uair or Dair without halting your horizontal movement. Mario is much more fun now with his awesome advancing Uairs!