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Super Tilt Bro for NES

RogerBidon

Smash Cadet
Joined
Nov 15, 2016
Messages
40
Super Tilt Bro. 2.0-alpha5: everything is possible online!

What's new in the game?

You can now play any character on any stage online!

Pick your character, and select a stage before going online. That's it, no string attached. The actual stage will be picked at random between both players' selection.

This has been quite a bummer until now to be able to play only Sinbad on the simplest stages. Thanks to the netcode maturing, it is time to unleash its real power! Note however that stages The Pit, and The hunt are still experimental in netplay. If you encounter any issue please send your feedback.

New Character selection screen

It is prettier, by many orders of magnitude.

gameplay_v2_menus_char_select_redesign_wip03_bis.gif

Enter the match, with style!

It also comes with some long needed features! Notably, you can now pick CPU's character with controller one. No more need to have two controllers to play solo :) The stage selection is now integrated in the character selection. It is more comfortable, and allows to have a kind of summary of the match to come before starting it, showing which characters will fight on which stage.

Improved AI

The CPU will now avoid to be too easily infinitised. It will escape brainless up-tilt infinite combos, and Sinbad's infinite side-special.

The Sinbad's side special is hard to escape, so only the CPU in hard mode is good at it. It will shield it if possible, or often tech-slide to escape it.

Thanks tuck :) tuck :) for your feedback on it! As the IA changed quite a lot, there may be new exploitable behaviors. If you find some, do not hesitate to alert me I'll do my best to fix most (no promise.)

Bug fixes

Sinbad's slide when landing during a down-special now slows with time. It avoids weird slides on a quarter of the stage.

Inputting a move at the exact out-of-shield frame no more skips shieldlag. Down-special and down-tilt are still allowed to be out-of-shield moves.

No more terribly buggy noise when starting an online match.

Fixed AI jumping without reason.

Fixed AI weird running at the beginning of a match on The Pit.

Playing on NTSC system is no more faster than on PAL.

What's new under the hood?

Added a C compiler to the toolchain

Super Tilt Bro. has always been fully developed in assembly. This is natural on systems from the 1980s, it allows to leverage any bit of power in their slow CPU. That said, there are parts of the game that don't need the extra performance.

The classical way on those systems is to code in C, and add some assembly where needed. Super Tilt Bro. does the opposite, it is implemented in assembly with bits of C where it does not matter. That way, the main game loop is in assembly, and we don't have to deal with C's footprint if we don't want it. This allows full performance, without any compromise, where it matters.

The goal is to use C for menus. Menus don't need top performance, but they are complex. A good menu has a lot of polished details. And to obtain a good design for a menu we have to iterate as fast as possible, trying things, trashing bad ideas, trying variants,... It makes sens to be able to program them rapidly, it is terrible for the creativity to spend days implementing an idea, just to trash it afterward.

STNP v3

STNP (Super Tilt Network Protocol) had to be extended quite consequently to adapt to any character on any stage. Notably, it allows for variable size of game state, so the stage and characters can add their data to it.

Having it works means the protocol reached the famous state of Minimal Viable Product. Buzzwords are arguable, but hey! That's actually a great achievement. Being able to say that something in Super Tilt Bro. is officially “viable”. Before, it was more of a “Black triangle”, which is less hype of a term, and terribly referenced on the internet.
 

tuck :)

Smash Cadet
Joined
Mar 22, 2017
Messages
69
Location
Chicago
Slippi.gg
TUCK#214
Just played a few matches and the AI improvements are immediately noticeable. Great work! I didn't notice any flaws or anything really worth noting at this point, but I'll be sure to let you know if I see anything weird with the CPU's. Love the CSS update too!
 
Last edited:

RogerBidon

Smash Cadet
Joined
Nov 15, 2016
Messages
40
Super Tilt Bro. 2.0-alpha6: Worldwide ranking!

What's new in the game?


Ranked play

You can now choose between “Casual” or “Ranked” mode. Casual plays just like before, while in ranked, your have a Match Making Rating (MMR). Winning a match gives you MMR points, while losing takes your MMR lower.

A worldwide leaderboard is available on the brand new official website: https://super-tilt-bro.com/leaderboard.html

leaderboard.png

Come, the top spot is waiting you!

Private game

You can ensure to be matched with your friend in this mode. Simply share a password to be matched together.

private_game.gif

Starting a private game

Longer hitstun

When you receive a hit, there is a small time on which your character blinks and you cannot do anything. It is essential for combos, which consist of repeatedly hitting your opponent while in hitstun to maintain them in this state. Also kill moves, which send the opponent far away, rely on it to avoid the momentum being cancelled by a special move.

Hitstun duration has been slightly increased, it is now 1.5 times what it was. Before that, there was literally no true combo in the game. So, now Sinbad has more efficient combos, and Kiki's strong strikes are more dangerous.

Kiki's moveset change

Originally, Kiki's down-special put a wall bellow her while neutral-special was a counter strike. These moves swapped input, down-special is now the counter strike while neutral-special creates a platform.

It is a simple fix, as the platform is Kiki's main recovery move, and it is unintuitive to press “down” to avoid falling.

Kiki's counter strike revamp

The counter strike has now more active frames, and more end-lag frames. Moreover, if down in the air, it slows Kiki's fall. The counter strike is still active at frame one.

counter.gif

Kiki's new counter strike

More active frames means your timing may be a bit less precise to pull it effectively. More end-lag, on the other hand, make it is easier to punish Kiki for missing it.

The slow fall forces Kiki to setup a proper bait. The sudden change in momentum may make the opponent miss a strike, leaving Kiki vulnerable. It also lessens the risk being KO-ed by falling too low while in end-lag.

What's new under the hood?

New servers

Originally, there was only one server per region. This server handled the matchmaking and the games.

Now there is a new login server, which handles user accounts, a ranking server that computes MMR and a website. This architecture has been intentionally split in tiny very specific servers. Very specific servers are easier to debug and operate than big ones.

It also allows for a future migration to cloud hosting, theoretically if we split the matchmaking from the game server, we could spawn as many game servers as needed to serve all players at any time. Spawnable game servers would have another advantage: the end of region server, just spawn the server near the player. Of course, all that is just wishful thinking for now but better be ready, it costs nothing.
 
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