MK26
Smash Master
oh hey wait what this got unstickied 
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
**s****sorry, gotta leave the project threads stickied and the discussion unsticked :<
like what? you need to be specific.Picto still needs polish as does almost every level in the B+ list.
ok, i'll look at the "drawing" stuff, but the spring size is actually part of the hazard. i don't really see a reason why it would even need o be fixed.I believe the last time I played there, the removed hazards were just forced out. There are like 12 or so frames where you can see the hazard being drawn on then disappear. That's just a graphical issue though.
I do have to say the springs transformation has a huge area around it that is considered "on the spring." Very annoying for the amazing few seconds it's out.
*shrug*
the only problems with drawing i've found are with the bombs (i can't tell if they have hitboxes or not) and the clock (which i've since removed completely in my own version). i can't see any of these disapearing drawings you've mentioned.It can have some tactical use, but its unrealistic (lol like that matters in Smash Bros. of all games) "activation!" size makes it unintuitive, and as you said, more of a hazard of all things than anything else.
EDIT: On the clock transformation, you removed the collisions but not the 'wall' property. You can still walltech on it. You know about the animation issue I believe.
I think it's been looked at. If anything were fixed, it'd probably just be the right edge. I don't think freezing the stage is the best fix.I dun suppose or rather suggest you guys could try making Frigate Orpheon playable do you instead of a counter pick. all you would have to do either A. make the right side grab-able in the beginning. B. Make the Ceiling playable then freeze the stage. not sure how long it would take but that is something I would like to see in the near future due to that is a very very fun stage to play on (that is once you play on the ceiling lol). again its only a suggestion.
If you truly need me to, I can update Maestro's post (if you guys gimme something to putWould you be around enough for minor OP editing? Sorry to hear you'll be gone, but we gotta make sure we can keep stuff going with this thread.![]()
Dont **** up my formattingIf you truly need me to, I can update Maestro's post (if you guys gimme something to put) while he's gone
Well, when I first brought up the idea a while back, I said all of what I said in that last post of mine. So when you said...ok... i just... said that. O_o
...I thought you misunderstood me, since the left platform doesn't require moving at all, but I guess you weren't misunderstanding.i'm not sure i can move the left most platform...
This also made me confused as to what your intentions were....and move the bottom down...
Well, I finally bothered to take a couple of minutes to learn how to access the collision data and tweak the walls. So I've been doing a bunch of tweaks for some of the stages I mentioned in the aforementioned post of mine.*insert long post here*