Super Smash Bros. General v26 - 🃏 THE SHOW'S OVER 🃏
985 replies, posted
.2% of all music listeners
CDs can handle 44.1 KHz just fine when games typically just operate at 32 KHz at best, though. . . . (In SSBU's case, it doesn't even hit 32 KHz due to massive encoding errors that neither Brawl nor SSB4 had)
Or they planned to take advantage of it with the N64DD, but that of course fell through.
For reference, a single 48KHz 24bit audio track, at roughly 27 seconds long, would entirely fill a standard N64 cartridge. Even the highest capacity N64 carts ever made (like the one used for Conker's Bad Fur Day) would only be able to hold slightly more than 7 minutes.
I chuckle every time I see any news FF7 related. There's this FF7 related elephant in the room that is literally the one thing fans wanted revealed a few years back, and Squeenix seems to have forgotten it existed.
They realized too late that the remake was way too far from finished to release in any reasonable timeframe, and they massively overhyped every aspect of it, so they've been spending every second of their time since the first big trailer backpedaling and trying to manage peoples' expectations, while simultaneously attempting to quell fans' insatiable appetites with trivial nonsense like this to keep them from rioting.
Square Enix has been a dumpster fire visible from space since the back to back embarrassments that were FF13 and the first iteration of FF14, and their subsequent milking of FF15 and their absolutely baffling misunderstanding of the western games market. They're even laughed at in their home country, for how enormously over-bloated every aspect of them has become, despite the ongoing AAA slump in Japan.
The funniest part is that this wouldn't be the first system that this happened, they cancelled a PS2 remake of FF7 because it was too much effort after announcing that they'd simultaneously remake FF7, FF8 and FF9, together.
It's now been 4 years since it was announced and basically all we know is that they split the game into episodic arcs to make it come out faster so . . . . . yeah . . . . . that's rather worrying for an ETA of completion.
Is Simon Romanian? If so it would be "tu vrei?".
Made something for the Facepunch bretheren.
https://files.facepunch.com/forum/upload/877/2c7cd11c-eac1-4bc0-866f-7389d8c4f209/FacepunchUnite.jpg
I even added a moving box rating at the bottom of the stage with a cannon inside it, so sometimes it'll catch you when you fall and launch you back up so you can continue shitposting.
Rest in peace, optimistic, zinger and useful ratings. You will still be missed.
I posted a tutorial on Reddit on how to make stages on a larger grid size.
https://www.reddit.com/r/SmashBrosStages/comments/bh3j7c/tutorial_how_to_build_stages_on_a_larger_grid/
Smash Ultimate is the highest selling single fighting game of all time apparently at 13.81 mil, beating Brawl at 13.27
If you count Smash 3DS and Wii U together it's slightly higher, though
Bloody well deserved in my book. Congrats to Sakurai and everyone involved.
Within the next year, Ultimate's sales should exceed that of every single version, re-release and remaster of SSF2 combined. That's a hell of a thing.
Dethroned at last. Now just to surpass the combined Smash 4.
If the game keeps shaping up the way this past update has, it'll be well-deserved taking over as the standard-bearer from Brawl.
Ultimate selling this well this fast should hopefully send a crystal clear message about what we actually want from a Smash game
Well Ultimate has a lot of eye-catching stuff going for it. The biggest selling point is that every single character is back alongside new ones, plus we also have a new Adventure Mode and nearly every stage back, on top of content updates every few months that may even include major features. Not to mention it's on Switch, pretty much the fastest-selling Nintendo system in history and which has loads of momentum and hype for it at the moment.
Just got finished working on a stage called High Construct. (ID: BHN9DHKS)
https://files.facepunch.com/forum/upload/146362/43e383d9-ae33-475f-bc24-1753262cd74a/highconstruct.jpg
The background and foreground elements really do add a welcome level of... Heh, depth, to crafting visually appealing stages.
With different textures, some of the best ones honestly could fool me into thinking they're official.
The N64 original came out in North America 20 years ago, today.
https://twitter.com/Segab/status/1121986961277952000
I always found Bomberman 2nd attack to be the more emblematic 3D Bomberman game so I made a stage based on the first boss fight
It's hard to make an 8-player stage pretty. and I really don't see how a custom stage could be any more taxing than an actual stage?
Honestly I'm not bothered by the eight player thing cause almost nobody seems to actually play 8P matches.
If you notice, the maps I make are all pretty 1v1 oriented in their size and complexity, while maxing the object limit completely every time. If you ask me, 1v1/2v2 maps are what to make, and make as pretty as possible.
I feel like they increased the limit to 8 players just to get the people who go "whoa... what if we could have more than 4 players..." to shut up. I have not been in a single match with 6 or more players that I've enjoyed, it really doesn't work in practice at all.
It's a catch-22. Either you make stages that are only accessible in 5-to-8-player matches that are better suited to such player numbers, or you get more stages like Palutena's Temple and Great Cave Offensive that people hate for being too big for 2-to-4 player matches.
Much like how TF2 maps are good for player counts of 12-to-24 players, but are overly chaotic or stressed with 32, a lot of Smash stages simply were never built to accommodate more than 4 players, similar to how stages like Temple or Spear Pillar are clearly meant for more than 2 at a time. The opposite is also true, Smash sacrifices a lot of potential 1v1 stage designs simply because they'd be too small or inconvenient to work with a FFA battle, much like how you'd never expect players to use a TF2 MGE 1v1 DM map for 6v6.
I absolutely hate Palutena's Temple and Great Cave Offensive but my god if 8 Player Smash on Temple wasn't a phenominal experience idk what was
I honestly would play 8 player matches more if the game had a better way of scaling character models without making them indecipherable and microscopic.
When things are so zoomed out you can barely see your own character and when shits exploding with particles everywhere it's easy to lose track of which blob you are. Colored outlines or even the 3DS's customizable outlines would have helped immensely and I'm surprised it's not an option.
I sometimes have trouble in 4 player matches on certain stages if it gets chaotic. The games low color saturation on the characters doesn't help either. And certain stages are visually noisy to begin with.
They could do a lot to help make characters easier to see and slap it behind an option. The game might look more cartoony but me and my friends would appreciate being able to see clearly where we are.
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