The Super Smash Bros. Thread. HEY join this idiots http://steamcommunity.com/groups/Smashpunch (vo
5,001 replies, posted
[QUOTE=EditOutJ;47173561]Its a shame because I imagine the dev team feels that they have given plenty of options and tools to people who don't like stages hazards/gimmicks, when all they've given us is 50+ versions of FD and [B]a still fairly mediocre stage editor.[/B][/QUOTE]
If what you want is a simple stage with no hazards or gimmicks, that's what the stage builder excels at. Just turn on the grid and make stuff with point-to-point straight lines, super simple.
I'm surprised nobody's thought to use it for a competitive angle, since you can build equivalents of stages that have walk-off edges, hazards or transformations, and "fix" them for competitive play.
[editline]19th February 2015[/editline]
IE, there's a stage that's walk-off, but is otherwise quite nice. Duplicate the layout, chop off 10% on either side, and there, you've fixed it. Congratulations.
So I found this funny video about the Rayman Leak earlier today:
[media]http://www.youtube.com/watch?v=0N7JqTZd7HY[/media]
Also, the new Smashboards thread simulator should be done processing soon.
[QUOTE=Everything;47173711]If what you want is a simple stage with no hazards or gimmicks, that's what the stage builder excels at. Just turn on the grid and make stuff with point-to-point straight lines, super simple.
I'm surprised nobody's thought to use it for a competitive angle, since you can build equivalents of stages that have walk-off edges, hazards or transformations, and "fix" them for competitive play.
[editline]19th February 2015[/editline]
IE, there's a stage that's walk-off, but is otherwise quite nice. Duplicate the layout, chop off 10% on either side, and there, you've fixed it. Congratulations.[/QUOTE]
Only limitation that hurts is that you can't do scripted stages, such as Delfino Plaza, Halberd, or Skyloft. Instead you're going to be focusing much more on static terrain, which isn't the end of the world as it means any encounter on the stage at any time will be roughly equivalent to any other time (mobile soft platforms aside).
Also it hurts that there's no real standardization or stage sharing yet, so if you want to have a competitive scene with custom stages, it'd need to be not only approved by the tournament organizers, but recreated from scratch (which is prone to mistakes). 3DS getting an update to share custom fighters over miiverse is good news for this, as we may be able to share custom stages when it hits the Wii U.
I miss Brawl's stage editor.
Falling blocks and Ice were really useful for getting certain effects on stages. I can't draw stages in Sm4sh for shit, they end up being all lumpy and weird.
It was nice just being able to place blocks of ground wherever you want.
New Smashboards Thread Simulation Video:
[media]http://www.youtube.com/watch?v=JI9SDoQIdMQ[/media]
[QUOTE=Psychopath12;47173760]Only limitation that hurts is that you can't do scripted stages, such as Delfino Plaza, Halberd, or Skyloft. Instead you're going to be focusing much more on static terrain, which isn't the end of the world as it means any encounter on the stage at any time will be roughly equivalent to any other time (mobile soft platforms aside).
Also it hurts that there's no real standardization or stage sharing yet, so if you want to have a competitive scene with custom stages, it'd need to be not only approved by the tournament organizers, but recreated from scratch (which is prone to mistakes). 3DS getting an update to share custom fighters over miiverse is good news for this, as we may be able to share custom stages when it hits the Wii U.[/QUOTE]
Stages with transformations could be split, such as Delfino A, B, C, etc.
Certain transforming stages are counterpick stages because of a specific part of them. That part can simply be selected from the bunch for the counterpick with this method, cutting a lot of the fat and reducing the likelihood of either player stalling it out.
[QUOTE=Mayor Luigi;47173777]I miss Brawl's stage editor.
Falling blocks and Ice were really useful for getting certain effects on stages. I can't draw stages in Sm4sh for shit, they end up being all lumpy and weird. It was nice just being able to place blocks of ground wherever you want.[/QUOTE]
I'm surprised that there wasn't a lock-to-grid toggle or tile-objects to place. Those sorts of things make it much more manageable for people who aren't as artistically inclined and it allows for easy replication in the event of a HDD wipe or wanting to transfer to a friend's system.
[QUOTE=EditOutJ;47173103]G&W tips[/QUOTE]
[QUOTE=Psychopath12;47173288]MORE G&W advice[/QUOTE]
thanks a ton for these guys, already making good progress in learning him.
[QUOTE=Psychopath12;47173830]I'm surprised that there wasn't a lock-to-grid toggle or tile-objects to place. Those sorts of things make it much more manageable for people who aren't as artistically inclined and it allows for easy replication in the event of a HDD wipe or wanting to transfer to a friend's system.[/QUOTE]
There IS a grid option for drawing stages. Press X.
[editline]19th February 2015[/editline]
Using it makes replicating certain stages laughably easy.
in other G&W news, I just got countered after hitting a 1 and died.
jesus talk about insult to injury.
[QUOTE=EditOutJ;47173519]Its a travesty Dreamland didn't make it in Sm4sh.[/QUOTE]
The absence of Final Destination's 64 theme is also complete nonsense when the Melee and Brawl ones came back.
[video=youtube;R-Km_m4kn3Q]http://www.youtube.com/watch?v=R-Km_m4kn3Q[/video]
I was playing with random customizations on a while back, rolled a 9 when somebody shielded and it knocked G&W back so far it killed him.
[editline]19th February 2015[/editline]
[QUOTE=The Duke;47174012]The absence of Final Destination's 64 theme is also complete nonsense when the Melee and Brawl ones came back.[/QUOTE]
I want N64 Metal Mario theme with added clunking.
anyone up for some games?
just tried my hand at a custom stage for the first time (hyrule castle) and wanna do some testing on that + play some fun games with facepunchers (seriously all you guys are the best to play with)
[QUOTE=TheWhiteFox1;47174285]anyone up for some games?
just tried my hand at a custom stage for the first time (hyrule castle) and wanna do some testing on that + play some fun games with facepunchers (seriously all you guys are the best to play with)[/QUOTE]
Are you on Wii U or 3DS? for the game?
WiiU
[editline]aIWEfh90e4v2ntmw[/editline]
i'm in the smashpunch chat right now btw
count me in whitefox
how 2 game & watch:
1) down throw
2) side b
3) get a 9
4) win
[QUOTE=Shortyish;47174343]how 2 game & watch:
1) down throw
2) side b
3) get a 9
4) win[/QUOTE]
i got ko'd by an AI G&W from 0% on Flat Zone today because he used his recover right underneath me.
we were both at the bottom of the stage.
i was really, really upset.
[QUOTE=FlakTheMighty;47170714]I started making a thing.
[img]http://i.imgur.com/MqGhToL.png[/img][/QUOTE]
github pls
[QUOTE=Fangz;47173730]So I found this funny video about the Rayman Leak earlier today:
[media]http://www.youtube.com/watch?v=0N7JqTZd7HY[/media]
Also, the new Smashboards thread simulator should be done processing soon.[/QUOTE]
With SSB4 Models and stages coming to SFM, I wonder how well someone could make a fake leak with gameplay.
[QUOTE=VernoGuy;47174792]With SSB4 Models and stages coming to SFM, I wonder how well someone could make a fake leak with gameplay.[/QUOTE]
You would have to be really really really really good at SFM to make it believable
Also SFM has a pretty distinct look to it you have to try REALLY hard to compensate for.
Someone (soullink) is attempting to port the Rayman trophy as a ragdoll in the SSB4 models thread.
[img]http://puu.sh/g4xjy/e2dee23e07.png[/img]
He's not so sure how he's going to be able to do the head.
[QUOTE=HybridTheroy;47174414]github pls[/QUOTE]
Why do you want to see my shitty code? It's not like the project is too difficult.
Did you only do Captain Falcon or did you do any others? Because if you do the others I could get them included.
[url=http://flakthemighty.net/software/smashup/Smashup.exe]Here[/url]'s what I've got so far, PM me any problems you guys find.
[QUOTE=soullink;47176141][URL="http://facepunch.com/showthread.php?t=1443536&p=47176029&viewfull=1#post47176029"]Crosspost[/URL]
[t]http://puu.sh/g4FMs/f6cec75706.png[/t][/QUOTE]
So the eyebrows really are that exaggerated.
Gamestop started allowing preorders of the gamecube adapters today. They said they're gonna be here around late march or early April. I've been waiting for this forever.
right so maybe i'm just dumb but i've just recently emulated Project M and am kind of having a hard time adjusting to it. i enjoy the feel of it for sure, but i'm having some issues with the controls. i'm using a gamecube controller w/ the WiiU adapter plugged into my PC, and there's some issues that feel like they could potentially be some form of input delay. for example, i've had it occur a lot where my smash attacks instead come out as tilts, and sometimes walking instead of dashing even though i'm pushing the stick the same way i do in Smash 4. i'm not sure if this is something up with my controller (or adapter), or just a change between the games physics / timing for certain attacks? i know i'm gonna look like a super silly idiot if it ends up being the latter, but some clarification on this would be great.
[editline]wpevmo[/editline]
might as well add i did do some finicking around with the thumbsticks radius / deadzone and also tried using another controller entirely (PS3 controller) but seemed to have the same problem.
[QUOTE=TheWhiteFox1;47176648]right so maybe i'm just dumb but i've just recently emulated Project M and am kind of having a hard time adjusting to it. i enjoy the feel of it for sure, but i'm having some issues with the controls. i'm using a gamecube controller w/ the WiiU adapter plugged into my PC, and there's some issues that feel like they could potentially be some form of input delay. for example, i've had it occur a lot where my smash attacks instead come out as tilts, and sometimes walking instead of dashing even though i'm pushing the stick the same way i do in Smash 4. i'm not sure if this is something up with my controller (or adapter), or just a change between the games physics / timing for certain attacks? i know i'm gonna look like a super silly idiot if it ends up being the latter, but some clarification on this would be great.
[editline]wpevmo[/editline]
might as well add i did do some finicking around with the thumbsticks radius / deadzone and also tried using another controller entirely (PS3 controller) but seemed to have the same problem.[/QUOTE]
try these settings:
[img]http://i.gyazo.com/cecf0b76d9babab3f569c8814b7a57a2.png[/img]
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