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« on: April 26, 2015, 03:53:04 PM » |
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INTRODUCTIONSuper Smash Bros 64 Remix is a SSBB mod with the objective of bringing the fun and nostalgic feeling of SSB64 into brawl, without becoming a clone of any of the two, it will control like brawl but also like 64, having a “crossover” feeling on the gameplay aspect. Things taken from 64 come in the form of no charged smash and air dodges, but characters will still conserve their side specials, crawls and tethers. Gameplay is mostly focused on combos, so in that sense it a lot like ssb64, in other words “don’t get hit”. Changes to the CSS have been done to give a more 64-like feeling, and stages from the original smash bros. have replaced the melee stages, along with a new special mode, characters have been buffed to be able to create more combos and put more pressure on opponents. DOWNLOADIMAGESCHANGESv1.0.0 No airdodge No charged smash No ledge grab animation Z-cancel No auto-cancels on aerials No meteor canceling More hitstun More shieldstun Shield /gain is now the average between 64 and brawl Less buffer Harder perfect shields Dash dancing No tripping Modified stale move negation v1.1.5 v1.2.0 CHARACTER CHANGELOG
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« Last Edit: November 18, 2015, 10:36:01 PM by chocodino »
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« Reply #1 on: April 26, 2015, 06:42:25 PM » |
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You should consider adding some N64 stages into the mix. Like, not completely make those the only stages, but have them replace a few of the current stages.
I mean, you ARE making it like a crossover between N64 and Brawl, so why not have the stages be like that, too?
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Why are forum signatures so big and obnoxious
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« Reply #2 on: April 26, 2015, 06:52:25 PM » |
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Even though it doesnt try to be 1:1 clone, add some N64 costumes but why only 12 characters? I get it, original 12, but all characters can be worked out.
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Formerly known as Nick.
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« Reply #3 on: April 26, 2015, 06:57:01 PM » |
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You should consider adding some N64 stages into the mix. Like, not completely make those the only stages, but have them replace a few of the current stages.
I mean, you ARE making it like a crossover between N64 and Brawl, so why not have the stages be like that, too?
mainly because I only made this to kill some time [took around 2-3 hours to make], but in the future, if people want a "bigger" version of this, I can make it [although I would first add all the brawl characters, it should take between 4-5 hours ]. but right now I am really busy, so it would have to be in some months [it could wait until SSB64 Pal 16th anniversary.....]. I think right now the most important thing would be opinions, about how it feels, if something should be changed, etc. and of course, it people want that "bigger" version. Even though it doesnt try to be 1:1 clone, add some N64 costumes but why only 12 characters? I get it, original 12, but all characters can be worked out.
as stated above, I only did it to kill some time, if there is a positive reception, it will be expanded to the entire brawl roster [I already have an estimated amount of time it would require to do it].
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« Reply #4 on: April 27, 2015, 09:14:27 PM » |
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« Reply #5 on: April 27, 2015, 11:01:35 PM » |
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Not really, Don't Have much free time, and I think I do enough to brawl [although this is the first thing I have actually made public], also, in this kind of things I prefer to work alone. But remember, this two projects are really different, and I'm looking forward to Reality 64, whenever it comes out... And since I'm commenting, how would you and other people think of releasing "Expansion Paks", adding more characters every week or two [on weekends]?
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« Reply #6 on: April 29, 2015, 08:25:03 PM » |
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And since I'm commenting, how would you and other people think of releasing "Expansion Paks", adding more characters every week or two [on weekends]?
I'm totally down with expansion paks.
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Why are forum signatures so big and obnoxious
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« Reply #7 on: May 01, 2015, 08:57:25 PM » |
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Update - version 1.0.0
The entire roster is here to smash.
Although I said I wouldn't be able to update constantly, I got some free time, and used it to finish all the Characters, Now there will be no more Expansion Paks, everything comes in the main download. More info was added to OP, and if someone could make a video of the gameplay and upload it to youtube, it would be great.
P.D. I only tested this on dolphin [currently no access to a wii, and for some reason the game crashed when entering the results screen with the pokemon trainer [sometimes], that is why the pokemons in the CSS are the independent versions. I would like feedback on how this works on actual wii consoles.
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« Reply #8 on: May 05, 2015, 07:27:15 PM » |
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Does this work for 4gb SDHC cards?
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« Reply #9 on: May 05, 2015, 11:42:57 PM » |
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Does this work for 4gb SDHC cards?
inside the codes folder there are 2 .gct files, the one by default is only SD, but the other one is SDHC, just delete the original, and change the name of the SDHC to RSBE01.gct
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« Reply #10 on: May 19, 2015, 01:41:22 AM » |
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Can you add young link?
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« Reply #11 on: August 10, 2015, 07:55:04 PM » |
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inside the codes folder there are 2 .gct files, the one by default is only SD, but the other one is SDHC, just delete the original, and change the name of the SDHC to RSBE01.gct
there is a glitch where sometimes after being hit, characters can air dodge. Ive been modding this mod quite heavily. I love what you've done with the engine.
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« Reply #12 on: August 13, 2015, 04:35:42 PM » |
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there is a glitch where sometimes after being hit, characters can air dodge. Ive been modding this mod quite heavily. I love what you've done with the engine.
Of course it needs a lot of more work, as previously stated, I only put some hours [I believe around 8] into it, I might continue it later [have too many things to do], but if you are willing to tell, what have you done to the base pack? [this way I can see things that need to get better, or some changes that people might like]. mainly I am thinking of buffing everyone, make it possible to consistently shield break [if you know what you are doing] and add some 0 to death combos
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« Last Edit: August 13, 2015, 04:37:59 PM by chocodino »
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« Reply #13 on: August 20, 2015, 03:39:52 PM » |
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Captain Falcon -Combo up air trajectory sends opponents up on some joints and away on others. -Weight increased -Up Special knockback increased -Dthrow trajectory changed to be more upward -All around combo game changed to mirror smash 64
Mario -Added lag on upsmash and strength increased to match smash 64. -Fair Changed to be his fair from smash 64 -Dair Changed to be his dair from smash 64 -Down Special changed to tornado spin from smash 64 -Up Special Increased -Weight increased -Jump height increased
Dk -Down Special speed increased and lag increased -Running smash speed increased
Link -Up special is all around faster -Up special vertical movement increased
Fox -Running smash trajectory changed to knock enemies forward instead of upward -Fair Changed to match smash 64 -Bair Changed to match smash 64 -Weight increased -Jump increased
Samus -Weight heavily increased to match her games -Speed increase
Kirby -Increased speed on running smash
Falco -Air mobility decreased -Jump height increase -Dair spikes every frame but is strongest on first frame and semi strong on the rest -Down Special trajectory sends opponents upwards and towards you
Metaknight -Jumps decreased to 3 -Up air speed reduced
Gannondorf -Jab speed increased and reduced lag -Down special used for recover -Reduced lag on fair -Run animation changed to his melee
Zero Suit Samus -No spawning with armor pieces Stages Swapped out -Final Destion- Final Destination 64 -Jungle Japes - Kongo Jungle 64 -Mario Circuit - Bowsers Castle -Green Greens - Dreamland 64 project M remix -Bridge of Eldin - Hyrule Castle Snow HD remix
Menu Changes -Background in menus to be outter space looking down towards the earth -Character select menu changed to be bowsers castle background -Character select for Mario, DK, Link, and Captain falcon are custom drawn, others are in progress
Global Gameplay changes -No Auto Sweetspot of the ledge
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« Reply #14 on: August 20, 2015, 04:30:49 PM » |
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Changes
ok, I might be able to put something together by this or the next weekend [v1.1.0], but I will not change the moves/attacks themselves, only their properties. and the auto sweetspot will stay.........but yea, I will try to make something.
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