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Author Topic: [Official] Project M discussion: RIP  (Read 734276 times)
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    « Reply #840 on: November 06, 2013, 07:49:15 PM »


    They are small looking because Luigi's hands aren't that big. They are scaled a lot in Luigi's animations.
    No [censored] :0

    That's what bone scaling is for.
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    « Reply #841 on: November 06, 2013, 08:41:07 PM »


    For Sonic's alt. costume...I want to see Classic Sonic as an alt. costume. That'll be awesome.
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    « Reply #842 on: November 06, 2013, 08:54:26 PM »


    Not saying they look bad. They look great. I'm just saying they could've gone for larger nostalgia appeal by going for the oldest iterations possible.

    They're aiming too much at Melee than just the battle physics and all that they originally mentioned...

    At first, I expected P:M to be a balance between all smash games up to now, but it's been stepping into Melee territory a bit too much... I understand about the techniques and everything, but no need to go back into textures...

    But after all, what'd you expect from just the name of the project itself? Project MELEE
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    nanobuds
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    « Reply #843 on: November 06, 2013, 09:33:28 PM »


    We're trying to appeal to the competitive Melee fanbase.

    A lot of them prefer Melee Fox's design. Personally, I do too.

    As for Link, Melee or not his OoT design is awesome.
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    « Reply #844 on: November 06, 2013, 11:07:14 PM »


    Just out of curiosity, is it possible with the alt-costume engine to have more than one alt costume on a given character (assuming the graphic and sound effects stay the same)? If so, what would be the limit to that?

    Secondly, is the PMBR going to divulge how the alt-character engine works at any point, or would I have to reverse engineer their reverse engineering to figure it out?
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    « Reply #845 on: November 07, 2013, 12:13:38 AM »


    "Additionally, cBliss does not have support for Team Colors with its added costumes."
    Can someone clarify what you mean by that?
    cBliss does support team colors very well, just not like Brawl originally does.
    This is by design and not by flaw; it is to give it a more uniform setup.

    Thanks for the stab though.


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    « Reply #846 on: November 07, 2013, 12:39:47 AM »


    "Additionally, cBliss does not have support for Team Colors with its added costumes."
    Can someone clarify what you mean by that?
    cBliss does support team colors very well, just not like Brawl originally does.
    This is by design and not by flaw; it is to give it a more uniform setup.

    Thanks for the stab though.

    It was rather poorly worded, but I think what it meant was that their alt-character engine supports team colors for the alt characters as well, as with their example of being able to have two red Marios (Mario's default color and Doctor Mario's red color) on the same Red Team without the white overlay.
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    « Reply #847 on: November 07, 2013, 12:58:44 AM »



    That makes sense now, thanks.
    Though that won't be true for long.

    Anyways congrats glad to finally see something.
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    « Reply #848 on: November 07, 2013, 05:41:59 AM »


    yeah... back to my favourite mewtwo topic, you guys said his thinner fingers were because of the more recent design mewtwo was given... well, in X and Y he still has the "bulb" fingers...
    so yeah...
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    « Reply #849 on: November 07, 2013, 06:10:27 AM »


    Just out of curiosity, is it possible with the alt-costume engine to have more than one alt costume on a given character (assuming the graphic and sound effects stay the same)? If so, what would be the limit to that?

    Secondly, is the PMBR going to divulge how the alt-character engine works at any point, or would I have to reverse engineer their reverse engineering to figure it out?
    Question 1: We have a limit, yes. We can't add unlimited amount of slots to a character. I forgot the exact number we can have, but I'm pretty sure it's around the same as the amount that Wario has (10ish?). We may not use all of them for each character though...

    Question 2: it depends on what our coders think.

    "Additionally, cBliss does not have support for Team Colors with its added costumes."
    Can someone clarify what you mean by that?
    cBliss does support team colors very well, just not like Brawl originally does.
    This is by design and not by flaw; it is to give it a more uniform setup.

    Thanks for the stab though.



    As Kage said, we can have the alts on the Red, Blue, or Green team for team battles.
    « Last Edit: November 07, 2013, 08:28:37 AM by Nanobuds » Logged

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    « Reply #850 on: November 07, 2013, 07:56:59 AM »


    Question 1: We have a limit, yes. We can't add unlimited amount of slots to a character. I forgot the exact number we can have, but I'm pretty sure it's the same as the amount that Wario has. We may not use all of them for each character though...
    10 slots.; and wario has 12 slots.

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    now if only we could fit megaman into project m. the thing is, he was never in a previous smash bros. a shame really, i REALLY wanna play as him without replacing Ness.
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    « Reply #851 on: November 07, 2013, 08:29:21 AM »


    Ahh I thought Wario had 10. My bad.
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    « Reply #852 on: November 07, 2013, 12:32:13 PM »


    The Alt costumes are great and all, but I'd honestly prefer melee alts for all the characters. Some may say "Not everyone is in melee though!" Well why not use a design that's similar to melee? An example of this is SA2 Sonic, but maybe with a better melee touch to it. I know my ideas aren't going to be used, but it's a suggestion Tongue
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    « Reply #853 on: November 07, 2013, 12:42:08 PM »


    or just give sonic more actual recolors than just green and red. black sonic could actually be black (semi-representing shadow), and gold ring sonic could be light gray (representing silver). as for snake, just use his regular skins, but his head is that of TS Snake in each.
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    « Reply #854 on: November 07, 2013, 03:34:37 PM »


    Will dry bowser have his blue flames or is that not possible?
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