Project M - Discussion générale

Discutez du mod de SSBB destiné aux joueurs de Melee

Re: Project M - Discussion générale

Messagepar Nedved » 26 Mai 2012, 08:46

Je viens vous éclairer
Des changements pour les hitbox et le momentum des persos, quelques attaques à revoir, etc... tout le monde a eu un petit changement dans une hitbox ou un méchanisme (Falcon devrait être encore plus Melee-like).
Les bots peuvent wavedash et Lcancel aussi.
Memo : Ce que vous lisez au-dessus peut-être méchant. Calm down, en vrai on est tous de gentils poulets. Mais une bouffée d'acide en pleine gueule n'a jamais tué, non ?

No Hate, No Gain

Armada a écrit:As spacies I don't think you need a secondary cause they have no bad MUs. Maybe Fox lose against Falco/Marth and Falco maybe lose against Marth (Im not really aggreing with Marth being terrible like most of smashboards says)

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Re: Project M - Discussion générale

Messagepar BSeeD » 26 Mai 2012, 11:54

Link69 a écrit:Aucune idée, j'ai cherché un changelog mais pas trouvé. Mais ça peut au final qu'être bénéfique :)


Après une longue et fastidieuse recherche d'environ 2 minutes, j'ai trouvé ça :

http://www.smashmods.com/forum/thread-4352-post-72574.html#pid72574

Ne me remerciez pas, je sais que jsuis trop fort.
Benoit a écrit:BSeed c'est un mégaphone vivant, donc à motivation égale, il marque mieux les esprits (et les oreilles).


Kirbykaze a écrit:I swear if most Sheiks just improved their technical skill (moving fluidly [and with a high degree of control], moving quickly [includes oos], control over their momentum, better spacing, grabbing the edge quicker, being able to reverse needle store for offensive edgeguards with bair, consistent short hops on command [includes on oos stuff]) then a lot of them would start beating people they're currently losing to just because then they'd be way faster, harder to hit, do more damage ON hit, better out of shield, and have better edgeguards.
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Re: Project M - Discussion générale

Messagepar Link69 » 26 Mai 2012, 18:50

BSeeD a écrit:
Link69 a écrit:Aucune idée, j'ai cherché un changelog mais pas trouvé. Mais ça peut au final qu'être bénéfique :)


Après une longue et fastidieuse recherche d'environ 2 minutes, j'ai trouvé ça :

http://www.smashmods.com/forum/thread-4352-post-72574.html#pid72574

Ne me remerciez pas, je sais que jsuis trop fort.



Effectivement pas besoin de te remercier vu que c'est le même texte que sur le site de Project M :) Ce que je veux c'est un vrai changelog avec les modifications précises comme tel frame modifiée etc... un changelog quoi.

Thanks Nedved pour les précisions :)
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Project M - Discussion générale

Messagepar BSeeD » 27 Mai 2012, 12:15

Euh... T as cliqué sur le petit bouton "afficher" en bas du premier post ?
Benoit a écrit:BSeed c'est un mégaphone vivant, donc à motivation égale, il marque mieux les esprits (et les oreilles).


Kirbykaze a écrit:I swear if most Sheiks just improved their technical skill (moving fluidly [and with a high degree of control], moving quickly [includes oos], control over their momentum, better spacing, grabbing the edge quicker, being able to reverse needle store for offensive edgeguards with bair, consistent short hops on command [includes on oos stuff]) then a lot of them would start beating people they're currently losing to just because then they'd be way faster, harder to hit, do more damage ON hit, better out of shield, and have better edgeguards.
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Re: Project M - Discussion générale

Messagepar BSeeD » 27 Mai 2012, 12:38

Lol Willy faut que t'arretes de supprimer, éditer, copier, coller tes posts c'est relou un peu.

General Fixes
Random character select no longer favors Mario
Fixed a bug in certain moves not being refreshed on landing while holding an item (e.g. Marth's Side-B)
Dash accelerations for Melee veterans were ported
Pressing B on the ledge performs a ledge attack
Momentum at end of dashes and moonwalks now preserves properly
Glides can no longer grab backwards
Reverse edge grab mechanics have been adjusted
Previously, lots of things couldn't slide off edges. This has been addressed, now wait, dash, turns, squats, landings, crawls, and shields can slide off edges
Ceiling bounces are temporarily using Brawl's Stage Collision Detection, they used to be instant deaths
Characters no longer lose height on the respawn platform
Slopes no longer impact landing velocity
Multi-jumpers' air friction was fixed, including Dedede and Charizard's last jump properly transitioning into fall
Footstools can now be activated with Down-taunt
KO Ownership is fixed, now no one can just laser an opponent and still get the KO 2 minutes later
Fixed the inability to change the buttons to whatever you want with the Classic Controller and Wii Remote
Carrier items such as crates and capsules no longer explode
Homebrew codeset has "Disable Custom Stages" removed. Hackless codeset, however, to prevent freezes at the stage select screen still has custom stages disabled

Character Fixes
Bowser fits properly on the Training pause screen
Both Captain Falcon's and Ganondorf's Up-B Throw animations were touched up
Captain Falcon's dash attack can slip off edges like in Melee
Captain Falcon's Side-B has a ground to air transition animation similar to Ganondorf's to allow him to grab edges backwards. No, he cannot grab it backwards during special fall
Captain Falcon's Up-B received physics adjustments to match Melee
Charizard's Flamethrower no longer falls off ledges
Charizard can no longer cancel his shield-break animation with Down-B
Charizard's Down-smash received some hitbox adjustments and is non-clankable
Charizard's jab was reanimated to be more polished
Charizard's Forward-tilt received some animation, sound effects, and hitbox adjustments
Charizard's Up-air received some animation and sound effects adjustments
Charizard's Back-air received some frame data adjustments to look better aesthetically when auto canceled
Dedede can grab the edge towards the end of his Up-B cancel flip
Dedede's spotdodge animation was smoothed out
Donkey Kong's cargo drop from platforms glitch has been fixed
Fixed Donkey Kong's dash attack grabbing the edge bug
Donkey Kong is now be able to Fastfall his dash attack when it goes offstage
Donkey Kong's Up-Aerial received an animation adjustment
Falco's head hurtbox that caused odd behavior, especially with Marth's sword tip, has been fixed
Fox's Forward-tilt does not halt momentum when used
Fox's Up-Throw issues have been addressed
Ganondorf's ledge attacks now match Melee
Adjusted Ganondorf's Up-B physics and grab hitboxes to be closer to Melee
Fixed one of Ganondorf's Up-tilt hitboxes so that when the explosion occurs it doesn't miss
Ganondorf's dash attack can slip off edges like in Melee
Ganondorf's Forward-tilt had its animation adjusted as well as the angled ones. Angled up-forward tilt should hit opponents on platforms, for example
Ganondorf's Side-B has a ground to air transition animation so he can grab the edge backwards. No, he cannot grab it backwards during special fall
Ganondorf's Up-air had its animation adjusted to match Melee's range
Ganondorf's Back-air had its animation adjusted to match Melee's range
Ganondorf's Down-smash kicks hit at the proper frames apart now so the 2nd kick will not whiff as easily
Ganondorf's Down throw animation was adjusted
Ike's Quick Draw OHKO now cannot cause a permanent color tint
Ike cannot grab the ledge backwards after a certain point during his Up-B
Jigglypuff's Up-Taunt can now be taunt canceled
Fixed issue with Jigglypuff turning around mid-run
Fixed Jigglypuff's and Lucas' water issues
Jigglypuff's multi-jump air friction was corrected
Jigglypuff's recovery A.I has been improved
Link's Up-Smash has fixed timers
Link's Hylian shield now works properly in wait, walk, and crouch
Link's Forward roll no longer falls off of edges
Both Links' pummels should now work fine on slopes
Fixed Lucario's ability to infinitely stall with Up-B Wall Clings
Fixed Lucario's Aerial Down-B restoration on death
Fixed Lucario's inability to use Up-B again after using it on the ground
Lucas' and Ness' Double-Jump-Canceling item Z-drop float bug fixed
Lucas' A.I properly uses Up-B to recover
Fixed Lucas' Down-B absorb so he cannot interrupt it with jump, spotdodge, or roll
Fixed Lucas' double jump animation translations
Fixed Luigi's inability to fall through platforms during Up-B special fall
Luigi's Up-B can now only grab the edge facing forward on Up-B fall after he starts blinking
Adjusted Mario's tornado mashing to gain height
Marth can only grab the ledge backwards just before going into special fall
Ness' PK Flash no longer goes into special fall in the air
Peach's dash item throw animation cleaned up
Fixed Peach's camera issues
Peach received some very minor animation adjustments
Pit's recovery A.I has been improved
Cleaned up Pit's Side-B coding so momentum isn't so awkward
R.O.B.'s Final Smash freeze has been fixed
R.O.B.'s Grounded Side-B counting as Aerial Side-B/Up-B usage fixed
R.O.B's Gyro can now be grabbed on slopes
R.O.B's Gyro bounces off of shields instead of disappearing
R.O.B's Gyro has hitlag where previously it had none
Sheik's recovery A.I has been improved
Sheik's wavedash animation now properly matches Melee
Sonic's Side-B doesn't plummet out of hitstun anymore
Sonic's Forward-air trail adjusted to come out sooner and end sooner
Sonic's desyncing on WiFi should now be fixed
Fixed Sonic's jab slide with grab
Sonic's invincibility on grounded Side-B was removed due to a glitch that allowed him to keep the invincibility all throughout the entirety of the spin dash. However, the invincibility is there when hopped and when in the air
Fixed the ability to tap jump with tap jump off on Sonic's Homing Attack cancels
Sonic's Up-B animation now transitions to fall properly
Toon Link's Down-smash stats properly ported from Melee
Toon Link's Forward-air & Back-air had very, very minor hitbox adjustments
Toon Link's Up-B hitbox on the tip of his sword has been reduced very slightly in size
Wario's Aerial Neutral-B freeze has been addressed
Warioman cannot use attacks out of his Air Dodge
Wolf's On-Hit Side-B transition to fall goes into hard landing instead of special landing

Stage Fixes
Battlefield's collisions were made completely flat, before they were considered as a slope on the left side
Dracula's Castle received minor gameplay and aesthetic fixes
It is now possible to wall jump the middle tower on Fourside
Added individual objects to Green Hill Zone's main platform to make it look less plain
Green Hill Zone's camera was adjusted
Green Hill Zone's background improved
Added Hyrule Temple, moved Hyrule Temple:M to the first page (Over Hanenbow, which was given a song. (R03.brstm)
Wispy in Dreamland 64 now properly turns his face when he is blowing wind
Warioware's camera values adjusted to be less disorienting

Menu Fixes
"Coin Launcher" now spelled properly
Changed Zelda's and Sheik's Character Portraits to look better
Green Hill Zone's stage icon changed to match what was added
Added a name bar to the random character select icon
Made some aesthetic adjustments to the random character select icon
Title screen modified to include "Demo v2.1" near the Project M logo
All stages, More Rules, an Random Stage Switch are selectable while running PM even if they have not been unlocked yet

Bonus Additions
Added Dr. Mario taunt to Mario, except instead of a pill he uses a fireball. It replaces Mario's Down-taunt (which is the classic 'death' animation from the Donkey Kong arcade game)
Computer players will now wavedash
Captain Falcon, Falco, Fox, and Wolf's A.Is will sometimes L-cancel, no other A.Is are capable of L-canceling
Temple:M went through a complete makeover! It now has a nice Skyloft look to it with a tour of Skyloft itself
Dernière édition par BSeeD le 27 Mai 2012, 12:40, édité 1 fois.
Benoit a écrit:BSeed c'est un mégaphone vivant, donc à motivation égale, il marque mieux les esprits (et les oreilles).


Kirbykaze a écrit:I swear if most Sheiks just improved their technical skill (moving fluidly [and with a high degree of control], moving quickly [includes oos], control over their momentum, better spacing, grabbing the edge quicker, being able to reverse needle store for offensive edgeguards with bair, consistent short hops on command [includes on oos stuff]) then a lot of them would start beating people they're currently losing to just because then they'd be way faster, harder to hit, do more damage ON hit, better out of shield, and have better edgeguards.
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Re: Project M - Discussion générale

Messagepar Meljin » 27 Mai 2012, 12:39

Nice ! J'attends vraiment qu'ils corrigent le problème concernant les gachettes pour pouvoir jouer sérieusement à P:M, les WD OOS sont horribles à faire :/

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Re: Project M - Discussion générale

Messagepar BSeeD » 27 Mai 2012, 12:41

Meljin a écrit:Nice ! J'attends vraiment qu'ils corrigent le problème concernant les gachettes pour pouvoir jouer sérieusement à P:M, les WD OOS sont horribles à faire :/


C'est juste que vous êtes tous des feignasses et que vous les faisiez pas comme il faut avant XD
Benoit a écrit:BSeed c'est un mégaphone vivant, donc à motivation égale, il marque mieux les esprits (et les oreilles).


Kirbykaze a écrit:I swear if most Sheiks just improved their technical skill (moving fluidly [and with a high degree of control], moving quickly [includes oos], control over their momentum, better spacing, grabbing the edge quicker, being able to reverse needle store for offensive edgeguards with bair, consistent short hops on command [includes on oos stuff]) then a lot of them would start beating people they're currently losing to just because then they'd be way faster, harder to hit, do more damage ON hit, better out of shield, and have better edgeguards.
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Re: Project M - Discussion générale

Messagepar Meljin » 27 Mai 2012, 13:47

J'ai commencé en changeant de main pour Sheik, c'est à dire... Il y'a 2 mois \o/
Plus sérieusement, excuse moi mais "le faire comme il faut" = le faire avec deux gachettes :D

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Re: Project M - Discussion générale

Messagepar Willy » 27 Mai 2012, 14:09

BSeeD a écrit:Lol Willy faut que t'arretes de supprimer, éditer, copier, coller tes posts c'est relou un peu.


Ouais en le postant j'me suis dit "azy nique t'façon c'est affiché sur smashboards et j'ai pas spécialement envie de prendre part à la discussion".
Sorry 'bout that.
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Re: Project M - Discussion générale

Messagepar Kululu » 27 Mai 2012, 15:51

C'est assez wigolo de lancer un replay de Brawl avec P:M, du style BTT. Le jeu refait les commandes, mais avec la nouvelle physique ça cadre trop pas. N'empêche qu'au niveau 2, mon Falco arrive à 3 cibles de la fin =)

En parlant de BTT d'ailleurs, j'en avais fait un petit peu en 2008, mais avec P:M en un essai je m'explose de 3 ou 4 secondes en moyenne, ça va trop vite ce jeu :wat:
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Re: Project M - Discussion générale

Messagepar Meljin » 27 Mai 2012, 15:57

Kululu a écrit:C'est assez wigolo de lancer un replay de Brawl avec P:M, du style BTT. Le jeu refait les commandes, mais avec la nouvelle physique ça cadre trop pas. N'empêche qu'au niveau 2, mon Falco arrive à 3 cibles de la fin =)

En parlant de BTT d'ailleurs, j'en avais fait un petit peu en 2008, mais avec P:M en un essai je m'explose de 3 ou 4 secondes en moyenne, ça va trop vite ce jeu :wat:


ça me fait penser, j'essayais avec Willow de faire le mode "Rush boss" (je sais pas comment ça s'appelle j'ai le jeu en jap) avec Project:M, mais c'était pas si facile que ça. A votre avis, c'est plus simple avec Project M (distribution de % plus rapide) ou Brawl (plus grande chance de survivre, DI incroyables, ect ect) ?

Et j'avais déjà fait ce truc des replay, c'est marrant les désynchro, ça nous rappelle l'époque de SSB64 online :lol:

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Re: Project M - Discussion générale

Messagepar Nedved » 27 Mai 2012, 16:41

sur P:M j'ai du mal aussi à faire les SmashBoss (non?). J'ai pas essayé sur Brawl, mais là je galère pas mal à faire des trucs corrects, surtout dans les niveaus de difficultés supérieurs.
Memo : Ce que vous lisez au-dessus peut-être méchant. Calm down, en vrai on est tous de gentils poulets. Mais une bouffée d'acide en pleine gueule n'a jamais tué, non ?

No Hate, No Gain

Armada a écrit:As spacies I don't think you need a secondary cause they have no bad MUs. Maybe Fox lose against Falco/Marth and Falco maybe lose against Marth (Im not really aggreing with Marth being terrible like most of smashboards says)

Bowser >>> BSeeD, Xeal, Sora, Lukahn
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Re: Project M - Discussion générale

Messagepar Link69 » 27 Mai 2012, 20:36

BSeeD a écrit:Euh... T as cliqué sur le petit bouton "afficher" en bas du premier post ?



Putain chu un boulay, j'ai cherché sur toute la page pourtant -_- Thanks exactement ce que je cherchais !
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Project M - Discussion générale

Messagepar BSeeD » 28 Mai 2012, 10:57

Link69 a écrit:
BSeeD a écrit:Euh... T as cliqué sur le petit bouton "afficher" en bas du premier post ?



pu**** chu un boulay, j'ai cherché sur toute la page pourtant -_- Thanks exactement ce que je cherchais !


Tu vois je t avais dit :p

@Meljin: je plaisantais hein ;)
Benoit a écrit:BSeed c'est un mégaphone vivant, donc à motivation égale, il marque mieux les esprits (et les oreilles).


Kirbykaze a écrit:I swear if most Sheiks just improved their technical skill (moving fluidly [and with a high degree of control], moving quickly [includes oos], control over their momentum, better spacing, grabbing the edge quicker, being able to reverse needle store for offensive edgeguards with bair, consistent short hops on command [includes on oos stuff]) then a lot of them would start beating people they're currently losing to just because then they'd be way faster, harder to hit, do more damage ON hit, better out of shield, and have better edgeguards.
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Re: Project M - Discussion générale

Messagepar Lukahn » 28 Mai 2012, 11:35

Ganon peut f tilt un mec sur un plate forme au dessus de lui. Mais bien entendu.

Oui. Sure...
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