Smash Finland Foorumi

Full Version: Project M (Melee 2.0)
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10

RTpmwe

Edelleenkään ei kiinnosta yhtään

HippiEetu

(04-03-2012, 08:38 PM)RTpmwe link Wrote: [ -> ]Edelleenkään ei kiinnosta yhtään
siistiä, niin siistiä

RTpmwe

(04-04-2012, 03:35 PM)HippiEetu link Wrote: [ -> ][quote author=RTpmwe link=topic=153.msg23050#msg23050 date=1333485531]
Edelleenkään ei kiinnosta yhtään
siistiä, niin siistiä
[/quote]

Ihanku missään ei sais omaa negatiivista mielipidettä ilmaista, vaan pelkästään positiiviset mielipiteet saa ilmaista ja negatiiviset mielipiteet pitää jättää ilmaisematta.

Novi

(04-03-2012, 08:38 PM)RTpmwe link Wrote: [ -> ]Edelleenkään ei kiinnosta yhtään

Muistelen että sanoit jotain vastaavaa ennen ensimmäisen demon julkasua.
Sitten tulit Facebookissa kyselemään jotain asennusapuja >_>

RTpmwe

(04-04-2012, 06:01 PM)Novi link Wrote: [ -> ][quote author=RTpmwe link=topic=153.msg23050#msg23050 date=1333485531]
Edelleenkään ei kiinnosta yhtään

Muistelen että sanoit jotain vastaavaa ennen ensimmäisen demon julkasua.
Sitten tulit Facebookissa kyselemään jotain asennusapuja >_>
[/quote]

Miten tämä liittyy mihinkään? Halusin vaan testata että oliko se niin mäti ku luulin ja se asennuspaketti oli jotenki tyritty

Novi

(04-04-2012, 06:14 PM)RTpmwe link Wrote: [ -> ][quote author=Novi link=topic=153.msg23071#msg23071 date=1333562518]
[quote author=RTpmwe link=topic=153.msg23050#msg23050 date=1333485531]
Edelleenkään ei kiinnosta yhtään

Muistelen että sanoit jotain vastaavaa ennen ensimmäisen demon julkasua.
Sitten tulit Facebookissa kyselemään jotain asennusapuja >_>
[/quote]

Miten tämä liittyy mihinkään? Halusin vaan testata että oliko se niin mäti ku luulin ja se asennuspaketti oli jotenki tyritty
[/quote]

Siksi en olisi hirveen yllättynyt vaikka testaisit uudestaan.

peki

sillon kosteusmittarissa kun kokeilin tuota niin oli aika busten lagi. onko tää kehittyny nyt paljonki siitä?

Novi

(04-04-2012, 06:20 PM)pepi link Wrote: [ -> ]sillon kosteusmittarissa kun kokeilin tuota niin oli aika busten lagi. onko tää kehittyny nyt paljonki siitä?

On

Novi

(10-31-2010, 04:33 PM)RTpmwe link Wrote: [ -> ]Edelleen, miksi vitussa pitää tehdä Brawlista Melee, kun on jo Melee?

[Image: JutwN.png]

Novi

-LzR-

Project M on paskin tuote

Laatikko

Tätä vihan määrää...

[Image: tumblr_lqg9jiuPQA1qfc4muo1_250.gif]

hoponmopo

NamiNami

(04-13-2012, 03:19 PM)hoponmopo link Wrote: [ -> ]http://www.youtube.com/watch?feature=pla...mHX0#t=36s

Olin jo unohtanu ton >_>

Novi

(04-13-2012, 03:19 PM)hoponmopo link Wrote: [ -> ]http://www.youtube.com/watch?feature=pla...mHX0#t=36s

Voi mulkku <_<

Joka tapauksessa, Demo 2:n rosteri näyttää tältä

[Image: 1o8uF.png]


Ja tämä paska mikä Demo 1:ssä oli on korjattu jo aikoja sitten, kuten kymmeniä muita juttuja

[Image: linkynair.gif]


Täällä on tuosta landing detection jöötistä lukemista, varmasti isoin läpimurto 


http://www.smashmods.com/forum/thread-2248.html

Novi

Novi

Tämä on nyt ulkona

http://projectm.dantarion.com/downloads/

http://www.smashboards.com/showthread.php?t=260812

Tässä on lista jutuista mitä pitää vielä korjata:

Quote:All physics and movement take effect 1 frame late
Special move physics as well as special fall physics are not 100% perfect for every character from Melee
Ledgeteching is not possible using smash DI
Meteor Canceling does not have a fail window for Up B
A couple down throws use slightly modified knockback stats from Melee so they will induce tumble at 0 damage, as down throws tumble regardless of knockback in Melee.
There are still some instances where characters collide into one another after being hit from a attack. This should only occur when thrown but does pop up sometimes still for non-throws.
Wind Knockback pushes characters off of edges
Resets in general are still not quite perfect, as it is not possible to multihit reset currently, certain actions and stuns skip hitlag for the victim when they are being reset and thus become unSDIable. Stage Collision Detection downwards momentum bug makes it more difficult for some characters to DI up out of a reset.
Reverse Ledge Grab Boxes have long range due to fixing issues where some times your character would not grab the ledge when you jumped to it.
Donkey Kong's cargo has a stage collision detection issue when he drops from a platform. He walks in the air while part of his body is inside the floor.
If Snake is in the air and his opponent is in the air as well, when he tries to sticky them with a C4 it is possible that he will perform the animation but the C4 will not stick. How you will notice this is that Snake will not say "There!" It's pretty much Snake "missing" the sticky. In Brawl what would happen is the C4 would just drop to the floor but because we made it so C4s can't fall off anyone, the C4 just... disappears and no SFX for successfully sticking the opponent is played.
Grab Mashing is not working the same way as it does in Melee.
Stale Moves is still not quite perfect in that they do not stale until after the move ends.
Slopes can still impact certain actions, this includes wavedashing, but it is not as much as it is in Super Smash Bros. Brawl.
Tethers do not grapple onto walls
Techrolls do not carry momentum from hitstun
Attacking a shield can push the attacker off edges (e.g. Marth Fsmashes a shielding opponent, the shield pushback pushes Marth off the ledge.)
You can hold A to continue a multihit jab like Fox's kicking.
Ledge grab ranges may appear longer than they should for some characters.
Wavedash out of shield does not work properly if shield is still being held when trying to airdodge (for shoulder buttons, you only need to release the button click to allow airdodging with the other trigger).
While DI is exactly like in Melee, there is a bug that is similar to Melee's invisible ceiling glitch when a player is near an edge and DIs into the floor. The vertical knockback is canceled immediately, but the bounce itself is delayed by a few frames resulting in the character going past the floor without hitting it and then plummeting offstage in hitstun at a really low angle. In Melee you would hit the floor and then be in in freefall instead.
There are some Stage Collision Detection bugs, which are not yet fixed. The most notable being some additional downwards momentum when the character is sideways or upside down in the animation. The worst affected have been temporarily dealt with by using Brawl's SCD method for some of these actions and moves. Some of these include certain specials, jumps, tumble hitstun animations, and so on. For most of these actions, the character might just land sooner than intended.
C-stick can still affect jump directions. However, jump direction is determined before entering the air so it does not interfere with c-sticking an aerial as early as possible on a jump.
Footstools can sometimes trigger automatically when within range for the rest of a match
Wii Remote D-pad will run instead of walk from a single press
Some characters when they have someone grabbed will pummel with the C-stick instead of throwing.
Unrestricted button mapping code does not allow the Wii Remote to set the D-pad to Smashes
C-stick down smash while holding an item results in a down smash instead of an item throw. Grabbing while holding an item is possible while doing a standing turn.
Port priority in relation to grabs is still not fixed[/li]
[*][/list]

Novi

Striimaan tuota P:Mää nyt. Kalzu tulossa myöhemmin, pelataan varmaan vähän aikaa tuota ja sitten Meleetä.

http://www.twitch.tv/smashfinland

Novi

Novi

Pages: 1 2 3 4 5 6 7 8 9 10