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| [P:M] P:M Blogpost #7 - Ledge Occupancy |
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Posted by: Shanus - October 19th, 2011 12:44 PM - 9 comment(s)
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Hi everyone,
It's been a while! The Project M team wanted to share a brief update with everyone regarding one of many new codes we have created recently:
Ledge Occupancy Modifier - In brawl, ledge occupancy duration is entirely dependent on the animation crossing the stage plane, and in many cases lacks consistency and meaningful duration. This means in many cases, a ledgeroll, or ledge attack might very often have lower occupancy than a ledge stand, and is often around 33-66% the duration that many players are used to.
We don't necessarily think that lower occupancy is a bad thing, though, as it often requires more precision to edgeguard effectively. Our new code will allow us to set explicit frames of ledge occupancy untied from the animation itself. We plan to use this to adjust occupancy on a move by move basis for every character, but are not yet at a point where we are ready to disclose how much occupancy yet.
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| [P:M] The Project M team is Recruiting |
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Posted by: Shanus - May 22nd, 2011 11:33 PM - 10 comment(s)
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Hi everyone, with our progress on characters growing with each day, the PMBR is currently looking for dedicated players to assist us in play-testing Project M.
We are specifically looking for skilled players who are willing to thoroughly analyze our more experimental characters and to provide feedback to our coders. We need these players to stress test moves for combo applications across various percent ranges, against different characters, subjected to varying degrees of DI. We need them to dig around for bugs, summarize matchups, and become a valuable part of character design.
We ask all of our members to keep an open mind about new moves and mechanics while maintaining a healthy respect for the core pillars of melee gameplay. Conversely, keep in mind that literally nothing from Brawl is too sacred to be tweaked, fully reworked, or even removed completely. In short, Melee or Brawl purists are best left to play their own games, respectively.
You will be expected to provide constant analytical feedback and observations. Applicants should be capable of making both subjective and objective comments about a character. How you feel about a character is just as important as how a character should function technically.
Here are the recommended requirements for applicants:
-Able to record matches without having access to replays
-Confident in your playing skill
-Have opponents to play against regularly
-Willing to put in at least 4-5 hours a week
-Able to articulate feedback in a timely and effective manner
If you believe you fit these criteria, we ask you to apply in our application section located here:
http://www.smashmods.com/forum/forum-91.html
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| [P:M] PM Blogpost #5 - Backwards Catch Collisions and Removal of Action 43 Tripping |
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Posted by: Shanus - April 24th, 2011 04:53 PM - 15 comment(s)
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Happy Easter everyone!
Today's blogpost two simple codes that have a broad impact on gameplay.
Grabboxes can connect regardless of player positioning:
A problem plaguing many grab-centric characters was recently fixed where a grab could not connect if the opponents TopN Bone relative to yours was negative. While this limitation at first seems reasonable, in many cases, if the opponent was basically on top of you, grabs would sometimes fail. This routine check was removed, leading to more consistent and variable grab combos.
Removal of Action 43 Random Tripping:
In Brawl - while many hitboxes have an explicit trip rate specified, trips could still occur even if the hitbox trip-rates was set to 0%. What we found was that trips could randomly occur only in the hitstun states that were too weak to launch you off the ground. The underlying cause was that Brawl programmed in a supplementary 11% trip rate for this hitstun state, action 43. This trip rate has now been set to 0%.
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