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Social The Social Thread 3.2.2 - Switch 2 Hype Time!

SnakeFighter64

Smash Obsessed
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Shadow Moses Island
Even with MvS’s more simplified moves, do you realize how many models that would be on one character that’d all have to be individually animated and have their hit/hurtboxes accounted for?
16?

Also that’s still like… not as much work as you’re making it out to be. Characters hit boxes and hurt boxes already change depending on the move even if they only have one model. So again, it’s only really extra work in terms of modeling and rigging. When each model only needs one animation for it and one set of hit/hurt boxes. As opposed to the Pokemon trainer style where you would need to create multiple full movesets with tonnes of animations and hit/hurt boxes for a handful of characters.

My point is, there is no cheap way to build this character, and I’d rather they have done it in a way that doesn’t leave us with a Ben that’s stuck at the beginning of his story with only a few aliens.
 
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Xyro77

Unity Ruleset Committee Member
Joined
Aug 25, 2003
Messages
18,123
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Houston,Tx
From between the first announcement for Smash Ultimate and the E3 presentation, why was the "Smash 4 port" idea so common? Was there even any shred of evidence for it, or was it just loser mentality? :yoshi:
Zero evidence. Just speculation founded in fantasy and wishful thinking. That’s the largest reason why people should stop doing that. It’s just spam and annoying after a certain point.

And we are "prepared 4 launch!" Here is the first teaser trailer for the Fantastic Four: First Steps:

looks like a normal MCU film. Though F4 has had 4 failed films. Maybe MCU can lift the curse.
 

Hydreigonfan01

Smash Master
Joined
Aug 24, 2018
Messages
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View attachment 398656
Yeah no

Also the Charmy figure is 2.5 inch, whereas my modern collection is mostly for 4 inch figures (aside from characters like Chao or Badniks that would be impractical to make in 4 inch). Charmy is supposed to be the same height as Cream, I hope Jakks just makes a 4 inch figure later but a lot of people think they won't.

Either way I'm keeping it in storage for now, maybe by the time I can actually focus on customizing figures they'll announce a 4" Charmy
Bri*ish text
 

TMNTSSB4

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still weird that Aquaman and Lola Bunny will be the final Multiversus fighters
 

Pink Yoshi

Smash Champion
Joined
Jul 17, 2022
Messages
2,866
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The kitchen, raiding the fridge
Dude this is actually insane. So I'm playing Pokemon Mystery Dungeon DX, and I managed to get all three Chesnuts needed for the Mankey gang to fix our rescue base- in the very first visit to Uproar Forest. A speedrunner's dream.
Speaking of that sequence, I'm curious about how we'd all rank the Rescue Team Bases you can get in DX.

Cyndaquil's is one of the best. You don't look like you're living in a hollowed-out skull. On the other hand, Chikorita's just freaks me out... :023:
 

Pink Yoshi

Smash Champion
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Messages
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The kitchen, raiding the fridge
Pink Yoshi Pink Yoshi Hey there, mind if I show you some Sonic the Hedgehog gameplay ideas of mine, ones about loops from those games?
Just me specifically? C'mon, feel free to show it off in this thread. There's a lot of Sonic fans here and we're open to hearing your thoughts.

Besides, for as iconic as Sonic loops are, we don't really discuss them often. (The Spindash helps a ton with them in the 2D games.)
 

SuperSonicFlyer

Supersonic Warrior
Premium
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Messages
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Running from the cops in Stardust Speedway.
Just me specifically? C'mon, feel free to show it off in this thread. There's a lot of Sonic fans here and we're open to hearing your thoughts.

Besides, for as iconic as Sonic loops are, we don't really discuss them often. (The Spindash helps a ton with them in the 2D games.)
I was just doing that to get your attention. Truth is, everyone else is welcome to read them.

Anyways...

Here are some ideas for loops in Sonic games. (Yep, I am doing those again)

1. For loops, have them have different exit points, from pointing to any angular degree at either up, down, left, right, etc., or as alternate exits to different paths Sonic can explore.

2. Have the loops be twisted so that they can connect to the ground or the sides of the path so that either Sonic can run on the sides of the path as in wall running or go on top of the path or below it as in ceiling running.

3. https://static.vecteezy.com/system/...ne-zen-arch-patterns-stroke-shapes-vector.jpg

See the second to last shape at the very bottom right of this picture? Have Sonic only need to go through parts of shaped loops like those to get around them.

4. Have there be openings in loops that lead to alternate routes or loops but make it so that Sonic can swerve or Quick Step around them if the player does not want to go through those openings.

5. In the same picture above, see the shape at the very bottom, the last one on the far left? In shapes like those that act as loops, Sonic can wall jump between the inner walls of these shapes to access new routes.

6. For some loops, make there be switches to step on and have the loops be wide and require Quick stepping or swerving to step on these in a certain order and stay in the loop to open newer routes if all switches are stepped on in the correct order.

7. Have some loops come in interconnected series with loops linked to each other in order, but getting smaller as Sonic goes through each one. Due to them getting smaller, Sonic will build up force so at the last, very small loop, he will be launched a great distance in the direction they were launched from. The loops have a number inside each of them, determining how many times they can be used.

8. Have loops that are connected like one being above another have gaps in them, especially ones that involve wall running than ground running. Sonic can Quick Step through these gaps and, upon doing so, change direction to the opposite direction to go through the next loop to reach alternate routes, if you know what I mean.

9. Have some loops twist some midway in some fashion so that instead of returning to the ground, Sonic ends up running on the ceiling or wall upon exiting the loop.

10. Have some loops change direction to go towards the background or foreground where Sonic runs along the path of the loop toward the background or foreground where they may reach background or foreground routes, like in this video.


Also, Sonic may, upon reaching the section in the foreground or background, continue running on walls or ceilings, depending on the loop.

11. Have some loops lead up to the sky or down bottomless pits, but are safe to enter and thus, Sonic can safely reach new, lower or higher areas with these loops. It is kind of like 5:05 to 5:07 here.


There would be special objects that would help Sonic increase his speed or maintain momentum in terms of running up these loops.

12. Check out 0:33 to 0:37 here as well as 0:51 to 0:59.


As well as 0:40 to 0:44 as well as 1:00 to 1:05 and 1:11 to 1:22 here.


The loops for this idea would function like those. They would go around the foreground and background, but are fully interactable, with some pit stop like areas with pop-up springs that are used to continue the path when one is done resting, and there can be alternate pathways on these long loops as well. Such paths may even allow Sonic to enter areas he normally could not enter on his own like from 1:01 to 1:10 here.


What do you think, everyone?
 

Pink Yoshi

Smash Champion
Joined
Jul 17, 2022
Messages
2,866
Location
The kitchen, raiding the fridge
I was just doing that to get your attention. Truth is, everyone else is welcome to read them.

Anyways...

Here are some ideas for loops in Sonic games. (Yep, I am doing those again)

1. For loops, have them have different exit points, from pointing to any angular degree at either up, down, left, right, etc., or as alternate exits to different paths Sonic can explore.

2. Have the loops be twisted so that they can connect to the ground or the sides of the path so that either Sonic can run on the sides of the path as in wall running or go on top of the path or below it as in ceiling running.

3. https://static.vecteezy.com/system/...ne-zen-arch-patterns-stroke-shapes-vector.jpg

See the second to last shape at the very bottom right of this picture? Have Sonic only need to go through parts of shaped loops like those to get around them.

4. Have there be openings in loops that lead to alternate routes or loops but make it so that Sonic can swerve or Quick Step around them if the player does not want to go through those openings.

5. In the same picture above, see the shape at the very bottom, the last one on the far left? In shapes like those that act as loops, Sonic can wall jump between the inner walls of these shapes to access new routes.

6. For some loops, make there be switches to step on and have the loops be wide and require Quick stepping or swerving to step on these in a certain order and stay in the loop to open newer routes if all switches are stepped on in the correct order.

7. Have some loops come in interconnected series with loops linked to each other in order, but getting smaller as Sonic goes through each one. Due to them getting smaller, Sonic will build up force so at the last, very small loop, he will be launched a great distance in the direction they were launched from. The loops have a number inside each of them, determining how many times they can be used.

8. Have loops that are connected like one being above another have gaps in them, especially ones that involve wall running than ground running. Sonic can Quick Step through these gaps and, upon doing so, change direction to the opposite direction to go through the next loop to reach alternate routes, if you know what I mean.

9. Have some loops twist some midway in some fashion so that instead of returning to the ground, Sonic ends up running on the ceiling or wall upon exiting the loop.

10. Have some loops change direction to go towards the background or foreground where Sonic runs along the path of the loop toward the background or foreground where they may reach background or foreground routes, like in this video.


Also, Sonic may, upon reaching the section in the foreground or background, continue running on walls or ceilings, depending on the loop.

11. Have some loops lead up to the sky or down bottomless pits, but are safe to enter and thus, Sonic can safely reach new, lower or higher areas with these loops. It is kind of like 5:05 to 5:07 here.


There would be special objects that would help Sonic increase his speed or maintain momentum in terms of running up these loops.

12. Check out 0:33 to 0:37 here as well as 0:51 to 0:59.


As well as 0:40 to 0:44 as well as 1:00 to 1:05 and 1:11 to 1:22 here.


The loops for this idea would function like those. They would go around the foreground and background, but are fully interactable, with some pit stop like areas with pop-up springs that are used to continue the path when one is done resting, and there can be alternate pathways on these long loops as well. Such paths may even allow Sonic to enter areas he normally could not enter on his own like from 1:01 to 1:10 here.


What do you think, everyone?
Okay WOW, you really popped off here.

The idea of loops having different exit points is SUPER cool and something that would work perfectly in the games. For as simple as they appear, your ideas show how flexible the loops could potentially be if Sega experimented.
 

SuperSonicFlyer

Supersonic Warrior
Premium
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Messages
18,699
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Running from the cops in Stardust Speedway.
Okay WOW, you really popped off here.

The idea of loops having different exit points is SUPER cool and something that would work perfectly in the games. For as simple as they appear, your ideas show how flexible the loops could potentially be if Sega experimented.
Why thanks! I have always seen that kind of potential in the loops in Sonic games. I do think it is time for Sega to make some new types of loops, since they keep using the usual shuttle loops most of the time, and it would be cool to see what they can do with different kinds of loops.
 

NonSpecificGuy

Hell’s Worst Nightmare
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So you know how Royal Raceway allowed you to visit Peach's Castle in the N64 version?

When I was younger, I thought there was a way to get inside the castle and unlock a version of Mario 64.

Unfortunately that wasn't the case.
I thought something similar. I used to think you could take a shortcut through there but you had to do certain things beforehand. Alas, same as you.
 

Professor Pumpkaboo

Lady Layton| Trap Queen♥
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So you know how Royal Raceway allowed you to visit Peach's Castle in the N64 version?

When I was younger, I thought there was a way to get inside the castle and unlock a version of Mario 64.

Unfortunately that wasn't the case.
I thought something similar. I used to think you could take a shortcut through there but you had to do certain things beforehand. Alas, same as you.
Oh you sweet innocent kids
 

Cutie Gwen

Lovely warrior
Joined
Jul 1, 2014
Messages
64,142
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Somewhere out there on this big blue marble
Dan Southworth, voice of Vergil from Devil May Cry, seemingly blabbed about a game's existence pre-announcement again, saying he wrapped up voice work for a video game in which he was asked to do his young Vergil voice, people are speculating it's for a remake of DMC3, which is peak gaming.


In other news, Sonic the Hedgehog now has an official Bluesky account for news and stuff
 
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