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Project M Demo: Smash Bros. Brawl with Melee Gameplay! [Update: Out Now]

Acerac

Banned
I've been playing this for hours since it came out and have just LOVED it. So many awesome characters, there's hardly a disappointment in the bunch. DK's new dash attack is AMAZING!

Can't wait to take it over to my buddy's house and have them try it out.
 

udivision

Member
I kinda wish there was a way for them to leave in the "unfinished" characters with just the benefits from the system tweaks.
 

Galamauth

Member
I've been playing this for hours since it came out and have just LOVED it. So many awesome characters, there's hardly a disappointment in the bunch. DK's new dash attack is AMAZING!

Can't wait to take it over to my buddy's house and have them try it out.

In full agreement. Can't wait to go back home and play it again all day. Dev team did an outstanding job with the new moves, seriously. Wario is damn well perfect now.

I only wish I knew how to edit the fitmotion/motionetc to add that ganondorf sword-hack to my project M ganon...
 

Revven

Member
I kinda wish there was a way for them to leave in the "unfinished" characters with just the benefits from the system tweaks.

Because this game is attempting to appeal to the tournament scene, characters that are unfinished have to be excluded otherwise they would just run amuck with tournaments and results. It wouldn't give us the feedback we need, on how we're doing, and people would only be focused on how "broken" those characters are and drop the game competitively in favor of Melee/Brawl.

That's just the way it has to be, unfortunately. We can't please everyone, but we do try, honest! :)
 

Revven

Member
Would be nice if this somehow became official. Lots of awesome work in it, to be sure.

2+ years of blood, sweat, and tears went into this and a lot of that also went into this release specifically.

It's going to be a heck of a week for us, to be sure, but we really appreciate the comments everyone's given us so far!
 

Revven

Member
Is there a rough ETA on when all the characters will be ready? Are we talking within 1 year or 2 years?

I can't say too much (otherwise I would be killed!) as building a character (depending on who it is and what not) takes awhile. If it's a Melee character, it's generally a bit easier (because we have some framework to work with) but a newcomer we kinda have to work from scratch because there's no frame of reference for them in Melee.

We'll be trying to get them all done probably within the year but engine changes would need to accompany them as well. The known issues and FAQ generally cover some of the things we need to tackle with the engine and could take awhile to fix too.

So, not sure how much longer for a final release! But we are going to be supporting this demo, unlike the first one which died off fairly quickly (due to advancements being made a month after a week).

We're taking a bit of a break for example, haha/
 
Project M is so fucking cool. When Melee shielding gets implemented, shit will get soooo real.

Its super close to completion now too. All smash fans should be paying attention to this.
 

Revven

Member
Project M is so fucking cool. When Melee shielding gets implemented, shit will get soooo real.

Do you mean light shielding? That was fixed, you can half press shoulder buttons in Demo 2. Shieldstun is also Melee, as is the shield drop frames and stuff. The only shield differences there might be are probably shield regen and degen (when you're holding your shield). Beyond that, it's pretty close to Melee shielding, aside from an actual light shield (the bigger shield).

So, in short, we do have light pressing in Demo 2.
 
Do you mean light shielding? That was fixed, you can half press shoulder buttons in Demo 2. Shieldstun is also Melee, as is the shield drop frames and stuff. The only shield differences there might be are probably shield regen and degen (when you're holding your shield). Beyond that, it's pretty close to Melee shielding, aside from an actual light shield (the bigger shield).

So, in short, we do have light pressing in Demo 2.

Well, you can't shield angle can you? Is shield DI in? Are the powershield mechanics the same as Melee? Is buffering out-of-shield options with cstick available?

And an actual bigger shield during lightshielding is pretty important lol.

I have to get into Project M again; I played a bunch of the different versions back when I lived near JCaesar...I'm a bit behind as far as the actual mechanical changes to the game. What notable physics modifications have been made since Demo 1?
 

Revven

Member
Well, you can't shield angle can you? Is shield DI in? Are the powershield mechanics the same as Melee? Is buffering out-of-shield options with cstick available?

And an actual bigger shield during lightshielding is pretty important lol.

I have to get into Project M again; I played a bunch of the different versions back when I lived near JCaesar...I'm a bit behind as far as the actual mechanical changes to the game. What notable physics modifications have been made since Demo 1?

C-stick buffering options are def. available. Shield DI has always been there (pretty sureeeee anyway), though I'm not sure if it's Meleeified, or not. Powershield timing and mechanics are Melee, however, defensive collisions across the cast can make them easier (something we still need to change). And we're aware of light shielding being important (the actual bigger shield) but for now the bigger thing was getting the input to be recognized.

The biggest physics modification was being able to fix stage collision detection (landing detection). That is in demo 2, though there are still some bugs with it that we had to temporarily deal with (set some of the animations and actions in question set to Brawl SCD, such as tumble animations so some of these actions/animations may land sooner in comparison to Melee but it's only a few moves across the cast).

It's a much, much bigger improvement over Demo 1 and everybody who played Demo 1 and didn't like it should definitely give this a second chance with Demo 2. :)
 
Nice work on making an option for people who don't want to homebrew/hack their Wii, I'm gonna give this a shot.

I was one of the few who actually enjoyed Brawl, but I liked Melee too and the character balance/updates are too good to pass up on trying.

EDIT: Tried it out, I can't get a good grasp on it yet because I have to dig out my Wavebird (currently using Classic Controller Pro) but it feels pretty damn good. Ike improvements are much appreciated, although him not being able to jump out of Quick Draw in the air still gimps his recovery.
 

Revven

Member
although him not being able to jump out of Quick Draw in the air still gimps his recovery.

A lot of this has already been discussed in the backroom at least multiple times throughout Ike's development. It was decided that he should have a pretty gimpable recovery at the expense of having a good on-stage game. Time will tell on how well Ike will perform, but this is the direction we've chosen to go.

His recovery did get slightly buffed horizontally, though, as you can probably tell with how far QD can cover in the air. And not only that, but you can wall jump out of QD, just push away from the wall when QD is hitting the stage/wall. It really helps his recovery and allows him to mix it up a bit as well.

We're keeping a close eye on how the characters develop in this demo from the community (assuming there's enough side events held for this at tournaments and enough videos to show some stuff we never thought could happen). So people shouldn't be trying to suggest changes, more they should be trying to play and learn the characters and develop their metagame that currently doesn't exist. And then we'll see if there needs to be any adjustments.
 

WillyFive

Member
I tried it out for a rather generous amount of time (enough to actually go into the files and disable each one to see what each one does) and I have to say, that although the tweaks the characters got were exhilarating, the inability to use custom stages and the rather poor new stages that were added (the returning N64 and Melee ones were great though), this is going to have to be just a gimmicky diversion for now.

Also, stuff like taking out Peach's flower effects for a generic explosion effect, and making the Wii Remote say "Failure" every time you select a character is very annoying. I do love the new menu design, it's a great improvement over the original (especially the text).
 

A Pretty Panda

fuckin' called it, man
Setting up a Wii is a long and tedious process. Had to check if the older version of the demo worked and saw I put in some of the most hideous costumes I've ever seen.
 

SykoTech

Member
Still haven't gotten around to this. A partly because I have no SD card, but also because Samus isn't available yet. I REALLY need my Melee main.

It will be mine eventually though.
 

Unicorn

Member
Holy fuck.

Here goes my weekend. Sorry Skyrim modding, take a back seat.

Only gripe is that Diddy and Olimar aren't ready for the combat yet!!!
 

IntelliHeath

As in "Heathcliff"
I really enjoy playing as Wolf, Wario, Lucario and Sheik, but I haven't finished with other characters before I decide which characters I should main. However, I think Snake may be too strong atm.
 

Cranzor

Junior Member
I got the first version when it came out and I liked it then. I'll have to try out the newest version this weekend. I just read up on Lucas' changes and they sound pretty awesome. It would be cool if all of the characters were so well balanced that any character would have the same chance of winning as another character. Of course, that'd be ridiculously hard to pull off, but is that sort of what the developers are going for?
 

Azure J

Member
I just read the write up on Lucario.

I think I need to pause Marvel 3 and get reacquainted with Smash for a bit. :lol
 

Grokbu

Member
Just downloaded and am trying it right now. I really like the changes.

Now if only I had someone to play with. I so want to play this seriously. Sigh.
 
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