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March 13, 2009 News (SSF2 v0.4b Released + 1 New Song) 
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peter360 wrote:
cleod when you going upload the archive for us see what needed in the characters for help you and put the character what you like in the demo

I have no idea when I'll update it at the moment...

Luke wrote:
Oh, and, Cleod, I like the new song alot, but I still thing "Animus theme: Revisited" is one of the most epic songs in existence.

:wee:

chef ii wrote:
Eh, I could do without the grab key. SSF2's charm is that you can do stuff without having too many buttons on the screen.

I couldn't think of another way to toss items that wouldn't be extremely complicated (I temporarily had it so that you had to be air dodging and pressing the standard attack button :doh: )

Blaze [KF] wrote:
yo cleod idk if this helps but here ya go!
http://www.vgmusic.com/music/console/ni ... assic.html
i cant open it in my computer but check it i think its downloadable

I've been going to that site for 6 years...

Shyguy wrote:
_joejoe_ wrote:
Shyguy wrote:
Sweet Green Greens Stage


Actually thats Dreamland. Green Greens you'll find is a lot longer, with star boxes.

Whatever the hell it's called

I believe they are all in Dreamland, but this particular area is Whispy Woods.

ness456 wrote:
Great demo, cleod!!!! also, where can you find what 0.5's ideas are going to be? :headbang:

I am not posting to much detail on it anywhere, but a lot of the suggestions you guys have been putting up will be fulfilled

SonicX580 wrote:
how many demos will you make before the game comes out?

Haven't decided, but I'd like to stop perfectly on v0.9 if possible.

Playat wrote:
Are you gonna change sonic dash attack cleod?

I've been thinking about it but probably won't, since I don't really see a need to copy of Brawl's every detail

siefier wrote:
are you planning on puting the songs you add on the site to the game? that would rock :headbang:

I've been asked this before, I am not sure. Depends on if it fits well anywhere

Thedemiseofthefallen wrote:
Well im gonna be the guy who says the negative stuff because everyone else is way to busy complimenting,so im not gonna say things that have been already said.(overall demo was good.)

The fan needs major improvment.Its supposed to be fast but the way its put on there is much to slow.I actually dont want to accidently grab it while playing because it actually weakens the player.
Link final smash keeps freezing.
Some of the curved ground in hyrule mess upthe characters walking.
Smash balls way too small.
During grabbing the screen's pixels bounce up and down.
Having one sprite while being grabbed doesn't look so good you should have a being grabbed animation for the chars.
Other than that nice work,your hard work and effort is really showing.

Constructive criticism helps, but that particular one should've been said a long time ago...

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Fri Mar 13, 2009 9:49 pm
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Cleod9 wrote:
I've been going to that site for 6 years...

I believe they are all in Dreamland, but this particular area is Whispy Woods.

Me too! I think 6 years, actually, might be longer.

And Dreamland is the name of the N64 Kirby stage, which is what you put in. Green Greens is the name of the Melee Kirby stage that appeared in Brawl. Both stages have Whispy Woods...

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Fri Mar 13, 2009 10:33 pm
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you gave whispy woods a new look. nice. and hyrule temple got some improvement. great demo :wee:

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Fri Mar 13, 2009 10:40 pm
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Demx_the_hedgehog wrote:
you gave whispy woods a new look. nice. and hyrule temple got some improvement. great demo :wee:

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Sat Mar 14, 2009 7:16 am
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Yet again, a great demo. But there's one thing I've noticed ever since you put Sonic in, and I don't think it's been reported: You're using the wrong noise when Sonic dies. That's Falco's death sound.

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Sat Mar 14, 2009 9:23 am
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The Fredrick Stealer wrote:
Yet again, a great demo. But there's one thing I've noticed ever since you put Sonic in, and I don't think it's been reported: You're using the wrong noise when Sonic dies. That's Falco's death sound.


report it in http://mcleodgaming.com/ssf2bugs/

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Sat Mar 14, 2009 9:51 am
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Cleod change sonic's dash attack plox. Along with all his other aerials...
But Ched did the after images for you.
Image
HIs up aerial needs to be changed to this (this one has both kicks)
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THe forward air...
Image
the dair..
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and basically everything else in the archive....for sonic anyway.
I'd suggest making this his item throw anim
Image

And this reminds me that you gave sonic's dsmash after images but they don't look good unless the opacity is turned down.

And Cleod add forward tilts p0lease...


Sat Mar 14, 2009 11:49 am
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Cleod9 wrote:
Blaze [KF] wrote:
yo cleod idk if this helps but here ya go!
http://www.vgmusic.com/music/console/ni ... assic.html
i cant open it in my computer but check it i think its downloadable

I've been going to that site for 6 years...

oh my bad didnt know...

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Sat Mar 14, 2009 12:56 pm
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Quote:
- Grab key added, use it to grab a character or toss an item. YOU MUST set this to a key in Control Settings! (Tethering ledges with the grab key will be added later on in v0.5)
- Fan and exploding capsule added, and smash ball has a small chance of coming from a capsule
- Ability to choose a random character and stage added
- Shield knockback added
- Better handling for rolling near an edge
- Improved Kirby exhale behavior
- You can now control the camera during a paused CPU match
- Quicker match reset function added. While paused just press and hold both attack buttons, then hit the pause key
- After-images added to Sonic's homing attack
- Lightly let go of a cliff by pressing the opposite direction you are hanging from
- Various traction issues fixed
- More freezing issues fixed
- Hyrule Temple and Whispy Woods graphics improved and resized slightly


Yeah, it's good you just worked on the technical details stuff rather than the general stuff (Character, stages, main stuff)

Anyways, what's a shield knockback?

(Please don't flame me for saying that......)

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Sat Mar 14, 2009 1:13 pm
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shadow0knight wrote:
Quote:
- Grab key added, use it to grab a character or toss an item. YOU MUST set this to a key in Control Settings! (Tethering ledges with the grab key will be added later on in v0.5)
- Fan and exploding capsule added, and smash ball has a small chance of coming from a capsule
- Ability to choose a random character and stage added
- Shield knockback added
- Better handling for rolling near an edge
- Improved Kirby exhale behavior
- You can now control the camera during a paused CPU match
- Quicker match reset function added. While paused just press and hold both attack buttons, then hit the pause key
- After-images added to Sonic's homing attack
- Lightly let go of a cliff by pressing the opposite direction you are hanging from
- Various traction issues fixed
- More freezing issues fixed
- Hyrule Temple and Whispy Woods graphics improved and resized slightly


Yeah, it's good you just worked on the technical details stuff rather than the general stuff (Character, stages, main stuff)

Anyways, what's a shield knockback?

(Please don't flame me for saying that......)

When you get hit while shielding, it moves you back.

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Sat Mar 14, 2009 1:32 pm
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~DarkNess(TSON)~ wrote:
shadow0knight wrote:
Quote:
- Grab key added, use it to grab a character or toss an item. YOU MUST set this to a key in Control Settings! (Tethering ledges with the grab key will be added later on in v0.5)
- Fan and exploding capsule added, and smash ball has a small chance of coming from a capsule
- Ability to choose a random character and stage added
- Shield knockback added
- Better handling for rolling near an edge
- Improved Kirby exhale behavior
- You can now control the camera during a paused CPU match
- Quicker match reset function added. While paused just press and hold both attack buttons, then hit the pause key
- After-images added to Sonic's homing attack
- Lightly let go of a cliff by pressing the opposite direction you are hanging from
- Various traction issues fixed
- More freezing issues fixed
- Hyrule Temple and Whispy Woods graphics improved and resized slightly


Yeah, it's good you just worked on the technical details stuff rather than the general stuff (Character, stages, main stuff)

Anyways, what's a shield knockback?

(Please don't flame me for saying that......)

When you get hit while shielding, it moves you back.


Okay. Thanks ^_^

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Sat Mar 14, 2009 1:51 pm

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Cleod9 wrote:
Thedemiseofthefallen wrote:
Smash ball's way too small.

Constructive criticism helps, but that particular one should've been said a long time ago...

Uh...
Image

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Sat Mar 14, 2009 2:11 pm
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Ok, so much things to point. But basically, the song in VG isn't EXACTLY the song on SSB64, you may don't notice, but I do. I have all the stage songs for all the smash games, I will make it a zip file and send, it may be useful. (I love the songs...)

And you should use the sprites from Sonic battle for sonic neutral B after images, or at least just make the after images appear when he is MOVING, because it looks weird when he is stand on air with a giant blue dot.

About the dash... I like Brawl's better, anyway np.

I saw some glitches and graphicall flaws (I meant, on the layers), but too lazy to point, you can deal with that.


Like the song, but the last ones were better.

And if you mind, I have a little request for v0.5, a item switch screen, I hate all these items appearing when I just want a SB, and when I make the Item appearence to less than medium it becomes worst...

You have the wrong Link FS (look at the request page), and it will be even more wrong soon.

As said, inclined ground could have more work, how about... like the characters glued on the ground, or maybe give them more gravity and more speed (if it makes sense). So probably they won't fall on ground and stuff.
Love the random option, it make me less less bored to have to select the characters :wee:

Good improvements on Ichigo and Sonic, besides, Sonic's down aerial could use some work, anyway I know that will be improved in 0.5. But Ichigo's side+B don't should give damage, could addapt more to inclined ground or plateaus on ground, less desjuinted hitbox (in same and in frames, it hit even when he isn't attacking anymore, and at a long distance), and have more connection (it push the foes back, but it just don't connect with his movement, they could be more stuck on the attack too).

Dream Land is huge if you compait with SSB64, it is bigger than BF but not THAT big, ok, it isn't a big deal, but for people who have this as "main stage" probably would prefer the actual size...

The bug on the smashballs happen with any item, like:
You can explode a fan and then you get a floating capsule that gives you a FS. The items are randomly changing their sprites.

Dodges (to side) gives immunity to some players, but not for other (like the frames where they glow and don't take damage). Ichigos ground dodge gives immunity to him just when he jumps, bot when he fall he can be easily attacked.

Other than that, it is a great improvement, I feel the game a lot more solid :drool: . I also like the fixes on Link, my main, and a lot of other things, really. I think the same way as AwsomeMan, when I saw that I started to think how awesome 0.5 will be. Focus on engine, not characters or stages (unless it is fixing movesets and stuff), but items are good too :roll:

Sorry for the huge text, but I can't bear so many thinkings...
Hoping my grammar is flawless, as well as ideas are understadable.

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Sat Mar 14, 2009 2:13 pm
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I have another suggestion. You should set the default quality to "Medium" or "Low", it's a sprite game, it doesn't affect that much.

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Sat Mar 14, 2009 2:45 pm
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Luke wrote:
I have another suggestion. You should set the default quality to "Medium" or "Low", it's a sprite game, it doesn't affect that much.

Quality just affect vectorized graphics, so it won't affect the sprites. Besides it would just make the lag on menu be smaller (if theres lag on menu :? ), but it won't make the fights less lagged (or maybe it could, but I think it don't make a big difference). But good, I forgot about that.

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Sat Mar 14, 2009 2:53 pm
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