ROM Hack Continuing Smash Bros. TURBO'D

  • Thread starter Thread starter wuboy
  • Start date Start date
  • Views Views 78,866
  • Replies Replies 349
  • Likes Likes 13
Let me know if you any donations donating to every dev I can in the community for all of there amazing and hard work :)
Really? That's so generous of you!
Currently, we're not accepting donations, but we're all flattered! Thanks for your support! You can find the link to the mod in my signature :D
 
Last edited by Yudowat,
If you want to support your project don't do it on other people's threads, that's just rude. Leave the link in your signature, it's not intrusive that way.
That's true, I'm sorry. I'll add it now, and remove the link from my post
 
If you want to support your project don't do it on other people's threads, that's just rude. Leave the link in your signature, it's not intrusive that way.
Sorry wuboy wasn't really self advertising just directed towards me but he went ahead and removed it
 
That's true, I'm sorry. I'll add it now, and remove the link from my post
It's nothing to be sorry over, it's just a mistake that's easily fixed.
Sorry wuboy wasn't really self advertising just directed towards me but he went ahead and removed it
Well, it's kinda like walking into GameStop talking about how much better EB Games is. It's just something you don't really do, though I won't be talking about this any further because

ACTUAL UPDATE TIME!

So I'll be honest: I haven't worked on this as much as I had before. I just got caught up in AP classes and homework and college applications that I just haven't had the time.
That said, I have successfully added dash dancing and chain grabbing into the mod. I'm not really sure what else to add, so could you guys give me ideas? I want to make this a zany, crazy mod, so please let me know.
 
ACTUAL UPDATE TIME!

So I'll be honest: I haven't worked on this as much as I had before. I just got caught up in AP classes and homework and college applications that I just haven't had the time.
That said, I have successfully added dash dancing and chain grabbing into the mod. I'm not really sure what else to add, so could you guys give me ideas? I want to make this a zany, crazy mod, so please let me know.
I can give you toon link's dair that bounces like link's if you want. I can also help develop this if you need, but it's up to you.
 
It's nothing to be sorry over, it's just a mistake that's easily fixed.

Well, it's kinda like walking into GameStop talking about how much better EB Games is. It's just something you don't really do, though I won't be talking about this any further because

ACTUAL UPDATE TIME!

So I'll be honest: I haven't worked on this as much as I had before. I just got caught up in AP classes and homework and college applications that I just haven't had the time.
That said, I have successfully added dash dancing and chain grabbing into the mod. I'm not really sure what else to add, so could you guys give me ideas? I want to make this a zany, crazy mod, so please let me know.
What about bigger spike hitboxes?
 
You need to get into Sm4shCommand and copy the script from their FinalStart sub command and paste it into AppealHi.
It's a bit tedious but it'll give you transformation final smashes in normal SaltySD.


Does that work for the characters who transform like sonic into super sonic or yoshi into flying yoshi for example? or only the ones whose final smashes load separate character files? And i noticed FinalStart has a "game" tab but AppealHI doesnt. how did you place the game tab in AppealHI?
 
Last edited by jpmasterflex,
Does that work for the characters who transform like sonic into super sonic or yoshi into flying yoshi for example? or only the ones whose final smashes load separate character files? And i noticed FinalStart has a "game" tab but AppealHI doesnt. how did you place the game tab in AppealHI?
For the other characters it probably will work, I just haven't tried them out. I just thought doing that for the ones with separate character files would be the easiest one to do, so I went with it.
As for the whole "Game" tab thing, I have no idea what you're talking about, though I'm using an older version of Animcmd. I just copied the "main" tab of the code. If you can't find it I would jump back a version of Animcmd just to do that, unless @Sammi Husky would like to grace us with a solution.
 
It'd be awesome if everyone had a combo throw.

Inb4 chaingrabbing infinites

And Shulk also has this "sliding" vision that he goes into as soon as he touches the ground and does a frame-perfect Vision. If you can make this happen all the time, then that would be godly. (Buffer a down b after SH air dodge in Sheild Art in turbo to see what I'm talking about)
 
Last edited by Clouded Sun,
It'd be awesome if everyone had a combo throw.

Inb4 chaingrabbing infinites

And Shulk also has this "sliding" vision that he goes into as soon as he touches the ground and does a frame-perfect Vision. If you can make this happen all the time, then that would be godly. (Buffer a down b after SH air dodge in Sheild Art in turbo to see what I'm talking about)
Combo throws are a great idea, and chaingrabs are already in the mod. If you're fast enough I think you can chaingrab Ganondorf's down throw infinitely.

As for Shulk, are you saying that during his counter stance, before he gets hit, he slides across the stage? I'd test this out but the 3DS I use to test the mod is currently out of commission. If it is before he gets hit in counter stance, that's likely an exploit of the game's physics engine. I can make it so the counter stance sends him forward, though, to simulate what you're talking about, though it's work in air too.
 
Combo throws are a great idea, and chaingrabs are already in the mod. If you're fast enough I think you can chaingrab Ganondorf's down throw infinitely.

As for Shulk, are you saying that during his counter stance, before he gets hit, he slides across the stage? I'd test this out but the 3DS I use to test the mod is currently out of commission. If it is before he gets hit in counter stance, that's likely an exploit of the game's physics engine. I can make it so the counter stance sends him forward, though, to simulate what you're talking about, though it's work in air too.

Well, more like Shulk slides really really far sometimes with Vision.
It's a Shulk specific tech that happens when he has a buffered counter. He does move slower a tiny bit, but the real range comes out when he slides...


It's better to see a visual. It's in the Vanilla game too.

1:23 is where you can see the real difference.
 
Last edited by Clouded Sun,
I had no idea this tech existed. I have no real idea on how I would implement this, sorry to say.
 

Site & Scene News

Popular threads in this forum