Conviction
Human Nature
He said, he bought a book.
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Yes, he is using this as a guide of some sort. It's a book. :3If I remember correctly Capcom produces (or produced) mechanical guides which include hit box descriptions. Perhaps this is what he is looking at?
So Kuma, I ask you this, if Sakurai is indeed studying Street Fighter like mechanics, what do you suppose will be implemented? What can the Smash style of gaming gain from this?I find this easy to fap to.
Good to see that Sakurai really is doing some research on other games. It should only mean that SSB4 will truly be a milestone in fighting game design.
Stop it, I'm dying over here.Oh, ho ho ho ho ho ho ho ho ho!
I definitely wanna see Chu's opinion on this.
There's quite a bit he can look at in Street Fighter at the very least. What do I think will be implemented. In terms of commonly seen stuff, I think canceling into specials and supers which would also mean some kind of super would be implemented into Smash that isn't the Final Smash.So Kuma, I ask you this, if Sakurai is indeed studying Street Fighter like mechanics, what do you suppose will be implemented? What can the Smash style of gaming gain from this?
That is probably stretching it. Though I will not say it is impossible as Game Arts helped develop Brawl. However, it is extremely unlikely.@Mecha: Yes, from what I can tell it's probably insparation, but don't you find it weird that he would use Capcom's hitbox data? Sounds fishy to me, I hope Capcom is indeed involved with this.
Just an FYI, he did it for Brawl too. Photos of the teams offices had a TV with arcade sticks plugged in.I find this easy to fap to.
Good to see that Sakurai really is doing some research on other games. It should only mean that SSB4 will truly be a milestone in fighting game design.
Yes, people are overlooking it. It's not a big deal. What's interesting is he is speaking to a few Capcom workers over his Twitter.I think people are overthinking this slightly. =P If it's just in a magazine, then he's just admiring it. If it's in a book that he's actually studying.... what book is it? I think that needs to be established before we draw conclusions.
Otherwise, this is just a little guide intended for everyday players like you and me to learn a bit more about how SF works, and that Sakurai is just sharing his appreciation for it on twitter. I don't think there would be much that Sakurai can learn from if this is the case.
Well if you mentions canceling while going into specials and such could mean thatbhe indeed is studying somekind of way to incorporate what SF does and probably implement it into somekind of new smash technique, it could possibly be a "super smash" as you mentioned.There's quite a bit he can look at in Street Fighter at the very least. What do I think will be implemented. In terms of commonly seen stuff, I think canceling into specials and supers which would also mean some kind of super would be implemented into Smash that isn't the Final Smash.
If he wants to look at other stuff in terms of character designs, BlazBlue and Guilty Gear are chuck full of some truly unique and amazing that he could use as inspiration for character designs.
Yes yes, I know.Speaking with other industry members is really not that surprising. Whenever you work in a particular field long enought you often make friends with others throughout said industry. It is not always indicative of something grander, mor than likely it is simply personal advice or comments.
Maybe so, they may be involved in some way or another, but seeing as it's just a magazine, I think he may only be looking at it as appreciation I guess, I just found it weird that he would post this on Twitter to probably spark so contreversy, even if that isn't his intention.That is probably stretching it. Though I will not say it is impossible as Game Arts helped develop Brawl. However, it is extremely unlikely.
He's not. It's just for reference.Y'know... Melee's hitboxes were just as, if not more, dynamic that what is shown in that diagram... so I don't imagine Sakurai is intending to imitate SF's hitbox style...
Yeah, I bet alot of folks will be wondering the same thing, it seems Sakurai is making an effort to probably improve it moreso that Brawl turned out to be, I won't complain if the hitboxes turn out to be different, just as long as it's stays within it's Smash boundaries then I guess there won't be much to complain about, at least from my perspective.Is there a reason he should be admiring Street Fighter's hitboxes? Does Smash not go about that in a SWELL way? I mean, I know on some characters the hitboxes are QUESTIONABLE, but just the hitbox system in general.
IIRC, Melee and Brawl use hit bubbles for some reason.Y'know... Melee's hitboxes were just as, if not more, dynamic that what is shown in that diagram... so I don't imagine Sakurai is intending to imitate SF's hitbox style...
Looks interesting, now you are going to attract all the elitist into this.Just going to post one more thing.
Sakurai's sentence, [...]の両機種で『大乱闘スマッシュブラザーズ』の新作を制作予定, states he is looking for new plans (meaning, a "new approach") in the next Smash Bros.
I'm not 100% fluent in reading Japanese, but the gist of what he's saying states "a new production plan." This could mean a number of things.Looks interesting, now you are going to attract all the elitist into this.
*coughibliscough*
Well, from we can see, they're just circles, but I think they're called bubbles just because.are hitbubbles interpreted in a 2D plane or a 3D space? Because in a 2D game like Smash Bros, I can't imagine why having hitbubbles in full 3D space is necessary.... or efficient.
How would hitbubbles be so complicated in a 3D space? Enlighten my soul.are hitbubbles interpreted in a 2D plane or a 3D space? Because in a 2D game like Smash Bros, I can't imagine why having hitbubbles in full 3D space is necessary.... or efficient.
The game is viewed and played in 2D, but everything about the graphics is 3D. The point of having 3D hitbubbles make no sense.How would hitbubbles be so complicated in a 3D space? Enlighten my soul.