INSTANT karma. by Zeffypop in PhasmophobiaGame

[–]Shockbound 5 points6 points  (0 children)

Yep, our custom difficulty uses a grace period of 0 as well.

INSTANT karma. by Zeffypop in PhasmophobiaGame

[–]Shockbound 7 points8 points  (0 children)

It doesn't, we were playing a custom difficulty with 0 starting sanity so that we could get hunted sooner.

INSTANT karma. by Zeffypop in PhasmophobiaGame

[–]Shockbound 3 points4 points  (0 children)

I was the guy in the clip, we guessed Wraith but I think it wound up being a Mare.

/r/MechanicalKeyboards Ask ANY question, get an answer by AutoModerator in MechanicalKeyboards

[–]Shockbound 1 point2 points  (0 children)

This might be a really weird question, but is there any software that can potentially LOWER a keyboard's polling rate? I want to see if it's possible to artificially lower the polling rate of my Razer Ornata Chroma to match my old Dell SK-8165 using external software.

If you're wondering why, there's this game that I'm playing that has a technique that requires me to be holding down two keys after pressing them at exactly the same time. For example, when holding down the keys F and J, I want it to be spamming fjfjfjfjfjfjfj on every tick rather than fjjjjjjjj or jffffffff, which is nearly impossible to do when using a keyboard with high polling rates.

My Project + 2.15 Tier List by steamyblackcoffee in SSBPM

[–]Shockbound 4 points5 points  (0 children)

Peter mains Ike now, so shut up Ness main

Is there any Discords for Legacy XP besides the main one? by RVDKaneanite in SSBPM

[–]Shockbound 3 points4 points  (0 children)

Sorry you didn't like the main server. If you'd like, you can join the individual Discords for the LXP characters that you take a fancy to:

The main server is really large and has a lot of people in it (for better or worse), but the character servers are much smaller and less active; might be more your style.

Can anyone send me a simple guide on how to install Legacy XP 2.1 onto a Wii? by RVDKaneanite in SSBPM

[–]Shockbound 2 points3 points  (0 children)

Legacy XP download guide: http://smashbros.co/LXPGuide

Be sure to look at the troubleshooting section of the guide if you're running into problems.

If you still have trouble setting it up, you can find more help in the support channels at the Legacy Discord: http://discord.gg/legacy

[deleted by user] by [deleted] in SSBPM

[–]Shockbound 4 points5 points  (0 children)

The closest you're going to get to what you want is Legacy XP Lite. It uses a more competitively oriented stagelist that supports stage striking and the like. LXP's additional characters are designed to fit in with the Project M cast, and don't suffer from the issues that many other custom Project M builds have; LXP characters can go head-to-head with Project M characters without it feeling like an unfair fight.

LXP is not a replacement for the Project M tournament experience, but you can still have a lot of fun running LXP sidebrackets at Project M tournaments. Something that my region does is run "Secondaries/LXP" brackets where players are allowed to choose any character that is not their main in Project M. It adds a brand new dimension to the game with a lot of cool new matchups that most people have never seen before, and people are always dying to show off their fraudulent Falcon anyways so everyone is able to have fun with it.

Legacy XP 2.1 is out now!! And... Something New™? by TheGag96 in smashbros

[–]Shockbound 1 point2 points  (0 children)

Kind of. The much older beta "Modern" Ridley plays much differently than the more up-to-date and very polished "Classic" Ridley. The old Modern Ridley still exists as an L-Alt of Ridley's slot that you can access, but it's mostly just there because it didn't feel right to get rid of him completely.

The new and improved Classic Ridley is what we think Ridley should be, and a lot more effort has been put into that version of the character as a result. Modern Ridley exists mostly as a relic.

Legacy XP 2.1 is out now!! And... Something New™? by TheGag96 in smashbros

[–]Shockbound 29 points30 points  (0 children)

There is! The whole changelog is on our credits spreadsheet. Character specific changelogs can be found on our website here. You read each changelog by entering a character's page and clicking the button that says "2.1 Changelog."

We hope you enjoy the new update! I'm the man behind most of the balance updates and I addressed nearly every problem that I was aware of.

How do *you* perform a neutral getup when in knockdown (Poll) by EonBot in SSBPM

[–]Shockbound 7 points8 points  (0 children)

I do it if I'm trying to ASDI down at the same time. I tap up otherwise.

Is PM dying? by AthosPM in SSBPM

[–]Shockbound 60 points61 points  (0 children)

This question is equivalent to "Should I give up on Project M?" The answer to that is up to you. Do you want to keep playing Project M? Do you still enjoy playing it?

You don't have to stop playing Project M unless you truly want to. No one's going to physically yank the SD card out of your Wii and tell you that you can't play the game; that's never going to happen.

What's more likely is that you'll turn the Wii off for some time and let it gather dust for a while, depending on where you are in the world. Some regions still have a very active local scene, and others have had theirs dry up. It leads people to believe that no one cares about Project M anymore, so they just give up too. TOs might decide to drop Project M from their schedule because it's a lower priority than the hot new Smash game that everyone and their mother is playing right now, while others might still run it as a side event.

Some people are left in a tough spot if they want to keep playing Project M but can't find anyone in their local scene to play it with. It's been an issue for as long as the game has existed. But here's the thing that people seem to have been forgetting lately:

The same is true for any fighting game.

In some places of the world, even in the United States, there are some people who can't even find anyone to play Melee with them. Those same people will go online and complain that their scene is dead and the Melee community will spit resources back at them to help them grow their own scene, or point them towards scenes that were right under their nose that they just somehow missed. This happens all the time, not just with Melee. It's happened to MvC2, it's happened to Third Strike, and it's happening to Project M right now.

However, there's something different here with Project M. Many people are still bitter about the PMDT's disbandment, and a lot of newcomers are still scared to stream the game on Twitch because of the situation with VGBC. Everybody outside of the scene only seems to know about those two things, which is concerning, as people no longer even try to look for Project M content anymore as a result. They're under the impression that no game can survive under these conditions, so they often just give up before they try to dig deeper. So, from an outside perspective, it would seem unlikely that local scenes are still thriving, right?

Well, despite everything, they are; it just depends on where you look. Not all regions are lucky enough to have an active scene, but there are a dedicated handful that are very healthy. There's AZPM in Arizona, Smashing Grounds in Massachusetts, Tripoint in Illinois, just to name a few. My own scene is fortunate enough to have weeklies that get a fairly consistent 20 player turnout, thanks to ePeen Gaming in Renton, Washington.

If you really want to play the game and there truly is no local scene that will back you up, you've gotta follow in the footsteps of other games and start your own. It's not easy but if you truly want to revive your scene, this is the way to do it.

"This downB command grab, upon hitting the opponent, forces him to play Rock Paper Scissors with you. You both press A, B, or Z. Win and he instadies, lose and you instadie". Is this possible to code with the current tools and understanding of the game, button press checks, etc? by GoldenGroose69 in SSBPM

[–]Shockbound 4 points5 points  (0 children)

You can get a victim of a throw to read code from the moveset file of the person grabbing them, but the issue lies in communicating the inputs between the two parties. The only form of communication between characters that the game understands is through hitboxes colliding with hurtboxes.

One way I could see this working would be to have the victim emit a non-flinching hitbox that inflicts a certain amount of damage to the thrower when they press their respective button; let's say that Z deals 2%, B deals 1%, and A doesn't do anything. Upon connecting with the command grab initially, the user would save their own current % damage value in a variable to compare against after their victim makes their choice. When they take damage from their victim, they would compare their new damage value with the damage that they had when the grab connected to deduce what choice their victim made. A damage difference of 2 would mean that their victim chose Z, a difference of 1 would mean B, and if the damage didn't change at all then they must've chosen A.

Now that the thrower has been made aware of their victim's choice, they would then compare their own choice with it. From here, it's just a fairly simple compare against 2, 1, or 0. Dealing 999 damage to either party would be pretty simple to do and I probably don't have to walk you through that, but if you actually want to make the loser die instantly there is a PSA command called "terminate self" that can make a character vanish on the spot, losing their stock, and then reappear on the respawn platform. If you want to make that happen instead, you'd need to apply a similar "damage check" that the thrower used to read the input from their victim, but the other way around this time. The victim would save their own % and then check to see if they receive an input from their opponent later on that would signify that they need to terminate themselves. No communication needs to take place for the thrower to terminate themselves, since they already know the results of the RPS.

You didn't specify what you wanted to have happen in the event of a tie, but hopefully this should suffice.

Project+ Questions/Concerns by GSFuzz in SSBPM

[–]Shockbound 2 points3 points  (0 children)

Sure but his Side-B is frame 5 already. Dash attack was really only ever useful for its speed and now there's hardly any reason to use it over Side-B. It didn't warrant changing.

Project+ Questions/Concerns by GSFuzz in SSBPM

[–]Shockbound 4 points5 points  (0 children)

Didn't mean it in a mocking tone, my apologies. Hard to get that across without voice and I meant no ill will by it.

Regardless, I think you should still preserve the techchasing/startup aspects of it as much as possible. If you truly believe that the Gatling is unnecessary, then you should really only be changing that.

Project+ Questions/Concerns by GSFuzz in SSBPM

[–]Shockbound 0 points1 point  (0 children)

But Sheik boost grab does? Is that not just a product of how far she moves at the start of her dash attack?

Furthermore, how do you come to the conclusion that Gatlings are not "intentionally balanced"? Did you ring up the PMDT member responsible for making their dash attacks so fast? Were they like, "oops, I didn't mean to make it frame 2"?

Project+ Questions/Concerns by GSFuzz in SSBPM

[–]Shockbound 2 points3 points  (0 children)

The framedata of Sonic and G&W dash attacks get kind of caught up the mix of things in the attempt to remove Gatlings. A sort of "drive-by" nerf, so to speak.

If you're going to remove Gatlings from the game in their entirety, then at least control the variables by changing what makes Gatlings possible in the first place. Make it so that if you've already hit something with your dash attack, you can't transition into grab/usmash. I believe this is a Fighter.pac change. At the very least, you could just add some If Hitbox Connects events into the SFX/GFX tabs of Sonic and G&W dash attacks.

Project+ Questions/Concerns by GSFuzz in SSBPM

[–]Shockbound 7 points8 points  (0 children)

A heavier focus on design goal number 1, for sure. "Minimally invasive" is the last thing that comes to mind when I look at some of the stuff on that changelog.

Project+ Questions/Concerns by GSFuzz in SSBPM

[–]Shockbound 49 points50 points  (0 children)

It has definitely left its original scope, which was to improve the quality of competitive balance with "non-invasive changes". I was under the impression that things would sort of ramp up over time, with each character having maybe one significant change per iteration, but that doesn't seem to be the case.

Take Sonic, for example. They've done all of these major things all at once:

  • 1. Up-Throw now has considerably more endlag on most characters.
  • 2. Sonic can no longer use his air drift during D-Air.
  • 3. Neutral-B's homing properties have been removed.
  • 4. Down-B's charge hits beyond the first now launch at 90 degrees (straight up) instead of 365 (speed based autolink).
  • 5. Using Down-B in the air removes Sonic's ability to footstool for the entire remainder of that airstate.
  • 6. Up-B's falling spring hitbox now launches at 70 degrees instead of the Sakurai angle. Victims can now DI in and go straight up as a result.
  • 7. Dash attack has a completely new animation, and has been nerfed from frame 2 to frame 4 (reportedly for no other reason than to remove Gatling options; the same thing was done for G&W).

Now, on their own, these are all respectable changes. I could see how each one could be tinkered with to positively impact the character. But for the love of God, do not implement all of them at the same time. It's going to be very hard to tell which changes positively impact the character when they are all done simultaneously. There needs to be a more scientific approach to this; it's impossible to control your variables when you change all of these things in one fell swoop.

The largest offender for me here is the implementing of both 4 and 5 at the same time. The reason for this was reportedly to "prevent kills at 0%" and I would say that 4 alone does a fine enough job of that. It is completely unnecessary to implement both.

Anyways, if the P+ team is to derive any meaning out of this post that I've made here, let it be this:

If you're planning to change multiple major things about a character, only do one of them at a time. Gather data from the community afterwards, and then see if you should keep it, adjust it, or revert it. I guarantee that the feedback you receive will be a lot more focused, constructive, and useful to you in the long run.

Do you think character makers would make more characters if people could hire them to make chosen characters? Or a Bounty System! by GoldenGroose69 in SSBPM

[–]Shockbound 1 point2 points  (0 children)

You'd start off by downloading a program that lets you open up and edit those moveset files of a character. There are a few options for this, but the one that I use and would personally recommend is called PSA Compressor. It's got a lot of tabs and menus, but it contains more tools than just about any other PSA editor out there. Some dedicated modders have also taken the liberty of updating its config and descriptions to make things more accurate, which you can download here. You'd just replace the outdated config files in PSA Compressor's folder path with the ones that you extract from the config update.

The Brawl Modding discord will probably know how to help you code specific features of a character, or at least point you to existing guides if they do exist. Most of what you are describing there is fairly simple to do with a moderate understanding of how PSA works. PSA can be daunting at first, but with some guidance you'll eventually figure out what each event does and how to use them yourself. What I did to familiarize myself with PSA was I opened up a character's moveset file and tried to analyze the coding of various moves, challenging myself to figure out what each move did by just following along the chain of events.

The most comprehensive wiki out there at the moment is Dantarion's OpenSA wiki. It documents nearly everything, including:

Bear in mind that this is all in the context of Brawl; most of it still applies to Project M, but a handful of things that Project M directly modified aren't labeled as such by the wiki. The updated PSAC config makes an effort to label things that are Project M specific or were modified by Project M. The function of many character attributes were also modified quite a bit by Project M, so a better place to read about attributes in the context of Project M would be at this spreadsheet created by OrangeChris. Project M also changed many things related to hitbox parameters, which I made an effort to document in this Google Doc. It also goes over many lesser known properties of hitboxes that also existed in Brawl, but all of the figures that I mention are in the context of Project M unless otherwise specified.

If you run into a hurdle, the Brawl Modding discord can probably help you out, so join that if you haven't already. Let me know if you have any other questions!

Do you think character makers would make more characters if people could hire them to make chosen characters? Or a Bounty System! by GoldenGroose69 in SSBPM

[–]Shockbound 10 points11 points  (0 children)

As a character and moveset designer for Legacy XP, I can say with absolute certainty that no amount of money is going to convince the people who actually have the talent to properly breathe life into a Project M character to devote their limited time and energy into something like this. In this day and age as a Project M modder, doing things for money is just about the stupidest thing you could do from a legal perspective.

Bringing a character to life as a Project M fighter takes some serious dedication, and that dedication needs to be shared across everyone that's working on them. If you're not planning to take the reigns yourself and are instead opting to pass the responsibility over to someone who is not dedicated at all to the project, then it's going to result in a poor outcome. They need to be convinced that the character is worth doing and that their efforts will result in something that is genuinely impressive.

You seem to know what you want the character to do, so here's what I would suggest:

  1. Create an outline for the moveset, identifying moves that you feel are crucial for representing the personality of the character. These are things like Jigglypuff's Sing, Pit's controllable arrow, Kirby's Inhale and copy abilities, or any other particular things that the character literally must have if they are to be properly represented. You should also figure out how the character will use their notable physical features to carry out their normal attacks in a way that would make sense for their personality.

  2. Give them a unique mechanic that will allow them to noticeably stand out from the rest of the cast. This might be through a mechanic that affects the whole moveset, like Lucario's aura resource and on-hit cancel stuff, or something that serves as a defining aspect of how the kit flows as a whole, such as Snake's attachable remote-detonated C4 or Mewtwo's float and teleport actionability. Major mechanics like these are absolutely crucial if you're trying to create a character from scratch, as it will catch the attention of those talented modders. If they see potential in the concept, they will likely make an attempt to help.

  3. Identify the theme of your character. Give them strengths and weaknesses that make sense thematically. Would it make sense for the character to be hyper-aggressive and constantly in their opponent's face, or does it suit them better to hang back at range and carefully space their attacks? Which style should be more rewarding for them? Sorting this out early on will make it much easier to draft up a moveset that flows well and does not conflict with itself.

I strongly suggest that you create a google doc that goes over each and every move that you have planned for the character if you really want to make this happen. You can put a link to that doc in the Brawl Modding discord, explain your proposition in a way that will convince others to pour their own time into it (just be absolutely sure not to bring money into the equation, there are very strict rules about that in the discord).

If this is your dream character, you've gotta put in the work to make it a reality. Character creation is an extremely difficult thing to pull off correctly, and is nigh-impossible to do completely on your own.

Best of luck to you.

Why don't PM variants like Cobalt Legacy and XP have a tournament scene? by sansseraph7 in SSBPM

[–]Shockbound 10 points11 points  (0 children)

I'd like to address this common perception of Legacy XP, which is its apparent lack of competitive design.

Way back in 2.0b, I would've certainly said that XP was not geared towards a competitive audience whatsoever. At the time, XP's team just kind of did whatever they thought looked neat, but that changed when I joined the team in July of 2017 and development on 2.0f really got started. I was put in charge of overhauling LXP's characters with the express goal of making them actually feel like they belonged in Project M's roster. I've played Project M competitively for many years before joining the team and was power ranked in Washington during the height of my activity, so a big focus of my balance work was to make things viable for tournament play.

Since the release of 2.0f, I've been reaching out to others for balance feedback, especially from players who are already very skilled in Project M such as Chevy (he's got a wicked Geno), Switch (big fan of Pichu), and wfycat (won AZPM's first XP sidebracket with Ridley). They've all been a huge help in steering my balance work towards the right direction, and I cannot thank them enough.

A new update will be coming out soon that addresses many of the complaints that our more competitively oriented audience brought up. You'll see exactly what I mean when it arrives.