Bienvenidos a Smash Bros. Spain

Smash Bros. Spain es el hogar de la comunidad española de Smash Bros.

¡Únete y podrás participar en los torneos online, enterarte de cuándo serán los próximos torneos presenciales y compartir con nosotros todas tus inquietudes!

Habla de cualquier videojuego que no sea Smash.
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BY SaiX
#100870
pues eso, todo lo relacionado, aqui

me he quedado flipado viendo esto, nunca me lo habria esperado. aunque no soy seguridor de sus juegos ni me entusiasman pero me ha sorprendido
Street Fighter x Tekken Trailer
http://www.youtube.com/watch?v=h_fSM3HTN3E
Oculto:
Zelda Wii U - E3 2011: Gameplay Clip
http://www.youtube.com/watch?v=a50sYUESGTY
Oculto:
Nintendo Wii U - E3 2011: Announcement Trailer
http://www.youtube.com/watch?v=4e3qaPg_keg
Oculto:
Wii U Game Line-Up - E3: 2011: Nintendo Conference
http://www.youtube.com/watch?v=S-VqA_PupHs
Oculto:
Resident Evil: Operation Raccoon City
http://www.youtube.com/watch?v=9q3Y2KlFz5o
Oculto:
Avatar de Usuario
BY Joseph
#100873
illo el vídeo está guapísimo del SF X T

No tengo ni idea de estos juegos, pero de repente me han entrado muchas ganas de meterme de lleno en ellos. omg
Avatar de Usuario
BY Veyron
#100874
http://www.youtube.com/watch?v=4yofveAaXTI

Este es el vídeo donde sale el momento que yo he dicho tanto, donde el tío anuncia el nuevo smash y la gente del público empieza a aplaudir y a chillar (obvio, nuevo smash, es la mínima expresión que podían hacer xd)
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BY Lion
#100876
Me ha gustado el trailer del kid icarus, y sobre todo este tipo

Imagen

Cloud < Este Tio

Seguro que sale en el Smash 4
Avatar de Usuario
BY Veyron
#100877
Pues Lion, es posible que salga como acompañante de Pit representando a la saga Kid Ikarus, además que el creador de ambos es Sakurai, estoy un 99% seguro de que será un nuevo personaje en el proximo smash, y la verdad es que no me disgusta.
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BY El_Bardo
Administrador
#100900
Terribles noticias, Sakurai despues de ser preguntado un millon de veces en el twitter si mostraria algo del Smash, ha confirmado que aun ni lo han empezado y hasta que no acaben y este a la venta el Kid Icarus no piensan empezarlo , hasta el año que viene no veremos ni un miserio trailer xD.
Avatar de Usuario
BY Lion
#100901
De hecho ha abierto una oferta de trabajo

http://www.gonintendo.com/viewstory.php?id=160200

(1) Game Programmer
(2) game planner (planning)
(3) 3D character creation
(Four) production 3D character motion
(Five) Map 3D Production
(Six) UI design and production
(7) design and production effects
(8) Sound Effects Production

Si a alguien se le da bien algo de esto puede probar suerte
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BY X0Ki
#100904
En momentos como estos me jode que la programación me de tanto asco xDDD
Avatar de Usuario
BY Kiro
TOs
#100905
confirmo la actualizacion de la nintendo 3DS, es una pasada de hecho estoy escribiendo esto desde la mia xD.

Ahora voy a probar el jueguecito que se supone que trae
Avatar de Usuario
BY Talvi
#100909
Terribles noticias, Sakurai despues de ser preguntado un millon de veces en el twitter si mostraria algo del Smash, ha confirmado que aun ni lo han empezado y hasta que no acaben y este a la venta el Kid Icarus no piensan empezarlo , hasta el año que viene no veremos ni un miserio trailer xD.
Si eso mismo han dicho cuando lo han anunciado.
Avatar de Usuario
BY El_Bardo
Administrador
#100911
Terribles noticias, Sakurai despues de ser preguntado un millon de veces en el twitter si mostraria algo del Smash, ha confirmado que aun ni lo han empezado y hasta que no acaben y este a la venta el Kid Icarus no piensan empezarlo , hasta el año que viene no veremos ni un miserio trailer xD.
Si eso mismo han dicho cuando lo han anunciado.
Dijeron que no querian comentar detalles teniendo el Kid Ikarus a punto de salir y que no era momento de hablar, o eso habia entendido yo, igualmente una confirmacion por parte del desarrollador le veo mas importancia que lo que diga Iwata xD
Avatar de Usuario
BY Lion
#100912
http://www.project-sora.co.jp/interview2/index.html

Here are some things Ankoku has gathered with his masterful translation skillz:

- Sakurai is using his experience working with Kid Icarus 3DS to smooth the development process of 3DS smash. Mentions he would randomly think about Smash during Kid Icarus development

- "While I'm sure some people just want a new DX (Melee) or X (Brawl), that is not the answer I'm looking for"

- There's a lot of implied differences between the 3DS and WiiU versions. The issue of limitations (or lack thereof) come up ("I could make 50 characters, or double the stages, or make everything prettier (graphically), but with the WiiU I don't have to choose just one of those options"), while he runs into that problem with the 3DS, "maybe something fun like the original smash bros." adding something about a handicap.

- 3DS version will be more "personalized" than the WiiU version, as most likely the handheld machine will only be played by one person. This regards "personal data and achievements." He's probably referring to the stat-keeping mode the Smash games have had and how a handheld version would most likely only be tracking a single person's stats.

- Sakurai feels conflicted, saying something to the effect of "On one hand, a player feels a great sense of accomplishment by beating something really difficult. On the other, if it's too hard, they'll feel a sense of frustration by constantly losing to it." (implied differences between versions)

- Iwata goes on to add that a handheld experience is typically a "fun experience in a short amount of time," and that adjustments would have to be made to work around that.

- "So, for the 3DS version, since you must enjoy it alone, it has a system of rewards that you can customize your character with. And then you can bring these characters from the 3DS to the WiiU to fight on. So one "individual" on a handheld will appear in the "stadium" of the home console." Iwata summarizes by saying "The 3DS version is where players will earn individual achievements for themselves, while the WiiU version will be a place to show those achivements off"

- Sometime late in the Melee development cycle, Iwata told Sakurai "you can never have enough Smash Bros!," to which Sakurai replied "YES YOU CAN." Sakurai apparently doesn't remember this.

- Iwata mentions that he likes how in Smash, both high level and beginner level players can feel a sense of accomplishment in comparison to other fighting games. If you don't know what you're doing in other fighting games, you'll typically get destroyed, in Smash you can earn a few more hits. Sakurai adds onto that saying "You'd think it'd be natural to help new players improve, but when the goal of a fighting game is to beat your opponent down, that becomes difficult." Iwata "feels helpless and weak when he loses badly," and lastly Sakurai adds that "the 3DS version will have ways to help beginner players," going on to suggest co-op "There will be a reward system for good players helping bad ones"

- Apparently the balancing and rebalancing of characters was entirely up to Sakurai, but he's going to ask for some help from other members of the team this time around. He still feels the creator of the game will have the clearest vision of how the balance should look like, but definitely welcomes the help. Iwata asks what type of balancing he's referring to, and Sakurai responds talking about balancing animation/frame/hitbox data, while making sure it makes sense in the scope of the game. It has to "look natural and feels good to land the attack"

- There's implied distinction between casual and competitive play made by Sakurai, saying "all these claims of 'this character is too strong' or 'this character is too weak' varies from person to person." When he looked at the sets of data from Wifi games, all characters had relatively the same level of success. "However, according to the competitive scene, that doesn't seem to be the case elsewhere."

- A balance regarding the difficulties of surgical balance changes, and how they don't want characters to "feel the same," adding that specific traits/strengths/weaknesses are intentionally built to differentiate characters. Along with the "oh now that we nerfed this, this other thing is broken," etc. Iwata comments that this type of balancing is ridiculously hard and congratulates Sakurai for pulling it off with every single character by himself.

- Sakurai mentions that while new developers might see this initially as a learning opportunity, it'll eventually turn into a lesson of pain.

- More commentary regarding the extreme level of difficulty regarding balance vs uniqueness in a fighting game cast, with Iwata joking that "I knew I had an eye for talent when I picked you"

- Sakurai comments "the mechanics of a game better fit the system the game is on." The 3DS's small screen, for example, is something they have to work around, making sure the backgrounds and stage structure are clearly visible.

- Iwata comments that some designers enjoy gimmicks like FMVs and cutscenes, because it's where developers get the most free reign to show off their skills.

- Sakurai mentions "I think it'd be best if we can design something that works well and looks good regardless of whether it's on a portable or on an HDTV, but having a different team for each version is also good because we can still make very specialized additions to each." Each individual project will take advantage of each developers "specialty and where they're most likely to apply it."

- Essentially boiling down to "while keeping coherence between the two version is important, they don't want to use that as an excuse to compromise potential features for either version"

- Apparently Sakurai had no direct involvement with either Sonic's or Link's implementation in Brawl.

- He's slightly concerned by the fact that the various branches of Brawl staff worked on different schedules so the development process has gotten rather long. Iwata asks "but now you get to be a lot more hands-on with Smash 4, right?" to which Sakurai answers "Yes, but I'm coming into development right after Kid Icarus finishes, with no rest inbetween. So any help I can get is much appreciated"

- Sakurai says as a game designer and head developer, he really enjoys making something himself and seeing it turn into something good, but if he takes it in the wrong direction he won't reach the people he intends to. With Smash he wants to reach out to as many as he can. Iwata comments "this leaves a lot up to chance when it comes to the finished game," but Sakurai responds "I prefer it to a "stable" series where every sequel is juts the same game with a little bit added on. While it's painful to make something new, it's fun to figure out how." While with Smash, each iteration has a different fun twist, and even someone who doesn't know much about the series can pick apart the differences fairly easily.

- Iwata anguishes over how expensive the project is and that it requires a lot of people.

- Sakurai "Anyway, I look forward to the people you bring to this project, since the success of it is dependent on who you gather for me! Still, even if you don't gather enough people, I wouldn't want to see the project stretched thin, so we could focus on only one system." Iwata: "What? Even after we announced at e3 that we'll be developing for both systems?!" Sakurai: "Well either that or I take a small team and we take five years"

- in the conclusion, Iwata thanks Sakurai, and Sakurai says "thanks, but my time is currently focused on making sure Kid Icarus is perfect for launch!"
Avatar de Usuario
BY Baha
#100927
http://www.project-sora.co.jp/interview2/index.html

Here are some things Ankoku has gathered with his masterful translation skillz:

- Sakurai is using his experience working with Kid Icarus 3DS to smooth the development process of 3DS smash. Mentions he would randomly think about Smash during Kid Icarus development

- "While I'm sure some people just want a new DX (Melee) or X (Brawl), that is not the answer I'm looking for"

- There's a lot of implied differences between the 3DS and WiiU versions. The issue of limitations (or lack thereof) come up ("I could make 50 characters, or double the stages, or make everything prettier (graphically), but with the WiiU I don't have to choose just one of those options"), while he runs into that problem with the 3DS, "maybe something fun like the original smash bros." adding something about a handicap.

- 3DS version will be more "personalized" than the WiiU version, as most likely the handheld machine will only be played by one person. This regards "personal data and achievements." He's probably referring to the stat-keeping mode the Smash games have had and how a handheld version would most likely only be tracking a single person's stats.

- Sakurai feels conflicted, saying something to the effect of "On one hand, a player feels a great sense of accomplishment by beating something really difficult. On the other, if it's too hard, they'll feel a sense of frustration by constantly losing to it." (implied differences between versions)

- Iwata goes on to add that a handheld experience is typically a "fun experience in a short amount of time," and that adjustments would have to be made to work around that.

- "So, for the 3DS version, since you must enjoy it alone, it has a system of rewards that you can customize your character with. And then you can bring these characters from the 3DS to the WiiU to fight on. So one "individual" on a handheld will appear in the "stadium" of the home console." Iwata summarizes by saying "The 3DS version is where players will earn individual achievements for themselves, while the WiiU version will be a place to show those achivements off"

- Sometime late in the Melee development cycle, Iwata told Sakurai "you can never have enough Smash Bros!," to which Sakurai replied "YES YOU CAN." Sakurai apparently doesn't remember this.

- Iwata mentions that he likes how in Smash, both high level and beginner level players can feel a sense of accomplishment in comparison to other fighting games. If you don't know what you're doing in other fighting games, you'll typically get destroyed, in Smash you can earn a few more hits. Sakurai adds onto that saying "You'd think it'd be natural to help new players improve, but when the goal of a fighting game is to beat your opponent down, that becomes difficult." Iwata "feels helpless and weak when he loses badly," and lastly Sakurai adds that "the 3DS version will have ways to help beginner players," going on to suggest co-op "There will be a reward system for good players helping bad ones"

- Apparently the balancing and rebalancing of characters was entirely up to Sakurai, but he's going to ask for some help from other members of the team this time around. He still feels the creator of the game will have the clearest vision of how the balance should look like, but definitely welcomes the help. Iwata asks what type of balancing he's referring to, and Sakurai responds talking about balancing animation/frame/hitbox data, while making sure it makes sense in the scope of the game. It has to "look natural and feels good to land the attack"

- There's implied distinction between casual and competitive play made by Sakurai, saying "all these claims of 'this character is too strong' or 'this character is too weak' varies from person to person." When he looked at the sets of data from Wifi games, all characters had relatively the same level of success. "However, according to the competitive scene, that doesn't seem to be the case elsewhere."

- A balance regarding the difficulties of surgical balance changes, and how they don't want characters to "feel the same," adding that specific traits/strengths/weaknesses are intentionally built to differentiate characters. Along with the "oh now that we nerfed this, this other thing is broken," etc. Iwata comments that this type of balancing is ridiculously hard and congratulates Sakurai for pulling it off with every single character by himself.

- Sakurai mentions that while new developers might see this initially as a learning opportunity, it'll eventually turn into a lesson of pain.

- More commentary regarding the extreme level of difficulty regarding balance vs uniqueness in a fighting game cast, with Iwata joking that "I knew I had an eye for talent when I picked you"

- Sakurai comments "the mechanics of a game better fit the system the game is on." The 3DS's small screen, for example, is something they have to work around, making sure the backgrounds and stage structure are clearly visible.

- Iwata comments that some designers enjoy gimmicks like FMVs and cutscenes, because it's where developers get the most free reign to show off their skills.

- Sakurai mentions "I think it'd be best if we can design something that works well and looks good regardless of whether it's on a portable or on an HDTV, but having a different team for each version is also good because we can still make very specialized additions to each." Each individual project will take advantage of each developers "specialty and where they're most likely to apply it."

- Essentially boiling down to "while keeping coherence between the two version is important, they don't want to use that as an excuse to compromise potential features for either version"

- Apparently Sakurai had no direct involvement with either Sonic's or Link's implementation in Brawl.

- He's slightly concerned by the fact that the various branches of Brawl staff worked on different schedules so the development process has gotten rather long. Iwata asks "but now you get to be a lot more hands-on with Smash 4, right?" to which Sakurai answers "Yes, but I'm coming into development right after Kid Icarus finishes, with no rest inbetween. So any help I can get is much appreciated"

- Sakurai says as a game designer and head developer, he really enjoys making something himself and seeing it turn into something good, but if he takes it in the wrong direction he won't reach the people he intends to. With Smash he wants to reach out to as many as he can. Iwata comments "this leaves a lot up to chance when it comes to the finished game," but Sakurai responds "I prefer it to a "stable" series where every sequel is juts the same game with a little bit added on. While it's painful to make something new, it's fun to figure out how." While with Smash, each iteration has a different fun twist, and even someone who doesn't know much about the series can pick apart the differences fairly easily.

- Iwata anguishes over how expensive the project is and that it requires a lot of people.

- Sakurai "Anyway, I look forward to the people you bring to this project, since the success of it is dependent on who you gather for me! Still, even if you don't gather enough people, I wouldn't want to see the project stretched thin, so we could focus on only one system." Iwata: "What? Even after we announced at e3 that we'll be developing for both systems?!" Sakurai: "Well either that or I take a small team and we take five years"

- in the conclusion, Iwata thanks Sakurai, and Sakurai says "thanks, but my time is currently focused on making sure Kid Icarus is perfect for launch!"
Por lo mucho que menciona la versión 3DS y las cosas por las que piensa que la va a diferencia de la de Wii U por ser de un sólo jugador, diría que va a ser la primera versión en la que se ponga a trabajar.

Por cierto, tampoco tengo muy claro qué opinar sobre eso de que va a hacer algo diferente, pero supongo que es buena cosa, porque sino para eso nos quedamos directamente con el melee o el brawl ( y si resultase una mierda, más de lo mismo).
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BY Lion
#100928
Creo que el Smash de 3DS acabara siendo como el jump super stars, molara mucho pero no se jugaran tantos torneos como en el de WiiU.
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BY Talvi
#100929
Cada vez me sorprende más que usen la palabra "competitivo", cuando parecía que la tenían prohibida para ellos.

Lo que esta claro es que irá para largo, con lo que seguramente la mayoría de esta comunidad no lo juegue seriosamente para entonces y lo haga con sus hijos/nietos.
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BY Baha
#100930
La verdad es que fuera coñas opino que deberíamos seguir centrándonos en llevar a mejor tanto el Brawl como el Melee ahora mismo, como si no nos hubiésemos enterado de nada, porque vete a saber tanto lo que resulte de esto como cuándo.
Avatar de Usuario
BY El_Bardo
Administrador
#100931
Quiza para la Tokyo Game Show muestran algo, igualmente que hayan confirmado que estan trabajando en ellos para mi es suficiente, prefiero eso a estar con la duda de si realmente llegara a existir nunca xD
long long title how many chars? lets see 123 ok more? yes 60

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