I'm in complete awe. The combat is so smooth & fluid. And character's hits look like they no longer randomly phase through their opponents bodies any more!
*Megagirus left the chat*... Some heisei fan told her "oh don't worry about Godzilla, he respects the viewers immersion, he plays it heavy and slow" And she was like "easy, then..."
I'm not sure what's more jarring, seeing Godzilla's tail attacks do actual damage to Orga or the fact that the atomic breath doesn't delete Orga's health bar anymore. I can only imagine how much better Anguirus is going feel now that he won't have to worry about other kaiju shrugging off sharp damage anymore.
@jahimjauh-hey5653 I never played it but it seemed to realistic. I've seen high level matches,... the best one was just jaguar but because he moved the fastest so he seemed the most engaging to watch. Like I was watching an older jj fight these kaijus in a 4k movie.
@@leandroagonzalez3except realism doesn't work for Godzilla because they are at least 50m tall and at that size and weight if he didn't have God in his name he wouldn't even be able to stand.
@@raptrosThere's logical suspension of disbelief, and there's silly. He can stand because he can, that's easy to suspend disbelief on. Godzilla just did 3 hands free cartwheels? Now that's silly
@1stCallipostle Thank you. Hate it when people use suspension of disbelief to equal anything goes. Not that I have a problem with Pipeworks games being fast and silly, but there was something satisfying about the monster movement from ps4 game being more true to the films.
You can play this now on psv2 which is a ps2 emulator you just need the .rom file and a PlayStation file to be able to run it. I got it on my laptop, so fun
@@gavnorman9543Dude i'm jealous I've installed this like 7 times in the last month and I can't get it to work at all I've tried everything. I can load into the game but the textures are all completely broken.
Taking advantage of Gojirex's notification to subscribe to this channel, I'm curious about the changes for the single player mode. I've never played Pipeworks' Godzilla games, but from what I understand, one of their main criticisms is for the enemy AI in single-player mode.
I am so excited for the future of this game! Can’t wait to see more tournaments in the future! I’m not going to lie and say I think it’s perfect, I do have my critiques, but I’m still so grateful and excited that they are updating STEM. My one critique: This is my personal preference, not saying anything against this major update. I prefer the gameplay style of the earlier version (what was used in the tournaments on RUclips). I love the giant absurd combos you can get off of one hit. But putting that aside, I am definitely not mad at this. I’m still going to be a major fan. I’m still grateful people are putting in work to improve and expand this game. And I’m still very excited for the future of STEM. Thank you Gojirex and any/everyone else who worked on this! I will never be able to do what you do. And I can’t wait to see the future of STEM, between new characters, mechanics, maps, and hopefully more players. ❤
Thank you for your kind words. We understand there will be those who still love the v0.01 demo and its combos, but that game got optimized and the fun dried up. Every combo was optimal and repetitive, and now in v2 every combo or string is unique and made up on the spot!
Don’t worry I completely understand, the demo will just always have a spot in my heart. But don’t let my opinion (or anyone else’s) fool you. I (and I assume everyone else here) am very impressed with this. Everything is so clean, competitively it will be better, and we finally have Godzilla in his own game. Thank you for the hard work, much love to you :)
Also, with how fast paced the mobility is, it seems impossible to ever safely grab a building to throw which is one of the funniest things you could do in those games.
Really enjoy seeing this project come together. If Toho isnt willing to make a new game then its great to see passionate fans remastering the Pipeworks game. Hate to be that guy but any chance we can get a look at the Godzilla GMK model in action in the near future?
It really is a night and day difference! Even the little things like the attack trails or the the original DAMM and Unleashed soundtracks being there are super neat. Though I have to wonder (maybe it's a personal thing) why the lighting sometimes makes the monsters kind of grey in darker environments? like there's low contrast or something
Godzilla 2000 and Orga are looking awesome in the Godzilla STE Melee video! I like the part when Godzilla 2000 beat up Orga in Tokyo stage in the video.
Amazing update, I believe a nice quality of life tho would more sound effects for Godzilla. Could be a bug but it weird how the other Kaiju have sound effects, more combat roars
Dear Mistow Gojiwex: Doctors gave me six months to live and need you to redesign Megalon to fulfill my dying Make-a-Wish plea. -Replace his recycled (and generic) energy drill animations with his cool Unleashed moves and make them jump attack cancellable (maybe his spinning floor trip move can be fashioned into an arial version) -Make his fast digging a light flinch wave dash w more lag and moves farther so its not bust’d (maybe his normal dig can be the short burst movement now to make baragon unique) -Add the magnetic pull to digging (and maybe the single drill pop up toe flinch from movie) -Give his magnetic pull a mini-pulse Tesla Coil hitbox and make it also cancellable (like a shine)🌟 -Make his Megastatic pulse happen after magnetic pull animation like a stronger Tesla coil💥 -And maybe also a napalm mine underground move -Give him a double drill wave dash where he falls down if it connects and is jump cancellable if it doesnt hit -Add the Down A windup DI to his Jump drill spike move so it looks cooler and isnt just spam -Coming out of the ground should be jump attack cancellable(?) -His Napalm should hurt him (no flinch?) Basically make him the mix up king plz n thx my life depends on it💓 P.S. pwz make regular rolls and getup attacks semi-vulnerable (light/hyper armor?) so off-the-ground combos are still a thing🤓
First, I want to say that I appreciate how much you love this game. I will do what I can to fulfill all of these wishes. STEM is very special, and with these it will be even moreso. Thank you. I’m sorry to hear about your diagnosis. I really hope you will pull through. I’m here if you ever need me!
Hey Megalon Enjoyer! (I am myself a Megalon enjoyer, an enthusiast even.) I'll be adding these following notes to Megalon's checklist for v2: >Replace his recycled (and generic) energy drill animations with his cool Unleashed moves and make them jump attack cancellable (maybe his spinning floor trip move can be fashioned into an arial version) 1. Megalon will have GU drill attack animations (replacing B moves which are identical to dash attacks, dash attacks will remain STE animations.) Transferring GU animations can be really tricky and is character-dependent, but luckily Megalon transfers no problem so far! I grappled with the idea of jump canceling them, since Megalon has quite a bit already, and I felt it'd be too broken. However, I think a great solution which will both open him up significantly as a character and remain balanced is this: - Jump cancel the B moves for an additional 1 energy. In STEM, it costs 1 energy to do his B moves, but they don't have a minimum requirement. With this addition, he can jump cancel his B moves if he spends a total of 2 energy, and cannot do this at 0 energy. >Make his fast digging a light flinch wave dash w more lag and moves farther so its not bust’d (maybe his normal dig can be the short burst movement now to make baragon unique) 2. Digging no longer has a hitbox, and hasn't for some time. It can still destroy buildings he digs under, but after just a single game of playtesting (lmao) we concluded that the digging hitbox (especially the toe stub) was inherently broken and made the character way too braindead easy. It also completely disrupted the original intentions of the digging design from STEM: it's interesting what Megalon does out of digging. With the hitbox, it essentially created a situation where Megalon only needed to run into the opponent mindlessly and was guaranteed a grab or whatever he wanted. It wasn't fun. - Quick aside, Baragon's digging is entirely different in STEM. The way it functions differently from Megalon is as follows: Baragon has stealth digging. While completely stationary, he is invisible, and the camera does not follow him. While moving around, he occasionally glows his horn to see where he's going, causing a brief flash on the surface to alert the enemy to his position. In between the flashes, he can completely mix up his position on the opponent, with the detriment of not really knowing where he himself is. >Add the magnetic pull to digging (and maybe the single drill pop up toe flinch from movie) 3. Magnetic pull to digging is a fantastic idea! Perhaps it could be when pressing "B" during dig. Right now, there are two things you can do out of digging: A or Y (attack or grab.) The attack is new to STEM, it has a hitbox. The grab is all he had before, but this 50/50 creates a mixup for Megalon. Jumping opponents cannot be grabbed, but they can be launched by his A resurface which has a heavy flinch hitbox. Either one will lead to a combo if Megalon guesses correctly. I think having a magnetic pull on his digging for the B input is a good idea, and perhaps he could have an additional X attack as well. Even more, he could maybe leave napalm "landmines" by pressing R1. But things can quickly get overcomplicated, so it will need a lot of playtesting to keep the bug relatively simple. >Give his magnetic pull a mini-pulse Tesla Coil hitbox and make it also cancellable (like a shine) 4. You're a mad genius. I'll have to deliberate on how to make this work. The move functions as a "get off me" right now, since Megalon has really poor neutral tools and is overall quite slow when not flying or digging. It's an invincible move, and that was primarily influenced by how weapon hitboxes work in this game. I'll keep this brief: - Weapon hitboxes during an attack need to have a spawn and a despawn event to function properly, otherwise they will keep going on forever. You can see this if you interrupt Jet Jaguar's giant sit-down move, which has a shockwave. It disables after he lands on his ass, but if you interrupt Jet Jaguar before he does so, the end weapon function never occurs, so it just keeps going on forever. A similar thing happened to Megalon too, where he'd get interrupted by a light beam and the megastatic pulse would hit from a considerable distance away. I thus added invincibility until the weapon disables, guaranteeing that can NEVER happen. That influenced my design for it being a "get off me tool," and Megalon's poor neutral in general. It came out to be a cool character design, but a SHINE is far cooler. Mecha-King Ghidorah has one, so I'll have to think of ways to make it unique from that, as well as ways to get around the hitbox bug. Edit: I did not keep this brief. I'm doing my best haha. Sorry. >Make his Megastatic pulse happen after magnetic pull animation like a stronger Tesla coil 5. That's very similar to his rage attack. However, I'm totally down to rework his back B Megastatic Pulse to essentially be his rage attack but as a standard move. Then, we'd have to conceive of a really cool Megalon rage attack to replace it that fits him more. Because the current STE one doesn't really do it for me. >And maybe also a napalm mine underground move 6. You were way ahead of me! (I've hit the character limit, continued in part 2:)
>Give him a double drill wave dash where he falls down if it connects and is jump cancellable if it doesnt hit 7. Ohhhh interesting, it took me a second to understand where you were going with that, but it not connecting is the mixup where he can do other things out of it. I really like that! A short-range variation of his back A surf move with both drills facing forward and rotating. Sounds really raw! Edit: OHHHH his forward B! I could rework his forward B where he punches with 2 energy drills into this attack. >Add the Down A windup DI to his Jump drill spike move so it looks cooler and isnt just spam 8. That......yeah. That would actually fix a really big issue with that attack. I could never find the right amount of frames to balance it, it's really inherently busted from the base game. It activated very early, lingered forever, had no endlag, did 25 damage... it was his best attack. Right now it functions primarily as a combo extender if you land it against airborne opponents. But it being an AERIAL version of his down A is just, incredible! And guess what! STE used a different animation for his down A than DAMM did! I ported over the DAMM down A animation because it looked cooler, and the STE one looked kinda awkward - but with out current understanding of animation editing, we can absolutely fix it up to where it looks natural, and he does it out of the air! A multi-hit jump drill attack! >Coming out of the ground should be jump attack cancellable(?) 9. I think that coming out of the ground should be a commitment, especially if he misses. Too many jump cancels and the game becomes very spammy. His surf move used to be heavy flinch, before I was given the suggestion by a playtester to make it jump-cancelable. I initially was hesitant to the idea, but it was such a raw concept that I had to make it work somehow. I think the Back A jump cancel, as well as the neutral B, is enough for him to be even more of a combo/mixup monster. - I also think you'll LOVE this, a few months back we were able to port over Megalon GU animations, and I created a monster of a new taunt: his GU intro! Not only that, I made it to where he can CANCEL the airborne portion of the attack with his aerials, if not, he naturally goes into a Tebow pose. Here is a demonstration of that: ruclips.net/video/5nrL_by1dyc/видео.html >His Napalm should hurt him (no flinch?) 10. Hmm, I think this is what really held him back in DAMM, but having no flinch/toe stub would be interesting. He does get hurt by his napalm grenades in the film, so I am very open to the idea. There is a technical issue though: - In STE, there are two types of weapon attacks: ones which come directly from the caster (monster), and ones which come from the world. Godzilla's atomic breath is an example of a weapon attack which comes directly from the caster, and thus can never be used to harm himself unless it's reflected back at him. SpaceGodzilla's crystal attacks (homing ghosts and lightning which spawn directly from the crystals) are WORLD attacks, coming from world objects (crystals) that he summons. On the technical side of things, these two weapons are built into the game at different hierarchies. Weapon attacks from the caster exist within the monster file itself, so Megalon.cmp is where the napalm attack is housed. World attacks are housed in a universal file called fx.bdp. In DAMM, all weapons were world effects. In STE, to save on space and memory, they moved many of these world weapons to the character files. Thus Megalon cannot hurt himself with his napalm no matter what I do. I'd have to really study DAMM's structure to see if I can port the napalm over to fx.bdp in STE, but I'm not sure how worth it that is. I do eventually plan on redoing SpaceGodzilla's crystals and how they function, making them caster objects so he isn't hurt by his own ghosts/lightning. During that time, I'll make a note to look into Megalon as well if those attempts are successful. >Basically make him the mix up king plz n thx my life depends on it You know it. 🐞 >P.S. pwz make regular rolls and getup attacks semi-vulnerable (light/hyper armor?) so off-the-ground combos are still a thing 11. This is how they were in vanilla STE, and it didn't work well for the kind of gameplay style I was going for with STE Melee. Off-the-ground combos are still a thing, you simply need to meet the right conditions for it while playing. Teching is invincible, and so is getup attack. Getup attacks can only be done if you miss your tech and wait 0.6666 seconds (40 frames). During that period of time while laying down, you are completely vulnerable to all hits, and all hits will prop you back up, continuing the combo. So you may be asking, why not tech every time? Because purposefully NOT teching is a viable option, and a big-brain strategy, because of how good getup attacks can be as a combo breaker. You don't want to tech every time, because techs are incredibly punishable after their invulnerability wears off, and tech rolls go half the distance of a normal roll. Therefore, it creates a system of rock paper scissors between the two opponents. If you purposefully miss your tech as an attack is incoming, you'll get hit by it and the combo will continue. If you tech immediately as an attack is incoming, you'll avoid it. If you purposefully miss your tech expecting an immediate counterattack, and they DON'T attack you... well, they're going to block your getup attack and grab you, or worse. Even worse than if you had just taken the hit. If you tech while an attack is not incoming, they can chase you down and grab/punish you at the end of your roll. This, in essence, is the gameplay of STEM and how long-winded combos work. I found that while watching tournament footage of v1, seeing the same optimized combos over and over and over wasn't very fun to watch and definitely wasn't fun to play. It was for a while, but got stale. So I needed to go back to the drawing board, and rethink the Pipeworks trilogy from the fundamental level. What were the original design goals of the game? Where did it go wrong? What can I improve? And where did v1 go wrong? I eventually landed on STEM v2's gameplay loop. One in which there are still combos in the game, but they are usually 3-4 hits long (definitely depends on the monster) and then there is a reset situation where both monsters have to guess what happens next. This allows for escape, or an even bigger combo. Making the game a lot more interesting as a whole. Add directional influence to the mix (the ability to drift/move during your attacks or while being hit) and you have STEM! --- I apologize for how long this post is, you're witnessing my stream of consciousness for designing this game, and I will refine these ideas over time and make Megalon the best he can be. I'm really sorry about your diagnosis, let me know if there is anything I can do, or if you ever need someone to talk to. These comments or my DMs on discord are open. I recommend joining the server and community!
megalodons gonna be sick 🪲💪🏻btw 1 more thing☝️: Megastaticoil would be megaraw as his full charge beam- like a bigger multihit magnopull?) As for a rage replacement idk spinny magnet ring of Napalm Spam or smthn (how about a kiryu style unleashed drill grab) ¯\_(ツ)_/¯ I really appreciate the notes and all ur hard work 💓 #WeLoveSTEM
Holy fuckin shi, first budokai tenkaichi 4 and now this. I truly wish you guys make this happen, all I ask is you add those heavy metal tracks that were in unleashed 😂
It’s save the earth but it’s heavily modded and tuned to be balanced and movements are more fluent and better than on the ps2. Pretty sure this is PC only.
I'm in complete awe. The combat is so smooth & fluid. And character's hits look like they no longer randomly phase through their opponents bodies any more!
1:37 that weave was so clean
My favorite part of Godzilla 2000 was the scene where Orga drop-kicked the shit out of him over five times. Truly a legendary cinema masterpiece.
*Megagirus left the chat*... Some heisei fan told her "oh don't worry about Godzilla, he respects the viewers immersion, he plays it heavy and slow"
And she was like "easy, then..."
I'm not sure what's more jarring, seeing Godzilla's tail attacks do actual damage to Orga or the fact that the atomic breath doesn't delete Orga's health bar anymore. I can only imagine how much better Anguirus is going feel now that he won't have to worry about other kaiju shrugging off sharp damage anymore.
watching your favorite childhood game get better and better with each new video is simply incredible !
Good Luck for dev teams for this game 😊
The ps4 godzilla is how humans percieve the monsters movements.
This... this is the Monsters Pov.
I don't think I could handle another Godzilla game where they moved as slow as they did in the ps4 game.
@jahimjauh-hey5653 I never played it but it seemed to realistic.
I've seen high level matches,... the best one was just jaguar but because he moved the fastest so he seemed the most engaging to watch. Like I was watching an older jj fight these kaijus in a 4k movie.
@@leandroagonzalez3except realism doesn't work for Godzilla because they are at least 50m tall and at that size and weight if he didn't have God in his name he wouldn't even be able to stand.
@@raptrosThere's logical suspension of disbelief, and there's silly.
He can stand because he can, that's easy to suspend disbelief on.
Godzilla just did 3 hands free cartwheels? Now that's silly
@1stCallipostle Thank you. Hate it when people use suspension of disbelief to equal anything goes. Not that I have a problem with Pipeworks games being fast and silly, but there was something satisfying about the monster movement from ps4 game being more true to the films.
Holy crap one of my favorite games of all time not only being revived but being IMPROVED? Ya'll are doing absolutely AMAZING work, so excited
I cannot wait for this to be released, more hype for this than any AAA game.
when is it
The real question is "when"
You can play this now on psv2 which is a ps2 emulator you just need the .rom file and a PlayStation file to be able to run it. I got it on my laptop, so fun
@@gavnorman9543you mean pcsx2?
@@gavnorman9543Dude i'm jealous I've installed this like 7 times in the last month and I can't get it to work at all I've tried everything. I can load into the game but the textures are all completely broken.
I've never subscribed and pinged for notifications faster in my life
Same lol
Hey!
@@doom7ish Yo!
My 10 year old self is just screaming
I'm loving all the dust and fires that get worse as the fight goes on. really shows the destruction you're leaving behind.
Taking advantage of Gojirex's notification to subscribe to this channel, I'm curious about the changes for the single player mode. I've never played Pipeworks' Godzilla games, but from what I understand, one of their main criticisms is for the enemy AI in single-player mode.
This looks so cool!
I am so excited for the future of this game! Can’t wait to see more tournaments in the future! I’m not going to lie and say I think it’s perfect, I do have my critiques, but I’m still so grateful and excited that they are updating STEM.
My one critique: This is my personal preference, not saying anything against this major update. I prefer the gameplay style of the earlier version (what was used in the tournaments on RUclips). I love the giant absurd combos you can get off of one hit.
But putting that aside, I am definitely not mad at this. I’m still going to be a major fan. I’m still grateful people are putting in work to improve and expand this game. And I’m still very excited for the future of STEM.
Thank you Gojirex and any/everyone else who worked on this! I will never be able to do what you do. And I can’t wait to see the future of STEM, between new characters, mechanics, maps, and hopefully more players. ❤
Thank you for your kind words. We understand there will be those who still love the v0.01 demo and its combos, but that game got optimized and the fun dried up. Every combo was optimal and repetitive, and now in v2 every combo or string is unique and made up on the spot!
Don’t worry I completely understand, the demo will just always have a spot in my heart. But don’t let my opinion (or anyone else’s) fool you. I (and I assume everyone else here) am very impressed with this. Everything is so clean, competitively it will be better, and we finally have Godzilla in his own game.
Thank you for the hard work, much love to you :)
6:32 I hear the MosuGoji OST. give me the plug for the version now.
Came from moistcritical and i hope this mod gets the recognition it deserves
This looks incredible filled with such nostalgia right now. Can't wait to see Ghidorah and Mothra here
26:18 holy Shinx you’ve got a rock cover of the Heisei MG theme?!
No this kiryu not heisei mechagodzilla
@@king_Gameing485he means the bgm...
There’s plenty of rock remixes of classic tracks for this game
It's the Mechagodzilla 2 theme form Godzilla vs Mechagodzilla 2 in a DOOM style of the theme
So many things have changed in just 2 years it's an amazing feeling!
Also the theme was perfect at 0:27
Just really hope you guys release this soon before toho shuts down the operation
Also, with how fast paced the mobility is, it seems impossible to ever safely grab a building to throw which is one of the funniest things you could do in those games.
Picking up/throwing buildings is actually very fast now, Margo and I just never thought to go for it. It is quite viable though!
God I love how loose and cracked up it looks
Damn that Kiryu nearly made a comeback with 0.01%hp lol
Really enjoy seeing this project come together. If Toho isnt willing to make a new game then its great to see passionate fans remastering the Pipeworks game. Hate to be that guy but any chance we can get a look at the Godzilla GMK model in action in the near future?
It really is a night and day difference! Even the little things like the attack trails or the the original DAMM and Unleashed soundtracks being there are super neat. Though I have to wonder (maybe it's a personal thing) why the lighting sometimes makes the monsters kind of grey in darker environments? like there's low contrast or something
Sick Jet Jaguar combos, are match times at a preferable length as of this video? Looks really fun.
I'm curious if it would be possible to port over the dynamic building damage from Unleashed since it was originally planned for StE.
Godzilla 2000 and Orga are looking awesome in the Godzilla STE Melee video! I like the part when Godzilla 2000 beat up Orga in Tokyo stage in the video.
This is awesome, thank you for this! It'll help hold us over until release!
This needs to be officially released, it's so good.
Imagine if this game could run on a PS2, that would be sick!
Some god tier gameplay, looking fantastic
Can you please show us if the menu has changed or not? BTW sick loading screen with 2000 Goji on it
This looks absolutely incredible! I'm so hyped to see this mod when it's finished. And play it! 12/10
This is looking so good man. So fast and smooth.
THIS NEEDS TO BE REMASTERED ON ALL GAMING CONSOLES!
If I was ever given the rights to make a Godzilla movie, this is exactly how the fights would go
Yo where can I find that metal cover @ 27:00?
youtube.com/@ZGoenMusic?si=aylUSgJNBoAQM0xj
Poor Jet Jaguar. I’d be so pressed
I was the Jet Jaguar. I told Margo to go fuck himself after that LMFAO.
🤣@@Gojirex
Missed opportunity to use the 2002 skin in the godzilla vs kiryu fight
2002
19:19 Why noone talks aout this battle and this speciffic moment? It's just *PERFECT!*
The music, the coreography, the sync scenes, *EVERYTHING!*
i be starving for more content about this mod 😅
Amazing update, I believe a nice quality of life tho would more sound effects for Godzilla. Could be a bug but it weird how the other Kaiju have sound effects, more combat roars
I can't wait for Mothra to be in the game!! ❤
Time to get the popcorn
*munch* *munch*
Looking forward to these updates.
9:15 WTF WAS TBAT THATS SO FUCKING TIGHT
Dear Mistow Gojiwex:
Doctors gave me six months to live and need you to redesign Megalon to fulfill my dying Make-a-Wish plea.
-Replace his recycled (and generic) energy drill animations with his cool Unleashed moves and make them jump attack cancellable (maybe his spinning floor trip move can be fashioned into an arial version)
-Make his fast digging a light flinch wave dash w more lag and moves farther so its not bust’d (maybe his normal dig can be the short burst movement now to make baragon unique)
-Add the magnetic pull to digging (and maybe the single drill pop up toe flinch from movie)
-Give his magnetic pull a mini-pulse Tesla Coil hitbox and make it also cancellable (like a shine)🌟
-Make his Megastatic pulse happen after magnetic pull animation like a stronger Tesla coil💥
-And maybe also a napalm mine underground move
-Give him a double drill wave dash where he falls down if it connects and is jump cancellable if it doesnt hit
-Add the Down A windup DI to his Jump drill spike move so it looks cooler and isnt just spam
-Coming out of the ground should be jump attack cancellable(?)
-His Napalm should hurt him (no flinch?)
Basically make him the mix up king plz n thx my life depends on it💓
P.S. pwz make regular rolls and getup attacks semi-vulnerable (light/hyper armor?) so off-the-ground combos are still a thing🤓
First, I want to say that I appreciate how much you love this game. I will do what I can to fulfill all of these wishes. STEM is very special, and with these it will be even moreso. Thank you.
I’m sorry to hear about your diagnosis. I really hope you will pull through. I’m here if you ever need me!
Hey Megalon Enjoyer! (I am myself a Megalon enjoyer, an enthusiast even.)
I'll be adding these following notes to Megalon's checklist for v2:
>Replace his recycled (and generic) energy drill animations with his cool Unleashed moves and make them jump attack cancellable (maybe his spinning floor trip move can be fashioned into an arial version)
1. Megalon will have GU drill attack animations (replacing B moves which are identical to dash attacks, dash attacks will remain STE animations.) Transferring GU animations can be really tricky and is character-dependent, but luckily Megalon transfers no problem so far! I grappled with the idea of jump canceling them, since Megalon has quite a bit already, and I felt it'd be too broken. However, I think a great solution which will both open him up significantly as a character and remain balanced is this:
- Jump cancel the B moves for an additional 1 energy. In STEM, it costs 1 energy to do his B moves, but they don't have a minimum requirement. With this addition, he can jump cancel his B moves if he spends a total of 2 energy, and cannot do this at 0 energy.
>Make his fast digging a light flinch wave dash w more lag and moves farther so its not bust’d (maybe his normal dig can be the short burst movement now to make baragon unique)
2. Digging no longer has a hitbox, and hasn't for some time. It can still destroy buildings he digs under, but after just a single game of playtesting (lmao) we concluded that the digging hitbox (especially the toe stub) was inherently broken and made the character way too braindead easy. It also completely disrupted the original intentions of the digging design from STEM: it's interesting what Megalon does out of digging. With the hitbox, it essentially created a situation where Megalon only needed to run into the opponent mindlessly and was guaranteed a grab or whatever he wanted. It wasn't fun.
- Quick aside, Baragon's digging is entirely different in STEM. The way it functions differently from Megalon is as follows: Baragon has stealth digging. While completely stationary, he is invisible, and the camera does not follow him. While moving around, he occasionally glows his horn to see where he's going, causing a brief flash on the surface to alert the enemy to his position. In between the flashes, he can completely mix up his position on the opponent, with the detriment of not really knowing where he himself is.
>Add the magnetic pull to digging (and maybe the single drill pop up toe flinch from movie)
3. Magnetic pull to digging is a fantastic idea! Perhaps it could be when pressing "B" during dig. Right now, there are two things you can do out of digging: A or Y (attack or grab.) The attack is new to STEM, it has a hitbox. The grab is all he had before, but this 50/50 creates a mixup for Megalon. Jumping opponents cannot be grabbed, but they can be launched by his A resurface which has a heavy flinch hitbox. Either one will lead to a combo if Megalon guesses correctly. I think having a magnetic pull on his digging for the B input is a good idea, and perhaps he could have an additional X attack as well. Even more, he could maybe leave napalm "landmines" by pressing R1. But things can quickly get overcomplicated, so it will need a lot of playtesting to keep the bug relatively simple.
>Give his magnetic pull a mini-pulse Tesla Coil hitbox and make it also cancellable (like a shine)
4. You're a mad genius. I'll have to deliberate on how to make this work. The move functions as a "get off me" right now, since Megalon has really poor neutral tools and is overall quite slow when not flying or digging. It's an invincible move, and that was primarily influenced by how weapon hitboxes work in this game. I'll keep this brief:
- Weapon hitboxes during an attack need to have a spawn and a despawn event to function properly, otherwise they will keep going on forever. You can see this if you interrupt Jet Jaguar's giant sit-down move, which has a shockwave. It disables after he lands on his ass, but if you interrupt Jet Jaguar before he does so, the end weapon function never occurs, so it just keeps going on forever. A similar thing happened to Megalon too, where he'd get interrupted by a light beam and the megastatic pulse would hit from a considerable distance away. I thus added invincibility until the weapon disables, guaranteeing that can NEVER happen. That influenced my design for it being a "get off me tool," and Megalon's poor neutral in general. It came out to be a cool character design, but a SHINE is far cooler. Mecha-King Ghidorah has one, so I'll have to think of ways to make it unique from that, as well as ways to get around the hitbox bug.
Edit: I did not keep this brief. I'm doing my best haha. Sorry.
>Make his Megastatic pulse happen after magnetic pull animation like a stronger Tesla coil
5. That's very similar to his rage attack. However, I'm totally down to rework his back B Megastatic Pulse to essentially be his rage attack but as a standard move. Then, we'd have to conceive of a really cool Megalon rage attack to replace it that fits him more. Because the current STE one doesn't really do it for me.
>And maybe also a napalm mine underground move
6. You were way ahead of me!
(I've hit the character limit, continued in part 2:)
>Give him a double drill wave dash where he falls down if it connects and is jump cancellable if it doesnt hit
7. Ohhhh interesting, it took me a second to understand where you were going with that, but it not connecting is the mixup where he can do other things out of it. I really like that! A short-range variation of his back A surf move with both drills facing forward and rotating. Sounds really raw!
Edit: OHHHH his forward B! I could rework his forward B where he punches with 2 energy drills into this attack.
>Add the Down A windup DI to his Jump drill spike move so it looks cooler and isnt just spam
8. That......yeah. That would actually fix a really big issue with that attack. I could never find the right amount of frames to balance it, it's really inherently busted from the base game. It activated very early, lingered forever, had no endlag, did 25 damage... it was his best attack. Right now it functions primarily as a combo extender if you land it against airborne opponents. But it being an AERIAL version of his down A is just, incredible! And guess what! STE used a different animation for his down A than DAMM did! I ported over the DAMM down A animation because it looked cooler, and the STE one looked kinda awkward - but with out current understanding of animation editing, we can absolutely fix it up to where it looks natural, and he does it out of the air! A multi-hit jump drill attack!
>Coming out of the ground should be jump attack cancellable(?)
9. I think that coming out of the ground should be a commitment, especially if he misses. Too many jump cancels and the game becomes very spammy. His surf move used to be heavy flinch, before I was given the suggestion by a playtester to make it jump-cancelable. I initially was hesitant to the idea, but it was such a raw concept that I had to make it work somehow. I think the Back A jump cancel, as well as the neutral B, is enough for him to be even more of a combo/mixup monster.
- I also think you'll LOVE this, a few months back we were able to port over Megalon GU animations, and I created a monster of a new taunt: his GU intro! Not only that, I made it to where he can CANCEL the airborne portion of the attack with his aerials, if not, he naturally goes into a Tebow pose. Here is a demonstration of that: ruclips.net/video/5nrL_by1dyc/видео.html
>His Napalm should hurt him (no flinch?)
10. Hmm, I think this is what really held him back in DAMM, but having no flinch/toe stub would be interesting. He does get hurt by his napalm grenades in the film, so I am very open to the idea. There is a technical issue though:
- In STE, there are two types of weapon attacks: ones which come directly from the caster (monster), and ones which come from the world. Godzilla's atomic breath is an example of a weapon attack which comes directly from the caster, and thus can never be used to harm himself unless it's reflected back at him. SpaceGodzilla's crystal attacks (homing ghosts and lightning which spawn directly from the crystals) are WORLD attacks, coming from world objects (crystals) that he summons. On the technical side of things, these two weapons are built into the game at different hierarchies. Weapon attacks from the caster exist within the monster file itself, so Megalon.cmp is where the napalm attack is housed. World attacks are housed in a universal file called fx.bdp. In DAMM, all weapons were world effects. In STE, to save on space and memory, they moved many of these world weapons to the character files. Thus Megalon cannot hurt himself with his napalm no matter what I do. I'd have to really study DAMM's structure to see if I can port the napalm over to fx.bdp in STE, but I'm not sure how worth it that is. I do eventually plan on redoing SpaceGodzilla's crystals and how they function, making them caster objects so he isn't hurt by his own ghosts/lightning. During that time, I'll make a note to look into Megalon as well if those attempts are successful.
>Basically make him the mix up king plz n thx my life depends on it
You know it. 🐞
>P.S. pwz make regular rolls and getup attacks semi-vulnerable (light/hyper armor?) so off-the-ground combos are still a thing
11. This is how they were in vanilla STE, and it didn't work well for the kind of gameplay style I was going for with STE Melee. Off-the-ground combos are still a thing, you simply need to meet the right conditions for it while playing. Teching is invincible, and so is getup attack.
Getup attacks can only be done if you miss your tech and wait 0.6666 seconds (40 frames). During that period of time while laying down, you are completely vulnerable to all hits, and all hits will prop you back up, continuing the combo. So you may be asking, why not tech every time? Because purposefully NOT teching is a viable option, and a big-brain strategy, because of how good getup attacks can be as a combo breaker. You don't want to tech every time, because techs are incredibly punishable after their invulnerability wears off, and tech rolls go half the distance of a normal roll.
Therefore, it creates a system of rock paper scissors between the two opponents. If you purposefully miss your tech as an attack is incoming, you'll get hit by it and the combo will continue. If you tech immediately as an attack is incoming, you'll avoid it. If you purposefully miss your tech expecting an immediate counterattack, and they DON'T attack you... well, they're going to block your getup attack and grab you, or worse. Even worse than if you had just taken the hit. If you tech while an attack is not incoming, they can chase you down and grab/punish you at the end of your roll.
This, in essence, is the gameplay of STEM and how long-winded combos work. I found that while watching tournament footage of v1, seeing the same optimized combos over and over and over wasn't very fun to watch and definitely wasn't fun to play. It was for a while, but got stale. So I needed to go back to the drawing board, and rethink the Pipeworks trilogy from the fundamental level. What were the original design goals of the game? Where did it go wrong? What can I improve? And where did v1 go wrong? I eventually landed on STEM v2's gameplay loop. One in which there are still combos in the game, but they are usually 3-4 hits long (definitely depends on the monster) and then there is a reset situation where both monsters have to guess what happens next. This allows for escape, or an even bigger combo. Making the game a lot more interesting as a whole.
Add directional influence to the mix (the ability to drift/move during your attacks or while being hit) and you have STEM!
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I apologize for how long this post is, you're witnessing my stream of consciousness for designing this game, and I will refine these ideas over time and make Megalon the best he can be. I'm really sorry about your diagnosis, let me know if there is anything I can do, or if you ever need someone to talk to. These comments or my DMs on discord are open. I recommend joining the server and community!
megalodons gonna be sick 🪲💪🏻btw 1 more thing☝️: Megastaticoil would be megaraw as his full charge beam- like a bigger multihit magnopull?) As for a rage replacement idk spinny magnet ring of Napalm Spam or smthn (how about a kiryu style unleashed drill grab) ¯\_(ツ)_/¯ I really appreciate the notes and all ur hard work 💓 #WeLoveSTEM
*cries in Mac user*
proton is on mac, right?
My 5 year old me is screaming in joy
What is this exactly? Is it a mod of an older game?
Yes, it’s a mod of Godzilla Save the Earth on PS2 (2004) converting it into a remaster/new game with updated visuals and brand new combat.
@@NastySoft You've convinced me. I joined the discord and I'm getting both games
Looks awesome as always!
Wait does Goji 2k have a dash cancel????!? I feel like OTG combos are going to be brutal once someone gets their hands on this game.
Huge w
Smashing!
So do you just get the ps2 and Godzilla save the earth and they just are in the game how do you do it
Did it always take this long to kill in the vanilla STE? Feels like the games drag a little bit.
aw well ya love to see it
This is so awesome
Whats the deal with the beams shooting straight up sometimes?
It’s the players attempting to delay their beam by aiming them away from the monster, waiting for the dodge so they can hit them out of it.
if this had online support id go insane
it does through parsec
can i download and play it?
I literally feel like I’m in 2010s again.
When and how can i play this? 😍
Wait this is on pc correct
When is it going to be released
Would love to play this game again and definitely has better graphics so yeah
SOMETIMES,I WOULD LIKE TO HAVE SOMETHING TO TRAIN AN AI,AND PRACTICALLY MAKE AN INVENCIBLE KAIJU,PRETTY MUCH LIKE A AMIIBO FUNCTION FOR SMASH BROS
Does anybody u know whatbis going to be the complete roster when this is out?
Will there be pvp?
At this point i want you guys to make and offical a Godzilla game.
I remember playing this on my GameCube when i was little
peak
Holy fuckin shi, first budokai tenkaichi 4 and now this. I truly wish you guys make this happen, all I ask is you add those heavy metal tracks that were in unleashed 😂
I don't know why but where can you get the game when it's done i need the know
Probably through their Discord
@@Pokezilla101 ok
This was awesome
nice video bro, how to download?
I hope this comes out on Ps5 and other consoles
whats the name of the opening some? from which anime?
Man i can't wait for Godzilla stem v2 to release man i want it to release fast
How do I play this?
How do I download this?
🎉🎉🎉 release
But WAIT DID KIRYU SHOT BOLETUS!? In Those Two shots 27:07 27:09
Yes. Those are Kiryus Railguns, they are a new addition to the update and it looks like they take 2 of damage
I wish we could get this on consoles lol. I miss the originals.
Love the soundtracks. 🥲❤️🎶
Especially the one from the 84' movie as well as G2K's theme.
Wish this was on ps
Epic
I want to see more of it
epic
No way....Gojirex added the godzilla 2000 animation from godzilla unleashed in the game
If we added cinematic supers to this game Shin’s would be the best no doubt
holy shit.
Damn dude the rebalancing looks so awesome. So much more depth added to a busted but fun series
Okay 2 things.
1. Why are they both good and super aware? 💀
2. Why didn't gigan win that last round? He deserved it after that 20 hit combo
Godzilla strong
So is Godzilla save the earth melee a different game to be released or is it just in Godzilla save the earth
It’s save the earth but it’s heavily modded and tuned to be balanced and movements are more fluent and better than on the ps2. Pretty sure this is PC only.
@@666CoffeeBoy ok thank you
@@666CoffeeBoy but will it still be on PS2?
Este juego tiene que llegar a las consolas de nueva generación o que por lo menos lo metan a xbox y Playstation. 😢
I'm so hyped it's not even funny
Me crave more