Editing Diet Melee
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{{merge|Gameplay modification}} | |||
'''''Diet Melee''''' is a [[gameplay modification]] of ''[[Super Smash Bros. Melee]]'' designed to make the game run more efficiently on [[Project Slippi]]. | '''''Diet Melee''''' is a [[gameplay modification]] of ''[[Super Smash Bros. Melee]]'' designed to make the game run more efficiently on [[Project Slippi]]. | ||
It does this by lowering the polygon count of the stages via custom models, and using the in game low poly models for the characters. For example, Diet Melee Classic Final Destination has only 754 tris, vs vanilla Melee Final Destination which has 13,008 tris. Running the lower polygon count allows for much weaker hardware to play [[Project Slippi]] online and offline. | |||
It does this by lowering the polygon count of the stages via custom models, and using the in game low poly models for the characters. For example, Diet Melee Classic Final Destination has only 754 tris, vs vanilla Melee | |||
Along with making the game easier to run, the project also makes the iso smaller by removing non-essential files from the game. This includes trophies, videos, stages, and even single player modes. The vanilla ''[[Super Smash Bros. Melee]]'' iso is 1.35GB, whereas the Diet Melee iso is only 239MB. | Along with making the game easier to run, the project also makes the iso smaller by removing non-essential files from the game. This includes trophies, videos, stages, and even single player modes. The vanilla ''[[Super Smash Bros. Melee]]'' iso is 1.35GB, whereas the Diet Melee iso is only 239MB. | ||
On top of this, the project has taken steps towards making ''[[Super Smash Bros. Melee]]'' more accessible as a whole through it's Crystal Melee build. It simplifies the game's visual style heavily to help people with visual disabilities be able to play ''[[Super Smash Bros. Melee]]'' just like everyone else. It simplifies textures, models, and has other changes such as making team colors more fitting for the team they're on, making Fox and Falco's lasers different colors, simplifying the HUD by removing %, simplifying HUD stock icons, and making fire effects make characters less dark, and more. | On top of this, the project has taken steps towards making ''[[Super Smash Bros. Melee]]'' more accessible as a whole through it's Crystal Melee build. It simplifies the game's visual style heavily to help people with visual disabilities be able to play ''[[Super Smash Bros. Melee]]'' just like everyone else. It simplifies textures, models, and has other changes such as making team colors more fitting for the team they're on, making Fox and Falco's lasers different colors, simplifying the HUD by removing %, simplifying HUD stock icons, and making fire effects make characters less dark, and more. | ||
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![[File:Diet Melee 64 Example.png|Diet Melee 64]]<br>Diet Melee 64 | ![[File:Diet Melee 64 Example.png|Diet Melee 64]]<br>Diet Melee 64 | ||
|Diet Melee 64 is a version with an aesthetic | |Diet Melee 64 is a version with an aesthetic [[Super Smash Bros.]], where it's name came from. Comes with reworked stages and textures for Melee. | ||
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==Developers== | ==Developers== | ||
*Project Leads: {{Sm|hamyojo}}, [https://twitter.com/SSBM_Cjag Cjag] | *Project Leads: {{Sm|hamyojo}}, [https://twitter.com/SSBM_Cjag Cjag] | ||
*Character retextures: {{Sm|hamyojo}}, [https://twitter.com/SSBM_Cjag Cjag], Bimps, Ploaj, and Connor Rentz | *Character retextures: {{Sm|hamyojo}}, [https://twitter.com/SSBM_Cjag Cjag], Bimps, Ploaj, and Connor Rentz | ||
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*Stage Retexturing: VineJuice | *Stage Retexturing: VineJuice | ||
*Other devs: Cynthetic, cinnaminion, Pigs, IntifiPixel, David Kimball | *Other devs: Cynthetic, cinnaminion, Pigs, IntifiPixel, David Kimball | ||