Shell
Flute-Fox Only
- Joined
- Feb 7, 2007
- Messages
- 2,042
Hey guys, I hope you're enjoying Kirby.
A question that I'm sure is bound to pop up - "Why aren't Kirby Hats perfect neutral-special copies? Why are some missing little features that the original character has, or why are they sometimes not even neutral-special moves at all!?"
Short answer - technical difficulties, maybe someday they all will be perfect copies.
Long answer - Let's look at the scope we're dealing with - 41 moves right now. Most characters only use 16 attacks total, so we're dealing with roughly "2 entire characters worth" of attacks... all jammed into one move on one character. So there's a lot to work on for relatively little reward in the big picture of Kirby's kit.
If that weren't hard enough, there are several more challenges. The first is that we cannot edit any of Kirby's Hat Actions in our usual software, and instead have to hex edit or inject every change. Floating point values (which determine stuff like how quickly a projectile moves) and hitboxes which are normally visible have to be hunted down in hex scattered across Kirby's main file and his separate hat files.
On top of that, we do not currently possess a means to allow Clone Character Hats to load up any articles. I had to get creative and use Kirby's own Cutter Blade model instead of Roy's, and decided to do Mewtwo's Disable Attack instead of the article-based Shadow Ball.
Lastly, some attacks just required too much time or file space to put in at the moment. Lucas's OU nB attack, for instance, would take up a considerable amount of time and space rigging up to all of Kirby's smashes, which aren't particularly useful for Kirby compared to Lucas, anyways. Thus, we got creative and turned the Freeze article into a rough copy of Lucas's Side-B attack.
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Anyways, we'll try to improve the Hats and port over more features as necessary with time. In some instances where porting a feature directly isn't possible, we'll do our best to improve other aspects of the Hat to compensate (as we've already done with some Hats in 3.0).
Thanks for understanding, everyone.
Big shout out to standardtoaster, ds22, Dantarion, & Spex for getting the hats working as well as they do, with a little help from myself.
Take care,
-Shell
A question that I'm sure is bound to pop up - "Why aren't Kirby Hats perfect neutral-special copies? Why are some missing little features that the original character has, or why are they sometimes not even neutral-special moves at all!?"
Short answer - technical difficulties, maybe someday they all will be perfect copies.
Long answer - Let's look at the scope we're dealing with - 41 moves right now. Most characters only use 16 attacks total, so we're dealing with roughly "2 entire characters worth" of attacks... all jammed into one move on one character. So there's a lot to work on for relatively little reward in the big picture of Kirby's kit.
If that weren't hard enough, there are several more challenges. The first is that we cannot edit any of Kirby's Hat Actions in our usual software, and instead have to hex edit or inject every change. Floating point values (which determine stuff like how quickly a projectile moves) and hitboxes which are normally visible have to be hunted down in hex scattered across Kirby's main file and his separate hat files.
On top of that, we do not currently possess a means to allow Clone Character Hats to load up any articles. I had to get creative and use Kirby's own Cutter Blade model instead of Roy's, and decided to do Mewtwo's Disable Attack instead of the article-based Shadow Ball.
Lastly, some attacks just required too much time or file space to put in at the moment. Lucas's OU nB attack, for instance, would take up a considerable amount of time and space rigging up to all of Kirby's smashes, which aren't particularly useful for Kirby compared to Lucas, anyways. Thus, we got creative and turned the Freeze article into a rough copy of Lucas's Side-B attack.
-----
Anyways, we'll try to improve the Hats and port over more features as necessary with time. In some instances where porting a feature directly isn't possible, we'll do our best to improve other aspects of the Hat to compensate (as we've already done with some Hats in 3.0).
Thanks for understanding, everyone.
Big shout out to standardtoaster, ds22, Dantarion, & Spex for getting the hats working as well as they do, with a little help from myself.
Take care,
-Shell