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Because I feel like it ask me anything about molding pm

blerb

Smash Journeyman
Joined
May 12, 2006
Messages
365
Location
Nowhere, Ontario
Materials and shaders greatly affect how your final product will look. Think of the combination of the two as a PS layer. The material alters the raw texture in some way, and the shader is the mathematical equation that determines how the object will be affected by the stage's lighting. It's much more complex when you're going for certain styles, but what I've said is a brief summary.

Theytah has a very extensive beginner tutorial on shaders and materials. I'm a lazy ******* so I won't link you but search for "Theytah material tutorial" on YT, or check his mod school thread for it.
 

Dark-Samus-Lives

Smash Journeyman
Joined
Oct 10, 2014
Messages
288
Location
Phaaze
Materials and shaders greatly affect how your final product will look. Think of the combination of the two as a PS layer. The material alters the raw texture in some way, and the shader is the mathematical equation that determines how the object will be affected by the stage's lighting. It's much more complex when you're going for certain styles, but what I've said is a brief summary.

Theytah has a very extensive beginner tutorial on shaders and materials. I'm a lazy ******* so I won't link you but search for "Theytah material tutorial" on YT, or check his mod school thread for it.
Thank you for the write up. I will investigate further with your advice!
 

Dark-Samus-Lives

Smash Journeyman
Joined
Oct 10, 2014
Messages
288
Location
Phaaze
ID 11 is for sure the blaster bullet itself.



I would make my own help thread, but having two jobs is rough enough



Okay, so what exactly do you want it to do?
I'm assuming what you'll want it to do is to have a loop that keeps going until you let go of B

Then you would set a loop that starts with an if block

Set Loop Infinite
If Button Held: (value for whatever B is, it's probably 1 or something)
Set Loop Y
Hitbox stuff
Sync Timer Z
Terminate Hitboxes
Execute Loop
If Button Released: value for B
Change Subaction: AttackEnd
End If
Sync Timer 1
Execute Loop

another option that I just thought of is:

Set Loop Infinite
If Button Held: (value for whatever B is, it's probably 1 or something)
Hitbox stuff
Sync Timer Z
Terminate Hitboxes
If Button Released: value for B
Change Subaction: AttackEnd
End If
Sync Timer 1
Execute Loop

Not sure if it'll work, but it's a good start imo
Should the Loop flag be checked off? and should there be an Else between If button events? This code ain't working for me. Wasting too much time on this instead of working on graphics and animations...
 

Montimers

Smash Apprentice
Joined
Apr 26, 2015
Messages
77
Hey Phazon Samus, I noticed a detail that might be screwing up your life. In your screenshot shows that you're doing this:
Float Variable Add: LA-Basic
It should be:
Float Variable Add: LA-Float
I can't even say what the game is doing with those values, but like this your comparisons may never work. Well, I'm not seeing all your code, but you just set the float variable to 0 and never incremented it in the screenshot.
 

Dark-Samus-Lives

Smash Journeyman
Joined
Oct 10, 2014
Messages
288
Location
Phaaze
Hey Phazon Samus, I noticed a detail that might be screwing up your life. In your screenshot shows that you're doing this:
Float Variable Add: LA-Basic
It should be:
Float Variable Add: LA-Float
I can't even say what the game is doing with those values, but like this your comparisons may never work. Well, I'm not seeing all your code, but you just set the float variable to 0 and never incremented it in the screenshot.
Haha, thanks for the heads up. I actually just finished coding that works for once:





This is only to loop like Bowser's/Charizard's Special N.

I will tackle the charging aspect of the move after I work on other areas of the project... but thanks again for reexamining the coding.
 
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