Volt_Storm_7
Smash Journeyman
I'll be waiting for that script.
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a idea i got for BB with PSAProgress:
that's why I suggested to BJ quite a while ago to look into Blender's logic editor.a idea i got for BB with PSA
since it take time for get a subrotation in all Subaction´s event list: other/GFX (for a mod like fire transfrom on SMBZ mario,SSJ mode on goku over pit and etc.)
can you make a button that can add a subrotation in all event list: other
move the codes from event list other to Main (not delete them if they are importing like model changers or hide items just move them so they fit with the timers in event list: main)
and if you have edited a subrotation´s offset all the subrotation code will edit the offset
will be alittle too bad if you had added subrotation to all subactions and then you have edited the offset so you have to redo anything again
thats a button there is needed since it take hours to do a mode that needs a GFX in all subactions or model changer
Nice!Progress:
When I read that, I think of something like this:I was thinking about working in the direction of changing it to use intellisense:
http://www.codeproject.com/Articles/5839/DIY-Intellisense
and displaying the code in a C# style. What do you think?
Maybe we could have two different editors for the user to choose from. Like an updated PSA-style editor and a Brawlbox-style editor.
after(3);
hitbox(0,6,1,361,80,50,0,4.5,29,4.5,0,0,1,1,0,true,Type.Sword,Effect.Slash,3,0,3,true,false);
hitbox(1,6,1,361,80,50,0,4.5,29,2,0,0,1,1,0,true,Type.Sword,Effect.Slash,3,0,3,true,false);
wait(4);
endHitboxes();
after(29);
allowInterrupt();
It's basically the same thing, except you'd type in the code into a textbox. There wouldn't be any need for move up/down or delete/add buttons or a listbox. You could just type it all in and look at the intellisense box for whatever you can add.When I read that, I think of something like this:Since that doesn't have any advantages over the current format I'm guessing I have the wrong interpretation of what you're thinking.Code:after(3); hitbox(0,6,1,361,80,50,0,4.5,29,4.5,0,0,1,1,0,true,Type.Sword,Effect.Slash,3,0,3,true,false); hitbox(1,6,1,361,80,50,0,4.5,29,2,0,0,1,1,0,true,Type.Sword,Effect.Slash,3,0,3,true,false); wait(4); endHitboxes(); after(29); allowInterrupt();
I'm fine with your method too, it's likely better for the standard user anyway. I think of myself as more of the power-user for coding, so i hate when i hit a limitation as far as the inserting/modifying code due to limited speed of hitting add, modify, etc.Well in that case, the best I can say is "ehhhh". As far as I'm concerned we're dealing with high-level assembly code here; I feel anything other than the current block-by-block format will be a shoehorn. You can go ahead with it if you want, but I won't be helping with it.
Did you zoom out?When i select "Preview" i see nothing, how can i fix it ? I'm on Windows 7. Thanks.
Just use Winamp.Is it possible to make and use a playlist of .brstm's with Brawlbox?
I'm not a fan of the different colors, but I do like how you've got the text to display.BrawlBox v0.66 Chrome Diopside has been released.
This release is generally incomplete, it's missing quite a few events and a few parsers. I'm looking for feedback on how well the currently-implemented stuff looks.
Hopefully yes, eventually. All of the common GFX are in ef_common.pac in the REFT. I need to parse the REFF entries to know which REFT image to retrieve.I can't wait for it. :D
Would it be possible at all to have the ability to view graphics along with the hitbox viewer? For example, if there was an explosion graphic with it.
Yeah, it will be. All the ints and floats will be editable and have names/descriptions just like the attributes.The Project M team aren't the only ones waiting for this
I cannot wait. Will integrated FP editing be in 0.67, or are we going to have to wait until a later version?