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[canceled] SSF:B - Super Street Fighter: Brawl! --- @Any MOD: Pls close/delete thx :)

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xDD-Master

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which also brings me to another question, all Brawl stages are editted to be flat and "boxed" ?
I dont know. For example BF could stay like it is, just with walls instead of edges at the end of stage. But we could as well remove the platforms, I dunno what is better. Platform brings more variety, no platforms is the traditional way. I think this will depend on how far we can get with the "Always facing the next oppenant" thing...
 

Kei_Takaro

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Well, your basis might be on FD for now, as to focusing on the characters first.
Also platforms might disrupt inputting slide moves (?) in certain situations like if 2p stands on top of 1p on a platform, then does a dash-dance manner of left and right (but anyway, I didn't think that through)
 

Kitamerby

Smash Hero
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Special bars are possible btw.

Not in bar format, but you can definitely hard-code in "energy meters" of sorts.

Check out Time-Mage Zelda for an example. She uses a sort of "magic meter" to determine how strong her attacks are/if she can use certain moves (which may or may not deplete the meter by a varying number of points, like fighting game special moves), a way to recharge it(DownB and Utaunt iirc), and has it visible by what kind of effect is visible on her hands. (2 MP is a small spark on each hand, 10 mp is a fire effect on each hand)

There's also a "Shadow Beast Ganon" whose attack power is directly related to how many times he's been hit or how many attacks he's landed in quick succession. (Since it's stored as a variable, you can use the same principles to build a meter.)

Apply traits from both "meter" types, and you can have a classic style super meter made visible with small variable graphic effects or something.

I hear it took a lot of coding for both characters, but I guess you could ask the makers and use the pacs as a rough base to start with.


Also I'm preeeeeeetty sure you can make button strings in PSA. I've seen some characters that have used variable button strings before.


Lastly, Upwards gravity affects how fast a person reaches the apex of their jump. People will reach the top of their jump really fast if you make the ugrav stronger. Instead of messing with ugrav and dgrav individually, you're probably better off just messing with the overall gravity, which as I recall is much simpler to deal with.
 

xDD-Master

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Special bars are possible btw.

Not in bar format, but you can definitely hard-code in "energy meters" of sorts.

Check out Time-Mage Zelda for an example. She uses a sort of "magic meter" to determine how strong her attacks are/if she can use certain moves (which may or may not deplete the meter by a varying number of points, like fighting game special moves), a way to recharge it(DownB and Utaunt iirc), and has it visible by what kind of effect is visible on her hands. (2 MP is a small spark on each hand, 10 mp is a fire effect on each hand)

There's also a "Shadow Beast Ganon" whose attack power is directly related to how many times he's been hit or how many attacks he's landed in quick succession. (Since it's stored as a variable, you can use the same principles to build a meter.)

Apply traits from both "meter" types, and you can have a classic style super meter made visible with small variable graphic effects or something.

I hear it took a lot of coding for both characters, but I guess you could ask the makers and use the pacs as a rough base to start with.
Seems that you know what you're talking about, maybe you could contact them and link them this thread ?

This could help ALOT in near future.

Also I'm preeeeeeetty sure you can make button strings in PSA. I've seen some characters that have used variable button strings before.
Yeah. Good to hear :) This could also be very usefull ^^

Lastly, Upwards gravity affects how fast a person reaches the apex of their jump. People will reach the top of their jump really fast if you make the ugrav stronger. Instead of messing with ugrav and dgrav individually, you're probably better off just messing with the overall gravity, which as I recall is much simpler to deal with.
Well, if you would give me the code you're talking about I would test it :O
 

Gust14

Smash Apprentice
Joined
Nov 8, 2006
Messages
93
I think Eldarin's Wisp character has just what you are looking for:

Original post by Eldarin
- Side+B's charging mechanism has been revamped!
Charge levels 1, 2, and 3 require 10, 30, and 80 points respectively.
- Whenever Wisp is damaged, he gains points equal to the damage he has taken.
- Whenever Wisp hits any object (shields included) with an attack, it gains points equal to the minimum damage it could have dealt (assuming no stale moves).
- Whenever Wisp turns, lowers its shield, or has its shield struck, it gains 1 point.
- Whenever Wisp is struck by electricity, it gains 2 points on top of the % damage.

Notes:
- The only attacks that do not charge Wisp's Side+B on hit are B, Down+B, and Up+B. Even hitting with Side+B charges it!
- Hitting multiple objects with one attack does not increase the number of points gained.

- Side+B level 0 is slower and has more knockback.
- Side+B level 1 deals 1% more on the closest hit. It has 5 fewer IASA frames.
- Side+B level 2 deals more shield damage. It has 5 fewer IASA frames.
- Side+B level 3 deals ~16%, and can kill at 140+% at worst. It has 5 fewer IASA frames.
[Maybe] you could make that when a character has X points or more it starts glowing in a FinalSmash fashion and NeutralB (or w/e) becomes its FinalsSmash, then when the FinalSmash is used the point-counting resets to 0 points. [/Maybe]
 

xDD-Master

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[Maybe] you could make that when a character has X points or more it starts glowing in a FinalSmash fashion and NeutralB (or w/e) becomes its FinalsSmash, then when the FinalSmash is used the point-counting resets to 0 points. [/Maybe]
Well I wanna be honest, I dont have the skills to do this


So I would may ask Eldiran when it's time... but I think the special moves should have a lower priority atm... anyway it's good to know that it IS possible ^^


Edit: OMFG, despite the fact that I have only 1 stage this game is sooo ****ing funny xD

Diddy is a ****ing Combo Monster, it's unbelievable ._.
Peach too, her DSmash is just ******... xD
And I dont want to talk about sheik XD
 

CHAOSvsORDER

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If you're doing it like a traditional fighter, would characters have more or less stamina or would it be universally the same? Like, in Street Fighter 3, Q has the most health/defense whereas Akuma has the least. What about if characters take more or less damage, like the Bowser thick skin code in early versions of B+?
 

xDD-Master

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If you're doing it like a traditional fighter, would characters have more or less stamina or would it be universally the same? Like, in Street Fighter 3, Q has the most health/defense whereas Akuma has the least.
I thought everyone starts with the same HP.


What about if characters take more or less damage, like the Bowser thick skin code in early versions of B+?
If its possible that characters take a different amount of damage, that could be OK I think. The slow and strong characters take less damage than the quick and weak ones, that would balance it more out I think.
 
D

Deleted member

Guest
ok xDD-Master, no offense meant but this way you will never even get remotely close to street fighter.

first a sidenote that there is a hitstun code that only uses 2 lines. you can copy it from any recent B+ set.
also, the upward/downward codes are outdated, you need to use almas' gravity codes.

now about mechanics.
-first of all, I might have missed it, but have you even put "remove double jump" on your todo list?
-you need to tweak the aerial moves a LOT. maybe just give everybody one aerial since SF isn't an air based game (unlike smash)
-what are you gonna do with (wall) teching? are you gonna keep all 3 (in place and roll left/right) or just tech in place? as for wall techs I suggest removing them and finding a way to make characters not bounce that much.
-this was an idea from someone I once heard for Supah Barwl (vets might remember that):
make a canceling system. you put moves in 4 catergories: jabs, tilts, smashes and specials.
you can cancel (at a certain point obv.) a moves into any "higher" move.
this means you can cancel jabs into everyting (except jabs ofc), tilts in smashes and specials, and smashes only into specials.
specials cannot be canceled unless for some specific cases (like most unblockables in tekken)

I'm willing to help with some coding for this game if you need it, because this is a project that actually interests me (unlike B- and such)

EDIT: about stages, all SF levels are always flat and about the same size. I don't really see the point of using anything other than a box custom level (that you just can make in stage builder).
 

xDD-Master

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ok xDD-Master, no offense meant but this way you will never even get remotely close to street fighter.
I already said that my hacking/coding skill is not good enough to achieve this all alone so I need a lot of help by others :(


first a sidenote that there is a hitstun code that only uses 2 lines. you can copy it from any recent B+ set.
also, the upward/downward codes are outdated, you need to use almas' gravity codes.
OK I will look into this later :S


-first of all, I might have missed it, but have you even put "remove double jump" on your todo list?
I quote myself:
For example in normal Fighting Games everyone only has 1 Jump IIRC. So everyone would only have 1 Jump, maybe except the multi-jumpers: Kirby, DDD, MK, Jiggs and maybe Pit & charizard.
So yeah.


-you need to tweak the aerial moves a LOT. maybe just give everybody one aerial since SF isn't an air based game (unlike smash)
Thats true, and was also said by another User. So this will more or less happen.


-what are you gonna do with (wall) teching? are you gonna keep all 3 (in place and roll left/right) or just tech in place? as for wall techs I suggest removing them and finding a way to make characters not bounce that much.
I already thought about teching, but I'm not sure how exactly it should work in the end, infinites are always some kind of a problem, but I already said, that we may cant get around increasing ground invi frames, or shorten the landing (not teching) frames by A LOT. Maybe even both.
Wall techs on the other side, should get removed, because they just dont fit... and yeah the characters shouldnt bounce at walls as they do atm.


-this was an idea from someone I once heard for Supah Barwl (vets might remember that):
make a canceling system. you put moves in 4 catergories: jabs, tilts, smashes and specials.
you can cancel (at a certain point obv.) a moves into any "higher" move.
this means you can cancel jabs into everyting (except jabs ofc), tilts in smashes and specials, and smashes only into specials.
specials cannot be canceled unless for some specific cases (like most unblockables in tekken)
I never heard of supah barwl, but the canceling system sounds OK. So it would be Jab > Tilt > Smash > Special in a hirarchie, sounds good imo, this would add some kind of depth and comboness to the game.


I'm willing to help with some coding for this game if you need it, because this is a project that actually interests me (unlike B- and such)
Yeah I also dont like B- and such, because they just are not different enough from the original game, so it's not really worth making it, because it will get relatively quickly boring (Not enough difference to the original).

I'm happy to hear of your help, because as I already said, I'm not very skilled in hacking/coding, and so I need help, especially by specialist as you or others :)


EDIT: about stages, all SF levels are always flat and about the same size. I don't really see the point of using anything other than a box custom level (that you just can make in stage builder).
I made an Box FD via BrawlBox (Used the miscdata[2] of an SSE Box Stage), we could texture them as well. But you are true that SF level are all nearly the same, flat, I'm not sure about the size tbh, but I believe in your words. But idk what all is possible with Custom Stages, like textures and stuff. The Walls and ceiling (Which will never be reached by any attack in the end-version) shouldnt be viewable, in SF they are also just invincible... so we would at least need invincible blocks :S

Thx for your reply :)


cause in street fighter, if you jump up, you just go up, can't press forward and go forward or back to go backwards (you only get momentum if you jump Forward or backwards)

this means, only getting momentum while the beggining of the jump animation, no stopping velocity and no getting more momentum while holding the direction you are going
OK I got this with PSA, just for the Record ._.

Only fast fall would need to be removed :O

Success: Fast Fall found!

Attribute 0x084 is Fast Fall, putting it to 1,0 makes Fast Fall nearly useless :) (Its very weak)

SHs also dont exist... just made Hop V and Jump V the same number -> Worked.

But I think via codes, SHs and fast Falls could be completely removed as well...
 

NAMQ_DrunkeNFeasT

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@PaprikaKIller

you are right in everything you've said

also*

Here a small vid for everyone who cant imagine how it looks atm:

http://www.youtube.com/watch?v=G4-p_wBkMhI

Btw. MK is still broken atm :p
that vid only shows us, that FD has no death boundries, but, it doesn't show us that the game is played like SF, that match has almost no physic changes, it's prolly VBrawl mario and VBrawl snake with their original data

only the Grav and Hitstun were changed :S

idk... If I really wanna try to help ya with this, I need to find my usb gecko card... which is lost in my house...

With Usb Gecko, tetsing will make much more sense and I've lost it >.< (danm you $50 bucks!!!)

if I find it... I help with the physics and game mechanics, such stuff like hitstun, is not needed to be raised alot

if you look at every characters action you can see something like this:

CaptureDamageHi
CaptureDamageLw
ThrownB
ThrownDxB
ThrownDxF
ThrownDxHi
ThrownDxLw
ThrownF
ThrownHi
ThrownLw

and the damage action

all those are when they are in that situation

in SF, if you with any character do an aeria (since landing lag is like, fast) and you try to grab the opponent, they have some sort of invinsibility vs Grabs (but you can string jabs, crouch low attacks and stuff to continue your combo

also, editing aerial damage (not the damage you do with atatcks) but the animation which comes up when you take damage, and this, can also remove such things like, infinite juggles or infinite changrabs (to the thrown animation, we can actually give invinsibility frames to them, and make them no techable (like in SF IV)

idk if this helped... but plz consider this is good info to get rid of infinites and juggles
 

NAMQ_DrunkeNFeasT

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SHs also dont exist... just made Hop V and Jump V the same number -> Worked.

But I think via codes, SHs and fast Falls could be completely removed as well...
in Capcom vs SNK (which plays the same way as SF) they have SH on different Grooves, and not broken at all, the game is well balanced, and also... I'm interested in the A-Groove :

so, Fast Fall should be gone and... plz make A-Groove!!!

A-Groove (after 50%-100% of energy bar is reached) - you can perform the special by pressing A+B at the same time (prolly neutral or Down, like Down+A+B or viceversa)

once active, if you hit with an attack you have Allow Interrupt at the any moment after you conect an attack

this can last like 5 seconds (when 50% is reched) and like 10 seconds (when 100% is reached) and also, you have no invinsibility frames at that time, so being hit ends the Final Smash (A-Groove)

if what the creator of time mage zelda helps with this, I know this can be done

(also, damage reduction throu the FS-Agroove so comboes don't do that brutal damage
 

xDD-Master

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We may should focus on ONE SF version, making this possible and THEN looking for other things. Throwing out as many ideas as possible makes it hard to really ever reach a finished version.

So I ask here: What is the most common played SF version in regard of tourneys, fanbase and players[pros]???

I could as well ask for the best Version, but "best" is relativ :/
So I think what the most played one is, is the best.

We will then oriantate to make Brawl like that version.

Or do you have any better idea ?


And SHs dont exist in SF afaik :0
 
D

Deleted member

Guest
currently that would be SF4.

it would be cool to remap attacks, but I'm not sure if that would be easy.

question: do you want to do everything in codes?
 

xDD-Master

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question: do you want to do everything in codes?
Short question, short answer:
Just the best / easiest way I would think :0

Long answer:
tbh I only know a bit of PSA, BrawlBox and co. editing, I have no USB Gecko to make codes by myself, but if it's better to make it all codeset, then I would be agree that other people (you for example) would do there best, to make the best version possible ^^

currently that would be SF4.
Well, I already excepted that this would come, because it's the newest one, similar to brawl xD

it would be cool to remap attacks, but I'm not sure if that would be easy.
Yeah, but when we remember in early hacking days they said it will never be possible to transfer animations from a character to another and stuff :O

Nowadays, we got really on a high level of hacking, so I already nothing is really "Impossible" it just is hard to do, as you said.
 

NAMQ_DrunkeNFeasT

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plz make everything based on character .pac... it is better you will know what I'm talking about, more organized and everything

momentum changes, gravity, SH, attack speed, damage, kb everything can be changed via psa and if you are adding to many events, you will never exeed filesize limit

anyways, consider PSA for this project if you are having problem using codes

Edit

once you do the game physics and all, I'll PSA characters to fit the new physics and not being broken

Edit2

Can character change their fighting style and try to copy style fighting like in SF? I think that ganon can be a great Grab based character ;)
 

xDD-Master

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I thought it this way:

Phsysic, maybe stages too and all general changes (Tripping, Teching, SHs...) are going to be codes.

Character Specific Changes (Up-B changes for example) will be done by .pac changes (PSA).

I think this is the best way, because the character specific changes will be the one which will balance everything out in the end, and with codes it will be too many work, because they will need to change alot, also not everyone can help here that easy.
 
D

Deleted member

Guest
^there is no other way for general stuff since we can't access fighter.pac

about the remapping, I siad easy, not possible ;)
I'm sure it is doable in PSA even (looks at project M HAD code) but it moight be a lot of work.

I think the way to go is staring of on getting the general physics down, like the canceling engine. then make everything work for a couple characters (not more than 8 I guess).
This way we would prevent ourselves finding out dumb glitches out late and have to redo it for all 40 chars.
 
D

Deleted member

Guest
I think this would be a nice new list (I ordered stuff in categories)

Gameplay:
-HP, not percentage.
Done. (maybe differnet health for different chars?)
-Time on HP mode
not done.

Stages
-no death zones
not done. (but for the time being the standard box level from stage builder will do)

Gameplay
-no second jumps
partially done. I can do this with codes but I can't remember how buggy it was.
-no tripping
done.
-characters face eachother
not done.
-shielding system
not done. (what are we even gonna do and how?)
-remove wallteching, reduce bounce
not done. (not really sure on the bounce but removing the tech should be doable)
-something with ground tech
not done.
-canceling system: jabs>tilts>smashes>specials
not done
(-button remapping)

Physics
-character moves changes
what characters have "odd" moves and how do we fix those?
-move hitbox change
not really complicated in itself just a lot of work
-infinites?



physics is the department I really suck balls in, so I'd rather work on gameplay stuff
 

xDD-Master

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^there is no other way for general stuff since we can't access fighter.pac
Hm, OK :D
That will be your stuff right ? :p

about the remapping, I siad easy, not possible
I know, read my last 10 words ^^ (I wrote to many other stuff at the beginning xD)

I'm sure it is doable in PSA even (looks at project M HAD code) but it moight be a lot of work.
Yeah, but I still think we should do the character specific changes via PSA, just because everyone has access to this, so everyone could play with their PSA Characters (Zero for example).

I think the way to go is staring of on getting the general physics down, like the canceling engine. then make everything work for a couple characters (not more than 8 I guess).
This way we would prevent ourselves finding out dumb glitches out late and have to redo it for all 40 chars.
OK, which 8? Doesnt truely matter for me tbh. Let us just choose the first 8 (mario to wario).
(Original CSS: http://www.videogamesblogger.com/wp...per-smash-bros-brawl-character-roster-big.jpg)

So, when can we expect the first codes to mess around? I'm impatient tbh xD


So the new to do list for codeset:
- Hitstun
- Gravity
- Removing Tripping
- Removing SHs
- Removing Aerial Mobility (?)
- Removing Fast Fall
- Removing Teching (Wall and ground)
- Quicker Landing-animation, Get-Up-animation, more invi-frames (?)
- Move Canceling: Jabs > Tilts > Smashes > Specials

Did I miss anything? (Character Specific changes like only 1 jump and stages are not in this, because we will do them latter and characters mostly with PSA I think)


And another question: Can we have HP in normal Brawl somehow?
That would be a cool hack, because Timer is also disabled in HP-Mode (Special Brawl).
 

xDD-Master

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God ****, ninja'd xD

-no second jumps
partially done. I can do this with codes but I can't remember how buggy it was.
What about Multi-Jumpers? (MK, Kirby, DDD, Jiggs, Pit & Charizard) 1 Jump wouldnt fit to them :S

-shielding system
not done. (what are we even gonna do and how?)
Well, I even dont know truely, iirc in SF its like that: You can shield as long as you want, but hits do damage to you (-1HP would that be)

-character moves changes
what characters have "odd" moves and how do we fix those?
I think of these:
Diddy - Nearly no use...
CF - ...
Ganondorf - See above
Zelda - ...
Pit - OK wingdashing makes it a bit usefull
DDD - No Comment xD
ZSS - Debatable
Lucario - Definitely
Ike - Could be better
MAYBE Rob - ...
Snake - Cypher really has no Usage anymore...
ICs - Really what should this move bring them xP
Ivysaur - More Damage then it would may be fine
Olimar - I dunno, maybe a bit more damage, angle or stuff, we'll see

Maybe there are also some Side-Bs (I think of Weegee's Missile for example or Wolfs)

=> Everything should be done via PSA
 
D

Deleted member

Guest
first 8 on the roster is good.
all except aerial mobilty (since I'm not really sure how that's gonna work) and the canceling system I should be able to slap a set together tomorrow.
invinci frames are not possible, and is still one of the few things we can't don in B+

only 1 jump can be done with a code (the first 8 aren't multijumpers so that doesn't matter)

one important question: which region is your wii? I see you live in berlin so I suppose PAL, but you never know.
(yes NTSC will come but mking stuff in PAL only is a lot easier for me)
 

xDD-Master

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first 8 on the roster is good.
:)

all except aerial mobilty (since I'm not really sure how that's gonna work) and the canceling system I should be able to slap a set together tomorrow.
Ah that's cool :D

invinci frames are not possible, and is still one of the few things we can't don in B+
I think they are possible with PSA, at least SA is...

only 1 jump can be done with a code (the first 8 aren't multijumpers so that doesn't matter)
Yeah =D
Anyway its not that a big of work to make it via PSA tbh... 10 minutes maybe.

one important question: which region is your wii? I see you live in berlin so I suppose PAL, but you never know.
(yes NTSC will come but mking stuff in PAL only is a lot easier for me)
Sure my Wii is Pal ^^
I also have a Pal Brawl Disc and GeckoOS 1.9 so PAL Codeset would make a lot of things easier.
But Pal I only use default settings and stuff, because replacement codes often make problems (.pacs for example have no sounds...)
Other than that, I hack physic, characters and stages on NTSC Brawl, via USB Loader, I have USB Loader GX, WiiFlow and NeoGamma, at least one of these should work with your Codeset :p

So I let it open to you ^^



Edit: If it is possible to make "grabbing someone out of the air" impossible, that would already clear the UpThrow Infinite Problem :p
 
D

Deleted member

Guest
ah missed that (like basically everything with PSA)

as for the throw thing I suggest reducing the number of throws.
best would be just front and back throw, since those usually don't have too many followups. (in normal fighters throws are a "get away" move instead of combo starter)
in some cases we could switch some throws around but that's of later concern.
 

xDD-Master

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Updated OP by A LOT (looks very sweet :))

You can do invincible frames with PSA.
I already thought that :)

You may find this helpful:

LA-Basic[110] = 1 means unable to be grabbed.
Thx could be useful :D

I would be pleased if you want to help us, especially with the PSA things =D

best would be just front and back throw, since those usually don't have too many followups. (in normal fighters throws are a "get away" move instead of combo starter)
Sounds good too...

as for the throw thing I suggest reducing the number of throws.
You mean the number of throws totally in a match, or the number of throws until the oppenant gets back to the ground or what :0 ?

in some cases we could switch some throws around but that's of later concern.
So you mean for example, that all throws go to the side for example ???


I could imagine the following: Grab is instant Fthrow... no pummels or other throws.


Edit:

Could someone pls check if OP has everything ?
 

Gregory2590

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phireblast
Have you ever though about implementing ultras? Sure you can have "special" attack commands but why not let every character use their final smash for their ultra?(If their final smash is TOO OP, you can always customize their final smash anyways. Just like how the custom created PSAs have their own final smashes)

You might also ask(lol wut about the smash balls). Well, if it's possible maybe you guys can make the characters go into "jesus aura" mode after a certain amount of hits(20-30?) and then the player must user a certain button input(think specials) to execute the final smash.
 

CHAOSvsORDER

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-you need to tweak the aerial moves a LOT. maybe just give everybody one aerial since SF isn't an air based game (unlike smash)
Uhh... what?

SF has way more Aerials than Smash does. Smash has 5 aerials and SF has close to about 8. Light/Medium/Fierce Punch/Kick in the air with/without lateral movement. If you take the example of Zangief you get even more consider that his fierce punch can be the splash, a punch or a head butt. SF2 has a huge emphasis on crossups. which are in essence your 'aerial game'.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
This is the best I have:

IC-Basic[2] = % damage
LA-Basic[1] = jumps variable
LA-Basic[110] = 1 means unable to be grabbed.
LA-Bit[0] controls if you're alive or not or something. Setting it to true will kill you.
RA-Bit[0] = "float bit". Setting it to true disables gravity.
RA-Bit[2] = fastfall
RA-Bit[16] = jab combo continue (among other stuff)
RA-Bit[17] = jab combo continue just holding A
RA-Bit[30] = aerial landing lag
LA-Bit[65] = Link shield bit
 

xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin
Nothing big.

Just a video of the latest SSF:B I had (I stop working on it for now, waiting for PKs Codes :) they will be better than everything I could ever do xD)

http://www.youtube.com/watch?v=zbUL09DBw14&fmt=18

Physic Changes:
Hitstun 2.0
Downward Gravity 2.0

Marth Changes:
SH Removed
2nd Jump Removed
Aerial Mobility Removed

Made a lot fun anyway :p

10 Minute Marth Ditto action, at least watch the last seconds xD


camera related? http://www.youtube.com/watch?v=aRla6GCqp-8
maybe a modified version of that? (first part)
Looks good :)


Have you ever though about implementing ultras? Sure you can have "special" attack commands but why not let every character use their final smash for their ultra?(If their final smash is TOO OP, you can always customize their final smash anyways. Just like how the custom created PSAs have their own final smashes)

You might also ask(lol wut about the smash balls). Well, if it's possible maybe you guys can make the characters go into "jesus aura" mode after a certain amount of hits(20-30?) and then the player must user a certain button input(think specials) to execute the final smash.
We already talked about this and there very possible will be some kind of unleashed final smash (Stronger Attack...), which will be ready when a special bar is filled (How it is filled is not decided yet).

This is the best I have:

IC-Basic[2] = % damage
=> ??? I dunno what you mean by this, self-damaging ?
LA-Basic[1] = jumps variable
=> ??? I also dunno at this...
LA-Basic[110] = 1 means unable to be grabbed.
=> OK =D
LA-Bit[0] controls if you're alive or not or something. Setting it to true will kill you.
=> LOL This could may be useful for the unleashed final smash thingy, if you miss you're dead, if you hit, you win xD
RA-Bit[0] = "float bit". Setting it to true disables gravity.
=> lol...
RA-Bit[2] = fastfall
=> Does it just begins fast fall ???
RA-Bit[16] = jab combo continue (among other stuff)
RA-Bit[17] = jab combo continue just holding A
=> OK!
RA-Bit[30] = aerial landing lag
=> You mean, RA-Bit 30 is always set within the aerials so that the game knows if there should be Aerial Lag or not ?
LA-Bit[65] = Link shield bit
=> ??? I dunno again ???
Comments in quote ! :p
 

ThatGuyYouMightKnow

Smash Champion
Joined
May 12, 2008
Messages
2,373
Location
Baltimore, MD
You're going about this the wrong way.

I really would like to talk to ya though, outside of posting. Any way I could get you to get at me on AIM, Skype, or IRC?

I have a lot of ideas and someone who has more knowledge than I do on the mechanics, physics and etc. on most traditional fighters. Right now what I would suggest to do is to start with Fox. He's simple and is a great start. Fix his ugrav and dgrav to be the same, NO (yes, NO) stopping velocity in the air or mobility, set momentum. Only allowed to jump up, diagonal forward or diagonal back, or other options, depending on where this goes. Jump startup lag to 0 or 1 frames, depending on what we can do, Normal Landinglag to 0.

Running would also need to be tweaked. No dashes, no running. (unless we'd like a dash like in the original Street Fighter) Walk speed set to the same on all three animations. This might need some tweaking. Walk stopping velocity to high as possible, walk starting velocity to high as possible. Turn animation universally changed to 1 frame.

There is a code to turn shields invisible. Shields will need to be fixed BEFORE then, with everything appropriate, like shieldstun set very low, only low enough so that, out of a weak attack, say a jab, you can walk forward easily after guarding it. There also needs to be an "If Opponent is Attacking" command where the character guards if the stick is tilted back.

Many things to discuss, seeing as I DO want this to happen. If I repeated things, sorry.
 

xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin
I have Skype :)

You could as well PM me. Or MSN... But I'm not sure if I stay awake now, it's very late and I have school tomorrow, I planed to stay awake, but now I'm more about to go to bed (Did Homeworks last two hours :0).

I have no problem if you just tell me here, why you do think I'm going about this the wrong way... then other people can also discuss this.

If you only saw the vid, I already said that I stopped working on it and I'll be waiting for PK tomorrow, because he is just more experienced :0

So if you still want to talk with me, just send me an PM with your Skype Name, or even better MSN (Windows Life) addy, or ICQ, then we could talk tomorrow.
 

ThatGuyYouMightKnow

Smash Champion
Joined
May 12, 2008
Messages
2,373
Location
Baltimore, MD
I'm not sure. I probably shouldn't be judging from what I'm seeing, sorry bout that. xD

But yes, I would like to talk to ya sometime. It just seems you're heading in the wrong direction right now.

GoG, if this applies to you too, any way I could talk to you too D:
 

xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin
Ah OK I saw your edit :)

I have a lot of ideas and someone who has more knowledge than I do on the mechanics, physics and etc. on most traditional fighters. Right now what I would suggest to do is to start with Fox. He's simple and is a great start. Fix his ugrav and dgrav to be the same, NO (yes, NO) stopping velocity in the air or mobility, set momentum. Only allowed to jump up, diagonal forward or diagonal back, or other options, depending on where this goes. Jump startup lag to 0 or 1 frames, depending on what we can do, Normal Landinglag to 0.

Running would also need to be tweaked. No dashes, no running. (unless we'd like a dash like in the original Street Fighter) Walk speed set to the same on all three animations. This might need some tweaking. Walk stopping velocity to high as possible, walk starting velocity to high as possible. Turn animation universally changed to 1 frame.

There is a code to turn shields invisible. Shields will need to be fixed BEFORE then, with everything appropriate, like shieldstun set very low, only low enough so that, out of a weak attack, say a jab, you can walk forward easily after guarding it. There also needs to be an "If Opponent is Attacking" command where the character guards if the stick is tilted back.
Hey these are all good ideas. But starting with the characters is not the best idea, because there is only one phsyic and 40 characters, if we do the characters first and we make a change in the physic we may need to re-do all 40 characters, which is a lot of work :)

That's the reason I didnt focus on the characters for now.

Anyway as I said, your ideas are all good and will fit into the street fighter style, so when we will work on the characters your ideas will be put in as much as possible <- I mean, what is good and what not, I just dont have a fitting word for it xD

The shielding with tilting back could be the most difficult one :S

We may also need a new Shielding Animation, because just invisbile Shields would look ******** I think.

I also had removing running already in mind, maybe Sonic could be the only one who keeps his running (C'mon Sonic without running....)...

The walking speed is a nice idea I didnt thought of. The most things in the first paragraph was already done in my vid, only jump frame 1 is missing and landing lag :p Lastly, turn animation to 1, Idk how this is in real SFs, but why not if its the case :0

Many things to discuss, seeing as I DO want this to happen.
Everyone wants this :chuckle:


(Am sleeping now)
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
PK, Guy, and the Creator of this thread, I hope you do good with all the game mechanics :D

a side note

something like this will not enable juggling

when characters are hit in the ground they have a damageface animation or something like that, and when they are hit in the are they have like 3 different damage animations (so making an attack that juggles get different strengh will make the foe get for an example DamageFace3Air (idk if it's called like that... but I think I saw something like this in BrawlBox

then, for that damage we can give the opponent eldiran's help with the LA [110] so they cannot be grabbed and give them invinsibilities so they just can't be juggled by the same attack over and over again (yet again, this can be really complex... since would need alooooot of edditing)

like, some attacks will mostly set up Supers (FinalSmashes), so this will really not help I guess

just throwing up some idea before going to bed
 
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