Kei_Takaro
Smash Lord
which also brings me to another question, all Brawl stages are editted to be flat and "boxed" ?
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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...which also brings me to another question, all Brawl stages are editted to be flat and "boxed" ?
Seems that you know what you're talking about, maybe you could contact them and link them this thread ?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.
Yeah. Good to hear This could also be very usefull ^^Also I'm preeeeeeetty sure you can make button strings in PSA. I've seen some characters that have used variable button strings before.
Well, if you would give me the code you're talking about I would test it :OLastly, 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.
[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]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.
Well I wanna be honest, I dont have the skills to do this[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]
I thought everyone starts with the same HP.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.
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.What about if characters take more or less damage, like the Bowser thick skin code in early versions of B+?
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 othersok xDD-Master, no offense meant but this way you will never even get remotely close to street fighter.
OK I will look into this later :Sfirst 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.
I quote myself:-first of all, I might have missed it, but have you even put "remove double jump" on your todo list?
So yeah.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.
Thats true, and was also said by another User. So this will more or less happen.-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)
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.-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 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.-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)
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 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)
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 :SEDIT: 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).
OK I got this with PSA, just for the Record ._.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
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 dataHere 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
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 :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...
Short question, short answer:question: do you want to do everything in codes?
Well, I already excepted that this would come, because it's the newest one, similar to brawl xDcurrently that would be SF4.
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 :Oit would be cool to remap attacks, but I'm not sure if that would be easy.
Hm, OK :D^there is no other way for general stuff since we can't access fighter.pac
I know, read my last 10 words ^^ (I wrote to many other stuff at the beginning xD)about the remapping, I siad easy, not possible
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'm sure it is doable in PSA even (looks at project M HAD code) but it moight be a lot of work.
OK, which 8? Doesnt truely matter for me tbh. Let us just choose the first 8 (mario to wario).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.
What about Multi-Jumpers? (MK, Kirby, DDD, Jiggs, Pit & Charizard) 1 Jump wouldnt fit to them :S-no second jumps
partially done. I can do this with codes but I can't remember how buggy it was.
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)-shielding system
not done. (what are we even gonna do and how?)
I think of these:-character moves changes
what characters have "odd" moves and how do we fix those?
first 8 on the roster is good.
Ah that's cool :Dall 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.
I think they are possible with PSA, at least SA is...invinci frames are not possible, and is still one of the few things we can't don in B+
Yeah =Donly 1 jump can be done with a code (the first 8 aren't multijumpers so that doesn't matter)
Sure my Wii is Pal ^^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)
You may find this helpful:Edit: If it is possible to make "grabbing someone out of the air" impossible, that would already clear the UpThrow Infinite Problem
I already thought thatYou can do invincible frames with PSA.
Thx could be useful :DYou may find this helpful:
LA-Basic[110] = 1 means unable to be grabbed.
Sounds good too...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)
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 ?as for the throw thing I suggest reducing the number of throws.
So you mean for example, that all throws go to the side for example ???in some cases we could switch some throws around but that's of later concern.
Uhh... what?-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)
You life saver :DYou may find this helpful:
LA-Basic[110] = 1 means unable to be grabbed.
Looks goodcamera related? http://www.youtube.com/watch?v=aRla6GCqp-8
maybe a modified version of that? (first part)
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).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.
Comments in quote !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 ???
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 workI 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.
Everyone wants thisMany things to discuss, seeing as I DO want this to happen.