Hopefully eventually, yes.Will they support brawl+?
I know there are several in the SBR that actively play B+ and enjoy it.
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Hopefully eventually, yes.Will they support brawl+?
Several? I only know of a few. Hopefully their more into the project then i've seen.Hopefully eventually, yes.
I know there are several in the SBR that actively play B+ and enjoy it.
Several, few, same differenceSeveral? I only know of a few. Hopefully their more into the project then i've seen.
From the looks of things, it appears that there isn't actually a timer window like you originally thought there was, but rather, it detects how close you are to the ground when you input the shield command and sets up a flag that tells the character to ukemi when it hits the ground(if you're close enough to the ground)... But this is based on hypothesis because I haven't been able to get any results from simply pressing shield after being hit and there's too many changing variable to try any searches when you hit the ground.
It's possible that I could rig up an override code that sets up my own window and causes you to ukemi if my window is open when you hit the ground, but that may require a number of lines of code.
About increasing the rolling distance, that would require you to actually change the animation that the character goes through(some characters animations make them roll farther than other characters animations) and that wouldn't convert very easily into a modifier(it would also require you to change every characters animations - which is very code consuming)
I could make the speed of the animations work by simply using the "add frames for each frame" method.
Sounds exactly like I thought it is. Just tell him to make his own window, and make the window AS SOON AS you hit the ground (or whatever), basically like in Melee and Smash 64's window. As long as that's the best solution to it, then, I would be happy.What should we do about this:
Well, it felt like it was right as I hit the ground. That doesn't matter though, all I know is, it was easier and I want it easier so it isn't as tedious and dumb dash attack combos don exits once the tech window is fixed.Melee and 64 teching window was not right when you hit the ground. it was a good deal before that, leading up to when you hit the ground.
It wasn't distance based in either of them, but rather timing based (20 frames in melee).Melee and 64 teching window was not right when you hit the ground. it was a good deal before that, leading up to when you hit the ground.
Yea, they basically ****ed up teching as wellIt wasn't distance based in either of them, but rather timing based (20 frames in melee).
WOAHYea, they basically ****ed up teching
Which is funny cuz its a game i have on my ipod.Nothing beats DEADBEEF.
I have that game too-- i wish they'd update it!Which is funny cuz its a game i have on my ipod.
So Shiek's ftilt collision bubble is shared by many other moves it seems. I guess we need another solution. Unless, of course, we are able to add a character specific conditional somewhere in that code that would check for Shiek...Code also effected Luigi's Nair, killing Peach at 25% and Falco's Usmash killing at like around 50%.
That's still a pretty cool discovery.So Shiek's ftilt collision bubble is shared by many other moves it seems. I guess we need another solution. Unless, of course, we are able to add a character specific conditional somewhere in that code that would check for Shiek...
The txt is there on the link as well. Just right-click, then click save as.So for the tentative "official" Brawl+ codes, do I use all the ones listed in the gct found in the link up top, or just some of them? Someone wanna just send me the txt?
That would be good. I can't it see it being too hard to code as the game does have plenty of reflectors. It could probably be made by saying that if you power shield then you act as though you have the franklin badge equipped. A nice rewarding sound effect would even be included!Uhm, since we made it harder to powershield, would it be a bad idea if we include a code into the to do list which makes powershields reflecting projectiles again?
That sounds plausible. Best idea I've heard in a while. Does the franklin badge work through shields?That would be good. I can't it see it being too hard to code as the game does have plenty of reflectors. It could probably be made by saying that if you power shield then you act as though you have the franklin badge equipped. A nice rewarding sound effect would even be included!
How is that a bad thing? You know there are characters that have no projectiles? Think of them first.I like the projectile game as it is now. I wouldn't want to hurt it by adding projectile reflecting. It would make getting through well spaced and timed projectile play a little too easy.
Which characters are these?Most of them actually do have decent ways around it or at least punishing poor spacing now. There are characters who are made to rely on there projectiles now and then for part of the match ups and I don't want to hurt that. Adding projectile reflecting perfect shielding hurts game diversity.
What if someone took advantage of the NPS "problem" some versions of the codes have? NPS could be set to 3 frames (or whatever) and PS could be set to 1 or 2 frames. Only PS would reflect. I don't really know enough to determine how plausible this is, but I do enough coding in general to have an idea of what may or may not work.I like the projectile game as it is now. I wouldn't want to hurt it by adding projectile reflecting. It would make getting through well spaced and timed projectile play a little too easy.
Another good idea. Check your smoke detectors' batteries 'cause you're on fire.What if someone took advantage of the NPS "problem" some versions of the codes have? NPS could be set to 3 frames (or whatever) and PS could be set to 1 or 2 frames. Only PS would reflect. I don't really know enough to determine how plausible this is, but I do enough coding in general to have an idea of what may or may not work.