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Almas said it may have fixed everything. Try 3 or 4 frames before saying "no".It's the same as the 23 line buffer code, just with a few lines trimmed off. It should have the same problems with 3 and 4 frames.
Just use the 1 liner code for now. Hopefully its fixed soonNot to sound like a ******* but we need that standstill glitch fixed on the momentum code. After experiencing sonic and luigi with some true air momentum its hard to go back, but I can definately live without flying to death after I do a neutral jump.
Thank god PW and Sputnik are like the chucknorris and jesus of hacking brawl.
Sneaky Sneaky.So the project is going awesome!
That sound peculiar. I wanna give this a try as well.Oh yea, all speed gets killed when you start to fall which isn't exactly what we want. All momentum is killed when you perform an attack as well which doesn't work either. Specials are not affected which is good
Would this work spunit?
http://www.smashboards.com/showpost.php?p=6666191&postcount=7313
http://www.smashboards.com/showpost.php?p=6667542&postcount=7324
The code isn't called till you get to "B Jump start", and is only called when the action changes.Oh yea, all speed gets killed when you start to fall which isn't exactly what we want. All momentum is killed when you perform an attack as well which doesn't work either. Specials are not affected which is good
Would this work spunit?
http://www.smashboards.com/showpost.php?p=6666191&postcount=7313
http://www.smashboards.com/showpost.php?p=6667542&postcount=7324
I think we're on the right track with this now we just need to find a way to get it to slow down more gradually.Falco gets WAAAAAAY too much distance.
I noticed that all aerials immediately interrupt your momentum, but specials don't. Your momentum is also immediately interrupted once you exit your jump animation. Try to do it with Sonic to see this clearly. As soon as he stops his jump animation, which is him spinning, and goes into his fall animation, the momentum all but stops.
At least the walk-off edges and mometum affecting specials are gone.
Not only that, it just acts really quirky. You get momentum where you shouldn't be getting any. There has to be someway to build off of pws momentum code to disable walk offs/specials and make it modifiable. The way he applied momentum to the jumps in the last version was perfectI think we're on the right track with this now we just need to find a way to get it to slow down more gradually.
Well the newer one is a little buggy on how it gathers the momentum so yes its still hard. If he can change his first code with how the game applies the momentum, I think it will be finished. (granted the specials arent affected)On the topic of momentum, I remember the original code made Falcon's D-throw to Knee absurdly difficult... Is it still the case with the newer momentum codes? I've not bothered trying them, I'll wait until we get something final.
Interesting Kupo, thanks for clarifying things!no you lose your momentum abruptly in melee but you didn't realize it because of two things:
1. The momentum was proportional to your character unlike how the code works now
2. No one ever really got to that point when you slowed down. They usually landed
I have melee in right now, you lose ALL momentum as soon as you enter Fall 1 just like how this code works. Falcon in melee stops dead like he does with this code. The only thing that "might" be different is that you resume at your max air speed in melee and you may not in brawl which might be another code. But in any case, momentum is gone when you enter Fall 1
I'm with you, I'm just waiting for the finished code to come out before I hop on board. I did play with the first version of the code for a bit. I found Falcon awesome, yet at the same time I had a really difficult time landing the Knee. This was more or less because I didn't know how to utilize momentum yet, so perhaps it really wasn't that bad. In the end, I think it'd be far better with momentum, it'll just take some getting use2.On the topic of momentum, I remember the original code made Falcon's D-throw to Knee absurdly difficult... Is it still the case with the newer momentum codes? I've not bothered trying them, I'll wait until we get something final.
Hopefully it's that easy!So my assessment. Spunits beta 1 code gathers momentum correctly, beta 2 applies it correctly. Now it needs to be combined
The short answer is that most of those codes would be more trouble to code than they're probably worth, so you will likely have trouble getting a coder to take any of those on. Currently, the best we can offer is a very nice code which freezes a stage's hazards but keeps the background animation playing. Check out the code agenda for more details.I was wondering if anyone had considered stage hacks? There was a lot of stuff that I wanted to know about. Unfortunately, I know very little about the details of hacking anything at all in brawl and so I apologize in advance if the questions I present in this post are incredibly stupid.
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Thanks, for reading through this rather lengthy post and thanks in advance for any answers you give me.