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Need help from someone fairly good with PSA...

KuroBit

Smash Apprentice
Joined
Aug 3, 2008
Messages
151
I started my first PSA hack a long time ago, but I haven't finished it because I hit a few snags...
This is probably a bit too much for someone with not much knowledge of PSA to try and tackle, but anyway...
I'm trying to make a classic Sega Genesis-style Sonic. I've successfully done the following:

  • Jumping hurts other players
  • Walking momentum
  • Duck+Jump makes you spin dash
  • No double jump
  • Various physics tweaks
  • Animation fixes (all jumping animations are spinning animations, and they also all have the blue ball flashing at all times)

But I'm having trouble with a few things:

  1. When hitting another player, I want Sonic to reverse his momentum.
  2. I tried removing the dash event, but when you are already moving forward and you try to dash, Sonic will loose all momentum and has to start walking from speed 0 again.
  3. I can't figure out how to change the spin dash charge button to "down+jump" instead of B. I want to still be able to jump when I'm not holding down though...

I think if I can fix these last 3 things, He will work fairly similar to the original games.

Thanks in advance!

(Also, should I upload the file here?...)
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
For #1, you could instead make him bounce upwards a bit. You can use Requirement: 0B (Hit with Hitbox) to do that. Or maybe a Reverse Direction will reverse his momentum as well. Not sure about that, though.

For #3, you could add if statements into your Wait subactions that detect both holding down and the jump button as an Additional Requirement, and then go to some kind of special subaction.

For #2, you maybe could drastically reduce his running speed and add a variable for the amount of time he stays running. Going to into any other subaction will reset the variable so he has to start at 0 again, and the greater the variable, the greater the boost he could get from the Momentum Code. What I mean is that you could reduce his running speed to his slowest possible run, and then add from there. or subtract.
 

KuroBit

Smash Apprentice
Joined
Aug 3, 2008
Messages
151
For #1, you could instead make him bounce upwards a bit. You can use Requirement: 0B (Hit with Hitbox) to do that. Or maybe a Reverse Direction will reverse his momentum as well. Not sure about that, though.
Well my main problem is that I can't seem to get it to detect collisions... I'm not really sure how to do that corectly...
For #3, you could add if statements into your Wait subactions that detect both holding down and the jump button as an Additional Requirement, and then go to some kind of special subaction.
He can already spin dash, it's just that the jump button is hard-coded into the spin-dash action to make him jump into the air while spinning. Unless you meant something else?
For #2, you maybe could drastically reduce his running speed and add a variable for the amount of time he stays running. Going to into any other subaction will reset the variable so he has to start at 0 again, and the greater the variable, the greater the boost he could get from the Momentum Code. What I mean is that you could reduce his running speed to his slowest possible run, and then add from there. or subtract.
I don't completely understand what you mean.

He already has the momentum that he does in the Genesis games, but all of the ground momentum is handled in his Walking actions, not his Running.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Try putting your If: 0B in a loop, because it only checks on the frame you called it up for.

What I meant is that putting an:

If: Joystick held down
Additional Requirement: Jump button pressed

in your Wait1 and Wait2 and whatnot, and then a Change Subaction to whatever Sonic's down-B spin dash is.

...Was your problem that you wanted him to gradually speed up and start over from 0 speed whenever he stopped? I don't really understand what you are trying to say...
 
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