Jay Talbayne
Smash Apprentice
These two Responses are exactly how i reacted in my mind when i read dant's post.... ****..
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These two Responses are exactly how i reacted in my mind when i read dant's post.... ****..
Sounds like a job for...Crispy, youre right. It may also affect other kinds of thing->ground colllision, like items, fireballs, etc.
Hopefully I can make the code conditional so that it only affects exactly what we want.
I have my usbgecko with me, I just don't have a wii down here in Cocoa, Florida.
If someone actually lives around here I can try to get it done
Either that, or move items/fireballs/ledge grabbing/etc's ground interaction up to make up for the offset.Crispy, youre right. It may also affect other kinds of thing->ground colllision, like items, fireballs, etc.
Hopefully I can make the code conditional so that it only affects exactly what we want.
Why didn't you bring your Wii as well?Crispy, youre right. It may also affect other kinds of thing->ground colllision, like items, fireballs, etc.
Hopefully I can make the code conditional so that it only affects exactly what we want.
I have my usbgecko with me, I just don't have a wii down here in Cocoa, Florida.
If someone actually lives around here I can try to get it done
That's the first thing I thought of months ago but it seemed so inelegant I stopped myself from saying anything.A ha! Watching this gives me an idea!
If the problem we have is characters landing too early, I should find where the game stores the coordinates of the platforms, and alter them on read to move them down further.....that may work and should be easier to do, especially since the stage format is 100% understood.
It may affect other stuff, but its at least a vector of attack I haven't tried yet.
Ill look into it...when I get home...in...January
He's really far away from me but he's not too far from Leaf and Dark Sonic (Assuming he's in cocobeach).Sounds like a job for...
RedHalberd!!
yesssssssss IA ha! Watching this gives me an idea!
If the problem we have is characters landing too early, I should find where the game stores the coordinates of the platforms, and alter them on read to move them down further.....that may work and should be easier to do, especially since the stage format is 100% understood.
It may affect other stuff, but its at least a vector of attack I haven't tried yet.
Ill look into it...when I get home...in...January
This is actually a really cool idea, but there are more useful things that could be implemented first.@Eternal Yoshi
for example if I went to the SSS
and chose final destination while holding R
it would bring up final destination's music chooser from my music I would tweak with it
then I hit B to go back
it would load the stage final destination
that way you don't have to constantly leave the game because the music is being annoying
I lol'd@GrimFandango
Oh noes *Yall be Flamins Teh Yoshnes mah Littel 7 yar oold No0b HAr-t c'nt tak this anay moore
Ima call the Cybah PO lEES on yo ***!!!!11one
Although you'd be looking at platform coordinates, how would you fix the stage itself?A ha! Watching this gives me an idea!
If the problem we have is characters landing too early, I should find where the game stores the coordinates of the platforms, and alter them on read to move them down further.....that may work and should be easier to do, especially since the stage format is 100% understood.
It may affect other stuff, but its at least a vector of attack I haven't tried yet.
Ill look into it...when I get home...in...January
The stage is a platform lolAlthough you'd be looking at platform coordinates, how would you fix the stage itself?
2 hours is way out of my reach, it's on the opposite coast. If I had a car and a tournament as an excuse to go sure, but like I said, Dark Sonic and Leaf are much closer to him.RedHalberd, you are in Tampa. You are only 2 hours away from Dant.
I see. Well, if there's any high-level programming tasks to be done, I could take a shot at itThey used tabuu to map out 100% of the bytes in character pac files, it was not one of them as far as I know.
Furthermore, landing detection is significantly more complex than you all give credit for.
In particular:
Different move types have different landing detection "boxes." For example, PW had looked into it for us a bit, and had found one type location for regular falling with mario, but said he couldn't find all the ones for aerials, specials etc. So its not only trudging around in assembly, but its *multiple* boxes per character dependent on the action they are in.
Oh....lol. Well I guess that would clarify that.The stage is a platform lol
It would be useful for when you're on the SSS, if you're on Wii+Nunchuk to Hold "Z" & "C", then pick a stage, and right before the battle starts, the battle screen will "freeze-in-combat". Then a song name may be at the mid-left part of the screen, so then you can use the analog stick to switch song names before you battle. Once you select it with "A" you can fight.@Eternal Yoshi
the point was to go to my music when the button was held
but it would go straight to the stage's music selector page
that way you can change the stage's music priority
and once you leave the page it loads the stage
not make a new menu all together -_-
for example if I went to the SSS
and chose final destination while holding R
it would bring up final destination's music chooser from my music I would tweak with it
then I hit B to go back
it would load the stage final destination
that way you don't have to constantly leave the game because the music is being annoying
if google wasn't giving me server error, i'd definitely watch myself (supposedly?) play PM.Clip of Shanus playing PM: http://www.youtube.com/watch?v=4-JaKMerm54
It isn't that simple....you're not talking to some random scrub here. I played Melee for years and same thing with Brawl and Brawl+ and there's a fundamental difference in execution tolerance due to the different engines and their respective speeds. I'm not even gonna bother getting too into it but the timing is fairly simple when you're doing moves and hitting air but when variables like shield stun, hit lag and other things that effect an animation's speed are introduced; the timing of your next attack has to be adjusted slightly to match those timings and that's not easily done with certain characters due to various elements. Sure I can get used to it over time but I feel it's an unnecessary and somewhat arbitrary skill barrier (if you'd even call it that) especially since it effects some characters more than others.Erm... Learn to actually time the next attack straight after the last?
Yeah you'd have to play with a slow character to see. Ganon, Bowser or something..it stands out more. Either way, I guess Guru misspoke or something... never mind then.Just get used to it...It can't be that hard lol you are probably just used to only playing ike with buffer on. Though I haven't played it yet so I can't be sure if it's really a problem.