Seanson
Smash Ace
Introduction
I hate being abused by range, and I assume most of you people do too. How many times have you been playing and something hits you that was like "omg wtf how the crap" *grumble*. Maybe you also wonder how some attacks hit, such as Peach's downsmash, or what the deal is with Marth's grab. It is super big after all. Anyways, I found myself asking my brother, SuperDoodleMan, all sorts of frame questions while we play. I'm not sure how it came up, but we started talking about some way to have every hitbox on display. After all, learning new characters is better when you have an idea about their range and hitboxes. So... in light of all that I just mentioned, I present:
Seanson's SSBM Hitbox System v1.0.17.1
What is it all about?
Well as the name may suggest, it is a system for hitboxes. This program will be a way to look at any hitbox from any character after simply choosing the character and attack.
Random info about it
First of all it was coded in java, the programming language I'm learning here at school. Even though 80% of the stuff was more advanced than I knew, I was determined to learn. That explains the horrible interface, but it works nonetheless. I know that it may not be what you expect but more will be added to it as I learn. I programmed it in just a few days, but I plan to add a lot more. Some features to hope for include:
- Better control over frame viewing (slider bar that cna be grabbed)
- Better interface! black and white is pretty boring
- Better efficiency. You can always optomize code! (My code at least )
Features
See every hitbox of every character's many moves with simple character/attack selection boxes.
Control the frames. It has simple control mechanisms; next frame, previous frame, first frame, and play. Play will play the whole animation from start to finish at a specified speed (1x, 1/2x, 1/4x, 1/8x, or 1/16x)
Extra Info includes the damage of that attack, the recovery time, knockback amount, general trajectory, and side notes for special attacks.
Constant upadates because something this helpful needs to be the best it can be. Versions are a good thing to have, so people know when what they have is out of date.
Completed Characters
Additional Random Info
Images are loaded as soon as every character/attack combo is chosen, for slower connections this may cause a bit of down time as attacks with 100 frames are about 800kb each, but there aren't that many 100 frame attacks. Attacks 40-60 aren't as bad. Either way, you'd have to load the images anyways, so it might as well be beforehand so you don't get any white/skipped frames because they haven't been loaded yet.
Instructions:
1. Select Character
2. Select Move
Online Version
http://www.bigprojects.net/sean/ssbmhitbox/ssbmhitbox.html
Downloads
Click this to go to the download page.This HitboxSystem.jar is a fix for 1.0.17.1, allowing DKs frames to be viewed: www.bigprojects.net/sean/ssbmhitbox/HitboxSystem.rar
Update Notes
Previous Updates Stored in the readme.
1.0.3.0 - Includes all previous updates, just zipped up in download form.
1.0.4.0 - Sheik has been fully added in to the system.
1.0.5.0 - Ness has been fully added in to the system.
1.0.6.0 - Samus has been fully added in to the system.
1.0.7.0 - Jigglypuff has been fully added to the system.
1.0.9.0 - Captain Falcon has been added to the system. Pikachu has been fully added to the system.
1.0.10.1 - Bowser has been fully added to the system. Zelda's Neutral B has been added.
1.0.12.0 - Zelda and Ice Climbers have been added to the system.
1.0.15.0 - Added Luigi, Link, and Dr. Mario to the system.
1.0.16.0 - Added Peach to the system.
1.0.17.1 - DK added, kirby tilts and jab
Tutorial: How do I link to individual frames?
Follow the simple formula:
-http://www.bigprojects.net/sean/ssbmhitbox/frames/CHARACTER_NAME/ATTACK_NAME/FRAME#.jpg
all names are full and lowercase (if that matters) some examples are:
captain falcon
pichu
dr mario
jab
dash attack
neutral air
NOTE: In the URL, all spaces (blanks) must be represented using -> %20
Here are some examples of correctly linked images:
-http://www.bigprojects.net/sean/ssbmhitbox/frames/pikachu/grab/15.jpg
-http://www.bigprojects.net/sean/ssbmhitbox/frames/captain%20falcon/forward%20air/20.jpg
Notice in the above example, %20 is BOLDED because it represents a space and is required, urls do not like spaces.
I hate being abused by range, and I assume most of you people do too. How many times have you been playing and something hits you that was like "omg wtf how the crap" *grumble*. Maybe you also wonder how some attacks hit, such as Peach's downsmash, or what the deal is with Marth's grab. It is super big after all. Anyways, I found myself asking my brother, SuperDoodleMan, all sorts of frame questions while we play. I'm not sure how it came up, but we started talking about some way to have every hitbox on display. After all, learning new characters is better when you have an idea about their range and hitboxes. So... in light of all that I just mentioned, I present:
Seanson's SSBM Hitbox System v1.0.17.1
What is it all about?
Well as the name may suggest, it is a system for hitboxes. This program will be a way to look at any hitbox from any character after simply choosing the character and attack.
Random info about it
First of all it was coded in java, the programming language I'm learning here at school. Even though 80% of the stuff was more advanced than I knew, I was determined to learn. That explains the horrible interface, but it works nonetheless. I know that it may not be what you expect but more will be added to it as I learn. I programmed it in just a few days, but I plan to add a lot more. Some features to hope for include:
- Better control over frame viewing (slider bar that cna be grabbed)
- Better interface! black and white is pretty boring
- Better efficiency. You can always optomize code! (My code at least )
Features
See every hitbox of every character's many moves with simple character/attack selection boxes.
Control the frames. It has simple control mechanisms; next frame, previous frame, first frame, and play. Play will play the whole animation from start to finish at a specified speed (1x, 1/2x, 1/4x, 1/8x, or 1/16x)
Extra Info includes the damage of that attack, the recovery time, knockback amount, general trajectory, and side notes for special attacks.
Constant upadates because something this helpful needs to be the best it can be. Versions are a good thing to have, so people know when what they have is out of date.
Completed Characters
Additional Random Info
Images are loaded as soon as every character/attack combo is chosen, for slower connections this may cause a bit of down time as attacks with 100 frames are about 800kb each, but there aren't that many 100 frame attacks. Attacks 40-60 aren't as bad. Either way, you'd have to load the images anyways, so it might as well be beforehand so you don't get any white/skipped frames because they haven't been loaded yet.
Instructions:
1. Select Character
2. Select Move
Online Version
http://www.bigprojects.net/sean/ssbmhitbox/ssbmhitbox.html
Downloads
Click this to go to the download page.This HitboxSystem.jar is a fix for 1.0.17.1, allowing DKs frames to be viewed: www.bigprojects.net/sean/ssbmhitbox/HitboxSystem.rar
Update Notes
Previous Updates Stored in the readme.
1.0.3.0 - Includes all previous updates, just zipped up in download form.
1.0.4.0 - Sheik has been fully added in to the system.
1.0.5.0 - Ness has been fully added in to the system.
1.0.6.0 - Samus has been fully added in to the system.
1.0.7.0 - Jigglypuff has been fully added to the system.
1.0.9.0 - Captain Falcon has been added to the system. Pikachu has been fully added to the system.
1.0.10.1 - Bowser has been fully added to the system. Zelda's Neutral B has been added.
1.0.12.0 - Zelda and Ice Climbers have been added to the system.
1.0.15.0 - Added Luigi, Link, and Dr. Mario to the system.
1.0.16.0 - Added Peach to the system.
1.0.17.1 - DK added, kirby tilts and jab
Tutorial: How do I link to individual frames?
Follow the simple formula:
-http://www.bigprojects.net/sean/ssbmhitbox/frames/CHARACTER_NAME/ATTACK_NAME/FRAME#.jpg
all names are full and lowercase (if that matters) some examples are:
captain falcon
pichu
dr mario
jab
dash attack
neutral air
NOTE: In the URL, all spaces (blanks) must be represented using -> %20
Here are some examples of correctly linked images:
-http://www.bigprojects.net/sean/ssbmhitbox/frames/pikachu/grab/15.jpg
-http://www.bigprojects.net/sean/ssbmhitbox/frames/captain%20falcon/forward%20air/20.jpg
Notice in the above example, %20 is BOLDED because it represents a space and is required, urls do not like spaces.