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this could lead to an epic sonic themed water level.* To add swim-able water to a stage I assume you base your stage off Delphino, Jungle Japes, or Pirate Ship and then position your geometry until the water level is where you want it? If I had a platform (with collision) below the water line and a character sunk (due to swimming for too long) would they still die or would they be standing underwater on the platform?
Hope I helped. BTW, water level can be moved up or down through hex, so no need to move your entire stage.A few questions if you will.
* Can you rotate the entire stage while maintaining relative downward gravity (gravity vector still points to the surface of the stage, players do not just fall off)? Probably best accomplished by tilting the camera but I am unsure if any points exist that can manipulated to perform this effect.
No. Gravity will always be downwads. Camera movement alone is not possible AFAIK.
* To add swim-able water to a stage I assume you base your stage off Delphino, Jungle Japes, or Pirate Ship and then position your geometry until the water level is where you want it? If I had a platform (with collision) below the water line and a character sunk (due to swimming for too long) would they still die or would they be standing underwater on the platform?
Yes to the first question. Platforms underwater are ignored. Anything below water level. Upon jumping/falling into the water, you'll be lifted up to the surface, and if you drown you'll get through them, so underwater platorms are the same as nothing.
* Can you add a Spring effect to a collision surface?
Not up to now.
* If I am shifting the entire stage up or down over a period of time will players feel increased/decreased gravity?
Gravity will still be the same. Movement is not what triggers the increase/decrease of gravity.
Hmmmm, helpful to know.Hope I helped. BTW, water level can be moved up or down through hex, so no need to move your entire stage.
If you have a floor underwater and do a sinking move, IE: Sheik's dair into the water, you will go down as usual and hit the flloor. You will not stand on it, you will immediately warp to the top of the water.* To add swim-able water to a stage I assume you base your stage off Delphino, Jungle Japes, or Pirate Ship and then position your geometry until the water level is where you want it? If I had a platform (with collision) below the water line and a character sunk (due to swimming for too long) would they still die or would they be standing underwater on the platform?
No, ANY move cancels right when you touch the water. Even Toon Link's DAIR that lasts extremely long. You still go down a bit, but AFAIK it will not touch the ground.If you have a floor underwater and do a sinking move, IE: Sheik's dair into the water, you will go down as usual and hit the flloor. You will not stand on it, you will immediately warp to the top of the water.
Thanks plenty!In the collision previewer in brawlbox, right click in the left area under the checkboxes for collisions and choose New Object. alt-click and make your collisions. Then select the checkbox and choose the bone name in the bone list and click the plus that is in the lower left.
The only thing I can think of is that you make a separate collision object for each block, so the flight is minium O.oHow do you make collisions disappear with animations without making the fighters on them fly left/right (which happens if you set Scale X to 0) or up/down (if you set Scale Y to 0)?
I'm trying to make this stage from Super Mario Land 2 be more accurate.
Just a little bit. I suggest making the textures darker so you can distinguish them. Also, FuyuuAshiba is the moving plat, right?*picture*
FuyuuAshiba hard to distinguish?
No.The battle with that walrus?