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Messages - Hayleia

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211
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 26, 2014, 04:03:00 am »
UPDATE

You can now grab edges. Detection is half Melee and half Brawl. You can only grab if you are falling but the direction you are facing doesn't matter.
However, once hung, you can't do a lot of things :P
The only thing you can do is wait for your character to let go (he will after 31 frames) which will allow you to double jump or make an UpB. But "official ways" to get back up are not done yet.


The Illusion is more realistic in its behaviour. Canceling it doesn't set your X-Speed to 0 anymore. However, some constants might be a little wrong.
This means that normal Illusions are still normal, long Illusions are possible and short Illusions are less short than they used to be.


The Up FireFox can be deviated a bit to the left or the right. I added that because I obviously lack support for 16 directions.
(No screensot for that).

FullMapLink
FullMapNoLink
RectanglesLink
RetanglesNoLink

212
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 25, 2014, 02:09:49 pm »
Yeah lol, because objects are in fact split in several objects. The bottom platform for example is 2 rectangles in the Rectangles version and 2 rectangles plus two sprites in the Full Map version, which means that you can actually grab the middle of the platform if you manage to get just in the middle, just your head over the platform but with your feet still under it :P

213
TI 68K / Re: Guessing Game
« on: August 25, 2014, 02:06:39 pm »
Well what's this ?
Seriously, quad solvers and WFRNGs are always already done.

214
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 25, 2014, 12:41:32 pm »
Me ? Yes.


But you, you can't yet, you'll have to wait for the next update :P
Basically, for now, you can grab every edges, including edges that are not grabbable edges, and even including edges that are not edges. I am working on it right now ;)

215
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 25, 2014, 10:41:38 am »
Both maps have the same dimensions. The "Full Map" version just uses scaled sprites for the edges of the platforms while the "Rectangles" version only uses rectangles.

216
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 25, 2014, 09:38:18 am »
No, no, two windows. I meant the virtual cable, sorry.

217
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 25, 2014, 09:34:10 am »
Well I tried it and it does things through the cable (if it did nothing, it would not get past "Waiting for other calc"), but it doesn't seem to do the right things.
But I tried PindurTI. Except the fact it only emulates the 83+ and no 15MHz models, it works great, especially with linking.

218
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 25, 2014, 02:14:54 am »
Yeah WabbitEmu has linked play (which worked with the previous version of your game).
Ok, well that's completely weird. The only things that were added are a Normal before the linking part and a Full after it ???
And too bad you can't test on real calcs because I can tell you it works on mine :/
At worst, you could try this with Juju when you next meet :P

Also, yeah, the game is slower on 6MHz, that's why there's the version with only rectangles to speed things up a bit. Basically, don't play the "Full map" version on a 83+, it will be too slow, and don't play the "Rectangles" version on a 84+, it will be too fast :P

edit Yeah, I have strange behaviours with Wabbitemu too. For example, the first calc that launches Smash says "You are Px" without waiting for anything, then the second calc, when it launches Smash, waits for the other calc that is already in the main loop so this one has to quit and come back. Then they agree for real for the "You are Px" part but stop here.
I guess there are problems with link cable emulation.

edit It works fine with PindurTI with a 83+ rom (so try with the Rectangles version) :)

219
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 25, 2014, 01:34:08 am »
EDIT: It seems that this one doesn't work in WabbitEmu, no matter what I try. The previous version let me play in linked play pretty fine, but with this one, either it doesn't get past the You are P1 and P2 screens or it fails to detect the other calc. ???
Wait, are you trying to play in linked play on Wabbitemu ? I didn't know that was possible.
Does it work on real calcs ? Because I didn't try on emulator, just on my 84+SE calcs (didn't try on 6MHz calcs btw).

220
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 24, 2014, 04:06:12 pm »
On the old release yes, use the numpad, log and x² to control the other Fox :)

221
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 24, 2014, 04:02:03 pm »
UPDATE !

If you have friends (or if you have several calcs :P), you're going to have even more fun !
Mutiplayer support by link port is now supported :D
Now you're going to be two Foxes trying to cancel Illusions near edges :P

Runer and I finally figured out that the problem was that the port commands "only" work at 6MHz -.-
He also helped making me understand that there's almost no point putting something else than 65535 as a Delay for Send (I though Send kept trying without caring if someone was listening, not that it waited until someone comes or until it timeouts).

Executables have different names so that you can have both "sociable" and "forever alone" (:P) versions on your calc.

This updates also improves camera, which tries to keep the map in the field of vue even if both players go away in the same direction, but I guess it seems unimportant now :P

If you ever notice desync (or any other problem in fact), please report.

Links:
Rectangles
Full Map

222
The Axe Parser Project / Re: Features Wishlist
« on: August 24, 2014, 02:13:48 pm »
I don't know if it works with everything but I am sure it works with appvars (I used that in AudaciTI), I am pretty sure it works with programs (given the difference between appvars and programs -.-) but I don't know for other variables.

223
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 24, 2014, 02:08:04 pm »
Lol zeldaking :P
And thanks both of you ^^

224
The Axe Parser Project / Re: Features Wishlist
« on: August 24, 2014, 02:07:11 pm »
What do you mean by "variable" ? Because Memkit, an Axiom that is included in Axe's zip, can already add or remove bytes in an appvar for example.

225
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 24, 2014, 02:00:49 pm »
So, if I understand it correctly, you send keypresses to the other calc and hope that the movements stay synced on both cacls, right?
I think it would be better to send actions to the other calc when the player does them, together with the coordinates at which the actions were started. For example: jump: first send a byte that represents the jump action (for example $0C (just a random number)), and then the coordinates, for example (5,10). That way, if the calcs aren't fully synced, they should resync because it now knows the coordinates.
But I haven't tried something like this yet, so I don't know how well it would word, or how slow it would be.
The problem is that "actions" are not in a finite number. I can put as much "actions" in Fox as I want (and in fact, an "action" is often divided in several ones). Which means that an error when transferring will stiil lead to a wrong action.

Btw will there be single player support? In North America it's very rare to see more than 1 student in one single school who care about calc games, so by being multiplayer-only the game would basically be out of reach from most of North America, especially Canada. :P
Well, same here in France, but I am probably not able to produce an interesting AI -.-

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