Author Topic: [Axe] Super Smash Bros. Open  (Read 382263 times)

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Offline 123outerme

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Re: [Axe] Super Smash Bros. Open
« Reply #45 on: August 25, 2014, 12:38:18 pm »
Can you edge grab yet?

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #46 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 ;)
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Offline Princetonlion.tibd

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Re: [Axe] Super Smash Bros. Open
« Reply #47 on: August 25, 2014, 02:05:31 pm »
edges that are not edges?

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #48 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
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #49 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
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Offline linuxgeek96

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Re: [Axe] Super Smash Bros. Open
« Reply #50 on: August 26, 2014, 09:11:36 am »
Hayleia, this is awesome! Do you have an ETA on source release? I'd like to try my hand at a simplistic Ghost AI

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #51 on: August 26, 2014, 09:44:45 am »
Thanks :)
And no, I have absolutely no idea. The problem is not even that I am not sure everything will work the same, it's that I am even sure that everything will not work the same. I planned for example on changing the key system to support more keys than just eight.
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #52 on: August 30, 2014, 11:15:13 am »
Prepare for the most awesome UPDATE of all times !
No new features ! :D
Isn't that awesome ?

Seriously, I have not been doing nothing. Here's what's new (even though there is really no new features):
  • you can choose between local play and link play
  • the map is loaded from an appvar so you can have both maps but only one executable
  • the character is loaded from an appvar too, both players have to press "2nd" when they see the weird menu with resized icons (don't try to make characters yet though (if you guess how to do that with heavy reverse engineering :P ) because even though they might display in the character selection menu (I don't even know if that menu works since I only have one character -.-), the end of the routine always loads Fox :P )
  • the executable is now an app, thanks to Matref compiling the scaled sprite routine in L3, to free enough RAM to load both characters and the map

If linking initialisation doesn't go well after you both chose "Link" (like you wait for an hour without anything being displayed, or both calcs say "Waiting" during an hour, or I don't know what else), repeatedly press Clear until you get to the homescreen and try again.

As usual, report any problem you encounter.

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« Last Edit: August 30, 2014, 11:23:45 am by Hayleia »
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #53 on: August 30, 2014, 10:30:20 pm »
By local play does it mean both player using the same keyboard or just vs AI?

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #54 on: August 31, 2014, 01:20:49 am »
Lolnope, no AI for now :P
I need to get that new key system working, then reorganize the "object" data (to have all the data of one object on a contiguous space) and I'll probably release the source, which will allow linuxgeek96 to add his AI if he still wants to :)
Then I'll probably have to add missing attacks, the percent system and fix hitboxes.
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #55 on: September 09, 2014, 09:01:52 am »
I was tired of working on engine changes that don't add any features so I started working on the titlescreen. Here's what I got.


I know, it's ridiculous :P
I wanted something a bit old school but it seems to me like it's a bit too old school :P
Any ideas what I could change to modernize this a bit while still keeping it a bit old school ?

And don't worry, the object data was reorganized and works, the new key system is half working (because half implemented basically) so the next update with the source code should come in not so long :D
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #56 on: September 09, 2014, 09:10:45 am »
I think the best would be to make the main fonts look a bit more like the modern SSB games like Brawl and add some Mario/nintendo stuff on the sides (although it would require the text to be smaller). It looks nice so far, though.

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #57 on: September 09, 2014, 09:18:24 am »
Yeah, it's true that even Melee's font is more modern than mine :P
The problem is that it puts "Smash Bros" on one line and I am not sure this is possible on a 96x94 screen without having nothing on the rest of the screen.

And what kind of Mario/Nintendo stuff do you want to add ? Like a Mario head ? But there's no such stuff on Melee and Brawl titlescreens so I don't think it would be in the SSB spirit (that sentence doesn't make any sense).
« Last Edit: September 09, 2014, 09:20:04 am by Hayleia »
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #58 on: September 09, 2014, 09:21:56 am »
I guess  that could work or you could perhaps add sprites from past calc games if the author agrees (eg Link, tr1p1ea or calc84maniac's Mario, Kirby, Pikachu, etc)

Offline ClrDraw

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Re: [Axe] Super Smash Bros. Open
« Reply #59 on: September 09, 2014, 09:26:41 am »
Quote
I was tired of working on engine changes that don't add any features so I started working on the titlescreen. Here's what I got.
I like it! It's better than what I came up with.
Visit my GitHub for all my TI programs as well as other projects.
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