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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #150 on: November 05, 2014, 11:58:52 am »
@bb010g
I was not thinking about Fountain of Dreams, I was planning on creating a map out of nowhere, but Fountain of Dreams would already be a good idea to test vertically moving platforms, it's true :)

@Streetwalrus
Thanks :D

@all
DJ_O pointed that on IRC yesterday (I think). I did not try to play with a 83+ against a 84+. Does that work if someone can try (my 83+ is not near me at all) ? It should run at 6MHz on both calcs if everything goes well.
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #151 on: November 06, 2014, 10:49:08 am »
For 83+ stuff I think it depends of if each calc properly waits for each others when sending back and forth data for the game. By the way, if a calculator is disconnected, does gameplay resume normally when you plug them again and is there a way to quit gameplay beforehand in case for example the cable stopped working for whatever reason?


Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #152 on: November 06, 2014, 01:24:17 pm »
For 83+ stuff I think it depends of if each calc properly waits for each others when sending back and forth data for the game.
They should wait properly since both calcs wait for the transfer to work before continuing the main loop. So if one calc is slower than the other, the fastest just waits longer but waits.

By the way, if a calculator is disconnected, does gameplay resume normally when you plug them again and is there a way to quit gameplay beforehand in case for example the cable stopped working for whatever reason?
I have put a condition in that loop saying that you can quit during the waiting loop. I just don't know if it's still here because I remember removing it, putting it back, removing it again, etc so maybe it's commented out in the code that I compiled for the last release... or maybe it's not and it works, I don't know -.-
I don't have two calcs with me at the moment to try this out but if it is not implemented, it is really easy to do.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #153 on: November 07, 2014, 05:54:37 pm »
After doing some testing, it turned out that:
- objects moving vertically were working
- same for objects moving diagonally
- sprite and rectangles were working
- but there was a problem with collisions with objects moving vertically, now fixed :D

Here's the result, in images...


I am still not releasing though, I must adjust some things about objects' speeds :P
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Sorunome

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Re: [Axe] Super Smash Bros. Open
« Reply #154 on: November 07, 2014, 05:59:11 pm »
This is looking amazing ^^

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Offline Matrefeytontias

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Re: [Axe] Super Smash Bros. Open
« Reply #155 on: November 07, 2014, 06:56:35 pm »
I know right O.O this is going to be some world event when you'll be done with the game.

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #156 on: November 09, 2014, 06:51:28 am »
Thanks ^^
And lol, I don't really know if people outside of the community care about calculators that much :P

Anyway, as some people saw at 1am (in France), I worked on the percent system. I probably need to calibrate it a bit but it works :D
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline 123outerme

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Re: [Axe] Super Smash Bros. Open
« Reply #157 on: November 09, 2014, 12:32:17 pm »
I don't mean to be a know-it-all, but Fox can't launch at 120%, let alone 60 :P
Or, to put it in less of a jerk-ish way, different characters have different launching abilities.

Offline bb010g

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Re: [Axe] Super Smash Bros. Open
« Reply #158 on: November 09, 2014, 12:38:53 pm »
For stats, may I recommend the Smash Wiki?
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #159 on: November 09, 2014, 12:58:02 pm »
I don't mean to be a know-it-all, but Fox can't launch at 120%, let alone 60 :P
120% yes, with a fully charged UpSmash. I think it even kills at 80% on FD (Obviously doesn't kill on Temple in the cave if the opponent techs on the ceiling). But yeah, that's what I meant with "calibrating". I need to get all constants right.

Or, to put it in less of a jerk-ish way, different characters have different launching abilities.
Well what would be the point of having different characters if they were all the same ? -.-

For stats, may I recommend the Smash Wiki?
Wow, thanks :D
I already landed on that website but never went very deep into it. But now that you said it, I looked a bit more precisely and found some pages that would indeed be very interesting ;)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #160 on: November 09, 2014, 01:33:18 pm »
In fact, after someone on TI Planet asked for it, I thought that there are enough new things to play with in Smash for a release.

So yeah,
Smash
MapBoo
StupidMap

I am still not releasing the source for this though, because I am still working on things and wouldn't like someone to change something now (even though no one seems to have touched the source for now).
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline Sorunome

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Re: [Axe] Super Smash Bros. Open
« Reply #161 on: November 09, 2014, 02:34:05 pm »
Stop being so amazing Hayleia <_<
actually, don't stop that, be even more amazing ^.^

THE GAME
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Offline Dapianokid

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Re: [Axe] Super Smash Bros. Open
« Reply #162 on: November 09, 2014, 06:06:31 pm »
This is what brought me back to calc programming, and motivated me to flash my calcs and get them back into Dapianokid standard working order.
That's saying a lot.
Thank you.
Keep trying.

Offline bb010g

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Re: [Axe] Super Smash Bros. Open
« Reply #163 on: November 09, 2014, 06:29:34 pm »
This is what brought me back to calc programming, and motivated me to flash my calcs and get them back into Dapianokid standard working order.
That's saying a lot.
Thank you.
Welcome back!
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π: 3.14...; l: 108; i: 105; e: 101; l+i+e: 314
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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #164 on: November 09, 2014, 09:05:12 pm »
You should rename this to "Super Axe Bros. Open"
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