Author Topic: [Axe] Super Smash Bros. Open  (Read 381553 times)

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Offline Keoni29

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Re: [Axe] Super Smash Bros. Open
« Reply #270 on: December 27, 2014, 03:19:11 pm »
That metanight looks pretty sweet.
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Offline chickendude

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Re: [Axe] Super Smash Bros. Open
« Reply #271 on: December 28, 2014, 02:32:48 am »
That is looking amazing Hayleia! The clones are really cool, too. Are hitboxes working again?

Offline bb010g

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Re: [Axe] Super Smash Bros. Open
« Reply #272 on: December 28, 2014, 06:51:46 pm »
edit Fixed that freezing bug, and got collisions working with clones. Only have to fix hitboxes and see if I didn't break multi.

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Offline dididan2000

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Re: [Axe] Super Smash Bros. Open
« Reply #273 on: December 30, 2014, 11:56:28 pm »
Any luck anyone on an opponent AI? I don't know one thing on coding, so I hope one of you guys are able to achieve it. It's kind of hard to play two characters at once and with two people on one calculator, our hands gets squished against each other leaving no room to push the buttons.

Is there a way to have one person controlling one character on one calculator and one on the other and play each other in the same game?

Also, if anyone can, please work on an opponent AI. Oh and also new characters. That would be so awesome!

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #274 on: December 31, 2014, 02:41:58 am »
Any luck anyone on an opponent AI? I don't know one thing on coding, so I hope one of you guys are able to achieve it.
[...]
Also, if anyone can, please work on an opponent AI.
An AI is not easy at all to do especially a smart one. So if I do an AI, it would be ridiculously easy to beat. So I agree with you, if anyone has experience with AI, they should try their hand at writing one for SSBO. If they need help, I can help them understand how the whole program works but I certainly can't write a smart AI.

Is there a way to have one person controlling one character on one calculator and one on the other and play each other in the same game?
Yes. I should probably give more details about this in the readme and update the first post but that's already implemented.
Launch the game on both calculators, then have one calc go in the "Multi" menu, wait for a second or two, have the second calc go in the "Multi" menu and you should both see the character selection menu. Remember about the first step. Both calcs must have lanuched the game before the first one goes in the "Multi" menu.
If that doesn't work, quit (press Clear) and try again.

Oh and also new characters. That would be so awesome!
Just on the previous page, you can see a Meta Knight flying around (also mentionned on top of the current page).
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #275 on: January 02, 2015, 09:53:35 am »
As I said on the previous page, a Jigglypuff was started. Here it is in action, with basic movement.


Might be a bit too floaty, even for Melee standards :P
And I need to remove a column of icons on the character selection menu to fit characters' names on the right -.-

And sorry for not releasing anything, hitboxes still don't work. I wanted to fix them to make an early release before breaking them again and have new hitboxes working but I didn't manage so I guess I'll break them even more and bring new hitboxes later :(
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Offline pimathbrainiac

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Re: [Axe] Super Smash Bros. Open
« Reply #276 on: January 02, 2015, 01:56:01 pm »
heck yes puffballs ftw!

Glad to see progress. I hope those hitboxes will be fixed soon.
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Offline CKH4

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Re: [Axe] Super Smash Bros. Open
« Reply #277 on: January 02, 2015, 02:03:33 pm »
Looks good, glad to see character progress. I'm planning on making a character if I have time. I think that jigglypuffs jump should be higher and I agree about it being a little less floaty.
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Offline Runer112

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Re: [Axe] Super Smash Bros. Open
« Reply #278 on: January 02, 2015, 02:45:46 pm »
This looks like it's coming along really nicely. But one thing has always bothered me slightly... the appearance of character sprites when scaled down. Loss of detail is of course unavoidable, but when lots of pixels are lost at smaller sizes, it can be hard just to recognize the character. Have you considered a mipmap-like system for which each sprite has a few scaled down versions as well? This would of course mean that every sprite needs more artwork done and will take up more space, but the graphical improvement may be worth it.

Offline CKH4

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Re: [Axe] Super Smash Bros. Open
« Reply #279 on: January 02, 2015, 03:18:27 pm »
I agree, but I am not sure how good the improvement will be. I'm sure it would help with jigglypuff but the others might not be noticeable.

Will the characters be included in the next release?
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #280 on: January 02, 2015, 03:44:55 pm »
Thanks all ^^

I'm planning on making a character if I have time.
Well for now, you can only sprite your character since tutorials are not done (and the engine is not done either and might be subject to changes). Be sure to have your sprites sized correctly compared to the already existing characters ;)

I think that jigglypuffs jump should be higher and I agree about it being a little less floaty.
Yeah, I put some random constants as usual :P
I'll change that later. For now, let's have fun with that magic bubble :P

But one thing has always bothered me slightly... the appearance of character sprites when scaled down. [...]
Yeah, I know it's ugly.
And while your idea seems acceptable, it would probably be undoable. Fox is already 4KB large. MetaKnight is already 5KB large even though he has less moves than Fox. And I need to fit in RAM both characters and one map to run the game. This will be worse when items will come or when more than 2 players will be able to play. So I really have to save RAM :/

Anyways, UPDATE !

Will the characters be included in the next release?
Notice that the zip is no longer called "SuperStarFoxOpen" :P

Now for real changes since last update:
-doubly linked list instead of table for object creation/deletion
-added falco's blaster (doesn't do damages but still fires)
-added falco's clone (for testing purposes, will not be in final version so have fun while you can :P)
-moved menu sprites into appvar (be sure to update SSBODATA !)
-limited horizontal airspeed if in a state where we can control speed (probably too restrictive but at least enough)
-added halfpivot for Jigglypuff and MetaKnight's air jumps, and also for regular groundjumps (allows you to dash and jump backwards)
-hitboxes did not want to work so I reverted them back to a state where they worked with a bit of precision loss

Note: I don't know if Multi still works, I don't have two calcs with me at the moment -.-

Download at the same place :)
« Last Edit: January 02, 2015, 03:48:45 pm by Hayleia »
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Offline TIfanx1999

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Re: [Axe] Super Smash Bros. Open
« Reply #281 on: January 02, 2015, 05:06:50 pm »
That jigglypuff is looking quite nice. ^^ I still *really* need to try to find the time to work on some characters for you.

Offline CKH4

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Re: [Axe] Super Smash Bros. Open
« Reply #282 on: January 02, 2015, 05:10:54 pm »
Have you considered hard-coding the movement into the app, using variables in the appvar to control specific speeds and friction? (or is this even possible?)
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Offline Eeems

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Re: [Axe] Super Smash Bros. Open
« Reply #283 on: January 02, 2015, 07:05:09 pm »
Are you using compression on the character data?
I know that it wont help when it's running and in RAM, but I'm thinking about for space when it's not running.
/e

Offline bb010g

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Re: [Axe] Super Smash Bros. Open
« Reply #284 on: January 02, 2015, 11:22:06 pm »
Could you also put in a debug-like hitbox view option? Just black rectangles wherever hitboxes are?
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THE CAKE IS A LIE IS A PIE