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I actually did think about that before but wasn't sure how to implement it at the time. think I might have an idea now though.
still need to finish the update for this at some point :grief:
If you wanna aim for more accuracy here are a few things to note
-Needs to be more slidey in general. Air Speed could use an increase.
-Forward attack actually slowed friction in SSF, though admittedly not as bad as it is now. I'm saying this because you noted it as something to fix and the alternatives currently boost Sonic's recovery rather than hurt it.
-Down air moved Sonic slightly forward similar to other attacks
-Moves would cancel if you tried turning around after like 3 frames or so. (Exception is down moves like spin dash, though spin dash could be "canceled" by a jump [as with other moves].)
-All moves are too short. Especially spin dash. It had some significant endlag (though the hitbox was still active until it finished)
-In SSF, if you used Spin dash against a wall it cancels and uses the attack again rapidly. This would cause high amounts of damage and just about annihilate anybody caught in the monster.
also same @Bionic, made me want to go through the entire game again to unlock the whole roster. halfway in rn.
SSF2's default controls are nice. grew up emulating games on VBA so the Arrow Keys + Z X control scheme has a special place in my heart.
i tried experimenting with create_hitbox outside the jump attack before but i noticed it kept creating hitboxes and it scared me away LOL.
also you're completely right about set_attack! i ended up realizing that while i was setting all the attacks for taunt but atp i just wanted to get things done so i could focus on uni assignments and other things. will def do that for sure though, having to paste the same code for multiple attacks was a pain, and setting everything to one attack would've been a *lot* more efficient.
at the v least i don't think it was a complete waste bc this pretty much helped me to figure out how to use the extra attack indexes.
2. for the jump hitbox, a simple fix is to add "&& !hitpause" to the if statement for spawning the hitbox. hitpause (the freeze frames when u hit someone) pause state_timer, so the state timer will perpetually be 1 as long as the hitpause lasts, meaning u spawn the hitbox repeatedly. so you should make it so the hitbox never spawns when ur already in hitpause
to fix the first 2 of your listed issues:
1. for fspecial_air, it looks like its hspeed and air friction code are different compared to (for example) fair. not sure what's causing the specific momentum halting tho
in general you could clean up your code a lot by just using set_attack to go from certain attacks to certain other attacks. for example, this code is a simple way to map everything to the 4 specials: https://pastebin.com/jpWp5BYq
this way you can just have 4 attacks: nspecial, fspecial, uspecial, and dspecial. instead of lots of copies of every move that you have to individually debug. and you can still have air variants as shown in the code example
also i actually thought about doing him before LOL @he will never. I originally made this as just a side project so I could step back and get familiar with character creation, but I'd totally be down to make another SSF1-style character after some other projects I want to do. I think it'd be cool to demake some of the RoA cast into this style (already made a MM Zero-style Clairen mockup before for fun haha).
as far as other SSF1 chars though, I'd probably do Zelda/Sheik so I can learn how to make "transformations", since that's something I want to integrate for a character I really want to do.
I'd be cool with anyone using this as a template for SSF-style chars too. (although I'd like to fine-tune some things first in case anyone wants to go ahead with that.)
also np! @Jetie
love your pokemon mods by the way!
Woke: Super Smash Flash 1-styled mods