I would if anyone else did.I'll Begin said:You mean people play SSBSS?
I would if anyone else did.I'll Begin said:You mean people play SSBSS?
Who does? Everyone is playing Brawl. If Brawl never came out I'd play the original SSB instead.I'll Begin said:You mean people play SSBSS?
Well this DOES have one advantage over Brawl. While the graphics, gameplay and physics are inferior, the custom level design is much more deeper than Brawl's.AshuraXDemon said:Who does? Everyone is playing Brawl. If Brawl never came out I'd play the original SSB instead.I'll Begin said:You mean people play SSBSS?
It's under new management. It'll get a new release when it's actually ready this time.Namo said:So is this dead or what? Jeez, I hope not.
P_UnsetThingPosition(actor);
{
const angle_t fa = actor->angle>>ANGLETOFINESHIFT;
actor->x = actor->target->x + FixedMul(finecosine[fa],radius);
actor->y = actor->target->y + FixedMul(finesine[fa],radius);
actor->z = actor->target->z + actor->target->height/2;
P_SetThingPosition(actor);
}
Chaos Zero 64 said:Tails has A_RotateSpikeball for the super flickies, right? Well, you can make them fly above you instead of in front of you. If you go to P_Enemy.c and find A_RotateSpikeball, look for this code:
Code:P_UnsetThingPosition(actor); { const angle_t fa = actor->angle>>ANGLETOFINESHIFT; actor->x = actor->target->x + FixedMul(finecosine[fa],radius); actor->y = actor->target->y + FixedMul(finesine[fa],radius); actor->z = actor->target->z + actor->target->height/2; P_SetThingPosition(actor); }
Chaos Zero 64 said:Also, I'll say it again to you. This game is too slow. If you compare this to any Smash Bros game, you'll see what I mean. Just add gravity, make the jumpheight have a higher number, and make the 'flying off after being hit' stronger
<CZ64> By more gravity, I mean that instead of GRAVITY 0.5, make it 0.7 or something
<Flame> Oh.
<Flame> But that would screw me up I think when it comes to setting the momz of a mobj though.
<CZ64> Well, maybe it's just the flying off part
<CZ64> I feel like I'm flying, not being KO'd
<Flame> Oh
<Flame> I'm reworking the 'being hit' code
<CZ64> What are you doing to it
<Flame> It's my variation of JTE's damage code.
<Flame> Basically...
<Flame> I'm doing checks that won't be in every single if statement
<CZ64> Ah
<CZ64> I still have some stuff like that
<Flame> Rather it'll be something like 'if the player is on this other player's team, don't do anything else! Otherwise if the player is not on the other player's team, ignore this check'
<Flame> And
<Flame> 'Is the player in an attacking animation? If not, don't do anything else! Otherwise ignore this check'
<Flame> Then I have code asking for other things. Ie. Does the player have his/her sheild up?; Is the player going faster than the other player?
<CZ64> At least it's organized now
<CZ64> Not only that, but it'll work better now
<Flame> I can only hope.