Author Topic: [Axe] Super Smash Bros. Open  (Read 359645 times)

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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #90 on: September 22, 2014, 01:03:09 am »
On a side note, for maps, will static backgrounds (for example a bunch of clouds, not necessarily a full-screen picture) be supported? Also will some maps be tile-based?
I don't think so, about backgrounds. It would be visually more attractive but I fear it would add a lot to the lag.

And I don't think so either for tile-based maps. Since maps are mostly empty with only objects here and there (in the rectangle version of Stadium for example you only have 4 objects), I chose to have a "short" list of objects instead of a "big" tilemap that is mostly filled with zeroes. What would be great with a tilemap though is collision detection for example, you wouldn't need to loop through objects, you'd just check if there's something where you are.
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #91 on: September 22, 2014, 01:55:51 am »
Aah ok I see now, I wasn't sure if the current ones were object-based or not. Either way, good luck and keep us updated about new development or if you need suggestions :)

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #92 on: September 25, 2014, 01:20:50 pm »
keep us updated about new development
Ok, UPDATE :P
  • SMASHH has new constants
  • Fox's source is a lot more readable thanks to those new constants (will improve progress on tutorials greatly)
  • A smashh.inc appears, for people who want to create their content using Asm (it contains the same macros as SMASHH)
  • Falco joins the battle ! He can only dash for now but as you probably already know, he is done "in Asm" and will be useful to the Asm tutorial
  • The character selection menu really selects what you choose instead of always loading Fox
  • New menu system (most options do nothing)


Source and binaries.
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Re: [Axe] Super Smash Bros. Open
« Reply #93 on: September 25, 2014, 09:32:04 pm »
This looks pretty cool O.O, also I like the menu. It reminds me of GBA games such as Mario Kart Super Circuit where buttons zoomed in/out when selected.

Offline chickendude

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Re: [Axe] Super Smash Bros. Open
« Reply #94 on: September 26, 2014, 09:38:09 am »
That looks super cool, i really like the menus too.

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Re: [Axe] Super Smash Bros. Open
« Reply #95 on: September 27, 2014, 11:37:14 am »
It really looks like the SSB 3DS menus (or the demo, since it's not out in NA, Europe, Australia, etc :P ). I can hear the Melee menu playing, or at least a menu theme playing :)

Offline Princetonlion.tibd

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Re: [Axe] Super Smash Bros. Open
« Reply #96 on: September 28, 2014, 01:01:09 pm »
Off topic: I just noticed that this thread had 1337 views (before I clicked it) :D
« Last Edit: September 28, 2014, 01:04:13 pm by Princetonlion.tibd »

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #97 on: September 28, 2014, 01:43:05 pm »
Thanks all ^^
And yeah, that can remind of the SSB 3DS menu because that's where it's inspired from :P
And if it reminds of GBA games, it probably means that Nintendo never changed the way they are making menus since the GBA :P
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Offline narabuster

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Re: [Axe] Super Smash Bros. Open
« Reply #98 on: September 28, 2014, 01:57:41 pm »
Wow... what a project!

I've know that it's been said enough, but really, awesome job! I can't wait to see this go through and go above and beyond.

I'm not that experienced in programming, but even I know that this took a lot of work.

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #99 on: September 28, 2014, 02:19:28 pm »
Wow... what a project!

I've know that it's been said enough, but really, awesome job! I can't wait to see this go through and go above and beyond.

I'm not that experienced in programming, but even I know that this took a lot of work.
Thanks :D
And for the work it required, just have a look at the source code to measure it :P
JK, some things were painful indeed but the camera for example was a lot of fun to write in my opinion :)
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Offline ClrDraw

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Re: [Axe] Super Smash Bros. Open
« Reply #100 on: September 28, 2014, 07:45:10 pm »
This... Is... Insane! Really good work Hayleia! The menu looks awesome too. I have no idea how you managed to fit it all in one app space (although I guess you don't have much of a choice when you're using Axe)  O.O
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Offline willrandship

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Re: [Axe] Super Smash Bros. Open
« Reply #101 on: September 28, 2014, 09:26:18 pm »
Congrats on the Community Project subforum! It looks like you're making decent progress on this. I especially like the ability to write characters in multiple languages.

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #102 on: September 29, 2014, 11:24:20 am »
Thanks all :D

I especially like the ability to write characters in multiple languages.
Well characters are "only" data so it's not language dependent ;)

I have no idea how you managed to fit it all in one app space (although I guess you don't have much of a choice when you're using Axe)  O.O
Keep in mind that character data is not part of the app :P
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Re: [Axe] Super Smash Bros. Open
« Reply #103 on: September 30, 2014, 11:39:35 am »
By the way, now that you have a sub-forum, you should maybe post a tutorial about making new characters :)

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #104 on: September 30, 2014, 12:01:01 pm »
True story. I updated the tutorial on Cemetech and created one on TI Planet but forgot I didn't make one here -.-
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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