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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #105 on: September 30, 2014, 12:53:44 pm »
Except that now you actually posted it here twice :P


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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #106 on: September 30, 2014, 02:13:21 pm »
They are not the same, notice the [Asm]/[Axe] part ;)
One explains how to do it using SPASM or similar, for those having a z80 dev environment, and the other one explains how to do it with Axe, for those without a z80 dev environment.
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Offline Keoni29

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Re: [Axe] Super Smash Bros. Open
« Reply #107 on: September 30, 2014, 02:15:58 pm »
My friends and I have been playing the smash bros 3ds demo a lot. I bet they'd love to see this game. Should I show it to them as is or should I wait until it is complete?
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #108 on: September 30, 2014, 03:53:52 pm »
Well, do as you please but don't forget that motivation is what keeps me working on things, so if they can give me motivation (like if they start spriting characters or do something else that proves they are interested in my game), this game will have more chances to be "finished" ;)
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #109 on: September 30, 2014, 04:03:54 pm »
They are not the same, notice the [Asm]/[Axe] part ;)
One explains how to do it using SPASM or similar, for those having a z80 dev environment, and the other one explains how to do it with Axe, for those without a z80 dev environment.
Oh wait I missed that, my bad. Perhaps make ASM all-caps so it's more noticeable :P

Well, do as you please but don't forget that motivation is what keeps me working on things, so if they can give me motivation (like if they start spriting characters or do something else that proves they are interested in my game), this game will have more chances to be "finished" ;)
Which is why a ticalc.org demo with some characters might be a good idea, especially now that SSB3DS just came out and that school just started. Imagine how many downloads it will get and the potential for extra feedback it would generate, even with no ticalc news.
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #110 on: September 30, 2014, 04:05:42 pm »
Which is why a ticalc.org demo with some characters might be a good idea, especially now that SSB3DS just came out and that school just started. Imagine how many downloads it will get and the potential for extra feedback it would generate, even with no ticalc news.
Ok, well I need to finish Falco and Fox then :P
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Offline bb010g

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Re: [Axe] Super Smash Bros. Open
« Reply #111 on: October 05, 2014, 12:42:21 am »
Will you be taking a P:M style for everyone else so it's (more) balanced?
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #112 on: October 05, 2014, 01:27:39 am »
Well I won't at all be doing all characters, that's why I am writing tutorials. You are already lucky that I am doing two characters when the first post states that I would only do one :P
So do your character Brawl-Like if you don't mind losing (:P), Melee-Like or P:M-like if you want more balance.
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Re: [Axe] Super Smash Bros. Open
« Reply #113 on: October 05, 2014, 01:32:43 am »
Obligatory question: Will you support GameCube controllers through the USB port? :D
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Re: [Axe] Super Smash Bros. Open
« Reply #114 on: October 06, 2014, 07:55:34 pm »
My only concern about custom characters is if this game ever becomes online via gCn or something, then people could just make super-high-mega-ultra-overpowered characters that are nearly invincible then win against anyone. Also, how would it work if someone tries to link play vs another player but the other player doesn't have all the maps and characters the opponent has? What about characters with duplicate file names (eg if someone has REUBEN.8xp on his calc for Reuben Quest character, but the other player has Reuben from Mystic Quest Legend and the other player link plays with Reuben). Wouldn't that mess the game up?
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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #115 on: October 06, 2014, 09:49:27 pm »
(off topic)
How did you change the font in the screenshot on the first post?
(on topic)
Will SSBO ever support gCn? 'Cause that would be epic!
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #116 on: October 06, 2014, 10:49:32 pm »
I think he used ZStart for the fonts. Omnicalc and Batlib also supports custom fonts but I think ZStart has more features and Omnicalc only uses fonts stored in RAM.
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Re: [Axe] Super Smash Bros. Open
« Reply #117 on: October 07, 2014, 12:46:47 am »
My only concern about custom characters is if this game ever becomes online via gCn or something, then people could just make super-high-mega-ultra-overpowered characters that are nearly invincible then win against anyone. Also, how would it work if someone tries to link play vs another player but the other player doesn't have all the maps and characters the opponent has? What about characters with duplicate file names (eg if someone has REUBEN.8xp on his calc for Reuben Quest character, but the other player has Reuben from Mystic Quest Legend and the other player link plays with Reuben). Wouldn't that mess the game up?
Players could manually get together before GCN play some other way, headers could be used to mark a player file, and depending upon how the data is translated (data or keypresses), hacking may just fail or be unavoidable. As long as you can just switch opponents, it should be fine.
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #118 on: October 07, 2014, 12:56:26 am »
Obligatory question: Will you support GameCube controllers through the USB port? :D
Well I know nothing about the USB port and I know even less about the GC Pad, so I guess no :(

(off topic)
How did you change the font in the screenshot on the first post?
Yeah, that's zStart, as DJ_Oes said.

(on topic)
Will SSBO ever support gCn? 'Cause that would be epic!
That's something I'd like but for now a lot of features are missing so if I ever implement that, it's not in a near future ;)

My only concern about custom characters is if this game ever becomes online via gCn or something, then people could just make super-high-mega-ultra-overpowered characters that are nearly invincible then win against anyone. Also, how would it work if someone tries to link play vs another player but the other player doesn't have all the maps and characters the opponent has? What about characters with duplicate file names (eg if someone has REUBEN.8xp on his calc for Reuben Quest character, but the other player has Reuben from Mystic Quest Legend and the other player link plays with Reuben). Wouldn't that mess the game up?
Your first concern is not a concern thanks to the other ones :P
To answer the second question, yeah, if all players don't have the same appvars on their calcs, chances are that there will be problems during the selection. And if you have the same appvars but not the same content, you'll get desync when playing. Hence why no one will make an overpowered character because if he can play it, other players can too :P
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #119 on: October 07, 2014, 01:10:18 am »
Indeed, but the issue if it's possible to make overpowered characters is that in such case everybody would only play that character and nothing else so it would get boring. Maybe make it so that character's attributes are split in percentage form or among a fixed stat points pool like in Dying Eyes for the 83+ (you can allocate 200 points to stats of your choice, ranging from HP, MP, attack, defense, speed, etc). If percentage-based (eg attack 30% speed 10% defense 60%) then the game would recalculate it with normal values if needed but you would need to make sure also that people won't enter invalid numbers by either making the game reject such character so that people won't attempt to crash other people's calcs via link play :P
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