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Offline TIfanx1999

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Re: [Axe] Super Smash Bros. Open
« Reply #120 on: October 07, 2014, 01:28:05 am »
Well, there could also be a way for the game to do some sort of level balance where it nerfs stats before a match.

Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #121 on: October 07, 2014, 01:46:59 pm »
Yeah that could work too. Basically it just takes the total then divides it by the max possible value allowed by the game then it divides everything else by the result.


Maybe there could be a feature to let the opponent download players from his calc too but that might be very hard to implement.
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Offline TIfanx1999

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Re: [Axe] Super Smash Bros. Open
« Reply #122 on: October 07, 2014, 02:21:04 pm »
Yea, I was thinking about that as well. :) Basically, which ever calc was player 1, it would have to do a check when they linked up. It would make sure both players had the same characters available. It could either do a data transfer, or simply disallow the ones that were different. Another option would be to only allow the characters on P1 calculator and transfer them to P2's calculator. It really depends on how multiplayer gets set up (via link cable or calcnet) and how calcs handle processing the realtime game data.

Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #123 on: October 07, 2014, 02:28:56 pm »
Yeah my main concern is is it very hard to implement file transfer over Axe parser? As in, dealing with the VAT and all that technical stuff must be very hard, right? The best scenario might be to just disable characters that the other player doesn't have.
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #124 on: October 10, 2014, 02:30:54 am »
Sorry for the lack of answer, I was a bit sick and preferred not to spend too much time on forums.

I don't think I'll implement something that equalizes characters, it seems too much of a Brawl idea. The only good side I see in such a system is if someone with good intentions set all hitbox forces well proportionned between each other, but too high compared to other characters. In that case, maybe there should be a field that reduces hitbox forces if they were set too high by mistake. But I am pretty sure no one will do that on purpose since 1] it would kill all the fun and 2] other players could choose that character too and it would not be so OP against itself I guess.

And yeah, transferring files might be too annoying. Calculating the intersection between both lists is probably a better idea, even though it would still take some time to calculate and would still be some code to write (plus the fact as you mentionned earlier, someone could have a Reuben and someone else could have another Reuben without the algorithm making the difference).
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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #125 on: October 23, 2014, 07:06:28 pm »
Any further work on this?
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Re: [Axe] Super Smash Bros. Open
« Reply #126 on: October 23, 2014, 07:10:05 pm »
Sorry for the lack of answer, I was a bit sick and preferred not to spend too much time on forums.

I don't think I'll implement something that equalizes characters, it seems too much of a Brawl idea. The only good side I see in such a system is if someone with good intentions set all hitbox forces well proportionned between each other, but too high compared to other characters. In that case, maybe there should be a field that reduces hitbox forces if they were set too high by mistake. But I am pretty sure no one will do that on purpose since 1] it would kill all the fun and 2] other players could choose that character too and it would not be so OP against itself I guess.

And yeah, transferring files might be too annoying. Calculating the intersection between both lists is probably a better idea, even though it would still take some time to calculate and would still be some code to write (plus the fact as you mentionned earlier, someone could have a Reuben and someone else could have another Reuben without the algorithm making the difference).
Yeah my concern was mainly when somebody just uses characters that are OP. But I guess the solution then would just be to disallow characters that are not present on both calcs with identical stats between the two copies.
Any further work on this?

If I remember, I think work was supposed to stop completely once school start, so I guess that progress will be minimal until Summer vacations or Christmas holidays. For the time being, the project is under our hands: We have to create characters.
« Last Edit: October 23, 2014, 07:16:02 pm by DJ Omnimaga »
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #127 on: October 24, 2014, 04:01:47 pm »
If I remember, I think work was supposed to stop completely once school start, so I guess that progress will be minimal until Summer vacations or Christmas holidays.
Well, it was not "supposed" to stop completely, as in I wasn't planned. But indeed, school started over, and in my school, there are a lot of school projects. I don't even mean that I always have a school project going on. I mean that I always have at least 3 school projects going on -.-
So no, sorry but I didn't work on this at all.

For the time being, the project is under our hands: We have to create characters.
Well, not really either. Tutorials are not finished even though by reading them and reading Fox's source you could theoretically figure out everything you need. So yeah, you can start creating characters, but you might not manage to do everything. At least, spriting can be done.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #128 on: October 24, 2014, 04:46:51 pm »
Is the game (engine) done aside from creating characters?
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #129 on: October 24, 2014, 05:13:01 pm »
Not yet, it lacks percents and lives for example. Then it would fit the definition you'll give of Smash to someone who asks you what it is (which is "fighting game where instead of dying when you don't have HP anymore, you die when you are ejected out of the map, which is made easier with percents").

But it would still not be a decent Smash game without some features such as dodging, teching, etc, which are missing features too.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #130 on: October 24, 2014, 05:14:41 pm »
Are you going to add items?
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #131 on: October 24, 2014, 05:22:34 pm »
As said in older posts or on IRC (but you probably weren't there when this was being discussed), that is not in my opinion something compulsory to make a decent Smash game (I am one of those "No Items, FD, Fox Only" people (actually, I don't mind other characters than Fox but I still like the "No Items, FD" part :P )). Plus, it requires a lot of work (change the "object" engine so that it not only supports characters but also items that are not bound to inputs). However, it's true that it can be fun which is why items are on the todo list but not very high.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #132 on: October 24, 2014, 05:24:38 pm »
Cool, what's "FD" mean?
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #133 on: October 24, 2014, 05:27:20 pm »
Final Destination. The flat map.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #134 on: October 24, 2014, 05:29:29 pm »
Oh, okay. Will there be moving platforms?
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My Calcs:
TI-86 (now broken) $2
TI SR-56 - $0
TI-Nspire CX CAS - $152
TI-84+ Silver Edition - $56
TI-84+ Silver Edition - $0
TI-85 - $0
TI-73 Explorer VS - $10
ViewScreen - $3