Trajectory DI limited to 18 degree change, & DI Input is Squared (1/2) C2877B10 0000000A 3D809019 618CA1B0 C38C0000 FC03E040 40810008 FC60E090 C38C0004 FC03E040 40800008 FC60E090 C38C0008 FC03E040 40800014 C38C0004 EC6300F2 EC630732 48000008 EC6300F2 EC1F00F2 00000000
Trajectory DI limited to 18 degree change, & DI Input is Squared (2/2) 4A000000 90000000 1619A1B0 00000010 3F800000 BF800000 00000000 DEDEDEDE
This wasn't made by me, but was publicly released. Unfortunately, I cannot understand this code; I was looking for the value 12 (18), however, it seems to be absent. I'd like for someone to help me understand the code so I can change to trajectory DI limit from 18 to a number of choice.
Have we figured out a way to change the maximum DI Trajectory using coding? If you know how to do it, or can make me a code, I ask that you let me know.
When you say "Respawn like an Alloy" do you mean simply falling off from the sky without a platform? That's probably the problem; Goku is likely programmed to clear all transformations upon standing in the air (Wait 1: Clear Bits etc. IF In Air). Due to the Alloy Code you used, it is possible that you have circumvented the reversion process. The same logic likely applies to the Super Saiyan Transformation as well; If Goku originally transformed into SSJ2 at 70%+ Percent, he will likely continue to do so as the game doesn't recognize him as being dead (which may be required to revert back to Kaio-Ken due to the possible assumption that there would be no healing items involved).
My solution would be to look for an IF value that handles either death, or invincibility (with the former, you can program it to his tumble and launch animations, and with the latter, onto his falling animations). The first would look for if Goku died while in a hurt state (should also add to fall and helpless for gimps) which could be used to reset, and the second option would look an anomalous situation that would never occur outside of respawning (normal falling invincibility), thus, possibly avoiding conflicts in the match. The only problem with this is that I'm currently unaware if any IF values contain these situations, if they do, it should work, Else, you might have to remove the code or tolerate it.
(tl;dr: The reversion process is likely circumvented by the Alloy Code due to it being coded around Wait 1 occurring in the air. If there are IF options covering death or invincibility in the fall state, you can redirect the code to those situations, if not, toleration or removal of the code may be your only options)
How do you add Crawling in? I tried extracting the .rel file from the config editor, but it doesn't seem to be extracting anything. I am trying to add crawling to Mr.Game&Watch. And I don't want a download link for it because I want to learn how to do it myself.
I was kinda planning on making Master Hand as relaxed as possible; always remaining in generally the same position (his wait pose), because whenever he gets too physical, he starts to look silly, like in this video https://www.youtube.com/watch?v=N2OvlNoqPnU
In my opinion, he should play more like an agile, functional, boss character, and less like a traditional fighter; being able to move around with relative ease, and having a wide display of attacks, but having them more closely resemble boss-like moves, whilst avoiding make him use his fingers independently of the rest of his hand, unless done for the purpose of specific moves, like his walk/homing finger dash (the background move)
In other words, we should try to keep him from fighting in his Finger Person stance all the time.
Yeah, we probably should, I don't think I can do this alone. How well can you PSA and animate?
As the project continues, I might put them over different characters. Also for anyone who's wondering about Crazy Hand, I will start to work on him once I release the Pre-alpha for Master Hand.
I think I'm pretty decent. So far I have made about 80 moveset and 300+ animations. I had already developed some things for MHand.