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Question: How come less people pursue to become good at PSA than other hacking forms?
Lack of time/patience - 11 (22.4%)
Not enough tutorials - 8 (16.3%)
The program hasn't been updated in forever, and is still pretty hard to understand for most - 23 (46.9%)
Because past PSAers set the bar too high - 3 (6.1%)
Because it receives significantly less useful feedback than other forms of hacking - 1 (2%)
Lack of vertexes/textures to cater to ideas - 2 (4.1%)
It's hard to monitor your progress - 1 (2%)
Total Voters: 49

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Author Topic: Something that occurred to me/slightly bothered me...  (Read 16512 times)
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BlackJax96
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    « Reply #30 on: June 02, 2011, 05:09:48 PM »


    If the clever programmers like PhantomWings and Dantarion and all those people that know how to do this kind of thing made an update for PSA and made it offer more, made it more accessible and made it make more sense then some of these restrictions and not only give the current PSAers more creative freedom, but also attract more people to making PSAs.

    I just got the source for psa.

    ...

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    Volt_Storm_7
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    « Reply #31 on: June 02, 2011, 05:15:11 PM »


    Obviously, yes, PSA is hard to rap your head around. I'm having trouble trying to figure out why my Pit is failing when I clearly cleared all variables and connected each move correctly. I would say that the lack of info. all in one place is to blame. Hell, you have to literally search for a bit of time to find them, but its a pain in the butt to try and find them and not be able to get the answers you need.
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    « Reply #32 on: June 02, 2011, 05:18:56 PM »


    My opinion: "Program hasn't been updated in forever and is still hard to understand."
    Seriously, I opened that program up once and I understood SQUAT. I remember when it first came out, I helped a tiny bit on what things were in that program, but that's it. I understood nothing else. I just wish it was easier to understand :/
    I also would've voted for the "Time/Patience" but I could only vote for one.
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    « Reply #33 on: June 02, 2011, 05:32:59 PM »


    It's all about trial and error. Most of us didn't start with this fancy stuff.

    I started by messing with attributes, hitboxes, IASA frames(I had prior knowledge on how they work thanks to Melee),and timers.

    Making an OP PSA is simple as dirt. They can be fun tp play around with and all of us have made one at one point. Nothing to be shamed about since depending on what you use, you can learn a lot about certain aspects of PSAs like new commands and/or variables.

    Making a balanced one is a true challenge. This requires some sort of feedback for success though.

    I think that PW/Dant and such should continue investigating the module files since, like I said, it will be the solution to a lot of Puzzles in ALL OF BRAWL HACKING.

    BTW, an update would help but thankfully we can update the .txt files.

    Articles have special hard coded properties and references in module files like for example, the max # of that article that can be on screen simultaneously.

    As of now, threads can play a helpful role if they are stickied and constantly updated.
    For example, I want to make a thread along the lines of "PSA: Common solutions to Common Problems".
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    DarkPikachu
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    « Reply #34 on: June 02, 2011, 05:35:04 PM »


    don't forget me...
    I'm working on the scripts too

    little progress to show yes, but I should at least be included... heh
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
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    « Reply #35 on: June 02, 2011, 05:38:19 PM »


    I haven't forgotten.

    I had an Idea. Why not have a thread like
    "PSA: Common solutions to Common Problems"
    controlled by a shared account like the custom music hub of Smashboards?

    At least there's the OpenSA wiki....
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    « Reply #36 on: June 02, 2011, 06:10:51 PM »


    Code makes sense to me.
    However, PSA isn't a recognizable sort of coding.
    Any sort of coding should focus on readability.
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    « Reply #37 on: June 02, 2011, 06:27:53 PM »


    I had to choose the "time/patience"  choice, as I have no patience to wait for a vertex I request to be made as I can not vertex. If I had the characters vertexed for me, I'd make a PSA if they interest me. On the side of time, I have no time to really learn or get into PSA'ing as it's pretty complicated on my behalf. All I can really do is change graphics, knock-back (which should be called recoil in my opinion, as knock-back means to gulp down alcohol XD), and damage as well as the sounds associated with the move. So time and patience really covers both areas, since I can't vote for three options.
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    « Reply #38 on: June 03, 2011, 04:30:13 AM »


    Yeah.. the file limit may pose problems, but there's a skill to getting what you want within that limit =3

    What kinda drug me to a stop with Tifa was the fact that Zss' final Smash changes her back into Samus, which I don't want... it was going to be Final Heaven like I planned and already animated out.

    The Whole PSA thing I just can't grasp around because of how complex and unvisual everything is. Am I making this Hitbox the right size? Where is it in Space? Is it going to move right? All of these and more just bug the tar outa me and I wish I can get Visual ques back for my Animations so I CAN make a better animation. I can only Imagine so much before I go "Wtf.. Now I need PSA help".
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    « Reply #39 on: June 03, 2011, 05:51:57 AM »


    I don't even do PSA hacks, but I do know that they're atrociously difficult to make.
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    DarkPikachu
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    « Reply #40 on: June 03, 2011, 06:28:31 AM »


    Yeah.. the file limit may pose problems
    OMG there is no file limit

    the limit is the Wii's RAM

    how many times do I have to say that >:O
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #41 on: June 03, 2011, 06:33:56 AM »


    OMG there is no file limit

    the limit is the Wii's RAM

    how many times do I have to say that >:O

    Hence why this also occurs on emulators too...

    Even with a fast, powerful computer, it won't make a difference. 
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    DarkPikachu
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    « Reply #42 on: June 03, 2011, 06:54:48 AM »


    Hence why this also occurs on emulators too...

    Even with a fast, powerful computer, it won't make a difference. 
    hmm...
    then apparently this goes back to my old idea of an ISO size limit

    you can't limit individual file sizes...
    especially when there's a large number of files...
    but you can limit a disk partition
    « Last Edit: June 03, 2011, 06:56:10 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #43 on: June 03, 2011, 09:11:22 AM »


    OMG there is no file limit

    the limit is the Wii's RAM

    how many times do I have to say that >:O
    Hey be nice to me =( I dono much outside what I've been personally told. All I know is that Zss has the smallest Psa file limit and when I was working on Tifa I wanted to challenge that >.>''
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    « Reply #44 on: June 03, 2011, 09:16:50 AM »


    well i think it's harder and i like to just make textures (cause thats all i'm good at seeing my dumb windows7 won't let me vertex Sad)

    and i just don't know how to make psa's and not really intending to Undecided
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