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Author Topic: What should PSA be Updated with?  (Read 29683 times)
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CaptN CeeGee
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« on: June 03, 2011, 11:12:02 PM »


Well lets see...DO updated psa a bit, SD made a thread about why there arnt many psers(good thread btw)...so now theres this thread.  What do you think should be updated or added to psa to make it easier,less time consuming,less tedious,etc...maybe"noob-ify" it. 

So DISCUSS! What or how do you think PSA should be updated to make it easier and more convenient?

*Note some of your ideas might be taken into consideration...what i mean is that maybe black jax or some other programmer who understands the psa source code could add your ideas to it.
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    « Reply #1 on: June 03, 2011, 11:40:37 PM »


    Well, make it where it's sorta has "basic" translations.

    there are programs done in basic. maybe making it seem more basic, and making actions slightly more understandable. and having advanced options for a more advanced PSA as well.

    but this is much harder that it actually is.


    Another Suggestion would be actual tips and suggestions. or giving example codes on how an advanced move might work. example:

    Making Marth's down-b make him spin around. show what you change inside the specials/sub actions tabs in a convenient text document. i work by example.
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    VILE
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    « Reply #2 on: June 04, 2011, 01:06:41 AM »


    Well, make it where it's sorta has "basic" translations.

    there are programs done in basic. maybe making it seem more basic, and making actions slightly more understandable. and having advanced options for a more advanced PSA as well.

    but this is much harder that it actually is.


    Another Suggestion would be actual tips and suggestions. or giving example codes on how an advanced move might work. example:

    Making Marth's down-b make him spin around. show what you change inside the specials/sub actions tabs in a convenient text document. i work by example.

    I'm afraid logic is as simple as it can get. Most actions are explained pretty clearly. I like the example idea, maybe set up a wiki with examples?
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    « Reply #3 on: June 04, 2011, 01:08:09 AM »


    Maybe the OpenSA Wiki could have a page or two dedicated to that.

    http://anonym.to/?http://opensa.dantarion.com/wiki/Main_Page
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    « Reply #4 on: June 04, 2011, 01:28:48 AM »


    Yes, that much would help.

    i can't make heads or tails of what the program is saying.

    i can modify LUA. but PSA really ticks me off.. in a i'm confused help me mommy type of way.
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    DoctorFlux(Mariodk)
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    « Reply #5 on: June 04, 2011, 01:36:20 AM »


    PSA should be merged with Brawlbox+(soon) the .dae importer
    so we got all in one
    can make Animations while we PSA them something like that can be awesome
    so Brawlbox can Preview model then open Fit(char).pac and Fit(char)motionetc.pac

    also a tab for Articles in PSA and we can edit them like GFX/hitboxes on them
    instead find a subrotation
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    « Reply #6 on: June 04, 2011, 02:17:05 AM »


    look into Blender's logic brick editor...

    PSA should be set up with something like that...

    and yes...
    the code is complicated because most people don't know how to put the structures together >_>

    not to mention there's not enough documentation and info...
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    « Reply #7 on: June 04, 2011, 02:16:17 PM »


    Needs to focus on projectiles and AI.

    I used to mod Halo PC, AI behavior and all that. I know for a fact that AI are dependent on things and that some of these things can cause them to self destruct. AI in Smash learn, but they need to be made more bolder, not just aggressive. They need to be able to jump off the stage and go kamikaze.
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    « Reply #8 on: June 04, 2011, 02:37:01 PM »


    Actually, AI is modified using a different program. I think it needs more focus on articles.

    Thankfully OpenSA helps a lot.
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    songeflemy
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    « Reply #9 on: June 04, 2011, 02:44:38 PM »


    It should let you know when you went pass the filesize, and if you did something that would make the game freeze, it should let you know where and how.

    IT would also be nice if you could see whatever the hell you are doing. Just have the model show up like BrawlBox and show you where the graphics/hitboxes are placed.
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    CaptN CeeGee
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    « Reply #10 on: June 04, 2011, 03:57:19 PM »


    i think there should be something that would allow you to do certain coding quicker and easier...

    ex. you wnna make every attack add a charge(+1) to a variable. So instead of going to every subaction and pasting the variable, you could just choose which subactions to put the variable, where to put it, and then done - it puts that code where its needed.

    ex2. you wnna make a hitbox which grows(size increases). Instead of making every hitbox and changing the sizes, psa would have something where it would increase the sizes.
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    Sliding Ghost
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    « Reply #11 on: June 04, 2011, 04:01:50 PM »


    Actually, AI is modified using a different program. I think it needs more focus on articles.

    Thankfully OpenSA helps a lot.
    With what, how so, and what's it's limits?

    Or is OpenSA the program you're referring to?

    And I agree about the articles.

    I would like to use Yoshi's fireball with graphics without the need for final smash. Yesterday, if I remember correctly, I managed to get the fireballs to show up by removing most of the final smash properties (i.e. flying), but I can't manage to do it again.
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    Ӄit ßallarɖ
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    « Reply #12 on: June 04, 2011, 04:16:40 PM »


    Me, I want Visual Cues of where a hit box is going to affect my animation, like how brawlbox (modset4.0+) shows clickable bones. If I can see exactly how a Hit box looks, I'd be more inclinded in building a psa since I can tell how big the the hi box is, where it's at, when it goes away, and when it shows up. That's been my biggest complaint cause it's suchs a HUGE time waister with trial and error.
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    « Reply #13 on: June 04, 2011, 04:18:52 PM »


    What PSA needs? I guess good and simple to make additions would be:
    - Second remove button that NOPs the action instead of removing it
    - Paste that doesn't add an action, but replaces one
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    CaptN CeeGee
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    « Reply #14 on: June 04, 2011, 04:24:38 PM »


    ^those are actually nice simple additions, good for keeping the filesize low, and saving the time for those who actually use nops.

    Me, I want Visual Cues of where a hit box is going to affect my animation, like how brawlbox (modset4.0+) shows clickable bones. If I can see exactly how a Hit box looks, I'd be more inclinded in building a psa since I can tell how big the the hi box is, where it's at, when it goes away, and when it shows up. That's been my biggest complaint cause it's suchs a HUGE time waister with trial and error.
    -hitboxes are spheres
    -it goes away/shows up as soon as you want.
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