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Author Topic: What should PSA be Updated with?  (Read 26888 times)
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Ӄit ßallarɖ
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    « Reply #15 on: June 04, 2011, 04:28:21 PM »


    -hitboxes are spheres
    -it goes away/shows up as soon as you want.
    I know, but be nice to know WHERE and how they are affected when I put em on a bone or som'in. It's just the hidden aspect I'm not liking about it. The Visual cues would bring the animation together much faster cause I've already had issues with Tifa's Attack11/12/13 not reaching far enough, and I can't see the Boxs, so I can't tell how to properly stretch out her arms. I dono... Just som'in That I need to see more then guess work =\
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    « Reply #16 on: June 06, 2011, 09:52:34 AM »


    psa should have preprogrammed moves, like porting automatically any brawl movement wit only bone adjustments, THAT would be awesome ^^
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    « Reply #17 on: June 06, 2011, 10:34:27 AM »


    I have a suggestion. The ability to preview what the graphic effect your choosing looks like. I know there's a video dictionary on youtube about it, but I think it would be better to have an in-program picture view of the graphic as well.
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    « Reply #18 on: June 06, 2011, 11:16:57 AM »


    I have a few ideas after putting a bit of thought into it:

    - I agree with Jaklub.  I think that Change to Nop is a great idea to keep file sizes down.

    - The ability to preview (Brawlbox style) where hitboxes and graphics are in the program.  I believe Tabuu/OpenSA3 was doing something along these lines, but it never really developed fully.

    - Some sort of "preset" clumps of coding.  For example, for a basic example, you could have a clump of coding titled "Basic Attack Loop" and it gives you a Loop, timers and Offensive Collision preset up.  All of the events should still be editable.  For newbies it would be a great and accessible way to start whilst for more experienced PSAers it would be great for convenience.

    - As others have said, a much more accessible way to edit a characters Articles and Floating Points.  However, I think this would require a separate program, as well as something like a module file editor so it's easy to visualise article floating points without having to use hex

    - More clearly labelled IDs, graphics, and basically everything.  For example, looking at something like Sound Effect: 45D is rather irritating and somewhat confusing.  Rather than that and having to edit the number, you get a list of the sound effects that the character can access.

    For example, with Sonic, the sound effects could be listed as "Low Voice Clip 1", "F Smash Voice Clip", "Taunt Voice Clip 1" etc.
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    « Reply #19 on: June 06, 2011, 11:30:27 AM »


    I have a few ideas after putting a bit of thought into it:

    - I agree with Jaklub.  I think that Change to Nop is a great idea to keep file sizes down.

    - The ability to preview (Brawlbox style) where hitboxes and graphics are in the program.  I believe Tabuu/OpenSA3 was doing something along these lines, but it never really developed fully.

    - Some sort of "preset" clumps of coding.  For example, for a basic example, you could have a clump of coding titled "Basic Attack Loop" and it gives you a Loop, timers and Offensive Collision preset up.  All of the events should still be editable.  For newbies it would be a great and accessible way to start whilst for more experienced PSAers it would be great for convenience.

    - As others have said, a much more accessible way to edit a characters Articles and Floating Points.  However, I think this would require a separate program, as well as something like a module file editor so it's easy to visualise article floating points without having to use hex

    - More clearly labelled IDs, graphics, and basically everything.  For example, looking at something like Sound Effect: 45D is rather irritating and somewhat confusing.  Rather than that and having to edit the number, you get a list of the sound effects that the character can access.

    For example, with Sonic, the sound effects could be listed as "Low Voice Clip 1", "F Smash Voice Clip", "Taunt Voice Clip 1" etc.

    - Yeah. Tabuu never developed enough to get to that feature. It HAS a model viewer and can view animations, but it never got to the point where we can see the hitboxes like in Melee's debug mode.

    - You would have to label ALL of the sounds because the sounds are not consistently organized in a ceratin order. Graphics too.
    I think that you can alter the syntax a certain way to have the SFX labeled like the Body Collision values.
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    « Reply #20 on: June 06, 2011, 11:32:10 AM »


    that what i mean with Brawlbox merged with PSA too Cheesy for preview hitboxes
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    « Reply #21 on: June 06, 2011, 12:05:23 PM »


    build your moveset...

    that should be psa's future, just what i said before, only thing u need to do is animation swaps and click on the moves, also, PSAers like u, sDoom, could make new moves and add them to the "build your moveset", it would be awesome if it were that easy, and it only needs programming with what we already have...
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    « Reply #22 on: June 06, 2011, 06:44:35 PM »


    -nice to know this thread didnt die lol
    -i was thinking about adding some stuff to psa(you guys' ideas if no one does em)...after i figure out how it works(havent really looked at the source code yet(only got 1.3 source too )) and after im done with some stuff



    - As others have said, a much more accessible way to edit a characters Articles and Floating Points.  However, I think this would require a separate program, as well as something like a module file editor so it's easy to visualise article floating points without having to use hex

    edit: guess not
    « Last Edit: June 06, 2011, 06:59:00 PM by CaptN CeeGee » Logged

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    « Reply #23 on: June 06, 2011, 07:09:40 PM »


    I restate myself...

    look into blenders logic editor...

    it's basically almost everything that's been talked about below >:3
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    « Reply #24 on: June 06, 2011, 07:13:44 PM »


    well me...i have no idea about anything in blender, let alone its logic editor. So telling me to look into it without telling me how is not helping me. But since you believe its the solution....how ABOUT TELLING ME ABOUT IT AND HOW TO VIEW IT!?!!?!??!?!??! jk but srsly can you tell us about it?
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    « Reply #25 on: June 06, 2011, 07:20:00 PM »


    alright...
    when I clear up some free time, I will Smiley
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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 #26 on: June 06, 2011, 07:21:08 PM »


    We need to be able to make PSA more visual. It is mostly numbers, hex values, floating point values, and code structures. Me, im a visual learner, so its hard to understand PSA. Maybe something like in Tabuu/OpenSA where you can load a model into the fitcharacter.pac so when choosing a bone to attatch a graphic or something to, you can just reference the bone names instead of attempting to figure out what number/value to put.
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    « Reply #27 on: June 06, 2011, 07:32:15 PM »


    here's something that should tide you guys over for a bit:

    <a href="http://www.youtube.com/watch?v=oitxpIg9YEU" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=oitxpIg9YEU</a>


    2:00 is around where he starts setting up the objects for the logic.

    it's a bit long and boring, but it teaches you like heck Smiley
    sry for bad quality though >_>

    the bricks are what needs to be added to PSA, along with the layout
    (talking about blender's logic brick editor only)

    EDIT:
    you should even be able to link to REL files like blender can link to PY files (scripts)

    I may not know alot about PSA...
    but I do know enough about logic and how it works Wink
    « Last Edit: June 06, 2011, 07:34:34 PM 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 #28 on: June 06, 2011, 08:31:36 PM »


    A flowchart layout option might be nice. See the code visually...
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    « Reply #29 on: June 06, 2011, 09:57:57 PM »


    We need to be able to make PSA more visual. It is mostly numbers, hex values, floating point values, and code structures. Me, im a visual learner, so its hard to understand PSA. Maybe something like in Tabuu/OpenSA where you can load a model into the fitcharacter.pac so when choosing a bone to attatch a graphic or something to, you can just reference the bone names instead of attempting to figure out what number/value to put.
    yeah something like that choose a Bone on the model instead use a hex converter for find the bone
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