What should PSA be Updated with?

Started by CaptN CeeGee, June 04, 2011, 05:12:02 AM

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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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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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Quote from: Nyanyanyanyan Cat Man on June 04, 2011, 05:40:37 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?
Zephiel:
You know what I really like on my stack smash?
Texture updates.

Androu1:
@Zephiel: “your” Stack Smash?

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

http://opensa.dantarion.com/wiki/Main_Page

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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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
I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

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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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.

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

Thankfully OpenSA helps a lot.

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.

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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Quote from: EternalYoshi on June 04, 2011, 08:37:01 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.

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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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
As you may have noticed, I don't answer PMs with problems anymore.

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

Quote from: Kit Ballard on June 04, 2011, 10:16:40 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.
-hitboxes are spheres
-it goes away/shows up as soon as you want.
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