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« Reply #30 on: June 06, 2011, 10:54:59 PM » |
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Sigh...
Idea's yeah i got plenty but none of them would work without build a new program/s from the ground up.
There is many things that make PSA hard for noobs, and pro's.
But here's a few things that i could think of that could really help.
1 - Save confirm/warning
I'm one of few that sometimes forget to save multiple files when doing large code changes in psa. Sometimes the coding don't work or cause freezing, then i have to remember what i changed or had deleted something i can't recreate, having a warning would help to prevent this problem.
2 - Sub-Action Change warnings
When changing code in sub-actions the ID code changes which makes goto codes in some actions not work because they we're forgotten or not changed, something to remind us that something else is connected to this sub-action that needs to be changed would help.
3 - Storing all known info
There is a TON of known info that isn't added to PSA from textdump, and tested coding that isn't added into PSA. Such as "If direction pressed"
I know that doing this is a ton grunt work, that no one wants to do but it needs to be done.
4 - Make the text more simple
New PSA just don't understand code, some not even hex. Making things much easier to understand will make help them.
5 - TESTER!!
Some of this codes descriptions don't do what they say they do, like if button press/ed/tap. None of these seem to work like they say, some are even used in different ways then said like "If can pick up another item" this makes things very confusing. I remember thinking the first time i saw this code think. "WTF!?"
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The problem is the dedication of getting these things fixed, most programers tend to let projects/programs go to waste due to boredom because the work not being interesting anymore to them.
So unless people plan on getting involved i kinda don't see this going very far. I'm willing to help with grunt work, because at this time that's all i can do. I worked for ShyGuy for a while but he disappeared on me and didn't finish other work that we we're waiting on.
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« Reply #31 on: June 07, 2011, 02:08:09 AM » |
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if this would help Psa stuff in (visually, since I too am a visual learner type of gal), I would be 20x more inclined to attempt to Psa then the net even ¼ ass attempts I've been doing as of late.
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« Reply #32 on: June 07, 2011, 02:46:22 PM » |
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ppxexe:
1- yeh i hate when i do that. I get paranoid sometimes and just save every few minutes to make sure i dont forget >.>. 2- also know what you mean. I hate changing a subaction, then i have to check and make sure the subroutines pointing to the subaction are right. 3-mhm 4-mhm 5-you can change what they say just by editing the txt files. But "mhm" 6- mhmmmm-no...yeh...uhh -> i think that their dedication dies because of the lack of the feedback coming from the community. IF you make something that you feel is AWESOME and release it to the community, only for people not to know or really care for the use, then it WILL most likely kill your dedication to continue. 7-mhm
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« Reply #33 on: June 07, 2011, 04:15:53 PM » |
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Hitbox and graphic visualization would be ideal. If not that, then I would like to see a standardized 'distance/size' unit. Scaling and offsetting hitboxes and graphics is difficult when their size and location are scalar.
I would also like to see an integrated Flag maker. I made a separate application for it, but it is inconvenient (by not being integrated) and I'm still working out a glitch or two. It would be nice to be able to construct hitboxes from an in-program menu. It would be good if such a thing could be done for Special Hitbox flags as well.
Another nice feature would be a 'preview' system for graphics, sound effects, etc. It would be nice to be able to see or hear what you're selecting before it actually goes into brawl.
It would also be helpful to have a color dialog for sword glows (if possible), flash overlays, and flash lighting effects.
A minor feature that I might suggest is an in-program link to the PSA documentation wiki. Not a big deal, but it would be convenient.
Yet another (sorry for the huge list...) nice feature would be the ability to export (importing would be nice, but probably not worth the effort) code as text. That would make it much easier to post code on the forums when discussing PSA code.
I would also like to see (as others have mentioned) a code-snippet library. You would be able to save common section of code there to be pasted in when needed. It would be interesting if you could find a way to access a community database of code-snippets...I'm not sure how the best way to do this would be...can you integrate this kind of thing with the wiki somehow...? I've no clue, but it can't hurt to throw it out there.
Alright, that's it.
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« Reply #35 on: June 07, 2011, 05:33:46 PM » |
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wtf is that??? xDD
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« Reply #36 on: June 07, 2011, 05:36:02 PM » |
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i saw the vid, and - i was typing..but i haveno idea how to describe what i wnna say about the vid. Mainly i guess is that psa would never be as simple as to click a button to be a "rigid body" (example) because it would be pointless/too big of a task to be meaningful?,....i dunno im confused
also i dun understand the image
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« Reply #37 on: June 07, 2011, 05:39:12 PM » |
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I do agree that PSA needs to be more visual.
I've been planning to build PSA into Brawlbox (Along with loading external animations in the model previewer, you could open a psa to edit) AFTER I'm done with finishing the dae importer; one thing at a time.
But rendering hitboxes like bones would be easy to do and you'd be able to actually see when and where the hitbox appears. Rendering gfx would be straightforward like rendering a model, you'd just need to load the gfx file it uses. It'd be pretty cool to just go to the frame you want a hitbox at and select the bone you want a hitbox on, and be able to drag the hitbox around so you know exactly where it is.
Same thing with sound effects. Load the brsar, locate the called sound from the psa, and play it during the animation. The only problem with that right now is that brsar support isn't complete...
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« Reply #38 on: June 07, 2011, 06:01:07 PM » |
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I do agree that PSA needs to be more visual.
I've been planning to build PSA into Brawlbox (Along with loading external animations in the model previewer, you could open a psa to edit) AFTER I'm done with finishing the dae importer; one thing at a time.
But rendering hitboxes like bones would be easy to do and you'd be able to actually see when and where the hitbox appears. Rendering gfx would be straightforward like rendering a model, you'd just need to load the gfx file it uses. It'd be pretty cool to just go to the frame you want a hitbox at and select the bone you want a hitbox on, and be able to drag the hitbox around so you know exactly where it is.
Same thing with sound effects. Load the brsar, locate the called sound from the psa, and play it during the animation. The only problem with that right now is that brsar support isn't complete...
*says in rapid session* This! This! This! This! This! Omg this! Exactly what I was thinking
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« Reply #39 on: June 07, 2011, 06:24:02 PM » |
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that would help for a few thing but would only be useful to make a more cleaner and polished psa.
theres still the difficulty of coding and animating
for me psa coding is out of the way, but everything else is much more harder
brawlbox needs better key frame controls, more key board action keys, and if possible an way to add new animations without replacing others
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« Reply #40 on: June 07, 2011, 06:29:08 PM » |
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that would help for a few thing but would only be useful to make a more cleaner and polished psa.
theres still the difficulty of coding and animating
for me psa coding is out of the way, but everything else is much more harder
brawlbox needs better key frame controls, more key board action keys, and if possible an way to add new animations without replacing others
You can add animations as long as the psa has subactions with "NONE" as the animation name. Just change that to whatever you want the name to be and then add an animation to the motion pac with the same name.
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« Reply #41 on: June 07, 2011, 06:33:28 PM » |
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i mean adding new animations to the motion.pac
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« Reply #42 on: June 07, 2011, 06:37:20 PM » |
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i mean adding new animations to the motion.pac
Right click the BRRES - Import/New - Character Animation
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« Reply #43 on: June 07, 2011, 06:41:40 PM » |
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o_O
-__-
There's so much i still have to learn
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« Reply #44 on: June 07, 2011, 06:59:28 PM » |
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Sorta off topic but: Undo Button for BrawlBox is a friggin MUST lol.
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