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Samus reopen
Can you also add this PR?:
https://github.com/lufinkey/iSSB/pull/26
Are you still here?
Yes. I'm still here. I have things I'm working on and don't have time to clone this down and test all the time so please don't be rude. I'll check this out when I get the chance but please make sure this is actually fully tested by you, fully working, looks good and correct, and matches the Smash moveset before I test it.
Ok, fine
Trying to build in Visual Studio gives me unresolved external symbol "public: __cdecl SmashBros::Samus::Samus(float,float,unsigned char,unsigned char)" (??0Samus@SmashBros@@QEAA@MMEE@Z) referenced in function "public: static class SmashBros::Player * __cdecl SmashBros::CharacterLoader::createPlayer(float,float,unsigned char,unsigned char,int)" (?createPlayer@CharacterLoader@SmashBros@@SAPEAVPlayer@2@MMEEH@Z)
@Nightcaat you need to add the Samus.h/cpp files to the project. I assume he didn't commit the project file changes but that should fix that specific issue I think
Not trying to be rude, but I've already playtested everything and it seemed to be correct. The only possible issue would be Samus' final Smash ray placement whose animation should be slightly to the left...
Apologies, I've set a reminder to get to it tonight. It's just been work and very little free time. I was the rude one in this case for letting it sit so long, sorry about that
By the way, you have my total permission to re-release this app with your changes if you want, as long it's named something different from this game and credits the original to this one, and doesn't obscure the fact that it's a fork
Just tested:
- down special gives an error
special_prep_down_right animation does not exist
- releasing the neutral special seems to trigger the animation for her grapple
- there's no charging feedback on the neutral animation. ie there's nothing to indicate that the ball is charging or how much its charged
- side special doesn't seem to launch a guided missile
- up special not working
- there's a bit of animation leaking through the top of her up air standard
- up air standard should slow her fall a tiny amount for a bit or boost her a bit up
- side air standard should slow and hold her fall while doing the attack, and there should be fire feedback
- down air standard is a bit choppy, are there any transitional frames you could use?
- neutral standard should be a combo, but it seems to be doing all the combo moves at once
- final smash beam needs to be lined up with her gun
Thanks!
Finally got some time to polish Samus and fix what was stated on the feedback, giving Samus a more accurate moveset to her Smash iterations. Would love to see her in a new update of iSSB, and the request is still active. I look forward to your reply.
Seriously, this felt awesome to me playing around with a jailbroken iPad back in 2014 (one year before I've got my 2DS and a better PC) lol and I've never imagined contributing to this back then. Thanks for considering updating the game roughly 9 years after!
Hey, thanks again for taking the time to work on this! I'll try to review it and post feedback as soon as I'm able
Your welcome, I'll appreciate any feedback!
Looks like there were some compile errors:
What are you using to test this? I didn't see any project files updated in the PR
I've finally been able to find the error
Gotcha, I still don't see any updates to any project files, so I'm curious how you compiled/ran it?
I finished solving everything and Samus.obj gives some weird external errors
If you post the error here, I might be able to help you
I want to emphasize i appreciate your contribution here, but in the future please do not submit untested code in a Pull Request. As I've mentioned before, it wastes my time to have to pull down and test code that you yourself have not verified through testing. I understand errors slip through, but please take the time to make sure that your code is actually fully tested and verified as working.
Yeah, of course, I'll test everything before posting. This is the error:
Ok, I've fixed that error, I'm going to playtest a bit
Glad you were able to fix that issue! I'm a little worried looking through this code because most of it look straight up copy-pasted from other characters. Most of the projectiles and attack code looks like it was taken straight from Ichigo or Mario. Part of the process of adding a new characters is making sure that they handle and play uniquely from the other characters. There are different priorities, damage levels, attack/vulnerable sides, knockback velocity, durations, etc. Please make sure that you're intentionally choosing those values with the character in mind, and not just copying them from other characters.
I've chosen those values intentionally, just to match Samus' moveset better without having to write entire chunks of code from scratch.
Awesome, glad to hear it
Now I'm getting this error, seems it's not related to Samus:
could not open haptic feedback: Haptic: There are 0 haptic devices available Loading image Images/icon.png Error BufferedImage::loadFromFile(String) Couldn't open Images/icon.png Error loading image Images/icon.png Loading image Images/loading.png Error BufferedImage::loadFromFile(String) Couldn't open Images/loading.png Error loading image Images/loading.png error loading font Fonts/arial.ttf LoadContent Loading image Images/Game/Controls/button_a.png Error BufferedImage::loadFromFile(String) Couldn't open Images/Game/Controls/button_a.png Error loading image Images/Game/Controls/button_a.png Error: Attempt to add image Images/Game/Controls/button_a.png to animation failed!
More screenshots
It looks like the assets folder isn't getting copied to the build folder. Check the build scripts section on visual studio, otherwise I'll take a look when I'm free
On Sat, Apr 1, 2023, 6:56 PM Alekemon @.***> wrote:
More screenshots
[image: image] https://user-images.githubusercontent.com/42167718/229319776-61ced495-4a90-40af-bca6-98dfad569306.png
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