I’m running out of electro-swing to use in these trailers.
HE’S FINISHED. This is probably the hardest character I will ever have to make for Smashup. But also probably the coolest. He’s kind of huge and I love it.
This mod is getting close to being finished! I’m still deciding if I want to add one more character before releasing it, or if I should just wait until after I release it to add more characters through updates. But I still have other things I need to finish before worrying about that.
This is Harold. He’s the ai opponent I’ve been working on, because I have no friends so I programmed one to play with.
He’s a little weird, but he’s not bad.
Also, today is the date I started working on Smashup exactly 1 year ago. Wow, I still remember back when I started I didn’t even know how to use functions. Now here I am programming AI.
Another look into the Smashup mod for Don't Starve! Showcasing a new character. For those of you wondering, yes, I am still working on this. A lot. I never stopped working on it, I just like to keep details under wraps nowadays because it leaves more surprises to add into the trailers.
Wait If all attacks are hitboxes spawned by the stategraph; Couldn't I just take existing monster's stategraphs and put hitboxes on their existing attack animations?
A demonstration of the hitbox system I made for Smashup. Why do these videos render with such weird lighting?
I know the text is really fast and hard to read but I really wanted to just finish this video so I can continue working on the actual mod.
SWEETSPOTS: There are two types of sweet-spots: strict sweet-spots and loose sweet-spots.
For Strict sweet-spots; only the sweet-spotted hitbox can be touching the player to get max damage. If any other hitboxes hit the player along with the sweet-spotted hitbox, it will not do max damage. (aka, it will "sourspot")
A loose sweet-spot means as long as the sweet-spotted hitbox touches the player, it will do max damage, even if there are other hitboxes touching the player as well.
I found out after implementing this system that this is also exactly how it works in the real Super Smash Bros.
Marth's f-smash tipper hitbox was a loose sweet-spot in melee, and a strict sweet-spot in Brawl onward.
Woodies u-smash is technically a strict sweet-spot, it just has very forgiving distances between the hitboxes. It will only sour-spot if you are very close to him.
Along with the autolink 366 degree angle, there is also the "Sakuri angle" (361) At low knock back values, the angle will be 0, and they'll slide across the ground. But at higher knock back values, the angle is increased to around 45 degrees. (The formula used is a mix between melee and smash4's sakuri angles)
In terms of movement, a lot of new stuff has been added. Teching was already working for the first trailer, and now pivot smashes, pivot tilts, dash dancing, and fox trotting are all fully functional. (Pivot grabs are in the works)
up-smashes out of dashing work too. And don't worry, there's no tripping.
Once again, this is all still a prototype, so a lot will change. The "clashing" system is still a little buggy sometimes, as well as a few other things, but I'll be fixing those up later.
These hitboxes won't be visible in the final product. And as soon as I can figure out how to get rid of that inventory bar, that will be gone too.
(Skip to about 1 minute in)
DOES ANYONE SPEAK PORTUGUESE, I WANT TO KNOW WHAT HE'S SAYING.
I'm just smiling because it looks like he really liked it.
Lol, his reaction video got like 5 times the amount of views than my actual trailer did.
Oh yea, sorry for the sudden month of no updates. But I promise I have been very busy working on it. In fact, there's a new video coming out very soon. Probably tomorrow. (Don't get too excited, it's not another fancy trailer)