![]() ![]() Remember, modding does not have to be only for fixing stuff. With the up scaling and AA/AF that Dolphin has already it would look very nice.Īlso, once you connect your gamecube controller to a PC you can map the buttons however you want if it matters.Įventually, I want to see someone find a way to new inject characters and stages into Melee and perhaps make an editor, though this is will be much more difficult. Example: Zoom the camera out by some factor and then crop of the top to get a natural looking 16:9 or 16:10 aspect ratio in Dolphin. I think there are few things that would be cool to add on top of Melee. Perhaps the lowest of the low tier characters could be tweaked slightly, otherwise I would not touch anything combat wise. Unlike Brawl however, Melee's engine is amazing and does not need fundamental changes to the physics. With Melee almost playable with Dolphin on decent PCs, I think that is where you should focus and modding effort. could i get AR for just SSBM for a cheaper price or something? Would finding a gamecube emulator be better, since I have some experience with programming? I'm only really interested in messing around with SSBM, so I wouldn't need all the cheats for other Nintendo games. Action Replay seems like the best way to create really cool games to play with melee. it would have been so simple to allow players to change those numbers. The speed of the game and the size of the characters are just numbers. Or the multiplayer variants like slo-mo or tiny. It would have been so simple to make that available for multiplayer. For example, there's an event match where you can only deal damage using pokeballs. It bothers me that Nintendo wrote code for certain levels, characters, items, and variants, but only allow players to use them in single-player. I've always had a problem with how little people can change the game. Is there another thread I should be posting in or something? ![]() Rob3.GetComponent().I think my thread got locked or something. Rob2.GetComponent().StopCoroutine("Playback") Use t$$anonymous$$s for initialization Im a bit late to t$$anonymous$$s Convo but here is a solution for future comers, and the script is controlled by UI so you figure that out your self - bool isRec = false Resizing a very large list every N frames could create performance issues.Īlso it occurs that your interpolation method for smoot$$anonymous$$ng between recorded positions could probably be the same method you use to actually control the player, if you make your movement function "seek" a point rather than directly applying movement. Worth noting that you might ought to have an upper limit for your recorded movements and use a fixed length array. You'd then need to have every action the player takes fit into some object like PlayerAction, and store a list of those to play back instead. The moment you include other factors besides position, t$$anonymous$$s method falls apart. Storing every single position of every frame is probably overkill, and doesn't sound wise. In that case, you could conceivably record the Vector3 position of each player in a list or array every N frames, then use some interpolation method to smooth between frames. Only the position of a given player A,B,C is important? There are no other actions w$$anonymous$$ch must be considered? ![]() Thanks for reading the question and possibly providing a solution to it. Is it possible to save the movement of Object A in such a way, that it can be run again later ? T$$anonymous$$s has to repeat for Object C again, so Object A and B now have to move as their movement was recorded, to help C cross the next checkpoint. Now, Object B has to go beyond the checkpoint, but t$$anonymous$$s can happen, when the previously controlled Object A goes again to the checkpoint to unlock it, so that B can pass. As A reaches the checkpoint, the movement is recorded and the game is restarted, with A now back at the start with B. Object A goes over some terrain and reaches a checkpoint, w$$anonymous$$le B is waiting at the start. It is possible to control only 1 object at a time. How is such a behavior possible in Unity ? How can I use an array to save the position of the player and reload the same array to play when required ? Or is using a list a better t$$anonymous$$ng than arrays ?Ĭonsider t$$anonymous$$s scenario. ![]()
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