(11-05-2009, 06:47 PM)Ekoi Wrote: http://www.xpadder.com/
Anyway, they really do the same thing, which is map a joypad to standard computer inputs. All that matters is that even if we don't make it built in, there's still options for people who'd like to use a joypad. Oh wow when the fuck did that happen :V
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11-05-2009, 09:11 PM
(This post was last modified: 11-05-2009, 09:12 PM by Runouw.)
(09-30-2009, 04:57 PM)Black Boo Wrote: Oh yeah, like select a key then push the desired key to change it to desired key, like they do in most cpu games.
Okay maybe that's not the best way to word it but you know what I mean.
Can't you already do that in the game? It's under options.
http://sheezyart.com/art/view/2134341/
You need to click it then press the new key.
But I really should change the default to something better.
Run, please answer me this question.
What resolution is the game programmed in?
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11-06-2009, 01:33 AM
(This post was last modified: 11-06-2009, 01:34 AM by Runouw.)
At the moment, it is at the flashplayer default of 550 x 400.
I haven't gotten around to changing it yet. But I was planning on changing it to 640x480 like someone suggested before.
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It's already laggy for me and the game isn't even completed.
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What version of ActionScript do you use?
Thing is, the music doesn't loop that well. It's something I've come across with as of AS 2.0, but I think in AS 3.0 this problem should be a little bit easier to solve.
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It is AS3. The music doesn't loop right because I need to fix the song file I am using.
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How does Brawl loops their songs so perfectly?
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First, it helps that Brawl uses a subset of a commonly used music format on both the GameCube and Wii. This format is capable of looping each song. However, the DSP format as it is used in Brawl isn't the only standard, there are, for example, also the ADX files. Even regular WAV files are capable of looping.
How they looped it so perfectly I don't know, but there are several methods. First, when using synthesized instruments like orchestras and such, you can just easily blend it together by overlapping a bit of the beginning of the loop with the end of the loop. When using a real orchestra, you just have to make sure the orchestra is able to repeat their orchestrated piece perfectly. That's why most of Brawl is simply just synthesized or rehashed from older games.
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I just had a thought; what are we going to call this game? I mean, is it going to be called 'Super Smash Bros -' what?
Does anyone have any ideas?
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02-11-2010, 03:53 PM
(This post was last modified: 02-11-2010, 03:55 PM by Teddy The Elite.)
@Aura: I THINK we had a thread on that, I'm not sure.
EDIT: http://www.spriters-resource.com/communi...p?tid=9736
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Super Smash Bros. Combat
or
Super Smash Bros. Clash
-seem the best in my opinion.
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02-11-2010, 08:41 PM
(This post was last modified: 02-11-2010, 08:43 PM by mutantyoshi.)
I don't think Clash would work, maybe Armageddon (randomly popped into my head), um, something more fighter, or maybe even Charged, but I don't really know.
Edit: what about Bash?
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I'm pretty sure this doesn't go in this thread, if you guys really wanna talk about it I would suggest bumping the other one; but really there's no need to talk abotu it for quite some time.
Also while we're on the subject I might as well add that my favourite name is still "Super Smash Bros: Disagreement"
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Ok, sorry about that...
I just want to know, because i'm thinking about doing the logo, letter font, and menus.
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