archmage wrote:
The downloadable version should be ready by the end of today.
There are still things I fix to fix for it to go online because the online player plays it differently. The online player also tends to skip over some blocks which causes problems in the way the code flows so I have to fix that too.
really? sweet! cant wait.
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Yeah you will notice that in existing versions of the game that it goes really slow online but runs perfectly offline. I can fix this by detecting if the project is online or not and then change the speed. There is actually a variable I put in that controls the speed of the game so I can just increase this variable to increase the game's speed.
Last edited by archmage (2009-04-17 09:41:55)
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sounds good!
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SonicKJKH wrote:
This is gonna be more epic than my ultimate crossover game! can't wait!
no kidding.
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Looks good!
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I can't wait until this game comes out.
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archmage wrote:
The downloadable version should be ready by the end of today.
There are still things I fix to fix for it to go online because the online player plays it differently. The online player also tends to skip over some blocks which causes problems in the way the code flows so I have to fix that too.
When will you upload it?
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On the day that I said that I slacked off and played SSBB for 5 hours stright
Working on setting the attack values right now. The demo will have a AI that is basically a clone of the AI from super smash bros flash. It will also have all the stages from the super smash flash 2 demo.
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technoman wrote:
archmage wrote:
The full version of super smash bros scratch is ready and coming later today.
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I thought you said it was coming later on the 1st.
Don't trust what people say on April Fools day
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Ok, my economics flash game is done so work on SSBS can resume.
What I am doing now is just optimizing the project. Since scratch can't handle too many scripts or costumes on one sprite I have to split up each player sprite. When I do this is should run just as fast as any other project.
Its kind of a pain to recode things but I think that it will be the best project for a while to come. I'll just force archknight to make some levels for me to speed things up when the demo is done
Last edited by archmage (2009-05-21 12:42:00)
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archmage wrote:
Ok, my economics flash game is done so work on SSBS can resume.
What I am doing now is just optimizing the project. Since scratch can't handle too many scripts or costumes on one sprite I have to split up each player sprite. When I do this is should run just as fast as any other project.
Its kind of a pain to recode things but I think that it will be the best project for a while to come. I'll just force archknight to make some levels for me to speed things up when the demo is done![]()
Lol you're forcing your brother too do that for you
Just kidding...
Anyway, are you adding any final smashes at all? (I think you answered this question before but I forgot the answer
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EDIT: Also goes and checks your flash game...
EDIT EDIT (lol): you hacn't uploaded it yet on Newgrounds?
Last edited by mkolpnji (2009-05-21 17:54:58)
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Err, there is a bit more work to be done on the economics game actually, I found a bug. Also, it won't be on NG, I don't think it would be accepted by most NG users.
Also, when the SSBS is done I will make additions. I just thought of this today.
For every 200 or so love its, I will make an addition such as new characters or smash balls or what not.
One more thing: the inclusion of mesh in scratch 1.4 makes online multiplayer so much easier. I was thinking of not including online multiplayer but now it will be included for sure.
SSBS's multiplayer will be similar to the multiplayer in the freeware game little fighter 2.
Last edited by archmage (2009-05-21 18:13:38)
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archmage wrote:
Err, there is a bit more work to be done on the economics game actually, I found a bug. Also, it won't be on NG, I don't think it would be accepted by most NG users.
Also, when the SSBS is done I will make additions. I just thought of this today.
For every 200 or so love its, I will make an addition such as new characters or smash balls or what not.
One more thing: the inclusion of mesh in scratch 1.4 makes online multiplayer so much easier. I was thinking of not including online multiplayer but now it will be included for sure.
SSBS's multiplayer will be similar to the multiplayer in the freeware game little fighter 2.
..."Judgment" right?
200 love its? That's a lot
Yep Scratch 1.4 will do wonders in so many ways (ONLINE GAMES HERE I COME)
I also really wanted more control over text in variables ever since the Scratch 1.3 came out.
Me thinks that Scratch is becoming a more powerful programming tool with every update
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Yup 200 love its is a lot, but it will probally take a lot of time to make updates (at least 5 hours). The online feature is pretty cool, however it will probally be too hard to use for most users. If you need a tutorial for scrolling then you will have a very difficult time with mesh.
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Hey, if you want to be able to use mesh then get good at using snyff first. Snyff is a program by chalkmarrow that functions in pretty much the same way that mesh does. One you get good at making multiplayer projects with snyff then you can do mesh projects.
http://scratchconnections.wik.is/User:Chalkmarrow/Snyff
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keroro645 wrote:
How many players does the mesh thing support?
As many until your computer crashes I think. But its not like you can easily make an MMO or anything like that. Let me explain how it works a bit.
Lets say that computer a is hosting a mesh server and computer b wants to connect.
Computer b must enter the host's IP and a username. When this user connects, computer a has some new sensor variables that belong to user b. Lets say that user b has a variable called num, user a will have a variable called userBusername-num show up. User a must then built their scratch scripts with this user specific variable. What if user c suddenly wants to connect? Well if user a does not already have scripts that use userCusername-num then user c will not be able to send any data to user a which is a big problem. This makes random game or chatrooms pretty much impossible. However it will work if the scripts have user a and b's mesh variables and only user a and b connect.
I hope that made sense.
Last edited by archmage (2009-05-21 19:24:51)
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keroro645 wrote:
Ok kool.
How many players are you gonna add for online play? I thinking just 2.
Just 2, too many would murder any pc.
Also, the connection user names are preset so if you must pick the user name I instruct you to or else you can't send data.
Last edited by archmage (2009-05-21 19:28:40)
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when is it going to be finished?
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golfer3 wrote:
when is it going to be finished?
It'll be done when its done
Sorry but its like asking when you will reach enlightenment, its hard to put a date on it
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