Samus S4 Reverted Missiles#404
Closed
CodenameComlink wants to merge 1 commit into
Closed
Conversation
Hey y'all. This is my first pull request, and it's to make Samus missiles work like they did in Smash 4, lining up better with their Melee counterparts. This is intended to go with the floaty Samus param changes, I'll have to post those in a bit. Comments removed line (-) h_angle [3 > .65] --"This was really overtuned, missiles homed in at a level they didn't from previous games. Though a welcome change, I got rid of it for now because I want to see if she needs it. I deleted the line which should revert it back to vanilla. I think I did this right..." General (R) sp_s_smash_f [5 > 3] --"Samus missiles don't check if you're actually tilting the stick. Rather, they check how long you've been holding the side input before you press the button. This is why you can tilt the stick and still get a super missile. Reducing this window means you have to be quicker with the special input to get a super missile, but are less likely to get one without intention." (+) missile_max_req [2 >3] --"This allows Samus to have 3 normal missiles on-screen like Melee, which is fine considering they don't home in nearly as much." Super Missiles --"Currently Samus missiles can be run ahead of due to their low initial speed and high acceleration. By changing a good amount of these values to their S4 values, I've reduced acceleration but given missiles a better initial speed to match their S4 values, making them more of a long range accurate projectile than a heavy stage control bomb. After all, Samus can run behind these with land canceling in this." (R) s_spd_x0 [.18 > .6] --"This is the initial speed of the missile. This has been buffed to make up for the reduction in acceleration." ($) s_spd_y0 [.22 > 0] --"This controlled initial Y speed which didn't exist before and didn't matter when her missiles didn't accelerate. Pretty much visual." (R) s_acc_f [26 > 14] --"This is the frame the missile accelerates." (R) s_acc_x [.16 > .08] --"This is how fast the missile accelerates, decreased due to higher initial speed." (-) s_spd_x_max [4.2 > 1.75] --"Max missile speed, reduced because it doesn't need to go ludicrous speed with this rework." ($) s_rot [2 > 0] --"Judging by the name, this was used to make the missile fire upwards with that aesthetic change of an initial downwards velocity."
|
Download the artifacts for this pull request: Only for Developers |
Collaborator
|
if this PR is not ready or closed in the next few days I will be closing it as stale. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Hey y'all. This is my first pull request, it's to make Samus missiles work like they did in Smash 4 which should line up better with their Melee counterparts. This is intended to go with the floaty Samus param changes.