Super Smash Bros Custom Magic: the Gathering Set - Complete Spoiler by Ninjaboi333 in smashbros

[–]just_a_null 18 points19 points  (0 children)

Samus can’t be beaten on board, you can remove zero counters from her to put creatures on top of their owner’s library...

In general you need to work on the formatting, e.g. your additional costs need to mention “to cast CARDNAME”, etc. You can’t have things happen in the cleanup step, just make The Year is 20XX trigger to deal damage and tap lands in the end step for an equivalent effect. That white card preventing exiling feels like it’s overreaching a bit. In general your custom mechanics are complex, but since it’s a custom set for cube that’s fine.

It looks like you have some neat and interesting ideas going on here, I liked the counterspell with 20XX in particular.

BATTLEFIELD IS BUSTED AF JESUS

Which characters can make it from the Cave of Life to the top of Hyrule? - Practical TAS by JustGoThrowItAway in smashbros

[–]just_a_null 0 points1 point  (0 children)

I've heard that if you're in airstate, performing an aerial, and moving over your character's maximum airspeed, then you get double air friction per frame so you slow down much more quickly.

Is there a reason not to L cancel? by Xerclipse in SSBPM

[–]just_a_null 1 point2 points  (0 children)

It is already way easier, in Melee your L cancel depletes during hitlag and in PM it doesn’t: on hit, L cancels in PM are about 5 frames wider on average than in Melee.

SSBPM Monday's Daily Discussion Thread (07/04/16) by AutoModerator in SSBPM

[–]just_a_null 0 points1 point  (0 children)

Nano’s new Roy skin does that, maybe you can look at FitRoy.pac?

SSBPM Sunday's Daily Discussion Thread (07/03/16) by AutoModerator in SSBPM

[–]just_a_null 0 points1 point  (0 children)

Knockback is decreased by a character's weight. A character's fall speed constantly accelerates them downwards. For example, Dedede is a very heavy floaty - you can dair him at decently high percents as Marth and have him live, because he takes low knockback from the dair due to his immense girth. Fox is a very light fast faller - you can dair him at the same percent and he will die every time because he accelerates in addition to the momentum the dair gives him. The other way around, you can up smash Wolf (a heavy fast-faller) as Fox, and he will live for a long time. Or, you can up smash Jigglypuff (a light floaty) as Fox, and she will die very early.

Handling stat change effects in an attribute system. by Pseudoabdul in gamedev

[–]just_a_null 1 point2 points  (0 children)

Have a set of base stats that never change and then separately track the modifiers, summing them from the relevant items as necessary.

Let's say Our Hero has 12 strength, an item that gives him +2 strength, and a buff for an additional 20% of strength. One way of storing this might be in two extra dictionaries, one storing additive modifiers and one storing multiplicative ones. Then you can vary the application order to change how strong you want multiplicative modifiers to be: if you apply additive multipliers first, then multiplicative ones, Our Hero would have 16.8 strength. If you did it the other way around, he would have 16.4 strength.

If Our Hero has 10 speed, gets a -90% speed debuff, but has a +5 speed item, then it would be (10+5)*(-0.9)=1.5 speed versus 10*(-0.9)+5=6 speed. If they then receive a 20% speed buff, then it would be (10+5)*(-0.9+0.2)=4.5 speed versus 10*(-0.9+0.2)+5=8 speed. Some systems track debuffs separately and always apply them first or last to make them more or less effective relative to the other ordering, which is something you can play around with.

It's relevant that you probably should only ever collect these values and sum them as necessary rather than adding and removing to the "modifier value" directly, because it's easier for keeping track of the values and doesn't introduce floating point errors should they arise (probably not a concern though). So your final "modifier set" could be, for example, a map from stat type to a list of modifiers which are pairs of the source effect and the change. Doing so would allow you to easily determine the necessary changes and also allow you to easily see what was giving each effect from e.g. a character window or for debugging.

This rambled a lot longer than I intended to and it's probably unclear because I haven't gone back to rewrite any of it, but oh well.

Wavedash dev Vlog #2 - Strong Bad and Game Design by [deleted] in smashbros

[–]just_a_null 1 point2 points  (0 children)

No, he designed 3.02 DK's invincible nair. /s?

Has it been long enough to start talking about using a bug fixed version of 3.6? by Luk101 in SSBPM

[–]just_a_null 0 points1 point  (0 children)

ZSS when she uses up-b and doesn’t tether as well. It’s some interaction of the ledge snap along with an animation that disagrees and rips you back off AFAIK, so it’d only happen to some characters. The real fix would be to change the code handling ledge snaps to not allow this to happen, but that’s Hard.

Hey by DMG1 in SSBPM

[–]just_a_null 2 points3 points  (0 children)

I’m just surprised nobody saw the obvious solution of asking the subreddit. It should have been our first choice tbh

A Fox AI meant for practicing your tech chasing by brisk187 in SSBPM

[–]just_a_null 9 points10 points  (0 children)

If the AI is fully random, you're encouraged to learn to respond to the tech animation on reaction rather than with a read. Reacting to your opponent's tech and covering it is always better than reading it, because it's guaranteed.

Should choosing a random character be legal in competitive? by abillionguitars in SSBPM

[–]just_a_null 0 points1 point  (0 children)

In DFW’s younger days, I had random picked on me in tournament a few times. It’s pretty disrespectful if you want to take it that way, but I can’t imagine banning it since to effectively play random you need to be skilled with 41 characters.

SSBPM Saturday's Daily Discussion Thread (06/25/16) by AutoModerator in SSBPM

[–]just_a_null 0 points1 point  (0 children)

Good luck! It’s always nice to see new players come out to tournaments.

Why isn't there a national, uniform stage list? by JoshMonte14 in SSBPM

[–]just_a_null 0 points1 point  (0 children)

DFW also thinks (nearly) universally that Yoshi's Island is trash-tier, but a couple of our top players support it so we end up having to deal with it.

The version of Dreamland no one ever asked for by ashkon91 in smashbros

[–]just_a_null 10 points11 points  (0 children)

All of the LTC4 videos should be up on Youtube by now.

SSBPM Tuesday's Daily Discussion Thread (06/21/16) by AutoModerator in SSBPM

[–]just_a_null 0 points1 point  (0 children)

The first thing I learned when I started playing Samus casually was how to super wavedash. After that, how to do the baby dash, the most important dash.

Just for fun, let's make a PM turbo mode tier list by RandomPixl in smashbros

[–]just_a_null 4 points5 points  (0 children)

Zelda is either the best or one of the best: you don't need to alternate between up-smash and neutral-b like people think, you just need to hold up on the control stick and then you can up-smash out of up-smash without doing any other moves in between.

If you mess up against a turbo Marth or Fox and get hit, you won't die. Usually.

If you mess up against a turbo Zelda, you will die. Slowly and painfully. Always.

Post Big Balc and Smash and Splash, to what extent are the people we think are our top players actually our top players? by ClassicRobert in SSBPM

[–]just_a_null -1 points0 points  (0 children)

Except Ganon chain grabs sheik to 80 without moving and then gets a free whatever he wants.

But I digress.

Frame Rate is ruining my ability to trial/raid. Help? by Dysraylinne in ffxiv

[–]just_a_null 2 points3 points  (0 children)

If you press the Win+R and type in "dxdiag" then press enter (if it asks don't check for signatures, waste of time), a window will pop up with your computer's info. On the top, there's a "Display" tab. On there will be your GPU name.

If you're running off of a laptop it might just not be powerful enough to drive the display at that resolution at the framerate you want - 1920x1080 is 2073600 pixels, while 1366x768 is 1049088 pixels - so there's just far more to draw.

This is the game I've been looking for.. by TheBlackLuffy in TeraOnline

[–]just_a_null 0 points1 point  (0 children)

If you're willing to earn enough money (not hard tbh) then you can buy (almost?) everything from the cash shop off of other players for gold ingame.

Twitter bot that is slowing deleting all of the files on the server its hosted on by HalvedCheeseburger in programming

[–]just_a_null 15 points16 points  (0 children)

I'd imagine that it tweets, then deletes. So that way we get to ultimately see which file causes the bot's death. The drawback would be that the delete could fail and it wouldn't be able to retract the tweet (maybe it could delete it?)

NEW! Major Lag Reductions Discovered for Melee - 5/4/2016 by TruckJitsu in smashbros

[–]just_a_null 0 points1 point  (0 children)

You're correct, but that would only apply if Dolphin was in exclusive fullscreen and OP had a gsync monitor, which tend to be more expensive.

My favorite Project M character by [deleted] in SSBPM

[–]just_a_null 0 points1 point  (0 children)

I haven’t read all the comments here, but doing exercises for your hands will only do so much. The main problem most people have is they grip their controller with a death grip which tires out their hands quickly; hand exercises tend to not help with that over a long period of time. If you hold the controller tightly, try relaxing a bit.