User:Ribbanya/sandbox: Difference between revisions

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*Hitboxes render in the reverse order of their ID, making the highest priority 0ID hitbox appear in front
*Hitboxes render in the reverse order of their ID, making the highest priority 0ID hitbox appear in front
*Hitbox color darkens based on how much damage it incurs on that frame
*Hitbox color darkens based on how much damage it incurs on that frame
*hitboxes always render on top of hurtboxes
*hitboxes always render on top of hurtboxes, and character models
*if a hurtbox is ungrabbable, it appears a different color that isnt taken yet
*if a hurtbox is ungrabbable, it appears a different color that isnt taken yet
*character model turns unused color to indicate an animation's autocancel windows
*character model turns unused color to indicate an animation's autocancel windows

Latest revision as of 02:08, 30 August 2022

Attack GIFs

Feature requests and stuff go here. - ribbanya (talk) 22:29, 29 August 2022 (EDT)

  • DEVELOP Mode enabled
  • Hitboxes render in the reverse order of their ID, making the highest priority 0ID hitbox appear in front
  • Hitbox color darkens based on how much damage it incurs on that frame
  • hitboxes always render on top of hurtboxes, and character models
  • if a hurtbox is ungrabbable, it appears a different color that isnt taken yet
  • character model turns unused color to indicate an animation's autocancel windows
  • character model turns unused color to indicate an animation's IASA windows
  • togglable Zero-G (freeze in place) mode
  • In-game GFX (i.e. Shine, Firefox flames, etc.) turned off (maybe shine can stay; it could be really cool if the Shine GFX was really transparent, so it could be used as a visual guide.)