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Questions about Samus's behaviors:

Started by Commando Annie, March 13, 2015, 07:36:41 PM

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Commando Annie

1) Taking damage: Sometimes you flinch backwards a little, other times you get knocked back half-way across the room. What are the conditions required to be kicked back like that?
2) Sometimes, when falling and aiming down, I can't turn around or accelerate in any way. Samus just keeps falling forward. What causes this?
3) Does Samus interact with upside-down slopes? Does she slide with them to fit into gaps? I'm asking this because in Fusion, they aren't even checked for collision.
4) Can anything besides getting hurt stop the turning animations?
5) Does every single pose have its own collision box? How does it react when a change in collision size causes Samus to go inside of a solid tile?

Lunaria

you know, most of these questions could be answered in five mins or less, if you put some effort into it.

Commando Annie

I've observed every one of them but my answers aren't precise enough. Can't put it into code.

My own guesses as follows:

1) Still no clue
2) Has something to do with aiming down and having dash>0, is that all?
3) Answered it myself just now.
4) Only jumping documented. I'm sure there are more states that cancel turning.
5) Still no answer to the second part of this question. It's hard to observe Samus's positional changes when the camera is such a bitch.

The answers I found for myself are incomplete. I'm sure you real SM hackers can fill me in.

Vismund Cygnus

Hey look, it's Dots again. Weren't you supposed to be banned?
Quote from: Rulez5. No ban evading/contesting - While we may enjoy talking openly with our forum users, ban evading is simply not acceptable. Please do not create a new account or send us an e-mail asking why you were banned; ignorance of the types of crimes possible on the forum is most likely why you were banned in the first place. If you DO create a new account, we will know, and you shall be banned again. You are welcome, however, to come by our channel, #metconst on irc.esper.net, to discuss your ban if you truly and honestly do not understand why.

Quietus

I can answer some of these for you:
Quote from: Commando Annie on March 13, 2015, 07:36:41 PM1) Taking damage: Sometimes you flinch backwards a little, other times you get knocked back half-way across the room. What are the conditions required to be kicked back like that?
During being hit, there is a four-frame window, and if you press and hold jump and back, you'll continue to fly backward for as long as you hold the buttons, or until you hit a floor.  It's known as damage boosting, and is abused constantly during speedruns.
Quote from: Commando Annie on March 13, 2015, 07:36:41 PM3) Does Samus interact with upside-down slopes? Does she slide with them to fit into gaps? I'm asking this because in Fusion, they aren't even checked for collision.
Yes.  It's often missed during hacking, and can result in players getting stopped by random blocks during jumps near the roof / ceiling.
Quote from: Commando Annie on March 13, 2015, 07:36:41 PM5) Does every single pose have its own collision box? How does it react when a change in collision size causes Samus to go inside of a solid tile?
I believe so, yes.  Normally, Samus is ejected as soon as the player moves or jumps, though in tight spaces this can also be abused to glitch through thin platforms.  It works by having Samus somersault into a tight space, then aiming at an angle (which expands her hitbox's vertical height).  This forces her into the tiles, and she can then clip straight up through the tiles above.  The same trick (expanding the hitbox's height) is also used to grab ledges earlier than normal, or to force Samus to land sooner.

Hope that helps! :^_^: