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Posted on 05-04-15, 06:30 pm
Death by cuteness

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NSMBe has no problem with multiple checkboxes.

But that change was made:
_to have as few duplicated parameters as possible (shift by 8 pixels right and shift by 8 pixels down can both be grouped into a unique parameter Shift position).
_I feel it's more intuitive that way;
_also because of the Amp who has the same parameters, but on one nybble only, so it allows the DB to keep parameters' consistency between the sprites.
Posted on 05-04-15, 08:24 pm


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Well, I don't know about those, but it makes actually using the editor far more annoying
Posted on 05-05-15, 01:10 pm (rev. 2 by  MeroMero on 05-05-15, 01:40 pm)
Death by cuteness

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Posted by skawo
Well, I don't know about those, but it makes actually using the editor far more annoying


Maybe it's only me but I would take logic at the cost of practicality rather than the opposite.
I'm not saying my logic is the best, but I like to think my logic as something that tries its best at fulfilling the role of the middle ground that gap the bridge between the casuals and the specialists, if that makes any sense.


____________________



Here, everyone, have one more formula:

Pendulum starting position formula:



With:
_N5 being the value in nybble 5 (from 0 to 15);
_N6 being the value in nybble 6 (from 0 to 15);
_N7 being the value in nybble 7 (from 0 to 15).

If you don't multiply by 45/8192 what you will get instead is the actual value used by the game.
Multiplying by 45/8192 will convert that value in degrees (called α in the image below).


The line where the rod would be vertical (or in other words the moment where the speed would be maximal) is chosen as the reference for the angles.


Modulo 360 can be omitted since the sine function takes into account degrees values above 360.


Let's call the expression inside the brackets X.
If X=0, then the pendulum is standing at equilibrium point and is performing a right swing.
If 0<X<90, then the pendulum is performing a right swing and is on the right side of the equilibrium point.
If X=90, then the pendulum has completed the right swing and is about to begin the left swing.
If 90<X<180, then the pendulum is performing a left swing and is on the right side of the equilibrium point.
If X=180, then the pendulum is standing at equilibrium point and is performing a left swing.
If 180<X<270, then the pendulum is performing a left swing and is on the left side of the equilibrium point.
If X=270, then the pendulum has completed the left swing and is about to begin the right swing.
If 270<X<360, then the pendulum is performing a right swing and is on the left side of the equilibrium point.


This formula, mostly due to rounding, is at its worst 99.9% accurate (and nope, I didn't pull that number out of my ass).
Posted on 05-05-15, 01:40 pm (rev. 3 by  skawo on 05-05-15, 01:44 pm)


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I frankly don't see how a list is more intuitive or logical than two checkboxes. Just because they're grouped together? So what, the checkboxes can be right next to each other, that's also grouped.

Also, practicality > all. It takes a second to learn an "unintuitive" thing (even though I'd disagree it is), it takes a few seconds off every time you go place a sprite if it's unpractical.
Posted on 05-05-15, 01:44 pm
Death by cuteness

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The checkboxes are not the matter here.

The matter is that both those parameters perform the same action, that is shifting.
Thus I think they belong to the same setting (but different sub-settings since they don't shift in the same direction).

Posted on 05-05-15, 01:53 pm


Karma: 19752
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Okay, I know what you're saying, but it just makes using the editor worse to achieve basically nothing. The intuitiveness is exactly the same either way.

And "logic"? How logical is it to make something actually less useful?
Posted on 05-05-15, 01:56 pm
Birdo


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I have to agree with skawo. The parameters should be as intuative and as easy to use as possible.
Posted on 05-05-15, 02:01 pm
Death by cuteness

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See I don't have that stubborn pride about absolutely trying to prove a point (this is what teenagers do).
This is what transform an otherwise fine discussion into a dispute.
With that being said, it just so happens that this time my opinion is opposite to yours, that's all.
You think it makes NSMBe less useful, I don't.


Don't get me wrong, I don't consider myself as the herald or the white knight of NSMBe, far from it.
If more people agree with you than they do me, I'll concede, I have no problem with that.


Posted on 05-05-15, 02:10 pm


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Seriously? You're gonna call me a teenager now for trying to change something back?

Fine. Whatever.

Posted on 05-05-15, 06:38 pm (rev. 2 by  Hiccup on 05-05-15, 06:48 pm)
Birdo


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Ehm. Sharks, I think skawo was being actually being constructive. There is nothing wrong with being a bit stubborn about some thing (and I'm not saying skawo was being stubborn at all). This isn't a "teenager thing" at all.
Posted on 05-10-15, 10:42 am
Birdo


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Idea:
Write the label for checkboxes like this: "Small/Large" or "Size: Small/Large". That way you can tell what the non-ticked status is at a glance, but you still only have to do one click to turn it on/off.
Posted on 05-10-15, 08:19 pm (rev. 1 by  KingYoshi on 05-10-15, 08:19 pm)
Fire Brother
Eugene

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Sharks, I'm not sure if you're the one who did this.
I just saw some weird notes at some sprites, like this:

Rise/Lower Mushroom
Distance - N9-N10 is the actual distance the mushroom will move.
Stalk height and move direction - If N9-10>0, this mushroom will go up, else it'll go down.

Bullet Bill Blaster
Height - Height is 1+(N7 mod 8)

__

I don't think this info is clear. (Or it is only not clear to me )
I don't get anything of the meaning of 'N' of 'mod'.
Could you change it? (Or else explain what these things mean?)

(Sorry if I'm blaming you of making it unclear, while you weren't the one who did that. )
Posted on 05-11-15, 10:23 am (rev. 3 by  Hiccup on 05-11-15, 10:26 am)
Birdo


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These are equations. N is a variable (may be the wrong word), that represents the Nybble.

If you don't know how to do mod (I don't). You can use something like Wolfram Alpha (just paste in the equation, with N replaced with the nybble), which will work it out for you.

There may be simpler ways to explain the equations. If there are, I don't think there is a problem with adding them.
Posted on 05-14-15, 11:13 am (rev. 1 by  KingYoshi on 05-14-15, 11:13 am)
Fire Brother
Eugene

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There are sprites with unused options, like a Pipe Piranha Plant that spits more than one fireballs,
or a Blooper which tries to avoid Mario instead of chasing Mario. In the Sprite options, there used to be comments which told that a option was unused, but now, those comments are deleted. I think it's important information that a sprite option is unused or not. So I've set them back.

EDIT: These comments weren't deleted at all unused sprite options though.
Posted on 05-14-15, 11:38 am
Birdo


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I honestly don't mind if the "usage markings" appear in the notes field, as long as the usage is recorded.
Posted on 05-14-15, 01:01 pm
Fire Brother
Eugene

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Hiccup, I just saw that you've changed the word 'Bigger' back to 'Size:0=Normal,1=Large' at the Springboard sprite.
The reason I changed it to 'Bigger' was because it looks weird in NSMBe: a checkbox named like this. Look.



If you really want to call it 'Size:0=Normal,1=Large', then I should change it from a checkbox to a list.
(This is also for the Goal Pole's flag option 'Secret exit'.)
Posted on 05-15-15, 09:15 am
Birdo


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I assume you mean it doesn't fit, unless you resize that section of the editor. This is really a problem with NSMBe.
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