Editing Stage Builder
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|subtitle = ''{{b|Super Smash Bros.|series}}'' | |subtitle = ''{{b|Super Smash Bros.|series}}'' | ||
|name = Stage Builder | |name = Stage Builder | ||
|image = {{tabber|title1=Ultimate| | |image = {{tabber|title1=Ultimate|tab1=[[File:StageBuilderUltimate.jpg|300px]]|title2=Wii U|tab2=[[File:SakuraiStageBuilder.jpg|300px]]|title3=Brawl|tab3=[[File:Stage Builder Brawl.png|300px]]}} | ||
|caption = Stage Builder as it appears in ''Smash''.<br>[[File:CustomStagesSymbol.svg|50px|class=invert | |caption = Stage Builder as it appears in ''Smash''.<br>[[File:CustomStagesSymbol.svg|50px|class=invert]] | ||
|universe = {{uv|Super Smash Bros.}} | |universe = {{uv|Super Smash Bros.}} | ||
|games = ''[[Brawl]]''<br>''[[SSB4]]'' ([[SSB4-U|Wii U]])<br>''[[Ultimate]]'' | |games = ''[[Brawl]]''<br>''[[SSB4]]'' ([[SSB4-U|Wii U]])<br>''[[Ultimate]]'' | ||
|availability = [[Starter stage|Starter]] (''Brawl'' and '' | |availability = [[Starter stage|Starter]] (''Brawl'' and ''SSB4'')<br>[[Downloadable content (SSBU)|Downloadable]] (''Ultimate'') | ||
|maxplayers = 4 (''Brawl'', Wii U)<br>4-[[8-Player Smash|8]] (''Ultimate'') | |maxplayers = 4 (''Brawl'', Wii U)<br>4-[[8-Player Smash|8]] (''Ultimate'') | ||
|cratetype = Varies | |cratetype = Varies | ||
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Builders must choose to create a small, medium, or large stage, which will affect the number of places parts can be placed in and the location of [[blast line]]s. Next, the builder selects a theme: a mountain, a building in ruins, or a futuristic chamber. Each theme has its own set of special stage elements which allow for slight variations in stage design depending on what theme is used. The final step before building is picking {{SSBB|music}}, which can be any track that has been unlocked. Only one track may be chosen per stage, though the player may change it to a different track after the stage has been built. Users must place a minimum of four horizontal areas (for spawning points) for the game to allow their stage to be saved. | Builders must choose to create a small, medium, or large stage, which will affect the number of places parts can be placed in and the location of [[blast line]]s. Next, the builder selects a theme: a mountain, a building in ruins, or a futuristic chamber. Each theme has its own set of special stage elements which allow for slight variations in stage design depending on what theme is used. The final step before building is picking {{SSBB|music}}, which can be any track that has been unlocked. Only one track may be chosen per stage, though the player may change it to a different track after the stage has been built. Users must place a minimum of four horizontal areas (for spawning points) for the game to allow their stage to be saved. | ||
There are different structures and building materials the player can use depending on the background chosen earlier. There are three different sizes for most of the structures, with the one exception being the {{b|ladder|stage element}}. Parts cannot be freely placed and are restricted to being placed on a grid, with the size of the grid changing with the stage size; 10x8 on small stages, 14x11 for medium, and | There are different structures and building materials the player can use depending on the background chosen earlier. There are three different sizes for most of the structures, with the one exception being the {{b|ladder|stage element}}. Parts cannot be freely placed and are restricted to being placed on a grid, with the size of the grid changing with the stage size; 10x8 on small stages, 14x11 for medium, and 18x16 for large (each grid cell is 20x20 [[unit]]s). The player can use parts until they reach the stage's capacity of 8,000 (regardless of stage size). Each piece used will use up a certain amount of capacity for the map, and some pieces take up more capacity than others. Once ready, the player can test the stage through the editor; however, the player is limited to using {{SSBB|Mario}} with the default controls for the controller being used. One can also switch back to the editing screen to make more changes. Custom stages are compatible with SD cards. The limit to the number of custom stages a player can have depends on how much room one has in their internal [[Wii]] memory or [[SD card]]. The player can also send stages to their friends. | ||
Types of parts the player can use in this mode come in three categories: | Types of parts the player can use in this mode come in three categories: | ||
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The Stage Builder was greatly revamped since the {{forwiiu}} iteration. Besides the player-accessible layer, terrain can be placed in up to three additional decorative layers, with one in front of and two behind the playable layer. Various materials are accessible to be used. For the first time, it is possible to have platforms extend beyond the blast lines, which can be accomplished by the use of rails, allowing for [[walk off]] stages. Platforms can be drawn freehandedly, or using Square or Circle tools. Their material can be changed at the player's leisure with the Fill tool. Instead of sets of moving platforms, rails can be freely placed by the player in order to make any platform follow it. Rotation effects can also be added to platforms, and both the rotation and traveling of platforms across rails can be toggled on or off mid-battle by placing switches. Many objects can be changed with a properties menu, allowing tweaks such as adjusting rail speed or enabling terrain gravity. However, unlike in ''for Wii U'', custom stages cannot be used in [[Training Mode]] or [[Custom Smash]], both of which notably enable the player to modify the gameplay speed. | The Stage Builder was greatly revamped since the {{forwiiu}} iteration. Besides the player-accessible layer, terrain can be placed in up to three additional decorative layers, with one in front of and two behind the playable layer. Various materials are accessible to be used. For the first time, it is possible to have platforms extend beyond the blast lines, which can be accomplished by the use of rails, allowing for [[walk off]] stages. Platforms can be drawn freehandedly, or using Square or Circle tools. Their material can be changed at the player's leisure with the Fill tool. Instead of sets of moving platforms, rails can be freely placed by the player in order to make any platform follow it. Rotation effects can also be added to platforms, and both the rotation and traveling of platforms across rails can be toggled on or off mid-battle by placing switches. Many objects can be changed with a properties menu, allowing tweaks such as adjusting rail speed or enabling terrain gravity. However, unlike in ''for Wii U'', custom stages cannot be used in [[Training Mode]] or [[Custom Smash]], both of which notably enable the player to modify the gameplay speed. | ||
Unlike previous games, custom stages can support up to eight players by default, although that limit can drop back to four if the stage contains too many surfaces or objects, as shown by a weight gauge at the top of the screen. Going through a 4-Player stage with five or more players in Local Wireless will instead choose one of the game's normal stages. | Unlike previous games, custom stages can support up to eight players by default, although that limit can drop back to four if the stage contains too many surfaces or objects, as shown by a weight gauge at the top of the screen. Going through a 4-Player stage with five or more players in Local Wireless will instead choose one of the game's normal stages instead. | ||
Stages created using the editor are able to be shared or downloaded on the online [[Shared Content]] page. | Stages created using the editor are able to be shared or downloaded on the online [[Shared Content]] page. | ||
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Each material has various physics attributes affecting how it interacts with other objects with gravity enabled. The attributes only affect the terrain's interaction with objects, not fighters. In the following table, the physics attributes are defined as: | Each material has various physics attributes affecting how it interacts with other objects with gravity enabled. The attributes only affect the terrain's interaction with objects, not fighters. In the following table, the physics attributes are defined as: | ||
;Gravity | ;Gravity | ||
:Acceleration downwards. Value is multiplied by 0.065. When multiple materials are part of the same object, the gravity of that object is based on the proportion that each material makes of that object, factoring in density and size. | :Acceleration downwards. Value is multiplied by 0.065. When multiple materials are part of the same object, the gravity of that object is based on the proportion that each material makes of that object, factoring in density and size. For example, an object made of paper with 16 grid tiles and steel with 4 grid tiles will have a combined density of 560 (<code>(16×10)+(4×100)=160+400</code>). Paper, with a gravity of 0.3, contributes 0.0<span style="text-decoration:overline;>857142</span> (<code>0.3×(160/560)=0.3×0.<span style="text-decoration:overline;>285714</span></code>) and steel, with a gravity of 1.0, contributes 0.<span style="text-decoration:overline;>714285</span> (<code>1.0×(400/560)=1.0×0.<span style="text-decoration:overline;>714285</span></code>), resulting in a gravity of 0.8. This can be simplified and generalized to the following <code>(a_1×d_1×g_1 + a_2×d_2×g_2 +...+ a_n×d_n×g_n)/(a_1×d_1 + a_2×d_2 +...+ a_n×d_n)</code>, where '''a''' is the area of the material occupies, '''d''' is the material's density, and '''g''' is the material's gravity. | ||
;Density | ;Density | ||
:Mass per unit volume. | :Mass per unit volume. | ||
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''Ultimate''{{'}}s Stage Builder has a fairly large number of quirks, glitches and other issues, especially when compared to the Stage Builders in earlier games. These include: | ''Ultimate''{{'}}s Stage Builder has a fairly large number of quirks, glitches and other issues, especially when compared to the Stage Builders in earlier games. These include: | ||
*While testing stages, fighters idle poses | *While testing stages, fighters idle poses can not occur until the fighter moves from their spawn position or uses an attack. | ||
*While building stages, the game will sometimes prevent the player from extending or moving terrain and hazards in a way which causes no scenarios which would normally be disallowed by the game. The issue can be overcome by moving the terrain to a different position, and then moving or extending it into the desired position. | *While building stages, the game will sometimes prevent the player from extending or moving terrain and hazards in a way which causes no scenarios which would normally be disallowed by the game. The issue can be overcome by moving the terrain to a different position, and then moving or extending it into the desired position. | ||
*All flat surfaces have very small 45˚ slopes at the edges, regardless of what angle the edge is at. | *All flat surfaces have very small 45˚ slopes at the edges, regardless of what angle the edge is at. | ||
*Sometimes, Robin's Tomes and Levin Sword durabilities will not be correctly displayed on the | *Sometimes, Robin's Tomes and Levin Sword durabilities will not be correctly displayed on the U.I next to the fighter icon while testing custom stages. Instead, the Levin Sword durability will always show as 0 and the Tomes will always appear to have maximum durability, however the durabilities function the same way they do in [[Versus Mode]]. | ||
*Mii Fighters cannot be selected while testing stages. | *Mii Fighters cannot be selected while testing stages. | ||
*Single Joy-Con controllers cannot be used when testing stages. | *Single Joy-Con controllers cannot be used when testing stages. | ||
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*Ordinarily, if the "change fighters" feature is used, and a second controller is used, the second fighter can be controlled by a second player, and will be displayed as P2, with a blue battle UI as usual, while testing the stage. However, if "return to edit" is selected, and then test is selected again, the second controller will still control the second fighter as before, but they will now be displayed as a CPU, and will have a gray battle UI. The same can be done with P1 being controlled by the CPU while having a red "P1" tag. | *Ordinarily, if the "change fighters" feature is used, and a second controller is used, the second fighter can be controlled by a second player, and will be displayed as P2, with a blue battle UI as usual, while testing the stage. However, if "return to edit" is selected, and then test is selected again, the second controller will still control the second fighter as before, but they will now be displayed as a CPU, and will have a gray battle UI. The same can be done with P1 being controlled by the CPU while having a red "P1" tag. | ||
*Although objects bouncing straight up off bouncy rubber return to the same height on average, their actual bounce height tends to fluctuate, with some terrains deviating slightly upwards every other bounce, and others deviating slightly downwards, returning to their original height on the next bounce. Oddly, when dropped from specific heights however, some materials actually end up gaining height over time, eventually despawning off the top of the stage. This is likely due to rounding errors not being corrected for. | *Although objects bouncing straight up off bouncy rubber return to the same height on average, their actual bounce height tends to fluctuate, with some terrains deviating slightly upwards every other bounce, and others deviating slightly downwards, returning to their original height on the next bounce. Oddly, when dropped from specific heights however, some materials actually end up gaining height over time, eventually despawning off the top of the stage. This is likely due to rounding errors not being corrected for. | ||
{{clr}} | {{clr}} | ||
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*Prior to version 1.1.3 of {{forwiiu}}, a regular Final Destination-like stage without any platforms filled with magma below (in a way that the magma seemingly covers the whole stage but doesn't hurt characters walking along the main ground) will cause all [[CPU]]s to indefinitely stand on place doing absolutely nothing, even at level 9, without even defending against attacks or recovering. This also works against [[amiibo]].<ref>[https://www.youtube.com/watch?v=-13F3hkM7XE]</ref> | *Prior to version 1.1.3 of {{forwiiu}}, a regular Final Destination-like stage without any platforms filled with magma below (in a way that the magma seemingly covers the whole stage but doesn't hurt characters walking along the main ground) will cause all [[CPU]]s to indefinitely stand on place doing absolutely nothing, even at level 9, without even defending against attacks or recovering. This also works against [[amiibo]].<ref>[https://www.youtube.com/watch?v=-13F3hkM7XE]</ref> | ||
*In ''for Wii U''{{'}}s Stage Builder, if the original {{SSB4MusicLink|Street Fighter|Ryu Stage Type A}} or {{SSB4MusicLink|Street Fighter|Ken Stage Type A}} songs from the {{uv|Street Fighter}} series are selected, the music will not change regardless of the match's present situation. | *In ''for Wii U''{{'}}s Stage Builder, if the original {{SSB4MusicLink|Street Fighter|Ryu Stage Type A}} or {{SSB4MusicLink|Street Fighter|Ken Stage Type A}} songs from the {{uv|Street Fighter}} series are selected, the music will not change regardless of the match's present situation. | ||
*In ''for Wii U''{{'}}s Stage Builder, if start and select are pressed during testing (which will pause the game then go back to the Stage Builder menu if done correctly), nothing but the background music will be heard until the game is paused again. | *In ''for Wii U''{{'}}s Stage Builder, if start and select are pressed during testing (which will pause the game then go back to the Stage Builder menu if done correctly), nothing but the background music will be heard until the game is paused again. | ||
*In ''Ultimate'', [[Wing Blitz]] allows {{SSBU|Ridley}} to fly through thin walls drawn with the line tool. Additionally, any character can jump through a thin wall as long as they are holding down on the control stick as they hit the side of it, likely due to them retaining soft-platform properties. | *In ''Ultimate'', [[Wing Blitz]] allows {{SSBU|Ridley}} to fly through thin walls drawn with the line tool. Additionally, any character can jump through a thin wall as long as they are holding down on the control stick as they hit the side of it, likely due to them retaining soft-platform properties. |