Editing Stage Builder
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==In ''[[Super Smash Bros. Brawl]]''== | ==In ''[[Super Smash Bros. Brawl]]''== | ||
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*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. | ||
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