Editing User talk:Zeckemyro

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{{shiningstar|reason=Adding on to this to give you a '''shining star'''! Great job with all of this! [[User:Awesomelink234|<span style="font-size:10pt;background:#00FF20;border:outset #083 2px;padding:1px 3px;color:#050DF7">Awesomelink234, the Super Cool Gamer</span>]] ([[User talk:Awesomelink234|talk]]) 13:39, April 15, 2020 (EDT)}}
{{shiningstar|reason=Adding on to this to give you a '''shining star'''! Great job with all of this! [[User:Awesomelink234|<span style="font-size:10pt;background:#00FF20;border:outset #083 2px;padding:1px 3px;color:#050DF7">Awesomelink234, the Super Cool Gamer</span>]] ([[User talk:Awesomelink234|talk]]) 13:39, April 15, 2020 (EDT)}}


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==Apology==
==Apology==
Mr. Zeckemyro, I’m terribly, terribly, terribly sorry about the hitbox pages. I thought the gifs were enough! I’m so sorry!!! [[User:Son Daniel|<span style="font-family: Arial;color:red;">SonDaniel</span>]][[File:SonDanielSignatureHead1.png|20px]][[File:SonDanielSignatureHead2.png|20px]] ([[User talk:Son Daniel|talk page]]) 01:42, April 28, 2020 (EDT)
Mr. Zeckemyro, I’m terribly, terribly, terribly sorry about the hitbox pages. I thought the gifs were enough! I’m so sorry!!! [[User:Son Daniel|<span style="font-family: Arial;color:red;">SonDaniel</span>]][[File:SonDanielSignatureHead1.png|20px]][[File:SonDanielSignatureHead2.png|20px]] ([[User talk:Son Daniel|talk page]]) 01:42, April 28, 2020 (EDT)
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:When I made the visual, I had doubts about its accuracy because of badly gathered data from other sources. Most of them misreported the active frames. However, the visual I made is the real deal. The video was made before I had the information changed on UFD, where PJiggles took the hitboxes from. The Aymr visual is correct. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 16:10, June 2, 2020 (EDT)
:When I made the visual, I had doubts about its accuracy because of badly gathered data from other sources. Most of them misreported the active frames. However, the visual I made is the real deal. The video was made before I had the information changed on UFD, where PJiggles took the hitboxes from. The Aymr visual is correct. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 16:10, June 2, 2020 (EDT)
::Awesome, thanks for your help.[[User:S3AHAWK|<span style="font-family: Arial;color:Red;">''S3AHAWK said''</span>]] [[User talk:S3AHAWK|''<span style=" font-family: Arial;color: Red;">ketchup won</span>'']][[File:Ketchup.png|20px]][[File:KetchupJoker.png|20px]] 16:23, June 2, 2020 (EDT)
::Awesome, thanks for your help.[[User:S3AHAWK|<span style="font-family: Arial;color:Red;">''S3AHAWK said''</span>]] [[User talk:S3AHAWK|''<span style=" font-family: Arial;color: Red;">ketchup won</span>'']][[File:Ketchup.png|20px]][[File:KetchupJoker.png|20px]] 16:23, June 2, 2020 (EDT)
== Greninja ==
I think you got Greninja's floor attacks animations mixed up. [[User:Raul Retana|Raul Retana]] ([[User talk:Raul Retana|talk]]) 11:04, July 22, 2020 (EDT)
:You're right, I didn't notice at all. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 11:58, July 22, 2020 (EDT)
::Also, I think you might need to redo Ness' down smash's visual. Turns out there's one more hitbox (it's the 90º one). I haven't touched the timing but I assume it's also wrong [[User:Raul Retana|Raul Retana]] ([[User talk:Raul Retana|talk]]) 17:53, July 22, 2020 (EDT)
:::Actually that hitbox never happens. The 90° hitbox is deleted on the frame it's supposed to happen. The attack_module_clear_all command runs AFTER the hitbox, which deletes it immediately. Trust me I double checked on that. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 20:52, July 22, 2020 (EDT)
::::Ok, thanks for clarifying. I wonder what it would've done if it didn't get deleted. [[User:Raul Retana|Raul Retana]] ([[User talk:Raul Retana|talk]]) 06:12, July 23, 2020 (EDT)
:::::Likely just an extra hit. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 15:27, July 23, 2020 (EDT)
== Plasma Breath ==
I checked the ridley weak point thing, and yh I was wrong, but it is used by kraid and crocomire, plus a recurring theme in other games. If I reword it so as not to state ridley himself has that same weakness in super metroid, would it be ok to add? [[User:Pallukun|Pallukun]] ([[User talk:Pallukun|talk]]) 14:50, August 17, 2020 (EDT)
:The reference is clearly taken from the ''Prime'' series. I don't think one major non-Ridley boss and a mini-boss having that as a weak point in Super Metroid is enough to warrant a listing on [[Plasma Breath]].
== [https://www.ssbwiki.com/index.php?title=File:IncineroarDThrow.gif&diff=1594333&oldid=1594331 This] ==
I apologize if I sounded demanding, just thought it'd be better if the visualizations were consistent with their listed duration. Unless you have any objections, I'd still like to tag other gifs with incorrectly listed durations if the difference is significant. [[File:034.png|20px]] '''<span style="font-family:Consolas"><font color="red">[[User:DrakRoar|DrakRoar]] [[User talk:DrakRoar|the game design dragon]]</font></span>''' 18:32, July 7, 2021 (EDT)
:I am not rerecording for a site which doesn't feature frame-by-frame of said gifs. It's a waste of my time and I would appreciate if you didn't tag any gif with a "low quality" tag. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 18:52, July 7, 2021 (EDT)
::Nobody said you had to do it, doesn't mean someone else willing to get the complete gif shouldn't be able to more easily find an incomplete gif here through the low quality category, don't remove the tag for an incomplete gif again. <span style="font-family:Edwardian Script ITC; font-size:12pt">[[User:Omega Tyrant|<span style="color:forestgreen">Omega</span>]] [[User talk:Omega Tyrant|<span style="color:forestgreen">Tyrant</span>]]</span> [[Image: TyranitarMS.png ]] 19:04, July 7, 2021 (EDT)
:::Fine I'll change it. Mostly because I'm the only one to record gifs this way. It's better to keep the wiki consistent after all.[[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 19:06, July 7, 2021 (EDT)
:::If other gifs need rerecording, please notify me here (or through Discord DMs @Zeckemyro#9776) instead of adding a tag. I'm the only person to do hitboxes for Smash 4 and Ultimate. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 19:13, July 7, 2021 (EDT)
::::If other people also happen to know how to do it, then just let them be tagged. That way they can easily find the ones that are incomplete and fix it themselves. [[File:Toad.png|20px]] '''[[User:Omega Toad|<font color="deepskyblue">Omega Toad,</font>]] [[User talk:Omega Toad|<font color="blue">the Toad Warrior.</font>]] [[Special:Contributions/Omega Toad|<font color="#7B5BEE">(I'm the best!)</font>]]''' 19:17, July 7, 2021 (EDT)
:::::Yes I know not to remove tags unless I fix them. My point is that it's better to keep the wiki's hitbox gifs consistent and to notify me so I can make the necessary changes because I don't keep track of every tag. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 19:20, July 7, 2021 (EDT)
::::That sounds like a simpler solution. In that case, this is what I've found so far:
:::::*Inkling's down throw should have 6 less endlag frames.
:::::*Lucina and Marth's back throws should have 3 less endlag frames.
:::::*Ridley's down throw should have 3 less endlag frames.
:::::*Sheik's down throw should be 53 frames instead of 40.
:::::*Yoshi's down throw should have 7 less endlag frames.
::::Thanks in advance. [[File:034.png|20px]] '''<span style="font-family:Consolas"><font color="red">[[User:DrakRoar|DrakRoar]] [[User talk:DrakRoar|the game design dragon]]</font></span>''' 19:37, July 7, 2021 (EDT)
Intend reset. I'm in the process of updating everything but there are two issues: Sheik's DThrow is just not uploading (I get timed out) and Marth's BThrow stops uploading and tells me it's a duplicate of the file I'm trying to update despite not trying to upload a new image. I don't know why it happens nor do I know what to do about it. I'll just keep going with the rest but if you want to attempt to update those two yourself, the visuals are updated here: https://t.co/e7YgI7Fvmp?amp=1 [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 19:56, July 7, 2021 (EDT)
There we go. All of these are updated, besides the two that the wiki isn't letting my update. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 20:06, July 7, 2021 (EDT)
== New Ultimate Hitbox table ==
Hi, Zeckemyro. I got your message regarding the new ''Ultimate'' hitbox table, and while I'm not against this new change, I'm just trying help out the wiki whenever I can. Do you have something against it? Not that I'm complaining or anything. [[User:Juju1995|Juju1995]] ([[User talk:Juju1995|talk]]) 21:27, January 20, 2022 (EST)
:I personally don't like the special hitbox table, especially for Ultimate, since a lot of them were made normal hitbox properties. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 23:44, January 20, 2022 (EST)
::Wait, were they made the default? I'm noticing a lot of pages using them now. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 23:55, January 20, 2022 (EST)
:::Are you perhaps talking about [[Special:Diff/1654513|this change]]? --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 01:17, January 21, 2022 (EST)
::::Yes, I was. [[User:Juju1995|Juju1995]] ([[User talk:Juju1995|talk]]) 01:42, January 21, 2022 (EST)
:::::I absolutely hate that edit because a lot of the tables are not made to fit that many columns and editing them all is a task I don't want to undergo. Not only comments, but also things like facing restrictions which need to be checked for '''each and every move'''. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 02:25, January 21, 2022 (EST)
== Walk/Run FSM ==
Would you happen to know where to find the frame speed multipliers for a character's walk or run animation? I've been doing some testing on a character's [[User:CanvasK/Max speed|maximum speed]] and found that they stop gaining speed when their animation is 5 times faster (for example Palutena's animation goes from 120 frames to 24 and Bowser 40 to 8). I haven't found anything in the Ultimate param and vl param spreadsheets other than walk_ and run_motion_rate_max which is set to 5 and nothing is sticking out in the prc or nuanmb files I have. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 17:53, February 21, 2022 (EST)
:My best guess is that it's a linear growth of a multiplier. If you find the minimum and the increment, you should be fine. Might not even be parameters. [[User:Zeckemyro|Hitbox Enthusiast Zeck]] ([[User talk:Zeckemyro#top|talk]]) 18:47, February 21, 2022 (EST)
::I'm not sure if you understood me, so I'll try to clarify. Palutena's running animation file is 120 frames long. In game if she runs at full tilt it comes out to around 43.3 frames, which is about 2.77 times faster or an FSM of about 0.36. What I want to know is where does that 2.77 or 0.36 come from. After finding that value, getting 5 times would be trivial math. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 07:08, February 22, 2022 (EST)
:::I don't know about Palutena's specifically, but most run animations have their speed set so the characters' feet won't slide along the ground. The moves are probably programmed with a value that tells the game the run speed that would make their feet movement line up with their motion along the ground, and the game then calculates the animation speed modifier required to maintain this for whatever their current running speed is. ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 07:23, February 22, 2022 (EST)
::::I thought I checked something like that but I guess I did it wrong or not at all, it seems that the speed itself is a form of FSM. After properly scaling the model/scene, Palu's trans bone moved about 0.75019u/f. Her in game run speed is 2.077u/f, which is about 2.7686319 times greater than 0.75019u/f, which is almost exactly the same as my tests. I did the same with Bowser and it was very close there too (a little less close but my test wasn't as rigorous as Palu). I guess that answers that question, but if I want the most accurate result I need to find where 0.75019 came from and see if Blender is truncating it. I'd probably be better off poking around the import script to see how they do it. Thanks for your time and input, both of you. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 08:06, February 22, 2022 (EST)
== Please tell me the true gender of Piranha Plant and Whispy Woods ==
:Please tell me the true gender of [[Piranha Plant]] and [[Whispy Woods]]. Also, aren't you on PokemonMasterJamal3's side? Although Piranha Plant and Whispy Woods are plants. I was editing [[Yellow Devil]] and it was bad. Yellow Devil was a Genderless Robot, right? Zeckemyro, if you won't lie, then tell me the proof. To be honest, I could quit editing. Officially, we know that [[Mewtwo]]'s gender is unknown.<small>—Preceding unsigned comment added by [[User:60.105.39.201|60.105.39.201]] ([[User talk:60.105.39.201|talk]] • [[Special:Contributions/60.105.39.201|contribs]]) 07:38, August 20, 2024 (EDT)</small>

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