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The following discussion will go over the current state of input recording. Each section will include the options a user can select and the different attributes therein. It will take on the form of a todo list, meaning:
Checked items are completed and available in the beta release.
Unchecked items are TODO's, and should have a linked issue. Some may need to be done before fully releasing, and others can be for future releases.
User Interface
1. Recording Slots:
Selectable in the menu by a single-option submenu for slots 1 through 5.
Recording respects player's control scheme
2. Playback Slots
Selectable in the menu by a submenu for slots 1 through 5.
Select multiple for randomizing among the slots to playback
This hasn’t been set up yet, and the menus are just dummy menus right now – needs to be given the functionality to select between slots and randomize if needed
This may be removed if it is duplicative with the save state load trigger.
If we really want it to work by command when the CPU is on ledge, we could easily force them off the ledge but also set their regrab frames to 0 so they instantly regrab
4. CPU is placed into Lockout.
These are frames to allow the user to reset their controller to neutral inputs after one of the above recording triggers.
7. CPU is placed into Playback by Playback Triggers.
Can occur via:
Configurable button combination
Hardcoded to Attack+Dpad Right if selected by menu option.
Should this not be by menu option, and instead always available? Same for recording trigger.
Save State Load if selected via menu option "Save State Playback"
Mash Option: Playback
Timing for playback out of hitstun has issues, including with the existing toggle – needs more investigation to fix
More work needs to be done to try to set up mashing a separate recording out of being hit in the middle of a recording – mash options cancelling playback doesn’t play nicely with playback beginning as a hitstun mash
Ability to choose which playback slot for any mash trigger (any "Action"-taking menu option)
Playback ends via:
Once the recording has finished once
Menu option to loop recording
Hitstun Ends Playback option to end playback if hitstop starts, hitstop ends, or hitstun ends
Bug: Ensure proper LR on state load
Sometimes when we load save states the fighters are turned the wrong way – this causes issues with recording since playback will switch direction as well
For a Full Release
Summary of UX
Input Recording Options Section
Current
Recording Trigger: Button Combination, Save State Load, Ledge Grab, single-select
Save State Playback: off/on
Hitstun Playback Trigger: Hitstop Start, Hitstop End, Hitstun End
Mash Ends Playback: off/on
Proposed
Input Recording Section
Recording Slot: 1-5 for slot, single option
Recording Trigger: Button Combination, on/off
Recording Frames: Number options between 60 and 600 frames with increments of 30 frames, single option
Recording Early End: off/on (end recording at first neutral input)
Playback Button Combination: 1-5 for slot, multi-select for randomization
Playback Mash Interrupt: on/off (end playback at mash option trigger)
Playback Loop: on/off (repeat playbacks that have been triggered)
Save State Section
Save State Load Playback: 1-5 for slot, multi-select for randomization
Mash/Override Section
Mash/Followup Toggles: Playback (One for each slot)
Defensive Options Section
Ledge Option: Playback (One for each slot)
Technical TODO's
Migrate playback and record commands to the new method
Move structures to training_mode_consts instead of my misc file
For Future Releases
User Features
Savable and Loadable States from file to keep recordings and share recordings
Begun on working on a struct for this, but not too much more
Way more menus need to be created for this (sorry hudaman!)
Handling out of shield etc. timings
Having recording playback out of shield doesn’t work properly – depending on if the beginning action of a recording sequence is an aerial, a grab, etc, we will want to start playbacks on different frames – I’ve started some work into this but haven’t set much up
Different Playback Slots per Mash Override
Having different playback options per mash override allows for much more creative situations
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Input Recording
The following discussion will go over the current state of input recording. Each section will include the options a user can select and the different attributes therein. It will take on the form of a todo list, meaning:
User Interface
1. Recording Slots:
2. Playback Slots
3. To begin recording:
There are three possible Recording Trigger types.
Button Input:
Video
XAYraqteTR2djZHU.mp4
Save State Load:
Video
INsr67TFtmzj2KOG.mp4
Ledge Grab:
4. CPU is placed into Lockout.
These are frames to allow the user to reset their controller to neutral inputs after one of the above recording triggers.
5. CPU is placed into Standby.
The CPU is waiting for inputs here. Standby is maintained so long as the CPU is in idle on stage or on the ledge (
WAIT
,CLIFF_WAIT
).6. CPU is placed into Recording.
7. CPU is placed into Playback by Playback Triggers.
For a Full Release
Summary of UX
Input Recording Options Section
Current
Proposed
Input Recording Section
Save State Section
Mash/Override Section
Defensive Options Section
Technical TODO's
For Future Releases
User Features
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