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Super smash flash 2 lag
Super smash flash 2 lag






Additionally, a slew of additional, normally impossible followups can be performed against characters with RCO, especially against fast fallers. It can make it considerably more difficult for characters who suffer from the glitch to get off the ledge safely, or to land. Preferably, one would use an aerial with lag to partially override the glitch, but still suffer more lag than the aerial would normally provide.Īs there is no definitive way to override RCO lag, it is overall quite exploitable. If the player auto-cancels the aerial, they will get RCO lag. The player has to land while the aerial has landing lag. The only way a player can potentially avoid the glitch is by using the landing lag from an aerial to override the RCO lag, though with 35-40% more landing lag than would usually get for landing with that aerial (for example, an aerial with 9 frames of landing lag will have 13 frames of landing lag with RCO lag). Most moves which are affected by the glitch are ones which put an opponent into a helpless although not all moves which cause helplessness cause the glitch and there are a couple of moves which trigger the glitch despite not putting the opponent in a helpless state (such as Kirby’s Hammer and Stone).Ĭaptain Falcon and Ganondorf also remain affected by RCO lag after they connect with Falcon Dive or Dark Dive respectively.

super smash flash 2 lag

Brawl, the glitch is activated once the player grabs a ledge or if they get hit out of a special move which activates the glitch. However, the options were somewhat limited.In Super Smash Bros. In v0.9b, you could choose between several quality options to suit your machine’s performance. Now, on to customizable quality settings! Not only have we improved the collision algorithm, but Hit-Boxes themselves have been adjusted across the board. In this case, the number of total checks drop from 70 to 18. Furthermore, after one Hit-Box of an attack is discovered to connect with an opponent, subsequent Hit-Boxes are no longer checked redundantly against that particular opponent. Similarly, Bowser’s Hit-Box does not run any checks. Since Marth’s Big Box only touches Goku’s, his Hit-Boxes don’t check whether they collide with Bowser or Zero Suit Samus. If not, then they are far enough from each other that there is no way for them to interact. In Beta, before two objects check for collisions, they first check to see if their Big Boxes (shown in pink) touch. Hmm.can you guess how these pink rectangles might help? These boxes can be Hit-Boxes, Hurt-Boxes, or boxes for items, grabbing, and Ledge detection. Every frame, the game engine checks to see if any “collision boxes” bump into each other. To ensure that SSF2 Beta runs as smoothly as possible for everyone, we have made two significant improvements to the game: collision detection optimization and customizable quality settings.Ĭollision detection is a very computationally-intense process.

super smash flash 2 lag

Unfortunately, even the most optimized games can still lag on slower machines.

super smash flash 2 lag

#Super smash flash 2 lag Pc

PCs, on the other hand, vary drastically in performance, and therefore PC game designers need to do their best to accommodate machines of varying strengths. All Wiis, for example, have proper specs to smoothly run games designed for Wiis. It is customizable and relatively powerful.

super smash flash 2 lag

Today I’ll be covering new features in Beta which will help the game run faster, even on older computers.Īs a gaming platform, the PC has its set of advantages and disadvantages. Hi everyone! I’m 135, a coder and balancer for SSF2.






Super smash flash 2 lag