Damage meter: Difference between revisions

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*In ''Melee'', when a character reaches a higher-digit damage value, their damage meter displays a leading zero on the frame they get hit. For example, raising one's damage from 7% to 12% will have the meter display 07% for one frame before it changes to 12%.
*In ''Melee'', when a character reaches a higher-digit damage value, their damage meter displays a leading zero on the frame they get hit. For example, raising one's damage from 7% to 12% will have the meter display 07% for one frame before it changes to 12%.
*In ''Melee'', if a player is KO'd by a teammate, their damage meter returns to 0% using the "healing" animation instead of the "falling off" animation, before rising up from below the screen as usual.
*In ''Melee'', if a player is KO'd by a teammate, their damage meter returns to 0% using the "healing" animation instead of the "falling off" animation, before rising up from below the screen as usual.
*In ''Ultimate'', the damage meter will no longer shake if an opponent is hit while at 999% damage. However, if the meter is still in the damage shaking animation from the previous hit, it will refresh the shake animation as usual, allowing for it to occur without the damage actually being updated, like in previous games.
*In ''Brawl'', the black outline around the damage text is not part of the number textures like in the previous two games; it is instead drawn in real-time.
*In ''Brawl'', the black outline around the damage text is not part of the number textures like in the previous two games; it is instead drawn in real-time.
*Early footage of {{forwiiu}} arguably seemed to show the damage value also shifting through a greenish hue before turning yellow; if this was actually the case, it is no longer so in the final release.
*Early footage of {{forwiiu}} arguably seemed to show the damage value also shifting through a greenish hue before turning yellow; if this was actually the case, it is no longer so in the final release.
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*During online matches in {{forwiiu}}, the flame effect signifying a KO may appear over the wrong player's damage meter. This is a glitch caused by the game not accounting for damage meters being moved to show each player as player 1 on their own screen.
*During online matches in {{forwiiu}}, the flame effect signifying a KO may appear over the wrong player's damage meter. This is a glitch caused by the game not accounting for damage meters being moved to show each player as player 1 on their own screen.
*The damage meter in {{forwiiu}} has a subtle error. When the numbers on the damage meter shatter into pieces (character is KO'd), the "%" part of the number instantly disappears instead of falling off like the rest of the number. This problem does not occur when testing a [[Stage Builder]] stage or in early builds of the game. It does not happen in {{for3ds}} either.
*The damage meter in {{forwiiu}} has a subtle error. When the numbers on the damage meter shatter into pieces (character is KO'd), the "%" part of the number instantly disappears instead of falling off like the rest of the number. This problem does not occur when testing a [[Stage Builder]] stage or in early builds of the game. It does not happen in {{for3ds}} either.
*For unknown reasons, the decimal separator in ''Ultimate''’s damage meter will move up after the first time damage is taken, and will not go down even after losing a stock or healing to 0%<ref>https://www.youtube.com/watch?v=YInnNK0AByw</ref>.  
*For unknown reasons, the decimal separator in ''Ultimate''’s damage meter will move up after the first time damage is taken, and will not go down even after losing a stock or healing to 0%<ref>https://www.youtube.com/watch?v=YInnNK0AByw</ref>.


==References==
==References==