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1306  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Fireking220's vertex showcase (Naruto Teaser, Alternate Colors September 9th) on: September 10, 2010, 04:59:56 AM
Interesting, though looks just like a model import or whatever...
1307  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Fireking220's vertex showcase (Naruto Teaser, Alternate Colors September 9th) on: September 10, 2010, 04:50:37 AM
oh. well it's a step forward I guess =)
1308  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Fireking220's vertex showcase (Naruto Teaser, Alternate Colors September 9th) on: September 10, 2010, 04:43:45 AM
the clone engine is finaly finished?
1309  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: There should be a code that lets you... on: September 07, 2010, 04:00:57 AM
It's just in the psa work honestly. If you shorten the frame delay count of the taunt, you could do anything right outa the taunt.
1310  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Fireking220's vertex showcase (Metroid: Other M Texture Hacked!!!) on: September 05, 2010, 02:15:13 AM
srry for not posting anything in a few days, I've been busy playing other M Cheesy

cept... I'm stuck lol

I am the queen metroid boss and I have no SAKURAI!!!!!!!!ing clue how to beat her. I can't even do any damage to her and cant even lock on her because of all the metroids she spawns. WTF do I do?

freeze the metriods and super missle em. After then you attack the crystals on her head. after that shoot her bell then grapple the mouth. once inside use Super bomb.

Also note, later on, Ignore what's going on and lock onto the sorce of the problem =)
1311  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Kong V4.2: Cloud ported over DK (Side Smash fixed and almost complete) on: September 03, 2010, 08:36:47 PM
I could do it, I know how to animate it, but as "crummy" as brawlbox is, it far exceeds my Brawlbox tallent. If there was a way to see it in action and tweek it on the fly, then I'd beable to do it.. but that'd call for a Dev kit style app instead of BrawlBox
1312  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Kong V4.2: Cloud ported over DK (Side Smash fixed and almost complete) on: September 01, 2010, 09:37:54 PM
<a href="http://www.youtube.com/watch?v=nxcDGeNOeMk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=nxcDGeNOeMk</a>
the Original FF7 omnishlash
<a href="http://www.youtube.com/watch?v=T7ec6lcDnhQ" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=T7ec6lcDnhQ</a>
FF7: AC's Version
(edit: Wait.. I never seen the other 2 in that video... was they in the "complete"?)
[/rage]

And Sorry ds22. I desided not to attempt som'in that's still very far out of my league.
1313  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Kong V4: Cloud ported over DK (Air Down-B, AAA combo and FIXES) on: August 29, 2010, 05:57:19 PM
don't worry about it...
1314  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Kong V4: Cloud ported over DK (Air Down-B, AAA combo and FIXES) on: August 29, 2010, 02:14:58 PM
Um... I was going to choose my point based on your animation... so you can choose wherever you want.

My fake way is just a hitbox that keeps you in the same place and you can't move, so it's just like a trap... and I can put that anywhere I want...


*chin scratch* can you build a test psa for me then? I'll need about a 25d angle of fling if I make the 50-ish frames?
1315  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Rydia's Animation Station. (randomly working on stuff) on: August 29, 2010, 01:56:23 PM
Hey, what all did you change on peaches special N for the peachy punch? Just wanting to know so I can have Neo Peache's version a little easier?

I took Gannon's psa for the punch and changed the graphics to peach's "external" files of the music notes and the Heart. Also the damage type. Also added "peachy" and "cha!' to the sound.
1316  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Kong V4: Cloud ported over DK (Air Down-B, AAA combo and FIXES) on: August 29, 2010, 01:55:15 PM
Alright, I think I can do the whole teleporty thing...

But it might not work if you pop them up but they hit a ceiling instead...

So Rydia'll animate it and I'll PSA it?


I'm not totally sure how it'll look. I'm thinking about 300 frames worth of work... about 50 of them just the first hit -> Semi-air... Also I'm not sure "what's" used to define where a player is being "locked in place" since I'll need a reference point to do so.
1317  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Kong V4: Cloud ported over DK (Air Down-B, AAA combo and FIXES) on: August 29, 2010, 01:32:41 AM
So it's pretty much like a quick beating. Hit them in one area and then quickly move to intercept and deal another blow. Am I correct?

I'm not very familiar with Final Fantasy stuff so its hard for me to tell. The "Omni Slash" has me a little lost as well.

The general Idea. After the first hit (the fling), Cloud'll dash to the foe and right when he hits them, there's where I need the lock frame.
1318  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Kong V4: Cloud ported over DK (Air Down-B, AAA combo and FIXES) on: August 29, 2010, 01:20:30 AM
I was thinking of When Cloud dashes forward, he'll hit them at an angle like marth, but they only fly alittle ways away then do Omni Slash, and after the last blow, "teleport" ontop, slice through the foe and do the "epic" landing. then deal the proper fling damage.
1319  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Kong V4: Cloud ported over DK (Air Down-B, AAA combo and FIXES) on: August 29, 2010, 12:58:57 AM
She.

Like, Lock the person in place but move em up into the air a little, since I do have an idea.
1320  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Kong V4: Cloud ported over DK (Air Down-B, AAA combo and FIXES) on: August 28, 2010, 11:11:21 PM
And the Final Smash has this issue:
Ike's Final Smash is a trap based Final Smash, while DK's isn't (it requires a Bit to be set and crashes when set on DK).
Therefor it won't work like Ike's when put on Cloud Kong.

Erk... That won't do for my idea then.

I think I can fake a trap FS. I did it with Neku and I can do it again easily.

It won't send you into the sky like Ike's though, you'll stay there like Link.


Could the "trap" be moveable though?
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