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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: [SSBB] Things to remember when opening your .gct on: August 10, 2017, 06:20:23 PM
This topic has been moved to Programming Help.

http://forums.kc-mm.com/index.php?topic=78888.0
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: August 01, 2017, 10:38:56 AM
Like with the Red Alloy's reveal masterpost, I have another masterpost for a related Fighter...




(Recolors + Full Scale Renders)
Introducing the second member of the Fighting Alloy Team! Here comes the Yellow Alloy! Based off of Mario, this Alloy has rounded stats, but is slightly bigger, meaning it has more range, but is also a bigger target. Check out the below spoiler for what's in store for the Yellow Alloy.

I'll now go into further detail on Yellow Alloy's Specials. Click on the gifs themselves for smoother playback.
<Standard Special: Fast Fireball>
This is probably as straightforward as it gets. This variation of Fireball trades duration, bounciness, and damage for a very quick fireball. It has less than half the duration, but covers similar distance, due to how fast it is, but it has major damage and knockback scaling reductions as the projectile travels before it terminates.


<Side Special: Shocking Cape>
This variant of Cape trades its ability to turn foes around (potentially gimping recoveries) and a little speed for a shocking powerful hit that sends foes back. The reflector of Shocking Cape is stronger, but the reflect window is shorter, alongside the reflection bubble being a bit smaller than Cape's (to compensate it being smaller, the reflection bubble is further out than Cape's as well). The aerial vertical momentum of Shocking Cape is also less than that of Cape's.


<Up Special: Explosive Punch>
Sacrificing the distance and height of Super Jump Punch, Explosive Punch gains two linking hits which total up to a great amount of damage.


<Down Special: Scalding F.L.U.D.D.>
This variant of F.L.U.D.D. charges much faster, alongside also doing damage and knockback, but at the cost of distance (the water also lasts less than that of the regular F.L.U.D.D.)


<Final Smash: Cruel Mode>
Upon absorbing the power of the Smash Ball, the Yellow Alloy gains a newfound strength from the inner depths of Cruel Brawl. This newfound power quadruples the knockback scaling of all non-Item and non-fixed knockback attacks, allowing for very early KOs, but at the cost of having no protection (Final Smash Intangibility, Final Smash Super Armor, etc) throughout its duration. This effect lasts for 12 seconds. This Final Smash is also shared by all 4 Alloys.


If you wish to view the images used in this post, follow this link to view the imgur album.

Thank you again for tuning in. Tune in sometime later for the next Alloy!
3  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: July 23, 2017, 10:06:44 AM
If you didn't update your Wii U, then yes, as the only file changed was the RPX file relating to Amiibo functionality. All you need to do is update your game without updating your system, which requires you to get a decrypted dump of the update (I used JNUS) before using WUPInstaller (through the Homebrew Channel) to install it to the system.
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: July 18, 2017, 01:21:05 PM
Upon the completion of coding the Final Smash, it has been since added to the previous master post.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: July 16, 2017, 03:47:41 PM
Hey again, I've got another update! Not for anything existing, this time, the content's all new!

If you've seen my posts on Twitter and Discord, you'll know very well what I'm about to show, but why haven't I updated my thread with this information? Well that's because I want to get as much information as possible before making an update post, as a Forum post allows much more freedom than Discord's 2,000 or Twitter's 140 character limit. I also get to explain things in more detail, but enough rambling from me, let's get to the point!

Today's update shows the reveal of a side project I've been working on for about a week or so now. Don't think this is my main project, as this is something I'm just gonna be working on as my group members finish up what they need to do with Smash 2. Once they're done with what they need to do, we'll finally be able to work on the main project, but until then, let me introduce to you all this "New" Challenger...




(Recolors + Full Scale Renders)
If you don't feel like reading the incoming wall of text, skip to the TL;DR part upon opening the spoiler below.
If you're wondering why the term "New" was in quotations, here's your reason, since technically, the Red Alloy isn't a new Fighter, as it's already in the game. It's just not in a playable state (only being playable through Gecko codes). Though this reveal isn't just for the Red Alloy. Following the Red Alloy, I'll also be making slots for the other three Alloys, but for the sake of this reveal, I will only put my focus onto the Red Alloy, as it's the Alloy who has the most progress right now.

"Why even do this when we can already play as the Alloys ourselves with Gecko codes?", you ask. My answer to this is playing with the actual Alloys themselves proves to be unstable and easily prone to crashing. Alongside this, Alloys are unable to shield, dodge, grab ledges, use items, or use Specials (3/5 of these issues were fixed in Project M). My take on the Alloys puts them over actual Fighters for maximum stability, which also means they get to shield, dodge, grab ledges, use items, and use Specials. Though so they're not just flat out copies of the originals (Captain Falcon, Kirby, Mario, and Zelda), I've decided to make the movements, attributes, normal attacks, etc identical to the originals, but have their Specials be unique takes on the originals (think Sm4sh's Custom Specials).

In addition to this, this will be the first time the Alloys have been properly ported over their respective Fighters. From my understanding, there have been two previous attempts from two different users to get the Red Alloy to work over Captain Falcon. While both were able to do so, both attempts had their ups and downs. The first attempt (back in 2012 by Iwvi) went the route of rigging the Red Alloy over Captain Falcon's skeleton, and while it does the job, the model rig faces the limitations of the glowing parts on the hands, heels, waist, and face not facing the camera, alongside the body lines not having color animation. The second attempt (back in 2014 by SonicYakumo) went the route of porting the Red Alloy's model over Captain Falcon, and again, while it does the job, this method has its own share of limitations, the first of which requires the use of an edited moveset file, due to different Bone IDs.

My method, however...is much more simple and effective. Using the "magic" of the more recent BrawlBox versions, I was able to both get the Red Alloy properly ported over onto Captain Falcon and keep its glowing bits following the camera without the need to fix Bone IDs with PSA. With the help of Sammi_Husky, I was also able to get the body line animation working, too (unfortunately, this requires the use of a module).

My efforts can be seen with the gif below (click on the image to see a smoother playthrough of the showcase).


TL;DR: I've done the first proper port of the Red Alloy over Captain Falcon. Take a look at the spoiler below to check out what I have in store (there's also a couple Yellow Alloy previews in there, too).

I'll now go into further detail on Red Alloy's Specials. Click on the gifs themselves for smoother playback.
<Standard Special: Detonation Punch>
As shown in the preview image, Detonation Punch isn't quite the instant damage like Falcon Punch is, instead requiring the user to press B again during the active Frames (when the fist is out) to cause an explosion with moderate damage and outstanding range. In addition to this, the explosion has transcendent priority, meaning it won't clash against opposing attacks. Like Falcon Punch, Detonation Punch can also be reversed.


<Side Special: Timed Boost>
Timed Boost isn't as straightforward as Raptor Boost, as Timed Boost requires the user to press B to strike, rather than waiting to touch someone during traveling. Timed boost also has the unique property of gaining extra damage (and shield damage) if B is pressed right as Red Alloy touches another Fighter. Both un-timed and timed strikes have their own ups and downs.



<Up Special: Falcon Strike>
Falcon Strike is a very straightforward move, even more so than Falcon Dive. This is because Falcon Strike does not have the ability to grab foes, but instead has a hitbox which weakens as the move travels. Falcon Strike also goes 20% higher than Falcon Dive.


<Down Special: Falcon Kick Fury>
There's only one thing that separates Falcon Kick Fury from Falcon Kick, and that's having multiple hits that drag foes along before sending them off, unlike Falcon Kick's singular hit. This in return gives Falcon Fury Kick less overall power than Falcon Kick. In addition to this, Falcon Kick Fury loses less momentum on hit than Falcon Kick (due to it being a multi-hit move).



<Final Smash: Cruel Mode>
Upon absorbing the power of the Smash Ball, the Red Alloy gains a newfound strength from the inner depths of Cruel Brawl. This newfound power quadruples the knockback scaling of all non-Item and non-fixed knockback attacks, allowing for very early KOs, but at the cost of having no protection (Intangibility, Super Armor, etc) throughout its duration. This effect lasts for 12 seconds.


If you wish to view the images used in this post, follow this link to view the imgur album.

And with that, I conclude this announcement. This might have been a lot to take in for something so minor, but this is the beginning of things to come. I plan on making write-ups and previews in this format for my future projects (though I don't think there will be as much text as there was in the opening paragraphs of this post). There's no current release date right now, as I want to make one big release when I get all the Alloys done, but I'll be sure to make updates as I progress with this project. Thanks for staying through until the end.
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: July 05, 2017, 08:02:06 PM
A very minor update, but I've gotten to updating my Unofficial Cupid Pit PM Alt to its v3.6 counterpart. I'm not promising anything, but I'm also considering making my own spin on the Cupid Pit recolor to make it fit more in line with how Brawl models are recolored (so I'm not just ripping someone else's recolor, since the included recolor isn't mine), alongside giving the recolor its own slot, so you don't have to replace slot 04 (this will be a BrawlEx/PMEx edit only though). This doesn't mean I'll update my other unofficial alts, either.

Changes since the update:
Quote
-Updated to v3.6.
-Updated wing glow GFX during Side Special's Glide (since the glow was altered to change itself to red over the course of 60 Frames).
-Pink feathers during Down Taunt and Air Jumping.
Download.
Direct Download for if KC-MM acts up.
7  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Is Brawl Vault dead? Sure doesn't feel like it. on: July 02, 2017, 11:04:54 AM
I've seen a handful of new threads here and there (most of which have been asking for help), but all I'm mostly seeing existing threads being necro'd by people asking for help.

Despite this, I'm not saying there should be waves of new threads by people, as I'm sure that would drown out any new talents looking forward to build themselves up.

I don't think opening another option to import models is going to increase traffic that much. Though at least you're being optimistic about it. Because I'm sure even if you got like 3 people to create content, I'm sure your goals would be accomplished.

Like I previously mentioned, I feel the only possible way to drive traffic here would be for the Forum update to happen in a timely manner (look how lively the GameBanana section for Sm4sh is and compare it to how active KC-MM is). Why not see if you can get Blender DAEs working in Sm4sh after you've gotten them to work in Brawl? As I'm sure more people would use it for Sm4sh than they would for Brawl.
8  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Is Brawl Vault dead? Sure doesn't feel like it. on: July 02, 2017, 08:44:15 AM
The Vault may be getting constant uploads, but you have to look at the Forums and the community themselves. When I say that Brawl modding is "dying", I'm not talking about the Vault. KC-MM is barren and virtually lifeless, with the only section being regularly updated is the Off-Topic section (very rarely do you see any other section get updated). The Brawl modding section on SmashBoards is virtually dead (threads are only updated because there's only people asking for help). The "most active" section of Brawl modding would have to be the Project M modding section on SmashBoards, but even then, it's pretty barren.

Very rarely do you actually see something worthy of being called a "quality mod" published on the Vault, but this isn't anyone's fault. This was something the Vault's always faced (and there's nothing you can do about it without undermining what makes BrawlVault so popular: Its ability to let anyone submit anything, regardless of quality).

If I have to be perfectly honest here, all the mods you listed (except Ridley and maybe Legacy XP/TE) are flat out poorly made. Smash Infinite has got to be the worst example you picked. It's basically the "Meme Mod" for Youtubers to play and make fun of. If the "best" mods you can find recently are just these 7 (in which half of them are mod packs), then your argument just falls flat. Not to mention, you've only been here for about 2 years. You weren't really here when Brawl modding was at its peak (or you might have just been lurking, so who knows?).

Alongside this, virtually every "big name" in Brawl modding has either retired, moved onto Sm4sh modding, or just flat out disappeared. There may be some aspiring modders wanting to make a name for themselves, but I haven't seen anyone new really do anything noteworthy or eye-catching.

Don't let this discourage anyone though. You're more than free to try re-igniting the spark that set off Brawl modding several years ago.

The only thing that could really bring traffic back to this site is if/when the major Forum update happens, which could result in the Sm4sh modders from GameBanana possibly migrating to KC-MM, due to the Vault getting Sm4sh support.

(FYI, the Ridley PSA isn't mine. The one who made it was BaganSmashBros. My edits just fix bugs and overhaul the balancing, but even then, there's still more I need to do).
9  Welcome / Rules / Feedback / Brawl Vault / Re: Board Problems, Suggestions and Updates on: June 30, 2017, 09:38:10 AM
Sorry for the Necro, but this is something that needs addressing. The anti-bot filter needs to be updated in some way or another.

Just today, we have three freshly created spambot accounts (one of the three were made yesterday), who have been posting in dead threads with semi-related comments, but at the bottom of their posts, they try sneaking in a hyperlink to something.

These are the bots in question.
Bot 1.
Bot 2.
Bot 3.
10  Help & Tutorials / Help / Re: "Animation Error Occurred" Need Help on: June 25, 2017, 08:32:19 AM
Not to mention, your post is against the rules (not yours, Windhunter. The OP's).
Quote
Illegal Activity
Linking to or asking for a ROM, ISO, music, or any other copyrighted material, or to any site that provides such material, is prohibited.
     This does not apply to files from the Brawl ISO.
     It does apply to providing music in the Music Requests section. If someone says they'll do your request if you provide the music, you must send it via PM or e-mail.
Encouraging someone to break a law is prohibited.
11  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Help for an Ivysaur Clone Mod on: June 24, 2017, 07:50:06 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=78702.0
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Classic Ridley Balance Overhaul Release on: June 23, 2017, 10:02:28 AM
Thanks for voting, everyone. The poll has been concluded. Here are the results from 248 voters.


Though just because there's a winner, that doesn't quite mean we'll work on it first. The poll was just for which Fighters people themselves would like to see worked on. I'm aware I said the poll would be to see who's worked on first, but after talking with a backroomer, I may go back on this. If anything, it'll be more of a pick between any of the top 5 voted Fighters.

Edit: I've also made an entire overhaul to the OP to reflect my more recent works.
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Classic Ridley Balance Overhaul Release on: June 22, 2017, 04:39:36 PM
I usually don't upload a project until I'm done with it or if I'm sending to a Beta Tester.

Though I feel I should be clouding my beta projects more often. Which is why I got myself a new 2TB Hard Drive (since by 1 TB Hard Drive's almost out of space).
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Classic Ridley Balance Overhaul Release on: June 22, 2017, 08:26:54 AM
As an FYI, any Fighters previously announced in this thread, but not seen in the poll have since been scrapped.

For those looking forward to the Fighters in question, I give my apologies. I needed to trim the fat off my planned projects, so I had to make some sacrifices.

how far along did you get on Xeno?
Before my old computer died, I made very little progress. With the files I uploaded on the previous page, I've made even less progress.
15  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Classic Ridley Balance Overhaul Release on: June 21, 2017, 08:07:20 PM
Another bump, boys, but this time it's something important.

I've finally gathered myself a small group of people to help me get my projects done.

Which projects? Well I want to work on one at a time, so for now, I've set up a strawpoll for those to vote on which Fighter we'll work on first.

http://www.strawpoll.me/13225687
Voting will end this Friday.
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