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1  Super Smash Bros. Brawl Hacking / Project Concepts / Project M| Parry on: February 01, 2015, 09:09:45 PM
It took a while:

https://www.youtube.com/watch?v=cKr9oQyvTI8

In Description:
DOWNLOAD STEPS:
1. Save a copy of your original fighter folder.

2. Download
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207625

3. Replace fighter folder
(project m -- pf -- fighter)
___________________________________________

PURPOSE:
The content shown is simply experimental.

It was originally started because I felt as though SDI (Smash Directional Influence) was not enough to counter an observed apparent helplessness when a defender is airborne.

Whether successful or not, this project means to show that:
-games are best improved by the player base
-complicated skills can be learned if the will exists
___________________________________________

KNOWN ERRORS
report bugs by:
-using the comment section
-send emails to KPeralta9@gmail.com
-send messages via youtube private messaging

1. If parrying does not activate on your character:
-Select Sheik or Samus and start a match.
-Exit match.
-Selecting any character from this point on should enable parrying.

2. Ice Climber duo parrying bugged. For now, until this project gains popularity, select Solo Popo (SoPo) by holding R after selecting Ice Climbers
: (
I could not solve this alone, in time.

3. Assigning the Parry Animations to empty subactions (the same "folder area" where jumping, squatting scripts are located) led to some errors early in development.
Some ladder animations were replaced to accommodate this new technique.
___________________________________________

MUSIC
Kind Des Wehrmuts
by Centhron

Apologies for the video quality~
This was what the quality was supposed to look like:
http://i.imgur.com/J9qUiHx.png
http://i.imgur.com/AvHirg4.png
http://i.imgur.com/zSMCuRv.png
http://i.imgur.com/QgjIVzH.png
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over... on: January 29, 2015, 01:56:08 PM
I've never rigged a model before, but have you tried seeing if the animations at the end results screen are the problem? (swap them out for something else to test or for nothing for now)
Animations can crash the game after all.

'__'
*spews out useless advice*
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over... on: January 29, 2015, 01:33:52 PM
Some minor updates on the model:
... Things are getting really boring.

Why is it boring and can anyone help? O:
4  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project M: 3rd Strike | Parry Testing on: August 28, 2014, 09:18:19 PM
Yah, hey @Captain Falcon, this was adapted from the Juri PSA you told me to look up.
I kept her stance for one of the parries as a sort of commemoration >__<'|l!
Let's see if I can put my plans for this into full action after more modifications.

-will update
5  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project M: 3rd Strike | Parry Testing on: August 28, 2014, 02:18:13 PM
^ ^
Ty, as long as one person likes it, well...that's good enough for me.

Oh yah...here's a link to Sheik's data with the current method of parrying.
https://www.dropbox.com/sh/1gu4g5pehd1l3a3/AADlgtZgCfsPdEqW34b4_NPEa?dl=0
Effected Action folder= 478 I believe

Effected SubAction Folders
=Dash
=LadderSomethingAirR? XD which is now called SheikParry2
=LadderblehblehAirL???! now called SheikParry

MotionEtc included within. Any other files which are not normally found in a fighter folder are irrelevant.

If anyone has an idea with how to meet the goals I need in the description, that would be much appreciated. I'll think about a way, meanwhile.

Thank you~
6  Super Smash Bros. Brawl Hacking / Project Concepts / Project M: 3rd Strike | Parry Testing on: August 28, 2014, 01:22:07 PM
Demonstration Video:
https://www.youtube.com/watch?v=8uFAnzfRqEQ&feature=youtu.be

-Also, if anyone knows the PSA command for "If Stick Direction Released" that would be lovely-

Video Description:
Balancing will take place after parrying program requirements are met.

Current State:
Dash; if hit during first 3 frames (shown in red),
parry animation will start (shown in blue).

Time freezes for 16 frames.
Animation can be cancelled at frame 15 or followed up to another Dash Parry

Problems:
Parry Set to Dash.
Hitlag does not immediately allow transition from dash to parry.
[Passframe command needed to prevent this.]
Time freeze, if projectile parried, also affects attacker
____________________________________
Future State:
Similar to 3rd Strike Parrying -- tap forward to block high to mid attacks, tap down to parry low attacks.

Projectiles sent by Attacker only freeze the projectile and not the attacker.
----------------------
Testrun with Nvidia Shadowplay on Dolphin
(MILES BETTER THAN...uhh...other recording software, @__@)

Super Smash Bros. rights go to Nintendo and any other copy rights go to their respective owners

Juri Stance, with credit to Juri PSA by Kagemaru and JRush from the kc-mm community
~meow

*Please note, I was just listening to music in the background and happened to record this moment while the songs were playing XD*
Music: FFX remastered OST Playlist here:
https://www.youtube.com/watch?v=TYIa-H6fpTg
7  Super Smash Bros. Brawl Hacking / Programming / Re: Can't Find Code Which Triggers Marth's SpecialLwAtk from a hit SpecialLw on: August 24, 2014, 02:46:46 PM
I want to create a move where, if forward is tapped and if hit, the character goes into a "parry" without a counter-attack.

I'll check out Juri, and I'd love to see how this can be recreated authentically enough.
Thank you for the replies! @__@
8  Super Smash Bros. Brawl Hacking / Programming / Can't Find Code Which Triggers Marth's SpecialLwAtk from a hit SpecialLw on: August 22, 2014, 09:08:38 PM
I'm trying to find a "once hit" type of PSA command line to use for parrying. I think reverse engineering Marth is the answer XD but I can't find what I need -- the command which triggers the speciallwatk from a speciallw once a hitbox connects to Marth.

The "If hitbox connects/has connected/in a hitbox" commands don't exactly trigger similarly.
9  Help & Tutorials / Help / Help!: Parrying, Multi-Rolling, Rolling Off Edges, Jump out of Roll on: August 17, 2014, 04:11:00 PM
GOAL:
I want to add these features to my own copy of Project M, but I'm not quite sure how to do it, especially with Project Smash Attack...and there are no tutorials for Open Smash Attack, either. Hopefully, if successful, popularity for these new techniques can spread. Thank you for any help or support for these ideas.

FEATURE DESCRIPTIONS:
Parrying --
Adapted from Street Fighter 3rd Strike. Press the forward button, I believe 1 FRAME before an attack connects to parry a high or mid attack; press the down button to parry low attacks. Both characters, or the parrier and the parried projectile become frozen for 16 frames, but the parrier is given a frame advantage and can parry any following attacks.

A possible command line in PSA would be similar to:
Animation : Dash

Asynchronous Timer 1 frame
If hitbox connects
-then perhaps change this to Marth's down special but without the counter attack-​


Multi-Rolling --
Roll 2 to 3 times out of a single shield or tech. Invincibility may or may not exist on the following rolls depending on balancing purposes

Rolling Off Edge --
Roll off edge and enable ledge grabbing if applicable at will to differ from rolling to edge and not falling

Jump out of Multi-Rolling --
Interrupt a roll with a jump
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