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 31 
 on: May 23, 2018, 09:30:10 PM 
Started by MazeDIs - Last post by MazeDIs
I'll preface by saying I don't expect this question to get answered (not due to arrogance moreso the arrogance of the community). Daily, I continue to see Fresh  Project M builds that run codesets featuring Ex characters I.E: Legacy XP, Cobalt, Infinite ALM5252's Build etc.. None of the aforementioned users have responded (yes, literally). I've been throughout this excuse for a "community" asking for assistance in finding such codes for PMEx to run with other codes/codesets. I've taken matters into my own hands, hours of baseless code experimenting only to fail at every attempt. PMEx's codeset by PyotrLuzthin simply won't run properly when adding certain other codes with it. Upon launching the Project M Launcher, I'm booted directly back to the vWii menu. So I've decided that I'm going to simply continue to spam this question on every forum/YouTube video until the individuals who seem to make it work get rid of their ego and merely answer a simple question. My thing is, I wont be butthurt if someone simply says "I know how to do it but I wont tell you. Atleast I'll know where the community stands then. But to be so up on your high horse as to just ignore a request> (and considering everyone seems to have it working properly, a simple one at that?)

 32 
 on: May 22, 2018, 03:28:28 PM 
Started by TurboPow8r947 - Last post by TurboPow8r947
I have a problem with BrawlBox. Every time i import a image, even when the image’s resolution matches with the image i want to replace, it always gives me a error. I use BrawlBox 0.78(also the latest version) and i edit my images with paint.net. I also save my images in PNG format. Any help would be useful.

 33 
 on: May 22, 2018, 01:29:35 PM 
Started by AudryckBVMods - Last post by AudryckBVMods
Oh, but anyways thanks!

 34 
 on: May 21, 2018, 12:35:06 PM 
Started by <Honey> - Last post by <Honey>
Complete revamp of the thread has been made, all progress scrapped. I'm currently going to focus on restructuring Brawl's layout and design before I move on to characters, name has also been changed.

 35 
 on: May 19, 2018, 09:12:44 PM 
Started by KingJigglypuff - Last post by Mortimer
I found interesting how you combined those effects.  Smiley Too bad I don't like god characters.

For your question, you can't do that because tilts/smashes actions are coded to send you to air state whenever you leave the ground while performing them.
In my koopa psa, I made a workaround during the attackHi4 subaction to make the character leave the ground, you can see there to make things easier. It basically uses a variable and change the action during an attack that occurs randomly, with this action being one of the special attacks actions, but it is only read when the action is triggered during the up smash. In this action, you can code your own physics if you have to.
It works, but perhaps you can do that with action overrides nowadays, I didn't have this option back then. But I don't know how they work, so far I never needed them.

 36 
 on: May 18, 2018, 02:48:20 PM 
Started by Coolmanland - Last post by Coolmanland
There was a code released a while back that allowed ground momentum to be preserved in the air called Momentum Capture, but for some reason it doesn't work on BrawlEX characters. Does anyone know how to configure the code to fix this problem? I believe that Brawl - and Project M found a way, so I know it's not impossible. I just need to know what to do and I can do it.

Thank you!

 37 
 on: May 17, 2018, 01:17:32 PM 
Started by libertyernie - Last post by MazeDIs
Is there an option to delete multiple keyframes at once on a a single bone when animating in the model previewer?

 38 
 on: May 17, 2018, 01:16:23 PM 
Started by TheShyGuy - Last post by MazeDIs
Any chance you can reupload

 39 
 on: May 17, 2018, 07:00:39 AM 
Started by GodBarrierDjinn - Last post by GodBarrierDjinn
Do you know where I can find these codes? Really want to tech and slide grab ledge with this wavedash code.

 40 
 on: May 17, 2018, 02:04:23 AM 
Started by KingJigglypuff - Last post by crett
New PSA'er here, i've been teaching myself how to use Brawlbox 0.68 in order to create a character based off this flash animation i made. it's been really hard but i'm learning a lot. it's still in early phases, but resemblance to meta-knight was always intended.



intended to be a god character with a twist, (and a god awful color scheme)
Plasma Ranger Opus (PRO for short) can only deal 1 damage, but it attacks in the thousands per second (currently i'm limited to 1 attack per frame so it's current DPS is 60).

but it managed to become the most powerful entity in it's universe by exploiting the attack speed stat.



the character fantasy is a flashy speedster who can perform any action and cross any distance nigh instantly,  speed-blitzing opponents and destroying them before they can react. it lacks the instant killing capabilities of other god characters, but that really doesnt matter since enemies may as well put down their controller once PRO is on the same screen as them.




watch out when playing it, because PRO can easily fly off the screen in the blink of an eye.
but it can interrupt any action into another, even when sent flying by enemy attacks, so quick players can get away with anything even on small stages.

PRO lacks the brute force and durability to tango with extremely powerful god characters, but is well above the limits of normal brawlers, and even MAX onslaught falcon.

trying to clear target challenges quickly is an interesting challenge since you're more than fast enough to do it in 1 second, but you'll more likely just fly off the stage.


I'm currently missing a lot of abilities, forward smash, side-tilt, down-tilt, up-tilt, down-smash, neutral air and final smash.

visually it needs MAJOR changes, like it's jetpack, and shape of it's shades, not to mention animations. the smashes are going to be huge projects on their own.  Roll Eyes


quick question, do any of you know how to make a grounded attack put the character in the air? i've tried messing with air/ground states, momentum, move character flags, and combinations of those things but nothing seems to work.

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