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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 208438 times)
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Amarythe
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    « Reply #330 on: January 11, 2014, 11:41:05 AM »


    Well, suppose I use Code 54 to change the "Wait" animation.
    Now, suppose all the transitions look wrong, because that's all I've changed.

    Now suppose I have to replace a NONE SubAction for EVERY single fixed animation/transition.
    Seems to me like it'd be pretty easy to run out. ;_;
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    « Reply #331 on: January 11, 2014, 01:04:22 PM »


    What do you meann by transitions?
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    « Reply #332 on: January 11, 2014, 01:40:58 PM »


    Any animation that "transitions" into a character's Wait.

    I'm saying if I don't adjust the final frames of all those animations, it'll look a little sloppy.
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    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
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    « Reply #333 on: January 11, 2014, 02:15:14 PM »


    Lol Oh that.

    I guess you could create a 'master transition' animation to wait and put the change subaction to that wait. Shouldn't be too many.
    « Last Edit: January 11, 2014, 06:57:51 PM by drogoth232 » Logged



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    « Reply #334 on: January 11, 2014, 05:06:25 PM »


    Lot of tech stuff I don't know about
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    « Reply #335 on: January 11, 2014, 06:56:48 PM »


    Lot of tech stuff I don't know about


    My thoughts exactly.
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    « Reply #336 on: January 11, 2014, 07:01:12 PM »


    Yeah, I just thought about it.

    Create 1 animation (the original wait to the new wait) and stick that at the end of each line of code using the code that you showed me earlier

    "if variable x blah blah blah
      go to subaction: new animation"

    that should do it
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    « Reply #337 on: January 12, 2014, 06:14:58 AM »


    Quick question, do any of you know how to make it so that the wait1 animation transitions to a win animation and its wait anim? I'm trying to get Marth to do his Win2 to Win2Wait anims from his Wait1 after a certain amount of frames but can't figure it out.
    « Last Edit: January 12, 2014, 06:17:03 AM by heavyd88 » Logged

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    « Reply #338 on: January 12, 2014, 07:47:04 AM »


    I guess it would go something likebthis

    Wait1 subaction

    Async timer X
    Change subaction win2

    Win2 subaction

    Async timer X
    Change subaction win2wait

    X stands for an arbitrary amount of frames

    Then in win2wait, you could set a loop for 200 times or something and then changw back to wait 1. But this might effect his win at the end of the match (most likely will)

    Your best bet would be to make a mashup of win2 and win2wait as a new animation and put that into a NONE subaction, and then have wait1 change subaction to that.
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    « Reply #339 on: January 12, 2014, 08:18:58 AM »


    Okay, it's funny because I did exactly that before I even posted. I made the first 2 NONE's in the .pac file Win2 & Win2Wait. It didn't work. Maybe I need a Bit Variable in there somewhere. I saw that the guy who made zero's moveset used those. An LA Basic Bit Variable I think. I dunno. he used them to change his normal Wait1 to some other Wait animation he made.
    « Last Edit: January 12, 2014, 08:20:32 AM by heavyd88 » Logged

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    « Reply #340 on: January 12, 2014, 08:24:19 AM »


    It should work without the usage of any bits, Afaik.

    Send me the pac file in a pm, ill see if I can take a look at it.

    If anything, you'd get it back tomorrow. Albeit untested.

    The zero psa simply renamed wait1 into the winwait animation I believe, the bits are extra stuff, I believe. Haven't looked in there for about a year or so.

    Bits are there for storage until it needs to be used at a later time (in the case of LA: longterm access, I believe).
    « Last Edit: January 12, 2014, 08:27:09 AM by drogoth232 » Logged



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    Quote from: Haseyo
    If only hacking Brawl paid bills.
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    « Reply #341 on: January 12, 2014, 08:39:43 AM »


    Okay I'll do that. It's okay if you don't test it, I do A LOT of testing when it comes to this stuff.
    « Last Edit: January 12, 2014, 09:09:06 AM by heavyd88 » Logged

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    « Reply #342 on: January 12, 2014, 03:18:40 PM »


    Haha, suddenly my thread has become a haven for PSA FAQs. xD Not saying I mind at all, haha. I'm pretty laid back like that so donworryboutit.

    In other news, I'm going to try my hardest to finalize the planned release of Ganondorf today. On account of the fact that I'm currently... errr... a little bit preoccupied, I can assure you that a release probably won't happen today, but don't count me out. This is going to happen, trust me.

    Right now (in addition to the True Ganondorf) I'm finalizing work on the Mario Nostalgia Package, which is kind of a big deal. So... just be patient. I've got A LOT of unreleased material up my sleeve, so until then just cope with whatcha got.

    Keep Smashin', brothas.
    « Last Edit: January 12, 2014, 03:38:10 PM by Amarythe » Logged


    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #343 on: January 12, 2014, 06:48:19 PM »


    Glad to hear your still workin hard man. Keep at it!

    Hey drogoth I got the Wait1 to Win2 anim to work but I cant seem to get Win2 to Win2wait for Marth or Ike. Don't know what I'm doing wrong(meaning I did figure out my stupid problem from before).
    « Last Edit: January 12, 2014, 08:54:17 PM by heavyd88 » Logged

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    « Reply #344 on: January 12, 2014, 10:11:25 PM »


    Hey! I know you're working on Ganon but look at this
    Ganondorf's Moves - History Behind Super Smash Bros. Brawl


    Just so you know what to generally keep.
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