KJP's Throne Room. 09/08/2019: Fighting Alloy Team Pack Update
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Question:
Out of the four members of the Fighting Alloy Team, which one is your favorite?
Red. - 10 (23.3%)
Blue. - 8 (18.6%)
Yellow. - 5 (11.6%)
Green. - 8 (18.6%)
Can't decide. - 10 (23.3%)
Not interested. - 2 (4.7%)
Total Voters: 43

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KingJigglypuff
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    « Reply #4350 on: June 27, 2013, 08:12:08 PM »


    So no other takers?

    Hi I would like very much a serious PSA Krystal Fox\
    thanks
    he said help with peoples psa projects not create a whole psa

    I might do requests, but don't count on it.

    Krystal is very unlikely though, because I'm not a fan of the character.

    I see her as kinda pointless, in my opinion.
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    « Reply #4351 on: June 27, 2013, 08:20:53 PM »


    Well since you're offering help...

    I have three problems with the PSA I'm working on. The first being that an external graphic isn't showing up on the hitbox.

    The second problem is that when Link hits a wall, instead of travelling up and then transitioning into the fall animation, he just runs in place and then transitions into the fall animation but is stuck in that animation

    The third is that Link can't transition into his second side smash. He just performs the first smash but can never go into the seconf. I'm sure it has to do with async timers, but I have no idea what. Too high and then it repeats the first smash over and over but can't go into the swcond one. Too low and then the aforementioned problem occurs. I can't seem to find the sweetspot.
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    « Reply #4352 on: June 27, 2013, 08:21:37 PM »


    Well, I've been meaning to look into giving characters special grabs using pikazz's tutorial, have you ever messed with that? It's been on my to-do list for a while now, it's definitely something to look into.

    I dunno.

    :I
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    « Reply #4353 on: June 27, 2013, 08:24:41 PM »


    Well since you're offering help...

    I have three problems with the PSA I'm working on. The first being that an external graphic isn't showing up on the hitbox.

    The second problem is that when Link hits a wall, instead of travelling up and then transitioning into the fall animation, he just runs in place and then transitions into the fall animation but is stuck in that animation

    The third is that Link can't transition into his second side smash. He just performs the first smash but can never go into the seconf. I'm sure it has to do with async timers, but I have no idea what. Too high and then it repeats the first smash over and over but can't go into the swcond one. Too low and then the aforementioned problem occurs. I can't seem to find the sweetspot.
    Show me your coding for each of your attacks.

    Well, I've been meaning to look into giving characters special grabs using pikazz's tutorial, have you ever messed with that? It's been on my to-do list for a while now, it's definitely something to look into.

    I dunno.

    :I
    I never tried that method before.

    I find it to be a bit unstable for the moment.
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    « Reply #4354 on: June 27, 2013, 08:29:59 PM »


    Show me your coding for each of your attacks.

    As soon as my internet on my comp decides to work with me...
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    « Reply #4355 on: July 04, 2013, 07:00:07 AM »


    >.>

    <.<

    Raptor Final Smash animation. Which will most likely get ignored.
    *The .gif is slower than the actual Animation*
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    « Reply #4356 on: July 04, 2013, 06:00:56 PM »


    KJP well... I will not say your name backwards. Would you be able to make 3 animations for me? All basically extensions of the same animation.
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    « Reply #4357 on: July 04, 2013, 06:13:07 PM »


    KJP well... I will not say your name backwards. Would you be able to make 3 animations for me? All basically extensions of the same animation.
    It depends.

    How do the Animations go?
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    « Reply #4358 on: July 04, 2013, 06:26:49 PM »


    ë»


    current time copied. look at his spin attack. He spams it.
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    « Reply #4359 on: July 04, 2013, 06:37:59 PM »


    current time copied. look at his spin attack. He spams it.
    So you want his OoT Spin Attack separated into 3 parts?
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    « Reply #4360 on: July 04, 2013, 06:40:22 PM »


    Well I need that exact spin attack. Then I  need the one with the extra spin before the end (full charged) and I also need the starting stance, which shouldn't be hard to animate. But I suck.

    But yeah, If you'll do it I can give you the model in a PM.
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    « Reply #4361 on: July 04, 2013, 06:45:00 PM »


    Well I need that exact spin attack. Then I  need the one with the extra spin before the end (full charged) and I also need the starting stance, which shouldn't be hard to animate. But I suck.

    But yeah, If you'll do it I can give you the model in a PM.
    I think I know something I can do.

    SpecialHiStart.
    SpecialHiHold.
    SpecialHiEnd.

    And sure, send me the model.

    But can't you just use Brawl Link's Animations?
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    « Reply #4362 on: July 04, 2013, 06:46:26 PM »


    Never! Brawl Link uses a spin attack designed specifically for Brawl. Not only is his sword misplaced In his charge animation, but he ends it with the sword overhead, does the wrong type of spin, and he err.. It's not the same.
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    « Reply #4363 on: July 04, 2013, 08:58:51 PM »


    Show me your coding for each of your attacks.
    Extra info on the graphic. The graphic shows up, but I still have no idea what exactly is going on. It seems to make copies of itself as it moves forward then dissapears from the back to the front. It's... weird. I'll get a pic up of it when I can.


    Alright, here we go

    First Subroutine:

    LA Bit Data:
    Code:
    If Bit is Set: LA-Bit[669]
    If Compare: IC-Basic[1018] >= IC-Basic[3186]
    Offensive Collision: Id=0, Bone=1, Damage=7, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=0, KnockbackGrowth=37, Size=7, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1.25, SDIMultiplier=x1, Flags=868425859
    Else
    If Compare: IC-Basic[1020] >= IC-Basic[3186]
    Offensive Collision: Id=0, Bone=2, Damage=7, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=0, KnockbackGrowth=37, Size=7, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1.25, SDIMultiplier=x1, Flags=868425859
    Else
    Offensive Collision: Id=0, Bone=79, Damage=7, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=0, KnockbackGrowth=37, Size=7, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1.25, SDIMultiplier=x1, Flags=868425859
    End If
    End If
    End If
    If Bit is Set: LA-Bit[671]
    Bit Variable Clear: LA-Basic[671] = false
    Else
    If Bit is Set: LA-Bit[670]
    Bit Variable Clear: LA-Basic[670] = false
    Else
    Bit Variable Clear: LA-Basic[669] = false
    End If
    End If
    Second Subroutine (for the graphic)

    Code:
    [spoiler]If Bit is Set: LA-Bit[669]
    Sound Effect: 512
    Synchronous Timer: frames=1
    Sound Effect: 514
    Synchronous Timer: frames=1
    Sound Effect: 510
    Synchronous Timer: frames=1
    Sound Effect: 509
    If Compare: IC-Basic[1018] >= IC-Basic[3186]
    Set Loop Infinite
    External Graphic Effect: File=3, Graphic ID=16, Bone=1, Translation=(0, 0, 0), Rotation=(0, 0, 0), Scale=0.5, Random Translation=(0, 0, 0), Random Rotation=(0, 0, 0), Anchored=true
    Synchronous Timer: frames=1
    Execute Loop
    Else
    If Compare: IC-Basic[1020] >= IC-Basic[3186]
    Set Loop Infinite
    Synchronous Timer: frames=1
    Execute Loop
    Else
    Set Loop Infinite
    Synchronous Timer: frames=1
    Execute Loop
    End If
    End If
    End If

    [/spoiler]

    That's for the graphic. They're both placed in the attacks that use them, and they all work perfectly. Hitboxes and sfx work. All that needs to be fixed is the gfx.

    Now for the run.

    The run is an animation of the TransN moving upwards.

    This is the code in the WallRun

    Code:
    Asynchronous Timer: frames=28
    Change Subaction: sub action=Fall


    This is the third problem. The Side smash. I'll probably have to send over the animation, but here's the coding:

    Code:
    Asynchronous Timer: frames=33
    Offensive Collision: Id=0, Bone=29, Damage=15, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.8, Z Offset=6.5, Y Offset=0, X Offset=-1, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410
    Offensive Collision: Id=1, Bone=29, Damage=15, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.8, Z Offset=1, Y Offset=0, X Offset=-1, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410
    Offensive Collision: Id=2, Bone=23, Damage=14, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.4, Z Offset=0.9, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410
    Offensive Collision: Id=3, Bone=0, Damage=14, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3, Z Offset=0, Y Offset=9, X Offset=1.5, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=579012226
    Synchronous Timer: frames=10
    Terminate Collisions
    Synchronous Timer: frames=2
    Bit Variable Set: RA-Bit[16] = true
    Asynchronous Timer: frames=39
    Bit Variable Clear: RA-Bit[16] = false
    Allow Interrupt

    The Second Smash

    Code:
    Asynchronous Timer: frames=40
    Offensive Collision: Id=0, Bone=29, Damage=17, ShieldDamage=0, Direction=48, BaseKnockback=20, WeightKnockback=0, KnockbackGrowth=90, Size=3.8, Z Offset=6.5, Y Offset=0, X Offset=-1, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410
    Offensive Collision: Id=1, Bone=29, Damage=17, ShieldDamage=0, Direction=48, BaseKnockback=20, WeightKnockback=0, KnockbackGrowth=90, Size=3.8, Z Offset=1, Y Offset=0, X Offset=-1, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410
    Offensive Collision: Id=2, Bone=23, Damage=20, ShieldDamage=0, Direction=48, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.4, Z Offset=0.8, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410
    Offensive Collision: Id=3, Bone=0, Damage=19, ShieldDamage=0, Direction=48, BaseKnockback=30, WeightKnockback=0, KnockbackGrowth=90, Size=3, Z Offset=0, Y Offset=9, X Offset=1.5, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=579012226
    Asynchronous Timer: frames=50
    Terminate Collisions
    Asynchronous Timer: frames=56
    Allow Interrupt


    And that's it. If it's too much and needs spoilers, I'll do it. Although it's much harder to read in spoilers.
    « Last Edit: July 04, 2013, 09:01:20 PM by drogoth232 » Logged



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    « Reply #4364 on: July 05, 2013, 09:54:43 AM »


    For your GFX, try replacing your Else commands with EndIf commands.

    For your wall running, try having it direct to a new Action when he hits a wall, instead of a new Sub Action.

    For your Side Smash, look at the Attributes in BrawlBox.
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