Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Kevinrus778 on August 06, 2009, 07:11:52 PM



Title: Project Explosive Monkey! (Kevinrus778 & Segab Collab)
Post by: Kevinrus778 on August 06, 2009, 07:11:52 PM
Alright guys, I think I'm ready to release a Beta of Explosive Monkey (Diddy)

It's not much of a moveset change, it's just special effects, and a few other things you may like.
Of course, I'll gladly work on movesets once I find out how to work with those, any help would be appreciated.

Anyways, some important things to note:

- Attributes have been changed a bit, only to try and make game play a bit better with Diddy.
NOTE He does have 8 jumps, not that you have to use them, but it's also easily edited.

- Charging the Smash attacks will result in "damage waves" which work at a good distance, and do have somewhat of a suction to them(only if the enemy is close), so they kinda bring the enemy in to your charged smash .

- Side B does have a decent-sized set of sparks coming out from behind you when you use it, you're not imagining things (I may make these bigger if requested by others) It also shows an explosion when you do the latch on hit(It also leaves behind a small fireball on the field for some reason, I'll look into this later)

Please, anyone who uses this .pac, remember, Use, Comment, Let me know of other bugs/glitches, and STAY EXPLOSIVE! ^_^

Beta Version 1.0 (http://www.mediafire.com/?sharekey=6ca25ff9c3524f041686155677bb2685730762aeb77acf89)

Beta Version 1.2 (http://www.mediafire.com/?sharekey=6ca25ff9c3524f041686155677bb268507f3b9af463a8adc)

 VIDEO!!! (http://www.youtube.com/watch?v=HgMBWJPD8S0)


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 07:35:38 PM
The fact that I don't have any replies either means that it's awesome and has no bugs, OR, that I completely failed and my Explosive Diddy sucks -_-

Please guys, I need some feedback!


Title: Re: Project Explosive Monkey!
Post by: FinalSoraRiku on August 06, 2009, 07:36:29 PM
Just wait till tomorrow, it's a little late.


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 07:40:56 PM
Ah, well, this is true.

Well, just to know, have you tried it out yet finalsorariku?


Title: Re: Project Explosive Monkey!
Post by: Segab on August 06, 2009, 07:43:51 PM
The fact that I don't have any replies either means that it's awesome and has no bugs, OR, that I completely failed and my Explosive Diddy sucks -_-
or that you are impatient
it's not Smashboards here, you might not get an answer in just 20 minutes  :|


Title: Re: Project Explosive Monkey!
Post by: FinalSoraRiku on August 06, 2009, 07:50:51 PM
Ah, well, this is true.

Well, just to know, have you tried it out yet finalsorariku?
No, I will in the morning.  It's 9 PM here, I go to bed around 9:30.


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 07:52:12 PM
Yeah, I guess so =|

I just saw the other topics getting responses rather quickly, but I seem to forget active topics get replies WAAY quicker than new ones when they first open up... Yeah, the waiting game begins.

Oh btw, Segab, I was thinking. Could it be possible to make those fireballs for the forward/back airs by moving the offsets for the graphics, or would I need to put some time delays in there too?

@finalsorariku
- Ah, alright, sounds good to me.


Title: Re: Project Explosive Monkey!
Post by: Segab on August 06, 2009, 07:58:42 PM
yup, I need to add graphic effects and hitboxes, and make them spawn at the same places, then make them disapear while another one is spawning a bit further.


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 08:04:33 PM
O_o. Wut? lol

Well, I got what you said, but I would have no idea how to do that. Let's see...

Offensive Collisions, specific offsets, and then graphics coordinating with those, as well as timers for how long each one lasts...*shoots self* Good luck, I hope you can manage something beast    :kdance: :kdance: :kdance:


Title: Re: Project Explosive Monkey!
Post by: Pringles09 on August 06, 2009, 08:14:56 PM
Just tried it out myself and I think its great :D
Sure it could use some improvements but its awesome for the first release.
The only problem I encountered was his third attack in his basic combo there's a little bit of an animation glitch where he'll jump back and repeat the animation again but nothing too major.
I would be happy if maybe you could teach me how you did the multiple jumps. :)


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 08:20:30 PM
Just tried it out myself and I think its great :D
Sure it could use some improvements but its awesome for the first release.
The only problem I encountered was his third attack in his basic combo there's a little bit of an animation glitch where he'll jump back and repeat the animation again but nothing too major.
I would be happy if maybe you could teach me how you did the multiple jumps. :)


=P cool, good to know.

Yeah, actually, you just reminded me of that. I tried making it so instead of his stupid tail-wagging for the third jab, it'd be his forward smash, but that, apparently didn't work out, and I completely forgot to test that -_- But yeah, thanks, I'll look into that.

And as for multiple jumps, go to attributes, and go the the offset (thing with 0xyadayada)

and edit the one that is "0x060"...For most characters, probably excluding all the flying/floating characters, it should be set as 2 to begin with. (But remember, this is still in Hex) Though, I don't think you want TOO unfair of a jump amount, =P


Title: Re: Project Explosive Monkey!
Post by: Pringles09 on August 06, 2009, 08:30:36 PM
Well drat I thought it would be as simple as just switching a few numbers around I have no idea how to hex -_-
Oh well, so if I was planning on giving him 3 jumps would it be 0x061 or 0x063?!
I have a feeling that's not right...*facepalm*
Would you mind explaining a little more :)

Edit: Wait never mind I figured it out :D


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 08:39:33 PM
Oh, uhh, there's an "Attributes" tab, as you've probably already seen, Here, I'll show a photo...the value you change is all 9999999's, I did it so it's obvious, lol.
Multi-Jump Photo (http://www.mediafire.com/?sharekey=6ca25ff9c3524f04d2db6fb9a8902bda)


Title: Re: Project Explosive Monkey!
Post by: Segab on August 06, 2009, 08:48:18 PM
DONE
not sure if it's what you wanted, but it's cool :D
http://www.megaupload.com/?d=AI8YO0PJ
It makes 3 fire orbs one after the other, each smaller than the previous and dealing less damage. (1st does 8%, 2nd does 6%, 3rd does 4%)
You can combo 2 of the orbs pretty easily, and you can combo them all if the opponent is damaged enough, and with some timing.


you want this as his B-air too, but the fire orbs go the other way?


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 09:04:26 PM
Yeah, that definitely sounds like something I was aiming for.

Thanks again Segab, I'll try it out in a bit!  :happy: :happy: :kdance: :kdance: :kdance: :kdance: :happy: :happy: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance:


Title: Re: Project Explosive Monkey!
Post by: Segab on August 06, 2009, 09:05:34 PM
*expects an even bigger smiley spam when he tries it*


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 09:10:57 PM
Okay, I just tried it out, and My face =  :af2:

It's like how I imagined it, however, I just noticed...Whatever code you used to make it...I have to re-copy that to my new Diddy -_- lol It's probably going to suck, but w/e, It must be done!


Title: Re: Project Explosive Monkey!
Post by: Segab on August 06, 2009, 09:13:29 PM
just copy the subaction 63 and the contest from "Main" and "GFX" to the new pac file.
btw, I put the Sakurai angle on his F-air, so it can have tripping effects on opponents on the ground, lol


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 09:20:49 PM
Oh wow, the code for it isn't actually very large. SWEET xD (However, it's still kinda confusing when going back and forth between Main and Gfx, and trying to see how you tied graphics with hitboxes...


Title: Re: Project Explosive Monkey!
Post by: Segab on August 06, 2009, 09:34:15 PM
I just put the same Bone, the same offsets and the same size.
But the orbs were too big to I scaled them down, but leaving the hitboxes as they were, because they were already ok.

and to make an hitbox appear and disappear when you want it, look:
Timer: time=400000 intervals
Offensive Collision (and settings......) [this part says you want the hitbox to first appear at 400000 intervals after frame 1]
Timer: time=500000 intervals
Terminate Collisions [this says you want the hitbox to stop, at 500000 intervals after frame 1 (so here, the hitbox lasts 100000 intervals)]

edit: I almost forgot: http://www.megaupload.com/?d=DARQ0OKH here's the B-air as well


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 09:37:37 PM
Oh wow...So, this is all kinda just time added up? Well, frames added up?...K, cool, good to know. I just wish I've been messing with intervals long enough to know how long 100000 intervals is, lol..

But anyways, important question. You know how there are multiple "Timer" commands, and multiple "Graphic Effect" commands? Does it really matter which one we use?


Title: Re: Project Explosive Monkey!
Post by: Segab on August 06, 2009, 09:40:35 PM
actually, yes. Well, for "Timer" at least.
but they're all named the same, so you can't really know

I know that Dragonrage used a different "Timer" than mine, and it says how much intervals is between each event, except than all being based from frame 1, like mine.


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 09:42:46 PM
I think I'm liking the sound of DragonRage's timer, where is it? lol

Unless, it's one of the two at the top (First and Third commands, right above and below Nop)...

If it is, : *facepalm*


Title: Re: Project Explosive Monkey!
Post by: Kevinrus778 on August 06, 2009, 09:48:30 PM
lmao, I didn't even see the edit, *facepalm*


Title: Re: Project Explosive Monkey! (Kevinrus778 & Segab Collab)
Post by: Kevinrus778 on August 08, 2009, 06:15:36 AM
Sorry for the lack of updates guys, I'm currently working with my online course, and I not too long ago finished editing the crazy big hitboxes for the damage rings so they're not cheap as hell now ^_^

I will edit the 1.21 link, since it's not much of a revision (I'll end up doing this sometime later today, or tomorrow)


Title: Re: Project Explosive Monkey! (Kevinrus778 & Segab Collab)
Post by: Segab on August 14, 2009, 09:37:43 PM
http://www.kittycorp.xtreemhost.com/?p=1164  :af:


Title: Re: Project Explosive Monkey! (Kevinrus778 & Segab Collab)
Post by: Kevinrus778 on August 15, 2009, 12:31:29 PM
 :happy: indeed ^_^


Title: Re: Project Explosive Monkey! (Kevinrus778 & Segab Collab)
Post by: Shipomaster on August 25, 2009, 05:05:56 PM
Hey! Good job on what you've one so far but may I make a suggestion?Those little changes to his A attacks are good and all but it lacks awesome B moves... And here's an idea to save you some time. Why don't you team up with untouch and his lava diddy hack, which lacks A moves. It's perfect! You supply diddies A moves, and he supplies diddie's B moves! Plus his diddy has a different final smash! OMG! At least talk with him, cause if you combined your codes, you would have the best psa character made yet. Heres his video of his lava diddy: http://www.youtube.com/watch?v=YKdR1m1gnY8
Your characters are so similar in style anyway, it'll work perfectly. :af:


Title: Re: Project Explosive Monkey! (Kevinrus778 & Segab Collab)
Post by: SnesS on August 25, 2009, 10:10:00 PM
i second that notion. whats an explosion without lava?