I noticed something. I keep having some downloads each days in my brawl vault, but the total number of downloads stopped to increase in my BV signature recently. I changed it 3 times and it still does not want to increase each time i have a new download. What's happening ?
Ah... you know what ? It's exactly the same background that is in game. I didn't play Doom for a while so i forgot how it was looking like. The only thing that changed is the brain... it was like lava in game.
Okay so you never played this game, i see. The original background that goes with that daemon face in not this one in fact. I'm afraid that with a screenshot take in game, the quality would be too low. However it's matching more with the stage than the actual one... i'll see what i can do about it.
I take note of that last point. I think i know already what may replace it since i agree it's not going well with the rest. The fact is, i wanted to use a lot of different textures. About the background, what's wrong ? Are you refering to the fact when you zoom out everything is dark around ? I couldn't find a good picture of the original Icon of Sin. Hmm... i should take one in-game then.
There's a reason why Ninja is pretty much one of the hardest Awards to get.
The fact is, time spent online does not increase when you're doing nothing. Meaning that if you leave your computer on all night for example, with Kitty Corp in your internet browser (i'm sure some people tried), it won't do anything. Well, i'm not 100% sure of it, but i think it's the explanation.
For now my PSA/Animations projects are paused so i decided to start making stages. Well... not making them entirely, but modify stages i can find on the vault, delete some elements are retexture them, these are the only things i can do for now without causing a freeze. So my first attempt is named "Castle of Sin". The basis is Hyrule Castle 64, made by Mewtwo2000, where i'll change all textures, the background, and delete some towers and/or platforms. But before going farther i want to know what you think of it. I have taken one picture of what i made so far, check the spoiler below.
So why this name ? If you, like me, have known the famous game Doom (especially Doom 2) which was the first FPS game ever made (or one of the first) and that you played on computer during your childhood, then you may remember the last map : Icon of Sin. Where there is a big daemon face into a wall that shoots monsters at you, and in order to defeat it you have to shoot... into a hole on its head where you can see its brain. For those who used the no clipping code, inside the brain there is a human head on a spike, he is John Romero. That's it for the story. This stage will contain many textures taken from Doom 2, and, as you expected, the background is the daemon and his wall, the Icon of Sin itself !
Now here are pictures of my progress : Background
Main tower and floor (unfinished)
Area on the left (unfinished)
2013-06-26
2013-06-30 I didn't plan to take more picture but i can tell you that as it's going well, Version 1 of my stage will be release soon... like in 2~3 days. I know already how to improve some textures so i keep it for my V2. 2013-07-02 This is it, V1 has been released ! Now i'll work on V2 which will have its textures improved. 3 new pictures are available. Also i have to say that as the original game is old, quality of textures is low, i can't do anything about it... as well as the noise made by that guy riding his pig (that is invisible). If you know how to get rid of it, telling me would be cool.
Ok... I don't know what your PSA skills are, so i'm going to give you more details. Create a new subroutine. Insert the following code inside : Change Action: action=BD, requirement=On Ground Your subroutine have an offset ( 0x1EDB8 for example). Note it somewhere to not forget it. Warning : each time you add a line of code in a subroutine, its offset changes ! Now in the Sub Action 0 (Wait 1), insert the following code : If Compare : IC-Basic[2] >= XXX (XXX is the % of damages you want the character to lose a life) Sub Routine YYYYYYYY (in my example, i had to replace Y by 0001EDB8) End if It must work now.
I know this is very simple and it can be much better (like doing a true death animation with more coding and maybe with a motion file too) but... no time to do so. At least it will allow you to do what you requested in a simple and easy way.
There is something i added for all characters in the Wait1 subaction. If Compare : IC-Basic[2] >= XXX Sub Routine YYYYYYYY End if And in the new subroutine i added : Change Action: action=BD, requirement=On Ground So when the XXX damages are reached, the character simply disappears and lose a life, of course when he's on ground and not attacking.
I agree with LC-DDM. All my PSA / Moveset hacks are made from NTSC-US files, then i release both a NTSC-US and a PAL version of my hacks. This is just a copy/past of modified content from NTSC-US files into PAL files. Of course more work and time is needed when the right sounds have to be found as they don't have the same ID.
Activate these codes and they will allow you to play each pokemon separately, without pokemon swap when death and no trainer in the background. Just click on the pokemon you want to play in the CSS before starting (it works even if you don't have a CSS with the 3 separate pokemon slots). Warning : these codes are for NTSC-US region.