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31  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lightning Luigi on: August 08, 2009, 08:00:54 AM
Sounds catchy. Can't wait to see what it's like!
32  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: FinalSoraRiku messing around with SA (elemental TL) TAKING REQUESTS on: August 08, 2009, 07:54:35 AM
Editing specials can be a pain.

UpB Teleport is quite impossible at the moment (Please, do tell me if someone has found out how)

NeutralB Charage Shot Loop. I take it you mean multiple shots? That wouldn't be too difficult, but again, Special editing.

SideB Hyper Missle would be slightly tedious. Seeing as how I've never looked at Samus' code, I don't know if her missle is sizeable. But the explosion should be.

DownB Electric Morph Ball... This would kinda be like the missle. Unless all that is required is the Gfx for the SpecialLw Subaction to have some kind of an electric grahpic...Not sure if that'll do the trick though.
33  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Explosive Monkey! (Kevinrus778 & Segab Collab) 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)
34  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lightning Lucas V0.1 on: August 07, 2009, 09:36:51 PM
From the vid, it looks like 1 damage every half a second, lol.
35  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Pringles "Better" Falcon Updated to 2.0 on: August 07, 2009, 10:02:18 AM
*tires it*
36  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Pringles "Better" Falcon Updated to 1.5 on: August 07, 2009, 12:21:44 AM
Okay, I've been editing Explosive Monkey for a while, and I just got to testing your Falcon.

2 things should be changed, in my opinion.

1. Make the jump height lower, otherwise you won't be able to ground-aerial, if you know what that is.

2. Put some cool effects in your attacks, it'll make the character seem more...dynamic?

Though, I do think the Down air having an Impale flag was a good idea (I mean cmon, with those beast thighs, I'd be surprised if that didn't happen every time ^_^)

And the quick stun punches don't work very well, try messing around with the middle four digits of the flag, I've seen some posts by Segab and one other member of these forums discuss this flag changing, so all thanks about this go to Segab.
37  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 06, 2009, 09:59:27 PM
Does anyone know the address of a good fiery explosion effect?  I'm changing Ike's counter to a burst of fire, but when I use his eruption effect, the sword glow sticks up his butt... Mario Facepalm

I'll dig around in his FS file tomorrow and see if I can find anything, but if you know of anything, please say so.

FS file?
38  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Angel Yoshi - Full Attack and Texture Hack on: August 06, 2009, 09:57:31 PM
It's good, but I was expecting more out of the wings. You should make him able to fly =P

Of course, I wouldn't know how to, so I can't really say much ^_^
39  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Pringles "Better" Falcon Updated to 1.5 on: August 06, 2009, 09:50:19 PM
I will be sure to try it soon, gimme 'bout 10 min.
40  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Explosive Monkey! on: August 06, 2009, 09:48:30 PM
lmao, I didn't even see the edit, Mario Facepalm
41  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Explosive Monkey! 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, : Mario Facepalm
42  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Villain of Time! on: August 06, 2009, 09:40:42 PM
40 in hex is 64, so I'm not quite sure why the game crashed...Do you have any loops in your code? Especially one without a Loop Rest before the "Execute Loop" in your code...If you have no loops like that, then I'm not quite sure what could be causing the crash, sorry =|

@Segab

Yeah, I know what they are, but I don't know how to count a frame. I forgot how fast the Wii runs frames...that is, how many a second.
43  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Explosive Monkey! 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?
44  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Sub Action values and help on: August 06, 2009, 09:31:48 PM
everytime I try to put an Execute Loop event, it results on crashing... There's something I'm missing.

Segab, you need a Loop Rest the line before an "Execute Loop" command.
45  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Villain of Time! on: August 06, 2009, 09:24:26 PM
Right. I can actually understand that after seeing the Tri-Flame code you made.

Though, the time you choose to end with, I'm thinking you had to trial & error that, because your timing is WAAY too good if that was your first try, lol. How do you count in frames anyways? O_o
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