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...
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!
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
Just tried it out myself and I think its great 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
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
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?
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! ^_^
Yeah thanks guys. I was just trying to find out soon to finish my Diddy...But then I saw .Fade's Sheik, and I thought, "My Diddy can be better", lol. THAT, and Jose Gallardo's CC Shadow. That made me really depressed, lol.
What I want to know is what the 'E' in 000E000D is...It looks like it's the same thing Phoenix Mario used, but instead of 'E', he has '1'...What is this digit for???
Is there any way someone could further explain how the switching of the forward smash and all the SubActions related to it with the Swing4 and all its related SubActions works? Because I've been looking back and forth between 3 different files (Sheik's, PMario's, and My Sheik's) and I'm unable to come up with how it's done...