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46  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: I Take CSP, CSI (CSS Icons), and BP Requests on: June 01, 2015, 08:46:08 PM
Can you do a CSS Icon of Eduard Elric from Fullmetal Alchemist?
47  Super Smash Bros. Brawl Hacking / Music & SFX / Re: ThePhantomPsychic's Sounds and looping Chamber on: June 01, 2015, 03:04:24 PM
Oops, I didn't get to it in time. Another thing, I'm very forgetful, so sorry. But glad someone helped you!
48  Super Smash Bros. Brawl Hacking / Music & SFX / Re: ThePhantomPsychic's Sounds and looping Chamber on: May 18, 2015, 03:16:16 PM
Sorry I was so late. I didn't check. (SEE!?!) I will try to get to it, but I have homework... Sad
49  Super Smash Bros. Brawl Hacking / Music & SFX / ThePhantomPsychic's Sounds and looping Chamber on: May 01, 2015, 03:44:05 PM
It's me again! I have experience with sfx, so if you want one done, just comment below, also, I do song requests. HOWEVER, there are some songs with no loop point, so beware! Also, please try not to request songs with words to them, because it doesn't loop as smoothly.
(ex: an eminem song repeating the words)

But, I do make .sawnds, so If you want one, just ask.

I'm hoping to get Pika girl on here as a song, but the problem is, it has lyrics, and I don't want him to repeat the lyrics over and over and, well, you get the gist, but post below. Also, I may not check this thread as often as the next guy with a music thread, so if you have a request on here for a prolonged amount of time, p.m. me.

(prolonged time = over 1 week)

(also, I need .wavs to make custom .sawnds)
50  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ThePhantomPsychic's Moveset Thread on: April 29, 2015, 03:52:16 PM
Just so you know, (since it's a little obvious that Deoxys will win), I can't yet make alternate forms... That requires more filespace and a bit more knowledge for me...
51  Help & Tutorials / Help / Re: Some stages just "black out" on: April 28, 2015, 02:49:54 PM
Can u record this and send it to me?
52  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: LExodio-SBrawler-Blase005 PSA's Bomberman over Olimar v0.9 is done on: April 25, 2015, 03:10:51 PM
*follows*
53  Help & Tutorials / A/A Tutorials / How to make a 3 level charge (cancelable) attack in Brawlbox v0.68b on: April 24, 2015, 10:23:41 PM
Probably some of you want to know what "cancelable" means. That means, when you push the "B" button during the attack, a weaker version fires off, like Samus's charge shot.

What you'll need:
Brawlbox v0.68b
FitCharacter.pac
This tutorial.
An animation for charging.

Note: Try not to use characters with low memory limits (some characters will freeze the game quicker than others, due to the size of the moveset file being too large. I chose Mario for this tutorial, but if the character you choose works, use them), because you will have a heck of a time using this tutorial if you don't have a "lenient" (in terms of file space) file.

For the charge subaction, I decided to add some damage based heavy armor, but this is optional to you.

Code:
[optional]Super/Heavy armor: State = Damage based Heavy Armor; tolerance = 15[/optional]
Asynchronous timer: frames = 4

I chose 4 frames in the coding, because I thought that was when you should be able to roll out of it, but you can choose anything, but I recommend it being early in the animation.

Now to add the coding that allows you to ACTUALLY roll out of the attack.
Your coding should be this far after updating:
Code:
[optional]Super/Heavy armor: State = Damage based Heavy Armor; tolerance = 15[/optional]
Float variable set: La-Float [101] = 2
Asynchronous timer: frames = 4
Change action:31 requirement = compare: IC-Basic [1011] >= IC-Basic [3149]
Additional change action requirement = compare: IC-Basic [21001] < IC-Basic [23038]
Additional change action requirement = on ground
Change action:32 requirement = compare: IC-Basic [1012] >= IC-Basic [3149]
Additional change action requirement = compare: IC-Basic [21001] < IC-Basic [23038]
Additional change action requirement = on ground

You may be wondering, why did he put a Float variable in there? To answer that, it's for controlling the amount of damage the attack does.

Now, we need to update the variables in the subaction:

Code:
[optional]Super/Heavy armor: State = Damage based Heavy Armor; tolerance = 15[/optional]
Float variable set: La-Float [101] = 2
Asynchronous timer: frames = 4
Change action:31 requirement = compare: IC-Basic [1011] >= IC-Basic [3149]
Additional change action requirement = compare: IC-Basic [21001] < IC-Basic [23038]
Additional change action requirement = on ground
Change action:32 requirement = compare: IC-Basic [1012] >= IC-Basic [3149]
Additional change action requirement = compare: IC-Basic [21001] < IC-Basic [23038]
Additional change action requirement = on ground
Asynchronous timer: Frames = 57
Float variable add: LA-Float: [101] +=4
Asynchronous timer: Frames = 114
Float variable add: LA-Float: [101] +=4
Asynchronous timer: Frames = 156
Float variable add: LA-Float: [101] +=4
Asynchronous timer: Frames = 179
Bit variable set: La-Bit: [100]
Super/Heavy Armor: State=0; Tolerance=0;

You may wonder why I threw that bit in there, and it's to tell the game that the attack is finished.
Go to the "Other" Tab in this subaction, and put this coding in:
Code:
Set loop: times = 179
               if button press:1
                     change subaction (the one you want to use for attacking the opponent.)
               end if
Execute loop

What this does is let your program push the "B" button and let it interrupt the current subaction.

Now, go to the Actions tab that coordinates with this subaction.
(274=Neutral Special, 275=Side special, 276=Up special, 277=Down Special.)
Clear other coding and put this coding in:
Code:
If on ground:
    Change action = 14: requirement in air
    If bit is set: LA-Bit [100]
            Change Subaction (the attacking one)
    else
            Change Subaction (the charging one)
    end if
else
    Change action = 0: requirement on ground
    If bit is set: LA-Bit [100]
            Change Subaction (the attacking one)
    else
            Change Subaction (the charging one)
    end if
end if

What this does is it tell the game "if the character is off the ground, change the action." or "If the character lands, change the subaction. It also asks if the game is done with the charge, by asking if the bit is set.

Now, go to the attacking subaction, and put this coding in:
Code:
Bit variable clear: LA-Bit [100]
Asynchronous timer: (however many frames until the attacking part)
Special offensive collision: ...Damage = LA-Float [101]... <-(I told you we'd get to this.)
Synchronous timer: (However many until the attacking part's over.
Terminate collisions
Float variable subtract: LA-Float [100] -= 12
Asynchronous timer (1 frame before the ending frame of the animation)
Allow interrupt

Just a little bit more coding.

In both the entry subactions, put:

Code:

Bit variable clear: LA-Bit [100]


That should be all, PM me or post below if there are any problems.
54  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ThePhantomPsychic's Moveset Thread on: April 24, 2015, 03:53:18 PM
UPDATE: Psycho Mario now has a COMPLETELY different charge for the neutral special, (as stated above), and hopefully, some 2D fire in his hands. PSYCHO MARIO ALPHA hopefully released soon. Smiley
55  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ThePhantomPsychic's Moveset Thread on: April 18, 2015, 03:44:04 PM
I've re-animated it, and it looks weird, but I gave Psycho Mario a new SpecialN that WORKS! However, due to a variable not resetting, I have not uploaded it yet. The variable caused the attack to gain power by 12 each time you used it, not how long you charged it. Also, when used in brawl (not training,) it freezes as soon as you move. I don't know why, but you do. I have changed some variables and it worked, but I'm gonna need to change more.

Post Merge: April 18, 2015, 06:25:32 PM
UPDATE: I've fixed the above glitches, now it works in air too, but have not uploaded it yet, sorry 4 suspense.

Post Merge: April 18, 2015, 10:59:35 PM
NOW I HAVE UPLOADED IT!!!
Click här.


Post Merge: April 19, 2015, 05:07:24 PM
Even though it was a CLEAR tie, my next project will be... PAPER MARIO (TTYD)!!! Congradulations, you two people Tongue
56  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ThePhantomPsychic's Moveset Thread on: April 15, 2015, 02:42:11 PM
I can see that, it is a charge attack, I got it from one of the tutorials here, but it has never worked. I don't know why, but I think I'm going to change that attack alltogether.
57  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ThePhantomPsychic's Moveset Thread on: April 14, 2015, 05:06:43 PM
Ok, I will have Psycho Mario up in a minute.

Post Merge: April 14, 2015, 06:07:43 PM OR April 14, 2015 08:36:38
Click här.
58  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ThePhantomPsychic's Moveset Thread on: April 09, 2015, 02:40:23 PM
I'm working on them, but I'll post a bit later.

Post Merge: April 09, 2015, 03:53:04 PM
Ok, Who's ready for ICE WARIO!!! beta...

Here he... IS!

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208215
59  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ThePhantomPsychic's Moveset Thread on: April 09, 2015, 11:15:46 AM
Thank you, BronzeGreekGod, but due to an error, my sanction has been removed, so I can post to answer any questions now.
60  Help & Tutorials / Help / Re: Help! Imports not working! on: April 02, 2015, 03:52:50 PM
I can make one, it's easy, and if you don't have the .pac, it might crash. It hasn't happened to me, but it might be your case.
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