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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 28, 2018, 01:44:46 PM
thanks, that's really helpful. i had a feeling i might've had to resort to switching to another action or something.

and agreed on god characters, it's not like i even plan on really using this character once he's finished, so i'm confused?? on why im so motivated to finish it?

in any case, that only leaves me with the issue of removing metaknight's multijump, and finding a way to hit multiple times in one frame (i consider dealing more than 1 damage cheating in this character's case)

i'll return when i figure it out!
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 17, 2018, 02:04:23 AM
New PSA'er here, i've been teaching myself how to use Brawlbox 0.68 in order to create a character based off this flash animation i made. it's been really hard but i'm learning a lot. it's still in early phases, but resemblance to meta-knight was always intended.



intended to be a god character with a twist, (and a god awful color scheme)
Plasma Ranger Opus (PRO for short) can only deal 1 damage, but it attacks in the thousands per second (currently i'm limited to 1 attack per frame so it's current DPS is 60).

but it managed to become the most powerful entity in it's universe by exploiting the attack speed stat.



the character fantasy is a flashy speedster who can perform any action and cross any distance nigh instantly,  speed-blitzing opponents and destroying them before they can react. it lacks the instant killing capabilities of other god characters, but that really doesnt matter since enemies may as well put down their controller once PRO is on the same screen as them.




watch out when playing it, because PRO can easily fly off the screen in the blink of an eye.
but it can interrupt any action into another, even when sent flying by enemy attacks, so quick players can get away with anything even on small stages.

PRO lacks the brute force and durability to tango with extremely powerful god characters, but is well above the limits of normal brawlers, and even MAX onslaught falcon.

trying to clear target challenges quickly is an interesting challenge since you're more than fast enough to do it in 1 second, but you'll more likely just fly off the stage.


I'm currently missing a lot of abilities, forward smash, side-tilt, down-tilt, up-tilt, down-smash, neutral air and final smash.

visually it needs MAJOR changes, like it's jetpack, and shape of it's shades, not to mention animations. the smashes are going to be huge projects on their own.  Roll Eyes


quick question, do any of you know how to make a grounded attack put the character in the air? i've tried messing with air/ground states, momentum, move character flags, and combinations of those things but nothing seems to work.
3  Help & Tutorials / Help / My character can only use Up-Throw on: April 28, 2018, 05:01:38 PM
working on a character and they need more than 6 jumps, but no matter what value i input for jump limit, his jumps seem to turn off after his normal last jump. i can tell it's based on the sequential nature of the subactions, but i can't figure out how to just loop the first air-jump animation. is it a subroutine thing?

^^^^
i got through that particular issue. multi-jumps: http://forums.kc-mm.com/index.php?topic=66724.0
i kinda used this guide except backwards.

BUT now i got a new issue
how do i remove metaknight's shuttle loop glide? i can't figure out where it is in the actions list.


OK now my character's throws (and the grab jab) are doing nothing when the buttons are input. left, right, a, down, none of them do anything (as if the game isn't even receiving input), but up throw works like normal.
how do i fix this?
this is on metaknight, if it helps. it happened sometime after i removed his multijumps (replaced them with normal jumps, he's still t-posing when he jumps backwards in the air lol)

on brawlbox 0.68


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