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391  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ike's new SideB: Flame Wave on: August 04, 2009, 10:23:56 AM
Hm I'll have to see where this moves goes eventually.

Anyway did some more changes:

- added aerial version with different Animation (Nair)
- added freefall on aerial version

Still has some bugs, though. When you hit left or right at the very start of the animation he goes sliding into that direction.
The move also lacks a landing animation.
Seems like I have to mess around with a few more If Else commands.

EDIT: Okay, so the aerial version is pretty much fixed now. Landing Animation and freefall both work. Just need to edit the sword hitboxes to go along with the animation.

EDIT2: Aha! Slidebug can be fixed by simpling mapping it to B instead of SideB, so I'm going to restore is old SideB now.
392  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ike's new SideB: Flame Wave on: August 04, 2009, 10:02:22 AM
Thanks to some guy on youtube I managed to completly replace the PMario stuff so the floating bug is fixed.
393  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 04, 2009, 08:33:58 AM
@ fireking220

Yeah that's pretty much the only part about specials I understand. The problem I have is the other stuff like if the character goes into freefall ,how the move works while airborne etc.
394  Super Smash Bros. Brawl Hacking / Attacks and Animations / dRage's new project revealed: Ichigo (v0.4 released!) on: August 04, 2009, 07:54:41 AM
Current Project

Kurosaki Ichigo (Bankai)

If you've visited this thread recently you may have noticed me going all emo about the limitations of PSA (which all came down to no frame speed changes) well we can change frame speed now so let's get back to kicking ass and chewing bubble gum.

Why I chose Ichigo for my next project you ask? Well the Flame Wave was just a test I don't know if I ever add more stuff to that moveset and VILE has started a community project similar to what Fire/Thunder Link was going to be. So the two choices left were Crono and Ichigo, well looking at the downloads for both textures it's obvious which one I should make (Ichigo won by ridicolous 1,3k downloads over Crono)

Let's start with the basics Ichigo uses Ike as the base character but in the end will play nothing like him. He should be a quick damage racker with few kill moves. I want him to be as balanced as possible. (sorry now ololol r0xx0r broken bankai for you =P) His moveset will be based off the anime (obvious) and his moveset from the DS games. The attributes are just starting points and will be tweaked constantly.


Releases:

Ichigo v0.4


Media:

Video of v0.1


Video of current version comming soon!


Physics:

Speed: about the same as ZSS (Run initial velocity: 1,92)

Jumps: First jump is slightly higher than Fox' and using both jumps he gains a little less distance than Falco. He falls slightly slower than Fox but it's still fast. (Jump V velocity: 3,5; Gravity: 0,172: Terminal velocity: 1,81)

Weight: 85 (5 more than Fox and 5 less than Peach)

Moves:

Jab
Goal: kinda like MK's just a bit slower, deals 2 damage per hit with low knockback
Animation: the three angled ftilt animations sped up
Status: three hit combo of quick slashes that can go back to the first one if A is pressed at the right time (need to find out how to make an auto jab or how to increase the input window)

FTilt
Goal: GTFO move with decent knockback but little growth; has quick startup to be used defensively but too much endlag to be followed up
Animation: stays the same but with altered start- and endlag
Status: done for now

DTilt
Goal: setup move with medicore knockback and growth that launches the opponent in the air at 60° to allow for aerial followups
Animation: second hit of jab (for some reason he kicks downwards when used on dtilt); beginning slowed down and sped up again after hitboxes end
Status: done for now

UTilt
Goal: juggle/setup move; quick move with almost 90° angle
Animation: FS initial hit grounded [Thanks .Fade =P]
Status: done for now

FSmash
Goal: horizontal kill move at higher percents ; technically a faster but weaker version of Ike's fsmash; will decrease the hitbox size compared to Ike's
Animation: Fsmash; sped up in the beginning similar to the speed of Fox' fsmash
Status: Done for now

DSmash
Goal: GTFO with low kill power and high endlag
Animation: Neutral B
Status: only tested animatons

USmash
Goal: vertical kill move; should kill a little earlier than fsmash but with more startup
Animation: looking for an uppercut type of animation (if you've played one of the DS games: his strong crouch attack)
Status: nothing

Nair
Goal: combo move with little knockback and landing lag
Animation: first hit of jab
Status: done for now

Fair
Goal: spike with decent knockback but high endlag and decent startup
Animation: Fair, slightly sped up beginning and shortend the time the hitboxes are out
Status: done for now

Bair
Goal: roughly the same as Ike's; slightly faster but less damage and knockback
Animation: Bair
Status: done for now

Uair
Goal: somewhat of a juggle move
Animation: aerial item up throw
Status: needs some fine tuning but mostly done

Dair
Goal: quick downward slash good for gimping (think of it as a toned down version of MK's Dair)
Animation: Nair; heavily sped up
Status: Done for now

Neutral B: Getsuga Tenshou
Goal: Shock Wave with medium range; 2 charge levels (1: press B once 2: after 2 seconds of charging); low knockback on inital charge; medium/high knockback on fully charged
Animation: Side B Swing; Wave Hit GFX
Status: first draft done: charging and unleashing works but both versions deal 10 damage even though one should do 6 and the other 15

Side B: Flash Step
Goal: Ichigo vanishes and reappears in another place; distance will be set and go only go straight left/right
Versinon 1: goal is for the move to not go into freefall but let it only be used once in the air (like Snake/Sonic's UpB); should have a decent amount of ending lag to prevent stalling
Version 2: freefall with a lot of endlag but a powerful attack at reapperance that kills at very high percentages
Status: went with version 1 but freefall since I cannot find what prevents an attack from being used twice in the air

Down B
Goal: not yet decied

Up B
Goal: not yet decided
 

Requesting help:

I need suggestions on what to do with the leftover moves and once a beta is released, feedback on that. The next one isn't nessecarily needed but I'm not satisfied with the shading of my Ichigo texture. Seeing how shading was one of the reasons why I gave up texture hacking I wouldn't mind if someone could improve my texture. That person would obviously recieve credit for it.



Old Stuff

Flame Wave (Discontinued for now)

Changelog:

1.2:
- aerial Flamewave now has IASA frames that start after at frame 60 to make the move safer offstage
- new Nair added: a quick burning spin, hits multiple times and deals between 3-5% damage (could be capable of more but that's what I got in tests)

1.1:
- removed freefall on aerial flamewave

1.0:
- Flamewave mapped to B instead of SideB, Quick Draw restored
- Flamewave now has an aerial version using Ike's Nair animation
- aerial version has a landing animation if the ground is hit before the move's animation ends
- aerial version will go into freefall if the animation ends
- the initial Slash does 5% damage with low knockback
- Flamewave spawns 5 flames in front of Ike each doing 2 damage
- broken D-Taunt removed
- added more voice clips to taunts
- added flaming sword and fire hiteffect to all aerials

And obviously you'll get no sympathy from him.

Flame Wave (Neutral B)


New Nair


Watch the vid! Flame Wave looks a lot cooler in motion. (The vid shows 1.0)

<a href="http://www.youtube.com/watch?v=brJV9LTB-HI" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=brJV9LTB-HI</a>


Flame Wave 1.2




Fire/Thunder Cycle Link (Discontinued for now)
Just finished the first draft of my newest Link moveset hack, that's something I wanted to do since the app came out but couldn't get working until today.

For starters all swordmoves deal fire damage. His neutral B is replaced with a move that switches between electric and fire.
So if you use it once all your moves will change  to electric damage and if you use it again they will change back to fire.
For now only the hittype changes but I plan to make most moves behave completly different depending if you're on electric or fire. Basic idea right now is making electric moves have less knockback and damage for better comboing and fire have more knockback for killing.

http://www.mediafire.com/?zy2yznyn0mi
395  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 04, 2009, 07:23:55 AM
Did you add it to all hitboxes the move has?

Cause it works for me, added fire hiteffect to all of Ike's aerials and his new SideB.
396  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 04, 2009, 07:19:30 AM
Eh, I still don't understand how most of the stuff in the Specials tab works.
I just looked at PMario's Side and Downspecial and noticed that their script under Specials is exactly the same.
So I simplied copied it over to Ike and it worked. The way the move works, hitboxes, animation, hiteffect, sfx, gfx all need to be modified in the subactions tab, though.

What I can understand from the script PW wrote for his Mario hack is that it starts with a calling a subaction (I used the one for Ike's SideB startup. This is the subaction where you 'create' the move) and after that sets some conditions. Like for example the character is treated like he's on the ground all the time while in the move. That's why you can stall with the move, btw. I tried adding a condition that if you're in the air you'll go into freefall after the move but all it did was putting him into freefall once he used the move regardless if he's on the ground or in the air.

So yeah I'm mostly clueless about that stuff but I'm getting the hang of hitboxes, graphics etc.
397  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 04, 2009, 07:05:24 AM
What exactly are you looking for? Making the move electric on contact or adding electricity to the animation. (similar to the Pikachu hacks)

The first one is easy:
Just go to the move's subaction ID and change the last digit of Flag for all hitboxes to 3.

For the second, if Samus has electric graphic effects on some moves you would need to look at those. If she doesn't have them there's probably nothing you can do unless we get a list of global effects.

Anyway small update on hiteffects:

0 - normal
2 - slash
3 - eletric
4 - ice
5 - fire

I also just finished creating my first custom B move. Will have a video up soon.
398  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 04, 2009, 03:24:44 AM
So I looked through some forums and people start making more and more discoveries.

The hiteffects seems to be tied to the last digit of the 'Flag' parameter for hitboxes. Since I'm mostly working on Ike right now I only found two types: Slash (2), Fire (5)

Someone over at GSC found the adress that holds the number of jumps. It's 060 in the attributes tab, should be 2 for most characters. Just change it to the number of jumps you want.

On the topic of External Graphic Effects, they don't seem to necessarily have to be character specific. Even though I couldn't add PMario's running fire to another character I was able to transfer the fire pillar of his downB.
399  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 03, 2009, 07:49:44 PM
External Graphic Effects?

I'm pretty sure those are character specific. Nothing happend when I tried to copy the external graphic calls from PMario's running animation.

Ike's explosion and flaming sword are also external graphic effects and those are for sure exclusive to him.
400  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 03, 2009, 07:16:31 PM
What are the Snake and BigSnake animations?

Those and Ottotto allude me. No clue what those are, best bet is probably simply replacing a move with one of those.
401  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 03, 2009, 07:12:30 PM
The specials are at the bottom of the list.
402  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 03, 2009, 06:55:09 PM
Ah makes sense.

Then the list should continue like this:

AttackS4Start  - Initate Fsmash
AttackS4S        - Fsmash
AttackS4Hold   - charge Fsmash
AttackHi4Start - Initate Usmash
AttackHi4         - Usmash
AttackHi4Hold  - charge Usmash
AttackLw4Start- Initate Dsmash
AttackLw4        - Dsmash
AttackLw4Hold - charge Dsmash
AttackAirN        - Nair
AttackAirF         - Fair
AttackAirB         - Bair
AttackAirHi        - Uair
AttackAirLw       - Dair

After that comes some AttackAirLanding stuff, not sure but I think that's the landing/lag animation of the aerials.
403  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 03, 2009, 06:37:59 PM
Ah that's pretty cool.

I looked through Ike's winning animations and added 'You'll get no sympathy from me' to his explosion down taunt.

In case someones interested the two SFX ID's I tested are:

986 - I fight for my friends
987 - You'll get no sympathy from me
404  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 03, 2009, 06:27:22 PM
Nice!

Did you change the size or is the fire just bigger on smashes?
405  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 03, 2009, 05:49:55 PM
Dragon, what's the address for the fire you added the Ike's aerials in your video?

External Graphic Effect (11010A00)

Graphic - 00230002 (Value)
Bone - 00000046 (Value)
Size - 60000 (Scalar)
Undefined - Boolen: True

There are two external graphic calls for some reason so I added the specific ID.
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