I heard that Dant passed off the Clone Engine project to someone else (can't remember who), but I haven't heard anything on that front, either, as of late. I can't even remember where I heard that, for that matter, so...*shrugs*
As for Brawl Masquerade, DS22 was working on it last. He has a thread here: http://forums.kc-mm.com/index.php?topic=41166.0. It's locked for the moment, but I'm assuming he's still working on it.
I've been working on a PSA, but have into a wall of sorts. I need to see what the max strength of the shield is (LA Float 3 would equal this before the shield is damaged/used), so that I can know what numbers I should be using for my If/Then statements. However, I don't know how I could find this out.
Is there a piece of software I could use with Dolphin, a Dolphin function, or a Code that I could use to find this number? If anyone just knows what it is (if it's even the same between characters), that would be fine too.
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Edit: Okay, I figured it out myself.
Here:
Float Variable Set: LA-Float[103] = LA-Float[3] Set Loop Infinite Float Variable Subtract: LA-Float[103] -= 1 If Compare: LA-Float[103] < 0 Loop Break? End If Add/Subtract Damage: 1 Execute Loop
Just enter this code into a Subaction and change LA-Float[3] to whatever float variable you're trying to check. It should appear as your damage (make sure your Damage % is equal to 0). If you want to check a Basic variable, just change everything to Basic type.
It stretches from the selected bone to a relative coordinate location (the hitbox offset), but can't extend between bones or such (unfortunately), to be precise.
That aside, I hope BlackJax integrates the functionality-it's one of the cooler flag features, and could be very useful for PSAs.
While it's true, as far as I know, that BlackJax isn't working on .rels and articles, I think it's more than a little pessimistic to say that we won't figure them out eventually. PW and Dantarion are amazing, but they aren't the only people who can understand those kinds of things. It's still worth hoping for the future, not to mention doing some research of your own.
After all, we have a massive community here. If a concerted effort were to be made, we could probably figure these things out (with enough time).
...I'm just saying, don't claim impossibility. After all, model importing once seemed nigh-impossible, too.
PSA Assistant has been updated-it now features the up-to-date sounds flags format. I've also updated the Brawlbox link to take you to the development thread. GFX page has been adjusted to show more of the list at one time (still no visual display, however).
The program will likely be discontinued or re-purposed after Brawlbox becomes capable of moveset editing, but I'll maintain it in the meantime.
Welcome to my new thread, which I have created for the purpose of distributing and showcasing new software that I have created. For now, this thread only includes my new PSA Assistant program. In the future, this will grow to include others.
The PSA Assistant is a program that I have been working on (in one form or another) for a while now. Simply put, it is a general resource to aid in the creation of PSAs. It does not alter Brawl Files in any way, instead acting as a supplementary tool.
Features in v0.5:
Knockback Gauge: The only feature yet added to assist in the creation of hitboxes outside of Flags. It shows knockback growth values of vBrawl hitboxes and visually shows the user how an entered knockback growth value compares.
Text-Based GFX Library: For right now, this is basically just the list of GFX from the Documentation Wiki. In the future, however, it will include standalone gifs of each graphic.
Hitbox Flag Maker and Decoder: This tool allows the user to set up Flags for hitboxes in an accessible format and then converts their selections into the correct Hexidecimal value. It also allows the user to input a Hexidecimal value and will set up the controls to show what the entered Flags Hex will do in-game.
Special Hitbox Flag Maker and Decoder: Does the same as the above, but for Special Collision Flags.
Planned Features:
Complete Hitbox Design Assistance Interface: Will expand to include the Knockback Gauge and several other resources.
Selectable Visual GFX Library
Possible Features:
Flag SFX previewing
PSA Notes: For saving snippets of code and personal notes on events, variables, etc.
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Please send feedback if you use it-be it criticisms, bug reports(I think I got them all, but...), or suggestions for new features (I would like to include everything I can in this. Please understand, however, that I'm not yet skilled enough to modify or read actual Brawl Files.)
...that should work to a degree. The issue is that normal graphics don't have their owsn absolute location. There locations are relative to the player. If you do it without anchoring it to the article, then the projectile will move when you do, be unreflectable, and not outlast the subaction you created it in.
My advice would be to use the same article and modify it. If you can find a way to make it pass through walls or smashers, then you'll be fine. Alternatively, you could hide it (by shrinking its dimensions to 0 or, possibly, the article visibility event), and have it project create an outside graphic and hitbox that moves independently relative to the article's location. This way, it isn't linked to the player. The downside, however, is that-if it works (and it may not, it could be that any article-based hitbox making contact with a Smasher will terminate the article)-the projectile still won't be reflectable.
Of course, if you don't mind all the downsides to using a non-article, then this should be comparably easy.
Her gun isn't just a graphic, but it may have GFX components-I've never done a lot of work with Samus.
Really, this one's going to take a lot of in-game testing to figure it out.