Project Explosive Monkey! (Kevinrus778 & Segab Collab)

Started by Kevinrus778, August 07, 2009, 01:11:52 AM

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*expects an even bigger smiley spam when he tries it*

Okay, I just tried it out, and My face =  :af2:

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!
If you never take a chance, what chance do you have?

just copy the subaction 63 and the contest from "Main" and "GFX" to the new pac file.
btw, I put the Sakurai angle on his F-air, so it can have tripping effects on opponents on the ground, lol

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...
If you never take a chance, what chance do you have?

August 07, 2009, 03:34:15 AM #19 Last Edit: August 07, 2009, 03:35:18 AM by Segab
I just put the same Bone, the same offsets and the same size.
But the orbs were too big to I scaled them down, but leaving the hitboxes as they were, because they were already ok.

and to make an hitbox appear and disappear when you want it, look:
Timer: time=400000 intervals
Offensive Collision (and settings......) [this part says you want the hitbox to first appear at 400000 intervals after frame 1]

Timer: time=500000 intervals
Terminate Collisions [this says you want the hitbox to stop, at 500000 intervals after frame 1 (so here, the hitbox lasts 100000 intervals)]


edit: I almost forgot: http://www.megaupload.com/?d=DARQ0OKH here's the B-air as well

Oh wow...So, this is all kinda just time added up? Well, frames added up?...K, cool, good to know. I just wish I've been messing with intervals long enough to know how long 100000 intervals is, lol..

But anyways, important question. You know how there are multiple "Timer" commands, and multiple "Graphic Effect" commands? Does it really matter which one we use?
If you never take a chance, what chance do you have?

actually, yes. Well, for "Timer" at least.
but they're all named the same, so you can't really know

I know that Dragonrage used a different "Timer" than mine, and it says how much intervals is between each event, except than all being based from frame 1, like mine.

I think I'm liking the sound of DragonRage's timer, where is it? lol

Unless, it's one of the two at the top (First and Third commands, right above and below Nop)...

If it is, : *facepalm*
If you never take a chance, what chance do you have?

lmao, I didn't even see the edit, *facepalm*
If you never take a chance, what chance do you have?

Sorry for the lack of updates guys, I'm currently working with my online course, and I not too long ago finished editing the crazy big hitboxes for the damage rings so they're not cheap as hell now ^_^

I will edit the 1.21 link, since it's not much of a revision (I'll end up doing this sometime later today, or tomorrow)
If you never take a chance, what chance do you have?


 :happy: indeed ^_^
If you never take a chance, what chance do you have?

Hey! Good job on what you've one so far but may I make a suggestion?Those little changes to his A attacks are good and all but it lacks awesome B moves... And here's an idea to save you some time. Why don't you team up with untouch and his lava diddy hack, which lacks A moves. It's perfect! You supply diddies A moves, and he supplies diddie's B moves! Plus his diddy has a different final smash! OMG! At least talk with him, cause if you combined your codes, you would have the best psa character made yet. Heres his video of his lava diddy: http://www.youtube.com/watch?v=YKdR1m1gnY8
Your characters are so similar in style anyway, it'll work perfectly. :af: