dRage's new project revealed: Ichigo (v0.4 released!)

Started by dRage, August 04, 2009, 01:54:41 PM

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Simple amazing. *Studies your pacs*

At the moment all I've really done is give Luigi a flaming ass attack. ;_;


The timer is taken from the GFX tab, the small wind animation when he slams the sword into ground starts at that time.

I wanted the hitbox to come out at the same frame the sword hits the ground.

Quote from: picano on August 05, 2009, 12:16:11 AM
Simple amazing. *Studies your pacs*

At the moment all I've really done is give Luigi a flaming ass attack. ;_;

Sounds like progress to me =P

Quote from: Dragonrage on August 05, 2009, 12:17:40 AM
The timer is taken from the GFX tab, the small wind animation when he slams the sword into ground starts at that time.

I wanted the hitbox to come out at the same frame the sword hits the ground.

That's pretty clever 0_o

Btw, could adding 'Terminate Collisions:' at a certain interval eliminate the hitbox before the end of the taunt?



Quote from: picano on August 05, 2009, 12:16:11 AM
Simple amazing. *Studies your pacs*

At the moment all I've really done is give Luigi a flaming ass attack. ;_;
I might actually do that myself :D that's progress :af2:

August 05, 2009, 12:32:05 AM #34 Last Edit: August 05, 2009, 12:36:00 AM by Dragonrage
Quote from: picano on August 05, 2009, 12:16:11 AM
Simple amazing. *Studies your pacs*

Thanks =3

From all those hitbox modifictaion codes Brawl+ uses I already knew what most of the parameters do.
The rest was mostly trial and error and looking at PMario's pac for referrence.

But really the Flame Wave is the result of hell lot of tinkering around with values. I had the basic concept layed out when I started and simply looked for moves that had effects I could use.

The flames for example have the gfx and hitboxes (values adjusted of course) of his neutral B explosion. That actually gave me a funny bug where the flames would almost instantly break a shield cause I forgot to tone the knockback growth down.

The scripting for the special actually isn't as complicated as I thought, at least if you're doing something as simple as the Flame Wave. Technically just consists of one If Else command, if you're in the air it goes to the subaction of my modified aerial version else it goes to the ground version.

After those subaction calls you simply have to specify into which action the character is send after the move. Stuff like 'Change action to standing once animation ends'.


Quote from: picano on August 05, 2009, 12:16:11 AM
At the moment all I've really done is give Luigi a flaming ass attack. ;_;

Hey that's already something, better than all of those 'olololol all moves do 999% movesets'

Quote from: .Fade on August 05, 2009, 12:27:18 AM
That's pretty clever 0_o

Btw, could adding 'Terminate Collisions:' at a certain interval eliminate the hitbox before the end of the taunt?

Yeah that's precisely what I tried to do. But again I only wanted a tiny window for the hitbox and the values I tried where so low that the hitbox got terminated without having any effect.

yeah I looked at your .pac file and it's way more simple than I thought

Dude, I don't know if you realize, but you're the closest thing to Phantom Wings we got. I applaud you. =D

Yay for more questions!

1. How'd you make such a disjointed hitbox to create the projectiles? Does it have to do with offsets?

2. Lol, how do you edit their run speed? I can't believe I don't know this 0_o



I didnt know this at first but finalrikusora and Sukakesand help me alot. I'll teach you. Im still learning but I 'll tell you what I know.

August 05, 2009, 01:07:53 AM #38 Last Edit: August 05, 2009, 01:21:35 AM by Dragonrage
Quote from: .Fade on August 05, 2009, 12:59:37 AM
Dude, I don't know if you realize, but you're the closest thing to Phantom Wings we got. I applaud you. =D

Yay for more questions!

1. How'd you make such a disjointed hitbox to create the projectiles? Does it have to do with offsets?

2. Lol, how do you edit their run speed? I can't believe I don't know this 0_o

I wouldn't consider myself a PW since our levels of awesomeness are worlds apart (I heard his is over 9*shot*)
But thanks, I appreciate it ^^

1. You mean the flames? All I did was copy/pasting one and the same hitbox with an intervall of 30000 in between. The only parameter that's different about them is the x offset: 5000 or something are added for every new flame. The x offset is simply how far away the hitbox is from the characters pivot point horizontally.

First is at 10000, second is at 15000, third at 20000, etc.

2. Runspeed? All that stuff is under Attributes, the values are in hex, though.

EDIT: Ew 3:20am already, I'll be going to bed now. If there's anymore questions I'll answer them tommorow.

Dragonrage did you figure out how to change the animation and gfx for "A" btn moves, the way phantom was able to give mario his swingbat animation for is forward smash?

in "animation", look for the animation you want to take, copy it.
again in "animation", look for the attack you want to change, and paste the name of the animation in there.

if you have trouble finding the right animation, just look here

Dragonrage, now how exactly did you get rid of the freefall?? 0_o



As I said I coded it to go into freefall so removing it was easy.



See the highlighted line? That command forces the move into freefall (10) if the animation ends. So for removing the freefall all you do is change the action to fall (E).

Here's a list of those actions: http://www.smashboards.com/showpost.php?p=7753586&postcount=1

I'll add this link to a sticky, thats pretty usefull

What offsets did you use to make this happen?
My youtube channel (mostly brawl hack videos)

http://youtube.com/bleamix