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KGN Nappdagg
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« on: September 17, 2012, 10:41:23 PM »


So long ignoramuses. I thought that by joining brawlvault I'd get help and become a great hacker, yet I got the complete opposite. I do thank those of you that helped. Animaine,Kagemaru, and a few others that I can't think of. Hopefully ill meet someone on the other brawl hacking sites that will help. Or at Youmacon or something. When I do, everyone will be trying to colab hack with me and ill tell them no. Aside from those who helped me here. (You know who you are). Anywho, so long botched!
« Last Edit: June 01, 2013, 08:52:55 PM by GanonG0d81 » Logged

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« Reply #1 on: September 18, 2012, 10:02:06 AM »


Posting to stay updated Smiley
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Kagemaru
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    « Reply #2 on: September 20, 2012, 12:05:39 PM »


    You seem new... so I'll peep game for you a bit lil homie.


    You either make a friend, or learn how to do it yourself.

    In my case I had to generate hype with my hacks before anyone bothered to help me. AS WELL as learn how to PSA on my own. Just being an animator wont always cut it. I should know... that was my initial thought to just animate, and that didn't turn out well.

    So take a second, learn to PSA, its really not that hard, and animate your stuff. the best hype generator is good animations for people to see. So have at it.
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

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    « Reply #3 on: September 20, 2012, 03:39:55 PM »


    How are the tutorials too hard?

    PSAing Normal actions are by far the most simple thing in the world.

    In most cases its LITERALLY something like this:

    Asynchronous Frame: #
    Offensive Collision
    Offensive Collision
    Offensive Collision
    Asynchronous Frame: #
    Terminate Collisions


    Literally... its almost that simple.

    To be only slightly more detailed would be to tell you that the offensive collisions are the hit boxes, they are attached to bones, which, in BrawlBox.67 and .67b are easily identifiable. The bones are numbered and even if you get the bone number wrong, BrawlBox will tell you what bone it is by name so you can know.

    You put the damage, the base knockback (which is the knockback that will happen regardless of how much damage the attack does) the knockback growth (the knockback that adds to the base knockback based on how much damage the opponent already has) and the trajectory (the direction the hitbox will send the opponent) which is based on a degree system from 0 to 360 (361 being undefined which basically means it'll knock them in whatever direction the hitbox came from I believe. Usefull for things with low knockback) You also can increase/decrese the size of a hitbox

    With the new BrawlBox out PSAing is by far the easiest to learn. The hard part is that most of your hacks will probably have to still be done using PSA which once you know how to do the PSA in BrawlBox re-doing it in SmashAttacks will be easy since BB tells you what you have clearly (not in hexadecimal) and you can SEE the hitboxes.


    If you don't lack the knowledge to learn, then you lack the patience to try because like I said, with the new BB thats out, its entirely too easy to learn at least the basic stuff.
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

    KGN Nappdagg
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    « Reply #4 on: September 20, 2012, 06:30:12 PM »


    How are the tutorials too hard?

    PSAing Normal actions are by far the most simple thing in the world.

    In most cases its LITERALLY something like this:

    Asynchronous Frame: #
    Offensive Collision
    Offensive Collision
    Offensive Collision
    Asynchronous Frame: #
    Terminate Collisions


    Literally... its almost that simple.

    To be only slightly more detailed would be to tell you that the offensive collisions are the hit boxes, they are attached to bones, which, in BrawlBox.67 and .67b are easily identifiable. The bones are numbered and even if you get the bone number wrong, BrawlBox will tell you what bone it is by name so you can know.

    You put the damage, the base knockback (which is the knockback that will happen regardless of how much damage the attack does) the knockback growth (the knockback that adds to the base knockback based on how much damage the opponent already has) and the trajectory (the direction the hitbox will send the opponent) which is based on a degree system from 0 to 360 (361 being undefined which basically means it'll knock them in whatever direction the hitbox came from I believe. Usefull for things with low knockback) You also can increase/decrese the size of a hitbox

    With the new BrawlBox out PSAing is by far the easiest to learn. The hard part is that most of your hacks will probably have to still be done using PSA which once you know how to do the PSA in BrawlBox re-doing it in SmashAttacks will be easy since BB tells you what you have clearly (not in hexadecimal) and you can SEE the hitboxes.


    If you don't lack the knowledge to learn, then you lack the patience to try because like I said, with the new BB thats out, its entirely too easy to learn at least the basic stuff.
    As I said before, I need an IN DEPT explaination. Prime example: I have no Idea what any of the subactions that you just said meant. Link me to what YOU watched to learn to PSA. If I fail to understand then I must just be metally challenged. Other than that, It's ridiculously hard to me because I don't know how to randomly create my own code sets (which PSA is). It's funny, I know how to script Poke'mon games but PSA is too hard for me. Perhaps I do lack "patience" because the videos out are no help.

    Post Merge: September 20, 2012, 06:35:22 PM
    Here's what I 'think that means. Asynchorus collison: Animation frame where the character connects
    Offensive collision=first attack
    Offensive collision=second attack
    Offensive collision=third etc.
    Asynchorus collision: Don't know what for
    Terminate collision: end.

    If this is not correct then you should be my tutor.
    « Last Edit: September 20, 2012, 09:10:11 PM by GanonG0d81 » Logged

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    « Reply #5 on: September 20, 2012, 08:04:34 PM »


    I didn't mention any subactions...

    And if you want an in-depth description, here you are:

    SubAction: The animation in question.
    In PSA SubActions are numbered using Hexadecimal (google it) Wait1 is usually 0 while Attack11 could be something like 1D (varries) Either way, in PSA, if you scroll down the drop box there is something that will tell you what SubAction you're on. If you're looking at it in BrawlBox.67+ then you can actually jjust CLICK the attack by name. THAT is a subaction.

    Offensive Collision: A HitBox. these can also be Special Offensive Collision. The difference is their capabilities.

    HitBox: A hitbox is what the game records as actually causing the damage. These are spheres that are attached to character's bones (which you should know what bones are since you animate) You can increase the size/damage/knockback/position/flags of these.

    ex: Captain Falcon's Falcon Punch has a few hitboxes placed along his arm.

    Flags: The the stuff that makes attacks unique. Most commonly used for the sound the attack makes when it connects, the type of GFX that happens when it connects, and the type of hit. (EX: Falcon Punch sets you on fire)

    Asynchronous Timer: This is a code that tells when the code below it when to start.

    Synchronous Timer: This is a code that tells when the code below it when to start. BUT it happens after the previous Synchronous or Asynchronous frame happens.

    ex:

    Async Timer: 5
    Hitbox
    Sync Timer: 3
    terminate collision

    This means that at Frame 5 of the animation, the hitbox will appear. 3 frames later (frame 8 because 5+3=8) the hitbox will go away. (Thats what terminate collision means)

    You can have multiple Hitboxes (offensive collisions) going at the same time. Marth's Sword for example has about 4 of them during any given attack he's doing.  This is due to the size of them and having to cover the length of the sword.

    No one taught me how to PSA. I had to learn like everyone else had to. And around these parts, self teaching is the best way to get help. Because no one will help someone who isn't interested in learning on their own. I had to learn that lesson too so forgive me if I sound pretentious.

    The video I watched I believe by WackaAlpacka (probably spelled that wrong) were all I or anyone else needs to get a grasp on the basics. All you need to do is understand the terminology and spend some time looking at whats already PSA'd.

    Open up any PSA in BrawlBox.67 and up (with the corresponding model) and watch some of the animations. BrawlBox actually shows you what part of the code is being executed at what time. There are just too many ways for anyone to say this is impossible to learn when so many others have done it on their own.
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

    KGN Nappdagg
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    « Reply #6 on: September 20, 2012, 08:42:14 PM »


    I didn't mention any subactions...

    And if you want an in-depth description, here you are:

    SubAction: The animation in question.
    In PSA SubActions are numbered using Hexadecimal (google it) Wait1 is usually 0 while Attack11 could be something like 1D (varries) Either way, in PSA, if you scroll down the drop box there is something that will tell you what SubAction you're on. If you're looking at it in BrawlBox.67+ then you can actually jjust CLICK the attack by name. THAT is a subaction.

    Offensive Collision: A HitBox. these can also be Special Offensive Collision. The difference is their capabilities.

    HitBox: A hitbox is what the game records as actually causing the damage. These are spheres that are attached to character's bones (which you should know what bones are since you animate) You can increase the size/damage/knockback/position/flags of these.

    ex: Captain Falcon's Falcon Punch has a few hitboxes placed along his arm.

    Flags: The the stuff that makes attacks unique. Most commonly used for the sound the attack makes when it connects, the type of GFX that happens when it connects, and the type of hit. (EX: Falcon Punch sets you on fire)

    Asynchronous Timer: This is a code that tells when the code below it when to start.

    Synchronous Timer: This is a code that tells when the code below it when to start. BUT it happens after the previous Synchronous or Asynchronous frame happens.

    ex:

    Async Timer: 5
    Hitbox
    Sync Timer: 3
    terminate collision

    This means that at Frame 5 of the animation, the hitbox will appear. 3 frames later (frame 8 because 5+3=8) the hitbox will go away. (Thats what terminate collision means)

    You can have multiple Hitboxes (offensive collisions) going at the same time. Marth's Sword for example has about 4 of them during any given attack he's doing.  This is due to the size of them and having to cover the length of the sword.

    No one taught me how to PSA. I had to learn like everyone else had to. And around these parts, self teaching is the best way to get help. Because no one will help someone who isn't interested in learning on their own. I had to learn that lesson too so forgive me if I sound pretentious.

    The video I watched I believe by WackaAlpacka (probably spelled that wrong) were all I or anyone else needs to get a grasp on the basics. All you need to do is understand the terminology and spend some time looking at whats already PSA'd.

    Open up any PSA in BrawlBox.67 and up (with the corresponding model) and watch some of the animations. BrawlBox actually shows you what part of the code is being executed at what time. There are just too many ways for anyone to say this is impossible to learn when so many others have done it on their own.
    Mm
    No you're not sounding pretentious, I'm starting to understand now. That actually helps out a lot, thanks. There's only one question I have. When I preview a model and go to an animation in Brawlbox v0.67+ must I load the fit.pac as well? Seems questionable because that's where the actual PSA stuff is located (according to WakaAlpacalo). If so, how would I see everything? The character.pacs dont show animations, only the motionetc.pacs show them. The right handed side of Brawlbox v0.67 is what I'm talking about. Nothing appears there. Unless I have to turn on bones or something. (I animate without bones on because I know bones by heart + They are easier to see=Better Animations).

    Anyways, This weekend will be looking into PSA, and uploading some of Oot Ganondorf's best animations in Brawlbox as .gifs to hopefully bring up some hype. On a side note: My vault's downloads finally match my user name GanonGod81. Let's not stop here. Take it to 100 downloads and see what happens! Grin. Thanks Kagemaru

    P.S, I voted Sanji on the poll anyways just thought I'd let you know that there actually ARE people who wants finished characters who are ready for a release$$$$$$$
    « Last Edit: September 20, 2012, 09:34:35 PM by GanonG0d81 » Logged

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    -I feel like calling it quits

     Im srs here *BANG! BANG!*

    P.A.I.N:Mixtape Link (Dat Piff): http://www.datpiff.com/Grey-Poupon-Pain-mixtape.457773.html

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    « Reply #7 on: September 20, 2012, 09:51:29 PM »


    If this is your "Project Thread" I recommend a couple things:
    1.  Stop using the blue font I literally have to highlight it everytime just to make it readable
    2.  Spice up the OP with probably an image of the current project maybe your Oot Ganondorf for example?
    3.  You want a PSA'er I recommend you type up a full DETAILED moveset of all the moves this guy is going to have.
    You do all this stuff and I'll tell you what I'll PSA a couple moves for you if you really have trouble with the specials, a really detailed smash attack or something to that effect.  Kagemaru is right though most standard moves are just very simplistic coding.
    -Omni
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    « Reply #8 on: September 20, 2012, 10:35:58 PM »


    The videos are a bit outdated to go with the new BB so I'll give you that one.

    Basically in BB.67+ you preview the model like you would in the older versions of BB, but in these two (.67 and 67b) you can expand the right hand side of the viewer and that will be where you see the psa stuff. BUT in order to load it, you have to expand the top of the viewer. You will see an option that says Moveset. Click it, Load the moveset you want, and it will appear on the right as a list of actions. Those are where the specials go. Next to that tab will be the sub actions and next to that will be the attributes.

    You load the motion.pac up like normally in BrawlBox as well and it'll be on the left hand side.

    Once you have both of those loaded up, going to the subactions tab in the PSA side of BB will take you to where all the animations are. click one, it will show you a layout similar to SmashAttacks. I suggest looking for an attack. Click it, hit 'run script' and you should see it play out coding and animation at the same time.

    On a side note, I animate with bones one and turn them off when previewing what I've done so far. I do pretty well I guess. But thats just my preference. I do turn the bones off when they are more of an issue then anything... most of the time I turn off the HandN bones so that the finger bones don't get in the way.

    And yeah, sprucing up the Op would be nice. I have a lame Op too though. Haven't taken the time to photoshop the hacks I've done to make my Op look nice.
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

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    « Reply #9 on: September 20, 2012, 10:49:36 PM »


    And yeah, sprucing up the Op would be nice. I have a lame Op too though. Haven't taken the time to photoshop the hacks I've done to make my Op look nice.
    He doesn't have to photoshop it I'm just saying it'd be nice for those Legend of Zelda-deprived hackers to know who Oot Ganondorf is
    -Omni
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    « Reply #10 on: September 20, 2012, 11:05:09 PM »


    Yeah, I wasn't saying he HAD to. I was talking about me during that bit.

    I have photoshop and at some point in time, I'm gonna photoshop some pics of the hacks I've done and display them in my OP. I just haven't.
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

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    « Reply #11 on: September 20, 2012, 11:09:32 PM »


    Mmmm an excellent idea, I like my simplistic renders tho they suit the characters! Lol

    Also just another bit of advice for GG (that's what I'm gonna call you GanonGod) literally PSA is all about experience just experiencing everything for yourself and using others work to gain new knowledge from it.  If you get stuck or something just open up other PSA's I STILL do that sometimes when I'm making certain properties that I've never tried to make before
    -Omni
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    « Reply #12 on: September 20, 2012, 11:12:58 PM »


    After a while, you'll get a base foundation of knowledge of PSA and you'll eventually start to understand how it works and what is and isn't possible.

    But yeah, experience is key.
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

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    « Reply #13 on: September 20, 2012, 11:16:46 PM »


    Agreed but its experience that gives you the knowledge of the building blocks that you use to make attacks.  Most logical things are possible it's just about how much you're willing to compromise and what coding your character has to start with!

    This also helps: http://forums.kc-mm.com/index.php?topic=5321.0
    -Omni
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    KGN Nappdagg
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    « Reply #14 on: September 21, 2012, 05:23:58 AM »


    If this is your "Project Thread" I recommend a couple things:
    1.  Stop using the blue font I literally have to highlight it everytime just to make it readable
    2.  Spice up the OP with probably an image of the current project maybe your Oot Ganondorf for example?
    3.  You want a PSA'er I recommend you type up a full DETAILED moveset of all the moves this guy is going to have.
    You do all this stuff and I'll tell you what I'll PSA a couple moves for you if you really have trouble with the specials, a really detailed smash attack or something to that effect.  Kagemaru is right though most standard moves are just very simplistic coding.
    -Omni
    -I started using Blue font because everytime I type with all capitals people complain. I like my own creativity.
    -What is an "OP"?
    -I had Oot Ganondorf's moveset on my old thread, but I suppose people lost interest, which is why I created my Shallow Grave.


    Anyways, thanks for the support everyone. It really means a lot.
    « Last Edit: November 02, 2012, 11:01:46 AM by GanonG0d81 » Logged

    I'm addicted to Brawl.....HELP :\
    -I feel like calling it quits

     Im srs here *BANG! BANG!*

    P.A.I.N:Mixtape Link (Dat Piff): http://www.datpiff.com/Grey-Poupon-Pain-mixtape.457773.html

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