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Author Topic: GanonG0d81's Independent Retirement  (Read 17945 times)
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    « Reply #15 on: September 21, 2012, 08:43:12 AM »


    If this is your project thread I recommend posting the moveset, the OP is your Opening Post the first post in the thread which acts as a header for the rest of the thread it should be updated periodically.
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    « Reply #16 on: September 21, 2012, 04:50:20 PM »


    Hey, nice to meet you. Welcome.
    PSA is easy once you get the hang of it. It takes a few weeks of dedication to learn what you're doing, but from there, it only gets easier. I'd start with just the basic attacks, then learning what GFX are and how to use them. Or vica verca.

    Anyway, I had a hard time learning PSA for a while, too- took me about three weeks to be able to loop a graphic effect without the Wii freezing. Then the metaphorical wall broke and I started understanding stuff- I haven't released anything on the vault so far, but I have made a few moves on PSA for other people, plus I'm working on my own secret projects for my soon-to-be-started macinima... So yeah, PSA will become easier after you work at it for a while.

    Here's one piece of advice, once you get a couple basics mastered: look at others' PSAs, copy their code, and try to figure out what all the technical language means. Experiment and try changing a few pieces to see what happens. That way, you're not going into it blind.
    « Last Edit: September 21, 2012, 04:54:36 PM by Azure_Shadow » Logged

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    « Reply #17 on: September 21, 2012, 06:37:48 PM »


    Hey, nice to meet you. Welcome.
    PSA is easy once you get the hang of it. It takes a few weeks of dedication to learn what you're doing, but from there, it only gets easier. I'd start with just the basic attacks, then learning what GFX are and how to use them. Or vica verca.

    Anyway, I had a hard time learning PSA for a while, too- took me about three weeks to be able to loop a graphic effect without the Wii freezing. Then the metaphorical wall broke and I started understanding stuff- I haven't released anything on the vault so far, but I have made a few moves on PSA for other people, plus I'm working on my own secret projects for my soon-to-be-started macinima... So yeah, PSA will become easier after you work at it for a while.

    Here's one piece of advice, once you get a couple basics mastered: look at others' PSAs, copy their code, and try to figure out what all the technical language means. Experiment and try changing a few pieces to see what happens. That way, you're not going into it blind.
    Thanks

    Post Merge: September 23, 2012, 12:26:49 AM
    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.
    What does THIS mean then?

    Offensive Collision: Id=0, Bone=LShoulderJ, Damage=3, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=15, KnockbackGrowth=100, Size=3, Z Offset=1.2, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
    Offensive Collision: Id=1, Bone=BustN, Damage=3, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=10, KnockbackGrowth=100, Size=2.8, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
    Offensive Collision: Id=2, Bone=LArmJ, Damage=3, ShieldDamage=0, Direction=80, BaseKnockback=0, WeightKnockback=15, KnockbackGrowth=100, Size=4, Z Offset=3.3, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
    Asynchronous Timer: frames=3
    Terminate Collisions
    Asynchronous Timer: frames=6
    Bit Variable Set: RA-Bit[16] = true
    Asynchronous Timer: frames=9
    Bit Variable Set: RA-Bit[22] = true
    Asynchronous Timer: frames=15
    Allow Interrupt
    Asynchronous Timer: frames=1
    ?
    « Last Edit: September 23, 2012, 12:27:31 AM by GanonG0d81 » Logged

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    « Reply #18 on: September 26, 2012, 06:06:04 PM »


    People seem to be really biting my style with the Middle Finger animation. And I'm not even known here yet
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    « Reply #19 on: September 26, 2012, 06:28:19 PM »


    Quote
    Offensive Collision: Id=0, Bone=LShoulderJ, Damage=3, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=15, KnockbackGrowth=100, Size=3, Z Offset=1.2, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
    Offensive Collision: Id=1, Bone=BustN, Damage=3, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=10, KnockbackGrowth=100, Size=2.8, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
    Offensive Collision: Id=2, Bone=LArmJ, Damage=3, ShieldDamage=0, Direction=80, BaseKnockback=0, WeightKnockback=15, KnockbackGrowth=100, Size=4, Z Offset=3.3, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
    Asynchronous Timer: frames=3
    Terminate Collisions
    Asynchronous Timer: frames=6
    Bit Variable Set: RA-Bit[16] = true
    Asynchronous Timer: frames=9
    Bit Variable Set: RA-Bit[22] = true
    Asynchronous Timer: frames=15
    Allow Interrupt
    Asynchronous Timer: frames=1
    ?

    All that means:

    there are three hitboxes on this particular animation. Strictly reading it, the hitboxes appear at the beginning of the animation, on the left shoulder, the bust (chest) and the left elbow. Each of them does 3 damage, they don't send the opponent in any particular direction (thats what 361 means) the first hitbox (offensive collision) is rather small and located slightly off ofthe shoulder, the second is actually smaller, but located directly on the bust bone, and the third is slightly larger and also located slightly off of the elbow. EAch of those hit boxes will pause the person hit for exactly 1 frame (thats what hitlag is)

    At frame 3 those hitboxes will go away.

    At frame 6  I think Ra-Bit 16... - I just realized this is a jab. Having a hard time to guessing who's it is.

    But RA-bit 16 I believe makes the animation go onto the next part of the jab

    At frame9 I believe RA-bit 22 makes the animation repeat if the button is held and it doesn't hit anyone/thing.

    At frame 15 the animation may be interrupted by pretty much anything.

    ----

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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? :/

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    « Reply #20 on: September 26, 2012, 07:42:46 PM »


    All that means:

    there are three hitboxes on this particular animation. Strictly reading it, the hitboxes appear at the beginning of the animation, on the left shoulder, the bust (chest) and the left elbow. Each of them does 3 damage, they don't send the opponent in any particular direction (thats what 361 means) the first hitbox (offensive collision) is rather small and located slightly off ofthe shoulder, the second is actually smaller, but located directly on the bust bone, and the third is slightly larger and also located slightly off of the elbow. EAch of those hit boxes will pause the person hit for exactly 1 frame (thats what hitlag is)

    At frame 3 those hitboxes will go away.

    At frame 6  I think Ra-Bit 16... - I just realized this is a jab. Having a hard time to guessing who's it is.

    But RA-bit 16 I believe makes the animation go onto the next part of the jab

    At frame9 I believe RA-bit 22 makes the animation repeat if the button is held and it doesn't hit anyone/thing.

    At frame 15 the animation may be interrupted by pretty much anything.

    ----


    It's Mario's Neutral A, but just by you explaining this, Oot Ganondorf may be out before your sanji/sasuke/sora etc. mods
    « Last Edit: September 26, 2012, 07:44:14 PM by GanonG0d81 » Logged

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    « Reply #21 on: September 26, 2012, 08:02:19 PM »


    Lol. Thats cool. Glad I could help.
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    « Reply #22 on: October 06, 2012, 05:06:17 PM »


    My First OP is updated Shocked. CHECK!!!!!
    « Last Edit: November 02, 2012, 11:00:31 AM by GanonG0d81 » Logged

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    « Reply #23 on: October 20, 2012, 10:33:35 PM »


    Scott Pilgrim
    « Last Edit: October 30, 2012, 12:44:06 PM by GanonG0d81 » Logged

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    « Reply #24 on: October 23, 2012, 07:38:57 PM »


    Sorry to sound [censored]y and waste some people's time, but, PSA is not something that I can understand. I pulled an all nighter trying to figure out Mario's (Supposedly the easiest) FitMario.pac in Smash Attacks and literally gained nothing. The things that were put weren't to my understanding example: The A word Frame=9 so I think to myself "maybe that means the hit connects at nine" I go to the animation in brawlbox and it doesn't. THEN sheild damage=0 for all of the ids. In addition to the damage being 15 (which it really isn't). Anyways, sorry. I would have really loved to PSA but all I'm booked for atm is animating so, PM me if anyone needs some. Other than that, all my projects are dropped.
    « Last Edit: October 23, 2012, 07:42:48 PM by GanonG0d81 » Logged

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    « Reply #25 on: October 28, 2012, 01:19:17 PM »


    81 PMs.......
    « Last Edit: November 02, 2012, 11:00:00 AM by GanonG0d81 » Logged

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    « Reply #26 on: October 28, 2012, 01:20:17 PM »


    81 PMs.......
    In one day? O.o
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    « Reply #27 on: October 28, 2012, 01:21:59 PM »


    ridley head tilted abit downwards would be better for the csp
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    « Reply #28 on: October 28, 2012, 01:25:59 PM »


    Naw, Just thought it'd be funny because of my username. Also, I have your CSP, but I've been busy with Ridley. It'll be up soon.

    Post Merge: October 28, 2012, 01:26:50 PM
    ridley head tilted abit downwards would be better for the csp
    Will Do
    « Last Edit: November 02, 2012, 10:59:33 AM by GanonG0d81 » Logged

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    « Reply #29 on: November 01, 2012, 03:47:34 PM »


    Welp...Goodbye guys. The poll decided on if I should continue or not so....... yah know. Anyways, I just want to say this was an epic experience for me (for the most part)

    Post Merge: November 02, 2012, 09:42:51 AM
    Edit: Last attempt to try PSA because people who told me if I give up I'm weak so, for those of you who think my mods suck, that's your opinion and I repesct it. But once I get some experience and release some great mod I hope that you look back to this thread to see how trollish people can be.
    « Last Edit: November 02, 2012, 10:58:04 AM by GanonG0d81 » Logged

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     Im srs here *BANG! BANG!*

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