SymphonicSage12
Smash Master
- Joined
- Feb 6, 2009
- Messages
- 3,299
Well dark attack element is universal as well, then. Just pointing out that he missed one. >.>
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
It will be done. Same i will do with Captain Falcon's "Show me Your Moves" lmaowe should make certain taunts have hitboxes. Meta's "Fight me" taunt should have hitboxes. he can't just swing his sword around without the possibility of doing damage
If you're talking about hit effects enigma missed a lot more than just one. The other particularly notable ones are electric, aura, coin, and flower, although there are even more than that. For animation effects... it's really anyone's guess as to what is a universal animation effect until we get our hands on the program and can actually edit things.Well dark attack element is universal as well, then. Just pointing out that he missed one. >.>
Technically, you can give any characetr a really good DACUS by speeding up the first few frames of their dash attack. There was an exploratory build where i sped up olimars dash attack by 2x for the first few frames which gave him a mammoth DACUS (i could adjust it from small to like 1/2 of FD)I just got a message from PW that says, "I'm trying to lay low so I can get some work done on it without having to spend my time answering a ton of questions"
But he did answer the list of questions that I posted last night so I think I'll share them with you kiddies.
1: Well, the push effect I'd say is pretty much a damage collision bubble without any damage applied to it - unlike a wind effect bubble, this type actually has a slight bit of knockback. Character's like Mario and Squirtle have wind effect bubbles, while Isaac has push bubbles. To answer you question, I believe both are achievable with PSA.
2: Even if you could copy over animations, it definitely wouldn't look very good at all. Lets say you copied Ness' jump onto Lucario. Lucario's bone structure is spaced moderately far apart, making him taller, with longer limbs. Ness' bone structure is more compressed, as he has a smaller body. Overlaying Ness onto Lucario would cause a very squished Lucario during that animation. The only way you would be able to efficiently create your own animations would be to edit the Motion file of the character (hurry up Pharox!)
3: Lol, yes likewise.
Frikkin sweet >.<
4: Things such as velocity and frame location are all handled as variables - right now I'm trying to decipher the variable scripting and how you can reference to specific parts (like said velocity)
5: Haha, I guess I'm busted That was done using hexing instead of the utility.
Cheater
6: Yes, it's possible to change the direction that collision bubbles send you.
Of course I knew that this was possible with hexing, but making sure the program can do it too is essential.
7: Now, I remember reading about what Dacus was, but right now for the life of me I can't remember what it was... If you could clarify?
8: No, I haven't checked into transformations yet, but it would be an interesting field to check out.
9: Kirby hats are separate .pac files for Kirby that get loaded for each character on screen - while they most likely draw upon the character's Effect file, it's not likely that it takes the move directly from the other character.
When Pharrox is done with the motion modifier and the model hacks, we'll be able to create our own animations as well as characters custom characters from the information already on the disc :D
I'm not quite sure exactly what this "clone engine" is, but it sounds to me like its going to make us capable of loading multiples of the same character? (modded and unmodded?)
I hope that's what it is. I'm going to catch hell trying to make Isaac from Link without pharrox's engine.
what else was i thinking....
oh yeah, I'd like to remind you all that most characters have many animations that you're probably not thinking about. Like PhoenixMario, they all have individual beamsword animations, homerun bat animations - separate animations for holding and firing Ray-Gun, SuperScope, hot curry animations, and Hammer Animations. I know that's not really anythims special, but its a reminder for those who think that you're limited to only the character's attack patterns that there are other additional animations out there available for manipulation.
Universal Hit Effects - I want to say that these are the universal effects
Fire
Ice
Wind
Slash
Explosion...
well, mainly what your stickers in the SSE give you the ability to modify. though there are some things that are character specific, like lucario's aura sphere.
For Zelda-Sheik / PKMN
I'd personally prefer to see a new custom Down-B attack then make their Down Taunt their transformation button rather then just see some modified originals. >.>
==============
Final bit. I wonder if the B+ guys LeafGreen, Shamus or Almas could clear this up for me. Since phantom said he was going to lay low I'm resisting asking him
In your opinions, do you think it would be possible with PSA to do these things?
Create a Charging attack, like marth's Neutral B, for a character that doesn't have a stalled attack? I'm thinking of creating Isaac from GoldenSun and if its possible, his neutral B move will be "Ragnarok" from the GS games - similar to marth's B in melee except I'll create some hitboxes in the shape of a sword with fire effects to come down onto the enemies with the basis of the longer you hold the button, the more damage it does.
I dont think you can answer this one, but do you think it would be possible to create an attack, like samus, where you charge your lazar then can roll out of it and release it at any time. In that case, I was thinking of bring back Ganondorf's OOT attack where he threw a ball of light >.>
Timed attacks, like wario's farts, do you think PSA will be capable of things like that too. My idea wiht Isaac is that he would have different Down+B attacks, if that is possbible, depending on how long he waits. In goldensun, after every other turn, one of your Djinn "set" itself to you, giving you another attack and a stat change. In Isaac's case, lets say after 30 seconds he would flash one color, but after 1 minute he would flash another, then at 1:30 and at 2:00 - like wario's fart charge - and upon certain time frames, his attack would be different. The strongest being at 2:00 so that you couldn't spam it.
I think that's all for now![]()
How was he able to make the fair and the downb, then? Those two moves have added hitboxes.whoever said adding hitboxes is possible might be fooled, PW told me you can't add lines of script, so you might be short on lines to add an actual hitbox (which would easily takes up like 6 lines)
what exactly do those moves do then?How was he able to make the fair and the downb, then? Those two moves have added hitboxes.
No, they have edited hitboxes.How was he able to make the fair and the downb, then? Those two moves have added hitboxes.
Then what about utilt? The PM one has 4 hitboxes, and I'm certain normal mario only had 1 utilt hitbox.No, they have edited hitboxes.
Fair: probably the sweetspot/sourspot boxes
Down-B: The hitboxes that FLUDD has
Quoting to fend off oblivion.Is it possible to speed the game up through this command at all?
I love me some brawl+ but have always wanted to add just a bit more speed to it all.
A global speed command would be ideal, but mentioning slowdown singularly worries me. I know there's an item ingame that directly relates to this as well, and the absence of one that adds speed fills me with doubt.
Maybe it'd be lame, since some of the sfx would linger too long or somethin, or maybe it'd be too difficult to bring to mainstream b+ since it's supposed to be easy to jump into for any smash player, but, ****it, if this is an option, i'm sure it would be heavily explored by every brawl/b+ player.
So, again, does this command apply to global speed or merely the recession of it?
from what I understand thus far, you cannotSo we can only extend hitboxes, and not create them?
OMG i love programing my TI-84... how i first got into programing, actually. made a game on it my senior year in HS. had a little guy move around the screen avoiding bombs and pushing a ball. my best program i wrote though was having the calc draw a unit circle and fill in all the values. good times...we can create them, but you would have to find a way to keep the same amount of scripting lines.
I always was good at optimizing code I ran on my TI-84+ calc (as in reducing whole programmes to half their size).
so with a bit of squeezing we might be able to add 1 hitbox on an action.
they don't have the same code on(or effect). they're suicideing cuz ur screens are dysenced. the wifi is just a re input of commands(like most games). ur not in a "live" game, ur inputs are just being re inputed on their screen. so if you have a code on that no one else does, it will only apply on ur screen. if you were to have a no tripping code on, any time you would "trip", you would stay standing on ur screen, but you would actually trip on everyone else's screen. thus you are in two places at the same time.When you're using this hack online, will others be able to see it?
I was trying it and one of my opponents was Mario and they also had the same move-set...
Also, everyone who I've played against also SD'd them selves... Is this a side-effect or do they just suck? :L
same here. I actually managed to get a prime number test program of 42 bytes (or 43? dunno shaved them of 1 at a time), of which 14 was taken up by the title and header of the program. I also managed that with other programs, which oftew did give me insight in some programmign stuff, while I was ofcourse just killing time in class.OMG i love programing my TI-84... how i first got into programing, actually. made a game on it my senior year in HS. had a little guy move around the screen avoiding bombs and pushing a ball. my best program i wrote though was having the calc draw a unit circle and fill in all the values. good times...
I can answer that.9.)
Kirby Hats
Building off number 8, along with the transformations, has anyone tried swallowing Pmario with kirby yet? I'd like to know what happens. I'm sure it'll just be mario's regular fireballs but its worth a shot
I had the idea after I packed up my wii earlier, so I never got around to testing it myself. Do kirby's hats call on whatever is in the mario file? or are all of his attacks from his hats piled into his own Effect file? In that case, would it be possible to recode other characters effect files and give them the ability to have "hat" effects of their own??? I'm not a megaman fan myself, but seriously >.< That's definitely where this is leading. His neutral B can be similar to samus, and his side B can be his "vaccum" where he clones others moves and reproduces them in a shooting motion like samus's missles. (I'd like to see him shooting ivysaur's razor leaves out of his gun) - and since it could be more then just your opponent's B move, instead of only cloning SideB moves, maybe he could clone combinations of moves. Ivysaur's Side B, mario's B, luigi's B, Snake's Side B, bowser's Flame thrower (lol, flamethrower gun) Peach could give him a turnip gun? o-o - the possibilities there are pretty wild.
I think that's all that's been on my mind in the last few hours. Now that I think about it, I'll probably just PM this to phantom on GSC too
Does that mean that kirby can use these varied effects in custom movesets? ie, could he call upon the luigi green fire effect combined with the animation of U-smash to create an up-B where he does a firey green flip?I can answer that.
Kirby has separate hat files and hat file effects.
Hats use a completely different effects file, so you would have to edit each hat effect file (im not sure if its possible with PSA). But in theory, you could have all the attacks matching.Does that mean that kirby can use these varied effects in custom movesets? ie, could he call upon the luigi green fire effect combined with the animation of U-smash to create an up-B where he does a firey green flip?
What I mean is, can he use the effects that the certain hats incorporate? lasers, fire, falcon pawnch, etc.
Oh and just curious, I know that there is a ganon hack to tie an invisible beam sword to his sword taunt, but what about kirby? His Up-B has a sword, is it possible to do the same thing?
lol. not really, but the commands don't differ that much. it isn't assembly nor is it C++.wait, really? gecko uses basic (or a close derivative)? ****, i wanna check out the source code now...
hmm... where would i get the source code? the link on wii brew isn't working.lol. not really, but the commands don't differ that much. it isn't assembly nor is it C++.
i dunno. PW said that there are non basic attacks like C. Falcon punch in the shape of a bird, or Peach's ^Tilt in the shape of a heart, that can't be used on all characters. Though all characters can use star rod, so that might be possible. we could give kirby a cool moveset with the stars.with SA would it be possible to create a move for a character that uses the star rod's (item) range attack not the hilt, just the stars. That they can do a certain % damage, but NO knockback? (im thinking about mew2, possibly giving him swift as an attack (fast move with medium after lag (so not spamable) to replace his confusion side B)
list of options possiblehttp://www.serebii.net/pokedex-rs/150.shtml
yeah i know there will b a mew2 thread soon, but i cant wait!!
based off the PMario preview and explanation of what the engine does, then yes, all those are possiblehow about bomb sword with toon link.:
sword attacks making explosions???
or maybe a D-Air with the U-special animations going around TL during the attack???