Sushi21
Smash Apprentice
I'll try to figure that out in my next project.When this gets settled please hook us up with a value lol electric blades would be win
But what I'm mainly trying to do is use items as a main weapon.
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I'll try to figure that out in my next project.When this gets settled please hook us up with a value lol electric blades would be win
No, there is another action besides "Timer" called "Time Manipulation," which has two parameters for it. By the description it says you can change the speed of time of various parts of the environment. I just don't know what the parameters do...You mean the timers? If you mean those, then i have,
it shortens the action to whatever time you set
it to, but the second one glitches it up usually and
the attack will do nothing.
No! No WAY!!!n00bie question here.
Is there a way to swap chracters via a move?
I.E. vB change like Zelda and Sheik? We could use this to make shadow mario/ Bowser Jr.
Simple really, have the host hold the official pacs on a laptop then have people give the TO their SD to put the pac files in.Okay so say we do get things official and we release official, plussery-stamped .pac files.
This sounds like a really bad idea. It will be much harder to enforce legal .pacs for tournament hosts. It'll be a nightmare to coordinate properly :/
Here's hoping PW will release a code generator.
Nice Smash Side B! and ur right, Dair is AMAZING.i made a samus hack. no pics or vids yet, but i tried to make her a complete moveset...kinda. please give feedback. also, her Dair is the cheapest move there is now.
http://www.mediafire.com/?nnnmgwadmou
I've been thinking this through, but I haven't tested yet.When this gets settled please hook us up with a value lol electric blades would be win
Bleh have you ever tried to add a sword swing to a character? its clear what the problem is. figuring out values n pointers is the issue. hitbox isnt a problem, sound aint a problem, offensive collision isnt a problem either, but making the sword look like something completely diffrent is weird. go try it, its easier to understand what im saying if u see it rather than me just trying to tell you.I've been thinking this through, but I haven't tested yet.
Phoenix Mario could've just used his swing animation but kept everything else.
It would seem legit.
EDIT: And by everything else, I mean hitbox, graphic, sound, offensive collision, ect.
It's still not done yet!! xDChecking out 2 things kirk programmed. First was my concept: Side B converted into a hell's fang type maneuver for an eventual Ragna the bloodedge character out of Ike. (Side B with a darkness/aura effect that has a condition on hit, check it out starting at :52). Second is changing his down B into an AOE essentially.
http://www.youtube.com/watch?v=YkZv0E1p4OU
Uhh try opening it with Wine, I guess. I somehow doubt it will actually work correctly, though.So can I use PSA in Ubuntu?
:D!?
I was like: "Hell...Rope Snake was a charming character in MOTHER3. Insightful, intelligent, strong, brave, and reliable...so much that he went into a hole and pretended to be a worm...or at least...if memory serves...
Wowzers...that's awesome. And GIANT! Too bad you can't have the orbs themselves do anything...or can you?I found the GFX call for Giant Orbs that look like shield but they have odd electric attributes.
Jab with this Lucas pac.
http://www.mediafire.com/download.php?1gnkdd1zym3
You can, just create a new hitbox.Wowzers...that's awesome. And GIANT! Too bad you can't have the orbs themselves do anything...or can you?
Giant Lucas orbs of doomYou can, just create a new hitbox.
SO it would be like:I think it was either LA-Basic[0] or LA-Basic[1] that contained the value for how many jumps have been used...
Thanks for the confirmation Doval - I kinda figured that that one was just a synchronous timer, but it just seemed to me that every now and then the numbers just didn't come together.
Reposting in case no one saw.How does one add hitboxes to a move? I used the Add offensive collision thing but the game treats it as if its non existant
No prob. If I find any instance where the outcome is strange I'll be sure to report it.Phantom Wings said:Thanks for the confirmation Doval - I kinda figured that that one was just a synchronous timer, but it just seemed to me that every now and then the numbers just didn't come together.
That's where the bone/id comes into play. Mess around with the value to see where the hitbox gets placed during the animation to figure out what bone is what body part.I haven't experimented with adding hit boxes yet but how do you know the hit box is even in the right place? That is, how do you know that the game treats it as "non existent" instead of the hit box simply being in a location that's not coming into contact with the other characters?