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Kanbei

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Posts posted by Kanbei

  1. I recently got melee again and I gotta say I hope my boy Ganondorf gets in, and if they use the Zelda Warriors design that would be dope as hell.

    I got a gut feeling that they're going to drop him and go for someone like Ghirahim though, which I hope is not the case or I'll be pretty disappointed

    I'm pretty sure ganon isn't getting cut. I thought they would cut Toon Link but Smash bros didn't want him leave. So I'm sure Ganon's gonna stay.

  2. daily-en.jpg?date=1406547823309

     

    who the hell is this?

    Takamaru - From the game The Mysterious Murasame (NES), The game takes place in Edo period Japan ruled by the fourth shogun Tokugawa Ietsuna. Murasame Castle, located somewhere in Japan, houses a gigantic stone statue known as Murasame. The people lived peacefully until one stormy night, when a shining golden object fell onto the castle from the sky. Deafening shrieks arose from the castle, and the shining object is later revealed to be an alien creature who gives life to the stone statue Murasame and takes over the castle. The alien creature extends its power to four other neighboring castles, giving the daimyo lords each an evil sphere of power. The lords are taken over by the alien's evil power, and use the spheres to summon ninja armies and monsters to attack villagers. Hearing of these strange occurrences, the shogunate sends Takamaru, a samurai apprentice, on a secret mission to investigate the castle. As Takamaru, the player must infiltrate the four castles to defeat each castle lord, before going on to face the alien entity itself.

    In short it was Zelda's cousin but harder difficulty.

     

    Does that clear things up for ya?

     

     

    funny thing is I could actually see him saying that...LOL, imagine if it was Hideki Kamiya

    Rage-quit.png

     

    ROFL oh yeah Kamiya

  3. "INSERT SHULK QUOTE HERE"

    You're not invincible! Monado Enchant! ~ Shulk

     

     

    I have genuinely no idea who Shulk is.

    Shulk.png

    This is Shulk, the man protagonist.

     

    But besides pretty boy, I'm calling it now. They will confirm a Veteran and Newcomer, at least I hope...

     

     

    I also believe that Isaac (from Golden Sun) is a worthy candidate for the roster, as he is not featured in the returning cast of assist trophies.

    Indeed, I didn't see him as an assist trophy so maybe, but keep in mind brawl did have unlockable assist trophies. So he might be an unlockable one again.

  4. Yeah okay so here is the issue I'm having. My character I'm working on is having a strange issue, I was trying to make him get a second hit when the opponent bounces off the wall, however when he hits the wall its only counts that hit and the air combo but not the launch it just won't chain with it. Any tips?

    My code, Sorry for it being so large.

    ;---------------------------------------------------------------------------
    ;Launcher Heavy
    [Statedef 410]
    type    = C
    movetype= A
    physics = C
    juggle  = 3
    poweradd= 15
    ctrl = 0
    anim = 410
    sprpriority = 2
    
    [State 410, 1]
    type = PlaySnd
    trigger1 = Time = 1
    value = 0, 0
    
    [State 410, 2]
    type = HitDef
    trigger1 = Time = 0
    trigger1 = p2bodydist X < 40
    attr = C, NA
    damage    = 24
    priority  = 3
    animtype  = Hard
    hitflag = MAF
    guardflag = L
    pausetime = 6,6
    sparkno = S6000
    guard.sparkno = S16000
    sparkxy = -10,-42
    hitsound = S1, 2
    guardsound = S1, 3
    ground.type = Low
    ground.slidetime = 17
    ground.hittime = 17
    air.hittime = 17
    guard.ctrltime = 17
    ground.velocity = -8,-6.2
    guard.velocity = -7
    air.velocity = -2,-1
    airguard.velocity = -5, -4
    fall = 1
    p2stateno = 411  
    p2facing = 1        
    
    [State 410, 4]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 11
    ctrl = 1
    
    ;------------------
    ;custom launch gethit state
    [Statedef 411]
    type    = A
    movetype= H
    physics = N
    velset = 0,0
    
    [State 411, Anim]
    type = ChangeAnim2
    trigger1 = 1
    value = 411
    
    [State 411, State]
    type = ChangeState
    trigger1 = HitShakeOver = 1
    value = 412
    
    ;------------------
    ;custom launch gethit state 2
    [Statedef 412]
    type    = A
    movetype= H
    physics = N
    
    [State 412, Velocity]
    type = HitVelSet
    trigger1 = Time = 0
    x = 1
    y = 1
    
    [State 412, Gravity]
    type = VelAdd
    trigger1 = 1
    y = .45
    
    [State 412, No scroll]
    type = ScreenBound
    triggerall = Pos y < -15
    trigger1 = BackEdgeBodyDist < 65
    trigger2 = FrontEdgeBodyDist < 65
    value = 1
    movecamera = 0,1
    
    [State 412, Hit wall]
    type = ChangeState
    triggerall = Pos y < -15
    trigger1 = BackEdgeBodyDist <= 20
    trigger2 = FrontEdgeBodyDist <= 20
    value = 413
    
    [State 413, HitAdd]
    type = HitAdd
    triggerall = Pos y < -15
    trigger1 = BackEdgeBodyDist <= 20
    trigger2 = FrontEdgeBodyDist <= 20
    value = 1
    persistent = 0
    
    [State 413, TargetLifeAdd]
    type = TargetLifeAdd
    triggerall = Pos y < -15
    trigger1 = BackEdgeBodyDist <= 20
    trigger2 = FrontEdgeBodyDist <= 20
    value = -20
    kill = 1
    persistent = 0
    
    [State 412, Hit ground]
    type = SelfState
    trigger1 = (Vel y > 0) && (Pos y >= 0)
    value = 5100
    
    ;------------------
    ; custom launch gethit state - hit wall
    [Statedef 413]
    type    = A
    movetype= H
    physics = N
    
    [State 413, HitAdd]
    type = HitAdd
    trigger1 = !time
    value = 1
    persistent = 0
    
    [State 413, TargetLifeAdd]
    type = TargetLifeAdd
    trigger1 = !time
    value = -20
    kill = 1
    persistent = 0
    
    [State 3390, PlaySnd]
    type = PlaySnd
    trigger1 = time = 0
    value = S5000,(random%5)
    channel = 0
    freqmul = 1.0
    loop = 0
    pan = 0
    volumescale = 255
    
    [State 413, Turn]
    type = Turn
    trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)
    
    [State 413, Pos]
    type = PosAdd
    trigger1 = Time = 0
    x = 15 - BackEdgeBodyDist
    
    [State 413, Stop moving]
    type = PosFreeze
    trigger1 = 1
    x = 1
    y = 1
    
    [State 413, No scroll]
    type = ScreenBound
    trigger1 = 1
    value = 1
    movecamera = 0,1
    
    [State 413, Spark]
    type = Explod
    trigger1 = Time = 0
    anim = F72
    pos = 0, floor (screenpos y) - 30
    postype = back
    sprpriority = 3
    
    [State 413, Anim]
    type = ChangeAnim2
    trigger1 = Time = 0
    value = 413
    
    [State 413, Sound]
    type = PlaySnd
    trigger1 = Time = 0
    value = F7,0
    
    [State 413, State]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 414
    
    ;------------------
    ; a custom gethit launch state - bounce off wall
    [Statedef 414]
    type    = A
    movetype= H
    physics = N
    
    [State 414, Vel Y]
    type = VelSet
    trigger1 = Time = 0
    y = -7.6
    
    [State 414, Vel X]
    type = VelSet
    trigger1 = Time = 0
    x = 3.0
    
    [State 414, Turn]
    type = Turn
    trigger1 = (Time = 0) && (BackEdgeDist < 30)
    
    [State 414, Gravity]
    type = VelAdd
    trigger1 = 1
    y = .35
    
    [State 414, Anim 5050] ;Self falling animation
    type = ChangeAnim
    trigger1 = Time = 0
    trigger1 = !SelfAnimExist(5052)
    value = 5050
    
    [State 414, Anim 5052] ;Self falling animation (diagup type)
    type = ChangeAnim
    trigger1 = Time = 0
    trigger1 = SelfAnimExist(5052)
    value = 5052
    
    [State 414, Anim 5060] ;Coming down - normal
    type = ChangeAnim
    trigger1 = Vel Y > -2
    trigger1 = Anim = 5050
    trigger1 = SelfAnimExist(5060)
    persistent = 0
    value = 5060
    
    [State 414, Anim 5062] ;Coming down - diagup type
    type = ChangeAnim
    trigger1 = Vel Y > -2
    trigger1 = Anim = 5052
    trigger1 = SelfAnimExist(5062)
    persistent = 0
    value = 5062
    
    [State 414, Hit ground]
    type = SelfState
    trigger1 = (Vel y > 0) && (Pos y >= 0)
    value = 5100
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