Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: ABloodyCanadian on December 12, 2012, 01:41:33 PM



Title: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on December 12, 2012, 01:41:33 PM
A Bloody Canadian's PSA Thread

So now that I've made a few PSA Hacks, I might as well make a thread to show them all... My PSAs are pretty much not based on any fictional character of the sort... But rather, ideas that come from my own head... So without further ado, here's what I made so far... If you see any actual characters, then they're most likely requests.


(http://i.imgur.com/RYiMZ.png) (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24845) (http://i.imgur.com/Gw0ydSL.png) (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27452) (http://i.imgur.com/2uOnf6i.png) (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34882) (http://i.imgur.com/FfyZ7nW.png) (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34466)


Title: Re: A Bloody Canadian's PSA Thread
Post by: SonicBrawler on December 12, 2012, 02:12:17 PM
*follows thread*


Title: Re: A Bloody Canadian's PSA Thread
Post by: ABloodyCanadian on December 13, 2012, 07:50:35 PM
So I updated the OP with a preview video... people who know me long enough should know where I got got my inspiration from...


Title: Re: A Bloody Canadian's PSA Thread
Post by: Chaos_Knight on December 14, 2012, 01:43:09 PM
Just saw the video. Everything looks nice, but the walking animation looks choppy.


Title: Re: A Bloody Canadian's PSA Thread
Post by: ABloodyCanadian on December 14, 2012, 01:51:41 PM
Walking animations are not the best animations for me to make.. lol... I should probably go back to fix/change it...


Title: Re: A Bloody Canadian's PSA Thread
Post by: Carnage on December 17, 2012, 03:43:39 PM
rom what i saw on the previews the moves look nice except one thing the gun moves

shouldnt they have a gfx to know where the bullets go? and the sound looks anoying i didnt like the sound since it lasted way more than the gunshoots itself other than that they look preety good


Title: Re: A Bloody Canadian's PSA Thread
Post by: ABloodyCanadian on December 17, 2012, 07:55:15 PM
Well I couldn't find any other SFX in the game that could pass as a realistic Gunshot Sound... I also have the idea of making an External GFX, just didn't go around to make it...

As for progress, I've managed to make new animations, but the FitSZeroSuit.pac file got too big, and it crashes my game... I really liked that dash attack too... Oh well... I guess I'll do that another time. I'm still stumped on ideas for a Side Special... As well as an official name...


Title: Re: A Bloody Canadian's PSA Thread
Post by: Chaos_Knight on December 17, 2012, 08:00:02 PM
Is transforming into Power Suit Samus still possible with this PSA?


Title: Re: A Bloody Canadian's PSA Thread
Post by: ABloodyCanadian on December 18, 2012, 10:53:52 PM
I don't want that happening... much like my Scarlet Fighter Zelda PSA not being able to turn into Sheik.

Also, I could use a character hack. I will have custom animations for her guns anyway...

Just to add some new content, here's a BrawlBox preview of the animated Dash attack that I seem to like...

(http://gifninja.com/animatedgifs/435820/dash-attack-preview.gif)

Basically what she does is that she does a sliding kick. The trajectory will be diagonally behind her so she can shoot her gun at them. As you can see, it also changes her direction.

I need a better way to make BrawlBox previews...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Carnage on December 19, 2012, 01:27:35 AM
you should really find a  gunshot gfx since not being able to see the shoots its kinda wierd even n all Shooter games you can see the bullets


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 19, 2012, 07:34:15 AM
I've mentioned that I'll be making an external GFX.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Azure_Shadow on December 19, 2012, 09:50:08 AM
This is interesting... I assume you're going to be making it more of a combo-based PSA? I had an idea like this too, at one time, but mine wasn't on ZSS. It has no progress because I can't get the model to work. :P
You can get around ZSS's filesize limit by removing things from Samus, although that would make Samus unusable. Whether you do that or start over with a different character, I'm interested in seeing how this moveset works out.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 19, 2012, 04:09:24 PM
Thanks for the info! I don't plan on making this PSA Combo based. In fact, ideas come to me as I work on it. Making a distancing character also sounds like a cheap way to to play also. I plan on making attacks where the bullets don't go very far acting like normal ranged attacks.

I might end up making Samus turn to ZSS at the start of the match.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 21, 2012, 05:32:15 PM
I just remembered that the FitSamus.pac file is weird... I guess I am gonna have to make Samus totally unusable to make this work... Oh well...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Carnage on December 22, 2012, 02:18:17 AM
I just remembered that the FitSamus.pac file is weird... I guess I am gonna have to make Samus totally unusable to make this work... Oh well...
wierd? samus and zss have a tiny filesize i think they together only have 7 kbts of space  that isnt wierd its how their filesize works.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 22, 2012, 09:31:23 AM
I'm not talking about the filesize. If you open up Samus' FitSamus.pac file, There are a bunch of Blank spaces, and the Specials are empty...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Carnage on December 22, 2012, 01:15:59 PM
I'm not talking about the filesize. If you open up Samus' FitSamus.pac file, There are a bunch of Blank spaces, and the Specials are empty...
if you open it and save it in bb samus will lose all her specials almost but samus isnt the only one lots of characters have blanked special bars like bowser and wario thats hardcodd stuff that bb takes away thats the reason bowser,wario never got psas due to empty tabs that ignore the codes if you use psa  those actions are empty becuase the game loads one of the other ones  look below and you will find actions leading to the specials subactions if you use psa leavue them empty


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 22, 2012, 01:29:06 PM
I'd rather not use BrawlBox to edit FitCharacter.pacs cause've I've encountered problems with it before...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Akeno/Archer on December 23, 2012, 09:59:51 AM
I don't really know a lot in PSA, but I think you can use the fire effects who follows the bullets in a trail.
Just a thing I suggest


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 23, 2012, 10:12:16 AM
I made an External GFX Already... no need... lol...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Azure_Shadow on December 23, 2012, 02:50:20 PM
I agree with Canadian. Brawlbox seems to work fine for some people, but it messes up my own edits too often for me to feel comfortable using it until BlackJax (or are we supposed to call him "Xaj" now? :P) finishes working out the bugs.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 23, 2012, 02:58:50 PM
I'll be glad to say that If I make a few more moves, I'll make another preview video about what's been added. Not all the moves are added yet, but I think I have enough to make the 1st progress video. I should also update the OP with the checklist.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: turbobear on December 23, 2012, 03:18:31 PM
glad to see someone is giving zss some love,  she's one of my mains in unhacked brawl but I've never had any ideas for her and don't really care to fight the filesize issue (good luck with that btw)


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 23, 2012, 03:23:42 PM
I fixed the Filesize issue... I simply needed to Degrade Samus' abilities by removing things from her FitSamus.pac file.

Also, I want somebody to make a character hack for this... I don't want to keep using her normal colors, especially for the preview video... Her guns will get custom animations anyway...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: turbobear on December 23, 2012, 04:39:04 PM
model or texture?  I'm not the best artist but I might be able to do up a texture if it's not too complicated   but I can't even begin to do model stuff


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 23, 2012, 04:46:14 PM
Well, I would like both actually... lol


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: turbobear on December 23, 2012, 04:49:36 PM
what do you want for a texture?  I can see what I can do but I can't promise anything incredible :P


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 23, 2012, 04:57:47 PM
Well, Imma want a model hack too so...

Also, honestly, I can't think of anything from the top of my head... I was hoping for the creator to "surprise me" but oh well. As long as it fits. Remember, she shoots guns, and does acrobatic flips.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 24, 2012, 03:50:39 AM
why not try making lianne if thats her name over zelda or peach it would be epic but I should let you,finish this


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 24, 2012, 08:30:35 AM
I want it to be good quality work, which is why I'm asking someone else... And if it was to be Leanne, Imma have to add Grenades to the moveset, and that would be pretty broken in my opinion...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 24, 2012, 08:47:37 AM
ok i understand :)


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 24, 2012, 01:50:59 PM
Alright guys! I just need to make the Up Special work, after that, I'll make a preview video!


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 24, 2012, 01:53:37 PM
pssst im still working...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 24, 2012, 10:35:01 PM
I just changed the preview video. If you can't see it, it's most likely still uploading.

What are your thoughts on the moveset so far?


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 25, 2012, 03:55:23 AM
looks good but why are there weird sfx noises when you attack?


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 25, 2012, 09:15:42 AM
Supposed to be Gunshot sounds... Can't find any other sounds that sounds like one that comes from a Machine gun/Handgun... lol


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 25, 2012, 09:22:40 AM
oh sorry.. lol


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: JamietheAuraUser on December 25, 2012, 09:59:05 AM
You could make Grenades a sort of charge move, using a hidden counter that goes up as she deals and takes damage, and goes over the Neutral Special when it's fully charged. Then you can have grenades on the moveset (and have them be closer to realistic in power and blast radius) without them being overpowered. Of course, they wouldn't be all that close to realistic because this is Smash Bros., but 20-25% damage would probably be acceptable.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 25, 2012, 10:02:50 AM
sounds good actually ^


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 25, 2012, 10:31:40 AM
But my idea for this PSA is the use of 2 Guns. 1 for dealing Major Damage, and 1 for the big Finisher. Adding Grenades I think is using both of these ideas in a thrown weapon...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 25, 2012, 10:34:07 AM
yeah your right I think you should call this PSA Extreme ZSS strike psa lol


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 25, 2012, 07:05:06 PM
Okay, I'm working on the grabs right now, and something weird is happening...

I removed ZSS' whip. And I try to give her a normal grab. But what ends up happening is that if she catches someone, she finishes the animation, then assumes she's grabbing someone... You can't do anything while she's doing the grabbing animation until she assumes that you are...

Any way to fix this?

Post Merge: December 25, 2012, 07:59:52 PM
I'm just curious as to how many people would want to try this PSA in development... I could post a DropBox Link and update it as progress is made...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 26, 2012, 09:00:35 AM
^that might help..


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Allbait on December 26, 2012, 09:18:23 AM
For the SFX there are other ones that could be good even though they're quieter.. 0007 (snd_se_system_ScrollBar) 0024 (snd_se_system_Switch) 005F (Down Ground Hit 2) 009B (Landing Ice) 00C6 (Bomb Damage S) Yeah, I guess those are enough :P Hopefully one of them will sound better!
(I haven't played brawl in ages and simply lurk/make random models but I could try it if you need testers)


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 26, 2012, 09:22:45 AM
Well I plan on making 2 different SFX for the 2 different types of Guns. I'll use SFX AC (the one I'm currently using) for the Handgun, and I'll use one of your suggested ones for the machine gun. I can understand how that gun could be so noisy as more bullets are shot with that gun... lol...

I just tried those SFX, and none of them seem to work for me... and by not work I mean they don't seem to fit...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 28, 2012, 12:26:43 PM
I'm finishing this PSA rather quickly... It's filesize has just about reached the Known Maximum... I still need a Down Smash, Up Air, and a Final Smash, and the move set is pretty much done save for Taunts.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 28, 2012, 12:29:13 PM
I thought you had a idea for the final smash? And maybe a duck shoot so if someones ducking then you can charge the gun and shoot them helpful in team matches


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 28, 2012, 12:35:00 PM
I have an idea for the Final Smash. I just haven't made it yet. I like working on the normal moveset 1st, then save the Final Smash and Taunts for later. Also, I would like the Smashes to be Acrobatic.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 28, 2012, 12:57:20 PM
ok maybe a spinning kick that goes pretty fast and it goes around her so it can hit people on the left or right or maybe a flip and shoot (actually save that idea for Leanne) so you could do a combo like this: kick to the way she's facing (facing left then left kick) then a down kick and upper punch.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 28, 2012, 01:02:46 PM
And where do I see her guns in use for this. If the gun aren't used, It'll break the whole idea of the 2 kinds of guns she uses...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 28, 2012, 01:08:29 PM
nope no ideas with guns sorry...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 28, 2012, 01:12:16 PM
Would looking at this help?

(http://gifninja.com/animatedgifs/375714/leanne-shoots-3.gif)


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 28, 2012, 01:41:12 PM
thats just pure epicness.. jk maybe you could do this down b could be that you do a flip and shoot depending and the direction depends on which way you face when the flip activates.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 29, 2012, 02:04:37 PM
Hm... Actually, idk what to do for a Down Smash... lol Not really sure I understand what you just pointed out... lol...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 30, 2012, 06:03:59 AM
maybe if you do what you said to do (like put it on dropbox) since I know now how to PSA I'll try and make the animations and if there good enough I'll send to you through here and upload it media fire so we have no mix up. and a question: how do you edit hitboxes?


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 30, 2012, 07:45:48 AM
Modifying their offensive collisions, and their timers that go with them. It's all common sense really.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 30, 2012, 09:09:42 AM
^thanks.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Azure_Shadow on December 30, 2012, 05:04:02 PM
I just saw the progress video, and I can't believe there's not more hype for this...
I'd be interested in playing with it once you're done/ready for testers!

Also: I agree with alses in that the SFX for the machine gun seems a little strange. I think another SFX would be better, but it's nothing major in a PSA this interesting.


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: ABloodyCanadian on December 30, 2012, 09:29:35 PM
There's not much hype cause it's not an actual character... lol... Most, if not, all my hacks are about Originality and/or creativity.

Also, I feel lazy trying to find a seperate SFX for a Machine Gun...


Title: Re: A Bloody Canadian's PSA Thread - Unnamed ZSS PSA in progress!
Post by: Battleon469 on December 31, 2012, 07:31:15 AM
lol it's gonna burst my ears!


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: ABloodyCanadian on December 31, 2012, 05:31:42 PM
Demo is now ready! Please leave Feedback. I'll update the OP with another preview video soon.

Post Merge: December 31, 2012, 07:52:47 PM
Updated the OP with the new video. You can see it as soon as it finishes Uploading.


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: Azure_Shadow on December 31, 2012, 08:30:28 PM
Downloaded. I'll leave feedback after I try it out tomorrow.


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: Azure_Shadow on January 03, 2013, 11:26:36 AM
I have some feedback for you, if you want it.

I think most of the moveset is pretty good, and the SFX aren't as annoying in practice as they are in theory. I'd be fine with leaving them as they are.
I do think that a few of the moves are unbalanced, however. Like the side B move; even though the random chance between elements (at least I assume it was random) made it a little more interesting, elemental attributes are one of the more overused ideas in PSA and feel like unnecessary add-ons unless they have a good reason for being there. Given that she's using guns, they just didn't seem to fit.
Secondly, even though the machine gun is supposed to be used to rack up damage while the pistol has greater knockbacl, I think they need a little more balance in a few places. Down smash in particular; it just doesn't make sense for a fully-charged smash attack to do 7% damage and still have such a small amount of knockback, but that's what happens on the pistol. Given that I haven't opened the PSA up and looked at the code yet, there may be extra hitboxes that I keep missing with, but if there are I haven't noticed them in play.
Lastly, I like the range on the B and side B attacks, and the AAA combo, but on other parts of the moveset (side tilt, aerials, etc) the range is so short that you have to touch the opponent with her gun in order to do any damage. I feel like she's too light and fragile to be used as an up-close fighter, and that the attacks don't do enough damage to justify that imbalance. I know that you said earlier that ranged fighting seems like a cheap tactic to you, but she's got ZSS's weight and agility with only a third of her range- I think giving her an even longer range than ZSS wouldn't be cheap, because stronger characters can take the attacks or shield them easily enough and faster characters will be able to approach at a decent rate anyway. ZSS seems like a weak character to me, so making her weaker by pulling off her range just doesn't feel right.

Overall, I like it. It's different from most of the movesets on the Vault, and we're in serious need of PSAs for Samus and ZSS that aren't overpowered. Even so, I think this moveset might be in need of a little buffing, mostly concerning the range as that's the primary point of the PSA- the two guns she uses.


...And that's my two cents! (phew!) :)
I hope it all made sense. I'm not used to writing feedback.


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: ABloodyCanadian on January 04, 2013, 01:59:31 PM
Thanks for the feedback. I'll take some of these into consideration. Yes the Side B is Random Chance... lol. I also had a hard time thinking for the side special, then I remembered that Resonance of Fate had elemental bullets so... eventually that idea came up. Also, most of the hitboxes for the tilts and sorts is just 1 offensive collisions so I can understand how you would have a hard time hitting with them. As far as stats go. I didn't really change her stats too much because I didn't know how the attacks would correspond to it. All I did was made her jump lower and slightly heavier. It's a good thing I'm asking other people to try it... lol

Glad with the positive feedback so far!

Also went ahead and updated the Shinda PSA. Makes fixes on one of her Side Smashes and tones down the Down Smash.

I'm thinking of changing the Side Special Idea. A few more ideas have come up.

One of them being some sort of Non-Damaging Dash. But if you're holding a button, you can either attack from behind, interrupt it with a jump, and maybe a few other things.


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: Kaaoeyi on January 04, 2013, 03:51:47 PM
The demo moveset was a lot of fun to play as, but I found myself having trouble to K.O. Peach even at 250+%.

The SFX is fine, at least for me. Yeah walking animations..and mostly stuff Azure_Shadow said, the only reason I won't keep this PSA is because it requires the samus.pac


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: ABloodyCanadian on January 04, 2013, 04:02:09 PM
Surprised that nobody seems to be annoyed by it... lol

I might change the Side Special. Idk...


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: Kaaoeyi on January 04, 2013, 04:24:44 PM
Oh, and could you consider a new down special? I honestly don't know what it does and I keep trying to use it in battle..on ground and in air.


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: ABloodyCanadian on January 04, 2013, 04:34:10 PM
Actually, the Down Special is the key to the moveset. It changes her guns. That's probably why you're having a hard time KOing people. Machine gun is used to rack Damage, while the Handgun is used to KO your Opponents. You always start a match with the machine Gun... lol

Only works on the Ground though...


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: Kaaoeyi on January 05, 2013, 11:13:19 AM
lol I see now, thanks. in future versions, will the samus.pac no longer be needed? cause i already have a psa over samus..


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: ABloodyCanadian on January 05, 2013, 11:20:08 AM
If I can lower the filesize, maybe...


Title: Re: A Bloody Canadian's PSA Thread - Demo Available!
Post by: ABloodyCanadian on January 08, 2013, 08:24:34 PM
I'll release a second demo to see if any of the issues mentioned before have been fixed. I pretty much did some Stat changes, Hitbox fixes, and I'm working on an entirely new Side Special. No Elemental Bullets... lol


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo in the works...
Post by: Battleon469 on January 09, 2013, 01:15:42 PM
I'll play it and see what I think.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: ABloodyCanadian on January 10, 2013, 08:19:33 PM
I updated the Demo Link with the 2nd Demo. Still unsure of the stats though... Again, feedback would help.

Also good news... No FitSamus.pac file this time!

Changes since last Demo:

- Various Stat Changes
- Hitbox Fixes
- Down Throw now Jablocks with Machine Gun
- Entirely New Side Special

As a side note... I'm still in need of a Character Hack... with Model Edits...


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: Battleon469 on January 11, 2013, 11:40:52 AM
^ you talking about Leanne?


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: ABloodyCanadian on January 11, 2013, 12:30:56 PM
No, I'm not talking about Leanne... That's an entirely different Project.

I want somebody to create a character hack over Zero Suit Samus to go with this PSA. I've contacted this person (http://forums.kc-mm.com/index.php?action=profile;u=6220), and this person (http://forums.kc-mm.com/index.php?action=profile;u=11290) about this, but neither of them has yet to tell me word about progress.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: Battleon469 on January 11, 2013, 12:37:36 PM
thats sad, maybe there not online right now?


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: ABloodyCanadian on January 11, 2013, 12:43:16 PM
I heard Mikuru doesn't have a working Computer at the moment and is Online via 3DS, idk about the other guy...


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: Battleon469 on January 11, 2013, 12:56:31 PM
oh I know I'v been online DS before and its a pain!! Anyway Im going to test ZSS out now. After a while I will give you feedback.

Post Merge: January 11, 2013, 01:22:42 PM
Ok im back, and basically I got an error when using the PSA.. What the problem is, is that I don't have ZSS on my CSS and so that means I have to transform via FS on samus. But instead of working the specials went into T stance (except for Up B which failed as it didn't even help in recovering)  and the rest were fine. I thought is was because I was again at hack I never used before, but then I tried it again normal sonic on Vbrawl (was on Vbrawl just with PSA) but got the same result.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: ABloodyCanadian on January 11, 2013, 01:30:01 PM
Holding the Grab Button while selecting Samus will turn you into ZSS when you start the match.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: Kaaoeyi on January 11, 2013, 01:50:05 PM
Trying out the second demo when I get home, currently unable to as I'm in class right now  ;D


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: Battleon469 on January 11, 2013, 02:11:46 PM
Oh sorry lol but is supposed to freeze if you don't start as ZSS?


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: ABloodyCanadian on January 11, 2013, 04:09:46 PM
I never intended to have Samus to turn into ZSS anyway. So... yeah...


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: Kaaoeyi on January 12, 2013, 09:57:53 AM
Uh..the file was moved or deleted, or are you applying fixes?


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: ABloodyCanadian on January 12, 2013, 10:07:54 AM
Fixed


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: narutofan1 on January 12, 2013, 11:20:31 AM
Fixed


Your PSA is not fixed completely, she freezes on most of my stages,
Except for stages that I made on my stage builder in brawl.

But every other stage I try to play her on, just freezes, can you fix that?


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: ABloodyCanadian on January 12, 2013, 11:29:54 AM
I tried it earlier. She works fine for me... Do you have any Samus PSAs?


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: ShadowWolf on January 12, 2013, 11:32:49 AM
I tried it earlier. She works fine for me... Do you have any Samus PSAs?
Gunslinger PSA... *Follows thread* :happy:


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: SwingSet on January 12, 2013, 04:11:49 PM
Your animations are great! Hope to see more from you in the future. :D


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Demo Released!
Post by: ABloodyCanadian on January 12, 2013, 04:36:31 PM
Great? I'm still not that good... lol. Oh well, at least it's better than this (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24845)...


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: Battleon469 on January 13, 2013, 04:43:49 AM
Oh come on that PSA was so not horrible.......


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: Carnage on January 13, 2013, 06:04:14 AM
i didnt see anything that bad either.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 13, 2013, 06:39:39 AM
The animations on that one was terrible...


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ShadowWolf on January 13, 2013, 07:17:05 AM
The animations on that one was terrible...
How were they bad? I don't see anything bad about that PSA either...


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 13, 2013, 09:51:19 AM
They simply look retarded...


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: Battleon469 on January 13, 2013, 10:51:17 AM
^ ............ tell me which moves?


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: Carnage on January 13, 2013, 11:11:32 AM
i also didnt saw any retarded animations at all lol either you linked the wrong hack or you have a godly animation standard i have seen much worse psa animation than that by far


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 13, 2013, 12:01:11 PM
... :srs:

You mean to tell me they don't look retarded to you?


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: zutox on January 13, 2013, 12:13:50 PM
Gunslinger PSA! It's like seeing a new Gunner Yuna come to life :D


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 13, 2013, 12:31:39 PM
Never played the Gunner Yuna PSA. What's so similar other than the guns?


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: Carnage on January 13, 2013, 12:43:32 PM
... :srs:

You mean to tell me they don't look retarded to you?
nope and like most ppl told you abode they are decent there are much worse animations out there i didnt see anything that bad to say the animations are retarded


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 13, 2013, 12:47:11 PM
Well there was a reason why I didn't add it to the OP... lol. If that's the case, I might as well put it up there now... lol


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: zutox on January 13, 2013, 01:20:07 PM
Never played the Gunner Yuna PSA. What's so similar other than the guns?

No I'm not comparing it to the other Gunner Yuna psa, it's more that I'm saying this is how it should have been :D
I really like how fluent the attacks go from one to another. 


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 13, 2013, 04:08:49 PM
So nobody has anything bad to say about the PSA so far? After playtesting it for a while, All I can say to myself is tone down the Side Special. It seems abusable due to the invulnerability frames starting RIGHT at the start of the move. I'm also still unsure of the stats, so any feedback on that would help as well. I'll start working on the Final Smash soon. And that will have it's own video.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: zutox on January 13, 2013, 04:50:31 PM
So nobody has anything bad to say about the PSA so far? After playtesting it for a while, All I can say to myself is tone down the Side Special. It seems abusable due to the invulnerability frames starting RIGHT at the start of the move. I'm also still unsure of the stats, so any feedback on that would help as well. I'll start working on the Final Smash soon. And that will have it's own video.

I love Final Smashes XD Can't wait to see it!


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: narutofan1 on January 13, 2013, 04:55:51 PM
So nobody has anything bad to say about the PSA so far? After playtesting it for a while, All I can say to myself is tone down the Side Special. It seems abusable due to the invulnerability frames starting RIGHT at the start of the move. I'm also still unsure of the stats, so any feedback on that would help as well. I'll start working on the Final Smash soon. And that will have it's own video.



I have something bad to say about this PSA and it's only 1 problem
With it. The PSA freezes on almost all my stages except for the stages made
From stage builder on brawl.

can you please fix that problem, I have a PSA on Samus and I don't wanna get rid
of it and I wanna be able to have the ZSS PSA without getting rid of the PSA on samus.

Also on my character select screen, I have samus and ZSS as separate characters and
I would like to have both PSAs without getting rid of the other one.

so try to fix this problem.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 13, 2013, 04:57:52 PM
To do that would be to lower the filesize. And that's as low as I can go right now. I doubt I can go any lower.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: Carnage on January 13, 2013, 04:58:15 PM


I have something bad to say about this PSA and it's only 1 problem
With it. The PSA freezes on almost all my stages except for the stages made
From stage builder on brawl.

can you please fix that problem, I have a PSA on Samus and I don't wanna get rid
of it and I wanna be able to have the ZSS PSA without getting rid of the PSA on samus.

Also on my character select screen, I have samus and ZSS as separate characters and
I would like to have both PSAs without getting rid of the other one.

so try to fix this problem.
if you have a samus psa then its probably filesize issues wich cant be fixed persay.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 13, 2013, 06:05:09 PM
So I updated the OP... thanks for the thoughts guys... lol.

As a side note, expect a Cinematic - esque Final Smash for our Gunslinger.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: Battleon469 on January 14, 2013, 12:14:42 PM
Its not darn working I tried everything I even used a CSS that had ZSS. I have no PSA over samus and I am NTSC. Is it riivolution? Because that's what I use all the time. First I thought it might be my smashbros.brsar but it's not that. I even did what narutofan did by going on a stage builder stage but still not working. The specials just make her go into a T stance.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: Carnage on January 14, 2013, 12:37:45 PM
Its not darn working I tried everything I even used a CSS that had ZSS. I have no PSA over samus and I am NTSC. Is it riivolution? Because that's what I use all the time. First I thought it might be my smashbros.brsar but it's not that. I even did what narutofan did by going on a stage builder stage but still not working. The specials just make her go into a T stance.
that is becuase you are not putting the montion on the common.pac most likely


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 14, 2013, 01:57:36 PM
Is it riivolution?

Yes it is. You place the FitSZerosuitMotionEtc.pac in a common.pac


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: zutox on January 14, 2013, 02:45:44 PM
So nobody has anything bad to say about the PSA so far? After playtesting it for a while, All I can say to myself is tone down the Side Special. It seems abusable due to the invulnerability frames starting RIGHT at the start of the move. I'm also still unsure of the stats, so any feedback on that would help as well. I'll start working on the Final Smash soon. And that will have it's own video.

Only "bad" thing I have to say about it is that one some of her moves she has no range at all, you have to actually hit your opponent physically for hitboxes to connect. Besides that, no complaints.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 14, 2013, 03:55:46 PM
Did that to make sure it's not broken... lol. Though I may add a bit of range to it.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: zutox on January 14, 2013, 05:53:25 PM
Did that to make sure it's not broken... lol. Though I may add a bit of range to it.

Yes a bit of range would be good, if only to make the play get more smooth, since, well, she uses her gunns and you'd expect them to have a little range :P
She is pretty lightweight, so I don't really see a bit of range for her a problem.
If it is, you could scale the damage to make up for the range, though that wouldn't need to be much.
How's the final smash looking? I am so looking forward to see it :D


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: ABloodyCanadian on January 14, 2013, 06:13:23 PM
Actually... I'm too busy trying to make her grabs work properly... So much hassle...

What'd be better would be to have someone else fix it for me for I don't understand what I'm doing... lol


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: Kaaoeyi on January 15, 2013, 09:10:23 AM
no freezing problems here, and I can use both samus and zssamus in battle, bravo on the improved demo even though I thought the moveset was fine before lol.


Title: Re: A Bloody Canadian's PSA Thread - 2nd Demo Released!
Post by: Battleon469 on January 15, 2013, 10:54:16 AM
Oh thanks lol I didn't know


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: ABloodyCanadian on January 15, 2013, 10:17:53 PM
Here's your next preview for you guys! The Final Smash! BrawlBox preview... lol

(http://gifninja.com/animatedgifs/471308/final-smash-brawlbox-preview.gif)

Camera Edits will be applied to this...

Final Smash goes a bit faster than this...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: SwingSet on January 16, 2013, 04:31:46 PM
Looks good!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: zutox on January 16, 2013, 07:06:02 PM
I have been checking Brawl Vault like 40 times today to see if there was more news about this XD
I dunno why I'm so hyped about it, but I am :D


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: SonicBrawler on January 16, 2013, 07:36:48 PM
I love this PSA. The only this is the SFX for the gun. its odd imo


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: ABloodyCanadian on January 16, 2013, 10:24:59 PM
Lol at the hype...

I'm slowly making progress... Final Smash will be done by the Weekend... at least I hope...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: Battleon469 on January 17, 2013, 10:18:47 AM
how do you put the fitmotion in the common5.pac?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: ABloodyCanadian on January 17, 2013, 10:20:20 AM
Not Common5, just Common. That file is where you replace the FitMotionEtc.pac file.

Still in need of a Character Hack... I'm not releasing the final thing until I get a Character Hack...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: JamietheAuraUser on January 18, 2013, 05:41:02 PM
I'd recommend switching the gunshot sound for the machine gun to something that's not so long. Check out Hollow's "Neo" PSA. The neutral B is a machine gun that has a decent firing sound.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: ABloodyCanadian on January 18, 2013, 05:57:10 PM
I wanted to do that originally, but I couldn't find a suitable SFX. Btw, is it a custom SFX?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: JamietheAuraUser on January 18, 2013, 06:01:51 PM
I'm pretty sure not. After all, I haven't done any editing to the Smashbros_sound or whatever on my end, and there wasn't one in the download.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: ABloodyCanadian on January 18, 2013, 06:02:20 PM
Looking at the PSA file, the SFX seems to be ID 50 which is Fighter Common 39. That's an Explosion sound...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: JamietheAuraUser on January 18, 2013, 06:06:20 PM
Go on, try it! It actually sounds pretty darn decent in-game. BRBRBRBRBRBRBRBRBRBR is what it sounds like, basically.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: ABloodyCanadian on January 18, 2013, 06:10:51 PM
Tried it, didn't like it. The thing is he set it to loop for every 1 frame. I have mine set to loop every 2 - 4 Frames. So it does not have the same effect.

Post Merge: January 18, 2013, 06:30:50 PM
The Final Smash is a Mess!

(http://i.imgur.com/qqNjTHl.png)

Even fullscreening it wouln't show the full list... lol I didn't even add the If Statement yet...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: JamietheAuraUser on January 19, 2013, 12:17:33 AM
Sorta off-topic question: Brawlbox. Zelda, Sheik, and Zero Suit Samus's FitMotions. Where do I put them and how do I do it? (I'm using Riivolution, because for some reason the File Replacement Code glitches partway into some of the songs I have on Battlefield and Final Destination.) I just want to try out Scarlet Fighter Zelda and Gunslinger Samus, plus I sorta wanted to use SDoom's Spider-Man.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Final Smash in Progress!
Post by: ABloodyCanadian on January 19, 2013, 12:23:07 AM
Common.pac I think it was...

>.>
<.<
=.=
http://www.youtube.com/watch?v=ysr_-8vddF0

It's not done yet, but it's something... This must be my most Cinematic Final Smash yet...

I'll update the OP in due time...


Title: Re: A Bloody Canadian's PSA Thread - Video of Progress on Page 9!
Post by: Ratchet99 on January 19, 2013, 03:38:54 AM
This PSA sounds great!


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: zutox on January 19, 2013, 07:54:44 AM
Common.pac I think it was...

>.>
<.<
=.=
[url]http://www.youtube.com/watch?v=ysr_-8vddF0[/url]

It's not done yet, but it's something... This must be my most Cinematic Final Smash yet...

I'll update the OP in due time...

Omg omg omg! The hyype, the hyyype!
This looks soooo good!
I really can't wait to try this.
Btw, does this only attack one opponent, or can you catch more than one with the FS?


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: ABloodyCanadian on January 19, 2013, 07:56:52 AM
You can hit more than one, but I can't guarantee you can KO all 3...


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: zutox on January 19, 2013, 08:25:00 AM
You can hit more than one, but I can't guarantee you can KO all 3...

Well that just makes it more interesting I think.
You said you thought you would have it done around the end of the weekend?
*bounce, bounce* O..O

Also I notice that she uses two guns, but she only wields one, will there be a special model for that? Are you making anyone in particular?


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: ABloodyCanadian on January 19, 2013, 08:40:39 AM
For the sake of making the filesize smaller, yet more easy to edit. I'll work on the 2nd Gun Last.


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: zutox on January 19, 2013, 09:14:27 AM
For the sake of making the filesize smaller, yet more easy to edit. I'll work on the 2nd Gun Last.

So the 2nd gun will be in the PSA itself and not on a specific model?
Was just thinking that having it model imported would save filesize, but having it as part of the PSA itself would be nice as you could choose what models you wanted to use the PSA with.


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: ABloodyCanadian on January 19, 2013, 09:27:32 AM
I would do that, but 1st of all, I would need a Character Hack. 2nd of all, I still have no idea how to use the Object Importer... I've tried and failed.


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: Carnage on January 19, 2013, 10:19:51 AM
her gun doesnt make the psa heavy at all since its on the pcs lol


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: ABloodyCanadian on January 19, 2013, 10:21:39 AM
But the thing is, if I make 1 PSA edit on BrawlBox, I can't edit it with Smash Attacks... that's why I'm saving it for last.

Also, I would need that character hack if I were to put it on the Character Model... If only if I could figure out how that object importer works...

Also, Another reason why I'm putting it in the PSA file is because I'll have 2 separate animations to make the guns change shape when you switch from Machine Guns to Hand Guns.


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: JamietheAuraUser on January 19, 2013, 02:32:48 PM
Regarding the Final Smash: I don't think the spin at the start should hit as many times as it does, since she can't possibly be firing at the target continuously the whole time and it LOOKS like it starts with a backflip kick, but there's no appropriately placed hitbox there. Also, I think there should be a bit of a pause between the backflip kick and the gunfire from the spin. Thirdly, she shouldn't be holding her gun still while throwing the grenade she uses for the KO, and if you have a custom article or something available you should perhaps make the grenade be a more distinctive, futuristic-looking colour or shape. Fourthly, the part where she shoots at the opponent while upside-down needs a different camera angle in order to not look ridiculous. Lastly, with a Final Smash that disorienting to use, I don't think it should put her in SpecialFall when it ends.

That move is seriously pretty cool, though.


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: ABloodyCanadian on January 19, 2013, 02:50:29 PM
To respond to your complaints(?)...

1). I can see what you mean... though I plan on doing a GFX so it looks like she's shooting at 360 degrees...

2). Isn't there already a sort of pause between the 2? There's a Time Manipulation event during the camera shot so opponents would slow down. It actually slows down to the point where the opponents can barely do anything.

3). If you look closely, she's actually throwing a grenade. (That explains the explosion... lol)

4). I changed the camera a bit so when the Cinematic section ends, she points at the screen. As you see it now, she looks at an angle.

5). I figured that since the Final Smash pretty much deals 160% and 1 Hit KOs (Even with the final blast at 0%), I might as well try to balance it... lol.

The Final Smash is still a work in progress so any thoughts on it are welcome!


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: JamietheAuraUser on January 19, 2013, 03:05:14 PM
1./5. Here's actually an easy point for you to nerf the overall damage, by having her only hit the primary target when she could logically be pointing one of her machine guns at them. (Basically, just line the hitboxes up with her properly. One in front of her and possibly one behind, if you change the way she holds her guns during the flip so she fires both in front and behind.)
2. What I meant is that the FS needs an initiating hit, possibly turn the backflip before the spin into a flipping kick, then have her pause before the leaping spin. Basically, backflip kick > pause for the opponent to be launched a short distance into the correct position > continue attack.
3. I noticed the grenade, eventually. It's a little hard to see, but it's easier to identify with the sound on. That's why I suggested that it should be a different colour or shape, to make it more distinctive. Also, why does the grenade blast hit her, too?

P.S. Not complaints. Constructive criticism. =D

P.P.S. For the machine gun, have you tried the sound effect used when attempting to fire an empty Super Scope? I'm just trying to think of things that don't get so annoying as that one does after a while.

P.P.P.S. One of her attacks' voice clip (I think it's Up Special?) activates too late into the attack, so you don't actually hear the full quote. She's supposed to say "You're mine!" but it just sounds like "mmm" because it cuts off early.


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: ABloodyCanadian on January 19, 2013, 03:18:32 PM
1). and 5). I guess I can change the animation. Doing that wouldn't hurt. Also, I counted the overall damage done on each section. 1st flip does about 25%, 2nd and 3rd sections deal about 55%, and the grenade deals 25% as well. If I were to change the initial hit entirely, she would potentially still get a maximum hit of about 115%.

2). The initiating hit was that 1st back flip. It cancels if the attack misses. Also, the use of physical attacks aren't really used in the PSA so far... okay the dash attack but oh well.

3). I actually took the grenade from Snake. I could change the texture of it, or place a GFX around the grenade for it to be more easy to identify.

P.S. Then I should nominate you for the Constructive Award! :af:

P.P.S. Thanks for the suggestion. I haven't really tried the use of the item SFX so far... lol. Though I'm specifically looking for a SFX that starts strong with a BANG, then fades away. Much like an actual gunshot shot sound. Listening to the item SFXs now, there are a few potential ones I could try...

P.P.S. If only if her voice clips were louder...


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: zutox on January 19, 2013, 03:32:08 PM
You could make her use the sticky grenade thing at the start of the FS and then once she is done shooting it explodes, though, i really like the angle work when she throws it


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: Battleon469 on January 19, 2013, 03:40:38 PM
uggg that PPS! anyway I don't know why but replacing the fitmotion in the common_en.pac isn't working...


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: Allbait on January 19, 2013, 05:37:56 PM
But the thing is, if I make 1 PSA edit on BrawlBox, I can't edit it with Smash Attacks... that's why I'm saving it for last.

Also, I would need that character hack if I were to put it on the Character Model... If only if I could figure out how that object importer works...

Also, Another reason why I'm putting it in the PSA file is because I'll have 2 separate animations to make the guns change shape when you switch from Machine Guns to Hand Guns.

Ehm.. ZSS's Gun is a seperate model on her PCS and uses various different animations meaning instead of putting it in the actual .PAC and giving us the BRESS for the model/animation/textures would save space, time and make it easier in PSA without having the issue of being unable to use PSA on the PAC after using BB because you wouldn't need to edit anything in BB anymore and would keep it editable in smash attacks forever <3


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: Azure_Shadow on January 19, 2013, 05:40:18 PM
Just got back from vacation; wish I'd been able to play it and give feedback earlier.
This looks great, and that final smash is awesome. I'm going to try it out in-game and leave some feedback here later.
I don't know if you've changed the side B move or not, but I liked the idea you had about a dash. I think it would fit nicely.

And I think what Alses just said was that making a model edit would be easier for everyone concerned and wouldn't lead to issues with PSA being unable to open the moveset file.


Title: Re: A Bloody Canadian's PSA Thread - New Preview Video!
Post by: ABloodyCanadian on January 19, 2013, 06:12:40 PM
Don't worry about that. I still have a version where it's still editable in PSA. When I made the demo, I used Save As, then saved that other PAC file in BrawlBox to lower the filesize. I'm still using the FitSamus.pac as we speak...


Title: Re: A Bloody Canadian's PSA Thread - Final Smash still in progress!
Post by: ABloodyCanadian on January 22, 2013, 07:04:00 PM
Well, I can say this PSA is almost done. Just need taunts. Though I'm not sure how to go about it yet. Having that Character Hack done would help so it gives me an idea of personality.

Also, could I get somebody else to fix the grabs for me when it's done?


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: SwingSet on January 22, 2013, 08:33:54 PM
If I knew how, I would love to. But I think Jrush is good at fixing grabs.


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on January 22, 2013, 08:55:50 PM
I'll contact him when it's done... unless somebody else takes the offer...

I still need a Character Hack. I contacted Mikuru (or Aphrodite) but no word of progress. Though she just got her computer back so, I'll give it time...


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: JamietheAuraUser on January 23, 2013, 05:15:52 PM
I recently downloaded Scarlet Fighter Zelda, and I have some feedback to give if you don't mind.

Most importantly:
Side Special sometimes has a minor polygon explosion when it connects. It seems to be related to the starting dash, as it doesn't happen if the attack connects immediately. Also, depending on when in the dash the attack connects, the polygon explosion can happen at different points in the animation.
Final Smash's last hit can KO at 40%. And since the total damage is 88%, I think that's a tad bit overpowered.
And now for the minor nitpicking:
The double kick towards the end of her Final Smash looks a little sloppy. Maybe replace it with just a single jumping front kick? I feel like that would look better. Right now, it kinda looks like she's doing the can-can. >.<
Secondly, the pose before the Final Smash's final strike looks awkward because it freeze-frames completely.
Thirdly, in one of her victory poses (the one you can get if you hold the Y button (gamecube controller) as the match ends) the bottom of her dress poofs out weirdly and makes her look fat.
Fourthly, (and this is just a minor nitpick) Side Taunt is the exact same no matter which way you're facing, she always points to the left and looks in that same direction. I shouldn't have to position my character super-extra-carefully just to taunt my opponent properly. Maybe you could make a mirrored version where she faces right instead? A mirrored version of Up Taunt wouldn't hurt either, but that's not as big of an issue.
Fifthly, her jab animation looks a bit weak. She just sort of lifts her hand up and it does 3% damage. It doesn't quite have the forceful appearance that a palm strike should. Perhaps if she drew her hand back a bit, or simply moved her arm faster and twisted her wrist the way martial artists know you're ALWAYS supposed to do for a punch (or a palm strike), it would look like it has some force behind it.
Lastly, would it be possible to give her a rapid-jab sort of combo, even if she can't have a normal jab combo? I've seen some hacked characters where holding the A button results in a different combo than you get if you press it repeatedly. Perhaps you could add a second palm strike with her other hand and make it loop.


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on January 23, 2013, 05:30:27 PM
Having it as my 2nd PSA, I guess fixing up sloppy animations wouldn't hurt. I don't really understand what you mean about the side special though... lol. That victory animation, I might change it entirely... lol. Side Taunt I'll leave as is (cause I think that's just fine as is.) The jab is also meant to be weak so... lol.


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: JamietheAuraUser on January 23, 2013, 09:27:23 PM
For the side special, I think I said what I meant. Partway through the jump-and-heelkick animation, the polygons of her dress sometimes stretch everywhere. This doesn't always happen, and whether or not it does, as well as exactly what frame it happens on, seems to depend on what frame the hit occurs on in the initial forward dash of the move.

Having a deliberately weak move that's designed so you'll never use it is ridiculous. Plus, I wasn't complaining about the actual power of the attack, but the apparent "power" of the animation and the fact that there's no combo. I would be perfectly fine if the damage was nerfed from 3% per hit to 2% per hit as long as there's an actual combo. Besides, having a weak jab is pointless when the side tilt is faster anyway and does 11%.


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on January 23, 2013, 10:56:24 PM
Thanks for the talk. Now if you will excuse me, I'll tell the mods to give you an award... lol.


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: JamietheAuraUser on January 24, 2013, 06:39:38 AM
Um... Actually, I'd like to apologise for that second paragraph. Looking at it now, it comes across like I'm just flaming you. But yes, a combo would be appreciated, failing that the animation needs more "oomph" to it. Actually, the animation needs more "oomph" to it either way, really. And the side tilt maybe needs a very small damage nerf. Other than all of the above issues (Which actually aren't as many as they seem; for some reason, the fewer things that are wrong, the more specific I get.), that PSA is pretty darn awesome.



Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on January 24, 2013, 12:11:36 PM
Oh man... I have a new Idea for my next PSA... I'm tempted to work on it due to the fact that I won't be getting a Gunslinger Samus Character hack for a while... All I'll say for now is that it's over Marth.


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: SwingSet on January 24, 2013, 06:25:45 PM
Happy 1000 posts Bloody Candian. :D


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on January 24, 2013, 06:29:05 PM
Unrelated... BACK ON TOPIC

Mikuru (or Aphrodite) is working on the character hack. That's good to hear...


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: Battleon469 on January 25, 2013, 11:58:28 AM
who is the character?


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on January 26, 2013, 03:06:38 PM
I might as well tell you guys what my next project is after Gunslinger Samus...

It's over Marth, and it'll be a combo based PSA where the only attacks with knockback growth are the smashes. He'll also will use up to 4 Swords, and I've come up with a Cinematic Final Smash for him already. I've imported 3 Swords for him to use (Ganondorf, Ike, and Beam Sword) as an external GFX.


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: Battleon469 on January 27, 2013, 03:36:16 AM
Oh and I've got feedback for the ZSS demo 2:
Well I really loved the gun shooting after the UP B since it helps.  The GFX is kinda  weird how its a line  and sometimes I think that the range of the attack is kinda low. I loved the Side B speed boosting but I think the running animation is kinda weird. I'm not really sure how the Down B works, (I know it changes gun but...) since when it changes I don't see (much) diffrence with the other gun. When are done with the final one I will same some Feedback for that. And one more thing.. YOUR ANIMATIONS ARE EPIC! Lol seriously other than the run which was a bit fast (in animation I mean) the rest of the animations were really good. If I had to rate it out of 10 it would be 8 / 10.


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: kalebninja on January 28, 2013, 06:45:52 PM
feedback for the zss gunslinger demo:the bullets dont reach far so its hard to fight and there not strong enough so i have to rely on items to beat people i also cant see the bullets so its a little wierd but other than that the psa is great i love the moves and it feels natural fighting with it


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on January 28, 2013, 06:57:05 PM
Have you considered what the down special does? It changes guns. You start a match with the Machine Gun used to deal Damage. When their damage is high enough, switch to pistols to finish them off.

I hope you used the PSA knowing this... lol


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: zutox on January 28, 2013, 07:07:20 PM
How is progress with the gunslinger psa? Nearing completion or have you run into any issues or problems? 


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: kalebninja on January 28, 2013, 07:16:17 PM
Have you considered what the down special does? It changes guns. You start a match with the Machine Gun used to deal Damage. When their damage is high enough, switch to pistols to finish them off.

I hope you used the PSA knowing this... lol

 :srs: i need to be smacked... lol


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on January 28, 2013, 07:33:59 PM
How is progress with the gunslinger psa? Nearing completion or have you run into any issues or problems? 


Not really. It is almost done. Just need to do a few fixes to the Final Smash, as well as add taunts. Though I can't really do the taunts without a character hack to go with it 1st... I hope Mikuru is making progress...

Post Merge: January 29, 2013, 12:08:20 AM
So instead of working on Gunslinger Samus, I've been working on this...
(http://gifninja.com/animatedgifs/487459/captain-falcon-dances-like-vashyron-wip.gif)

Clearly not finished but oh well...

To those wondering what I'm trying to remake, here's the video
http://www.youtube.com/watch?v=tVibNKrp8sQ


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: Azure_Shadow on January 29, 2013, 12:20:26 AM
You should warn someone before you do that. :srs:

As long as we're giving feedback, I still think the Gunslinger Samus PSA could use more range. But it's good enough as-is that it deserves a release as a character hack anyway.

As for your character with four swords, is that going to work in the same way as this one, where you push down-B to switch between them? Or does he actually use four swords at once?


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on January 29, 2013, 07:25:39 AM
He'll use 1-2 swords by default. But pressing the Down Special will add more swords to his attacks that can add damage and/or be used as combo extenders. A sword will disappear if it is used in an attack. But the swords will disappear if using a Smash. The smart thing to do would be to use the Smash as a combo finisher.


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: Azure_Shadow on January 29, 2013, 10:31:37 PM
Interesting idea. But he can use them more than once, correct? I mean, pushing down special will give him the swords even if he's already used them in the match before?


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on January 29, 2013, 10:35:09 PM
Of course you can call them back by using the Down Special again.


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: ABloodyCanadian on February 03, 2013, 10:45:41 PM
So I just recently came up with more ideas for Gunslinger Samus, and I think it'll make a great addition to her current moveset. And you know what that means! (Or not...)

Expect a 3rd Demo coming soon. I won't reveal the changes just yet.

As far as another Preview video goes, I don't want to make the next one until I get the character hack from Mikuru. Maybe I should pester her if I don't see progress for another week...


Title: Re: A Bloody Canadian's PSA Thread - Now Hiring!
Post by: zutox on February 04, 2013, 09:43:31 AM
So I just recently came up with more ideas for Gunslinger Samus, and I think it'll make a great addition to her current moveset. And you know what that means! (Or not...)

Expect a 3rd Demo coming soon. I won't reveal the changes just yet.

As far as another Preview video goes, I don't want to make the next one until I get the character hack from Mikuru. Maybe I should pester her if I don't see progress for another week...

Ooh very exiting :D
Yes you should pester X3 we are all waiting and biting our nails expecting this epic thing!
I think a lot of people are waiting to have a new character over zero suit samus.
Really looking forward to your new demo, but even more so for your actual release.
you won't be doing any beta release besides the one you have done? Like a beta with your FS for example?


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: ABloodyCanadian on February 04, 2013, 11:28:48 PM
I might do something with the Final Smash... lol



Another Brawlbox preview showing off an additional option to your Aerial Side Special.
(http://i.imgur.com/84Gvh0I.gif)


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: Azure_Shadow on February 05, 2013, 12:37:46 AM
You should pester Mikuru if there's been no progress. We await your PSA with great anticipation...


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: ABloodyCanadian on February 05, 2013, 08:14:57 AM
I'll give it another week before I'll pester her again.


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: Battleon469 on February 05, 2013, 11:38:00 AM
Can't wait for 3rd demo the animations on 2nd were the best!


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: ABloodyCanadian on February 06, 2013, 12:54:42 AM
Progress for the next demo is doing good. I should probably go into more detail as to what will be changed.

Other than a few Hitbox fixes, I've added something to the Side Special that if you press the attack button quick enough, she'll do a quick kick aimed diagonally below, and behind her. If used successfully, she'll be able to dish out more damage (Up to 23% with Machine Gun) and gain some more horizontal distance. But there's a risk factor. Even if you miss with this attack, you'll be sent to the helpless state. So there's a sort of Risk-Reward thing going on. Of course you can also interrupt it with a normal aerial attack, you just have to wait for the right timing instead of mashing the button.

But it's not just the Side Special that'll be changed. I'm also Changing some of the Aerial Attacks. Specifically for the Machine Gun. Yes, she'll have different attacks in the air depending if you are using the Machine Gun or the Hand Gun. The ones you'll use for the Handgun will remain unchanged, but the Machine Gun attacks will be different. And I'm also thinking of Redoing the Up Air.


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: Battleon469 on February 06, 2013, 09:31:02 AM
Will it include the Final smash?


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: ABloodyCanadian on February 06, 2013, 09:38:03 AM
I'll do something about it...


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: zutox on February 06, 2013, 10:28:48 AM
I'll do something about it...

About the final smash.
Do you have to be up in your opponents face before you activate it to hit it or will she run up to the closes one like link, or marth does, or something like that?
What bothers me with most FS that you have to be superclose in order to hit with is the fact that the AI will never land a hit with it


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: ABloodyCanadian on February 06, 2013, 10:57:55 AM
I'm not exactly  sure how close, but it's not like Link or Marth's FS.


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: Battleon469 on February 07, 2013, 01:23:11 PM
Hopefully not too close because then you might get hit trying to activate it.


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: ABloodyCanadian on February 07, 2013, 03:59:22 PM
There's intangibility frames to prevent that from happening. As a Final Smash should.


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: Azure_Shadow on February 08, 2013, 01:03:15 PM
Do you still need someone to PSA the grabs for you?


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: Battleon469 on February 08, 2013, 01:05:38 PM
Yeah I'm curious


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: ABloodyCanadian on February 08, 2013, 02:00:32 PM
Somebody told me of a person who could. I'll contact him unless somebody else takes the offer before this thing is done.


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo in Progress
Post by: ABloodyCanadian on February 13, 2013, 06:04:17 PM
Just to add some new content, I'm changing Scarlet Fighter Zelda's Win2 Animation...

(http://i.imgur.com/e3joFrQ.png)


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda has been Updated!
Post by: zutox on February 16, 2013, 06:50:41 PM
Just checking in at the most exiting PSA project atm :)
Are you still missing the model you needed for your gunner? Also, what was it you needed to change with the FS?
And while I am at it, will there be a new demo soon, or even better, a new playable version :D


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda has been Updated!
Post by: ABloodyCanadian on February 16, 2013, 06:59:35 PM
Almost done. I'm re-doing the Up Air, and I haven't really touched on the Final Smash since I 1st announced the 3rd Demo. Everything else I wanted in the demo is done.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda has been Updated!
Post by: Azure_Shadow on February 16, 2013, 07:53:12 PM
Oh, is the third demo up already? I thought you were still coding it.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda has been Updated!
Post by: ABloodyCanadian on February 16, 2013, 08:01:13 PM
It's not yet done... I've been working on another thing not PSA related... lol


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo Near Completion
Post by: ABloodyCanadian on February 23, 2013, 03:01:52 PM
So, here's the next demo! I would not include the FitSamus.pac in there, but BrawlBox refuses to save the changes...

Also, Final Smash assumes you're facing Right.



New Features since last Demo
- FAir and BAir get their own Gun Specific Animations
- Final Smash
- Balancing Issues
- New Up Air
- Aerial Side Special has it's own attack


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo Released!
Post by: Azure_Shadow on February 23, 2013, 03:52:21 PM
Excellent! I'll go try it out.


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo Released!
Post by: zutox on February 23, 2013, 08:57:40 PM
Wow her pac has gotten huge v..v I can't use her with samus anymore, this saddens me. Don't really want to trade in one char for another.
I hope you get BB to save it.
I had no trouble using the FS from either side, it had the same result for me. I managed to catch up to two opponents in the FS, but not the third one. That is good enough for me, I mean, how often do you really have the chance to catch 3 opponents in your FS? Not often X3
Although I absolutely love her moves, animations and her FS, I will wait til she is compatible with my samus again before I use her. I didn't get why there was a samus.pac there at first, so I froze my wii like twice before figuring out she had too large pac <..<


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo Released!
Post by: ABloodyCanadian on February 23, 2013, 09:24:28 PM
I do hope I can fix the problem by the Initial release. I think I'll make a progress video soon...


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo Released!
Post by: zutox on February 23, 2013, 09:41:07 PM
I do hope I can fix the problem by the Initial release. I think I'll make a progress video soon...

Sounds good :)
About the FS, I am wondering if perhaps you could make it so that when she shoots the opponents and the hitboxes connect, that the enemy would flinch a bit, to show that they are actually taking hits, not just be completely frozen until the fs is over? Like when she usually fires her gun.


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo Released!
Post by: ABloodyCanadian on February 23, 2013, 09:45:01 PM
The reason they're "frozen" like that is because the hitbox refreshes itself every 2 frames. If you want me to increase that number I can do so, but that would mean I have to fix the knockback rates of every hit.

Also the Final Smash wouldn't deal 120% anymore.


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo Released!
Post by: JamietheAuraUser on February 23, 2013, 09:57:52 PM
120% is overrated anyway. It'll be fine if you remove the helpless fall afterwards.


Title: Re: A Bloody Canadian's PSA Thread - 3rd Demo Released!
Post by: zutox on February 23, 2013, 10:09:07 PM
yeah as long as the grenade hits it looked like pretty much a instant KO anyways, at least I don't think it needs to do that much damage as long as it has okay KO potential. I would rather you make the FS seem more "alive" and I have to agree on removing the helpless fall after it. Too often does she go way past her chance at recovery X3


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 25, 2013, 12:29:18 AM
I made her helpless at the end of the Final Smash to balance out the overpoweredness of the attack. I also understand that she comes out short when recovering so I can at least make that feat easier.



I feel like I should redo the entire FitSZerosuit.pac file just for the sake of getting a smaller filesize...



Working on some GFX to her Gunshots...
(http://fc00.deviantart.net/fs70/f/2013/055/5/1/psa_preview_by_abloodycanadian-d5w5o6x.gif)
You like?


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 25, 2013, 07:57:59 AM
A little feedback here:

Connecting the initial attack of the FS doesn't guarantee that the rest of the attack will connect properly. Fire arcs, positioning and/or knockback should be changed to remove this issue. Especially since the initial attack has really pitiful horizontal reach. Having to deal with the helpless fall AND the terrible reach means that you basically have to stand in one spot and hope the enemy is stupid enough to walk into it. So either it needs to connect better, or the helpless fall has got to go.

Other than that, fun as heck. Though, some boss PSAs with 11% heavy armour become a real pain when playing as her, because her strongest single-hit move does like... 8%.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: Akeno/Archer on February 25, 2013, 08:25:40 AM
Working on some GFX to her Gunshots...
([url]http://fc00.deviantart.net/fs70/f/2013/055/5/1/psa_preview_by_abloodycanadian-d5w5o6x.gif[/url])
You like?

I... Love This one! It looks like Minus Link's bomb arrows


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 25, 2013, 08:41:22 AM
A little feedback here:

Connecting the initial attack of the FS doesn't guarantee that the rest of the attack will connect properly. Fire arcs, positioning and/or knockback should be changed to remove this issue. Especially since the initial attack has really pitiful horizontal reach. Having to deal with the helpless fall AND the terrible reach means that you basically have to stand in one spot and hope the enemy is stupid enough to walk into it. So either it needs to connect better, or the helpless fall has got to go.

Other than that, fun as heck. Though, some boss PSAs with 11% heavy armour become a real pain when playing as her, because her strongest single-hit move does like... 8%.

The helpless fall I'll keep, but I'll make recovery a little easier.

As for the initial hit, I'll most likely change it due to how hard it is to hit with it. I'll need some ideas though...


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: Akeno/Archer on February 25, 2013, 09:26:41 AM
The helpless fall I'll keep, but I'll make recovery a little easier.

As for the initial hit, I'll most likely change it due to how hard it is to hit with it. I'll need some ideas though...

Why not make somethin' a bit like Ike FS (with guns) like this :

She jumps a little, she spins around while shooting with her guns, when the hit connects, the FS starts.

Or ZSS runs forward while she's shooting, then time stop (or not) and FS



Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: zutox on February 25, 2013, 09:39:07 AM
About the gfx, personally I thought it looked best as is, with only the bullet gfx you made. Too much fiery explosions and what not all over the place is just overkill I think. About her FS.  She could have something closer to that of link or marth, only that she rolls or runs forward and upon connecting with an opponent the FS starts. Don't make the reach so far that she will co straight off the screen though :)


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: Battleon469 on February 25, 2013, 10:04:50 AM
Why are there 3 files in the Demo?


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 25, 2013, 10:14:56 AM
See, in my opinion the initial is pretty cool as is. If it were made to link better into the rest of the attack (change the knockback angles at individual points on the hitboxes so that hit enemies are pulled in more effectively, no matter when in the spin they're caught), and possibly given a slight range increase (they're guns, after all), it would actually work very well. It'd be neat to be able to hit enemies at a diagonal.

May I suggest a slight increase in knockback growth for the handguns in general? Her range isn't quite long enough to justify not being able to KO easily until 150%. Her Smashes especially could use the boost, and Down Smash could stand to have increased base knockback by just a little bit.
Also, Down Air's hitboxes are annoyingly vague, making it hard to connect. Either it needs bullets like all of her specials, or maybe your new gunshot GFX for the non-projectile moves will help identify the hitbox placement.

@Krillin: FitSZerosuit.pac is the moveset file, FitSZerosuitMotionEtc.pac is the animations, and FitSamus.pac is Samus with all her stuff removed because Zero Suit's file size is too high.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: zutox on February 25, 2013, 10:24:41 AM
See, in my opinion the initial is pretty cool as is. If it were made to link better into the rest of the attack (change the knockback angles at individual points on the hitboxes so that hit enemies are pulled in more effectively, no matter when in the spin they're caught), and possibly given a slight range increase (they're guns, after all), it would actually work very well. It'd be neat to be able to hit enemies at a diagonal.

May I suggest a slight increase in knockback growth for the handguns in general? Her range isn't quite long enough to justify not being able to KO easily until 150%. Her Smashes especially could use the boost, and Down Smash could stand to have increased base knockback by just a little bit.
Also, Down Air's hitboxes are annoyingly vague, making it hard to connect. Either it needs bullets like all of her specials, or maybe your new gunshot GFX for the non-projectile moves will help identify the hitbox placement.

This, this is good advice. The initial is really cool indeed, and I wouldn't want to remove that either, just have it activate differently to make sure you don't have such a hard time capturing opponents in the FS.
I also agree on adding ranged bullets to her down air. I very much agree to that. No really, this is the one move that absolutely needs those bullets.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 25, 2013, 11:16:44 AM
Watching the progress video, I can't help but think that Aerial Side Special's attack needs to not have Samus abruptly stop in midair, since it feels awkward and makes it harder to connect. If she kept her aerial momentum for the Side Special's attack initiation hit, it would make it easier to connect and make it flow better. You can do the momentum cancel on-hit for the rest of the move to connect properly. It would flow better, be easier to hit with, and also make her less open to counter-attack, which is critical for someone as light-weight as Gunslinger Samus.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 25, 2013, 01:58:24 PM
About the Final Smash, Initially, the range was longer than what you have because I felt like it was too long, but now I'm getting things like "It's too short!" So I guess I better find a happy medium for that.

Now for the side special attack, I thought it'd be interesting to have some sort of risk/reward thing going on. The risk being going to the helpless state if used, the reward being more horizontal distance and deal damage (about 20% with the Machine Gun). Also I felt like it'd be pointless to give the attack more distance than you would if you didn't do it, then that would kill the risk/reward portion of the Side Special. I'll take this into consideration though. I think I should mention that you can still interrupt the aerial side special with an aerial attack. You just have to time it a bit later.

I don't mind giving her Handgun more Knockback Growth. After playing it for a while I see the need for a buff up.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 25, 2013, 02:24:16 PM
I don't see anything wrong with going into helpless fall from Side Special's attack, only with the way she stops in midair to execute it, which leaves her sitting duck to anything up to and including Ike's side smash. Basically, the main dash from sideB would give her actual distance, then gravity would kick in again for the attack portion. Because the cancel is so early into the move, you'd still get less distance if you use it and miss, and you'd still be helpless afterwards. If you don't want to change the momentum, may I suggest finding some believable way to increase the hitbox size a little? Either one of the two would do wonders for the general utility of the move. After all, she goes into helpless fall even when it hits, doesn't she? So you aren't gonna start a chain with it.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: zutox on February 25, 2013, 02:28:13 PM
About the Final Smash, Initially, the range was longer than what you have because I felt like it was too long, but now I'm getting things like "It's too short!" So I guess I better find a happy medium for that.

BOOM, head-shot! XD


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 25, 2013, 03:57:26 PM
If you don't want to change the momentum, may I suggest finding some believable way to increase the hitbox size a little? Either one of the two would do wonders for the general utility of the move. After all, she goes into helpless fall even when it hits, doesn't she? So you aren't gonna start a chain with it.

I guess that'll do.

BOOM, head-shot! XD

Back on topic you...


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: zutox on February 25, 2013, 04:47:04 PM
I'm sorry, I was trying to make a funny.
Anyways.
I am guessing you are planning on making her FS cancel out if she doesn't connect it at startup?
It would kinda suck having to watch it if you didn't hit anyone with it. The question might be silly, but I think it's better I ask it than wonder.
Also, about her..hmm, Down smash I think it was, where she rolls and elbow strikes.
I think it would be fitting if she finished with a single gunshot after the elbow had sent the opponent flying slightly, not talking big, just about as long as her normal attack range is. Just for better flow in gameplay.
The same with the side smash, finishing with one or two shots. I'm not saying it's a must, but I think it would fit in well with her overall gameplay.

By the way, have you heard anything more about her model?

I was thinking about the gfx you made for the gun and I am wondering if there is any way to make it smaller, like, at least 5 times as small.  That would look much more appealing because the gfx wouldn't look like the gun exploded :)


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 25, 2013, 04:54:40 PM
1). Yes, the Final Smash Cancels if the initial hit misses.

2). Seeing her elbow strike is news to me... lol

3). Haven't really gotten much of an update from Mikuru...

4). I can make it smaller.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 25, 2013, 04:58:54 PM
@Zutox: Down Smash, as far as I can tell, is actually a pair of gunshots/fire bursts. First is low on both sides, second is gangsta-style with the gun held under her arm. And Forward Smash is definitely a gun combo.

And yeah, I'll second that point on decreasing the size of the GFX. Also moving it closer to the edge of the barrel, since right now it goes off about half-way up the gun.

On a related note, please at least acknowledge our comments regarding DAir. If you don't have anything to say about it, that's fine, but we need to know that you listened!


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 25, 2013, 05:11:23 PM
I listened all right, and I've increased it's range. Not by alot, but I hope it's enough.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: zutox on February 25, 2013, 06:16:56 PM
Wow I can't believe I saw so wrongly <..< My apologies ABC, my eyes are playing tricks on me.
I am pleased to hear you added some range on her  Dair.
About the gfx, I think it will look pretty nifty once it is reduced in size and plaed longer down on her gun. I guess at the moment I don't have much else to say regarding it. Will there be more demos before your v1 release, or will you wait till you get that far?


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 25, 2013, 06:18:40 PM
I don't plan any more demos in the future. This 3rd one came to me as a Surprise actually.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: kalebninja on February 25, 2013, 07:37:51 PM
yea that demo was pretty solid so im definitly hyped for v1 all we need now is some RoF imports


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 25, 2013, 07:40:43 PM
I would like RoF Imports actually... Leanne 1st!



But anyway, thanks for all the feedback! It'll be useful when the initial release comes out... Though we only have 1 thing missing...



Running tests on the Final Smash, and a following trend I'm seeing is that the Starfox Characters (save for Falco) could easily escape the Final Smash due to how fast they fall. I only managed to KO 2/3 Wolves and 1/3 Foxes... To those of you wondering, I've increased the range of the initial hit, so getting 3 players caught in it shouldn't be much of a problem anymore... unless your opponents happen to be Fox or Wolf.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: kalebninja on February 25, 2013, 08:33:18 PM
unfortunatley i havent found any models around so someone would have to rip em


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 25, 2013, 09:38:12 PM
I am proud to say that the PSA is in it's final stages! I managed to make the Final Smash work, some of the balancing issues have been fixed, and there are only a few bugs left. We stil have yet to get that character hack though...


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 25, 2013, 09:47:43 PM
Maybe increase upward knockback towards the lower end of the initial spin? And by "lower end", I mean the lower hemisphere of the hit area, not early in the animation. Also, if the rest of the final smash doesn't hit from a position, the spin shouldn't either. So my thought is, the back of the spin needs to either lose its hitboxes, or have them pull the enemy into the front of the attack for the rest to connect. Also, the very inside of the spin should push enemies outward towards Samus's front a little, to make them not get in the way of the first close-up and to make the second fire arc connect properly. Meanwhile, the outer edge at the front of the spin needs to pull foes in to avoid them escaping the second fire arc from the other side, which has happened to me repeatedly.

^ Probably irrelevant since you got it working anyway. Read if you like, or don't if you don't like.

Also, I've noticed that on some stages the camera doesn't work properly, while on others the attack sometimes behaves as if it connected even when it did not. Though, in this particular instance I'm not sure that's something that could be helped on your end, since it was a custom stage with an edited part. (A particular sort of anti-gravity field effect, where any character can stand at any point inside the field just by not fast-falling. Although, I wasn't in or on one of those when the glitch was happening, so I don't know.)

And not really a criticism so much as a suggestion, but I think for the handgun version of her A combo, the final blast (where she lands and fires her two guns with slightly different directions) should, instead of being three shots or however many it is (where only two of them will ever connect anyway), be a simultaneous single shot with both guns, aimed in the same direction. Possibly with her spinning the pistols as she holds them up into position, just for extra cool points. Unless, of course, you just don't like the idea/are too far along to change it now.

P.S. I think it would be cool to use a slightly modified version of Zero Suit's Plasma Whip for the Machine Gun. That blue glowing area on it becomes the trigger, while a handle is added right behind it. Then, use her Paralyzer for the handgun. That way, she doesn't have two sets of guns, just one set that transforms.

P.P.S. Is her gunshot GFX on just her close-combat moves, or her ranged attacks as well? Cause I think you should either not use it for the ranged attacks, or make it smaller on the ranged moves than on the close-combat moves.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 25, 2013, 10:01:41 PM
1). I lost you there...

2). Sounds Cool, but a bit of extra work... lol... I can do it, just not right now...

3). I already have the paralyzer animations for the Machine Gun, I just haven't applied them yet. You can look at it in brawlBox if you wish.

4). The GFX will be used every time she fires. Though I reduced the size so it shouldn't be a problem.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 26, 2013, 06:43:26 AM
1. The first two parts were about her Final Smash. The really long paragraph at the beginning was a list of suggestions on how to arrange the hitboxes on the initial spin to ensure that the foe never escapes the final smash.

4. I'm just worried about being able to tell where her hitboxes are, is all. That's why I was suggesting the gunfire GFX be slightly bigger on the close combat moves than on the ranged moves. Well, maybe don't change the size of the flying shell casings, 'cause that might look odd, but the explosion should probably be made big enough that its placement represents the exact placement of the hitbox.

Also. Her running animation. Looks a little odd the way her arms move with her legs. Maybe just have her arms fly out behind her, instead? I think it might look better. And she should take longer strides, since right now her legs look like they move WAY too fast.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 26, 2013, 08:48:03 AM
Her running animation is actually a reference to how Zephyr runs in Resonance of Fate... lol... I could at least make it look better...


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 27, 2013, 04:37:24 PM
Say, did you ever find a new SFX for the machine gun? I recall you talking about looking through the game's Item SFX, but nothing was ever said beyond that.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 27, 2013, 05:23:57 PM
I did, and couldn't find anything... sorry... lol...


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 27, 2013, 06:19:43 PM
Here's something to try: Play as Gunslinger Samus and pick up a cracker launcher. Then start walking around. The same can be done by rapid-firing a ray gun or super scope.

...You may wanna fix that before v1.0.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 27, 2013, 06:48:54 PM
I'm gonna say no for the Ray Gun and the Super Scope cause they don't pass as a "realistic" Gun Shot.

EDIT: I thought you were talking about SFX... lol... I see what you mean... lol... Pretty funny, but it's gotta be fixed...

Added to the list of Known Bugs


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 28, 2013, 12:31:41 PM
I think some of her attacks need more range. As of the current version, some characters without weapons (namely ROB) can out-range, out-speed, and out-damage Gunslinger Samus.

ROB's forward tilt, down tilt, A combo, and forward air all out-range and out-speed Gunslinger Samus's forward tilt, down tilt, and A combo. Any attempt to hit with forward tilt is likely to be met by two down tilts. It's so bad that Samus's tilts and A combo can't even be used to punish a missed attack by ROB. ROB's down air out-ranges her up tilt, and as of the current demo, ROB's up tilt out-ranges and out-speeds her down air.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on February 28, 2013, 12:36:11 PM
Still needs range I see... I wonder how much range does she need...


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on February 28, 2013, 05:04:28 PM
Well, apparently a blank can injure out to two metres. Just a tidbit of real life fact for you to consider, because honestly I'm not sure either. My only other advice for range on her close-combat moves would be to think Pit.

Also, that whole range issue was why I was suggesting that the GFX be bigger for the close-combat moves than the long-range moves. The GFX is going to need to go from the edge of the gun's barrel to the edge of the hitbox anyway, so the player and their opponent know where the attack hits.

Edit: She drops items way too easily! I grabbed a Franklin Badge at 0%, and a level 9 ROB CPU knocked it off me with a single side tilt.

And yeah, she needs a good bit more range. I'm starting to think that the advice about blanks injuring out to two metres is good advice to take. Or at least to one metre.

BTW, machine gun's neutral special is a bit overpowered on walk-off stages. B > jump B > B > jump B > B > jump B > etc. until the opponent is pushed off the stage. It's probably escapable, but I once pushed all three opponents almost off the stage with that in a free-for-all. One of them actually died from it, and if I hadn't stopped when I realised how cheap I was being the others would be done for, too. Personally, I'd recommend you increase the range on the neutral specials, up specials, and ground side specials of both guns by just a little bit, in exchange for slightly increased startup on the ground version of the machine gun's neutral special.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on March 01, 2013, 01:52:38 PM
I should've been paying more attention to balancing... lol... I was working on a stage so I haven't been working on the PSA. I'll deal with those issues whenever I can.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: narutofan1 on March 01, 2013, 02:46:53 PM
When are you gonna start working on Misaki PSA from the game called the world ends with you?



Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on March 01, 2013, 03:56:12 PM
I already made progress as you can see in the video. I haven't touched her attacks yet though...


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: JamietheAuraUser on March 01, 2013, 04:48:19 PM
Hey, no worries. Stages are cool too, after all. But go ahead and try that thing with Neutral Special. Basically, just B on the ground, then jump and hit B while she's still on her way up, then press B as soon as you land, then jump and hit B while she's still on her way up, etc. It's pretty ridiculous, but I think all you'd have to do to fix it is increase the startup time of Neutral Special on the ground by a tiny amount.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on March 01, 2013, 05:21:49 PM
I've done it before, but not repeated... lol... I should probably delay the attack a bit.


Title: Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info!
Post by: ABloodyCanadian on March 08, 2013, 06:54:25 PM
Just gonna say now, that the Character Hack Job Offer is back up due to Mikuru's inactivity/Lack of Progress...


Title: Re: A Bloody Canadian's PSA Thread - Job Offer Back Up!
Post by: ABloodyCanadian on March 10, 2013, 11:35:07 PM
Something interesting to look at!

http://www.youtube.com/watch?v=LbT5SRLhFSY

I'll fix the guns later...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: Azure_Shadow on March 11, 2013, 11:06:47 PM
*eatches the video*
Uwa ha ha!
Those are lovely animations. I can't wait for the final release. Do you have other ideas of people you can PM for the character hack?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on March 12, 2013, 05:00:45 PM
At this point, I'm just waiting for anyone to take the Job offer.

Her Down Taunt...

(http://fc06.deviantart.net/fs70/f/2013/071/c/0/gss_dtaunt_by_abloodycanadian-d5xuce1.gif)

Is it too much?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: kalebninja on March 12, 2013, 05:20:20 PM
darn so samus wont work in the final version?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on March 12, 2013, 05:25:29 PM
If I can lower the File Size, that won't be the case.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: Kaaoeyi on March 13, 2013, 09:17:44 AM
You were able to do it before, so I'm not worried about samus not being able to work in the final version  :)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: zutox on March 13, 2013, 03:58:48 PM
Are you having any trouble with the file size issue, or haven't you gotten to that point just yet?
I mean, you aren't dealing with that atm?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on March 13, 2013, 04:06:07 PM
Well, what I need to do now is add that Extra Gun, make a few bug fixes, and that's it. I should be able to get that lowered Filesize by the time I get the 2nd gun in there.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: kalebninja on March 13, 2013, 07:49:13 PM
Well, what I need to do now is add that Extra Gun, make a few bug fixes, and that's it. I should be able to get that lowered Filesize by the time I get the 2nd gun in there.

nice, sounds good


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: zutox on March 13, 2013, 07:52:27 PM
That sounds great, looking forward to see it once it is in it's released state :)
Have you gotten the model for her yet?
I personally still think that a model of Gunner Yuna FFX-2 style would have gone well with this PSA X) I'm not saying she "should" be of course.

Also, you say that you are giving her a second gun, but I am wondering, have you also given her that machine gun she starts with?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: Azure_Shadow on March 13, 2013, 09:10:48 PM
And I have a question too. How are you going to lower her filesize? Just cutting out things in the original PSA that she doesn't need?
It seems very difficult to lower filesizes to me if you've already finished the PSA. But, I'd be willing to give up Samus to play with this PSA.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on March 13, 2013, 11:54:49 PM
Making Edits in BrawlBox actually lowers the filesize by a significant amount to the point that it goes back to normal. If you see the filesize difference between the 2nd Demo and the other 2 demos I've released, you'll see...

However, BrawlBox is annoying when opening the moveset portion when the filesize is big...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: Azure_Shadow on March 14, 2013, 01:00:01 PM
Aha.
But that means you can't edit it in PSA anymore, right?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on March 14, 2013, 03:59:37 PM
That's why I do the heavy work in PSA 1st.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: SonicBrawler on March 14, 2013, 04:00:26 PM
I ahvent downloaded the newest demo or seen any videos, but are you still using the same shooting SFX?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on March 14, 2013, 04:02:14 PM
Yes I am. You got something in mind?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: SonicBrawler on March 14, 2013, 04:12:45 PM
Yes I am. You got something in mind?

yes. etiher the mario's sound when a fireball leaves his hand, ivysaur's bullet seed sound, or Samus' sound when she shoots from the gun


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on March 14, 2013, 04:31:26 PM
Problem with Mario and Ivysaur is that they have to be in the match in order for it to work. Also, would those sounds work for Machine Guns? I think the Handgun sound is fine.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: SonicBrawler on March 14, 2013, 04:42:19 PM
Problem with Mario and Ivysaur is that they have to be in the match in order for it to work. Also, would those sounds work for Machine Guns? I think the Handgun sound is fine.

Is ther a shorter version of that SFX? it seems to long and liek a constant rinign. if nto thats fine, its jsut that the SFX gets annoying :/


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on March 14, 2013, 04:44:09 PM
I understand the need of a new Machine Gun SFX, but it needs to fit...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: JamietheAuraUser on March 15, 2013, 06:28:52 AM
The best I can come up with is the sound made by uncharged Super Scope shots, but I'm not sure how well that would actually work.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on March 15, 2013, 05:17:25 PM
For what I'm working on, no.



Added the 2nd Gun in, and BrawlBox refuses to let me change the bone the article is attached to because it won't open the moveset. Brawlbox would crash upon doing so.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: SonicBrawler on March 15, 2013, 06:32:14 PM
use 67 instead of 67b.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on March 15, 2013, 06:41:58 PM
That seems to work...

And then the file crashes... Somebody else wanna do it? I'll add it to the Job Offers.


Title: Re: A Bloody Canadian's PSA Thread - New Job Offer!
Post by: Azure_Shadow on March 17, 2013, 01:15:04 PM
Added the 2nd Gun in, and BrawlBox refuses to let me change the bone the article is attached to because it won't open the moveset. Brawlbox would crash upon doing so.

Okay, are you talking about an actual article-  like Mario's fireballs- or do you mean the model of the second gun?


Title: Re: A Bloody Canadian's PSA Thread - New Job Offer!
Post by: ABloodyCanadian on March 17, 2013, 01:38:14 PM
I replaced the Whip with another Gun. And the Whip itself is actually an Article.


Title: Re: A Bloody Canadian's PSA Thread - New Job Offer, and a Poll!
Post by: Azure_Shadow on March 20, 2013, 10:32:26 AM
I'm sorry, but I still don't know what problem you're having. What is it you're trying to move? To which bone?


Title: Re: A Bloody Canadian's PSA Thread - New Job Offer, and a Poll!
Post by: ABloodyCanadian on March 20, 2013, 10:55:56 AM
I'm trying to move Article 2 to the Left Have Bone which is 1B in hexadecimal... Should I send you the file to edit?


Title: Re: A Bloody Canadian's PSA Thread - New Job Offer, and a Poll!
Post by: Azure_Shadow on March 20, 2013, 10:38:31 PM
You could send it and I'd play around with it, but I don't expect to be able to accomplish anything. Actually, I didn't even know we could manipulate Articles beyond using the old floating-point editor that I never tried.
If you do send it to me, I'd like to know what the Article is and what it's used for. It seems to me that all of the attacks would work with regular PSA code.


Title: Re: A Bloody Canadian's PSA Thread - New Job Offer, and a Poll!
Post by: ABloodyCanadian on March 20, 2013, 10:55:23 PM
It would. I'll PM you.


Title: Re: A Bloody Canadian's PSA Thread - New Job Offer, and a Poll!
Post by: JamietheAuraUser on March 23, 2013, 05:29:46 PM
You know, I think Scarlet Fighter Zelda's UAir could stand to have a bit more vertical reach. Only commenting now because this is like the millionth time I've missed an enemy or smash ball by like an inch three times in a row and gotten punished for it. Or had the smash ball simply LEAVE while I'm trying to hit it.
(P.S. This was posted via 3DS, so I apologise if the spacing is weird.)


Title: Re: A Bloody Canadian's PSA Thread - New Job Offer, and a Poll!
Post by: ABloodyCanadian on March 28, 2013, 12:03:57 AM
I'm at a dead end right now... Expect the initial release of GSS to be... sometime after BlackJax can finish the next BrawlBox. The only means of progress now is if somebody can take these Job Offers...

You know, I think Scarlet Fighter Zelda's UAir could stand to have a bit more vertical reach. Only commenting now because this is like the millionth time I've missed an enemy or smash ball by like an inch three times in a row and gotten punished for it. Or had the smash ball simply LEAVE while I'm trying to hit it.
(P.S. This was posted via 3DS, so I apologise if the spacing is weird.)

If that's your only complaint, I'll have to find other flaws that Scarlet Fighter has cause I think it's pointless to make a new update with only 1 change...


Title: Re: A Bloody Canadian's PSA Thread - Jobs Offers still available...
Post by: JamietheAuraUser on March 28, 2013, 07:39:25 AM
Well, there's always some animations that could use tweaking, namely the FS and UTilt. And my earlier comment about polygon stretching during SideB still stands. (If you hit an enemy during the wrong part of the roll animation, her hair will stretch everywhere for a moment.) Also, I think she might benefit from slightly increased height on her short hop, which would make aerial DownB easier to connect. UpB has long startup with mediocre damage and knockback and high endlag, so it's not really useful for anything other than recovery. Oh, and the FThrow animation twitches weirdly when viewed in slow-motion.

Also, for whatever reason, she forces size-modded characters back to normal size when flinching or during victory poses, instead of just when grabbed + thrown.

You did ask for me to list more flaws, right? That's every single little issue I can think of, right here for your convenience!

P.S. Shame about GSS, though. Hope that next BrawlBox release happens soon, then!


Title: Re: A Bloody Canadian's PSA Thread - Jobs Offers still available...
Post by: ABloodyCanadian on April 05, 2013, 11:18:16 PM
Just to add some more content, I'll be updating Shinda. Here's what'll be changed

- Down Special will have short and long versions. Tap the Special Button for the short, and hold the special button for the long.
--- Short version has a slight chance of spawning a Smoke Ball, and an Apple.
--- Long version has a small chance of spawning a Smoke Ball, and a Hammer head.
- Item GFX in certain moves will be gone!

Also, as a New BrawlBox is coming close, be excited for the release of Gunslinger Samus.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Update soon!
Post by: Azure_Shadow on April 06, 2013, 10:02:08 AM
I hope the new Brawlbox fixes the problem you're having with the article.
If not, tell Blackjax in his thread. He's usually pretty good about looking into these things.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: ABloodyCanadian on April 06, 2013, 12:23:56 PM
So, Shinda has been updated. Give her a spin! I never got feedback about her since it's initial release...

I'll work on GSS as soon as the next BrawlBox is released.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: ABloodyCanadian on April 18, 2013, 11:21:50 PM
Just gonna say right now, I feel like I should Redo the Final Smash and make it more "Cinematic"... New Animations and all, and I don't think it'll be as OP as it is right now...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: Akeno/Archer on April 19, 2013, 07:41:12 AM
Hum... I wonder if an CPU fighter can be ZSS directly (without the CSS codes, obviously^^') Because, it's kinda hard to play against a Samus that doesn't hit AT ALL!
If I manage to find that PAL code for CSS (not sure it exists, might misfond with Camera code) and make it work...
Do you know if it possible?


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: ABloodyCanadian on April 20, 2013, 04:06:10 PM
Outside of the CSS Code, I'm not entirely sure...

You like?



SSBB Hacks - Gunslinger Samus' New Final Smash (http://www.youtube.com/watch?v=H4nndIavAow#)


Title: A Bloody Canadian's PSA Thread - GS ZSS' FS Opinion
Post by: Akeno/Archer on April 20, 2013, 04:14:08 PM
The whole idea is great! GFX are well done (although the smoke is a bit too large but not too much a problem) Cinematic is great! I LOVE IT! SSBB more gun-ish, that's :af2:
Just a question : does the explosion connects with the FS? or it's like the 1st one?

SO, GOOD JOB
(http://i.imgur.com/rKH9oL5.jpg)


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 20, 2013, 04:15:46 PM
If the 1st Explosion Misses, the rest of the Final Smash is cancelled.


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: Akeno/Archer on April 20, 2013, 04:17:56 PM
Ok. Do you plan a texture with it or something?


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 20, 2013, 04:18:41 PM
I've asked Mikuru, but due to her inactivity, I'll have to ask someone else...


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: Akeno/Archer on April 20, 2013, 04:33:10 PM
What is it supposed to look like?


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 20, 2013, 04:41:58 PM
I'd leave it up to the creator, but being inspired from that not so famous RPG Game that is Resonance of Fate, a choice of Steam Punk could be a start...


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: Akeno/Archer on April 20, 2013, 05:24:43 PM
Like this? :
(http://assets.vg247.com/current//2010/02/Resonance_of_Fate-PS3Artwork4565Leanne-Turn-copy.jpg)


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 20, 2013, 05:28:43 PM
Don't go out of your way doing Leanne... lol... I'm wanting a model import of her however... but she's not what I want for this...


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: Akeno/Archer on April 20, 2013, 05:48:09 PM
No... just wondering... I don't even know how to do a good texture...



(DKF Toon Link PSA, I didn't do myself his texture)
I think I know who to ask... But not sure about this...


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 20, 2013, 05:56:23 PM
I expect good quality work from the person I'd be asking... so...


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: Chaos_Knight on April 20, 2013, 06:09:19 PM
Outside of the CSS Code, I'm not entirely sure...

You like?



SSBB Hacks - Gunslinger Samus' New Final Smash ([url]http://www.youtube.com/watch?v=H4nndIavAow#[/url])
I love it. :srs:

And what about an Air-FS?


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: zutox on April 20, 2013, 06:12:08 PM
Outside of the CSS Code, I'm not entirely sure...

You like?

HOLY! HOLY! That was AMAZING! I am again getting all hyped for this :P  And so are my friends, who just went home from a brawl weekend here at my place. We are all looking forward seeing a release of your GSS where Samus isn't left a vegetable X3  Seriously though, this is a huge improvement. I approve :D
I do agree that it's a bit much smoke, but, it doesn't really matter much because of the speed of the moves.



SSBB Hacks - Gunslinger Samus' New Final Smash ([url]http://www.youtube.com/watch?v=H4nndIavAow#[/url])


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 20, 2013, 06:13:18 PM
I love it. :srs:

And what about an Air-FS?

For some reason, there's something that's preventing her from doing the rest of the Final Smash when the 1st explosion hits in the Air... What I'll most likely do is make her throw the grenade, and have it do as much damage and knockback as it would if used on the ground. I'll give it a different animation too.

HOLY! HOLY! That was AMAZING! I am again getting all hyped for this   And so are my friends, who just went home from a brawl weekend here at my place. We are all looking forward seeing a release of your GSS where Samus isn't left a vegetable X3  Seriously though, this is a huge improvement. I approve
I do agree that it's a bit much smoke, but, it doesn't really matter much because of the speed of the moves.

I got confused from your quote for a sec... lol...


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: SiLeNtDo0m on April 20, 2013, 06:19:50 PM
*Sees vid

(http://s.pikabu.ru/images/big_size_comm/2012-09_5/13484047487687.gif)

Main thing that I feel needs tightening though is the landing at the end.  She literally remains stiff upon touching the ground and reaching the pose.  Remember the key squash and stretch principle son!  Let her sink into the landing for a bit, then rise back up.  Think Brawl's landing animations but slower for a greater dramatic effect.

Otherwise, nice work.


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 20, 2013, 06:22:32 PM
I've has that before I did the video, but then I cleaned up some things...

It's still a WIP, so so I'll take feedback from anyone. Good to hear some feedback once in a while to offset things like "OMG That looks amazing!" lol...

(http://gifninja.com/animatedgifs/590019/landing-preview.gif)

Better?


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: SiLeNtDo0m on April 20, 2013, 08:25:16 PM
Better indeed


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: jrush64 on April 21, 2013, 01:47:22 AM
Dude you think you could write a small tutorial on how you do those awesome camera effects?  That looks so glorious.


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 21, 2013, 07:42:24 AM
I have thoughts about doing that, but the only people that would benefit from that would be people experienced with PSA... I have given pointers to Kagemaru and Pervy though, so I guess it wouldn't hurt...


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: Akeno/Archer on April 21, 2013, 07:46:06 AM
If you make a topic like this, people will start tryin' to make some FS just like you... Even maybe other attacks... if it works.

Maybe I should try this when I have the time...


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 21, 2013, 07:51:21 AM
I already have one... (http://forums.kc-mm.com/index.php?topic=48416.0) Yet, I'm still the only one doing these...

Post Merge: April 21, 2013, 11:48:43 PM
I felt the need to update the Final Smash... lol...

SSBB Hacks - Gunslinger Samus' New Final Smash UPDATED (WIP) (http://www.youtube.com/watch?v=ig5I26vKzBg#)

Minor changes to the previous video, and I also show off the Aerial Final Smash.


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: JamietheAuraUser on April 22, 2013, 11:19:44 AM
Why doesn't the aerial version work the same way? It did in the previous FS. Why the change here?


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 22, 2013, 11:35:22 AM
For some reason, there's something that's preventing her from doing the rest of the Final Smash when the 1st explosion hits in the Air... What I'll most likely do is make her throw the grenade, and have it do as much damage and knockback as it would if used on the ground. I'll give it a different animation too.


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: JamietheAuraUser on April 22, 2013, 12:02:18 PM
No, what I meant was, do you know WHY that happens in this case and not with the previous one?

Also, are you gonna fix that stupid stretchy hair glitch with SF Zelda's Side Special ever? I also left a really long post of possible fixes. Did you read it?


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 22, 2013, 12:53:50 PM
I read it, I know what you mean. I haven't started on it yet.

And to answer your question, The old Final Smash uses 1 Animation. I placed a variable there so that when it reaches that point, and the hitbox does not connect, the move will cancel automatically. Which isn't very smooth. This new one uses 2 Animations. 1 For when it misses, and another for when it hits.


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: Azure_Shadow on April 23, 2013, 09:24:21 AM
The new animations look awesome. The only change I would suggest is that her hair stays up too long at the end of the ground FS- it kind of freaked me out the first time I saw it. It's a great effect for the explosion, but it shouldn't stay stiff for so long. Maybe it could swing around her head rather than just standing up and falling down again?

Also, in regards to jrush's suggestion about making a tutorial, I know that I'd want to PSA camera effects like those. I'm trying to do one for the FS of a PSA I've almost completed, but learning the camera controls in PSA is intimidating and I can't seem to get started. I'd love to see a tutorial to make the whole thing less alien to me.


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: Akeno/Archer on April 23, 2013, 10:44:58 AM
I already have one... ([url]http://forums.kc-mm.com/index.php?topic=48416.0[/url]) Yet, I'm still the only one doing these...


I meant a tutorial...


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: JamietheAuraUser on April 23, 2013, 11:08:38 AM
Too much hitlag on the gunshots in that FS. And in the second section (where she's in the air shooting at the enemy), she's aiming just a little bit too high towards the end, and it looks sort of off. Also, I second that comment on her hair staying elevated for too long.

Still looks pretty cool, though.


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 23, 2013, 01:50:36 PM
The new animations look awesome. The only change I would suggest is that her hair stays up too long at the end of the ground FS- it kind of freaked me out the first time I saw it. It's a great effect for the explosion, but it shouldn't stay stiff for so long. Maybe it could swing around her head rather than just standing up and falling down again?

Also, in regards to jrush's suggestion about making a tutorial, I know that I'd want to PSA camera effects like those. I'm trying to do one for the FS of a PSA I've almost completed, but learning the camera controls in PSA is intimidating and I can't seem to get started. I'd love to see a tutorial to make the whole thing less alien to me.


I know what you mean. I used an aesthetic wind effect for the hair, and I can't seem to figure out how it works... Too many undefined parameters...

As for the tutorial, look here (http://forums.kc-mm.com/index.php?topic=58962.0)... You're welcome! :)


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: Azure_Shadow on April 23, 2013, 11:55:21 PM
Woohoo! Thanks!


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: Akeno/Archer on April 24, 2013, 08:20:11 AM
Cool! I have to look more closely at this! :)

Thanks!


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: ABloodyCanadian on April 24, 2013, 10:20:57 PM
Look here (http://forums.kc-mm.com/index.php?topic=59079.0) for the details, but I'm considering Phoenix Wright as a PSA Project...


Title: Re: A Bloody Canadian's PSA Thread - I changed GSS' Final Smash!
Post by: JamietheAuraUser on April 25, 2013, 08:05:59 AM
Hey, ABC. Ever tried Fighter Common #22 as the sound effect for GSS's Machine Gun? I was just messing around on the sound test and thought it sounded pretty good. I'd keep the current SFX for the Pistol, however.

Also, Phoenix Wright! I hope that works out.


Title: Re: A Bloody Canadian's PSA Thread - Phoenix Wright?
Post by: ABloodyCanadian on April 25, 2013, 09:12:36 AM
I'll try it when I can.

About Phoenix Wright, because I have other projects I should be working on, I'm willing to make this a Collab Project. Anyone interested should talk to me.

Post Merge: April 25, 2013, 09:44:49 PM
SSBB Hacks - Who's got Stage Fright? (http://www.youtube.com/watch?v=OrNl284bF7g#)

Just felt like showing this off... really shows what you can do with Shinda's new Down Special Alterations...


Title: Re: A Bloody Canadian's PSA Thread - Updates
Post by: ABloodyCanadian on April 28, 2013, 10:49:12 PM
So clearly, the only thing I've been doing at this point is updating some of my current PSAs. (Scarlet Fighter 1.4, Shinda 1.2, GSS' new Final Smash) And because the new BrawlBox won't be out for a while, I decided that I start something new. Until the new BrawlBox comes out, GSS will be on hold. As of right now, I have a priority list...

1). Shiki Misaki
2). Blade Prince Marth
3). XIII Boss

Why Shiki Misaki and not Blade Prince? I got the idea of Shiki Misaki because somebody requested it. If that person is reading this right now, be happy, because more progress will be made in the following weeks!

As far as actual moveset goes, here's a list I've compiled so far...

Jab: 3 Hit Combo with Mr.Mew

Dash Attack: Shiki ducks as Mr.Mew jumps from behind her and does a charging slash

Side Tilt: Shiki sends Mr.Mew to do a charging slash. Will have upper and lower variations as well.

Up Tilt:

Down Tilt: Sends Mr.Mew to do a sliding slash

Side Smash: Ground Variant of her aerial combo ender

Up Smash:

Down Smash: Sends Mr.Mew to attack in front. Shiki will then duck as Mr.Mew Attacks from behind.

Neutral Air: Spins Mr.Mew infront of her dealing multiple hits. Short Range.

Forward Air: Aerial Combo Ender

Back Air: Similar to Neutral Air, only from behind and a bit more range.

Up Air:

Down Air:

Neutral Special:

Side Special: Shiki's normal combos. Will draw ESP Cards on Combo Ender. Pressing shield mid-combo will make Mr.Mew attack from the other side, and abruptly end the combo.

Up Special:

Down Special:

Final Smash:
--- Level 1: Shiki will hide from the camera as Mr.Mew attacks everywhere on the screen.
--- Level 2: Shiki will ride on Mr.Mew as he charges straight forward.
--- Level 3: Mr.Mew will grow to Godzilla like proportions, and shoot laser beams off his eyes.

Everything else, I'll leave for later.

As you can see, I've also utilized the ESP Cards... if only if it wasn't so useless without the Smash Ball...

That's my update, thank you and good night!


Title: Re: A Bloody Canadian's PSA Thread - Updates! + Shiki Misaki
Post by: narutofan1 on April 28, 2013, 11:58:56 PM
The new Brawlbox just came out tonight.

so will you still continue shiki Misaki PSA still or you'll go
back to the gunner PSA over ZSS?

I'm hoping you finish up shiki misaki, I'm more interested in that PSA.


Title: Re: A Bloody Canadian's PSA Thread - Updates! + Shiki Misaki
Post by: ABloodyCanadian on April 29, 2013, 12:08:45 AM
Oh! it did! Thanks for the heads up! I'll still work on Shiki Misaki, but at the same time, I'll finish up Gunslinger Samus. There's not much left to do with that anyway.

Post Merge: April 29, 2013, 08:24:32 PM
New BrawlBox does not solve my problem... I'll have to find an alternate solution to my problem... Sorry, the filesize won't be reduced unless I redo the entire FitSZerosuit.pac file again. And hopefully it's not as buggy


Title: Re: A Bloody Canadian's PSA Thread - Updates! + Shiki Misaki
Post by: JamietheAuraUser on April 29, 2013, 09:09:46 PM
That kind of sucks. I hope it's not too difficult!


Title: Re: A Bloody Canadian's PSA Thread - Updates! + Shiki Misaki
Post by: ABloodyCanadian on April 30, 2013, 12:22:34 PM
How does this sound? Post GSS with everything done and the large filesize, then make a later update with the reduced filesize. I really don't have the motivation to redo the entire FitSZerosuit.pac file at the moment.


Title: Re: A Bloody Canadian's PSA Thread - Updates! + Shiki Misaki
Post by: JamietheAuraUser on April 30, 2013, 01:25:56 PM
Sure, let's do that. I don't really like normal Samus anyway, heh. I actually don't like normal ZSS that much either, so Gunslinger Samus is awesome enough to replace both of them.


Title: Re: A Bloody Canadian's PSA Thread - Updates! + Shiki Misaki
Post by: zutox on April 30, 2013, 02:54:10 PM
I agree. And we would have a better base to give feedback on if you would need to make more changes.
Luckily I found a PSA over samus that has such a small file size that I can use it and gunslinger samus so the samus slot won't be completely useless. It's the Hinata psa. It's a bit overpowered, but I nerfed it down so it became playable.
But anyways, please do share it with us :)


Title: Re: A Bloody Canadian's PSA Thread - GSS almost done! Shiki Misaki Started!
Post by: Akeno/Archer on April 30, 2013, 03:43:36 PM
I agree. And we would have a better base to give feedback on if you would need to make more changes.
Luckily I found a PSA over samus that has such a small file size that I can use it and gunslinger samus so the samus slot won't be completely useless. It's the Hinata psa. It's a bit overpowered, but I nerfed it down so it became playable.
But anyways, please do share it with us :)

I... NEED... THIS... PSA!!!
Where did you found it?


Title: Re: A Bloody Canadian's PSA Thread - GSS almost done! Shiki Misaki Started!
Post by: ABloodyCanadian on April 30, 2013, 06:05:00 PM
By some dumb luck, I may have just lowered the filesize... I am so excited right now...

And it still crashes the game...


Title: Re: A Bloody Canadian's PSA Thread - GSS almost done! Shiki Misaki Started!
Post by: Akeno/Archer on April 30, 2013, 06:41:56 PM
if you play with the "empty" samus and GSS, it works, but without, it doesn't... why don't you try to remove some SFX?
It's not the thing that takes a lot of place, but it's just a suggestion...

I also confess that I was completly crazy after playing with her and the "infinite gunshot" SFX


Title: Re: A Bloody Canadian's PSA Thread - GSS Delayed! Shiki Misaki Started!
Post by: ABloodyCanadian on April 30, 2013, 08:25:43 PM
I'd rather not remove things that I'm actually using... removing something that I am using makes no sense...

Ya know what?! I give up! BrawlBox clearly wants me to redo the entire FitSZerosuit.pac file again, and so I shall do that! Expect GSS to be done in the distant future...

Previews anyone?
(http://fc03.deviantart.net/fs71/f/2013/120/c/9/shiki_jab_by_abloodycanadian-d63nqri.gif)
Preview is a bit slower than it should, but oh well...

Thank you new BrawlBox...


Title: Re: A Bloody Canadian's PSA Thread - GSS Delayed! Shiki Misaki Started!
Post by: Azure_Shadow on April 30, 2013, 08:56:31 PM
I'd suggest you do release Gunslinger Samus with the larger filesize, and then update it later or release another version. I was going to suggest it earlier, but didn't think you'd be receptive to it.
Thing is, I'd much prefer to use your GSS than the normal Samus anyway.


Title: Re: A Bloody Canadian's PSA Thread - GSS Delayed! Shiki Misaki Started!
Post by: JamietheAuraUser on April 30, 2013, 09:35:42 PM
Not releasing a larger-filesize version? I think it would be a good idea to do so.


Title: Re: A Bloody Canadian's PSA Thread - GSS Delayed! Shiki Misaki Started!
Post by: ABloodyCanadian on April 30, 2013, 09:41:11 PM
But due to filesize constraints, and BrawlBox not letting me do what I want, I can't do the finishing touches that would make the moveset complete. That missing thing being the 2nd Gun. I'm running out of things to remove from both Samus, and Zero Suit Samus. And whatever's left wouldn't make a difference if I removed it.


Title: Re: A Bloody Canadian's PSA Thread - GSS Delayed! Shiki Misaki Started!
Post by: JamietheAuraUser on April 30, 2013, 09:43:22 PM
Would it save filesize if you made Samus's Wait1 and Entry be her transformation taunt, then basically removed everything else that you can manage without freezing? I'm sorta concerned for the future of this PSA, and really don't want it to end up on permanent hiatus. Especially when it's so close to completion.


Title: Re: A Bloody Canadian's PSA Thread - GSS Delayed! Shiki Misaki Started!
Post by: ABloodyCanadian on April 30, 2013, 09:47:41 PM
The only way I can get a working version at this point is through dumb luck. If I manage to get BrawlBox saving the moveset edits (which is not doing that at the moment), then that's good. I've also had the idea of having both her guns as External GFXs, but the size of the paralyzer is too big to use as one. Not to mention that I have to use them twice... I'll keep trying, and I'll let you guys know when I can get it released. And if that doesn't work, I'll have to redo the entire FitSZerosuit.pac...


Title: Re: A Bloody Canadian's PSA Thread - GSS Delayed! Shiki Misaki Started!
Post by: JamietheAuraUser on April 30, 2013, 10:58:52 PM
Do you save your code as a .txt or something for future reference? Is that how you're so consistently able to just redo everything?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on April 30, 2013, 11:00:06 PM
No. I just happen to have a backup version of it. Also, I may not need to do that for I am getting close...

Alright guys! Don't worry about GSS! I got the 2nd Gun to Work! And that's my biggest worry out of the way! Of course there's a few other things that need fixing, but that'll come at a later time. I still need a character hack, and somebody to fix the grabs.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: JamietheAuraUser on May 01, 2013, 04:50:12 AM
That's great news!

*insert hype here*


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: zutox on May 01, 2013, 05:45:05 AM
Yay, finally some good news :D By the way, I remember we pestering you about the range of her down air move. Did you increase the range on it?
And you got her second gun to work now and that's great news, so I am wondering since she has two modes, did you also add the machine gun, or does she use her guns for that too?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: ABloodyCanadian on May 01, 2013, 06:45:01 AM
She'll have both guns in hand, and they will change depending on which one you have equipped. You'll notice that the Machine gun is slightly longer. And yes, I added range to her Down Air. If you missed the post, I didn't add too much.

I also managed to fix the grabs! They work as normal now! Just a few more things to add, and I'll be able to release GSS! Expect it sometime this week.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: Azure_Shadow on May 01, 2013, 11:04:23 AM
I logged in just to do this.

(http://images4.wikia.nocookie.net/__cb20110328154045/memoryalpha/en/images/9/96/Applause_Machine.jpg)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Almost Done!
Post by: Akeno/Archer on May 01, 2013, 11:43:55 AM
She'll have both guns in hand, and they will change depending on which one you have equipped. You'll notice that the Machine gun is slightly longer. And yes, I added range to her Down Air. If you missed the post, I didn't add too much.

I also managed to fix the grabs! They work as normal now! Just a few more things to add, and I'll be able to release GSS! Expect it sometime this week.

I'm looking forward to this!! :happy:


Title: Re: A Bloody Canadian's PSA Thread - Mixed Emotions
Post by: ABloodyCanadian on May 01, 2013, 05:11:56 PM
Well guys, I screwed up big time... For some reason the file keeps crashing my game, and I forgot to save a Backup... So that means... I'm restarting the FitSZeorsuit.pac...

Sorry for hyping you guys like this only to let you down... Unless I can somehow fix it, GSS will be delayed... again...

Nevermind! I got it working again... This is going to be the trend for the whole week isn't it?


Title: Re: A Bloody Canadian's PSA Thread - Mixed Feelings
Post by: Akeno/Archer on May 01, 2013, 05:54:35 PM
Well guys, I screwed up big time... For some reason the file keeps crashing my game, and I forgot to save a Backup... So that means... I'm restarting the FitSZeorsuit.pac...

Sorry for hyping you guys like this only to let you down... Unless I can somehow fix it, GSS will be delayed... again...

Nevermind! I got it working again... This is going to be the trend for the whole week isn't it?

Well, let's all start to dance to support you! xD

Did you already modified it in BrawlBox?


Title: Re: A Bloody Canadian's PSA Thread - Mixed Feelings
Post by: ABloodyCanadian on May 01, 2013, 05:56:57 PM
Yes I did. And it's on the edge of Working, and crashing.

By the way, I somehow managed to mess up the grabs again. So I'll need help when I finish this.


Title: Re: A Bloody Canadian's PSA Thread - Mixed Feelings
Post by: Azure_Shadow on May 01, 2013, 07:15:21 PM
I -may- be able to help with the grabs. I need to learn how to alter them for a future PSA project of my own, so if it'd help, I'll go through my tutorial list a bit earlier than I planned and see if I can find out what's wrong with GSS's at the same time.

Post Merge: May 01, 2013, 10:05:03 PM
Actually, strike that last statement. I'm going to be off the internet for a couple weeks, 'cause of finals. Everything online is distracting, so...

Sorry, I think you'll have to ask someone else.  :P See you in 2 1/2 weeks.


Title: Re: A Bloody Canadian's PSA Thread - Mixed Feelings
Post by: ABloodyCanadian on May 02, 2013, 12:45:41 AM
Well that sucks... lol. I already PM'd jrush to fix the problem for me. I have yet to get a reply however...

Would you be surprised if I told you that there is a total of 21 files in the ZIP folder you'll download? If you're curious about it's contents, read the spoiler...
- 1 MotionEtc.pac
- 1 FitSZerosuit.pac
- 1 FitSamus.pac
- 3 BRRES Files
- 2 SCN0 files
- 6 Character PACs
- 6 Character PCSs
- 1 Text file to explain what everything does


Title: Re: A Bloody Canadian's PSA Thread - Mixed Feelings
Post by: Akeno/Archer on May 02, 2013, 06:08:02 AM
Well that sucks... lol. I already PM'd jrush to fix the problem for me. I have yet to get a reply however...

Would you be surprised if I told you that there is a total of 21 files in the ZIP folder you'll download? If you're curious about it's contents, read the spoiler...
- 1 MotionEtc.pac
- 1 FitSZerosuit.pac
- 1 FitSamus.pac
- 3 BRRES Files
- 2 SCN0 files
- 6 Character PACs
- 6 Character PCSs
- 1 Text file to explain what everything does
Did you made some textures? :o :o


Title: Re: A Bloody Canadian's PSA Thread - Mixed Feelings
Post by: ABloodyCanadian on May 02, 2013, 07:01:19 AM
No. The only difference is the gun animations.


Title: Re: A Bloody Canadian's PSA Thread - Need somebody to fix Grabs!
Post by: ABloodyCanadian on May 05, 2013, 10:06:37 AM
So according to JRush. I made the PSA come to a point where she can't throw anymore... meaning I have to redo the PSA. luckily I have a backup version with all the edits except for the Final Smash. meaning I have to redo the camera shots and all. So it shouldn't take too long to get back to the point I was at...


Title: Re: A Bloody Canadian's PSA Thread - Join.Me!
Post by: ABloodyCanadian on May 17, 2013, 10:07:34 PM
Miss me?

Finally got the motivation to work on Gunslinger Samus. And I decided to do a join.me of me working on it... So go ahead... join.me (https://join.me/107-121-930).

So in the end of the session, I was unable to test the Final Smash due to it crashing in the CSS. No big Bleeping sound however...


Title: Re: A Bloody Canadian's PSA Thread - Will GSS Ever be done?
Post by: zutox on May 18, 2013, 09:28:47 AM
I missed you! :D


Title: Re: A Bloody Canadian's PSA Thread - Will GSS Ever be done?
Post by: JamietheAuraUser on May 18, 2013, 10:17:32 AM
That sounds like a filesize issue. Or like BrawlBox deciding not to co-operate. That happened to me when I tried to save a Lucario PSA using BrawlBox. I dunno how that happens, so maybe try rearranging stuff (subactions etc.) until it works? Or try getting a smaller ZeroSuit model/texture. That'll allow you more filesize to work with if BrawlBox decides to continue not cooperating.

P.S. I missed you, too! Hah.


Title: Re: A Bloody Canadian's PSA Thread - Will GSS Ever be done?
Post by: ABloodyCanadian on May 18, 2013, 01:13:33 PM
Oh yeah, that's another thing! I still need somebody to make a character hack! Hopefully it's a smaller filesize, but I'm not gonna take any bets that it is...


Title: Re: A Bloody Canadian's PSA Thread - Will GSS Ever be done?
Post by: BlueBrain on May 18, 2013, 01:32:26 PM
a easy way to have a lower filesize for zss is to get rid of her expressions, her body is the absolutely less you can make it.

you should probably go for a texture mod and maybe a different face and hairstyle...


Title: Re: A Bloody Canadian's PSA Thread - Will GSS Ever be done?
Post by: JamietheAuraUser on May 18, 2013, 04:15:49 PM
Or you could make a character hack that isn't really based on ZSS at all (aside from having a similar enough bone structure for the animations to work), thus possibly allowing you to have a smaller model/texture. You can also get around the issue temporarily by lowering the detail on Samus's model/texture. In fact, that might explain why that PSA of Hinata over Samus that somebody mentioned earlier worked with GSS.


Title: Re: A Bloody Canadian's PSA Thread - Will GSS Ever be done?
Post by: zutox on May 18, 2013, 04:19:31 PM
Yeah I think that PSA was originally Peach based as that was where the model came from originally if I am not mistaken. The kid Hinata PSA I mean.


Title: Re: A Bloody Canadian's PSA Thread - Will GSS Ever be done?
Post by: Azure_Shadow on June 05, 2013, 07:29:00 PM
Any updates? Bumping thread before it becomes necroposting. >_>


Title: Re: A Bloody Canadian's PSA Thread - Will GSS Ever be done?
Post by: ABloodyCanadian on June 05, 2013, 10:20:59 PM
Sadly no... At this point, I have lost all motivation to working on GSS, so at this point, I don't mind somebody else taking over the project... I'd like to move on to something else...


Title: Re: A Bloody Canadian's PSA Thread - Take Over?
Post by: JamietheAuraUser on June 06, 2013, 07:46:10 AM
Considering how much difficulty BrawlBox was giving you, this actually makes sense. That said, could I (and others) possibly convince you to resume the project once a version of Ikarus that supports ZSS is released?


Title: Re: A Bloody Canadian's PSA Thread - Take Over?
Post by: Akeno/Archer on June 06, 2013, 08:09:13 AM
Sadly no... At this point, I have lost all motivation to working on GSS, so at this point, I don't mind somebody else taking over the project... I'd like to move on to something else...
Well, you can let this project apart and start on another one... Like your Shiki Misaki...


Title: Re: A Bloody Canadian's PSA Thread - Take Over?
Post by: ABloodyCanadian on June 06, 2013, 08:11:55 AM
Speaking of which, I have made more progress on it... Not too much, but at least something is done... lol...


Title: Re: A Bloody Canadian's PSA Thread - Take Over?
Post by: Azure_Shadow on June 06, 2013, 09:14:20 AM
Well, I'm not sure I can finish GSS perfectly, but I'd be willing to try- I'd far prefer that than never letting her see a release.
And of course I'd send you the file when I was finished so you could release it. If you send me the file in a PM, I'll finish the project for you.


Title: Re: A Bloody Canadian's PSA Thread - Take Over?
Post by: ABloodyCanadian on June 06, 2013, 01:41:41 PM
Thanks! I'll send you the files when I get back. I'll work on Shiki while you do that!


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: Dark Aura on June 07, 2013, 02:06:22 AM
S...Shiki?

...You're my new favorite PSAer now. @.@


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: zutox on June 07, 2013, 07:05:17 AM
Sadly no... At this point, I have lost all motivation to working on GSS, so at this point, I don't mind somebody else taking over the project... I'd like to move on to something else...

Oh no...you're giving up? All the sad! v..v
Well, it's not like I don't understand what with all the problems you have had. It's a shame to see all that work for nothing though. Hacking is supposed to be fun, so if you are feeling like it's more of a chore then of course you should just move on :)


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: ABloodyCanadian on June 07, 2013, 07:44:26 AM
Well, it's not like the project is Canned. I simply gave it to somebody else who's willing to work on it for me.


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: Akeno/Archer on June 07, 2013, 07:56:14 AM
Well, it's not like the project is Canned. I simply gave it to somebody else who's willing to work on it for me.
And skip to something else, because it's too annoying, right?

Anyway, is TWEWY an anime or game?
'Cuz I wanna be able to understand what do you planned for Shiki...


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: ABloodyCanadian on June 07, 2013, 08:04:35 AM
TWEWY is a Game for the DS, and it has been ported to the iOS.


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: Akeno/Archer on June 07, 2013, 08:17:35 AM
TWEWY is a Game for the DS, and it has been ported to the iOS.
Ok, I'll just watch some videos :happy:

If I can help somehow, just tell me :)


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: ABloodyCanadian on June 07, 2013, 08:29:15 AM
I think playing the game yourself would be better...


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: Akeno/Archer on June 07, 2013, 10:36:24 AM
I think playing the game yourself would be better...
We'll see about it later...
How did you progress on her?


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: ABloodyCanadian on June 07, 2013, 10:49:14 AM
Basic Movement is done. I also started a few animations on her attacks... Finished animating the Dash Attack.

Also, I've run into blanks for some of her attacks. Namely the Up Tilt, Up Smash, Up Air, and Up Special.


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: Dark Aura on June 07, 2013, 03:18:07 PM
Basic Movement is done. I also started a few animations on her attacks... Finished animating the Dash Attack.

Also, I've run into blanks for some of her attacks. Namely the Up Tilt, Up Smash, Up Air, and Up Special.

If I remember right, Shiki has a bit of an Uppercut, Shoyukenish attack that she usually finishes combos off with. I'm sure it could fit into either the Up Smash, or the Up Special if you were to give it a bit more air. If you did it for the Smash, you could make the tilt a less powerful version where she doesn't throw herself into the air. For the up in the air, she could hold Mr. Mew over her head and he'd preform a swipe attack, kind of like Wolf's up air.


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: narutofan1 on June 10, 2013, 07:26:20 PM
bloody Canadian, what's new with the Shiki Misaki PSA?



Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: ABloodyCanadian on June 10, 2013, 07:31:59 PM
Due to BrawlBox having stripped of PSA Modding (Since Ikarus is being made), I'll redo the FitPeach.pac file. And I kinda wanted to do that since I haven't altered any of her hitboxes yet. As for actual progress, it's slowly, but surely being made. I finished animating her Jab, Dash Attack, Side Tilt, Up Tilt, Up Smash, and Down Smash.


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki
Post by: ABloodyCanadian on June 19, 2013, 09:55:09 PM
Due to the lack of ideas for a Shiki PSA, I'll work on Blade Prince Marth along with her. Simply because I have his full moveset planned out already.


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki & Blade Prince Marth
Post by: Dark Aura on June 20, 2013, 01:18:21 AM
What moves do you need ideas for for Shiki? I can probably think of a thing or two.


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 20, 2013, 07:35:06 AM
Well Let's see...

Her Up and Down Air, and her Neutral Special and Down Special...

That's not alot now that I think about it...


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki & Blade Prince Marth
Post by: JamietheAuraUser on June 20, 2013, 08:03:24 AM
I've never actually played TWEWY, but Shiki attacks using that little stuffed animal thing, right? (I know it has a name, but I don't remember what the name is.)

Up Aerial could have the stuffed animal ride her on her head and make a clawing swipe upwards. Down Aerial could have the stuffed animal rocket downwards while spinning, before bouncing back up as if attached to a yo-yo.

Another idea I have for Down Aerial is for Shiki to go into a diving missile kick as the stuffed animal slams down onto her back or shoulder, forcing her to fastfall at a slight forwards angle in the direction of the kick. You could also easily swap my other Down Aerial idea for Up Aerial, having the stuffed animal go spinning upwards to hit enemies overhead before coming back down.


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 20, 2013, 08:34:41 AM
I'm referring to Sprite Sheets from both the DS Game (http://www.spriters-resource.com/resources/sheets/1/604.gif), and the Solo Remix (http://www.spriters-resource.com/resources/sheets/47/50348.png). Maybe these'll help?


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki & Blade Prince Marth
Post by: JamietheAuraUser on June 20, 2013, 10:26:44 AM
I still think you could easily make one of the aerials by having the cat thingy curl into a ball and slam upward or downward, similar to Sonic's ledge attack. Actually, now that I think about it, use that for up aerial, because I just spotted a great sprite of the cat doing a pinpoint kick that would be awesome for down aerial. Just have Shiki hold her cat thingy and slam it downward to strike the enemy with the cat's kick. (Actually, I think that's the cat's jumping animation, but it would work great for a kick too.)


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki & Blade Prince Marth
Post by: Dark Aura on June 20, 2013, 09:39:28 PM
The up air, as stated before, would probably be best for a overhead claw swipe, similar to Wolf's.

Down air can be a kick from Shiki herself, similar to Zelda's only without the magic and a tad weaker.

As for the down special, a counter may be fitting: Mr. Mew takes the hit for Shiki, and knocks them away with a counter. Actually, it IS over Peach, so maybe you could just spruce up her Neutral B attack and use that. And if that's too complicated, maybe some form oa a lazer attack? Mr. Mew bombards the stage with Lazers when she and Neku reach a level 3 pin, so probably some form of a weaker version of that.


Title: Re: A Bloody Canadian's PSA Thread - Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 21, 2013, 02:41:43 PM
Thanks for the ideas! I went with Dark Aura's idea for the Wolf Up Air idea. Although it'll work somewhat different. And I think Down Air would be a Meteor Smash attack. I don't think a Dive Kick would be fitting for Shiki seeing that she never does that in the game. When I finish these animations, I can start working on the hitboxes and External GFXs. Specials will be animated later.

To shut some people up, here's a video to show you that progress has actually been made!

Finally Some Progress! (Shiki Misaki PSA Update) (http://www.youtube.com/watch?v=mC7CPaR2Q_4#)


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Dark Aura on June 22, 2013, 01:10:47 PM
Looking good, man! Keep it up.


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 22, 2013, 05:30:53 PM
Now that I'm working on the hitboxes, I think I should confirm how Shiki is going to play.

Shiki is going to be an Aerial Ace. Her attack power is doubled in the air. Much like in TWEWY. Her ground attacks range from 6% - 10% in damage while her aerial attacks range from 10% - 15%. Counter Attacks will also double her damage.

As I've mentioned earlier, she will also be able to draw ESP Cards which can be obtained by doing a combo finisher with her Side Special. Getting 3 different cards will level her up. Her Final Smash will be different based on what level she is. Using a Final Smash will set her back to Level 1. Her maximum level will be Level 3.

Any other ideas I'm welcome with.


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Dark Aura on June 22, 2013, 11:28:21 PM
Now that I'm working on the hitboxes, I think I should confirm how Shiki is going to play.

Shiki is going to be an Aerial Ace. Her attack power is doubled in the air. Much like in TWEWY. Her ground attacks range from 6% - 10% in damage while her aerial attacks range from 10% - 15%. Counter Attacks will also double her damage.

As I've mentioned earlier, she will also be able to draw ESP Cards which can be obtained by doing a combo finisher with her Side Special. Getting 3 different cards will level her up. Her Final Smash will be different based on what level she is. Using a Final Smash will set her back to Level 1. Her maximum level will be Level 3.

Any other ideas I'm welcome with.
Damn, that sounds unique. Liking the idea behind her. I guess that offcially makes Mr. Mew her new partner though. XD


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 23, 2013, 12:56:51 PM
I made Fast Progress... lol

SSBB Hacks - Shiki Misaki Progress Video 1 (http://www.youtube.com/watch?v=MHelYJUgrNs#)

Now to work on Specials... any ideas for Neutral and Down Special?


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Dark Aura on June 23, 2013, 01:12:12 PM
Looks sweet dude! And I assume Mr. Mew will just be added later, right?

As for specials, Mr. Mew's lazer is still sort of an option, as well as using him for a counter... Actually, just got a sort of random idea. What if you used her phone for one of the specials? Like she takes a picture and stuns the enemy or something... Then again, I'm guessing a phone model wouldn't be that easy.


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 23, 2013, 01:16:27 PM
1). Yes, Mr.Mew will be added later. Already have most of his animations done already!

2). Lazer is not a bad idea... I guess I'll have it's attack power range with different levels.

3). A phone would be better suited for a Joshua PSA...


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Akeno/Archer on June 23, 2013, 01:21:13 PM
Neutral could be with that Mr Mew... Charges, and launch him on the foe, then it comes back.
As for Down, no idea...


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Dark Aura on June 23, 2013, 02:35:14 PM
Ugh, kinda hard to think of moves to use when Neku's the one with all the diversity... ;_;

Hrm... maybe the Down Special can be a Puck? As in the Green Aura Neku and Shiki pass around, and it gives her a temporary strength or speed boost. Maybe you can only use it when you're a higher level, so that people who don't use Final Smashes can have use for it.


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 23, 2013, 02:57:15 PM
That actually works! Now how am I gonna make an animation for that... lol... I'll come up with something...

Now we need a Neutral Special, and I should be set!


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Akeno/Archer on June 23, 2013, 03:03:25 PM
This one :
Neutral could be with that Mr Mew... Charges, and launch him on the foe, then it comes back.
Or this one :
As for specials, Mr. Mew's lazer


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 23, 2013, 03:21:14 PM
I should also take into consideration a Counter Attack. Since in TWEWY, her counters deal double damage...

However, those "Counters" Always attack from behind...


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Dark Aura on June 23, 2013, 05:01:45 PM
I should also take into consideration a Counter Attack. Since in TWEWY, her counters deal double damage...

However, those "Counters" Always attack from behind...
That would actually be really interesting to have a counter that only works from behind. XD


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Akeno/Archer on June 23, 2013, 05:37:34 PM
That would actually be really interesting to have a counter that only works from behind. XD
Or extremly annoying xD


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 23, 2013, 08:57:04 PM
Unless her animation would have her turn around... If I do that, then I should be good.


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Dark Aura on June 23, 2013, 10:53:18 PM
Unless her animation would have her turn around... If I do that, then I should be good.

That would certainly work. XD


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Legend of Jesse on June 25, 2013, 07:02:30 AM
i'm not sure how progress has come with your zero suit gun slinger... but you ought to look into doing a character replacement for this psa... i read somewhere that you didn't want her to change into power suit... honestly i kinda wouldn't either... but i most certainly wouldn't want to disable that ability for both zero suit and reg samus... i'm fairly certain that doing this psa over another character would be a good idea... but i will let you decide that for yourself... just a suggestion is all... ;D


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 26, 2013, 11:57:05 PM
I gave the project to somebody else. I'll let him decide at this point.


Would this work? lol...

(http://i.imgur.com/RDYgQ3o.png)


Gonna have to change our ideas for a bit. The Side Special is now the Neutral Special due to problems I've encountered.

For some reason, if she goes to another animation from the Side Special, she leaves the ground...


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: Dark Aura on June 27, 2013, 01:45:36 AM
When you say she 'leaves the ground', do you mean she briefly teleports away off-screen then suddenly comes back?


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 27, 2013, 07:56:42 AM
No. If she goes into another animation during the Side Special, the game will tell her to leave the ground. She'll be in the same position, but she acts like she's in the air, and won't land until the animation is finished.


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: DrunkRussian on June 28, 2013, 01:54:13 PM
I actually just had a similar problem with Sasuke, I don't know how exactly the coding for the SS works the way I fixed mine was set the air/ground  in the if on ground / else.It makes no sense, but it fixed the problem for me.


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: BlueBrain on June 30, 2013, 01:20:32 PM
i love me some unique characters!
so is she using her fluffy thingy for some attacks?


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on June 30, 2013, 02:13:19 PM
I'll add that in later. I'll be doing most of the stuff with PSA. Stuff I do in BrawlBox will have to wait for later. Mr.Mew is one of them.


Title: Re: A Bloody Canadian's PSA Thread - *NEW VIDEO* Shiki Misaki & Blade Prince Marth
Post by: ABloodyCanadian on July 23, 2013, 11:39:39 AM
So yeah...

Clearly, I've lost the motivation to to make PSAs now... Thanks guys...

I'll try to get back into it by doing a small thing. I'll be working on new Specials and Final Smash for Scarlet Fighter Zelda. I may change some of her normal moves as well.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: zutox on July 23, 2013, 02:25:27 PM
So yeah...

Clearly, I've lost the motivation to to make PSAs now... Thanks guys...

I'll try to get back into it by doing a small thing. I'll be working on new Specials and Final Smash for Scarlet Fighter Zelda. I may change some of her normal moves as well.

Any PSA over Zelda is a welcome PSA. Considering it is the only "complete" and working PSA over Zelda that works together with Spiderman, it's an "important" one. At least for those like me, who wishes to change every character in brawl for a new one :)

Regarding the Scarlet Fighter: She is still way overpowered and she can spam anyone to death in a few seconds. Her knockback on several attacks are really insane and she knocks out most characters with ease before they reach 90% damage. She also needs more cool down on some of her more powerful moves, or she will just be able to spam anyone to death in 10 seconds.

An example is her side B.  Repeat a few times. KO

 All the flames and explosions are also a bit annoying as it's just too much. I'd love to see all the fire effects just removed completely, making her a nicer and cleaner to look at fighter. What you could do instead is perhaps add some red sword glow to her legs. That would have looked epic.

I think her FS is pretty cool besides the explosion at the end. And if you removed all the fire effects and had a red sword glow instead that stayed behind a bit after every strike, that would have looked pretty ***** sweet :D

My thoughts at least :)


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: ABloodyCanadian on July 23, 2013, 04:10:47 PM
Thanks for your thoughts. So I should compile a list of what I'll be reworking...

All Specials
Final Smash
Jab
Dash Attack
Down Tilt
Up Smash
Up Air
Down Air
Neutral Air


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: JamietheAuraUser on July 23, 2013, 04:22:55 PM
SideB is actually quite difficult to land fully if the opponent knows what they're doing. Neutral Special's knockback is rather over-the-top, however, especially using it double-reversed. It KOs easily at 45%. Up Special needs something going for it in terms of practical combat use. What if you combined Up Special with Down Special by adding a little bit of intangibility to the end of the startup, then changed Down Special to something else? It could possibly use a bit more base knockback as well, or perhaps a change in knockback angle, so that it isn't too easily punishable.

Her smashes are too fast and not strong enough on KB. FSmash is super spammy, but is useless beyond that.

I too agree that some of the fire effects are a little much, but I don't think they need to be removed completely. The explosion on SideB can stay, but needs to be quite a bit smaller. Maybe add a red sword trail to the kick like zutox said. UpB would benefit from some other effect than just a generic fireball, though. Maybe use a trail of just smoke, or a red sword trail like zutox suggested, and have the fireball stick to her fist when she punches?

Definitely, on the FS the hits should not actually be fire elemental, but instead just add a small fireball GFX that sticks to her fists as she attacks, and as zutox said sword trails on the kicks would be cool. Keep the exploding finisher though, it looks great. Mostly, the animations just need to be smoothed out and it needs camera work. Tone down the damage a bit, as well.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: ABloodyCanadian on July 23, 2013, 04:26:14 PM
When I meant rework, I meant give them new attacks... lol.

I'll keep these in mind for the attacks I'm keeping though...


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: JamietheAuraUser on July 23, 2013, 04:31:06 PM
I figured as much, but for some of the moves I don't think that's necessary.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: ABloodyCanadian on July 23, 2013, 04:35:55 PM
Hopefully she'll be less spammy...

I'll wait for another time to explain her specials. I think it'll make the character more interesting...


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: JamietheAuraUser on July 23, 2013, 04:41:08 PM
The spamminess comes from moves that chain into themselves instead of other moves, like Side Special, Forward Tilt, and Forward Smash. Think about how you can arrange her moveset so that, for example, Down Tilt chains nicely into Up Tilt (Mario's does this). Preferably without using Allow Specific Interrupt combos (or "On-Hit Cancel" and variations thereof), because that's the cheap and artificial way of doing it, and results in forcing the player to use certain, pre-bottled combos.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: Akeno/Archer on July 23, 2013, 04:50:47 PM
Well, adding some allow special interrupts isn't that bad... To make her ground combo some tilts could be a nice idea... or chaining attacks like DTilt>DTilt>Up smash (can be another combo, even air moves...)
Pretty cheap, but really fun to play... Just a suggestion though...


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: ABloodyCanadian on July 23, 2013, 04:58:14 PM
Wait for my Blade Prince Marth PSA for the overuse of Interrupt Events. But what I have planned for Scarlet Fighter is something similar, and it only applies to her Specials...


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: Akeno/Archer on July 23, 2013, 05:19:50 PM
Wait for my Blade Prince Marth PSA for the overuse of Interrupt Events. But what I have planned for Scarlet Fighter is something similar, and it only applies to her Specials...
Sounds interesting...


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: ABloodyCanadian on July 23, 2013, 05:58:09 PM
Though expect this to take a while, I'm in Post Secondary right now, and I'm busy with work I should be doing.

Post Merge: July 25, 2013, 09:47:52 AM
I'm curious as to why people show more support to Scarlet Fighter than Shinda... I barely got any feedback on Shinda, so idk how balaced it is...


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: JamietheAuraUser on July 25, 2013, 02:43:50 PM
Shinda's main problem that I've noticed was the rigging issue with her scythe.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: zutox on July 25, 2013, 03:10:30 PM
Though expect this to take a while, I'm in Post Secondary right now, and I'm busy with work I should be doing.

Post Merge: July 25, 2013, 09:47:52 AM
I'm curious as to why people show more support to Scarlet Fighter than Shinda... I barely got any feedback on Shinda, so idk how balaced it is...

Most likely it's simply because of character placement.
Peach has several PSA's to choose from, so a lot of people who are happy with what they got don't even bother trying new ones sometimes.
While with Zelda, she only has the Scarlet Fighter PSA as a working psa that actually works while also having Spiderman on Shiek.. instant download.
Zelda, samus, zero suit, kirby and bowser are starved of complete PSA's. There might be some, but not much to choose from there.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: ABloodyCanadian on July 25, 2013, 07:50:21 PM
I've noticed how people played Scarlet Fighter with Sheik PSAs, so I guess it makes sense... to bad it's not as good as Shinda... at least in my opinion...


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: Leon Exodio on July 25, 2013, 07:53:13 PM
*follows thread*


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: zutox on July 25, 2013, 08:10:35 PM
All those claw-slashing effects on Shiki makes me want to put the Felicia import on her :P
I personally think your most interesting character this far has been the gunslinger. Still hoping to see a breakthrough with that one... it gets tiresome switching out PSA's from samus all the time when me and my friends want to play as her XD


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: ABloodyCanadian on July 26, 2013, 11:28:49 AM
Preview Image time!

(http://i.imgur.com/vQuTOWt.gif)

I thank BJ for the gif feature... if only if it wasn't so choppy... Animation plays a bit slower than it should.
Basically she does a jab, then if you hold the button, you do this, but you can interrupt it with another move after a certain point of the animation.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: spiritpyros on July 26, 2013, 11:55:34 AM
About shinda I really don't have any problems with her not that she is perfectly balanced but there is nothing with her that stands out as over powered.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: Renova on July 26, 2013, 12:22:46 PM
I like the added random and change to the down b event. Giving her a heart or w/e it was, was a bit much.
I do think her final smash shouldn't last that long.
My friends won't even play with me if I pick that character because of the final smash.  I event changed the collision size so that they wouldn't get damage without being close but the attack randomly smashes opponents.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: spiritpyros on July 26, 2013, 12:52:56 PM
That is true,though i rarely use final smashes.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: ABloodyCanadian on July 26, 2013, 02:16:22 PM
I'm thinking of changing it. I have ideas. But I like Shinda for her moveset aside from the Final Smash.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: JamietheAuraUser on July 26, 2013, 02:20:18 PM
Was just watching your video of Shinda on Boss Battles. I may have to try her out, her air combos look really cool.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: ABloodyCanadian on July 26, 2013, 02:22:29 PM
Because it's a new page, I should post this again...

(http://i.imgur.com/vQuTOWt.gif)

Look at the previous page for details...


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: JamietheAuraUser on July 26, 2013, 02:25:26 PM
The kick looks a little stiff, but it's pretty good otherwise. Might want to work on having her legs come out for the kick AS she flies backwards, not before. Landing needs a little work, as well, right now it looks like she has no weight whatsoever, she just lands like a feather.


Title: Re: A Bloody Canadian's PSA Thread - So yeah...
Post by: ABloodyCanadian on July 26, 2013, 02:27:28 PM
I feel like you're my director... lol

It's a good thing, otherwise my PSAs would be less than appealing...

I like the added random and change to the down b event. Giving her a heart or w/e it was, was a bit much.
I do think her final smash shouldn't last that long.
My friends won't even play with me if I pick that character because of the final smash.  I event changed the collision size so that they wouldn't get damage without being close but the attack randomly smashes opponents.

It doesn't give her a heart. I gave her an apple. If I gave her a heart, that would be broken... lol...


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: yi-shioon on July 27, 2013, 08:16:50 AM
That Gunslinger Samus vid :>.>:...was more than enough to convince me from subscribing to this thread  :af:


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: ABloodyCanadian on July 27, 2013, 10:23:00 AM
Sadly, it won't be out for a while...


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: JamietheAuraUser on July 27, 2013, 12:29:09 PM
It doesn't give her a heart. I gave her an apple. If I gave her a heart, that would be broken... lol...

Why does everyone always use apples for this (food-summoning specials, I mean)? Are they just the easiest to use in coding for some reason? Why not ice cream, or a coffee, or a strawberry? I think it would be cool if you used one of the other food items instead of an apple. Just because.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: ABloodyCanadian on July 27, 2013, 02:36:05 PM
Using the other food items is a PAT0 Animation. And I can't use PSA to specify which food item it is. It's always an apple because it is always the 1st PAT0 Animation on the list.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: JamietheAuraUser on July 27, 2013, 05:27:00 PM
Ah. So if you wanted to use other food items, you'd have make edits through BrawlBox?

But if differing food types is just an animation, how is it that they heal different amounts? (Sorry, this is probably the wrong place for this sort of question. I'm just curious, is all.)


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: ABloodyCanadian on July 27, 2013, 05:37:00 PM
Probably something in the code calls for both the animation, and how much it heals.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: JamietheAuraUser on July 27, 2013, 05:44:12 PM
Maybe you could look at Game & Watch's Judgement Hammer (7), if that helps? Or does PSA not like Game & Watch?

It's not really an issue, it'd just be kinda cool if Shinda summoned something other than apples. If she has a favourite food, she could summon that instead.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: ABloodyCanadian on July 27, 2013, 06:00:53 PM
That my friend would be Tea...

Speaking of Shinda, I'm working on her new Final Smash right now.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: JamietheAuraUser on July 29, 2013, 09:16:29 AM
So do you already know what you're going to do for Shinda's FS? Because I have a few cool ideas:

FS idea: The Final Battle: Like her current FS with the same name, Shinda creates a swirling vortex of paper. However, instead of covering the entire field, the vortex surrounds only her. She can move as normal while the attack is active. The paper vortex grants Shinda Super Armour on all animations (except when she's already intangible), and deals damage to nearby foes, hitting repeatedly at a rapid rate. These hits also cause fairly strong flinching, spiking grounded enemies down and towards her, while aerial foes are simply sent horizontally towards her. Lasts 13 seconds.
As you can see, this FS turns Shinda into an infinite-combo monster who can absolutely destroy anyone who gets close. And it has a rather broad definition of "close"; even Marth's reach wouldn't be enough to get through.

My other idea isn't so much a full FS as it is just a sort of recommendation: if you're planning on making Shinda's FS a cinematic attack combo like Gunslinger Samus's, use her current FS (purple tint and paper swirling in the background) as the backdrop.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: ABloodyCanadian on July 29, 2013, 10:40:27 AM
Yes, it is gonna be a combo thing. Though I do like the paper idea. But to be honest, I used paper as an attack cause I simply didn't have ideas for attacks. Shinda can't really use paper for attacks. And I should know, she is my OC.

Speaking of Combos...

(http://i.imgur.com/zB26rmp.gif)
Rough animation is rough, but I wanna get some PSA work out of the way. I'll probably fix it up when I do so.

1st 2 Swings will be with her scythe, then 2 more swings with her Katana, followed by a Barrage with her Umbrella. She would then Backflip and shoot her gun. And to finish it off, we have a falling object land on them.

What can I use as that falling object... ideally, something heavy...


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda Update
Post by: JamietheAuraUser on July 29, 2013, 10:54:38 AM
A falling object? Use a Barrel or Rolling Crate.

I also think she needs a smoke-poofing GFX on her hand(s) every time she switches weapons for an attack.

Also, a few things you should know:
For some reason, she can't wear badges or bunny hoods; they're destroyed as she picks them up.
The "item get" GFX and sound still appear on rare occasions, but nowhere near as often as they used to.

And now for some other feedback:
So far, Shinda seems like a pretty cool character, with a rather cool focus on aerial combat. Unfortunately, her air attacks can feel a little wonky because her Up Special and Back Aerial have a little more endlag than they feel like they should, which especially throws me off on Back Aerial when using it to get back to the enemy after Up Special.
Another thing: I think Side Special shouldn't send her into helpless if it hits, but should only be usable once when in the air. I also think that the aerial version shouldn't spike enemies, but should instead be followed up by a spin and second hit, allowing her to go right back into comboing the foe. Probably reduce the overall damage dealt, however.

Also, Down Throw might be a little bit overpowered. It does 7 hits for 20% damage if a regular capsule falls on the enemy. If, on the other hand, and explosive capsule falls, that's 8 hits for 45% damage. 20% is a lot for a throw. 45% is a lot for any attack.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: ABloodyCanadian on July 29, 2013, 11:11:33 AM
1). I would go for the crate. To make it reference more of Shinda's Story, it should be something you would find in a theater. Her Down Special is called "Stage Fright" for a reason. I simply just chose a light item cause I can't really add new projectiles, and heavy items tend break upon being spawned. In this case for the Final Smash, I want it to be an External GFX.

2). I was thinking more of spinning papers.

3). That's something I can't fix if I want to avoid her Down Special hand glitch.

4). Back Air and Up Special feel fine to me. Unless you can elaborate on it a bit more. As for the Aerial Side Special, I'm gonna have to say no to that cause that wouldn't be how the killer would use it. I can however, change it's trajectory to not spike. I was thinking a 45 degree angle away from her.

If you want to know more about Shinda, I can make explainations.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: JamietheAuraUser on July 29, 2013, 11:22:07 AM
My problem with Back Aerial is that I try to do the Up Special > Back Aerial > Down Aerial combo, and Back Aerial's endlag takes long enough that I can't hit with Down Aerial because I'll fall past the opponent and miss. I also can't hit them with Forward Aerial or Up Aerial, either due to falling past them before being able to move (Forward Aerial) or due to not getting enough distance for it to connect (Up Aerial).

The only reason I was suggesting a change for aerial Side Special is to enable her to air combo better, because you could immediately follow up with Up Special or Forward Aerial to continue attacking the opponent from the air. 45° (or possibly more like 30 or 20) away from her works too, if you change it so that she doesn't go helpless if it hits. I'm not entirely sure how balanced this would be, but in terms of raw fun value it's cool to have a constant assault that works as long as you don't miss.

Also, are you gonna use that custom GFX you made for GSS's guns for Shinda's as well?


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: ABloodyCanadian on July 29, 2013, 02:23:49 PM
Maybe...

Now that you mentioned it, I'm kinda thinking I should make a combo-centric version of Shinda. Had that idea while playing with her recently. So if I were to make those aerial combos work, wait for that.



Oh hey, a preview video!

SSBB Hacks - Shinda's New Final Smash (WIP) (http://www.youtube.com/watch?v=AlsqMVvtMO8#)


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: JamietheAuraUser on July 29, 2013, 02:35:21 PM
Ha. Is that what happens when you miss?


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: ABloodyCanadian on July 29, 2013, 02:38:41 PM
Yes. I didn't add in the hitbox yet, so as of right now, it'll miss no matter what... lol. In the air, it takes you to the helpless state since the recovery is so good...


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: JamietheAuraUser on July 29, 2013, 03:32:12 PM
So if Shinda can't actually attack with paper, what are you going to use for her new USmash?

And how come she uses paper to summon her weapons, then? Does she write them into existence with her author powers, or something? In that case, using a paper aura to power her up for her FS would still make sense, as would calling it "The Final Battle". She's writing the final confrontation to her story, and powering herself up to match. The damage is just there for the sake of literal metaphors, and to let her own the crap out of things. Not that the new FS isn't gonna be freaking awesome, anyway.

By the way, when her FS hits, I think it would be cool to cover the screen in a whirlwind of paper while secretly shifting the background, then when the scene transition ends, the air is tinted purple and there's paper flying around in the background as she owns people.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: ABloodyCanadian on July 29, 2013, 03:42:30 PM
Basically what Shinda is, is that she's a Death journalist. She writes down the names of people that died, and then she would write down how they died. Any murder weapons that come up in the entries become her own weapons. If you zoom in on the paper GFX, you can read one of her entries.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: JamietheAuraUser on July 29, 2013, 03:45:07 PM
That's what that was! Yeah, I couldn't manage to read the whole thing because of all the papers overlapping each other.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: ABloodyCanadian on July 29, 2013, 03:54:47 PM
I have a snapshot of the entry, right here...

(http://i.imgur.com/hDxjbLi.jpg)


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: JamietheAuraUser on July 29, 2013, 04:00:09 PM
That ending isn't gruesome at all, nope. /sarcasm

And that explains your earlier comment about her Side Special.

Anyway, back on topic and stuff.... :\


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: ABloodyCanadian on July 29, 2013, 04:11:22 PM
That ending isn't gruesome at all, nope.

A part of me hopes that was meant to be Sarcastic.

But yes, moving on...


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: yi-shioon on July 29, 2013, 05:17:23 PM
Sadly, it won't be out for a while...
:oshi:


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: JamietheAuraUser on July 30, 2013, 09:03:07 AM
So speaking of on-topic, if you're planning on removing Shinda's paper-based attacks, what are you going to do about Up Smash? And also on that note, I find Neutral Aerial's hitbox a little wonky. Can never quite figure it out. I always find myself expecting the hitbox to be where the paper is, but it's not, it's on her hands.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: ABloodyCanadian on July 30, 2013, 10:20:51 AM
I'm not sure if I'm gonna change them.

I'm having Article Related Issues. They would Crash the game. The Gun crashes instantly while the Umbrella Crashes when it changes the Animation.

Probably due to the increase in Filesize.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: JamietheAuraUser on July 30, 2013, 12:04:48 PM
New FS increases filesize too much?

Ugh, speaking of filesize... I'm trying to do some PSA work of my own (editing someone else's PSA so it actually works properly), but they've used so many Subroutine references that I can't add anything easily without all the Subroutines getting screwed up. Some of them reference places I can't even find the associated Subaction for! Can't fix the FS so it doesn't glitch on Skyworld without adding at least 12 lines of code, which screws up every single Subroutine in the whole PSA.

Sorry, this isn't the place for such ranting... :\


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Link!
Post by: ABloodyCanadian on August 11, 2013, 12:28:43 PM
So I've stumbled into this.

(http://i.imgur.com/FfyZ7nW.png) (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33679)

Basically it's a version of Gunslinger Samus that is later than the demo link I have right now. It includes Both Guns Animated and Retextured. As well as the Gunshot GFX and New Final Smash! It's basically GSS Finished but without working Grabs. I hope you guys are happy...

I wouldn't insert the scn0 file though...


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Zelda and Shinda Update
Post by: Akeno/Archer on August 11, 2013, 02:12:33 PM
Are your grabs fixable? Cuz you once said that in a backup of GSS, they werent working anymore...
Still a cool PSA though!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 11, 2013, 02:15:49 PM
Yes, they aren't working anymore. I'd have to redo the PSA part if I want it to be working again...

Also, it has come to my attention that the PSA will work without the Samus Files. Which should be a really good plus for those Samus Players.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Akeno/Archer on August 11, 2013, 04:11:29 PM
Yes, they aren't working anymore. I'd have to redo the PSA part if I want it to be working again...

Also, it has come to my attention that the PSA will work without the Samus Files. Which should be a really good plus for those Samus Players.
It is... Looking forward to use it when ill get back!!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 11, 2013, 04:33:18 PM
If somebody could fix the grabs that'd be great! This PSA was more of a pain to me than I thought... I want to stay away from it for now...

Now I have other projects to work on...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Akeno/Archer on August 11, 2013, 04:46:40 PM
True... I didn't make a lot of progress either... Side B is really complex to work with... Which move (FS and grabs apart) was the worse to mess with?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: zutox on August 11, 2013, 05:06:49 PM
I cannot wait to test this out! Will get back to you about it tomorrow after work, bed time now. Can't wait, so looking forward to try it :D


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 11, 2013, 05:11:20 PM
True... I didn't make a lot of progress either... Side B is really complex to work with... Which move (FS and grabs apart) was the worse to mess with?

FS wasn't really much of a hassle. Dealing with the Size Problem was though, but Grabs are up there on my list...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 11, 2013, 05:38:55 PM
Grabs should hopefully be easily fixable once Ikarus v1 enters the scene. Until then, thank you for this!

How badly are grabs broken, though? Do they just do what they did before, or is it worse than that?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Akeno/Archer on August 11, 2013, 06:57:12 PM
I cannot wait to test this out! Will get back to you about it tomorrow after work, bed time now. Can't wait, so looking forward to try it :D
So true!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 11, 2013, 07:01:27 PM
Grabs should hopefully be easily fixable once Ikarus v1 enters the scene. Until then, thank you for this!

How badly are grabs broken, though? Do they just do what they did before, or is it worse than that?

She can grab enemies just fine. But she won't be able to pummel or throw. She'll be frozen on the spot. And yes, I hope Ikarus can solve this problem!

Post Merge: August 11, 2013, 08:34:03 PM
In an attempt to fix her grabs, I found that GSS has 2 extra SubRoutines, which kinda messed up the order her SubRoutines went... If I can somehow fix this, I should have her grab perfectly.

Post Merge: August 11, 2013, 08:52:46 PM
Confirmed: Ikarus can fix GSS' grabs.

So, we'll see a v1 whenever that comes out.

Also, minor edit. Gunshot GFX are fixed and smaller. They look less like blocks and more like thin lines.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Renova on August 11, 2013, 09:41:06 PM
She can grab enemies just fine. But she won't be able to pummel or throw. She'll be frozen on the spot. And yes, I hope Ikarus can solve this problem!

Post Merge: August 11, 2013, 08:34:03 PM
In an attempt to fix her grabs, I found that GSS has 2 extra SubRoutines, which kinda messed up the order her SubRoutines went... If I can somehow fix this, I should have her grab perfectly.

Post Merge: August 11, 2013, 08:52:46 PM
Confirmed: Ikarus can fix GSS' grabs.

So, we'll see a v1 whenever that comes out.

Also, minor edit. Gunshot GFX are fixed and smaller. They look less like blocks and more like thin lines.

That's terrific news!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: zutox on August 12, 2013, 10:33:25 AM
You seem to have discovered already that the gunshots looks like big lazer lines compared to the normal shots, so that's good.

She didn't freeze my game, but she did go into T-pose a few times, but I guess it's because I am using the Dark samus psa.
When using dark samus and her, dark samus will not use a lot of his own moves, but instead do the normal attacks samus already uses. When he uses his FS he will turn into Gunslinger samus even if he wouldn't normally change upon using his FS. Quite strange.
I figured if it was a size issue that the game would just freeze, wouldn't it?

I like that you will be able to fix her grabs eventually, and her play style is quite fast and furious, but seems to be balanced enough for any game :)
Her side special is really hard to connect with though..

The bullet casings that rain down as she shoots is pretty awesome, though I'd like to see them at least half the size they are right now.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 12, 2013, 08:26:34 PM
I did change the size of them. I can make them even smaller if I have to...

I'll be streaming so I can make balancing checks with GSS. Feel free to join in and leave your thoughts...

ABloodyCanadian on USTREAM: . Wii (http://www.ustream.tv/channel/abloodycanadian#)

Well that failed... lol...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Calypso on August 13, 2013, 12:18:34 AM
If the grabs are still causing problems you get rid of the grabs like the tales of symphonia Emil PSA and some of Jrush64's PSA's.

What I mean is instead of doing a grab at all pressing that button would have GSS do something like throw a grenade, or heal, or backflip dodge at high speed some kind of special ability just trying to help you in getting around the grab problem.

Unrelated I really like Shinda's attack style.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 13, 2013, 08:01:13 AM
Here's something...

Gunslinger Samus v0.9 PSA Working With Normal Samus (Sort of) (http://www.youtube.com/watch?v=V05GPx1uLdY#)

Proof that you can load Normal Samus with this PSA!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Akeno/Archer on August 13, 2013, 08:07:00 AM
Hmmm... Aside the freeze when Samus switch to ZSS, it works... Maybe you should add in the GSS pack the Non-transform Samus...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Renova on August 13, 2013, 08:15:16 AM
I've been using the hinata PSA over Samus. Needs nerfing, but it works without issues.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 13, 2013, 08:20:17 AM
Hmmm... Aside the freeze when Samus switch to ZSS, it works... Maybe you should add in the GSS pack the Non-transform Samus...


Your avy is distracting... lol

On Topic! I plan on doing something with that.

I've been using the hinata PSA over Samus. Needs nerfing, but it works without issues.


Had a balancing session with a friend of mine who plays competitive smash, and he's honestly not really sure about it yet. We know it needs some nerfing, but we don't know by how much. N Special is abusable, but without it, she'll have a hard time switching guns.

Gunslinger Samus v0.9 PSA Online Gameplay w/ ABloodyCanadian (http://www.youtube.com/watch?v=O0E5V9jke5s#)

Also, I think it's worth mentioning that I'll be Re Animating some of her attacks, and changing some of them altogether in V1.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 13, 2013, 09:11:47 AM
Uh, I think he was talking about the Hinata PSA needing nerfing.

A few things on GSS, though:

I've occasionally gotten freezes using Up Special (both versions) and Forward Smash (handgun form only). Though, theoretically those could be related to the texture I'm using. (I took that Black Heart texture from the Vault and replaced the gun texture and animations with the ones in your pack. I'm still using your Degraded Samus, because otherwise the texture would be too big and it would freeze. Replacing the gun texture and animations actually decreased the .pcs's filesize, however.)

Neutral Special seems to be less broken than it was in the previous release. I can't combo people off the edge with it anymore. It's actually a fairly solid move at this point.

I still think her normal attacks, especially Up Tilt, could use more reach, but on a more important note:
Her grounded Final Smash tends to partly miss even if the first hit connects. I would personally advise simply cheating through that by having the hitboxes on it be much bigger than they should logically be. You know that big flip she does over the target's head? Try expanding the hitboxes to occupy the entire area traced by the flip's arc.

Secondly, the grenade she uses to launch the foe at the end should do at least 18%. Why that much? Because that's how much her Up Taunt does, and because her grounded Final Smash is a little weak on damage and launch power.

And another thing: For a character supposedly based on acrobatic flips, her rolling dodges are ridiculously bad. Forward and backward roll are slow, like, Link levels of slow, and have next to no intangibility on them. Here's a tip: If a character can't use a rolling dodge to dodge through the fire columns on the SSE stage "The Path to the Ruins", no matter what spacing you use, their dodge sucks. Even Link can do that if you're careful with your spacing.

Otherwise, very fun PSA.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 13, 2013, 09:32:41 AM
Things to take note of for V1.. that's good...

Also, about the crashing, I've had experiences with that too. Though I found that it crashes if you mash the buttons... lol. So safe tip, don't mash. I'm guessing it's article related, but I have no way of telling...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 13, 2013, 10:19:01 AM
Both times Up Special has crashed, it's been on the same part of the animation: right before the first shot is fired. Forward Smash, however, crashed on two different spots, though both were during the attack's endlag.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Leon Exodio on August 13, 2013, 10:47:42 AM
the Gunslinger Samus psa is awesome you did a really good job on it i had no problems with it at all


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 13, 2013, 11:07:47 AM
I feel like I should show off what the Win2 Animation would look like if the scn0 file was working...

(http://fc09.deviantart.net/fs70/f/2013/225/a/5/brawlboxanimation0_by_abloodycanadian-d6hyhiv.gif)

Any thoughts?

I hope I can get this to work...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Leon Exodio on August 13, 2013, 11:11:11 AM
I feel like I should show off what the Win2 Animation would look like if the scn0 file was working...

([url]http://fc09.deviantart.net/fs70/f/2013/225/a/5/brawlboxanimation0_by_abloodycanadian-d6hyhiv.gif[/url])

Any thoughts?

I hope I can get this to work...
yes that looks really good as a win


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 13, 2013, 12:25:26 PM
That does look pretty darn cool.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Akeno/Archer on August 13, 2013, 02:16:47 PM
I feel like I should show off what the Win2 Animation would look like if the scn0 file was working...

([url]http://fc09.deviantart.net/fs70/f/2013/225/a/5/brawlboxanimation0_by_abloodycanadian-d6hyhiv.gif[/url])

Any thoughts?

I hope I can get this to work...

Really cool dude! Hope it works!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 13, 2013, 09:35:24 PM
Alrighty, so I have a somewhat odd request:

Next time you do a release of GSS, could you include a version that has voice clips on Up Taunt, Side Taunt, all Wins, and on the Final Smash (right away on aerial FS, after the last gunshot barrage and before the grenade on ground FS)? I'd add those things myself, but you know how BrawlBox is, and of course I'm worried about ruining Subroutine references.

Mostly this is just because I want to replace them with other clips. There's a Michelle Ruff 4 ZSS thing on the Vault that would work really well for the character hacks I'm using.
"BEGONE!" *Blows enemy up with grenade*


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 13, 2013, 09:54:09 PM
You can add in those things yourself, can you? I'm pretty sure you can, assuming Ikarus is safe enough to use.

I also want to point out that I have already finished animating her new Jab. It's not as oddly animated, and it looks cooler. I'll update this post with pics when I get the time. I'll be giving the same treatment to any other attacks I'm not pleased with.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 13, 2013, 10:03:03 PM
I'm more worried about mucking up the Subroutine references. I know I've been having that sort of problem in my own PSA work. But then, that might just be because Smash Attacks is too stupid to correct those automatically.

About her jab: Does it increase the size of the FitMotion? If so, you'll have to redo it until it's smaller.

P.S. Who is that person in your avi? Whoever she is, she needs to get a longer skirt.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 13, 2013, 10:06:41 PM
No, it decreased in filesize. The three animations are shorter than the normal ones, so that's a thing. But then again, I already set the animations I want to change to 1 frame already, so that's also a thing...

Currently in my Avy is Gasai Yuno from Mirai Nikki/Future Diary.

Post Merge: August 13, 2013, 10:14:32 PM
New Jab...

Attack11
(http://fc01.deviantart.net/fs70/f/2013/225/3/e/brawlboxanimation1_by_abloodycanadian-d6i1nkd.gif)

Attack12
(http://fc01.deviantart.net/fs70/f/2013/225/9/c/brawlboxanimation2_by_abloodycanadian-d6i1o3t.gif)

Attack13
(http://fc02.deviantart.net/fs71/f/2013/225/7/f/brawlboxanimation3_by_abloodycanadian-d6i1obq.gif)

Yes, she'll be moving backwards the entire time...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 13, 2013, 10:58:05 PM
Moving backwards for the whole jab? I hope there's enough range on it for the whole combo to hit, then. Will it multihit on the Machine Gun version?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 13, 2013, 11:02:18 PM
Both guns will multi hit. Also, Range isn't too much of an issue for I'm planning the hitbox to move the opponent backwards when hit. Of course it'll end off with them flying forward of course.

So I decided to redo the FitSZerosuit.pac file, and I must say, It might not take as long as I thought...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Haseyo on August 14, 2013, 10:29:59 AM
This moveset with Noel Vermillion's model is crazy accurate. I'm excited to see the final outcome.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: WarioBrtsm on August 14, 2013, 01:30:52 PM
I can't seem to get any of these wicked awesome psa's to work :/

can someone send me their private folder so i can see what I did wrong?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 14, 2013, 02:26:55 PM
You're the guy on youtube, right? I'm sorry if I'm wrong...

If you're using Riivolution, you would need to put the FitMotionEtc.pac files in a common_en.pac folder. Then you would need to put that file in pf/system.

OMG! I had a PSA Editable version of the PAC File hiding under the radar! I guess it won't be as bad as I thought. Though idk at which state it's at... Looking at the file over, I feel like it's better for me to restart because the Gun Changing system works better if I did.

I make no sense... lol


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: WarioBrtsm on August 14, 2013, 04:39:33 PM
(http://i1229.photobucket.com/albums/ee479/326and966/wtfamidoing_zps21a999ea.png)

Like this?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 14, 2013, 04:41:28 PM
Depending on what xml you're using for Riivo, you may have to remove the _en from the file name.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: WarioBrtsm on August 14, 2013, 04:47:44 PM
I'm using the Beyond xml riivo, but then again, it doesnt make any difference


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 14, 2013, 04:51:44 PM
Well, with whatever I'm using, I still keep the _en at the end. But yeah, all you do is open common_en.pac in BrawlBox, then click on Zelda's MotionEtc in the file. and hit "replace", then select the Fitmotion you wanna replace it with. If that's not working, I have no idea what's up.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: WarioBrtsm on August 14, 2013, 04:55:01 PM
well, yeah i did that. and it doesnt work :/

which is why i was asking earlier for any .gct or private folders so i can use as reference.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 14, 2013, 04:58:39 PM
I dunno what's wrong, then. Your setup looks fine to me. I wonder if the cause might somehow relate to Windows being set not to show file extensions? Doesn't really make sense, but then, Windows frequently doesn't.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 15, 2013, 10:59:31 PM
I should say some things that'll be changed and altered for v1 Release.

I'll make a preview video on the yellow points.

- Balancing done by me, and a few select people.
- Changed Attacks and Animations. List includes... (Function for the most part won't change)
--- Jab
--- Up Air (Machine Gun)
--- Neutral Special (Air and Machine Gun)
--- Back Throw
--- Down Throw
- Aerial Down Special now has more of a use! You can use it to change guns only if you land on the ground for the 1st 30 Frames


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Azure_Shadow on August 19, 2013, 11:00:32 PM
Aerial Down Special now has more of a use! You can use it to change guns only if you land on the ground for the 1st 30 Frames[/spoiler]

...Doesn't that mean it's the ground special, though?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 19, 2013, 11:01:56 PM
Well, it lets you switch guns faster because you don't have to wait until you land to start your Down Special.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Akeno/Archer on August 20, 2013, 01:54:25 AM
Well, it lets you switch guns faster because you don't have to wait until you land to start your Down Special.
How many times have I been tricked by this...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 20, 2013, 09:39:43 AM
Oh, and by the way, I've found a few glitches:
1. When using grounded Side Special in SSE, particularly on large enemies such as Giant Goombas, occasionally she'll just freeze-frame and start floating up into the sky until she dies off the top boundary.
2. If she ends up on the ground when the grenade of her aerial Final Smash connects (via sloped platforms or whatever), she'll chain into her ground FS as if she'd hit with the initiating grenade throw.
3. Once, I walked to the edge of the moving platform on Smashville (so that she did her "about to fall off" animation), then somehow walked past the edge and stood on air with one foot still on the platform. Then the game froze.
4. If landing during aerial Side Special (thanks to a sloped platform or whatever) and using the grounded version's follow-up attack, she'll go into landing lag (like after aerial Neutral Special) when the attack completes.

And now on more of a user-feedback note, her grounded Final Smash could really use some significant Time Manipulation on the initiating hit. Even a level 4 CPU can reliably dodge it, since there is a huge window of opportunity to dodge out of the way after she's committed to the attack.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 20, 2013, 10:39:51 AM
That's really interesting. I'm gonna blame BrawlBox on some of these points cause it really messes up things that normal characters would do anyway... That, and I should learn to use Pass Frames.

It'll take a while before I get back into PSA Hacking for I'm busy with other stuff being in Post Secondary and all...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 20, 2013, 11:33:39 PM
So I'm curious about something:
The voice clips used in GSS's Final Smash. Are those just the standard "random attack voice clip" code? If not, which specific voice clips are they? I want to know so I can change them to other voice clips by rearranging 'em in BrawlBox.

But yeah, I'm inclined to blame BrawlBox for #3 on that list. #1 I think is an issue with the transition to the follow-up attack, as I hadn't finished moving past the Giant Goomba when I activated it. I should note that I was also on a sloped platform. (The rafting section on The Lake.) Also, I had directional control as I was floating away.

Oh yeah, also got a freeze when hitting Giga Bowser with aerial Side Special's follow-up attack. Giga Bowser was jumping, in case it matters for whatever reason.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 20, 2013, 11:46:46 PM
They are just random voice clips with the Low Voice Clip Event

This PSA seems to crash on Random Moments it seems... I'm guessing some of them are Article Related cause for some odd reason, it might be recalling an Article that's already existent. But I'm pretty sure I left no leaks... I had this for the following setup...

If: Article Does not Exist
   Generate Article
End If


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 21, 2013, 12:03:47 AM
@FS: That's inconvenient. I was hoping to go for "That's an attack?!" followed by "Take THIS!". I'm actually sorta wishing she had multiple choices for specific voice clips for moves like Up Special or aerial Side Special. I have voice clips of "Take that!" and "Take THIS!" which, while cool on occasion, get really irritating when repeated every time the move is executed.

I think the crash when attacking Giga Bowser might have something to do with his Super Armour. But one thing you should watch out for: Her Superspicy Curry idle has her wielding a machine gun in her left hand, and a handgun in her right. Maybe something like this is causing the occasional freezes?

P.S. (warning, thoroughly off-topic)
You ever notice that little sparkling sound at the end of Samus's victory theme? I never did until I was playing as GSS with the White Heart texture and Rita Mordio voice. I mean, she does that elegant twirl (X-button victory pose), says "Guess we're done!", and then there's just this little sparkle sound right afterwards that totally sells the whole thing.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 21, 2013, 06:39:47 AM
Other animations have her wield different guns. And it's only calling the Animations. The two guns aren't separate Articles.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: JamietheAuraUser on August 21, 2013, 08:07:06 AM
Oh yeah, that's right. Derp.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: WarioBrtsm on August 21, 2013, 02:20:00 PM
you know, I finally got these to work and I was shocked to know why they didn't work before.

So apparently beyond's XML code didnt have the common_en.pac in it so yeah. that shocked me right there.

I finally got to enjoy these cool hacks and boy, Gunslinger samus is the favorite between my gaming club.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 23, 2013, 10:38:03 AM
After a failed attempt for making a new one, I tried editing the Backup, and I must say, it's pretty close to what 0.9 contained. Only difference is that there was only 1 Gun, and the Gun Change System did not affect the Animations. This'll be alot easier than I thought... The biggest difference however is the Final Smash. The PSA Coding is still the old one...

As far as progress goes, I managed to make the Aerial Down Special work out.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: Akeno/Archer on August 23, 2013, 11:57:04 AM
What do you mean by : "The Gun Change System did not affect the Animations."
Do you mean it didn't do the animation that it's supposed to do?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 Released!
Post by: ABloodyCanadian on August 23, 2013, 10:25:09 PM
How the guns look from Machine Gun to Handgun is simply just an Animation change. When I say that, the guns don't look different when you switch.

Progress for v1.0 has begun. I may ask some people for Balancing Checks...

SSBB Hacks - Gunslinger Samus v1.0 Progress (http://www.youtube.com/watch?v=CXyqHWPz_FI#)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 In Progress
Post by: zutox on August 24, 2013, 05:03:27 AM
That looks totally badass! I am eagerly following your progress, and I hope that you won't stumble into corruption problems and the like..those are always such a bummer. Do you think that gunslinger will have her filesize reduced on version 1 compared to the other versions? And if not, would it even be possible to port her onto someone that has one of those really nice perfect rel ports available?

A true port over zelda would have been awesome :P That would be the first working psa that could work with the spiderman psa. I'm guessing it's a lot of work, but I'm just putting the idea out there. I also see you reduced the shells and I must say that it looks really nice. It's pretty sweet eye-candy, that little detail.
The animations looks very solid in that vid, me gusta  :af2:


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 In Progress
Post by: Akeno/Archer on August 24, 2013, 05:14:44 AM
Lol, if you want a Zelda PSA that works with Spiderman, use Scarlet Fighter Zelda... A lot of people said that they both works...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 In Progress
Post by: zutox on August 24, 2013, 05:37:25 AM
Lol, if you want a Zelda PSA that works with Spiderman, use Scarlet Fighter Zelda... A lot of people said that they both works...

Oh! yes, I forgot about that, thanks :)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 In Progress
Post by: Akeno/Archer on August 24, 2013, 05:46:55 AM
No problem


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V0.9 In Progress
Post by: ABloodyCanadian on August 24, 2013, 07:18:58 AM
Do you think that gunslinger will have her filesize reduced on version 1 compared to the other versions? And if not, would it even be possible to port her onto someone that has one of those really nice perfect rel ports available?

v0.9 was low enough for me to have both Samus and GSS playable. I even have a video uploaded as proof.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: zutox on August 24, 2013, 01:04:40 PM
v0.9 was low enough for me to have both Samus and GSS playable. I even have a video uploaded as proof.

yes, that's true, Samus would work. But, thing is that I want to be able to use a psa and not samus :P Like Dark samus for example, just like I want to use this psa and not the normal zero suit samus :)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: Akeno/Archer on August 24, 2013, 02:36:11 PM
I think someone said that Dark Samus worked with this... But not sure though...

How the guns look from Machine Gun to Handgun is simply just an Animation change. When I say that, the guns don't look different when you switch.

Progress for v1.0 has begun. I may ask some people for Balancing Checks...

SSBB Hacks - Gunslinger Samus v1.0 Progress ([url]http://www.youtube.com/watch?v=CXyqHWPz_FI#[/url])

Like I said on my comment, maybe you should add a bit more damages at the Attack13, but increase the range of the Attack11...
Sorry if you already mention it, but did you switch the guns at 1:02 to 1:04?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: ABloodyCanadian on August 24, 2013, 02:38:37 PM
No. If it didn't play the sound, you don't change guns.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: JamietheAuraUser on August 25, 2013, 07:04:46 AM
Looking at it now, I personally prefer the current jab combo. The animation looks sort of awkward on the new one, as is the part where it pulls foes back with you. That, and it moves you backwards more than the current one does, requiring a ton more space to not have enemies be sent past you and attack you from behind.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: ABloodyCanadian on August 25, 2013, 07:42:33 AM
Problem with that is that the Handgun Version has an infinite... And I thought the old one was animated Awkwardly...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: JamietheAuraUser on August 25, 2013, 07:51:06 AM
The handgun has a jab infinite? Really? I mostly just use it because it has an amazing KB angle and is great for scoring KOs at over 170%.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: ABloodyCanadian on August 25, 2013, 07:54:37 AM
You could repeatedly do the 1st 2 jabs, then get back onto the 1st, and go in an infinite loop. Even Brawl's Training mode counts it as a Legit Combo.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: JamietheAuraUser on August 26, 2013, 07:00:55 PM
Couldn't you fix that by changing the timing for how long you have to input the 3rd jab? Or is that not possible?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: ABloodyCanadian on August 26, 2013, 11:25:10 PM
If I set the variable at a later time, it might not read, and therefore, not be able to go to the 3rd Jab.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: JamietheAuraUser on August 26, 2013, 11:29:40 PM
See, what I was suggesting is that you slightly extend the time frame during which the third jab can be used, thus preventing the jab reset from creating a true combo.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: ABloodyCanadian on August 26, 2013, 11:33:09 PM
If I set it any farther back though, the game might not read it, making the player not do the 3rd Jab. For some reason, the Variable will not be read after a certain period of time.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: JamietheAuraUser on August 26, 2013, 11:35:29 PM
That... just plain sucks. Seriously, how irritating is that? It would be the easiest fix, too, to make it so that they have to wait just a little longer before they can use the first jab hit again...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: ABloodyCanadian on August 27, 2013, 08:03:05 AM
I could trim down the animation, but not all animations look good trimmed down.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: JamietheAuraUser on August 27, 2013, 10:52:16 AM
What do you mean, "trim down"? I'm not sure that would help. The issue is that they can go back into the first jab too quickly. So either you need to directly increase the endlag of the second jab (so that it can't combo into the first, but hopefully can still be interrupted by the third), or move the hits of the second jab earlier into the animation.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: ABloodyCanadian on August 27, 2013, 10:56:51 AM
Now that I think about it, there are 2 variables. I could try to bring the 2nd one a bit back. But idk if it has the same effect as the 1st. By doing that, you could go into the 3rd Jab if pressed a bit later...

Still, I think the animation in the 1st one is a bit odd, and I'm not that much proud of it looking at it now. Which was why I made a new one.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: JamietheAuraUser on August 27, 2013, 12:18:18 PM
Yeah, that's the idea. Make the third jab window longer, thus making the A>AA>A>AA combo impossible, because either the timing is too early and you go into the third jab, or it's too late and you reset the combo.

Yeah, the first jab is a little off since she does it on only one foot, but at the same time it looks better to me than the new one does, and it works better in terms of overall utility. That plus, the new jab doesn't register a combo, from what I can see.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: ABloodyCanadian on August 27, 2013, 12:34:32 PM
Machine Gun from the old one doesn't register a combo. This new one does most of the time.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: JamietheAuraUser on August 27, 2013, 04:15:47 PM
Huh, you're right, so it doesn't. I'd never noticed... That means that the third jab from it does 11-17 hits by itself! That's a lot!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: ABloodyCanadian on August 27, 2013, 04:27:22 PM
But then again, Brawl + Combos don't work so... eh...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: Akeno/Archer on August 27, 2013, 06:11:02 PM
But then again, Brawl + Combos don't work so... eh...
Training's combo broke the day I used hacks xD
And with your GSS, well... I don't even wanna tell you :laugh:


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: JamietheAuraUser on August 27, 2013, 11:00:25 PM
But then again, Brawl + Combos don't work so... eh...
My current beta of Kari the Lucario begs to differ. Give her a foe with sufficient damage (around 50-65%) and a wall, and she can jab combo > Neutral Aerial for a 4 hit combo. Or, with proper timing she can make jab > jab > Up Tilt into a 4 hit combo. Granted, it's only 4 hits, but still.

Edit: Actually, she can hit you with a nine hit wall combo via jab x3 > jump > Neutral Special. Of course, that's because aerial Neutral Special deals 6 hits by itself...

And at least with GSS's jab combo, the second jab ends with the foe in the air, and the third jab is quick enough that they can't air-dodge.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress
Post by: ABloodyCanadian on August 28, 2013, 02:41:05 PM
Added a Poll... I'm just curious...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: Akeno/Archer on August 28, 2013, 06:22:19 PM
New one... Though, the old one wasn't bad at all, I think I like this new one...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: SnatoWhato on August 30, 2013, 09:40:11 PM
Oh my god that Shiki, OH MY GAWD THAT SHIKI!! I must try it out once its complete! Or released! Whatever I WANT it in my roster!! Kudos!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 01, 2013, 10:47:26 PM
Another Poll. I'll use the poll feature to get feedback on the PSA, and to help out with balancing. Though it would be nice to explain your reasons.

Onto a different Topic, Shinda's character development grew a little, and I have confirmed that a new weapon of hers will be a whip. I'll try to use this over the moves that has her calling paper, as well as use this for her grab since her down throw could be considered a bit overpowered in terms of damage. Supposedly, Shinda should have 1 more weapon but I haven't decided on that yet.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: Akeno/Archer on September 02, 2013, 05:03:15 AM
I would say too short for the machine gun because it's not really a killing move and it should hit farther...
But the handgun one is fine... If it was longer, it would be OP


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 02, 2013, 10:56:36 AM
The machine gun version's Neutral Special would be OP with its current endlag if the range was any greater. Though, it could use a bit more range, especially the aerial version. Right now, GSS has a terrible time trying to get the Smash Ball.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 02, 2013, 11:13:34 AM
You seem to base this off casual play. It's not bad I guess, but I would like some feedback on competitive play.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 02, 2013, 11:37:16 AM
Competitive feedback? Well, I can say that GSS's playstyle encourages constant attacking, at least when using her machine gun. If you stop, you'll get whacked. If you miss, you'll get whacked. Fortunately, hitting isn't that hard. When playing GSS, I have the highest hit percentage of any character I play as, frequently around 65-75%. (Most characters I get less than 50%, sometimes as low as 30%.)

My personal favourite chain with GSS when using her Machine Gun is: Up Tilt > Down Aerial > Down Smash > Forward Smash > Neutral Special. Unfortunately, with its shortish range Neutral Special adds only 2 or 3% damage when used at the end like that.

And of course, I realise that that chain is very escapable in multiple places, especially by characters with good jump height and smallish hurtboxes. (AKA not KJP's Dark Lord Ganon, who is my primary target with GSS.) However, the CPU opponent frequently tries to jump out of Down Smash > Forward Smash, only for the edge of Forward Smash to drag him back in. I haven't had a chance to test v0.9 of GSS against a real human opponent yet, due to not having enough friends.

And I should mention that I basically can't take on a level 9 Dark Lord Ganon, because his Forward Aerial KOs at about 80%, his Up Aerial KOs at about 95%, his Up Smash KOs at 75%, Forward Smash (normal mode) KOs at 70%, Up Special (normal mode)'s little darkness upper at the tip KOs at 55%, Down Special (normal mode) KOs at 95%, Down Smash (sword mode) KOs at 90%, Down Smash (normal mode) KOs at 75%, Neutral Special (normal mode) KOs at 35% and throws out a partly charged Super Scope shot that KOs at 115%, Back Aerial KOs at 120%, Down Aerial KOs at 85% if GSS is on the ground, etc. At around 75%, I have to play super defensively because most of his moves can KO me if I'm in a bad location when they hit.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: Akeno/Archer on September 02, 2013, 11:59:43 AM
Competitive feedback? Well, I can say that GSS's playstyle encourages constant attacking, at least when using her machine gun. If you stop, you'll get whacked. If you miss, you'll get whacked. Fortunately, hitting isn't that hard. When playing GSS, I have the highest hit percentage of any character I play as, frequently around 65-75%. (Most characters I get less than 50%, sometimes as low as 30%.)

My personal favourite chain with GSS when using her Machine Gun is: Up Tilt > Down Aerial > Down Smash > Forward Smash > Neutral Special. Unfortunately, with its shortish range Neutral Special adds only 2 or 3% damage when used at the end like that.

And of course, I realise that that chain is very escapable in multiple places, especially by characters with good jump height and smallish hurtboxes. (AKA not KJP's Dark Lord Ganon, who is my primary target with GSS.) However, the CPU opponent frequently tries to jump out of Down Smash > Forward Smash, only for the edge of Forward Smash to drag him back in. I haven't had a chance to test v0.9 of GSS against a real human opponent yet, due to not having enough friends.

And I should mention that I basically can't take on a level 9 Dark Lord Ganon, because his Forward Aerial KOs at about 80%, his Up Aerial KOs at about 95%, his Up Smash KOs at 75%, Forward Smash (normal mode) KOs at 70%, Up Special (normal mode)'s little darkness upper at the tip KOs at 55%, Down Special (normal mode) KOs at 95%, Down Smash (sword mode) KOs at 90%, Down Smash (normal mode) KOs at 75%, Neutral Special (normal mode) KOs at 35% and throws out a partly charged Super Scope shot that KOs at 115%, Back Aerial KOs at 120%, Down Aerial KOs at 85% if GSS is on the ground, etc. At around 75%, I have to play super defensively because most of his moves can KO me if I'm in a bad location when they hit.
I see that you like to play agains Dark Lord Ganon... Try against a character like Cancellation Fox made by Kienamaru, you'll see that the range of the NB isn't really useful since that you cannot play safe...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 02, 2013, 01:41:14 PM
Oh yeah, regarding my preferred attack chain, I find it sometimes useful to swap the locations of Down Smash and Forward Smash, for example if the opponent is still in the air because of Down Aerial connecting fully, they'll escape if I try to Down Smash, but Forward Smash's wide vertical reach will pull them in. Of course, that makes it so only the second part of Down Smash connects, but oh well.

And yeah, she really does have difficulty playing it safe, so your best bet is really just to throw up a wall of constant hitboxes everywhere. Hence what I said, "constant attacking. If you stop, you'll get whacked". Her other problem with playing it safe, aside from machine gun mode's Neutral Special having bad range, is that her rolling dodges suck. A lot.

That said, I personally rather like handgun mode's Up Special for evasion, as well. Decent KB and intangibility at the beginning. Handgun mode's grounded Side Special is pretty good, too. Has a lot of KB perfectly horizontally.It's really good when your foe's pushed you all the way to the edge of a walk-off stage, then when they go to attack again, SideB lets you dodge right past them and hit them from behind with enough knockback for a KO.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: zutox on September 02, 2013, 03:15:31 PM
I too agree that she is a constant attacker and is vulnerable if caught of guard.
However, I think that suits her very well and that makes for intense matches, it's very fun having her with use when me and my friends brawl it out for sure. Sometimes I completely own all of them..but then in the second match they would manage to juggle me XD 
one of her greatest weaknesses in my mind is her down air. I think the range should be about that of neutral B, only aimed downwards to make use of her constant attacks. This is where I usually got caught of guard because the range is so terrible I would miss most of the time with that move and then once my opponents got going I couldn't really escape the barrage of attacks aimed at me. GSS is a light and quick character with pretty good range and a very intense playstyle, but her down air really could need some more range.

Also her side special in air, the one where you will "catch" an opponent and then spin around to shoot at them, but then go into free fall afterwards. I feel it should be slightly easier to hit with, or not have free fall, as it's pretty hard to hit with and a player would usually not use that since the gain isn't really worth it if he misses and gets into free fall, making her so very vulnerable


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 02, 2013, 03:35:05 PM
To be quite honest with you guys, I didn't really know what GSS's playstyle would be when I made the PSA. I simply had Resonance of Fate in mind, and incorporated some of that to the moveset. Even the gun changing system. But then I recently came up with something that may change up the PSA a bit. I recently have this idea of her playstyle being something along the lines of "Keep Moving, or you're screwed." The thing that made me realize that is the fact that in Resonance of Fate, you're invincible while using the Hero Gauge, or performing a Tri-Attack. They kept moving until they reach a certain point, and won't get attacked until after the attack finishes.

Well, that's my idea.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 02, 2013, 06:36:28 PM
She already plays like that. Personally, I find that yeah, Down Aerial is a little short on range, though it's better than it was in the beta. Fortunately, Up Tilt has a lot more horizontal range than it looks like it does, so if you can get in close enough for that, you're good to go.

As I mentioned before, Up Tilt links very well into either Neutral Aerial (at higher percents) or Down Aerial (at lower percents), and Down Aerial has just enough hitstun and floats the enemy just enough to link very well into Forward Smash (don't fast-fall during the attack, instead fast-fall as soon as the last hitbox ends. Actually, fast-falling is almost completely unnecessary, but if you do it you can catch the enemy in Forward Smash earlier), since Forward Smash has a lot of vertical range and will pull the foe down right into it. And Down Smash very helpfully moves her forward midway through, so the second part chains fairly nicely out of Forward Smash, which has a little bit of KB at the end. And hitting the foe with Forward Smash out of Down Aerial leaves the foe in the air for the entire move, meaning if they already used their double jump to try (and fail) to escape from Down Aerial > Forward Smash, they cannot escape from Forward Smash > Down Smash unless they are a seriously fast-falling character.

In fact, now that I remember, if you catch the foe early enough with Forward Smash, the last hit will pull them straight into the first part of Down Smash, at which point Neutral Special afterwards is inescapable, though it still only deals a pathetic 3%. So the moral here is that yeah, Neutral Special needs more range.

Another chain that actually works fairly well if you have the timing to pull it off: Up Tilt > Neutral Aerial (start this move early in the jump so you use it while still ascending) > midair jump > Forward Aerial (wait until you're almost at the peak of the second jump). I think from there it would actually be possible to follow up with Side Special and then either Neutral, Up, or Forward Aerial, but I can't get the timing down on the first chain for that to work.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 02, 2013, 07:30:33 PM
I'd like to get video footage of that... lol.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 02, 2013, 07:44:35 PM
What? Up Tilt > Down Aerial > Forward Smash > Down Smash > Neutral Special?

I'd gladly oblige, but unfortunately I don't have a capture card.

Of course, that second chain I mentioned (Up Tilt > Neutral Aerial > midair jump > Forward Aerial) is actually VERY escapable, possibly even if executed with frame-perfect precision, because Neutral Aerial > midair jump > Forward Aerial leaves the foe plenty of time to air dodge, and because it depends on the foe's DI. The problem is that Neutral Aerial has just enough KB that if they DI horizontally, Side Special doesn't get you enough range.

Also, you know what move I think could stand to have a wider hitbox? Forward Aerial in machine gun mode. Actually, the handgun version of Forward Aerial needs some adjustment (in terms of either KB strength/direction or hitbox size/shape) as well, as the last hit often misses. I daresay the last hit could use more KB growth, too. I keep finding myself wishing I had a forward-firing aerial kill move. Machine gun back aerial has issues too, since it's hard to get the whole move to connect, and wasted hits are a very bad things as GSS.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 02, 2013, 07:51:04 PM
The Machinegun Back Air is something I'm considering having a new animation. And I have no problems with the current Forward Air, but I can adjust a few things for the Handgun version. I can miss with that move also.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 03, 2013, 07:37:56 AM
You know something else I think GSS would really benefit from? Slightly less ground traction. I keep wanting to do sliding Up Smashes to start combos, but they don't really work because she doesn't slide enough, which also makes them look slightly... off. Also, machine gun mode's Up Smash could stand to be cancellable into a jump right before she turns around. I'm thinking dash > Up Smash > Forward Aerial would be a really nice combo. Well, not actually a true combo, but you get my meaning.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 03, 2013, 08:07:00 AM
I'm not gonna abuse Interrupt Events. Like I said, I want her to have a constant movement playstyle. Having Interrupt Events so she can do combos is something I don't plan on doing. That's what Blade Prince Marth is for... when I get on working on that...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 03, 2013, 08:10:49 AM
Even if it's not a jump interrupt and just a general issue of IASA frames, her Up Smash could still use the boost. It really isn't that useful as is. And what I said about reducing traction so she can slide with it still applies regardless of interrupt/no interrupt.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 03, 2013, 08:21:42 AM
I guess I could give her some sliding. But I don't see the need for the interrupt in the Up Smash. Or maybe it's the fact that I don't understand the problem.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 03, 2013, 08:36:32 AM
The machine gun is entirely based on damage-building. That's what it does. Therefore, if you're gonna use the machine gun, you're going to want to be able to chain attacks together. The issue is that Up Smash has slightly too much launch power and leaves her turned around, so if you try to follow up you're stuck using her rather mediocre Back Aerial (granted, that move is about to be on the chopping block, so this might be something of a moot point), and you more than likely won't hit with all of it, either! And I'm not sure exactly why, but somehow landing Up Aerial after it is really difficult as well. I think because the endlag is long enough that the foe can simply fall far enough away from you that your jump doesn't reach.

That, and the fact that it can't be used while sliding makes it not terribly useful as an approach move either, and it doesn't move her forward, so it doesn't really have much of a place in a ground-based chain. (I haven't tried using it in place of Down Smash in my Up Tilt > Down Aerial > Forward Smash > Down Smash chain, though. But I suspect it doesn't really have enough range for that, or that if it does it won't hit well enough to drag the foe up with it like it's supposed to.) The reason I suggested a jump interrupt is so the player could jump after the foe while they're still on their way up from the knockback, and follow up with Forward Aerial or Neutral Aerial.

Essentially, the problem with the machine gun's Up Smash is that it's an attack that doesn't really follow well out of any other move, doesn't lead well into any other move, and doesn't work very well as an approach, unlike Forward Smash and Down Smash which both cover her in hitboxes while moving her forward.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 03, 2013, 08:53:06 AM
But is Up Smash really supposed to chain into any attacks? Now that I have a general idea about GSS's playstyle, I need to change a few things. She can still have some combos, but I want her to focus more on moving around.

I'll take it into consideration though...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 03, 2013, 09:03:14 AM
The issue isn't just the lack of a chain, though. As I said, it doesn't really work as an approach. It's also horribly punishable if the foe shields/dodges it, as they only have to shield/avoid the first three hits before the rest of it is just her sitting wide open, and it has the amazing quality of launching the foe just high enough for her to eat Dark Lord Ganon's or Captain Falcon's Down Aerial, or really any descending Aerial or Special, before she can recover. Though, it's highly probable I could just shield the returning Down Aerial. (I should get more in the habit of using my shield, I'm far too dodge-happy.) But is that really a situation GSS wants to be in?

And actually, the coolest part about her playstyle is how she just moves anyway, just in the process of launching attack chains or just plain old fighting, almost every attack has applications both for offence and mobility, as well as actually some decent defensive properties despite her light weight. Down Smash could probably work for dodging projectiles, and is great for simply getting under a foe's guard with the second part, for instance, while Forward Smash covers her in hitboxes while moving forward and is great for clanking with weaker attacks launched by foes.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 03, 2013, 09:07:20 AM
Now you say something that has me thinking... lol. Add more knockback, problem solved. Still punishable, but it's a smash attack.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 03, 2013, 09:11:54 AM
Oh yeah, sorry, left an edit right after you posted. Stuff to do with your comment on a more mobility-based playstyle.

I still think that along with a knockback buff, Up Smash really does need just a little bit more slide. That combination actually gives it a very good use as a more defensively-minded move. Sorta like rushing in for the sole purpose of hitting the foe with Beast in Tales of Symphonia, if you've ever played that game. =D


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 03, 2013, 09:20:27 AM
Nope. But I think I have the idea...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 05, 2013, 09:48:55 PM
I decided to go and give GSS's Aerial moves unique animations based on guns. Meaning that her Down Air will have a different animation, and will most likely work differently. Neutral Air for the most part won't be changed...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 10, 2013, 09:04:12 AM
I'm just curious if any of you would be interested in playtesting the PSA in it's current developmental state. I can post a DropBox Link that'll be updated as time goes on.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 10, 2013, 09:50:31 AM
Playtesting stuffs is basically always cool.

As an aside, that Up Tilt > Down Aerial > Forward Smash > Down Smash chain isn't as reliable as I remember it being. I just ran some more tests with it. But, it's still quite useful and quite fun, and hard to counter if your name isn't Meta Knight. (That 2-frame Up Aerial is ridiculous.)

And now for some feedback regarding animations in v0.9. Side Tilt. Her back leg, with her foot planted on the ground and her knee pointed up, looks sort of messed up. Might I recommend turning her leg sideways, so that she uses the inside edge of her foot to balance herself? Also, her eyes look the wrong way during that move. As in, she looks AWAY from her opponent for some reason.

And you know how you said that your scn0 for GSS's victory didn't work, right? Did you name your STGRESULT.pac properly? If you're using Riivolution, it's STGRESULT_en.pac. I haven't tried inserting the scn0 myself, though...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 10, 2013, 10:02:44 AM
Nope. Gecko here. When I say it didn't work, I meant that I can see stretched out Polygons Everywhere when that Victory Animation plays. I made a Help topic on it, but no solution was found.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 10, 2013, 10:06:23 AM
Huh. Odd, that.

So the stretched polygons glitch can be caused by the camera as well as the animation itself? Good to know...

But yeah, I eventually gave up and started using Riivo because I wanted voice hacks.

Any thoughts on my animation advice?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 10, 2013, 10:13:15 AM
I did stuff to it... lol. Her right leg now rests on the ground instead of just her foot.

As far as progress goes, I made new animations to some of the attacks, and have ideas for others as well. List includes...

Dodging Animations
Jab (You've seen it already)
Machinegun Back Air
Machinegun Up Air
Handgun Down Air
Ground Machinegun and Aerial Neutral Special


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 13, 2013, 02:35:34 PM
Moar Polls... This one is about the Side Special. It would be nice to know how I can fix it if you do have problems.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: Akeno/Archer on September 14, 2013, 09:22:45 AM
I didn't really understand how does the aerial Side B works... Can you explain me, please?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 14, 2013, 10:15:08 AM
By itself, it's a forward dash that has invulnerability frames. It can only be done once in the air, and allows you to run if on the ground. Press the Attack Button during the dash, and you'll be able to attack. On the ground, it's a multi hitting reversal attack. In the air, it's a kick that chains into another attack if it hits.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: Akeno/Archer on September 14, 2013, 12:19:48 PM
By itself, it's a forward dash that has invulnerability frames. It can only be done once in the air, and allows you to run if on the ground. Press the Attack Button during the dash, and you'll be able to attack. On the ground, it's a multi hitting reversal attack. In the air, it's a kick that chains into another attack if it hits.
Hmm... 'Kay. I'll keep that in mind...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 14, 2013, 05:08:44 PM
Oh yeah, something weird I noticed about GSS:

Her initial run speed is somehow faster than her maximum run speed. That is, she runs slower after turning or using SideB than when she starts from a dash.

Also figured out why I thought her rolling dodges sucked: The intangibility frames both start and end way earlier than I expect them to be.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 14, 2013, 06:54:47 PM
I made the Animation Shorter, so that shouldn't be too much of a problem. As for the stats, as much as it sounds weird, I would like to keep it like that. It would encourage the player to use other ways of mobility to keep her out of harms way. Like, she has reversal attacks and invulnerability frames to support this.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 14, 2013, 10:19:02 PM
Yeah, but her air maneuverability isn't really that great, and her dodges as of V0.9 aren't great for movement, so her run is sort of important. Anyway, it's not a big issue, but it seems a little odd. Also, her run animation looks weird at that lower speed. Granted, it looks a little odd anyway, but...
And speaking of air maneuverability, her Up Special could use a little more left-right control, I think. And possibly also the ability to fast-fall during the attack. Especially if its main purpose is going to be dodge-and-counter with those intangibility frames.

Also, her rolling dodge actually isn't bad. It's great for dodge-and-counter tactics. It's just not a good method of moving around, and it forces me to react later than I normally do.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 15, 2013, 08:16:08 AM
Now that I notice it during normal gameplay, She should be able to fall faster, and execute the attack much quicker if it was going to be a counter attack. Though I also want to consider how much space it takes up at the moment. It's really good for keeping recovering characters off.

I noticed that people are picking one, but they aren't telling me how I can improve upon it...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 15, 2013, 12:01:49 PM
I don't really think the Up Special needs to have its attack come out all that much quicker, but I DO think it could use a little more left-right maneuverability, and the ability to fast-fall during the jump.

As far as aerial Side Special goes, I still think that the best things to do with that move are to remove the helpless fall if it hits, and to let her momentum and gravity continue as the initiating hit goes off, instead of stopping instantly in midair to use it. I will say that the current version of the move is much easier to hit with and more useful for recovery than it was in the previous beta. Only thing is, it's easy enough to hit with that I keep mistakenly using it as a pursuit move on foes I've already knocked back (items are on, obviously. Otherwise, she can't actually knock anyone back without sending them too far), which tends to result in me ending up in helpless fall over the edge of the stage. Stupid mistake on my part, I know.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 15, 2013, 12:31:07 PM
I think I can add in Ike's Up Special Variable to achieve that left and right movability. As for the Fast Fall, I don't know if I can do that. But I can make her fall faster during the animation. She falls too slowly during that move anyway.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: JamietheAuraUser on September 15, 2013, 02:44:22 PM
I dunno, I think if she fell any faster she'd land before the attack finished going off normally. The idea was to be able to manipulate her height to use Up Special to drop down behind a foe who is below you.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 22, 2013, 09:08:38 AM
2 Week break is on. I have more time to work on things now. I'll say this right now, that some of her aerial moves will work differently because I gave her Machinegun and Handgun Animations for her aerials. I'm also Re-Animating her NSpecial, and Various Dodge Moves.

Now with the development of SFX Hacks, maybe I can do SFX Hacks to make Gunshot Sounds.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: SnatoWhato on September 26, 2013, 09:56:43 PM
Dude, I LOVE this PSA. I din't try it a while back because I was intimidated by all the files. lol But today I tried it and I'm SOOO glad I did. Made a video. Hope you like it. :)

SSB Project M: Gunslinger Samus V0.9 (http://www.youtube.com/watch?v=7ZywJlm3MeM#)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 26, 2013, 10:04:21 PM
GSS in Project M... how interesting... You sir might have made me a bit more motivated to work on V1.

Yes, there is progress! NSpecial has been toned down cause I felt it was somewhat abusable. Now the Aerial Machinegun does 6% while the Aerial Handgun does 3%. The startup time has been slightly increased too. Ground Handgun NSpecial is still the same, and I have not yet animated a new Ground Machinegun NSpecial yet, so idk how that'll turn out.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: Akeno/Archer on September 27, 2013, 10:55:16 AM
That's some good news, man! I wish you good luck!! And I thought about something interesting, but I'll tell you about it later, when I'm done with what I wanted to do... >D ;) That's a surprise!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 27, 2013, 11:05:25 AM
Playing with some of the current changes. Overall, GSS seems somewhat nerfed from V0.9. I think the main reason is because of her NSpecial. I nerfed it so it does about half the damage V0.9 did. The cooldown is also longer too. So those people who abuse NSpecial may want to learn to not abuse it. There were other changes to some of her attacks too. I don't know how you guys will feel about this one... But I guess I I'll know when you try it...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: SnatoWhato on September 27, 2013, 11:36:27 AM
GSS in Project M... how interesting... You sir might have made me a bit more motivated to work on V1.

Awesome! I'll try out V1 when it's released. :) Amazing PSA again. Keep up the good work. Thanks lol

This isn't important but I think it would be cool to see a reload wait animation.. or taunt.. unless it's already there. lol I haven't looked at her wait animations at all. It's just an idea, the thing is awesome as it is, and it's your PSA, you do what you want with it.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 27, 2013, 11:47:55 AM
I haven't added in any wait animations yet... maybe I should add that on my to do list... lol.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: SnatoWhato on September 27, 2013, 11:56:44 AM
In due time, Conner. lol That's low priority.

I just tried the Final Smash. OMG that was sexy. I never play with the smash ball.. I neglected to try it. xD I should've put it in the video ha ha.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 27, 2013, 06:36:52 PM
In case you guys missed it, here's some more progress on GSS V1

SSBB Hacks - Gunslinger Samus V1 Progress (http://www.youtube.com/watch?v=npa_ZqTVbFE#)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: Kagemaru on September 27, 2013, 06:54:07 PM
Thats too badass for words... I'm insanely jealous that I'm making a hack over ZSS now. :/


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: DrunkRussian on September 27, 2013, 08:12:07 PM
For some reason until now this thread didn't update til now in the unread reply box.Meh.
Those muzzle flashes are nice, though, lots of attention to detail. Since I have a pretty good idea who this is based off of *Cough*Leanne*Cough* You should make a voicepack as well as some better gunshots!
And I take it the machineguns do more damage but have less knockback and the normal pistols are the opposite? Thats some badace shyt


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 27, 2013, 08:16:21 PM
Nah. It's not just Leanne. It's just RoF in General.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: Akeno/Archer on September 27, 2013, 08:20:54 PM
Looks great anyway ;D


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 27, 2013, 10:37:17 PM
Normals, Specials and Grabs have been made! Now I have to fix up the Final Smash, and I'll be able to add in the 2nd Gun again, as well as try to fix the grabs.

Will be posting some Special Access Matches soon, featuring me and this guy (http://forums.kc-mm.com/index.php?action=profile;u=29291).


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: DrunkRussian on September 28, 2013, 08:36:39 AM
Awesome! Now there will finally be a cool character over ZSS :3
Well, until I get around to Seras Victoria atleast...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: Akeno/Archer on September 28, 2013, 09:00:37 AM
Awesome! Now there will finally be a cool character over ZSS :3
Well, until I get around to Seras Victoria atleast...
^This
And I still have to get my Time Alter Samus to work and we'll have 3 PSAs for Zero Suit Samus!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: ABloodyCanadian on September 28, 2013, 09:22:52 AM
I'm starting to question if you got into PSA Hacking cause of me...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 In Progress POLL ADDED
Post by: Akeno/Archer on September 28, 2013, 09:25:21 AM
I'm starting to question if you got into PSA Hacking cause of me...
Who knows...?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 28, 2013, 11:43:41 AM
When I meant "Special Access," I meant, a version of GSS That is not available to anyone else.

SSBB Hacks - Shinda (v1.2) vs Gunslinger Samus (v0.93) (http://www.youtube.com/watch?v=jULviNZxSmE#)

Here's a few WiFi Matches with 2 of my PSAs.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Akeno/Archer on September 28, 2013, 12:31:06 PM
When I meant "Special Access," I meant, a version of GSS That is not available to anyone else.

SSBB Hacks - Shinda (v1.2) vs Gunslinger Samus (v0.93) ([url]http://www.youtube.com/watch?v=jULviNZxSmE#[/url])

Here's a few WiFi Matches with 2 of my PSAs.

Is that really a WiFi match?! No lag... It's like... You guys have a damn good connexion...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 28, 2013, 12:34:46 PM
Replays.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: DrunkRussian on September 28, 2013, 01:36:37 PM
Dat technology


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 28, 2013, 01:39:36 PM
Anyway, what are your thoughts on the changes you see so far?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Akeno/Archer on September 28, 2013, 02:58:37 PM
Animations looks better... But I didn't see the Air Side B this time... Or maybe Am I wrong? You also didn't show us the Air Down B in actions. But except these things, GSS rocks!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 28, 2013, 03:03:08 PM
Side Special hasn't been altered too much when those matches were played, but I recently nerfed it by reducing the damage it deals. I felt like it did too much... Although I should mention that the aerial version slides a bit farther when you press the Attack Button now. Tried doing what Jamie suggested.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Kagemaru on September 28, 2013, 03:07:33 PM
I like this a lot.

Though if one uses this hack, you can't use normal Samus anymore correct?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 28, 2013, 03:19:33 PM
With v0.9, you can. I can probably do the same with V1.0 Just just gotta make sure I keep Backups just in case something Happens.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: FOREVER365 on September 28, 2013, 03:49:47 PM
I have mastered this psa and its very fun to use (I have mastered most of the psas u created because they are different from the others and fun to use) but hmm quick question will her air down b make her able to switch guns? and one thing  I have to ask, certain characters gss wont have a chance with is, falco, Mario, luigi, Zelda, link, toonlink, pit... basically all the characters with long range attacks because when she changes guns it takes her a couple seconds unless the air down b works maybe it might give me a better chance but its quite annoying fighting these particular characters(especially custom psas) because I can never switch my gun in time to get to knock them back, this is just my opinion but if its possible she can keep the same animation but just change the time to a smaller time to switch between the guns idk just a suggestion, other than that the psa is awesome great work, my favorite hack :)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 28, 2013, 03:55:19 PM
You're behind on the update. V1 will have her actually use her aerial Down Special on one condition. She has to land on the ground before she spins to change her gun.

And different from the others... I wonder why...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Akeno/Archer on September 28, 2013, 04:15:24 PM
You're behind on the update. V1 will have her actually use her aerial Down Special on one condition. She has to land on the ground before she spins to change her gun.

And different from the others... I wonder why...
You wanted to complicate things, right? ;)
Bah, that gives more challenge to beat long range fighters... But that doesns't mean that they are invincible...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 28, 2013, 04:22:46 PM
Um...

By having her able to use her Down Special, it gives her more time to change guns. It would be helping her if anything.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Akeno/Archer on September 28, 2013, 05:10:24 PM
Um...

By having her able to use her Down Special, it gives her more time to change guns. It would be helping her if anything.
Do you mean that you would like to have another down b?


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 28, 2013, 05:15:47 PM
No!

You know how in 0.9, if you use Down Special in the air, and if you land, the move cancels? Well now, you can use it in the air as long as you time it correctly so you land on the ground before you spin. Therefore, you'll be giving yourself more time to change guns.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Akeno/Archer on September 28, 2013, 05:22:03 PM
No!

You know how in 0.9, if you use Down Special in the air, and if you land, the move cancels? Well now, you can use it in the air as long as you time it correctly so you land on the ground before you spin. Therefore, you'll be giving yourself more time to change guns.
And it doesn't allow guns switch in the air...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 28, 2013, 05:34:23 PM
Nope. You'd have to land on the ground before she spins in order for it to work.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: SnatoWhato on September 28, 2013, 08:19:56 PM
gss wont have a chance with  Zelda,
OMG I had such a hard time taking her out earlier today!! That damn Fair of Zelda's is LETHAL ha ha ha. I was shooting her in the grill and she'd just short hop and Kick the crap out of me!! I was so Heated! lol I eventually won in Final. xD


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 29, 2013, 12:25:24 PM
You guys should be pleased to know that GSS V1 is on it's Final Stretches! Fixing up some minor bugs, and making sure to save Backups! Also, I'm hopefully able to fix up the grabs as well. If all goes well, I should be able to release it today!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Akeno/Archer on September 29, 2013, 02:18:56 PM
You guys should be pleased to know that GSS V1 is on it's Final Stretches! Fixing up some minor bugs, and making sure to save Backups! Also, I'm hopefully able to fix up the grabs as well. If all goes well, I should be able to release it today!
Awesome! I'm looking forward for her! ZSS will finally have her 1st PSA!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: JamietheAuraUser on September 29, 2013, 03:08:04 PM
@NSpecial nerf: Honestly, 6% isn't much for her NSpecial as is in v0.9. It's far from broken. Sure, it's a decent safe move, but trying to spam it isn't going to get you far against any decent opponent because they'll simply jump over the second activation and hit you with an aerial. Or you can just shield it, since it doesn't have shield damage, then hit her with a dash attack.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 29, 2013, 06:24:13 PM
So close, yet so far...

The grabs are the only thing that's bothering me right now. And I can't figure out how to get it to work perfectly. Sure, it's still usable, but I'm bothered by how it looks so far. This also prevents her from throwing opponents at low percents... I made a help topic, and I'm hoping somebody gets on that.

Other than the nerfs that I gave GSS, one more thing I changed that was not shown in the newest video was the Entry. She'll no longer jump into the fight... okay, she still will, but now she'll twirl her guns around before she goes into stance. I honestly like this one better over the one you guys have now.

Anything else I can work on is low priority right now. Notably Wait Animations. She has none at the moment... lol.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Kagemaru on September 29, 2013, 09:26:57 PM
What is your issue with her throws?

I like throws and I've never really had any issues with PSAing them.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: JamietheAuraUser on September 29, 2013, 09:30:12 PM
BrawlBox/PSA don't like trying to code throws for characters who normally have an extended grab, such as ZSS's whip and Link's hookshot. And BB also occasionally screws things up when saving, and apparently its preferred target on ZSS is her grabs.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Kagemaru on September 29, 2013, 09:36:00 PM
The saving thing I know about all too well... >_>;

So what exactly is the issue? Beyond 'screwing it up' what happens when you try to throw? does she freeze or T-Pose? Does the animation simply end? Beep of Death? Does the thrown character latch onto ZSS? Different things have different solutions.

I didn't have an issue when I was doing Iron Man's (Samus) throws...

I'll go look for that help topic


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: JamietheAuraUser on September 29, 2013, 09:38:21 PM
She goes through the full grab animation, then goes into the grab state, instead of having the animation interrupt into the grab. As a result, at lower percentages the foe can escape before she can pummel or throw.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 30, 2013, 10:44:50 AM
I finally figured it out! I was pondering as to why is Ridley over ZSS all have their Action Overrides as 87 (In Decimal). It didn't cross my mind that you can change which Action it overrides... yeah... it turned out to be pretty easy...

But that aside, her grabs work perfectly now!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Akeno/Archer on September 30, 2013, 10:55:56 AM
I finally figured it out! I was pondering as to why is Ridley over ZSS all have their Action Overrides as 87 (In Decimal). It didn't cross my mind that you can change which Action it overrides... yeah... it turned out to be pretty easy...

But that aside, her grabs work perfectly now!
That is some really good news that you brought us here!
And some information for me if I need to make a new grab for my own ZSS PSA...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 30, 2013, 01:09:33 PM
Another thing that's still gonna bother me is that I can't get the scn0 to work with me... I want her Win2 Animation to look like this...

(http://fc09.deviantart.net/fs70/f/2013/225/a/5/brawlboxanimation0_by_abloodycanadian-d6hyhiv.gif)

But apparently BrawlBox refuses to work with me on this...

On another Note, The Filesize the FitSZerosuit.pac file is apparently Identical to Normal ZSS. Meaning that you can place another Samus PSA as if GSS wouldn't do anything.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: zutox on September 30, 2013, 01:51:50 PM
Really? wow, that is awesome news! If fact, those are superb news! Glad to hear you got her grabs working


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: Kagemaru on September 30, 2013, 02:01:10 PM
Thats good to know in case I run into any issues with Tifa's grabs.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 30, 2013, 02:42:03 PM
Playing with GSS, Machinegun Down Throw has alot of potential to be considered broken...

By itself, it does 8%, but it leaves the opponent in a Jablocked State. Not to mention that the animation is short enough for you to combo into something else... I've managed to make a combo that deals almost 40% damage. But then again, my dummy was Bowser, so that's a thing. I'll leave it alone for now to see what you guys think. Plus, I think you'll have fun tinkering what you can do with GSS...

I'll be uploading a video soon, and sadly, I only messed with her when I started Rendering the video, so don't expect any combos from me anytime soon.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: DrunkRussian on September 30, 2013, 03:07:33 PM
It doesn't matter how much a a combo does but how easy it is to pull off. Like if it was 3 hits that would be op as hell. but if it requires like 6 different actions thats called skills. Like Im reworking Hidan(Not feelin dat Uchiha vibe) and there was a combo in v1 that could do 80 really fast.That was op but its fixed now so that there is still an 80% combo but it requires 10 different attacks to be chained.IMO atleast the damage doesn't matter as much as how quickly you can execute it.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: JamietheAuraUser on September 30, 2013, 04:43:13 PM
The issue with an 80% combo is that if it's inescapable, it's still broken. If, however, there's any point at which the combo can be broken with a shield or other normal Brawl ability (DI included), it's not a problem.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 30, 2013, 05:16:50 PM
The thing is, GSS's Down Throw can be Ukemi'd (Teched as most people would say), since it slams opponents to the ground. Much like G&W's Down throw. Sure, you can do attack strings, but it's not much a combo anymore if the opponent manages to Ukemi out of it.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: JamietheAuraUser on September 30, 2013, 05:23:01 PM
So essentially, it's fine if you're quick about it. You might still want to be worried about the ease of executing the attack string, though. Possibly have the attack that is normally used as the follow-up reset the foe to standing when it hits, preventing it from being spammed indefinitely. Or depending on how the chain works, put a "reset to standing" on one of the later attacks in the chain. (Pretty sure the whole "reset to standing" thing is done by having enough downward KB on the attack, but not too much or they'll just bounce off the ground.)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 30, 2013, 05:34:51 PM
Actually it's fine. The Combo Ender would normally be the Neutral Special, at which point, the opponent would be too far to continue the combo. There's also no other moves that make the opponent the same distance relative to where GSS is. The opponent would only get farther and farther until you have to finish it off with Neutral Special. As far as Execution goes, you can go directly into Neutral Special which would automatically end the combo. Or you can add more hits to it by using either Side Tilt, Side Smash, or Down Air. Those are the only attacks that'll keep the opponent in a Jablock State, as well as Neutral Special.

The Near 40% Combo I mentioned goes as follows...

Down Throw>Down Air>Side Smash>Neutral Special


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: JamietheAuraUser on September 30, 2013, 05:37:17 PM
Like the chain I'd been using before. Down Aerial is good for combos! And wait, how much damage does Neutral Special do now? 3%? That's still kinda sad IMO.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 30, 2013, 05:41:03 PM
With the Machinegun, you'd get 5 on the ground. In the air, between 1-8. Accuracy is a thing...

With the Handgun, 2 on the Ground, and 1-3 in the Air.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: JamietheAuraUser on September 30, 2013, 05:42:55 PM
Phew! You didn't nerf it as much as you said you were gonna. I was worried the move would end up being completely useless.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 30, 2013, 05:43:56 PM
Such a difference 2% makes... lol.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: DrunkRussian on September 30, 2013, 05:47:55 PM
If you can Ukemi out of it its fine. Mine was Ukemi-able after 45-50% of it. I dunno if you tried out the finished Hidan but it was Dash Attk>Down Throw>Jump>N-air>Side Tilt.That does like 45% dmg if done correctly. To get the 80%, the opponent has to not roll after the Side Tilt. Then you can do Down B>Side Smash of Death. That makes 80%.
So any un-Ukemi-able combos should'nt go above 40% or so. Longer combos are nice and look cool but should be escape-able.
And the N-S only does 5 overall?
Guess Im used to being OP cause all my N-S(Finished or not) do 12 or more :I


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: JamietheAuraUser on September 30, 2013, 05:49:19 PM
@ABC: It actually does, though. I mean, 3% is pathetic and horrible unless it's a jab hit. 5% is worth using on rare occasions. That plus, depending on exactly what you did to the endlag/startup and what you did to the KB, it could still end up being relatively useless. It already didn't cause quite enough KB to protect her while switching guns as it was, so increasing the endlag without increasing KB seems unnecessary.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ABloodyCanadian on September 30, 2013, 05:57:51 PM
Anyway, back to my main problem. Would you guys mind not having a scn0 file in there to properly show GSS's Win2 Animation? I should make a poll...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: JamietheAuraUser on September 30, 2013, 05:59:46 PM
Eh, it's fine for now. It'll be cool to have, though, so let us know when you get it working!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1.0 Near Completion!
Post by: ChickenPuppy on September 30, 2013, 06:00:55 PM
I'm ok with not having it,



But as far as making the tricks and stuff real in the win animation, I would add it


Title: Re: A Bloody Canadian's PSA Thread - One last Poll!
Post by: spiritpyros on September 30, 2013, 07:11:11 PM
I am fine withou it


Title: Re: A Bloody Canadian's PSA Thread - One last Poll!
Post by: ABloodyCanadian on September 30, 2013, 07:12:39 PM
Poll and Posts are contradicting...


Title: Re: A Bloody Canadian's PSA Thread - One last Poll!
Post by: JamietheAuraUser on September 30, 2013, 07:16:11 PM
That's because the people who are fine without it are posting, and the ones who aren't fine without it aren't posting.

But besides, I think it makes sense to just get the release out there and add the scn0 later if it decides to work. Have you tried asking BlackJax about the problem, yet?


Title: Re: A Bloody Canadian's PSA Thread - One last Poll!
Post by: ABloodyCanadian on September 30, 2013, 07:18:44 PM
I made a Help Topic a while back. He actually replied, but it didn't go far...

I went to his BrawlBox thread today, and asked.


Title: Re: A Bloody Canadian's PSA Thread - One last Poll!
Post by: SnatoWhato on September 30, 2013, 07:35:42 PM
I tied it. lol The win animation is neat, but I'm cool without it. But I guess I can wait if I have to. ha ha.  :P


Title: Re: A Bloody Canadian's PSA Thread - One last Poll!
Post by: ABloodyCanadian on September 30, 2013, 07:48:25 PM
I think not including it in the package would be the smarter option. It'll take a while though cause I have to prepare preview videos.



So here we have it! Gunslinger Samus V1!

(http://i.imgur.com/FfyZ7nW.png) (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34466)

Feedback would be appreciated. But as of right now, I have other things to be working on!

44 Pages Dedicated to Gunslinger Samus...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1 Released!
Post by: Leon Exodio on October 01, 2013, 01:36:08 AM
i just got done using it and its awesome nice job


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1 Released!
Post by: JamietheAuraUser on October 01, 2013, 10:17:50 AM
I just watched the preview video for GSS v1.0 (haven't had time to try it yet), and from what I've seen I like the KB on the neutral special. Back Throw looks a little add, though.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1 Released!
Post by: Akeno/Archer on October 01, 2013, 12:26:11 PM
I think not including it in the package would be the smarter option. It'll take a while though cause I have to prepare preview videos.



So here we have it! Gunslinger Samus V1!

([url]http://i.imgur.com/FfyZ7nW.png[/url]) ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34466[/url])

Feedback would be appreciated. But as of right now, I have other things to be working on!

44 Pages Dedicated to Gunslinger Samus...

Awesome! Looking forward to test her!!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1 Released!
Post by: SpoonTheMan on October 01, 2013, 05:27:09 PM
Good Moveset, but the DownA in midair when using the submachine guns doesn't hit anyone, even if it's pointblank.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1 Released!
Post by: ABloodyCanadian on October 01, 2013, 06:49:26 PM
I might be doing some fixes to GSS soon. For I've been finding flaws that I missed... A V1.05 so to speak. The Jab doesn't fully connect... Also, I'll be posting a video doing a few GSS Tests and Combos.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1 Released!
Post by: SnatoWhato on October 01, 2013, 06:58:20 PM
I like what you've done with her. I often forget when you switch to Handgun mode the down aerial isn't the same lol. I keep getting screwed, but I'm getting used to it. Ha ha.  Kudos on having a Most Popular Hack reach the top. As of this post. :P


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus V1 Released!
Post by: ABloodyCanadian on October 02, 2013, 08:46:41 AM
SSBB Hacks - Gunslinger Samus (V1) Combo Match and SFX Test (http://www.youtube.com/watch?v=gJ60onTByxE#)

So, here's a video testing something...



Something I should get out of the way...

I feel like passing over the Shiki Misaki PSA over to someone else. To me, it just feels like copy and paste, and I'm not really sure where I'm going with the PSA. Contact me if anyone out there is interested in taking it off my hands. Be sure to collab me when it's out though for I have done alot of work on it already. I just feel more motivated to working on Blade Prince Marth for I have more solid ideas as to what I'm gonna do with it. I'll get some previews ready when I get the time to work on it.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!
Post by: SnatoWhato on October 02, 2013, 08:30:35 PM
Aw.. So I have to wait even longer than I expected for Shiki. :( I hope someone picks it up soon. I would if I could but I don't think I'm capable of PSA-ing. :P It looked awesome so far.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!
Post by: JamietheAuraUser on October 02, 2013, 09:30:20 PM
...Just did some testing. One thing: When I commented about her legs looking spidery when doing side tilt, I was referring to her back leg.

Other than that, the moves connect much more solidly and accurately than they did before. Final Smash also connects much better. Aerial Final Smash only deals 18%, but it's still a powerful KO move, and that's due to one of my own suggestions (namely, making grenades do the same amount of damage regardless). Also, it's easier to hit with.

I swear, when you said you were "nerfing" GSS, I was really worried. But overall, she doesn't actually feel nerfed. She may have less power on a few technical levels, but overall her attacks hit more precisely and with more "oomph" to them than they did before. Being able to actually use grabs is a big step up, as well.

Oh, and if we're talking about Blade Prince Marth, I actually had a Final Smash idea for him. Of course, you probably have your own already, but tell me if you'd like to hear it anyway.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!
Post by: ABloodyCanadian on October 02, 2013, 11:31:22 PM
I'm open for ideas. The question is, will they work...



I guess I should go over some Shiki progress to get anyone seeing this an idea as to how far along it's going...

Rough Animations and Hitboxes are done for the normal moves. Grabs if I can recall are unchanged, and Specials for the most part, are roughly animated, but not fully coded in PSA. The Mr.Mew Article won't be called yet for I was saving that part when I do the BrawlBox work. I planned on having it attached to the TransN bone. I also have most of Mr.Mew's Animations roughly finished, and I must say, there is quite a few. Her float still exists, so that is something to be taken care of as well. Last thing I should mention are the External GFX Already in the PAC File. Those include Slash effects from TWEWY taken from actual TWEWY Sprites, and ESP Cards used for her Side Special which I have already coded, but is not working properly.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!
Post by: JamietheAuraUser on October 03, 2013, 12:43:31 PM
So, since you asked, my idea for Blade Prince Marth's Final Smash is as follows:
(Movement descriptions given as if facing right)

Blade Prince Marth poses for a moment as he ensures that he has all four of his swords available, then the attack opens similarly to how GSS's original Final Smash started, with a backflip spin to catch foes. The difference is that instead of going diagonally upward and forward, he travels in a forward arc. This deals 8 hits maximum, and results in his target being time-frozen while hanging in the air just in front of and slightly above him.

BPM (Blade Prince Marth, not Beats Per Minute. XD) then follows up by motioning with his arm as if throwing a kunai upwards, sending all four swords flying out at a 45° angle upwards and forwards. This deals another 4 hits, and pushes the foe at the same 45° angle before time-freezing them again.

Next, the foe is assaulted by the floating swords from all sides. One sword comes back the same way it first went and stabs through, then flies around to stab diagonally down from the upper left. Another sword stabs through from the upper right like the first did, then circles around to stab diagonally upwards from the bottom right. The third sword strikes first from the upper left, then circles around to stab diagonally downward from the upper right. The fourth sword stabs diagonally upward from the lower right, then circles around to strike from the lower left. Finally, the two swords that ended going upwards stab straight down simultaneously, then all four swords stab upward from the bottom simultaneously. At this point, time freezes completely to prevent the target from escaping the finishing blow.
Total hits: 14

Finally, BPM leaps up after the swords, then all four swords merge together into a single massive sword pointing downwards, which BPM drops down on top of and sends plummeting down onto the foe, with him riding atop one side of its crossguard. The sword either explodes on impact or just sinks into the ground as BPM leaps off.

The Final Smash deals 27 hits (or 28 if you decide to have the sword explosion deal its own hit) total. Recommended damage spread (just as a guess):
2% x 8
1% x 4
2% x 14
20% x 1 (or 12% x 1, 8% x 1 if you're gonna have the sword explosion deal its own hit)
Total damage: 68%

The only potential problem is that you're going to have to move whatever bone the camera events focus on to the centre of the targeted area for the middle section (where the foe is assaulted from all sides by the flying swords). That said, if I recall correctly that bone isn't actually rigged to any part of the character model.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!
Post by: ABloodyCanadian on October 03, 2013, 12:50:13 PM
The good thing with this PSA is that his other 3 swords are External GFXs. So I can place them on Any Bone at any point in time. Sadly, I'm not a fan of the 4 Swords Merging into 1 idea. Impalement, YES!


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!
Post by: DrunkRussian on October 03, 2013, 12:54:12 PM
Me Gusta Impalement
That reminds me, how the [censored] am I going to do grabs for Susano'o...
Goddamit.
Maybe itll just flow back into jab...


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!
Post by: JamietheAuraUser on October 03, 2013, 01:11:34 PM
I dunno, I just somehow felt like having Blade Prince Marth ride a giant sword into the foe would be cool, is all. You could simply end instead with the camera aiming diagonally down at the opponent as he simply throws all four swords down at them one at a time, with each one exploding on impact, or with them all embedding into the foe and then exploding simultaneously. And then Blade Prince Marth just sort of casually falls back down, since he'd then end the move way up in the air. XD

Edit: Gunslinger Samus needs to jump slightly higher when she does her Final Smash. Right now, against characters like Ganondorf she'll completely fail to go over their head and instead just push them along.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 05, 2013, 11:17:08 PM
I've had that problem with Bowser actually. Her jump height during the FS was higher than it was in V0.9 because of him. I guess a bit more wouldn't hurt, but I don't want the animation look too weird. But then again, the fact that it's Cinematic will hide some of these imperfections.

As far as Blade Prince Marth goes however, My 2 Week break is about to end, so I can't really work on anything large scale at the moment. Still planning on revamping Shinda and Scarlet Fighter though. If I can squeeze in some time, I might be able to make small progress on BPM.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: JamietheAuraUser on October 08, 2013, 10:18:21 AM
I actually had that problem with Bowser in this one. But well, it was a hacked Bowser who had Heavy Armour on all animations, so he only flinched from the initial grenade and was thus standing too tall for her to jump over him.

Edit: Also, her FS gunshots stop comboing after a certain point. By which I mean it's still inescapable, but Training Mode stops registering a combo. Which is kind of a shame, even though it doesn't really matter.

Edit 2: Aerial Neutral Special does something cool when reversed: it reverses her aerial momentum, like Lucario's does. Really useful for a number of things, including reversing the tide of the match by abruptly going from running away to attacking. She can also use it for a safe off-stage game with the handgun version. I imagine it could probably be used to score a KO at lower percents than normal. (Around 70-85% as opposed to the normal 115-140%.)
Forward Tilt > Down Aerial > Reverse Neutral Special (enemy is KO'd here, the rest is for recovery) > Side Special > Up Special.

Edit 3: I keep finding myself wishing I could reverse Side Special when the initial attack hits, so that she turns around back the way she came instead of continuing past the foe. I know that's how it worked in the first beta, but back then it was harder to aim the darn thing. Now, though, it's still easiest to land it as follow-up attack when the opponent doesn't have any ground beneath them. Problem is, if they don't have any ground below them, then usually you don't either... Anyway, I think the ability to reverse it would make her movement and attack options much more unpredictable.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 08, 2013, 10:53:10 AM
Edit 3: I keep finding myself wishing I could reverse Side Special when the initial attack hits, so that she turns around back the way she came instead of continuing past the foe. I know that's how it worked in the first beta, but back then it was harder to aim the darn thing. Now, though, it's still easiest to land it as follow-up attack when the opponent doesn't have any ground beneath them. Problem is, if they don't have any ground below them, then usually you don't either... Anyway, I think the ability to reverse it would make her movement and attack options much more unpredictable.

That's actually an interesting idea. I think I still have some Actions and SubActions to spare, so I might be able to do that. Like I said, I don't have time to work on anything Large Scale at the moment.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: JamietheAuraUser on October 08, 2013, 11:19:37 AM
Not sure it even requires a different subaction. Is there a way to force her to change direction during the initial hit so that she registers the direction change during the subaction/action (whichver you used) transition? What I mean is, if you place the "If (Control Stick input stuff): Change Direction" before the Change Action, will she register the change when she does the Change Action, or only when she returns to the default falling/standing Action?


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 08, 2013, 02:08:03 PM
I'm gonna need a different Action/SubAction Altogether. I could do it the Frameskip way (Used for your aerials), but that would require the TransN Bone to end up in the same position by the end of the animation. I want more freedom from that.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: JamietheAuraUser on October 08, 2013, 02:13:46 PM
So you're gonna make a whole new animation for it, rather than just having her reverse before switching to the next Subaction?

I'm no expert, but I imagine the current code goes something like this:

Change Subaction, Subaction: (bla). Requirement: Hitbox connects


And you could easily change it to this:

If: Hitbox connects
    If: (Control Stick input stuff)
         Change Direction
    Change Subaction, Subaction: (bla)


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 08, 2013, 02:23:48 PM
No, I would add in another Change Action Event for this will both work on The Ground and in the Air. I could try and do it that way for I wouldn't need to use up more Actions.

On another note, if I were to do that, I dunno how the Control Stick Requirement works. Which is why I'm limited to using buttons...


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: JamietheAuraUser on October 08, 2013, 05:31:23 PM
Wait, a reversed version for the ground, too? Dunno if that's necessary. I suspect it might be overpowered. I mean, you just finished nerfing the range to make it less powerful...

Found some stuff relating to that from a help topic. Here:

I'm not sure if this is right but try using these if commands:

If control stick left:
If Compare: IC-Basic[246] >= IC-Basic[114] (type 1014 instead of 246 and 3186 instead of 114)

If control stick right:
If Compare: IC-Basic[246] <= IC-Basic[114]

If control stick up:
If Compare: IC-Basic[250] >= IC-Basic[114] (type 1018 instead of 250)

If control stick down:
If Compare: IC-Basic[250] <= IC-Basic[114]

Again, I'm not sure if I have that exactly right but it's something like that.

Edit: Actually, this:
I found the main stick on one of your psas, actually.
IC-Basic[1011] >= IC-Basic[3149]   (right) (actually forward)
IC-Basic[1012] >= IC-Basic[3149]   (left) (actually backward)
IC-Basic[1018] >= IC-Basic[3186]   (up)
IC-Basic[1020] >= IC-Basic[3186]   (down)

The variables are not in hex. Not sure if this can be found on dantarion's wiki, but the site is down for now so I can't try searching for it.  :-X


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: GameAndWatcher on October 08, 2013, 10:50:30 PM
GSS has a bit of a problem. She freezes at times, sort of as if she's been affected by the Ice Climbers' Freeze glitch from Melee. I do not know how to trigger this, but I want to notify you all about this and I hope you fix this soon.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 08, 2013, 10:55:04 PM
I've actually discussed that in a Help Topic. It seems to crash the game at random. Nothing I can fix sadly...

If that's not the case, what do you mean by Freeze? I don't get your Melee Terminology... If you're talking about her grabs, then V1 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34466) Fixed that already.

This is what happens if you don't clearly describe things... But then again, I don't play Melee, so that's my fault there.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: JamietheAuraUser on October 08, 2013, 11:17:36 PM
I actually haven't seen those crashes in V1. Found two others, though:
(Note: I was fighting SDoom's Deadpool both times, so I think they might be his fault.)

1. Crash when I grabbed Deadpool on a certain particular spot on Corneria.
2. Froze when I ran up and grabbed Deadpool the instant his Down Smash's hitbox ended.

As for the "freeze" glitch the guy above mentioned, I think he's referring to a certain odd glitch in which she occasionally goes into infinite hitlag. Both of the times it happened to me, Dark Lord Ganon's Flame Choke (Side Special) was involved. It's good training for SDI, though! :P


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: GameAndWatcher on October 08, 2013, 11:38:47 PM
I do not mean freeze in the traditional "game crash" sense, I mean like this;
Super Smash Bros. Melee - Ice Climbers Freeze Glitch (http://www.youtube.com/watch?v=nCKXEcdqS3o#)
(Like Mewtwo, DK and Dr. Mario in the video above, but can't be gotten out of through grabs)
And no, this isn't how I got her in said freeze.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 09, 2013, 07:16:22 AM
Oh that. I've seen that happen. I honestly don't know how it happens, and I'm not sure how I can fix it.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: JamietheAuraUser on October 09, 2013, 07:48:23 AM
Actually, grabbing GSS and throwing her does seem to break her out (some pummelling may be required). However, Special Grabs will not work.

Anywho, ABC, I presume you saw the Control Stick input test comparisons I posted last page?


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 09, 2013, 09:14:32 AM
I have. I don't plan on using them anytime soon though... I don't think BPM will need these either.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: JamietheAuraUser on October 09, 2013, 09:44:46 AM
I was just thinking that actually using the Control Stick input codes would be more intuitive if giving GSS a Side Special reversal. Same if Scarlet Fighter Zelda keeps her current Neutral Special.

Besides, now that you know how they work, there's no reason not to add them to your repertoire. Am I right?


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 09, 2013, 10:22:40 AM
She won't keep her current Neutral Special. In fact, she won't be keeping all of her Specials. But it's something to take note of for later. I'll refer back to it when I need it.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 16, 2013, 10:52:42 PM
Due to my Business, I'm willing to make Blade Prince Marth a collaborative Project. I simply need someone to do the animations. I'll deal with the PSA Work myself. If you're interested, you can either post here, or PM me.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: JamietheAuraUser on October 16, 2013, 10:55:07 PM
Honestly speaking, I'm not sure you could get away with hiring out for animations. The only other hacker I know of whose animation skill rivals yours is SDoom.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 16, 2013, 11:06:22 PM
Comparing me to SDo0m? That's talking big there, considering how much longer he did this before me... lol.

To me, I feel like my animation skills are iffy at best. Sure, I can take my time with it, but they just feel iffy to me...

My reasons for getting animators is simply because Animation is the longest part of PSA Making for me. I won't mind spending the time fixing up animations. I just want some progress.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: JamietheAuraUser on October 16, 2013, 11:11:18 PM
Your animation skills are "iffy"? Dude, have you seen what most other PSAers around here call "animations"? Honestly, animations are the most important part of a character hack. If they look bad, the whole hack ends up bad, balanced gameplay or no.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 16, 2013, 11:13:19 PM
Maybe I should start looking at other people's threads... lol. I've been under a rock for quite some time now...


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: DrunkRussian on October 17, 2013, 01:46:09 PM
Your animations are damn amazing man. They are far better than anything my meager skills could acomplish. And I enjoy animating a lot more than coding.
I could help you out, if you could give me a little help with getting the Susano'o to work.
And I mean a little. Like just get it to transfer to the new SubActions properly if he has the FS.
I don't know if my animations are good enough for you though. Look at Sasukes animations except the Chidori spear and guage my skills based on that. Some look a little stiff but thats because I saw no reason to make too much movement.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands!/Blade Prince Marth
Post by: ABloodyCanadian on October 18, 2013, 09:51:26 AM
I guess I can help you out over the weekend. I could try to give you some animation advice too while I'm at it. I should probably prepare a FitMarthMotionEtc.pac file with all the changed Animations set to 1 frame, and Renamed. I have his entire moveset planned, and I have ideas for more.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: Akeno/Archer on October 18, 2013, 10:52:26 AM
If your animations are "iffy", mine are completly bad... Your animation skills are great!

If you could give me just ONE advice for making them look great, that would help a lot!


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: DrunkRussian on October 18, 2013, 11:11:53 AM
@ABC Just tell me what they should look like and what their intended purpose is. A good description would be to either compare it to an existing animation or a rough description but then you'll need to fix it up.You also give me a rough idea of the frame count that would be best.And theres one certain animation I have that could use fixing up while your at it  :af:
Idk if you've ever played NUNS3 but Hidans Side B is his jutsu from said game, but the animation just looks kinda crappy to me...


Post Merge: October 18, 2013, 11:14:05 AM
Actually you got skype? If we can manage to get on at the same time then that would be easier talk and I could send you the animations as I do them if you like


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 18, 2013, 11:50:48 AM
I could PM them to you... sadly, I don't play any Naruto Games nor have I seen the anime...


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: DrunkRussian on October 18, 2013, 12:03:09 PM
This my friend is what Youtube is for :P
If you want to see what I'm talking about then look up NUNS3 Hidan moveset.
And what timezone are you in?Sadly I'll only be around for another 20 minutes or so so we'll have to collaborate later.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: Renova on October 18, 2013, 10:39:13 PM
Hidan and ADC working together to bring Sasuke? That's a bit too epic.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: JamietheAuraUser on October 18, 2013, 10:41:35 PM
Meh. Sasuke was cooler pre-Shippuden. You know, when he wasn't a crazy evil guy with weird shadow powers. /shot


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 18, 2013, 10:44:58 PM
I use the term helping Loosely. Not having played any of the Naruto games, nor watching the anime, I dunno what it's going to look like...

Having actually trying it out, it just feels like an incomplete product to me... Of course it's still in development...


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: Renova on October 18, 2013, 11:08:47 PM
I use the term helping Loosely. Not having played any of the Naruto games, nor watching the anime, I dunno what it's going to look like...

Having actually trying it out, it just feels like an incomplete product to me... Of course it's still in development...

I'll bring you up to speed then.

Naruto is about a bunch of little kids who had f****d up childhoods because people were "mean" to them so they grow up to be mass murderers. Ninja style of course.

if you have the patience for it, the easiest thing to learn how the character plays should reflect this video.

https://www.youtube.com/watch?v=uLrUAVgc9fU (https://www.youtube.com/watch?v=uLrUAVgc9fU)


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: DrunkRussian on October 19, 2013, 09:29:36 AM
@Jamie
But pre-shippuden he also wasn't badass at all.He was just emo.
And Canadian is just helping a little with the Susano'o transformation, maybe some glitch fixing. Its still a product of Disciples of Jashin.His help is greatly appreciated though
(For those who don't know, Disciples of Jashin is my new hacking team.)


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 19, 2013, 10:02:42 PM
Slow Progress on BPM. Using the new BrawlBox that came out. That's more animation tools for me...

Probably won't get any previews until I have enough moves done to make Basic Combos.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: DrunkRussian on October 19, 2013, 10:18:38 PM
So far I've only done the D-tilt. Was busy as hell today :P


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 19, 2013, 10:26:13 PM
I expect results... btw, I changed the Wait Animation, so you should do some alterations... Get the chr0 on Skype.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: JamietheAuraUser on October 21, 2013, 06:06:05 PM
Speaking of BPM, I've got an idea for his Side Special:

Blade Prince Marth directs all of his currently available swords to fly forward, stabbing into the first target they hit. Then, the swords rip out one by one to return to BPM. With each sword that rips out, BPM is pulled forwards. If BPM has more than two swords, the last one explodes as it rips out, instead of returning to him. This causes higher hitstun than the previous ones do, and deals fire damage instead of slashing damage.

Essentially, the idea behind this Side Special is that it's a combo-starting tool. It pulls BPM farther forward the more of his swords he has available, letting him close the gap between him and his opponent.

I also had an idea for his jab combo, which I could share if you don't already have any plans for the move. It was designed for a three-press jab, though, so I'm not sure if it would really work.

@ADR: He's still plenty badass before Shippuden, and if you ask me "emo" is preferable over "insane AND emo". Also, Red Lions' Barrage is a cool technique.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 21, 2013, 08:05:44 PM
Jab has been animated already. Also, for the Side Special, that's been planned too. What you described good sir is the Neutral Special... except it does not explode, and it only pulls the enemies towards you if you have at least a 3rd Sword Ready. I don't plan on having the Specials used as Combo Starters, but they should be Combo Extenders, as long as you have more swords equipped.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: JamietheAuraUser on October 21, 2013, 08:12:03 PM
Eh, I wasn't thinking it would be a very big explosion. The explosion would be really small (think a much smaller version of the blast that Snake's C4 makes if it's placed on a wall), and it wouldn't do any more damage than the previous swords do. It was only there as an excuse as to why one of the swords doesn't come back. Also, my idea has BPM being pulled towards the enemy more than it pulls the enemy to him. That said, it's your PSA and I'll leave you to it.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 23, 2013, 11:09:21 AM
By the way, does anybody know of any other Sword Models I can use? I'm currently using the Ganon Sword, the Ike Sword, and the Beam Sword. I'm thinking of changing the Beam Sword cause I don't think it'll fit in with what else he has...


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: spiritpyros on October 23, 2013, 11:19:43 AM
the kirby sword model could work.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: Calypso on October 23, 2013, 01:07:18 PM
I don't know if this would work but you could pick 1 or 2 swords you like and give them wicked looking recolors. Again not sure if the game will let you do that.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 23, 2013, 01:20:51 PM
I can import the same model more than once, but it would still read the same textures. No can do.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: DrunkRussian on October 23, 2013, 05:46:22 PM
For the other swords, they don't have to be from Brawl to they?I'm sure there are a variety of swords imported over the Beam Sword in the Vault, and possibly if you rename the top of each of the modeldatas and texturedatas then you could have multiple versions of what is technically a beam sword. I've never tried it so it may not work but I think if they are attached to his model then they won't steal each others textures


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 23, 2013, 05:53:08 PM
Beam Swords, and other Battering Items... That should work. I would have to give Credit to the people that made them though... Oh well.

About Kirby's Final Cutter, I found the model(s). Don't think that's what I want though.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: DrunkRussian on October 23, 2013, 06:06:10 PM
Genius drunk guy strikes again!
And its just credit as long as you don't do what some people do and do like a paragraph of credits its fine


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 23, 2013, 06:11:08 PM
I've never credited more than 3 people in any of my hacks, don't worry...


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: spiritpyros on October 23, 2013, 06:27:38 PM
The daedric beam sword model might work for bpm


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 23, 2013, 06:28:40 PM
I'll pick whatever fits. I only need one anyway... lol.

Though it wouldn't hurt to add in more just to make it more flashy...


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: Renova on October 24, 2013, 07:30:46 PM
Would you mind telling me what to edit to reduce the duration of Shinda's Final Smash?


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 24, 2013, 08:45:46 PM
The length of one of her Animations. You may have to Re-Animate her ThrowN Bone.


Title: Re: A Bloody Canadian's PSA Thread - Take Shiki off my hands! / Blade Prince Marth
Post by: ABloodyCanadian on October 30, 2013, 11:51:48 PM
I'd like to discuss BPM's Combo System, and see what you guys think...

Like I said, Combo Enders are the Smashes, and Certain Specials, and those are the only moves that actually have Knockback Growth. You can combo into them at any time. So, you can interrupt the Jab into one of those, but where's the damage in that? The player needs to try to extend the combo for as long as they can. Maybe into something like...

Jab>SNTilt>SUTilt>DTilt>SSmash

There's something more damaging. But why Stop there? BPM's SLwTilt is actually a Launcher, and can be interrupted by a Jump much like Shinda's SLwTilt (Although there's more height to this one than with Shinda). Meaning you can come up with combo strings like...

Jab>SNTilt>SUTilt>DTilt>SLwTilt>NAir>FAir>SSpecial

There's a longer combo string. But there's one last Gimmick I'd like to add in... BPM's ability to use extra swords. They are used to extend combos, and deal additional damage. Every Attack can be used with the Extra Swords, but you can choose not to use them by interrupting it before the 2nd Sword Spawns. And I'm not kidding when I said they can be used for combo extenders. Some attacks with Extra Swords actually pull the enemy back in allowing you to repeat certain loops. It's not unlimited however since once you use a Sword, it disappears until you call it back. I'll let your imaginations flow as to how the combos will look like now...

Combos are fast paced, and somewhat execution heavy. And the system behind it is pretty technical. Thoughts? Questions?


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ChickenPuppy on October 31, 2013, 01:00:00 AM
I actually like the idea of making a combos like that. although i have a concern: would another player or CPU actually be able to get out of the combos somehow or are they just stuck in until you finish your string?


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on October 31, 2013, 07:50:39 AM
They wouldn't be considered combos if you could escape them now, would they?


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Akeno/Archer on October 31, 2013, 12:28:25 PM
Seems interesting... And... I think you mentionned that the 3 other swords are External GFX, so you don't plan to add sword glow to them?
The combo extend is a good idea, I like it!
Just a question, can you begin a fight with the 4 swords directly, or do you have to "summon" them?


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on October 31, 2013, 12:56:55 PM
Good thing with Marth is that he has 4 Sword Glow Effects. No problems there. And no, You'll start out with no Extra Swords.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Calypso on November 02, 2013, 01:40:33 AM
Did anyone ever come along to try and finish the Shiki PSA?


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 02, 2013, 08:48:55 AM
Nobody's taking it...


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: SonicBrawler on November 02, 2013, 09:09:35 AM
if i didnt promise to help on a ton of other things i would have taken it....


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Ultraxwing on November 02, 2013, 01:01:08 PM
The only problem i see with this, is the Damage he can do. if all of his moves do only 1-5% damage. and if you execute a 5 hit combo. the max damage at one string that could be done is 25% while the minimum is 5% and knockback growth is congruent so that is not a problem.

i love the idea of combo systems. but an "escape" or a way to end the combo even in mid string should be an option.

an idea for this would be.
the jab is to tilts shouldn't be able to be escaped. but if leading to a smash or a Special. if a player has a quick shield finger or dodge finger has half a second to escape or less than that. i haven't dished out any ideas or suggestions in a long time. so please excuse me if it isn't good advice.

oh, and may i suggest that certain swords have different "effects" attached. like Electricity,Fire,Aura,etc. only if you sweet spot or finish off the combo with a heavy hitter move. make the execution feel sweeter with some visual reward or audible.

i see this character (on paper so to speak) being a monster in a 1V1 match. if it involves 2 or 3 extra people there will be a problem. so i think his combos should work better the closer someone is, and if they are farther away they can stop or "gimp" them. making him no so useless in a crowd. but he will truly shine in a 1v1 aspect.

also, may i suggest that the final smash is him holding (maybe at random) one of his swords in his other hand. and a few dual wielding animation. He is the blade prince; so if he decided to dual wield it's a true show of strength. sorry cancel that. would be cool, but he is a blade prince so this is too "cliche"

instead it could involve him being able to do a ver Link esque final smash but switching between the blades in the furious combo while the camera is switching around him showing off his trumendous skills. and the blades should be left in the person when he is finished with the combo.

either way, i'm highly anticipating this moveset.

if you are still having trouble finding models for his sword. i can make swords for him. swords are easy models to make.
And if you have more swords for him, you can make the psa customizable with simple instructions for other people's taste


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 02, 2013, 01:30:34 PM
The only problem i see with this, is the Damage he can do. if all of his moves do only 1-5% damage. and if you execute a 5 hit combo. the max damage at one string that could be done is 25% while the minimum is 5% and knockback growth is congruent so that is not a problem.

I have no problems with combos dealing 25%. They would be execution heavy anyways. The Maximum amount of moves he'll do in a combo at most is about 9 Different Attacks. That itself should deal about 20% - 30%. But on a Balancing Standpoint, who knows...

i love the idea of combo systems. but an "escape" or a way to end the combo even in mid string should be an option.

an idea for this would be.
the jab is to tilts shouldn't be able to be escaped. but if leading to a smash or a Special. if a player has a quick shield finger or dodge finger has half a second to escape or less than that. i haven't dished out any ideas or suggestions in a long time. so please excuse me if it isn't good advice.

Not a bad suggestion there. But that would make KOing the person more harder to kill... lol. But I'll see what I can do.

oh, and may i suggest that certain swords have different "effects" attached. like Electricity,Fire,Aura,etc. only if you sweet spot or finish off the combo with a heavy hitter move. make the execution feel sweeter with some visual reward or audible.

To be honest, I'm not a fan of Elemental attacks unless it's part of the character. I want this PSA to be all swords, and the only person who knows about how the moveset will be presented is that Drunk Russian Person. Just wait and see for yourself...

i see this character (on paper so to speak) being a monster in a 1V1 match. if it involves 2 or 3 extra people there will be a problem. so i think his combos should work better the closer someone is, and if they are farther away they can stop or "gimp" them. making him no so useless in a crowd. but he will truly shine in a 1v1 aspect.

How one should approach the enemy is something to consider as well. I plan on having the Dash Attack not being a Combo Starter, cause that would be a cheap way of doing things. If he has an extra sword, maybe. This way, if you want to do a full combo, you'll have to be forced to walking. And starting combos in the air is only half the fun too.

also, may i suggest that the final smash is him holding (maybe at random) one of his swords in his other hand. and a few dual wielding animation. He is the blade prince; so if he decided to dual wield it's a true show of strength. sorry cancel that. would be cool, but he is a blade prince so this is too "cliche"

instead it could involve him being able to do a ver Link esque final smash but switching between the blades in the furious combo while the camera is switching around him showing off his trumendous skills. and the blades should be left in the person when he is finished with the combo.

Final Smash has been planned out too, if you haven't noticed. The question is how I'll present it...

if you are still having trouble finding models for his sword. i can make swords for him. swords are easy models to make.

I'll give credit to you if you do. But they better look good... I don't want a simple broadsword.

And if you have more swords for him, you can make the psa customizable with simple instructions for other people's taste

That's something I don't plan on doing if the filesize gets too big. And considering how much stuff I need to put into this PSA, I most likely won't be doing that. I do however plan on making 2 versions of the PSA.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Ultraxwing on November 02, 2013, 01:43:22 PM
Not a bad suggestion there. But that would make KOing the person more harder to kill... lol. But I'll see what I can do.
This character sounds skill based. so it would be reall up to be player to use his or her skills against the opponent truly. waiting to use or perform that killer move just right.

I'll give credit to you if you do. But they better look good... I don't want a simple broadsword.


That would insult a Blade prince would it not? i'm making a design as we speak. he has 3 swords correct? do you have any swords on you? how many swords do you need? etc, etc.

there are indeed models on the Brawlvault for swords but having one pure custom sword model dedicated to this psa wouldn't hurt. it would mainly show that it has something "original" or purely OC.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 02, 2013, 01:45:15 PM
Marth's Sword will stay the same unless I can get somebody to Vertex it for me. As far as other Swords go, I have Ganon's Sword, Ike's Sword, and the Beam Sword.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Ultraxwing on November 02, 2013, 01:48:54 PM

he has 4 swords. his original sword stays the same. (easier to do anyway and makes it costume copliant) the other 3 are in his moveset.pac file. this leaves him with one sword trail to use. and 3 others.

he has Ike's; Ganon's; and a Beamsword.

the priority in my opinion is to be rid of the Beamsword. it doesn't fit. he has a medium ranged, short ranged, and a heavy sword.

are these sizes important to the moveset, or are they place holders?

i'm asking cause if need be i can make 3 sword models that work better.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 02, 2013, 01:55:13 PM
Having Different Ranged Swords isn't a bad idea. It gives me variety. Some of his attacks will be short ranged, and are meant to be combo starters, And the Longer Ranged Attacks are meant to be combo'd into. If possible, could I have a really short sword as well? I also want one that he'll be able to throw around as well.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Ultraxwing on November 02, 2013, 02:02:03 PM

he throws a sword?
if so i already have the three swords's names.

The Ultra: A long ranged sword intended for the killing blows
The X: A short Katana (single edged?) blade that is used quickly
The Wing: A blade that is almost as light as air.
okay, masturbation is over.

if one is for throwing, i'll design it more so like a "Jet" so to speak,

one is longer. so this one will be more focused on blade details and using darker colours. it's a long blade it attracts attention,

and the final one is short, this one i'll make very bright colours and more handle focused in its design.

are all of these okay. i don't want to start sketching things out until it is pretty much agreed upon.
i'm naming each blade that just because.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 02, 2013, 02:04:53 PM
That sounds good. I'll await the results...


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Ultraxwing on November 02, 2013, 02:05:51 PM

Alright!
i'm getting to work on that. i'll have an Alpha design up sometime today. most likely on the short sword.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 02, 2013, 02:56:11 PM
In the meantime, is anyone else willing to help me with Animations? Even 1 Animation will be fine. As long as it's making Progress!


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Calypso on November 02, 2013, 03:44:28 PM
Um if you'd like to send me Shiki I'll try to finish her, I don't know much about PSAing but I'm going to try and start learning in December. I can't promise anything I hardly have any time to try to learn this stuff so if anyone else decides they want to try and finish Shiki go right on ahead. If I do start her I'll post that I've started her here and open a thread somewhere.

If I do ever start her I would take a long time to finish and it might not be done as good as we'd all want but I'll try, also she'd be safe on my computer so if you ever lost her file and need it or something I'd be able to send it to you. I don't know just a thought, I don't want to see this project die.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 02, 2013, 03:48:14 PM
I'll PM you... have fun!


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Akeno/Archer on November 02, 2013, 06:09:57 PM

he throws a sword?
if so i already have the three swords's names.

The Ultra: A long ranged sword intended for the killing blows
The X: A short Katana (single edged?) blade that is used quickly
The Wing: A blade that is almost as light as air.
okay, masturbation is over.
GJ... GJ... The way you used your own username is... ridiculously funny xDDDD

Anyway, I like this idea of throwing a sword. But for the combo startup, he sounds more like a safe character... Or maybe do I have to wait for testing him and see by myself...?
In the meantime, is anyone else willing to help me with Animations? Even 1 Animation will be fine. As long as it's making Progress!
What kind of animation do you want? I'd like to help you with this!


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 02, 2013, 06:34:20 PM
Attacking Animations. I can give you a description of what I want animated, and then I can give you the Wait Animation as a base.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Akeno/Archer on November 02, 2013, 07:07:54 PM
Attacking Animations. I can give you a description of what I want animated, and then I can give you the Wait Animation as a base.
Ok, shoot me a PM with everything... I'm gonna do it NOW!


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 02, 2013, 07:23:10 PM
Done, and done!


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Akeno/Archer on November 02, 2013, 08:19:16 PM
Alright, I'll see what Imma gonna do with this.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: JamietheAuraUser on November 03, 2013, 03:47:03 PM
So, generally a thought, but I was thinking that BPM's Smashes could deal more damage and have more launch power the more swords he has remaining, thus making combo length a consideration when playing as him, as well as when playing against him. Do I want to have a 6% damage Forward Smash that KOs at 145% after launching an 8-attack string, or do I want to deal 12% and KO at 120% as the finish of a 3-attack string?

Anyway, it's just something to consider.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 03, 2013, 04:02:34 PM
Interesting Mechanic. Didn't Cross my mind. I'll think about it.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: DrunkRussian on November 03, 2013, 06:09:04 PM
HeyaI havent been around here much the past week but I see Akeno is helping with animatios now. So which ones are left for me to do?You have the ones I finished and I like half finished the Lw3
From no on, I'll be modding on weekdays but none on weekends :P


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: Calypso on November 03, 2013, 09:01:44 PM
It's a little late at this point but I had some ideas for Blade Prince Marth inspired by this video that you must watch fighting start 30 seconds in. You've probably seen this video before it's the FF13 Verses trailer. 

http://www.google.com/url?sa=t&rct=j&q=&esrc=s&frm=1&source=web&cd=1&cad=rja&ved=0CDMQtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Db6At_bb1PNU&ei=JxN3Uuv-B5C-sQSerYLABA&usg=AFQjCNFv51OncBNasS0VH3B9crTVL2uIIQ&sig2=CnSo8WBxkKwn0_ToWT_gTQ (http://www.google.com/url?sa=t&rct=j&q=&esrc=s&frm=1&source=web&cd=1&cad=rja&ved=0CDMQtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Db6At_bb1PNU&ei=JxN3Uuv-B5C-sQSerYLABA&usg=AFQjCNFv51OncBNasS0VH3B9crTVL2uIIQ&sig2=CnSo8WBxkKwn0_ToWT_gTQ)

Ideas I got from that different ways this could work, 1 when BPM guards the swords rotate around you protecting you either does 1 damage but no knockback like Fox's laser or no damage but does knockback either way the more swords you have the better the protection but you lose the extra swords if your shield breaks.

Another idea one of the throws he has the swords rotate around the opponent cutting them like a bladed tornado.

It could be a counter her guards with the flat of the sword in front of him facing the opponent, if attacked he raises his hand the swords spin around him quickly in a circle about 3 times the 1st spin the swords blade is pointing straight up, 2nd blade halfway between up and straight forward, 3rd blade is straight forward.

If BMP has all 4 swords he can do extra jumps after the second jump if he jumps again he jump/kicks off of the hilt or flat of the sword jump up and sending the sword straight down can do damage if it hits a opponent below him, the sword is lost until re-summoned, one jump per extra sword.

Anyway good luck on BMP.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: ABloodyCanadian on November 03, 2013, 10:54:13 PM
Funny that you mention FFXV. That's how the idea of BPM came to be in the 1st place... lol.

As far as animations go, I'm allowing anyone to do anything if they think they can handle it.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth Discussion!
Post by: DrunkRussian on November 04, 2013, 12:59:19 PM
Well once I've done all the ones on that list I'll send them to you via skype or a PM.
And see if you've got others for me to do


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: ABloodyCanadian on November 05, 2013, 09:17:54 AM
I still dun have them... lol. You can do some specials if you want. I think the Up Special should be an easy one...


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: Ultraxwing on November 05, 2013, 09:43:46 AM
I know i'm 3 days late. the sword took a bit to get the curvature down right and the other sword designs are still in progress but i present

The X

(http://i196.photobucket.com/albums/aa80/Ultraxwing/TheX_zps1bd57f0d.png) (http://s196.photobucket.com/user/Ultraxwing/media/TheX_zps1bd57f0d.png.html)

i know it is simple in design. it's more unique than a broadsword mind you, and it is only 186 polygons. that took the longest. the original version of this was 1k poly's. seeing how this is going inside a fighter.pac file it had to be extremely reduced. either way the model is finished. but it needs  textures and a uvwrap. i can make Uv's and i might get someone's help on the textures. (the textures are going to be 256X256) smaller the better. and the sword isn't exactly going to be oggled at constantly seeing how they are going to be quick appearances.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: ABloodyCanadian on November 05, 2013, 10:35:15 AM
Show it to me again when it's textured. Looks somewhat cartoony so far though...


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: Ultraxwing on November 05, 2013, 10:44:36 AM
 Just showing that i have indeed made progress. i'm known for not delivering often.
it will be textures. just not sure when, the person whom i know doesn't get on as often as i would like. if need i can just rip textures off and get somone else to do it.

something to note. someone will have to rig the models, my machine cannot handle riggin. blue screens everytime.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: Akeno/Archer on November 05, 2013, 12:41:16 PM
I'm done with the animation. Tell me if it was what you wanted... I'll send it to you via PM


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: ABloodyCanadian on November 06, 2013, 11:31:25 PM
Gonna go off topic for a moment, and try and pull off an All Nighter to work on a Shinda Update. Which will include replacement moves for her Paper Based Attacks, as well as a new Final Smash.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: Ultraxwing on November 07, 2013, 11:44:31 AM
Hey, i'm going to be a bit longer with the sword update. my family decided to surprise me with a brand new gaming machine that i will be receiving Saturday. so i've been busy lately getting the parts on order and what not. it will be a bit longer.

also a Shinda update. hooray
can't wait to see this =3


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: ABloodyCanadian on November 07, 2013, 12:07:07 PM
As far as how the Update is going, she now has a new Up Smash which introduces her new Weapon... Her Whip! Her NAir will also use it. I don't think any of the specials will change cause of this.

Other changes include a More usable UAir, Fixed Side Special which includes easier recovery, and faster interrupt, and a fixed trajectory Down Throw.

I think she'll be buffed in this next update... I dunno...


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: Ultraxwing on November 07, 2013, 01:46:16 PM
She will be buffed?

stronger attacks?

or stronger overall as a character


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: ABloodyCanadian on November 07, 2013, 01:50:22 PM
Just Slightly. Her Up Smash and Neutral Air gained some range because of the Whip, but they generally still work the same. Up Air is more usable now as well. Side Special also got buffed because you can now move freely with it in the air after a certain point, and the Interrupt on the ground is shorter.  Down Throw now has a Fixed Trajectory where it used to go one way or the other depending on the character. Just minor buffs like that. Though the biggest Nerf she'll get will be her Final Smash... lol.

Post Merge: November 07, 2013, 07:35:20 PM
So, I heard you like Preview Videos!

SSBB Hacks - Shinda (1.3) Progress (http://www.youtube.com/watch?v=rXjayYc8H-8#)


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: Ultraxwing on November 07, 2013, 10:56:14 PM
I'm liking it a lot so far. it's coming along quite nicely.
i haven't played it so i really can't say anything about balance. but so far it's looking good.



Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: Calypso on November 08, 2013, 12:15:22 AM
Nice whip for Shinda, Peach's slap sound effect fits it surprisingly well.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: ABloodyCanadian on November 09, 2013, 09:38:22 AM
Final Smash anyone?

(http://fc08.deviantart.net/fs70/f/2013/313/9/8/brawlboxanimation0_by_abloodycanadian-d6tljiq.gif)

Took me a few hours, but I finally managed to animate it!

She'll use all the weapons she has (excluding her kitten).

Sad to say this is the reason why the game crashes upon picking the stage... I had to remove some PAT0 and STR0 Animations to make this work.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: JamietheAuraUser on November 09, 2013, 01:03:51 PM
So did you remove her previous beta FS (the air combo ending with gunshots and a falling stage prop) because it was crashing due to filesize, or because it took up too much space on the stage? Honestly, she seems a little stiff in this one (arm flailing about without corresponding body movement), but I guess that's understandable if the animation is too big otherwise. Biggest problem with it is that it looks like a montage of moves she already uses, such as that really obvious Side Special in the middle, is all.

Also, that Side Special > Jab loop > Down Tilt > Forward Smash. Holy crap.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth + Animations needed!
Post by: ABloodyCanadian on November 09, 2013, 01:44:25 PM
It would probably look better in game since you don't see her weapons in this preview. Her arms flailing is her using her new Whip if you didn't see it.

Her weapons used in order are as follows...

Scythe > Katana > Whip > Umbrella > Gun > Falling Object

Post Merge: November 09, 2013, 07:56:07 PM
In Game Version without Cinematics

SSBB Hacks - Shinda's New Final Smash (http://www.youtube.com/watch?v=JZFFwGgJ61k#)

Post Merge: November 10, 2013, 09:53:39 AM
And now, Shinda has been updated! Enjoy!

(http://i.imgur.com/2uOnf6i.png) (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34882)


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: JamietheAuraUser on November 11, 2013, 05:59:45 PM
I presume it does more damage in-game than in that video? Because 29% is pretty bad for a Final Smash. Heck, it's even worse than Lucario's when he's at 0%!


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: Calypso on November 11, 2013, 06:40:40 PM
I'll bet the reason is because Shinda is better at doing damage than Lucario and others, she should easily be able to rack up enough damage before getting the final smash that 29 is more than enough to kill at that point.

One mustn't rely to heavily on the power of the final smash.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: ABloodyCanadian on November 11, 2013, 08:07:14 PM
You guys have clearly not played the PSA yet... it does about 40%.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: JamietheAuraUser on November 11, 2013, 08:08:26 PM
No, indeed I haven't played it yet. I haven't had much time for Smash Bros. at all, thanks to college beating the metaphorical crap out of me.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: Calypso on November 11, 2013, 08:57:55 PM
No, indeed I haven't played it yet. I haven't had much time for Smash Bros. at all, thanks to college beating the metaphorical crap out of me.

Same here except my job has been keeping me away from brawl.

Edit: Alrighty now I've played as Shinda, the changes are cool, the nice thing is with this one and the old one is they both feel unique and play a differently despite that only a few moves were changed.

Out of the two I like the paper using Shinda the most, she just feels more unique to me using paper.
Not to take anything away from the new version of her PSA, her new attacks very nice.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: Renova on November 11, 2013, 11:46:42 PM
I'm enjoying the update man. Great job!


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: ABloodyCanadian on November 12, 2013, 09:09:24 AM
Edit: Alrighty now I've played as Shinda, the changes are cool, the nice thing is with this one and the old one is they both feel unique and play a differently despite that only a few moves were changed.

Out of the two I like the paper using Shinda the most, she just feels more unique to me using paper.
Not to take anything away from the new version of her PSA, her new attacks very nice.

To be quite Honest really the changes that were made to Shinda when she used to do the papers was that they both got a range Boost, and the Up Smash is faster, and lasts for a shorter time. They still do the same amount of damage roughly, and they can still be used the same way as before.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: SnatoWhato on November 14, 2013, 12:48:21 PM
Hey! Did somebody take Shiki off your hands? I'd like to keep an eye on it's progress.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: ABloodyCanadian on November 14, 2013, 03:28:49 PM
This person (http://forums.kc-mm.com/index.php?action=profile;u=29515) said he'd do something about it.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: Calypso on November 14, 2013, 07:24:39 PM
I haven't done anything to Shiki yet, but from what I can tell she looks like an very difficult to do PSA. I'll take better look when I start learning how to animate. I'm think I'm going to try to make or help make a different PSA first in order to get my skills (or lack of skills) up.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Updated!
Post by: SnatoWhato on November 16, 2013, 09:04:54 PM
Awesome. :) It's just nice to know that someone picked it up and it may be released at some point in the future. Neku and Shiki are two characters I'd love to have in Smash Bros. :)

Thanks guys.


Title: Re: A Bloody Canadian's PSA Thread - Nothing New...
Post by: ABloodyCanadian on November 17, 2013, 11:39:50 PM
I may have mentioned this already, but I've been wanting to do a Luck Based Character using Cards and Dice to determine an attacks effect. I've gotten more used to using variables ever since I made GSS, and I want to use this knowledge to make a Luck based PSA. My problem is which character would this be over. I've had ideas for Lucas and Snake, but I dunno...

I just wanted to say this cause it's been distracting me.

Blade Prince Marth? Oh, I dunno how he's doing. I sure wasn't working on him for the past few weeks.


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: 5una~ on November 18, 2013, 02:07:03 PM
Sorry to bother you but I have a question regarding Gunslinger Samus I put all the files in and the Motionect.pac file inside my Common.pac and such but when playing as her for reason I do the neutral A she T poses am I supposed to do the stuff with the BRRES files as well to get the other gun in her left hand because it appears like the whip part of the paralyzer appears in her left hand and that is what problem I am experiencing along with the T pose anyway I thank you for your time regarding this topic.


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: Akeno/Archer on November 18, 2013, 02:09:43 PM
Sorry to bother you but I have a question regarding Gunslinger Samus I put all the files in and the Motionect.pac file inside my Common.pac and such but when playing as her for reason I do the neutral A she T poses am I supposed to do the stuff with the BRRES files as well to get the other gun in her left hand because it appears like the whip part of the paralyzer appears in her left hand and that is what problem I am experiencing along with the T pose anyway I thank you for your time regarding this topic.
I'll help you quickly with this :
Add the things from the BRRES in ALL the ZSS costumes you have... And remove ALL the useless animations...


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: 5una~ on November 18, 2013, 02:10:56 PM
Oops my mistake it was the b attacks


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: ABloodyCanadian on November 18, 2013, 04:10:08 PM
Seems like the motion file isn't being read... If the 2nd gun is still a whip, then it's not being read. I've heard of cases where the common.pac file wouldn't be read with Riivolution, so you might wanna ask the people that managed to get it to work. I think the problem lies in Riivolution, and not your file setup. As a Gecko person, I can only leave you with that.


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: JamietheAuraUser on November 18, 2013, 05:48:22 PM
common.pac needs to be renamed common_en.pac for Riivo. Same with all the other common#.pac files, they need to have _en added after the number.

As for updated Shinda, the camera is a little too close up for most of her Final Smash, especially the final hit where it's impossible to see the falling box through the slow-motion slashing effects, as well as the gunshot immediately before it where she appears to shoot the camera as her opponent isn't visible due to how close the camera is. May I recommend a bit of an angle so that her opponent can at least be seen?

Aerial FS is also the one time where you want her to NOT conserve momentum when it ends, as that bit of forward momentum that remains when she goes helpless has resulted in numerous Self Destructs. Also, one time an opponent managed to escape the Final Smash somehow, not sure what happened there but I blame Dark Lord Ganon's overpowered backward dodge, and managed to hit me immediately before the camera reverted, resulting in the camera continuing to follow her until she was KO'd. I imagine that that could probably cause a crash if another camera event (from another Final Smash, for example) were triggered before she were KO'd.

And it's annoyingly easy for foes to dodge that initial upward scythe slash in midair. Does it only happen if the initial dummy hitbox connects, or is it also caused by me pressing a button during the initial dash? If it is legitimately from her reaching her target and then them falling out of range, might I recommend adding a small amount of damage to the dash hitbox, as if she were shoulder-tackling the foe? That should hopefully make it harder to dodge.

Also, why does a crate falling on the foe and exploding only deal about 3%? Maybe nerf the damage done by some other part of the move to justify increasing the damage dealt by the crate. Consider that an actual exploding crate actually deals 20%+, 3% is fairly pathetic by comparison. I personally think it ought to do at least 10% by itself.


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: Calypso on November 18, 2013, 06:20:44 PM
I may have mentioned this already, but I've been wanting to do a Luck Based Character using Cards and Dice to determine an attacks effect. I've gotten more used to using variables ever since I made GSS, and I want to use this knowledge to make a Luck based PSA. My problem is which character would this be over. I've had ideas for Lucas and Snake, but I dunno...

I just wanted to say this cause it's been distracting me.

Blade Prince Marth? Oh, I dunno how he's doing. I sure wasn't working on him for the past few weeks.

A luck based character who uses cards that sounds a lot like Luxord from Kingdom Hearts 2 watching a video of him in action will give you many different attack ideas. Also see Spider from Megaman X command mission as he uses cards too but it may be hard to find a video with all his attacks.

For the characters he should be over I really think you should use Ike here's why, 1 Ike's sword can be turned into the card/cards you need and can be positioned nearly anywhere around Ike for mutable attack locations (a good example is the Naruto PSA).

Two Ike can be easily ported to anyone or you can port your Bug Ike PSA to someone.

Three the cape bones can be used to hold/control more cards or perhaps used for dice or another gambling themed weapon.

Speaking of a cape I have a similar type idea for what the original character could look like. My thought is the character is clocked by a large cape the he holds closed with one hand raised high, his other hand hidden behind the cloak, when you use an attack he moves his hand out from behind the cloak holding a card or dice (depending on the attack chosen) out in front of him giving the opponent only that split second the type of attack is revealed to react.

He would do so similar animations for a couple attacks until he has the attack out in plan sight this would keep the player (possibly both players with some of the more random attacks) guessing what's coming until the moment of the strike. Also since the gambler as I'll call him is reaching for cards hidden behind his cloak he can't see them until he's drawn the cards out and by then he must play his hand for with the enemy coming its to late to try and draw again.

For some attack I would make them chargeable not in terms of power but luck, the longer you charge the attack the better the chance of drawing a good hand and devastating the enemy player.

For the final smash I might have a good idea time slows heavily and the camera goes into first person as if looking out of the gamblers eyes he then hold up 5 cards in front of his face the types of cards determine the strength of the attack. If you hit nothing he will play this hand, if your cards are crappy or you want to try your luck for a better hand hit B and he will drop these cards and draw 5 more then he will play these no matter what. So you have to chose play an ok hand or risk getting a worse hand in hopes of getting a better hand. (note you don't need to make 5 different kinds of cards you can just mix and match a with 2 or 3 cards to form a total of 5.
This would be only the start of the final smash getting the cards would either determine how much damage the FS would do or how many attacks the final smash does like a low card score ends the FS very early, a medium score does a good number of hits, but a high score does the entire FS. Either way I think if you got the highest possible score that the attack should be lethal (like 300% damage) but the odds of getting a perfect hand are extremely low. If your looking for names the FS could be called Ace in the Hole, or Last Gambit, or Final Draw.

I'm just trying to help yah out with some ideas you may like some of my ideas or none of them, but I'm not trying to tell you how to do your PSAs. Anyways good luck.


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: ABloodyCanadian on November 18, 2013, 09:24:08 PM
As for updated Shinda, the camera is a little too close up for most of her Final Smash, especially the final hit where it's impossible to see the falling box through the slow-motion slashing effects, as well as the gunshot immediately before it where she appears to shoot the camera as her opponent isn't visible due to how close the camera is. May I recommend a bit of an angle so that her opponent can at least be seen?

Camera Shots are a thing I'm getting rusty with I will admit that. The Camera shot when the box falls however is supposed to be that close. Blame the Prolonged GFX for the obstructed view. I dunno how to fix that.

And it's annoyingly easy for foes to dodge that initial upward scythe slash in midair. Does it only happen if the initial dummy hitbox connects, or is it also caused by me pressing a button during the initial dash? If it is legitimately from her reaching her target and then them falling out of range, might I recommend adding a small amount of damage to the dash hitbox, as if she were shoulder-tackling the foe? That should hopefully make it harder to dodge.

I wanted the Final Smash to work similarly to Marth's. Where there are 2 Animations for the Attack Missing, and the Opponent Dodging it. I can make it easier to hit if I were to make a next update.

Also, why does a crate falling on the foe and exploding only deal about 3%? Maybe nerf the damage done by some other part of the move to justify increasing the damage dealt by the crate. Consider that an actual exploding crate actually deals 20%+, 3% is fairly pathetic by comparison. I personally think it ought to do at least 10% by itself.

Complaining about that of all things... lol.

I guess it's not a big Issue, but I could fix that by increasing the Crate Damage and decreasing everything else.

A luck based character who uses cards that sounds a lot like Luxord from Kingdom Hearts 2 watching a video of him in action will give you many different attack ideas. Also see Spider from Megaman X command mission as he uses cards too but it may be hard to find a video with all his attacks.

For the characters he should be over I really think you should use Ike here's why, 1 Ike's sword can be turned into the card/cards you need and can be positioned nearly anywhere around Ike for mutable attack locations (a good example is the Naruto PSA).

Two Ike can be easily ported to anyone or you can port your Bug Ike PSA to someone.

Three the cape bones can be used to hold/control more cards or perhaps used for dice or another gambling themed weapon.

Speaking of a cape I have a similar type idea for what the original character could look like. My thought is the character is clocked by a large cape the he holds closed with one hand raised high, his other hand hidden behind the cloak, when you use an attack he moves his hand out from behind the cloak holding a card or dice (depending on the attack chosen) out in front of him giving the opponent only that split second the type of attack is revealed to react.

He would do so similar animations for a couple attacks until he has the attack out in plan sight this would keep the player (possibly both players with some of the more random attacks) guessing what's coming until the moment of the strike. Also since the gambler as I'll call him is reaching for cards hidden behind his cloak he can't see them until he's drawn the cards out and by then he must play his hand for with the enemy coming its to late to try and draw again.

For some attack I would make them chargeable not in terms of power but luck, the longer you charge the attack the better the chance of drawing a good hand and devastating the enemy player.

For the final smash I might have a good idea time slows heavily and the camera goes into first person as if looking out of the gamblers eyes he then hold up 5 cards in front of his face the types of cards determine the strength of the attack. If you hit nothing he will play this hand, if your cards are crappy or you want to try your luck for a better hand hit B and he will drop these cards and draw 5 more then he will play these no matter what. So you have to chose play an ok hand or risk getting a worse hand in hopes of getting a better hand. (note you don't need to make 5 different kinds of cards you can just mix and match a with 2 or 3 cards to form a total of 5.
This would be only the start of the final smash getting the cards would either determine how much damage the FS would do or how many attacks the final smash does like a low card score ends the FS very early, a medium score does a good number of hits, but a high score does the entire FS. Either way I think if you got the highest possible score that the attack should be lethal (like 300% damage) but the odds of getting a perfect hand are extremely low. If your looking for names the FS could be called Ace in the Hole, or Last Gambit, or Final Draw.

I'm just trying to help yah out with some ideas you may like some of my ideas or none of them, but I'm not trying to tell you how to do your PSAs. Anyways good luck.

I'm not aiming for a Gambler Type of Character. I'm aiming for a Luck-Based Character... lol. I don't want the character literally using Cards and Dice to Attack. They just determine the effects of the attack he'll do.


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: JamietheAuraUser on November 18, 2013, 09:46:24 PM
Prolonged GFX are caused by the time-slowing effect used to stop the foe from just walking out of the crate's range. As such, they are unavoidable. With that in mind, I would recommend a slightly more sideways-ish camera angle, along with slightly more distance as well. As is, Shinda herself takes up half the field of view, while time-slowed slash effects take up the other half.

While having a separate dodge animation makes sense, the fact is that a foe can dodge it easily simply by falling past her when she intercepts them. Unlike with Marth's, a perfectly timed airdodge or fastfall is completely unnecessary. What I would recommend, then, is that instead of adding a hitbox to the dash, you make the initial slash come out just a little faster.

By the way, did you notice the part where I pointed out that the camera event ends after the intangibility does? That's kind of a big issue.

Regarding Gunslinger Samus, as well: When I recommended that her stance needed to be changed for Side Tilt and suggested having one of her legs flat against the ground, I meant her back leg. It still looks weird and spidery and messed up.

Oh yeah, also, that glitch where she sometimes freezes completely in her flinch animation when attacked? I had that happen to me after being hit by the Excitebike Assist Trophy a few times in rapid succession. If she dies while in that state, such as, for example, the player deciding to SDI past the blast line in order to end the effect, the KO never registers properly and she never respawns. The blast line and death quote work as normal, and her percentage shatters as normal, but her stock count doesn't decrease. It would appear that the only way to break the effect, then, is for the frozen player to be grabbed, pummelled, and thrown.


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: ABloodyCanadian on November 18, 2013, 10:14:59 PM
By the way, did you notice the part where I pointed out that the camera event ends after the intangibility does? That's kind of a big issue.

I'm pretty sure I had Body Collision Events to prevent that... I could double check.

Oh yeah, also, that glitch where she sometimes freezes completely in her flinch animation when attacked? I had that happen to me after being hit by the Excitebike Assist Trophy a few times in rapid succession. If she dies while in that state, such as, for example, the player deciding to SDI past the blast line in order to end the effect, the KO never registers properly and she never respawns. The blast line and death quote work as normal, and her percentage shatters as normal, but her stock count doesn't decrease. It would appear that the only way to break the effect, then, is for the frozen player to be grabbed, pummelled, and thrown.

That issue is still beyond me sadly... It could be a BrawlBox thing.


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: JamietheAuraUser on November 18, 2013, 10:56:25 PM
All I know was that Dark Lord Ganon used a backward dodge to escape from the final hit of Shinda's FS, then hit her while the close-up camera was still active.

As for why I'm complaining about the amount of damage the exploding crate in her FS deals, it's because I'm a perfectionist at heart and thematics mean a lot to me. When I'm considering how much damage an attack should deal, or each individual hit should deal, either for my one current project or for my moveset ideas thread, my concern is not only for balance but for the apparent relative power of each attack. If an attack that looks hard-hitting has less KB or deals less damage than an attack that appears to have less power, I consider that to be a major issue, especially for multiple hits within the one attack. For me, it's not just how much damage the jab combo deals in total, but to make sure that the finishing hit is the strongest while not making the whole combo overpowered. It's not the exact damage percentage dealt by the FS total, but that the final hit has enough power behind it to feel like a finishing blow.


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: Calypso on November 19, 2013, 02:17:46 AM
I'm not aiming for a Gambler Type of Character. I'm aiming for a Luck-Based Character... lol. I don't want the character literally using Cards and Dice to Attack. They just determine the effects of the attack he'll do.

Oh well something like that will be harder to do because its more subtle(less direct). I know its early but if cards/dice aren't doing the damage directly what type of weapon or weapons will the lucky character do? Also are the normal dice/cards or enchanted dice/spell cards, like do they unleash energy he uses for the attack or is it like two face from batman, roll a 7 head shot with a magnum 4 slug hammer to the foot, 3 I let you go.


Title: Re: A Bloody Canadian's PSA Thread - Something New? Maybe...
Post by: ABloodyCanadian on November 19, 2013, 07:11:00 AM
For a weapon choice, that would depend on the character it's over. And like I said. The Cards and Dice only determine the effects of the attack. Nothing more.


Title: Re: A Bloody Canadian's PSA Thread - Slow Progress...
Post by: ABloodyCanadian on December 05, 2013, 10:02:16 AM
Slow progress on BPM... I made like... 1 Animation while the site was down... lol...

Clearly, I'm not so motivated to Animating anymore cause it's probably the most time consuming thing ever, and my standards of animations get higher as I do it more. PSA, work I don't mind, but I can't do it without animations... That's why I'm wanting others to help me out...

So to show that I've done something, here's the Neutral Side Tilt... Yes, he will have 3 Different Side Tilts like Shinda.

(http://i.imgur.com/0vx2OKG.gif)


Title: Re: A Bloody Canadian's PSA Thread - Slow Progress... Animation help?
Post by: JamietheAuraUser on December 05, 2013, 10:44:16 AM
That's pretty good! Also, we're back! WOOT!


Title: Re: A Bloody Canadian's PSA Thread - Slow Progress... Animation help?
Post by: Akeno/Archer on December 05, 2013, 11:01:40 AM
That's pretty good! Also, we're back! WOOT!
[censored] yea!!
Slow progress on BPM... I made like... 1 Animation while the site was down... lol...

Clearly, I'm not so motivated to Animating anymore cause it's probably the most time consuming thing ever, and my standards of animations get higher as I do it more. PSA, work I don't mind, but I can't do it without animations... That's why I'm wanting others to help me out...

So to show that I've done something, here's the Neutral Side Tilt... Yes, he will have 3 Different Side Tilts like Shinda.

([url]http://i.imgur.com/0vx2OKG.gif[/url])
Looks cool, but what are you gonna do for this move?


Title: Re: A Bloody Canadian's PSA Thread - Slow Progress... Animation help?
Post by: ABloodyCanadian on December 05, 2013, 11:16:33 AM
It's one of the 3 Side Tilts he has. This is just your run off the mill Side Tilt with no special properties other than the fact that it can combo into another move. Whether it's another one of his tilts, or one his Smash Attacks or Specials.


Title: Re: A Bloody Canadian's PSA Thread - Slow Progress... Animation help?
Post by: BlueBrain on December 06, 2013, 07:55:34 AM
while it seems like a functional animation, it looks rather bland imo, try bending him a bit more overall, give the swing some emphasis by giving it an impact on his body movement, there seems to be no strength in the animation as it is, it even looks like the sword is feather-weighted...


Title: Re: A Bloody Canadian's PSA Thread - Slow Progress... Animation help?
Post by: SonicBrawler on December 06, 2013, 07:57:39 AM
i would help but

1) i have a ton already
2) i find it hard animating for others because i may have to change or redo an animation several times which gets annoying

i look forward to this psa though. hope u get an animator


Title: Re: A Bloody Canadian's PSA Thread - Slow Progress... Animation help?
Post by: ABloodyCanadian on December 06, 2013, 09:20:26 AM
i would help but

1) i have a ton already
2) i find it hard animating for others because i may have to change or redo an animation several times which gets annoying

i look forward to this psa though. hope u get an animator

You told me about this already... lol...

Yeah, I was thinking I could do some basic animations since I have already thought of how BPM is gonna look attacking, and have somebody else make it better for me. So really, you wouldn't be making any new animations, you'd most likely be fixing up the animations I've already made.


Title: Re: A Bloody Canadian's PSA Thread - More GSS ideas... Great!
Post by: ABloodyCanadian on December 13, 2013, 12:00:43 PM
Why must these ideas come to me to me now of all times...

I have a few ideas for GSS. Yes, I know that's done and over with, but I feel like I should say them...

1st). I have this idea for another thing to add to GSS' current Down Special. By pressing the shield button, she'll be able to evade mid-animation, and perform a counterattack if the player desired. The catch is that she won't switch guns by doing this. I have some Actions and SubActions to spare, so I would be able to do this.

2nd). Some New Animations. More specifically the Ground Side Special Attack, Back Throw, and Up Throw. There may be some other animations I'm forgetting, but I just want to change the ones that don't appeal to me so much.

3rd). I feel like I should tone down the Handgun Knockback a bit cause after a while, I feel like I'm getting KOs as early as 50% maybe 30% with it. It's something that's bothering me, and I feel like I should fix it.

4th). Do you think GSS should utilize grenades more? I was thinking she would have to throw one at a time before she would have to restock. Plus, I can't really make new projectiles, so they would explode in fixed positions as a result. They're slow, but powerful. My main concern is how this would effect her current style of play cause they can be used while using either gun, and it would deal both damage and knockback.

Also, yay for +30000 views!


Title: Re: A Bloody Canadian's PSA Thread - Slow Progress... Animation help?
Post by: JamietheAuraUser on December 13, 2013, 02:19:11 PM
I haven't been finding that I'm getting KOs too early as her, with one exception: her Down Throw. Against some characters such as Marth, she can gimp them by forcing them to the edge and hitting them with Down Throw, then dropping down onto the ledge to block their recovery using the resulting intangibility frames.

Other opinions about the handgun: Forward Aerial still isn't all that useful. Back Aerial is as good a kill move as ever, possibly a little too good. Forward Smash also KOs really easily, but it's pretty easy to just hit her out of it, grab her out of shield, hit her with something that has Super Armour, etc. Up Smash is pretty darn dangerous as well, scoring KOs at about 85% uncharged, but has terrible horizontal range and tends to push the foe out of it if you catch them elsewhere in the move, so while it is quick and hard-hitting, trying to set it up can leave her very vulnerable.

Aerial Side Special either needs the ability to reverse its direction on hit as I suggested earlier, or more damage with the machine gun/more knockback with the handgun. Or perhaps the handgun version needs a change in knockback angle, so it can be used to set up a KO with another move. Hit the foe with it when they try to pursue you offstage, then jump after them and KO with an Aerial.


Title: Re: A Bloody Canadian's PSA Thread - Slow Progress... Animation help?
Post by: Calypso on December 13, 2013, 03:37:22 PM
Hi for your grenade thingy when your using hand guns you throw normal grenades, when using machine guns you throw flash grenades low damage and no real knockback but gives either electric stun or shield break state, just a thought.


Title: Re: A Bloody Canadian's PSA Thread - Slow Progress... Animation help?
Post by: FOREVER365 on December 17, 2013, 12:15:09 AM
As i promised i will tell u my experience with gss lol(its been awhile) but before i explain about gss ill let you know im a very good player and if i knew how to record videos on wii i would show you :p but i am giving you the most accurate info i could possibly give and ontop of that i actually love this hack and  use it alot so thanks for ur awesome hack, i kno i wrote a paragraph but i think you may find out what your looking for if u read it but anyways heres my review of gss and my idea for the whole grenades

playing against the original characters with gss is pretty much balanced, for the bigger characters she may have the advantage, fighting against kirby is actually very hard because of his size(jigglypuff isnt an issue because she may be the same size but is weaker than kirby by far) i have used and mastered your hack and i can say without a doubt that she has only 3 knockbacks that can truley send you off the field but takes multiple times to really knock them off, the down A with the handguns shouldnt be a hard knock back but more of an attack to smash them down the cliff, plus switching between guns isnt a problem but like i said before if its possible to switch guns in the air it will give her a better advantage opposed to not having potential easy knockback move, most of her moves can be cancled by the opponent espessially pit with his shelid and link, i think that her range is good enough but maybe just her left/right A smash attack could actually hit someone, ive encountered that gss misses so much that im forced to doing the down air A attack to get damage up but in order to do that i have to grab them, i did tweak her hit percentage for that move to give her more of a balance, personally in my opinion shes pretty well set when it comes to fighting but what i think you may be looking for is make the machine guns do little to no damage but has a way better chance of hitting someone and give her a little bit higher of a knockback with her handgun. something noticable is that if im not mistaken every attack she has sends them diagonally so when she knocks them back they can fall halfway to the cliff and use their second jump and up b to get back on the stage

her potential knockbacks with hand gun if forced(meaning keep pushing to the cliff until they die)
-air left/right back A (i had to use this attack 5-8 times to get them to die
-air up A (to b honest i barely use this move unless i find an opening but usually my attack will miss or get cancled ending up in me getting knocked down or away by them)
-air down A (it works great but its usually the second shot that actually hits them and they are able to recover quickly to hit me)
-left/right foward (was actually more effective in the previous one before you updated it but now i find it really hard to perform this attack without getting hit but it does get lucky 65% of the time, ut to me its very useless at FD because it never kills them, they would be so close to the wall its not even funny but manage to live somehow with 140 damage and counting as a continuously use the move to kill them)
-up A (yea its a great move and i use it alot but i tend to miss too much resulting in me having to avoid using it at times unless they are very close to me on the ground, but with persistance this move does get me far)
-Down A (my favorite move that has great knockback eventhough i have to get their damage to a decent 140-190 to KO them with it but guarenteed to work after that damage level)

-if all else fails with handguns i just keep giving them more damage around 180-220 to make sure they will get knockbacked far enough to fall off the stage

one thing i was stunned by was you changing her shield dodge, yes this new one is more better when it comes to avoiding but preparing me for my next move was difficult on account that she has short ranged attacks but when i used ur previous versions dodge i could slip and slide around the opponent easily giving my the chance to prepare a combo but the downfall to that (which every character needs a downfall) it also gave me a higher chance of getting hit

unfortunately against other psas (non OP and lvl 9) she is usually really close to dieing first, but i did tweak one move which was the down a air  which increased her performance against psas greatly but without it...it was way to difficult

but overall if you keep practicing with her she is very easy to play with just gotta try hard when ur fighting good players or lvl 9 comp

for the grenade idea i think maybe instead of making her own grenades which i believe u said u had issues with maybe u could use the bom-bomb and chang the model or get someone else to help make a different model and change the damage and knockback for that item, (ex: tails' psa) and when she taunts she gets the bomb or maybe the smokeball to symboloize a smoke grenade idk goodluck with that one but it really is a great idea for her to use grenades :) i agree with calypso on that idea but if there is a way to make the stun grenade not stun too long, maybe 3 seconds because that could become annoying

gss is a great hack and is very fun to play with btw and i like ur animations for her
keep up the good work

1-10 score (with the use of both guns)
(Handgun only)Knockbacks-5
damage%-9
recovery-10
overall-7.3

btw something that i like to use alot and deals a great amount of damage is the left/right b and then i click A when i touch the opponent i looks cool and gives decent damage :)




Title: Re: A Bloody Canadian's PSA Thread - Slow Progress... Animation help?
Post by: Poopcorn5 on January 07, 2014, 05:49:52 AM
I'm sorry if you already answered this but I've encountered a problem with GSS. It seems that her down aerial doesn't work properly ONLY in Brawl+. Instead of playing the entire animation, it instead skips to the end and only does a singular (loud) bang in machine mode. (It's completely fine in hand gun mode.) I tried this out in Project M, and it works as it should. I've made no alterations to the PSA or Motion data. I should also mentioned that use Gecko on Hackless Wii method.

If you have a fix, I'd love to know since I LOVE GSS. Or is this a problem with the Brawl+ gct?


Title: Re: A Bloody Canadian's PSA Thread - Hire an Animator?
Post by: ABloodyCanadian on January 07, 2014, 07:33:08 PM
I'm not familiar with how Brawl+ Does things.



Okay, there hasn't been anything done as of late, I know... It's just I don't really have as much time as I used to. I've been concentrating in getting better at art, therefore, I am not really working on any PSA Hacks of the sort. I mean, I keep getting ideas, I just don't have the time, nor the motivation to do so. My excuse? Animation. As I've learned to make better ones (even though they aren't really up to some standards of other people), it's gotten tedious and time consuming for me. I just can't find myself opening BrawlBox to animate so much anymore. It somehow lost it's novelty for me. However, I still feel satisfaction for making a new PSA Hack, and even more so if it does somewhat well (Thank you GSS), It's the PSA work I don't mind doing which is essentially changing values and Events, and see how it works, and I even found amusement in troubleshooting my own problems.

Long story short, I think I'm gonna have to hire an Animator if I wanna get things done. I don't know too many people here who have free time to animate for me, but oh well...


Title: Re: A Bloody Canadian's PSA Thread - Hire an Animator?
Post by: JamietheAuraUser on January 07, 2014, 08:14:28 PM
Speaking of GSS, though:

Grounded Final Smash appears to not have intangibility. Which isn't normally an issue, unless your FS hits an explosive box or smart bomb, or you run into a spring midway through the animation.


Title: Re: A Bloody Canadian's PSA Thread - Hire an Animator?
Post by: Kagemaru on January 07, 2014, 10:36:50 PM
When you say 'hire'

What does that entail?


Title: Re: A Bloody Canadian's PSA Thread - Hire an Animator?
Post by: ABloodyCanadian on January 07, 2014, 10:42:28 PM
I'm not paying anything mind you, lol. I just want somebody to do the animations for me, cause it's grown tedious and time consuming for me.


Title: Re: A Bloody Canadian's PSA Thread - Hire an Animator?
Post by: DrunkRussian on January 08, 2014, 01:21:49 PM
You just need to start a team like I did man
I tried doing the animations but they weren't to your standards so I was just wasting my time


Title: Re: A Bloody Canadian's PSA Thread - Hire an Animator?
Post by: Kagemaru on January 08, 2014, 02:02:31 PM
I'm not paying anything mind you, lol. I just want somebody to do the animations for me, cause it's grown tedious and time consuming for me.

Same for me really, but I'm willing to trade.

You're a competent PSAer, so I'd do some animations for you if you PSA'd the stuff I don't wanna PSA. Or cant... I'm only halfway decent at it anyway.


Title: Re: A Bloody Canadian's PSA Thread - Hire an Animator?
Post by: ABloodyCanadian on January 08, 2014, 02:59:34 PM
Considering that I have 5 A/A Tutorials, maybe. But I'm still unsure as to how some people do stuff, so I still have ways to go. If what you want is within my abilities, sure.

I mean, It's not my kind of thing to make PSAs based on actual characters, and I like having more freedom as to what I make, but it's still PSA Work.


Title: Re: A Bloody Canadian's PSA Thread - Hire an Animator?
Post by: Kagemaru on January 08, 2014, 03:10:36 PM
Your skills exceed my own, and I'm not very motivated to psa since its horribly tedious and boring.

I think we'll work out fine.

Shoot me list of stuff you need animated, and I'll shoot you a list of stuff I need PSA'd.


Title: Re: A Bloody Canadian's PSA Thread - Hire an Animator?
Post by: ABloodyCanadian on January 10, 2014, 02:11:37 PM
To anyone that wants to contribute, here's the list of things I need animated (https://www.dropbox.com/s/z4231kcfjb8dbdb/Moveset%20List.txt). Since it's posted on DropBox, I can update it anytime without changing the actual link!

Anyone that submits things that'll be used in the initial release will be collaborated.


Title: Re: A Bloody Canadian's PSA Thread - Anyone can contribute!
Post by: Kagemaru on January 10, 2014, 06:34:08 PM
:/

You already trying to get out of owing me a favor?

At any rate, I dropped in here to post that I'm animating BPM and that I'm streaming it.

https://secure.join.me/579-838-266


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: ABloodyCanadian on January 30, 2014, 09:59:12 AM
Surprise!

I decided to get back into the groove of things by giving Scarlet Fighter a New Moveset! But the 1st thing I'm gonna have to do is redo all the Animations.

(http://i.imgur.com/IKg7jQE.gif)


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: Akeno/Archer on January 30, 2014, 11:01:50 AM
Surprise!

I decided to get back into the groove of things by giving Scarlet Fighter a New Moveset! But the 1st thing I'm gonna have to do is redo all the Animations.

([url]http://i.imgur.com/IKg7jQE.gif[/url])
Wow... You improved her running animation in a badass way!


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: JamietheAuraUser on January 30, 2014, 11:22:10 AM
Looks pretty darn good!


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: BlueBrain on January 31, 2014, 08:40:58 AM
you should make her torso move a bit though, it looks pretty static.

when you move your left leg forward, your torso bends to the right to maintain balance, same for the right step, other than that it looks pretty fluent.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: ABloodyCanadian on January 31, 2014, 02:21:06 PM
I'm almost done the Basic Movement Animations. Just missing the Dodge Animations. I would like to hear from you guys what you think the new Scarlet Fighter Moveset would be like. I only have a few attacks planned, but not everything is set in stone as to how she'll play.

I have this idea where she can access a Special Mode when at a certain Damage. During this mode, her attack properties are doubled, and is able to attack at a faster rate. However, she gains 20% when activated, and will turn off once she gets hit.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: Akeno/Archer on January 31, 2014, 02:39:03 PM
I'm almost done the Basic Movement Animations. Just missing the Dodge Animations. I would like to hear from you guys what you think the new Scarlet Fighter Moveset would be like. I only have a few attacks planned, but not everything is set in stone as to how she'll play.

I have this idea where she can access a Special Mode when at a certain Damage. During this mode, her attack properties are doubled, and is able to attack at a faster rate. However, she gains 20% when activated, and will turn off once she gets hit.
Well... If I had to say something about SF Zelda, I would say... Give her some kind of Ground Mastering. Like... With the mode you say (which is really interesting), she'll be a pain for all her enemies on the ground, and something like one or 2 killing moves in the air...
What moves did you already do for her?


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: ABloodyCanadian on January 31, 2014, 02:40:46 PM
The Jab, some of her Tilts, and the Down Air which is still a Meteor Smash, but Animated differently.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: Akeno/Archer on January 31, 2014, 03:13:38 PM
The Jab, some of her Tilts, and the Down Air which is still a Meteor Smash, but Animated differently.
Ok. If you take suggestions, here are mines :

Ground B - Smash 'n Burn : Zelda spins horizontally, hits the enemy once with her elbow, and if you hit B again after hitbox connected, she starts kicking her opponent with fire effects (Think about Fox's Attack100, but not infinite), then finish him with her fist.

Air B - (don't have a fancy name for one...) : Zelda smash her opponent with her knee (C. Falcon reference...) and strikes him with her fist, sending him flying diagonally downward.

Side B - Climbing combo : Works like your previous Side B, except that she kicks the enemy, then hits him with an uppercut, sending him in the air, follows him. You can interrupt it in air. If you don't, she slams him down with both her fists, hammer style.

Air Side B - Fiery descent : She hits her opponent, goes behind him, slams him on the ground with her hand (a bit like Luigi's F-air), then (if not interrupted) she chases him and slams her feet onto him with fire damages.

Up B : No ideas yet

Well, I said everything I could come up with... Tell me if one of these moves is interesting...


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: Calypso on January 31, 2014, 03:17:26 PM
I think it would be really cool if when SF Zelda's in the powered up mode if you made it so she runs faster.

If she can move around faster like that, it would make it feel like the opponent can't distance himself from her so once she's gotten close to you using ranged attacks like Pits bow to knock her out of the special mode won't be a real option.

This would feel cool as the opponent would have to resort to close ranged attacks to end her special mode. But SF Zelda would have the advantage up close like that, with will make player two feel desperate to end SF Zelda's special state before she can get close.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: ABloodyCanadian on January 31, 2014, 08:43:29 PM
Another Animation... Much better than the old Backward Dodge... lol

(http://i.imgur.com/LyC0ckC.gif)

And in Half Speed just in case...
(http://i.imgur.com/Tgub6wX.gif)


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: Akeno/Archer on February 01, 2014, 08:49:50 AM
Another Animation... Much better than the old Backward Dodge... lol

([url]http://i.imgur.com/LyC0ckC.gif[/url])

And in Half Speed just in case...
([url]http://i.imgur.com/Tgub6wX.gif[/url])
I like.
Just her left leg looks a bit stiff...


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: BlueBrain on February 01, 2014, 12:51:22 PM
i'd bend her back further backwards, making more of an arch, i think it's important to look at real people doing this kind of stuff and analyzing their movments in order to make the animation top quality


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: Kyouma on February 21, 2014, 09:38:23 AM
I'm having problems with the gunslinger samus psa: I think ive followed the steps you wrote on the .txt you added and yet the zero samus I want to make it compatible for is still crashing (I also wanted to replace the gun and it crashed, yet I tested it again with the model without replacing the gun model and still crashed)


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: ABloodyCanadian on February 21, 2014, 09:48:05 AM
I'll have you know that none of my PSA are originally meant to be ported over other characters with the files I provided. Whatever character I work on is the character it goes over. If you want to put it over someone else, you'll have to consult somebody else. Though I think either SonicBrawler or Leon Exodio have made progress in doing that already.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: Kyouma on February 21, 2014, 11:08:16 AM
I am talking about a Tomoe Mami new import I made with ZeroSamus boneset and all (Dont get confused with the other thread I made, thats something else)
And I want to make her compatible with that PSA because I see you edited some things on it (since it keeps crashing whenever I test it with the PSA)


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: Akeno/Archer on February 21, 2014, 04:02:25 PM
I am talking about a Tomoe Mami new import I made with ZeroSamus boneset and all (Dont get confused with the other thread I made, thats something else)
And I want to make her compatible with that PSA because I see you edited some things on it (since it keeps crashing whenever I test it with the PSA)
Weird... I used her for awhile with GSS and I don't recall having any freezes...
Wanna have the files I used?


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: Kyouma on February 21, 2014, 05:44:43 PM
oh my god lol
Im talking about an own import by myself for that PSA which caused freeze


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: ABloodyCanadian on February 21, 2014, 05:50:21 PM
It's probably a filesize thing. Though importing the Gun and removing the Unused Animations should lower the filesize of the Character.pac/pcs.

Keep in mind that each character has a Max Filesize Limit. And Samus and ZSS filesize limits are actually combinative. Knowing you, you probably have many model imports so if you have any hacks for both characters, try removing some and see if that works.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: Kyouma on February 21, 2014, 06:08:42 PM
The thing in question is that it doesnt freeze with the regular zerosamus, but it does freeze with your PSA and I really feel your psa fits the character very good, why I haven't gave up


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: SilverBaretta on February 21, 2014, 07:32:56 PM
Hey BC, this is sort of a weird request, but I've really been enjoying your Gunslinger Samus PSA. I was wondering; do you want an HD video of it in action for the Vault entry? I can record it straight out of Wii U upscaling, but it would be your call to use the footage I create, of course.


Title: Re: A Bloody Canadian's PSA Thread - Scarlet Fighter Redux
Post by: JamietheAuraUser on February 21, 2014, 10:47:55 PM
The thing in question is that it doesnt freeze with the regular zerosamus, but it does freeze with your PSA and I really feel your psa fits the character very good, why I haven't gave up
The filesize limit for the Fitcharacter00.pac and the FitcharacterMotionEtc. files is cumulative. It's entirely possible to get a freeze as a result of that.

Additionally, the filesize limit for the fitcharacter.pac and Fitcharacter00.pcs is also cumulative, and you can get a freeze as a result of that too. Especially for Samus and ZSS, since the file size limits are cumulative for the two of them.

i'd bend her back further backwards, making more of an arch, i think it's important to look at real people doing this kind of stuff and analyzing their movments in order to make the animation top quality

I've seen real people do that kind of stuff. While some female gymnasts tend to arch their backs more doing that kind of thing, male gymnasts tend not to, and it actually looks perfectly reasonable as is.


Title: Re: A Bloody Canadian's PSA Thread - Back on my B-Day
Post by: ABloodyCanadian on July 09, 2014, 11:23:36 AM
Been a while, hasn't it...

So, in an attempt to get back to Brawl Modding, I'm gonna make an update to Gunslinger Samus. Fixing up some derpy animations, replacing some of her attacks that aren't working for me, and adding new features and tidbits overall. And yes, Custom SFX for her guns is among one of them.

Here's some work that I've done already.

(http://fc00.deviantart.net/fs70/f/2014/190/e/f/brawlboxanimation0_by_abloodycanadian-d7px574.gif)(http://fc01.deviantart.net/fs71/f/2014/190/2/7/brawlboxanimation1_by_abloodycanadian-d7px5dj.gif)(http://fc03.deviantart.net/fs70/f/2014/190/a/c/brawlboxanimation2_by_abloodycanadian-d7px611.gif)(http://fc08.deviantart.net/fs70/f/2014/190/9/b/brawlboxanimation3_by_abloodycanadian-d7px6qu.gif)(http://fc05.deviantart.net/fs70/f/2014/190/6/4/brawlboxanimation4_by_abloodycanadian-d7px7de.gif)(http://fc04.deviantart.net/fs71/f/2014/190/f/7/brawlboxanimation5_by_abloodycanadian-d7px7zg.gif)(http://fc05.deviantart.net/fs71/f/2014/190/4/2/brawlboxanimation6_by_abloodycanadian-d7px8vv.gif)

No, I'm not using Maya, cause I can't be bothered to import everything... lol...

Hows that for a B-Day Gift... for myself... lol...

If there's anything you'd like to address about GSS, now would be a good time.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: Renova on July 09, 2014, 01:17:32 PM
I love GSS. she's my favorite on the vault. I've learned to utilize all her moves and I find her extremely fun.

I don't think her gun switch (down b) works in the air though.

Any hope of a Scarlet fighter update?

But most importantly, welcome back and. Happy Birthday!


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: JamietheAuraUser on July 09, 2014, 01:43:42 PM
Gun switch can be started in the air, but you have to land partway through for it to work. The part where she spins in place only works if she's on the ground when it reaches that point in the animation. Otherwise, it's just an aerial taunt, lolz.

Also, I managed to put a voice clip on her Final Smash right before the grenade without BrawlBox breaking anything! And one on her GuardDamage, too, along with a variable that clears itself during GuardOn. So now she taunts you when she shields your attack, lol. ("That's an attack?")


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: ABloodyCanadian on July 09, 2014, 02:27:36 PM
I don't think her gun switch (down b) works in the air though.


That was intentional, otherwise it would be too easy to change guns. You'd have to land halfway through it in order for it to work.

Any hope of a Scarlet fighter update?


I'm gonna take things slow. Scarlet Fighter will eventually be updated, but at the moment, no.

But most importantly, welcome back and. Happy Birthday!


Thank you kindly!



So, some of you guys may have noticed, but there are some new animations that you have yet to see in GSS' Moveset...

(http://fc04.deviantart.net/fs71/f/2014/190/f/7/brawlboxanimation5_by_abloodycanadian-d7px7zg.gif)
(http://fc05.deviantart.net/fs71/f/2014/190/4/2/brawlboxanimation6_by_abloodycanadian-d7px8vv.gif)

This is a new thing that'll happen with her Down Special. Press the shield button before changing guns, and you'll perform a forward roll. If the button remains held however mid roll, you'll be able to perform another flip, and shoot any opponents that may be close. Just note that doing this will not change guns, and is only an evasive maneuver if somebody happens to get close during The Down Special.

The rest of the animations are simply just revamps of the moves she has before. See if you can figure out which is which...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: JamietheAuraUser on July 09, 2014, 02:41:19 PM
Her evasive attack string is gonna be really frickin' godly now, with the addition of that new special move. She'll be able to go Dash Attack > SideB + Extension > DownB + Full Extension > UpB + Extension.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: Archer(AkenoS3) on July 09, 2014, 05:38:43 PM
You give us epicness the day of YOUR birthday xD
Awesome present, man! I shall give you a second one. Though it'll be a bit after your birthday!
Guess what it is? No? I'll keep it a secret :p


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: JamietheAuraUser on July 09, 2014, 06:10:04 PM
Oh, also, one of GSS's feet seems to be stretching or something in that run animation. Just thought you should know.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: Archer(AkenoS3) on July 09, 2014, 06:51:40 PM
Oh, also, one of GSS's feet seems to be stretching or something in that run animation. Just thought you should know.
Honestly, I saw it, but I think it's not a problem. A foot can strech like this during a run.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: ABloodyCanadian on July 10, 2014, 01:06:17 AM
So, I still have 2 Unused Actions, and 9 Unused SubActions for Specials. Meaning I am able to add more to her current Moveset if I wanted to... lol... I do intend on using these unused spaces, but the question is how will I go about doing it...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: JamietheAuraUser on July 10, 2014, 02:21:35 AM
Honestly, I saw it, but I think it's not a problem. A foot can strech like this during a run.
The bigger issue there is that this means the run animation is uneven. And not just that it's uneven, but that it's uneven in a really weird way.

On the subject of GSS feedback overall: It's an awesome PSA. That movement speed glitch when firing a Super Scope/firing a Ray Gun/holding a Cracker Launcher ought to be fixed, however.

DThrow > short hop > DAir > DSmash > NB is a really good combo, as you mentioned. It also works with FSmash instead of DSmash > NB, and in fact does more damage that way. But FSmash is a really good kill move when using pistols, so I tend to want to keep it fresh.

Dash Attack > SideB + extension > UpB + extension is a nice, fairly safe damage-building chain. She moves a lot during it, which makes it hard for the foe to pin her down, and she has intangibility at two different points in the chain, along with a really low stance during the dash attack. I say "chain" because it's not a true combo, of course.

Her crawl seems really good. I know it's just the same as ZSS's crawl, but somehow it works wonders for GSS's playstyle. Just being able to shrink your hurtbox way down helps GSS sneak through projectile camping tactics that can really irritate her. And then when you get close enough, either use Up Special or go for SideB into Dash Attack, then the attack string listed in the above paragraph.

Aerial SideB's extension would really appreciate the ability to reverse it after the confirmation hit. It's an idea that was brought up earlier in the thread, and one I think would help that move considerably. Especially since it's easiest to land when pursuing a foe who's already been hit or who is running away, but will frequently send you to a Self-Destruct if you actually do so. Being able to reverse it, so she can flip back to the stage instead of out and away from it, would help that problem immensely.

Forward Aerial with pistols still doesn't chain its multiple hits very well, and the final hit still has nowhere near enough KB considering the current difficulty of landing it. It doesn't help that the attack takes long enough that it can't be executed with a short hop. I'd say the final hit ought to be on par with her Back Aerial in terms of KB, and/or it ought to link better overall. Whether that be through knockback adjustments or simply speeding up the move so it can be executed from a short hop doesn't matter, as either will work. It's definitely a very situational attack as is, and in most situations where you can use it there's a better option available.

Down Aerial with machine guns really doesn't need the hitbox extending all the way to the tips of her feet, if you ask me. In fact, her body shouldn't have hitboxes on it at all during that move. Just on the guns and over their range to the distance it currently reaches.

On another note, many of her attacks with the machine gun behave oddly with time manipulation events. In particular, GSS's FTilt + Deadpool's DownB = Deadpool taking twice the damage he should instead of countering. I'm guessing that's due to rehit rate.

And on the subject of her attacks' range, an interesting real-life tidbit: I read somewhere that a Hollywood-style blank can still injure out to a range of two metres.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: ABloodyCanadian on July 10, 2014, 11:22:42 AM
The bigger issue there is that this means the run animation is uneven. And not just that it's uneven, but that it's uneven in a really weird way.

On the subject of the running animation, I went frame by frame with it, and I didn't see any stretching of the feet. So I'm hoping that the preview is giving us a false interpretation...

DThrow > short hop > DAir > DSmash > NB is a really good combo, as you mentioned. It also works with FSmash instead of DSmash > NB, and in fact does more damage that way. But FSmash is a really good kill move when using pistols, so I tend to want to keep it fresh.

I plan to make it so the Down Throw can't lead to long combos too much. But I still want the Down Throw to do what it does. But I want to eliminate the Long Combo Potential.

Aerial SideB's extension would really appreciate the ability to reverse it after the confirmation hit. It's an idea that was brought up earlier in the thread, and one I think would help that move considerably. Especially since it's easiest to land when pursuing a foe who's already been hit or who is running away, but will frequently send you to a Self-Destruct if you actually do so. Being able to reverse it, so she can flip back to the stage instead of out and away from it, would help that problem immensely.

That isn't a Bad Suggestion. Gives me a reason to use another SubAction.

Down Aerial with machine guns really doesn't need the hitbox extending all the way to the tips of her feet, if you ask me. In fact, her body shouldn't have hitboxes on it at all during that move. Just on the guns and over their range to the distance it currently reaches.

I was unaware that the hitbox of the Down Air Extends to her feet. I'd say it extends to her waist at most, but to her feet is kinda ridiculous... lol...



Something else I may do is send a Download Link to certain People that could try out this incomplete version of GSS. I'll be making updates on it whenever. Anybody interested may PM me or post here.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: Archer(AkenoS3) on July 10, 2014, 07:45:56 PM
Well, you know you can count on me for that! I'll try to get you something this morning... or this noon. Other than that, I won't be able to play until Saturday night. Maybe even until Sunday...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: JamietheAuraUser on July 10, 2014, 08:20:13 PM
Eh, it's entirely possible that the only reason DAir's hitbox extends all the way up to her feet is because of the character model I was using. Maybe it had screwed up bone placement in some areas that didn't affect overall performance.

Also, did anyone ever pinpoint the cause of that really weird glitch where she sometimes freezes on the first frame of flinch? It's only happened a few times, but it's kinda irritating when the CPU gets stuck like that and uses Smash DI to hide under the stage.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: ABloodyCanadian on July 10, 2014, 08:40:14 PM
I can only assume it's a BrawlBox thing, cause the only thing I'm doing with BrawlBox is setting up her 2nd Gun, make her grabs work properly, and decrease the filesize by removing any events I'm not using.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: JamietheAuraUser on July 10, 2014, 08:51:07 PM
Also, yeah, that really long combo with DThrow needs to go. The damage depends on the opponent's size and weight, and presumably a little on their DI as well, but I managed to deal 36% to Ganondorf with the DSmash > NB variant and 37% with FSmash > NB. Though I'm not convinced FSmash > NB is actually inescapable. The main reason it does so much damage is the inescapable link from DThrow to short hop DAir.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: ABloodyCanadian on July 25, 2014, 01:58:39 PM
Just to keep y'all updated, I'm still working on the update. I just haven't been able to during the past week, with school and everything. Wondering if any of y'all are interested in Live testing this Update in Progress. Message here or PM me, and I'll PM you to a Dropbox link of the WIP Moveset.

Also, ideas for a new Moveset have been coming up...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: Archer(AkenoS3) on July 25, 2014, 02:00:45 PM
You know someone here can test... Jussayin'
(http://i895.photobucket.com/albums/ac155/MelchiaX/Type-Moon/3fdff228.gif)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: JamietheAuraUser on July 25, 2014, 02:13:18 PM
I still vote for Blade Prince Marth happening eventually. Random floating attack swords of magicalness sound like a good idea.

Also, I keep meaning to post screenshots of how stupid actual ZSS looks when using GSS's machine gun NSpecial on the ground. Substitute her with a more anime-style character (like for example, that one actually good Miku Hatsune hack) and the pose looks decent. But really, ZSS is insufficiently anime for that NSpecial to look like anything other than stupid fanservice. (ZSS doing a butt-and-bust pose? Really?) Her old NSpecial animation looked more professional, even if it had insufficient endlag.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: ABloodyCanadian on July 25, 2014, 02:22:06 PM
Also worth noting that this new idea is also Combo based, but not as technical as BPM, and leans more on the broken side of movesets.

I'll have to see that screen shot to make sense of what you're saying... lol...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: JamietheAuraUser on July 25, 2014, 02:31:25 PM
Unfortunately, that screenshot isn't happening for about a week, as I'm off visiting relatives right now and don't have access to my Wii until I get back. (Or my SD card and all the screenshots already on it. /fail)


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: Archer(AkenoS3) on July 25, 2014, 02:59:42 PM
I use Mami-chan with her... And also the CPU Goddesses... lol...
I'll test her in a moment... I first need that my family leaves the TV.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: ABloodyCanadian on July 26, 2014, 01:11:53 AM
So the only thing I managed to do today was make a rough Animation of her new Forward Dodge... Half of it taken from her Down Special Escape... Still ain't using Maya... lol...

(http://fc05.deviantart.net/fs70/f/2014/207/6/9/brawlboxanimation7_by_abloodycanadian-d7sba9b.gif)
I'll probably fix this later, but I want to get a working moveset 1st.

I also started animating her 3rd Jab Animation. Hopefully this one will be more functional... lol...


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: Large Leader on July 26, 2014, 09:33:05 AM
I would think that the right arm, after standing up, would be further away from her body. But that's my opinion.


Title: Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update
Post by: ABloodyCanadian on July 27, 2014, 10:28:08 AM
Bad news...

My PSA Editable Version of the FitSZerosuit.pac file can no longer open in PSA, meaning I have to Redo the PSA from the previous version if I want to make more progress on it. I'll say that this kinda ticked me off, and brought my motivation down, so...

Scratch that, the one from V1 is only editable in BrawlBox... So guess what, I have to redo the ENTIRE FitSZerosuit.pac file...

With that said, I'll leave you guys with a choice. Do you want to see Blade Prince Marth Happening, or do you want the GSS Update 1st...


Title: Re: A Bloody Canadian's PSA Thread - Poll Updated!
Post by: Yuuki Terumi on July 27, 2014, 11:44:24 AM
Try BrawlBox v0.67b it lets you PSA and model.


Title: Re: A Bloody Canadian's PSA Thread - Poll Updated!
Post by: ABloodyCanadian on July 27, 2014, 11:54:13 AM
That's not the problem. The fact that I don't have a PSA Editable Version of the file means I'm down the road to ruin if I keep editing in BrawlBox. I know I can make edits in BrawlBox, but then with how it tends to break characters, I'm limiting myself.


Title: Re: A Bloody Canadian's PSA Thread - Poll Updated!
Post by: JamietheAuraUser on July 27, 2014, 02:00:28 PM
I've heard that it usually doesn't screw up as long as you close and reopen after every save.


Title: Re: A Bloody Canadian's PSA Thread - Poll Updated!
Post by: Large Leader on July 27, 2014, 02:16:44 PM
I've heard that it usually doesn't screw up as long as you close and reopen after every save.

I've never had to do anything like that.

Never gotten a corrupt file either. Every time I think it's corrupted it's either because it was edited in PSA or because I have a separate instance of BBox open and I want to save.


Title: Re: A Bloody Canadian's PSA Thread - Poll Updated!
Post by: Mortimer on July 27, 2014, 03:00:53 PM
I've never had to do anything like that.

Never gotten a corrupt file either. Every time I think it's corrupted it's either because it was edited in PSA or because I have a separate instance of BBox open and I want to save.

If you are right about the psa, that's good news because we would know when to prevent ourselves about the file corruption.
Still, I've made 6 final smashes and a whole psa in brawlbox, and they would all crash like 70% of the times I saved the file more than once without closing brawlbox. They have all been edited in psa before that, though. But as long as you don't edit any of the characters that always crash in brawlbox, like Samus (don't know about zaro), there shouldn't be any problems, no matter what you edit on the file.


Title: Re: A Bloody Canadian's PSA Thread - Poll Updated!
Post by: ABloodyCanadian on August 04, 2014, 12:00:21 PM
One Week later, the results show that more people want Blade Prince Marth to become a thing, so I will comply!

I'll probably Redo and rethink some of the animations I've already done since my standards have somewhat increased.

Is there anything worth discussing regarding this?


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: Archer(AkenoS3) on August 04, 2014, 02:49:22 PM
Depends... Do you have all the moves planned?


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: ABloodyCanadian on August 04, 2014, 03:23:16 PM
For the most part, yes, but I'm willing to make changes to the moveset. I've already discussed the Combo System (http://forums.kc-mm.com/index.php?topic=54652.msg1192783#msg1192783) already, and I think everybody was good on that front.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: Nebulon on August 22, 2014, 10:07:44 PM
Gunslinger Samus is one of my favorite PSAs of all time. By chance, has anyone ported her to another character? I'm a Brawl Exer and really wanna use her. :) I can even give you (Bloody Canadian) a GFX fix for her too, where the GFX are loaded from an enemy ef file so that they don't conflict with the actual Zero Suit Samus.

Or... is it still just over Zero Suit Samus?


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: ABloodyCanadian on August 22, 2014, 10:56:28 PM
Leon Exodio was gonna port her over Fox I think. I recall ZSS not supported for BrawlEx. You may want to contact him about it.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: Nebulon on August 22, 2014, 11:09:47 PM
Leon Exodio was gonna port her over Fox I think. I recall ZSS not supported for BrawlEx. You may want to contact him about it.

Unfortunately, neither is Fox lol


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: zutox on August 23, 2014, 08:25:26 AM
Gunslinger Samus is one of my favorite PSAs of all time. By chance, has anyone ported her to another character? I'm a Brawl Exer and really wanna use her. :) I can even give you (Bloody Canadian) a GFX fix for her too, where the GFX are loaded from an enemy ef file so that they don't conflict with the actual Zero Suit Samus.

Or... is it still just over Zero Suit Samus?

I second this, Gunslinger Samus is one of the more special and unique PSA works you can find on the vault. I'd also love to see her ported onto a portable character for brawlex :)


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: spiritpyros on August 23, 2014, 04:23:50 PM
Why not try Marth or Ike


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: zutox on September 07, 2014, 05:26:36 AM
If you are not updating GSS anymore, could you at least fix her freeze issue?
She doesn't make the game freeze, but she herself freezes, often in mid-air and serves as a motionless punching bag for the rest of the characters. It's impossible to get her to move again once she has frozen. It's like time stopped for her.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: GameAndWatcher on September 07, 2014, 07:50:40 AM
If you are not updating GSS anymore, could you at least fix her freeze issue?
She doesn't make the game freeze, but she herself freezes, often in mid-air and serves as a motionless punching bag for the rest of the characters. It's impossible to get her to move again once she has frozen. It's like time stopped for her.
I know, man.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: ABloodyCanadian on September 07, 2014, 08:57:56 AM
Try as I might, I honestly don't know the cause of this. If anybody can hit me up on that, I'll do it. But for now, it'll remain as is...

As far as BPM Progress is, no progress has been made since I still have school to worry about. But since the break is coming close, I hope I could spend some time on the Animations. Assuming Art I owe doesn't kill me, my goal is to get the animations done by the time I start the next quarter, which is about 4 weeks from now. I feel like making his Combo and Extra sword system could prove interesting...

Of course, anyone willing to help out with animations is more than welcome to. I'll be re-writing the moveset txt file.


Title: Re: A Bloody Canadian's PSA Thread - Blade Prince Marth
Post by: ABloodyCanadian on January 16, 2015, 08:27:44 PM
Check poll...

I won't announce anything Official yet, but just know that something is in the works...


Title: Re: A Bloody Canadian's PSA Thread - Trying to get back into it... again...
Post by: Large Leader on January 16, 2015, 08:43:27 PM
I'm rooting for you lol


Title: Re: A Bloody Canadian's PSA Thread - Trying to get back into it... again...
Post by: spiritpyros on January 16, 2015, 09:40:29 PM
awesome I cant wait for any new mod you might make as I personally think you are on of the best at kc-mm


Title: Re: A Bloody Canadian's PSA Thread - Trying to get back into it... again...
Post by: ABloodyCanadian on January 17, 2015, 04:35:50 PM
One of the Best at KC-MM? I'm honored, but I feel like that isn't the case... lol... There are much better Brawl Modders out there, and I'm just getting back into it!


Title: Re: A Bloody Canadian's PSA Thread - Trying to get back into it... again...
Post by: zutox on January 18, 2015, 05:02:12 PM
*jumps around excitedly* :D WB!


Title: Re: A Bloody Canadian's PSA Thread - I'm doing a thing!
Post by: ABloodyCanadian on January 19, 2015, 03:31:41 PM
The 1st preview of my return!

(http://fc02.deviantart.net/fs71/f/2015/019/b/8/brawlboxanimation0_by_abloodycanadian-d8eldlf.gif)

New Wait Animation, done in Maya! Sadly, Maya can't properly make control Rigs for Fingers (At least for the Skeleton Setup). And I can't get the weapon and Skirt Control Rigs to work, so Imma have to do all that in BrawlBox.

Also, yes. A Shinda remake that nobody cares about!

Credit for the model goes to Gamidame_K (http://forums.kc-mm.com/index.php?action=profile;u=19885).


Title: Re: A Bloody Canadian's PSA Thread - I'm doing a thing!
Post by: Large Leader on January 19, 2015, 03:48:15 PM
Looks to me like her feet move unnecessarily.

Either that or it's Maya screwing with you, which does happen from time to time.


Title: Re: A Bloody Canadian's PSA Thread - I'm doing a thing!
Post by: spiritpyros on January 19, 2015, 03:58:18 PM
This is amazing I was playing with shinda thinking she needed a new model and then this pops up today


Title: Re: A Bloody Canadian's PSA Thread - I'm doing a thing!
Post by: ABloodyCanadian on January 19, 2015, 04:07:27 PM
Looks to me like her feet move unnecessarily.

Either that or it's Maya screwing with you, which does happen from time to time.

Pro'lly happened while I did the Cleanup. Baking makes so many keyframes, it's amazing... Note taken, don't clean parts pinned to the ground.


Title: Re: A Bloody Canadian's PSA Thread - I'm doing a thing!
Post by: Large Leader on January 19, 2015, 04:28:13 PM
What I do is that I don't clean in Maya, I just use the clean function in BBox.

Usually does the trick for me.


Title: Re: A Bloody Canadian's PSA Thread - I'm doing a thing!
Post by: ABloodyCanadian on January 19, 2015, 04:39:43 PM
I guess that works too. Noted for next time.


Title: Re: A Bloody Canadian's PSA Thread - I'm doing a thing!
Post by: KingJigglypuff on January 19, 2015, 06:21:03 PM
Don't use the Smart Bake function when baking your animations in Maya.


Title: Re: A Bloody Canadian's PSA Thread - I'm doing a thing!
Post by: Large Leader on January 19, 2015, 07:12:06 PM
Don't use the Smart Bake function when baking your animations in Maya.

This also.

Messed up A LOT of my animations in Maya.

Thank the lord for Jiggy :V


Title: Re: A Bloody Canadian's PSA Thread - I'm doing a thing!
Post by: Ultraxwing on January 19, 2015, 07:21:22 PM
Also, a shinda remake is going to be pretty awesome. i've been looking for more original/custom characters. This is well recieved my friend.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: BlueBrain on January 20, 2015, 03:18:14 AM
the animation looks way too static for a smash context...
all characters have exagerated animations, because of the nature of the game's camera...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 20, 2015, 12:27:35 PM
the animation looks way too static for a smash context...
all characters have exagerated animations, because of the nature of the game's camera...

"Animate to the camera." I was taught. Apparently it doesn't only apply to staging and silhouettes... lol... Noted. Imma have to redo the Wait animation anyways since the model is being re-rigged at the moment.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 22, 2015, 03:46:38 PM
Took longer than I thought, but I redid the Wait Animation. I feel it's too much, but... eh... Haven't seen it in-Game yet. I'll get back to it if I need to, but I have other Animations to do.

(http://fc02.deviantart.net/fs71/f/2015/022/a/2/brawlboxanimation0_by_abloodycanadian-d8ez70l.gif)


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on January 22, 2015, 03:55:55 PM
I tell when an animation is well done if the feet doesnt move with no reason sliding in the floor
and this animation is more than awesome (Y)


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: KingJigglypuff on January 22, 2015, 03:56:08 PM
That looks much better. I can't seem to find anything you need to work on in this animation. +1


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on January 22, 2015, 05:09:15 PM
Took longer than I thought, but I redid the Wait Animation. I feel it's too much, but... eh...

In Smash, it has to be too much. Small movements are really tough to notice, speaking from personal experience ._.

That being said, good work. Looks much better imo (at least in a Smash context).


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 22, 2015, 05:30:31 PM
That looks much better. I can't seem to find anything you need to work on in this animation. +1

Non animated Right Fingers...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on January 22, 2015, 05:40:35 PM
Non animated Right Fingers...

Everybody knows that we do it last.
And then forget that we forgot to do them.

Don't sweat it lol


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: KingJigglypuff on January 22, 2015, 06:53:29 PM
Non animated Right Fingers...
Well, aside from that, I found nothing off. :V


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: BlueBrain on January 22, 2015, 07:24:29 PM
now it looks awesome
really well done animation overall


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Akeno/Archer on January 23, 2015, 10:46:01 AM
Took longer than I thought, but I redid the Wait Animation. I feel it's too much, but... eh... Haven't seen it in-Game yet. I'll get back to it if I need to, but I have other Animations to do.

([url]http://fc02.deviantart.net/fs71/f/2015/022/a/2/brawlboxanimation0_by_abloodycanadian-d8ez70l.gif[/url])
Made a new model, huh? Also, that animation looks great, man!
Looking forward to see a new Shinda PSA!


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 23, 2015, 07:16:57 PM
New Walk Animation.

(http://fc05.deviantart.net/fs70/f/2015/023/4/3/brawlboxanimation1_by_abloodycanadian-d8f4e8w.gif)

It ain't done yet since I didn't animate the Fingers and the Dress. There are also issues with it I have to deal with before I can finalize it. Jittery Knees, and how the feet move. Just figured I'd show you as it is right now tho. I might consider speeding it up. My Slow computer doesn't help much... lol...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on January 23, 2015, 07:20:07 PM
Looking smooth, I like it.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on January 23, 2015, 08:07:41 PM
walk/run animations are the hardest ones.. and this is excellent!


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 25, 2015, 12:06:23 AM
What could be the finalized version of the Walk Animation.

(http://fc05.deviantart.net/fs70/f/2015/024/c/e/brawlboxanimation2_by_abloodycanadian-d8fax5s.gif)

Now, I'm finally getting to try out what I got in-game, but the Motion File I have keeps crashing the game. Pro'lly cause I did the Animations in Maya. Anybody know how I can fix this issue?



nvm. It was a Filesize issue. I reduced the size of one of the textures, and it did the job.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: KingJigglypuff on January 25, 2015, 09:54:38 AM
Make sure you clean any animations you make in Maya after importing them into BrawlBox.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 25, 2015, 09:57:22 AM
I do it in BrawlBox, which gets rid of most unused Keyframes. If I need to, I can remove any remaining unused Keyframes in BrawlBox.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on January 25, 2015, 10:20:46 AM
I realized that every single bone that's actually used (for example, an arm bone is animated. Then it's baked in maya and imported into bbox), every single frame is a key frame. Even after cleaning it.

At which point, you could go through and start removing keyframes individually (but who the hell wants to do that for a 100+ frame animation and for ten different bones?).

I'd do that, but BBox's interpolation gives me trouble no matter what I'm doing. So I've resorted to just dealing with it.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 25, 2015, 10:24:46 AM
That is why you change the "Sample by" Value to a higher Number. The Higher the number, the less Keyframes it'll make. But I'm sure you know the tradeoff by doing so.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on January 25, 2015, 10:38:33 AM
That is why you change the "Sample by" Value to a higher Number. The Higher the number, the less Keyframes it'll make. But I'm sure you know the tradeoff by doing so.

I was considering putting it at 1.5 or maybe 2. But since I was replacing animations as opposed to adding them, I figured that I wouldn't need as much space as I assumed I would.

But yeah, I know what'll happen lol.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 25, 2015, 10:55:59 AM
I tend to set my Hip to 2 or 3, then have every other bone between 4-6. I think you'll be fine with those numbers.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Calypso on January 25, 2015, 02:00:30 PM
That walking animation is godly, you did an amazing job making it.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 25, 2015, 05:49:28 PM
I... Officially hate animating the dress. It goes crazy in between keys.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on January 25, 2015, 06:16:46 PM
I hope thats not my fault..


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 26, 2015, 11:43:14 AM
Nah, Peach's original model did that too. But now I have to limit myself cause I can't have her legs go too high up. At some point, the legs will clip through the skirt no matter what I do.

Ya know what, at this point, Imma do the Skirt and Fingers later. I just want working animations so I can apply Hitboxes for now.

New Run Animation. Again, no animated Skirt or Fingers...

(http://fc09.deviantart.net/fs70/f/2015/026/7/8/brawlboxanimation4_by_abloodycanadian-d8fi1av.gif)


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on January 26, 2015, 12:01:37 PM
Take my opinion with a grain of salt, I suck at running animations.

But what if her legs bent a bit more and the hip bone moved a bit down along with it?


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 26, 2015, 12:08:41 PM
No can do. Because of the Skirts Nature, I can't have the legs too close to her body, otherwise when I start animating the skirt, it'll flip out all over the place. And like I said, the skirt will clip through the legs at some point if the legs get too close to the body.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on January 26, 2015, 12:18:04 PM
Damn, oh well.

Either way, I love the animation. Maybe KJP can jump in with some critique :V


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: KingJigglypuff on January 26, 2015, 12:45:27 PM
The upper body should bob a bit more.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: BlueBrain on January 26, 2015, 01:11:13 PM
gotta agree with KJP, try bending the torso more, while compensating the bending with the shoulders, arms, neck and head.

also, if you're having clipping issues with the dress, ima ask you something about the rig, is the very beginning of the skirt rigged? cuz if not, it should probably be, to allow more movement options, and if it is, well, then idk xD


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 26, 2015, 01:22:18 PM
Gamidame_K could give you a better answer since he made the model himself. But from what I've seen, there's a little bit of leeway of unaffected areas. And some areas even curve into the corset. I'd personally hate to ask him to Re-Rig the model again cause I asked him to re-rig it 3 times already. (And it still isn't to my expectations.) I might as well redo the animations again if I had to do that.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on January 26, 2015, 03:32:06 PM
I didnt expect the skirt to be lifted up alot


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 26, 2015, 03:52:11 PM
Well, I don't want to ask you to Re-Rig it again, I've got like 4-5 Animations done already, so...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: spiritpyros on January 26, 2015, 03:58:00 PM
run animation looks pretty good aside from the already mentioned critques


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: BlueBrain on January 26, 2015, 04:05:21 PM
do you still have the .max scene?
cuz you could always ONLY edit the skirt's rig, just saying, im nobody to tell anyone to do anything anyway xD


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on January 26, 2015, 04:21:20 PM
I only have Maya on me. If you want to make changes to the model, ask Gamidame_K for the original file. Plus, I'm no Model Importer, so idk how this stuff works... yet...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on January 31, 2015, 06:33:55 PM
how has the PSA going? I will start the other alts once I finish and release shimakaze and ashley


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on February 02, 2015, 12:32:02 AM
No progress since the Run Animation which I still need to fix. I got back into the mood of drawing... lol... I'll pro'lly get back into it in the next few days. I'll pro'lly start with the actual attacks as well.

While on the subject on the actual moveset, I'd actually like to give y'all a sort of change list. Not entirely sure if the old Shinda PSA has a good balance, so I'd like to discuss buffs, nerfs, and a few new things that I'll be doing for this remake. Do note that I'm going off memory of the Old Shinda PSA. I haven't really touched Brawl Mods ever since Post Secondary was a thing, so...

Jab
A 3 Hit combo. The 1st 2 will be a Scythe spin. The 3rd Jab will be a horizontal Katana swing.

Dash Attack
A spinning Scythe attack that hits twice. Diagonally down for the 1st spin, and a sort of uppercut for the 2nd.

Side Tilt
An overhead swing with the scythe. Slightly longer startup, but has more knockback.

Upper Side Tilt
A crack at the whip that draws opponents towards you. Longer range with a bit longer startup. Doesn't trip opponents anymore.

Lower Side Tilt
An uppercut attack with the Katana that you can interrupt with a jump.

Up Tilt
An overhead Scythe swing with a hop to it. More range. Can't move around with it.

Down Tilt
Calls her kitten to trip opponents. High priority with colliding hitboxes.

Side Smash
An uppercut with the Scythe that steps forward. Only hits once.

Upper Side Smash
A double backflip. The 1st flip being intangible, with the 2nd one being a series of gunshots. Will have less range.

Lower Side Smash
A barrage of multi-hitting Katana swings. Deals more damage than the normal smash, but does not have as much kill power. It's no longer a large, bidirectional, multi-hitting, moving hitbox.

Up Smash
Swings her Umbrella, points it up, and opens it. Hits twice.

Down Smash
Cracks the whip on both sides. Loses some Damage and Knockback.

Neutral Air
Swings the Whip wildly hitting multiple times. Less Landing Lag.

Forward Air
A spinning katana attack that hits 3 times. Less Landing Lag, damage and killpower.

Back Air
Shoots the handgun from behind. Great range with the sweetspot closest to the gun. Still has horizontal momentum, but the distance it travels is less.

Up Air
Swings the Umbrella up, then opens it. Hits twice. Has upward momentum upon opening the umbrella, but you must land on the ground to get that momentum again. Otherwise, it'll be a single hit with an open umbrella.

Down Air
A downward sweep with the Scythe, with a meteor smashing sweetspot at the start of the swing. More startup lag. Hits front first.

Neutral Special
A single gunshot with long range. Slightly more knockback, and less ending lag. No longer pierces. Aerial version hits horizontally as opposed to diagonally down.

Side Special
A charge with the Katana that penetrates shields, and meteor smashes regardless if on the ground or not. Slightly less Endlag, and more range. Goes into Helpless state in the air.

Up Special
A jump while swinging the umbrella. Upwards and Backwards momentum after the jump if hit. Covers more vertical distance. Only goes into the Helpless State if the initial attack misses.

Down Special
Calls an item from the sky. Hold the button to extend the falling period. The short version can call a Crate, Smoke Ball, or Food. The long version can call a Crate, Smoke Ball or Pitfall.

Pummel
Stabs with the katana.

Forward Throw
Pushes the opponent off, then swings with the Scythe. Less Endlag.

Backward Throw
Throw Opponent behind and shoots the handgun. More Knockback.

Up Throw
Stabs opponent with the Umbrella, aims it up, and opens it.

Down Throw
Slams opponent to the ground, then calls the kitten to scratch the opponent numerous times. A falling item no longer falls down during this throw.

Thoughts? I'm thinking of a moveset that's easy on the followups. But idk 100% yet. As far as stats go, I think it'll remain unchanged. Slow Walks, Fast Run, Slow fall, Quick Fastfall.

Also, while this is still fresh, I'm thinking of giving this moveset a custom SFX. So, if anyone is willing to give their voice talents, do PM me, and we can discuss. I'm looking for a young monotone female voice, that can still somewhat express emotion.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on February 07, 2015, 07:23:07 AM
Expect a preview video within the next week. Almost done with the rough Animations for the basic movement. I just need to animate a forward Dodge, as well as running/turning animations. After that, I can get to working on the attacks.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on February 07, 2015, 07:47:28 AM
YES


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on February 09, 2015, 08:50:01 PM
So, basic movement is done! Just some stat changes, and it'll be ready to preview. Now to get to the attacks.

Since my Capture Card stopped working, I'll need somebody else to provide me with preview videos from now on. Any takers? Early access! *Cough Cough*


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: DrunkRussian on February 10, 2015, 09:35:20 AM
I can when I get home from school


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: ABloodyCanadian on February 10, 2015, 11:59:59 AM
PM'd. Have fun!


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: DrunkRussian on February 10, 2015, 01:41:01 PM
I shall! Just tell me which version / when you want me to record it and I can either upload it to my youtube and put a link or put the video on mediafire and you can put it on yours


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: ABloodyCanadian on February 10, 2015, 07:46:22 PM
I would like a preview video of what's there right now. Not attacks edited in yet. I recommend not doing any specials either... lol... Just walk, run, jump, all that Jazz.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: DrunkRussian on February 11, 2015, 02:59:45 PM
Aright, I'll record that later today,
And lol I looked at the other animations and they look really funny on that boneset


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: ABloodyCanadian on February 11, 2015, 03:47:01 PM
Gamidame_K did something to the FitPeach.pac that made it so the bones wouldn't affect the models physical proportions, so I don't have to worry about making entirely new animations for everything... Just most of them... lol...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: DrunkRussian on February 11, 2015, 07:29:55 PM
That sounds like some witchcraft lol that's why I don't like custom bonesets, lots of animations that you have to do but don't really matter


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: ABloodyCanadian on February 12, 2015, 12:02:51 AM
SSBB Shinda PSA Early Animation Test (New Model) (http://www.youtube.com/watch?v=HTivt0S-w94#ws)

1st Preview Video! Credit to BRodz (http://forums.kc-mm.com/index.php?action=profile;u=29291) for being able to do this!


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: DrunkRussian on February 12, 2015, 01:48:10 PM
Damn, guess I was too slow lol. And that thing Gamidame did to the pack seems to have worked really well


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: spiritpyros on February 12, 2015, 04:13:48 PM
shinda is looking fantastic so far. I love the model


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: Kyouma on February 12, 2015, 04:53:55 PM
yup, I am the first person who uses this thing over whole PSAs around here os I guess its something  innovative for a custom PSA
shinda is looking fantastic so far. I love the model
thanks, I worked alot on it

welp watching that vid kinda depresses me, I really rigged the skirt very bad


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: ABloodyCanadian on February 12, 2015, 05:01:18 PM
The skirt is actually the least of my concerns. Peach's normal model was just as limiting as to how much you can do before it goes all crazy. You have confirmed that 2 of the other alts will have skirts rigged to their legs cause of how short they are, so...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!!
Post by: ABloodyCanadian on March 05, 2015, 05:02:53 PM
Ugh... Animating in Maya is such a pain right now cause the HumanIK rig... Not ideal.

Would anyone be willing to make a Maya Animation rig for me? It would make animating alot easier for me. I do have an example of what kind of rig I'm looking for if you're interested.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Need a Maya Animation Rig!!!
Post by: Kyouma on March 05, 2015, 05:25:42 PM
I dont know how to rig in Maya so I guess thats out ofmy possibilities


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake: Need a Maya Animation Rig!!!
Post by: ABloodyCanadian on March 07, 2015, 05:22:40 PM
You're essentially adding Control Curves and IK/FK Handles that will be used to animate the models easier. I don't know how to properly do that yet, so I'm hoping somebody here does... You only did half of the work by rigging the bones to the model.



Managed to make a Custom Rig myself, and successfully baked it! I disliked using HumanIK, so this is better for me.

As a treat, here's something derpy I made to test out the rig, and have it work on BrawlBox.

(http://orig06.deviantart.net/fc61/f/2015/066/7/4/brawlboxanimation6_by_abloodycanadian-d8ktm7k.gif)

I'll add things on to the rig like Skirt, Hair and Fingers later. Just a test for now...

If anyone is interested I can make a Tutorial as to how to create Maya Animation Rigs, if you dislike Human IK.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on March 08, 2015, 11:17:37 AM
I'm curious to know what's the difference between this and animating in BBox. Better control of interpolation?


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 08, 2015, 11:34:26 AM
Well, for one, it features IK Handles which allow one to move the hips without moving the feet. The legs will bend accordingly based on their positions. So animating Grounded Motions will be alot easier. Secondly, it features a graph editor which allows you to change how one Keyframe transitions to another. I'm pretty sure BB has one as well, but I recall it not being as in-depth as Maya's. You can also change keyframe values with it as well.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on March 08, 2015, 11:51:12 AM
Biggest reason I'm a fan of HumanIK is bone pinning.

But hey. Whatever is the most comfortable for you is best.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 08, 2015, 11:56:18 AM
Oh, don't get me wrong. My custom Maya rig still has IK Handles. But I just dislike how the feet are controlled by 2 controllers. I'm more used to working with feet controlled by one single controller. And how the toe bends will be based on some custom attributes I placed in it. Namely the Foot Roll and the Toe Tap.

The Foot Roll allows me to peel the heel off without the toe leaving the ground.

Toe Tap is essentially the same, except with the Toe peeling off without lifting the ball of the foot.

I also have other custom attributes that allow me to make heel and tip toe rotations along the X Axis, and Heel and Toe Rotations along the Y Axis. All of which are custom Attributes I can change in the Channel Box.

Having controls like this is less of a hassle for me, and it makes using the graph editor easier to manage.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Akeno/Archer on March 08, 2015, 02:46:13 PM
As a treat, here's something derpy I made to test out the rig, and have it work on BrawlBox.

([url]http://orig06.deviantart.net/fc61/f/2015/066/7/4/brawlboxanimation6_by_abloodycanadian-d8ktm7k.gif[/url])

I'll add things on to the rig like Skirt, Hair and Fingers later. Just a test for now...
Shinda? What are you doing?

If anyone is interested I can make a Tutorial as to how to create Maya Animation Rigs, if you dislike Human IK.
I am interested.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 08, 2015, 03:29:14 PM
And you seem to be the only one... lol...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 14, 2015, 12:55:56 AM
Tut is up for those who want it! (http://forums.kc-mm.com/index.php?topic=73481.0)


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on March 14, 2015, 01:07:53 AM
I do am interested, I just dont comment alot because I dont like to make chainposting unless if thats in a thread of mine


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 14, 2015, 01:17:26 AM
I used your model as an example... Altho a bad example since I came to appreciate more overlooked bones during the making of this tut...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 21, 2015, 04:55:48 PM
Finished with the Custom Rig! Skirt and Weapon Controls ended up being too finicky to implement due to their Default Rotation values not being 0.

At any rate, decided to redo most of the animations since I can work better with this rig now. Plus, I'd imagine having a hard time to pose the model to the wait animation that most animations already start with. Only animations I'm not redoing at this point are the Walk Animations.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on March 22, 2015, 01:27:24 AM
well, the walk animations are good enough imo
but I bet youll make an awesome job with the remade animations


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 22, 2015, 05:54:14 PM
Welp...

Wii's gone completely defective... lol... I have no more controllers that could help me with navigating the Wii Menu. Wiimotes would be on for a second then completely shut off. Could be the batteries, butt eh...

I'll need somebody on skype to test out my PSA whenever I feel the need to test it. I simply wanted to see how some of the new animations looked in game... lol...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: KingJigglypuff on March 22, 2015, 06:07:39 PM
Is your computer powerful enough to utilize Dolphin Emulator?


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 22, 2015, 06:21:16 PM
With 5 gigs left on the main C Drive, not gonna happen... lol...

idk what specs to look for, but I'm definitely gonna need a new computer before I'd feel confident about using Dolphin.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Ultraxwing on March 22, 2015, 06:36:04 PM
[colo
Welp...

Wii's gone completely defective... lol... I have no more controllers that could help me with navigating the Wii Menu. Wiimotes would be on for a second then completely shut off. Could be the batteries, butt eh...

I'll need somebody on skype to test out my PSA whenever I feel the need to test it. I simply wanted to see how some of the new animations looked in game... lol...

I haven't used a Wiimote in years.
Do you have Priiloader? If you do, you can set it up to Load Homebrew first.
I just use the Gamecube controller for everything. well, cause i only play Gamecube games and SSBB.
it's also good for having a NAND backup too.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 23, 2015, 02:03:12 AM
I don't think I have Priiloader. And even if I did, that doesn't solve my issue since I don't have a Gamecube Controller in the 1st place... lol...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Ultraxwing on March 23, 2015, 04:16:22 PM
I don't think I have Priiloader. And even if I did, that doesn't solve my issue since I don't have a Gamecube Controller in the 1st place... lol...
Ah, i wasn't meaning to be mean, or rude. Not a lot of people use Priiloader, so i was trying to suggest you an alternate method. If you did get priiloader, installed and working. You can access the priiloader menu by holding down reset for roughly 3 to 5 seconds. Then you use the D-pad on the Wiimote to navigate the menu. So as long as the Wiimote has a connection and recognise input. you'll be fine. I had to do this method for a while, cause i lost my sensor bar years ago =/


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 23, 2015, 04:59:37 PM
That didn't come off as rude at all! lol...

Well, I take back what I said cause it turned out it was the batteries... lol... I found it weird tho cause these batteries were barely used...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Ultraxwing on March 23, 2015, 07:28:54 PM
That didn't come off as rude at all! lol...

Well, I take back what I said cause it turned out it was the batteries... lol... I found it weird tho cause these batteries were barely used...
Ah, at least it isn't anything major, but i would suggest getting priiloader at some point.
Glad that your stuff isn't bricked or broken.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 25, 2015, 01:38:04 PM
Reworked the Control Rig, and managed to make animatable Limb, Fingers, Weapons, and Skirt Controls that work ALOT better than animating the bones itself. Skirt isn't really an issue no more!

For now, imma have to work with Rough Animations since i want to make progress with attacks.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: spiritpyros on March 25, 2015, 02:24:40 PM
sound like everything is going great


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 25, 2015, 04:30:03 PM
Of course, I say that, and then problems with the baking of the hands happen...

(http://orig10.deviantart.net/25af/f/2015/084/5/b/brawlboxanimation7_by_abloodycanadian-d8n45aj.gif)

I was using IK Arms parented to world space... Imma attempt the animations again with the IK Arms parented to the Bust Control... That means redoing the animations again... Joy! Better I encounter these issues early on I guess. I'm still experimenting with this rig.

Yes, I Baked the hand by a sample of 1.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on March 25, 2015, 09:16:16 PM
I like that pose when she jumps
making a pose for jumping that dont seem like a ripoff of other character's is really challenging, same for the running animations, btw, dont you think the scythe spins too much?


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 27, 2015, 01:04:58 PM
That's a problem with the baking if you didn't pay attention to what I said... lol...

So, animated it with the IKArms attached to the Bust Control... Still has baking issues, although to a lesser extent... Imma update to Maya 2015 and see if that resolves my issues. I have to do that anyway considering my school updated. If not, then Imma have to manually fix it after baking.

I plan to have at least 1 attack finished today since I decided to revisit the basic movement animations another time.

Rough Animation of the Down Air...

(http://orig03.deviantart.net/55e1/f/2015/086/8/2/brawlboxanimation8_by_abloodycanadian-d8nbqso.gif)

Dealing with Baked Keys gone wrong will be the end of me... lol...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on March 27, 2015, 01:31:25 PM
It looks lovely!

Question about Maya... When you do a hardware render and batch render, can you save the pictures or can you only view them as a flipbook?


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 27, 2015, 01:40:08 PM
Back when I did a render for Basic 3D Concepts, we had to render a short film... which is essentially exporting each individual frame as an image file. Any render you do would export as an image file. Not entirely sure what you're asking since I don't do alot of Maya renders.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Large Leader on March 27, 2015, 01:42:35 PM
Dang, oh well. Only way I can record gifs is at an odd (for me) 33 fps. Would like to make gifs at 60, but oh well.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 30, 2015, 02:26:42 AM
New Follow up for Shinda's Up Special. And one that probably makes more sense than the old one. Used when the initial jump hits.

(http://orig02.deviantart.net/08c9/f/2015/089/6/5/brawlboxanimation9_by_abloodycanadian-d8noqao.gif)
To those who don't understand, she uses an umbrella... lol...

Arms are weird cause Imma have PSA transition them to the Falling Animation. Maya rig messed up my IKs after Saving for some unknown reason. Good thing I have backups!


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Akeno/Archer on March 30, 2015, 10:06:07 AM
For some reason, that jump is hilarious.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: KingJigglypuff on March 30, 2015, 10:12:27 AM
"I must go. My people need me."

(The spin could use a bit of work, but it's great overall.)


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Akeno/Archer on March 30, 2015, 10:21:31 AM
"I must go. My people need me."
And I found why now... lol.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Afterthought on March 30, 2015, 10:31:43 AM
I don't believe I posted here before.

Normally I'm against OCs being put into Brawl as playable characters but the animations for this character make the PSA look very promising.

And the rigging on that skirt is awesome too. Really good stuff here altogether.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 30, 2015, 10:55:47 AM
I think alot of people would oppose OCs on the Vault. But I say screw that! I do whatever I want!


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: KingJigglypuff on March 30, 2015, 11:01:52 AM
The only OCs I disapprove of are poorly done OCs. But I can't make any judgments on yours because I barely know anything about your OC.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on March 31, 2015, 12:03:22 AM
Well, if you'd like to know...

Shinda works in a detective service to assist in solving murder mysteries. She's able to contribute by writing the deceased full name in her Journal. This will enable her to let their spirit take over her to write how they died in their eyes.

Another tidbit to note is that any murder weapons mentioned in her entries can become weapons of her own to use as well. Her moveset is based around these murder weapons. Prominently her scythe since that's a personal favorite of hers.

As far as personality goes, she's pretty much the typical monotone waifu animu character that barely expresses emotion, and tends to only speak when she needs to. She sips tea and reads her journal entries in her spare time. She also likes kittens.

I made this character about what, at least 5 years ago? I haven't made any progress on her as time passed... so... eh...

Expect a preview video to be out in the week. Just recorded it, and will be up on Friday at the latest.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on April 01, 2015, 12:34:41 AM
woa, the Up B is slighty horizontal? that will make it more wise-minded to be used
I think alot of people would oppose OCs on the Vault. But I say screw that! I do whatever I want!
the only way to "clean" the name of OCs in the vault is making good OCs, as we try to do
even though in my case I dont submit OCs to the vault, I just incluide them only in my build lol


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on April 01, 2015, 10:52:30 PM
New Video is up!

Shinda PSA Showcase v0.44 (Second Showing) (http://www.youtube.com/watch?v=u2dwiYwf5is#ws)

Also, would anybody be interested to play as a broken Early Build so I can get feedback? lol...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on April 01, 2015, 11:11:34 PM
it looks amazing so far! I wanna test it


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Akeno/Archer on April 02, 2015, 06:39:43 AM
Also, would anybody be interested to play as a broken Early Build so I can get feedback? lol...
Well... I could help you with that.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: BlueBrain on April 02, 2015, 06:44:39 AM
the crouching is so... smooth O_o


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on April 02, 2015, 09:52:34 AM
Funny you say that... I'm actually re-animating it now that I have this new custom rig.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Draco on April 02, 2015, 01:24:18 PM
That must be Mary Poppins' umbrella.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on April 03, 2015, 05:11:56 PM
Hooray for more roughly done Animations!!
Side Special.

(http://orig01.deviantart.net/650c/f/2015/093/2/d/brawlboxanimation10_by_abloodycanadian-d8oadl9.gif)


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: BlueBrain on April 07, 2015, 09:21:56 AM
ike styled?


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on April 07, 2015, 09:24:59 AM
I'd say it's more like a hybrid of Fox and Ike. You go a set distance since you can't charge it, but the distance is shortened if you hit somebody.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Akeno/Archer on April 07, 2015, 09:30:26 AM
I like this. Does it have an after attack, too? Like... Hitboxes behind her? Those stylish things we see only in animes... lol.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on April 07, 2015, 09:39:39 AM
Lets just say, it has alot of potential if it hits...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on June 03, 2015, 10:02:35 PM
Just posting here to let y'all know Shinda is still going on. Now that my Rigging Class is almost complete, there's alot of things about my Animation Rig that needs improvement. I haven't made much progress since the school quarter started, but I intend to go back to square one in terms of animations once this quarter is over. Gami also said he'd redo the model, so I hope he can get that done before the quarter ends so I can start as soon as I finish the quarter, so I can start Re-Rigging.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on October 09, 2015, 02:11:34 PM
I'm not dead...
(http://img04.deviantart.net/e8f5/i/2015/282/4/3/screenshot_2015_10_09_11_46_23_by_abloodycanadian-d9chn2y.png)(http://img05.deviantart.net/d9cb/i/2015/282/1/d/screenshot_2015_10_09_10_05_10_by_abloodycanadian-d9charo.png)

Gonna give this to Gami when the skinning for this is done... idk how to Model Import... lol...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: Kyouma on October 09, 2015, 11:16:27 PM
woa, even the mouth is rigged, not even I could do this


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on October 12, 2015, 12:49:24 AM
Kitten got an upgrade!

(http://img04.deviantart.net/a4c4/i/2015/284/5/1/screenshot_2015_10_11_23_46_18_by_abloodycanadian-d9ctsc6.png)

It ain't done, but it's making progress... lol...


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: spiritpyros on October 12, 2015, 02:56:38 PM
looking fantastic many great to see progress on shinda coming back.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on October 18, 2015, 12:11:16 AM
! No longer available (http://www.youtube.com/watch?v=5qzZ-GNupSg#)

Old build, but I talk about future plans!


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on November 01, 2015, 11:33:34 AM
Okay, so Gami Dropped out for importing the model for me. And I thank him greatly for his efforts. However, as it is right now, the import has issues for it crashes the game, and I'll need somebody else to fill in his shoes.

Request Thread (http://forums.kc-mm.com/index.php?topic=75331.0)


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: ABloodyCanadian on November 09, 2015, 09:11:31 PM
Control Rig is making progress, as well as the Updated Control Rig Tutorial...

(http://orig02.deviantart.net/bb4e/f/2015/313/e/c/screenshot_2015_11_09_20_09_13_by_abloodycanadian-d9g5pc7.png) (http://orig02.deviantart.net/bb4e/f/2015/313/e/c/screenshot_2015_11_09_20_09_13_by_abloodycanadian-d9g5pc7.png)


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: spiritpyros on November 09, 2015, 09:44:28 PM
very beautiful as always good sir keep of the great work with this stylin moveset.


Title: Re: A Bloody Canadian's PSA Thread - Shinda Remake
Post by: davidvkimball on December 17, 2015, 12:18:06 PM
Hey, not following this thread at all, but I'm LOVING your gunslinger PSA. What I've done is grabbed the Bayonetta model and applied your ZSS gunslinger PSA and combined them, which works very well. But of course, I'm sure you get messages about this, it doesn't work particularly well with PM.

Are you ever attempted to make a Project-M specific version? If you did, it would blow my socks off.