Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Project Concepts => Topic started by: Amarythe on July 26, 2013, 05:22:43 PM



Title: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on July 26, 2013, 05:22:43 PM
(http://i60.tinypic.com/2ilhvk6.png) (http://forums.kc-mm.com/index.php?topic=61613.msg1162967#msg1162967)

What's your favorite part about Smash? Is it the vast selection of characters? The hectic gameplay? Or is it the competitive aspect?

To me, it's always been the callbacks to Nintendo's repertoire. Every since I was a little kid, I've been captivated by Nintendo games... From the NES to the Wii U, there's hardly a Nintendo game out there I don't absolutely love. So at the age of 9 when I first found out there was a game where I could play as whatever Nintendo character I wanted? It quickly, easily became my favorite.

I absolutely adored Melee, and I thought Brawl was... a good game. A pretty great game, sure; but we're talking Nintendo standards, here. Somewhere down the line, I started to think Sakurai and Nintendo could have done a much, much better job with the game. I started to think that Sakurai was losing his creative touch, due to both age and stress. I started to ask,
"Why isn't Link's Down-Smash his Spin Attack? The Hookshot would be a perfect Up-B replacement."
"Why don't Samus and Yoshi have multiple jumps? Canonically, They have multiple jumps."
"Why does the majority of the original cast still have that dumb, generic 'Sex-Kick'?"
"Why does Ike do Eruption? What about his sword-wave projectile from Fire Emblem?"
Aaaaand so the "True" PSA series was born.

And not only that, but the textures started to bug me. Brawl was so de-saturated compared to Melee, and it simply didn't accurately represent the Nintendo style. I found most of the re-colors pretty bland and unnecessary, finding that my favorite ones were callbacks to the character's games. Like Zelda's OoT recolor, Toon Link's NES styled recolor, etc. So... instead of that, I thought, why not fill every slot with every in-game appearance each character ever had? I figured that would be much cooler than a bunch of random recolors.
Aaaaand so the "Nostalgia" Texture series was born.

Super Smash Bros. All Stars is the long-awaited merge of both of these projects. The entire game will be revamped, with every nearly every texture replaced, and every character's moveset changed; for some characters a few things, for others an entirely new moveset. The point is to cram as much Nintendo easter-eggs and callbacks into the game as possible. Later versions will even include stage hacks, and a completely revamped selection of music!

Current Releases
!! OP UNDERGOING MASSIVE UPDATES !!


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 28, 2013, 08:04:06 PM
The "True" PSA hack series is designed to provide each and every character with a moveset that is 100% faithful to their in-game abilities, while maintaining a sense balance.

Let's be fair; Smash Bros. is arguably the GREATEST gaming experience available. However, there's no denying that there are simply some things Sakurai got wrong. But through the magic of PSA hacking, we can make Brawl the game it should have been!

Currently this hack pack is PROJECT M compatible ONLY. I won&#039;t be making standard Brawl version until the FINAL version of a character is released. [url]http://projectmgame.com/en/[/url] ([url]http://projectmgame.com/en/[/url]) < There&#039;s Project M. Seriously; download it. Instead of making me do all the work of coding/releasing alternate versions, do YOURSELF a FAVOR and download Project M. See? Everybody wins.

Current Releases
[/color]

([url]http://forums.kc-mm.com/Smileys/default/link.gif[/url])
Version 1 is now in the Vault!
Bonuses in this hack include:
(coming soon)

RUN
Link&#039;s run animation has been changed to reflect what he does in Skyward Sword.

BACK DODGE
Changed to resemble the back flip.

JUMPS
Forward midjump has been replaced with a simple front flip.

JAB
Changed to Link&#039;s neutral B-B-B combo from Ocarina of Time

SIDE TILT
Changed to Link&#039;s stab attack from the original Legend of Zelda.

SIDE SMASH
Changed to Link&#039;s jump attack.

DASH ATTACK
Changed to Link&#039;s roll.

DOWN TILT
Changed to Link&#039;s shield stab from Ocarina of Time.

DOWN SMASH
Changed to Link&#039;s spin attack. (Yet to be included)

UP TILT
Changed to Link&#039;s main attack from Zelda II: Adventure of Link. (Yet to be included)

NEUTRAL AERIAL
Changed to Link&#039;s Helm Splitter from Twilight Princess

FORWARD AERIAL
Changed to Link&#039;s jump attack.

BACK AERIAL
Changed to Back Slice from Twilight Princess. (Yet to be included)

SPECIAL
- Change animation (Yet to be included)
- Eliminate charge (Yet to be included)
- Increase Range (Yet to be included)
- Decrease Power (Yet to be included)
- Make Link able to walk with Bow in hand (Yet to be included)

FORWARD SPECIAL
- Add stun effect to Boomerang (Yet to be included)

DOWN SPECIAL
- Animation change (Yet to be included)
- Bomb size mod (Yet to be included)
- Increase knockback (Yet to be included)
- Alter trajectory (Yet to be included)

UP SPECIAL
Changed to Link&#039;s Hookshot. (Yet to be included)

- List of known bugs -
Back dodge and Smash attack currently don&#039;t lift off the ground like they&#039;re supposed to.
Dash attack makes a sword slice sound and it&#039;s not supposed to

([url]http://forums.kc-mm.com/Smileys/default/ike.gif[/url])
Version 2.5 is now in the Vault!
Bonuses in this hack include:
Ranger Ike (credit to Shinja, hair fixed by me)
Lord Ike (credit FEFar, hair fixed/recolored by me)
Hero Ike (Not yet included) (credit to Vert092, Shun_One and Albafika)
Vanguard Ike (Not yet included) (credit to Vert092, Shun_One and Albafika)

ENTRANCE (Not yet included)
Only one thing will be changed; Ike&#039;s "Prepare yourself!" will be moved from his taunt to this animation.

IDLE STANCE
Ike&#039;s stance now reflects what he does in-game, after promoting to his Lord class! I was really disappointed that Sakurai gave him the stance he has in Brawl; it&#039;s like he couldn&#039;t decide whether to make it the Ranger stance, the Lord stance, or both. So he went with a kind of wonky mix of both... In the future, I&#039;m going to make a version of this hack-pack which includes Ike&#039;s Ranger stance, so you can choose which one you want!
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation7_zps83439a6b.gif[/url])

NEUTRAL DODGE (Not yet included)
The MISS! Graphic from Fire Emblem will be added to this.

BACK DODGE
This is now more faithful to something he did in game; during one of his critical animations, Ike is seen doing a sort of backflip-handstand. Well now, he does this in Brawl! I can&#039;t believe they didn&#039;t add this in originally... Now, the animation is pretty fast so it&#039;s a little tough to appreciate, but I intend on making the animation more prominent in the future. Also, the MISS! Graphic from Fire Emblem will be added to this (Not yet included).
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation8_zpsa4123ed2.gif[/url])

JAB
This attack is now Ike&#039;s main Critical Hit sequence from Radiant Down. The attack where he rushes the opponent and strikes them three times. Pretty sweet, huh? The first two attacks give you a slight boost of forward momentum. You&#039;ll be dancing circles around your opponent with this one!
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation9_zps03590e43.gif[/url])
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation10_zps4cb1b1ec.gif[/url])
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation11_zpsade7611f.gif[/url])

FORWARD TILT
This move is now his first attack as a Ranger! This animation is stolen from his Jab... but his Jab will change soon, so don&#039;t complain! The move makes much more sense as a Forward Tilt; once I&#039;ve finished edited his Jab in the next version, you&#039;ll see why!
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation6_zps8e502d48.gif[/url])

DASH ATTACK
In Fire Emblem, Ike has an attack where he spins around once and slashes the opponent. Has multi-hits and some limited momentum.
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation12_zpse10f627a.gif[/url])

DOWN TILT
This attack is now the first hit of his Down Smash. Don&#039;t worry, he&#039;ll get a new Down Smash. Why did I do this? Three reasons: 1) I&#039;m replacing his Down Smash with something more fitting, 2) The first attack in Ike&#039;s Down Smash looks cool and most importantly 3) Ike&#039;s Down Tilt in Brawl is just a stupid, stupid move. It&#039;s hardly even usable. But good news! Simply by changing the animation, this attack now has the range to be ACTUALLY usable!
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation15_zps544e828b.gif[/url])

DOWN SMASH
In Fire Emblem, Ike has an attack where he slashes the opponent horizontally. Due to the huge range of the attack, I though it would be fitting as a Down Smash. This was his old Forward Tilt; but now it&#039;s much more useful!
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation16_zpsa6c6bce2.gif[/url])

UP TILT
This move is now his second attack as a Ranger. In Path of Radiance, if you had enough speed to combo the enemy, this is the move he would use. In translates really well in Brawl! Sure, I stole this from Marth&#039;s Up Tilt; but in my True Marth PSA, I plan on changing HIS Up Tilt so you can forgive me eventually! This move belongs on Ike.
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation5_zps63db4034.gif[/url])

UP SMASH
When Ike performs "Aether" and the settings of the game are set to "Map Only" mode, the attack animation comes out as a sort of uppercut attack that looks totally different from the real Aether. This attack will be his new Up Smash. It&#039;s a really intimidating attack! Try using it to edge guard the opponent. With strategic timing, you might just like the results.
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation4_zpsee92587e.gif[/url])

NEUTRAL AERIAL
This attack is now his second critical hit animation (the vertical spin). What&#039;s that you say? "This is stupid, it&#039;s just part of his Aether animation!!" Well BOO HOO, you WON&#039;T be complaining after you feel just how incredibly AWESOME this move is to use. This is, in my opinion, HANDS DOWN the funnest feature of the PSA.
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation17_zpse54f8b78.gif[/url])

SPECIAL (Not yet included!)
Eruption is a stupid move. It doesn&#039;t happen in any of Ike&#039;s games, and Sakurai could have given him a MUCH more fitting, MUCH more useful, MUCH more fun move: And this is his ranged attack with Ragnel. You know, the sword wave he uses when he&#039;s two spaces from the opponent? Yes! I&#039;m determined to hack this into the game!! Unfortunately, you probably won&#039;t see this move until the final version of the hack.

FORWARD SPECIAL (Not yet changed!)
I&#039;m going to alter this move so that it no longer charges; similar to Fox&#039;s Forward B. Why? Because he doesn&#039;t charge it in his game, silly! I plan on making this a kill move (it is, after all, based on his Critical Hit animation), so as a result, the start-up for the will be much longer (to make it predictable, like all kill moves). What&#039;s that you say? All of this makes it sound like this move will be awful for recovering back onto the stage? Oh don&#039;t worry... I have a solution to that.

DOWN SPECIAL (Not yet changed!)
The NO DAMAGE! Graphic from Fire Emblem will be displayed when you use this move.

UP SPECIAL
Three changes will be made to this move; First, in Ike&#039;s games, when he initiates this move he points his sword at the opponent. The grounded version of this attack will reflect this. Second, the move will be given healing properties, a nod to it&#039;s function in Fire Emblem (don&#039;t get too excited, the move will heal VERY little of your damage; otherwise it&#039;d be INSANELY cheap. Even a 5% heal is pushing it) (Not yet changed!). And finally... Luna will be added to this move (Not yet changed!)! Aw yeah!
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation14_zps6ae88300.gif[/url])

SIDE TAUNT
This is now based on Ike&#039;s battle entrance animation from Radiant Dawn.
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation13_zpsc9923275.gif[/url])

UP TAUNT (Not yet included!)
This will be changed to Ike&#039;s victory animation from Radiant Dawn.

- List of known bugs -
Ike&#039;s cape occasionally glitches in Idle stance; it&#039;s barely noticeable.
Ike&#039;s Up Smash doesn&#039;t register the fact that he&#039;s in the air, and so he travels through platforms.
Aerial version of Aether has way less horizontal movement and I have no idea why...
Ike doesn&#039;t say "Prepare Yourself!" when taunting if your facing left.

Disappointed because I forgot to add something Fire Emblem-esgue? Think something in the hack is stupid? Thinkin&#039; there&#039;s something unbalanced about the moveset? Found a bug or glitch? Please leave a comment! If you suggest an idea and I end up using it, you&#039;ll be credited in the hack!

([url]http://forums.kc-mm.com/Smileys/default/metaknight.gif[/url])

Version 1 is now in the Vault!
Bonuses in this hack include:
(coming soon)

SIZE MODIFICATION
In the Kirby universe, Kirby is said to be about 8 inches tall. Meta Knight and Kirby are both apart of the same species. In other words, he&#039;d be the same height as Kirby; in any case, he looks too large in Brawl.
 
JUMPS
Meta Knight now has lyk 7 jumps, but the trick is his jump height is much worse. What I wanted to do was give him lyk 20 quick-jumps with even less jump height, but PSA won&#039;t let me do that for some reason... I&#039;ll figure it out soon. His mid air jump animation has been changed too; now he looks upwards as he flies.

RUN
Run animation has been changed. The idea of gliding as a dash sounds cool and all, but A) it&#039;s not what Meta Knight does in his games and B) this new animation looks really, really cool.
(http://[url=http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation2_zpsb86a34dd.gif]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation2_zpsb86a34dd.gif[/url])

JAB
Meta Knight&#039;s jab is just stupid in Brawl. I&#039;ve changed it to reflect a move he had in Kirby Super Star but now that I&#039;ve seen what Meta Knight does in Return to Dream Land I&#039;m probably gonna change this...
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation1_zpsc417537a.gif[/url])

DOWN TILT
This move now has forward momentum like in the games.

BACKWARD AERIAL
The animation has been changed. It&#039;s not actually something Meta Knight does in any game... it&#039;s based off of a Galactic Knight animation.
([url]http://i551.photobucket.com/albums/ii461/amarythe/BrawlboxAnimation3_zpsae0f959d.gif[/url])

DOWNWARD AERIAL
The startup lag has increased, and the speed has decreased. I&#039;m trying to make the move stop in the air upon startup.

- List of known bugs -
Run animation slightly buggy. Slightly.
Jab GFX not connect to sword... no big deal.
Jab hitbox is a little wonky right now.

Disappointed because I forgot to add something Kirby-esgue? Think something in the hack is stupid? Thinkin&#039; there&#039;s something unbalanced about the moveset? Found a bug or glitch? Please leave a comment! If you suggest an idea and I end up using it, you&#039;ll be credited in the hack!

Funny your project kinda sounds like Fusion almost. But without the multiple incarnations. But let me introduce my self, I'm OmegaS3 project leader of Super Smash Bros Fusion. You project interest me, I want to see how far you can go with your skills. I am a texture master and a intermidiate PSAer.  Need a little help just send me a PM.

As for Fusion what I meant being almost like it is because, Fusion is making characters that is also 100% faithful to there ingame abilites. But if there character isn't original it will be a fusion which is making multiple incarnations of a bunch of the same character into one. If your interested, come to my thread. (Your Ike Aether looks almost like ours)
http://forums.kc-mm.com/index.php?topic=60199.0 (http://forums.kc-mm.com/index.php?topic=60199.0)


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 28, 2013, 09:01:21 PM
Minor update: If you watch Ike's Aether GIF for long enough it starts to look like he's spanking himself.

Funny your project kinda sounds like Fusion almost. But without the multiple incarnations. But let me introduce my self, I'm OmegaS3 project leader of Super Smash Bros Fusion. You project interest me, I want to see how far you can go with your skills. I am a texture master and a intermidiate PSAer.  Need a little help just send me a PM.

As for Fusion what I meant being almost like it is because, Fusion is making characters that is also 100% faithful to there ingame abilites. But if there character isn't original it will be a fusion which is making multiple incarnations of a bunch of the same character into one. If your interested, come to my thread. (Your Ike Aether looks almost like ours)
[url]http://forums.kc-mm.com/index.php?topic=60199.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=60199.0[/url])


Yeah, earlier somebody mentioned Fusion to me; I'm really interested in seeing what you guys pull off, considering the ideas are so similar. I'd love to do multiple incarnations... but the trouble is, I don't see what the use is without one-slot PSAs, something I assume we'll NEVER see. I like that you guys are doing it regardless though. I suppose that's the main difference between my project and yours: You guys are going all around with individual incarnations, but my idea is to merge all of those game properties into one moveset.

Do you cats have any work released yet?


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 28, 2013, 10:50:21 PM
Minor update: If you watch Ike&#039;s Aether GIF for long enough it starts to look like he&#039;s spanking himself.

Yeah, earlier somebody mentioned Fusion to me; I&#039;m really interested in seeing what you guys pull off, considering the ideas are so similar. I&#039;d love to do multiple incarnations... but the trouble is, I don&#039;t see what the use is without one-slot PSAs, something I assume we&#039;ll NEVER see. I like that you guys are doing it regardless though. I suppose that&#039;s the main difference between my project and yours: You guys are going all around with individual incarnations, but my idea is to merge all of those game properties into one moveset.

Do you cats have any work released yet?
Your statement about merging all of the game properties in 1 character we also plan to do. We have a Character called Twilight Princess Swordsmen, which is Link from Twilight Princess with all of his hidden skills you learn. So were going very in depth with the characters. AS for a fusion, like Zero who I am working on. He will have a moveset that is based off Megaman X4, X5, X6, X7, X8 and command mission. So he will be a fusion character.

Also about the one-slot PSAs, ya your right, but that isn't what are goal was intended to be, each character in Fusion either has thier 100% home filled game inside them or not. How we make these characters shine in battle is another. But Fusion also focuses on trying to make everyone S-tier without making it a broken game like Minus, a unbalanced game like Project M, or like Brawl Plus extreme combo control. So instead we decided to fuse all these ideas into one, making all the characters balanced to each other but strong and OP in their own individual way. Example being in Vbrawl Mario is a anti-link counter. Well even if Mario had his same moves, Link will be the same way. Each character is developed to beat every other character. What makes Fusion so much different from the others is the new Super Smash and Ultra Smash. Which are like Pre-special moves. So its not all that crazy. So far what we got so far is fun.

For any released work, no, we are working on our first demo but we do have a lot of work started though. We have a few semi-completed characters but not many.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 29, 2013, 07:19:54 AM
I see you're revamping Ganondorf. I'm really excited to see how that turns out.

But I have to ask, since when is PRoject M unbalanced? Off the top of my head... I actually can't think of a single bad character...


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 29, 2013, 08:50:19 AM
I just saw your Link Running Animation

I can fix it if you want.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 29, 2013, 09:12:09 AM
I just saw your Link Running Animation

I can fix it if you want.
Oooooh, interesting. What do you plan on changing? I agree, it does need some work; It would probably resemble the Skyward Sword dash more if his torso was angled downward a bit. That, and the amount of frames needs to be cut... Frame Speed Modifier hasn't been doing the move much justice for some confusing reason. o_o Yeah, go right ahead and fix it up if you like! You'll get a Collab spot in the hack if you do.

And for some reason his sword and shield still show up in his initial Dash animation, which is annoying because the Model Changers don't appear to be doing anything.

Although I feel what needs the most work right now is the Back Flip animation... it's... Okay for a release, but... it's certainly unpolished. :|


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 29, 2013, 09:18:04 AM
I'll be fixing the proportions. It's no surprise to anyone that you're using Captain Falcon's run animations.

I could check the sword and shield not disappearing in the initial dash animation.

And the backflip could use work, for sure.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 29, 2013, 09:45:43 AM
I'll be fixing the proportions. It's no surprise to anyone that you're using Captain Falcon's run animations.
Yeah, that was a major problem in how weird it looked... I tried editing the size, but everyhting I've done so far looks unnatural. The Run animation for your Skyward Sword Link rocks! Although, the animation is too slow (like I said, I'll be cutting the frames provide you don't).

Oooooh, I'm really digging your idea of the Skyward Strike as a taunt! If you don't mind, I'd LOVE to see the code you used to work that in.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 29, 2013, 02:14:36 PM
I see you&#039;re revamping Ganondorf. I&#039;m really excited to see how that turns out.

But I have to ask, since when is PRoject M unbalanced? Off the top of my head... I actually can&#039;t think of a single bad character...
Ya Ganondorf is coming out great, his speed and power need to be adjusted and we have part of his moveset set in stone, we just need to animate them.

 PM has always been unbalanced. You have Ike who used to be only a powerhouse is now a speed powerhouse. I'm not saying PM is bad because I do play it, but if they are to balance it, each character needs to have speed and power. When you have character like Ganondorf who can dangerously demolish the field and have high defense, that is pressing it. I love PM but it can use a little fixing. I'm all about competitive play so that's why I like your thread for the True PSA. (On a side note, I was playing my friend as Lucario and he was Ganondorf. He hit me with a up smash uncharged when I was at 0%. Take that I said UNCHARGED and it did 41%. That is unbalanced, when not a single full charged attack from Lucario does 30%. I'm also taking into consideration Ganon is a power character but imagine if that was full charged.)

On another thing, do you intended to make Ike his RD version or POR version?

You should also consider Drogoth doing your run for Link, he made the run for my Skyward Sword Link and it came out perfect.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: justadood on July 29, 2013, 02:26:56 PM
omega, i gave up on my project x_x i tried but with my super slow-ass computer, there's no way i can even use brawlbox... the most i can change to make my OoT link is change his taunt to do the "break assist trophy case" animation... and maybe find a model of the fire/ice/light arrows to rip from Zelda (which i have no idea how to do), and make them appear in that hand when you do the taunt... ...but since i have no way to open up brawl box, i'll inevitably hit a dead-end, so i'm giving up x_x ...sorry to dissappoint XP


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 29, 2013, 02:35:30 PM
omega, i gave up on my project x_x i tried but with my super slow-ass computer, there&#039;s no way i can even use brawlbox... the most i can change to make my OoT link is change his taunt to do the "break assist trophy case" animation... and maybe find a model of the fire/ice/light arrows to rip from Zelda (which i have no idea how to do), and make them appear in that hand when you do the taunt... ...but since i have no way to open up brawl box, i&#039;ll inevitably hit a dead-end, so i&#039;m giving up x_x ...sorry to dissappoint XP
It might be better if you had a better working cpu, Brawlbox was working on my grandpa 2003 cpu fine until the tower burnt up. But hacking through brawlbox is basically almost the life of a brawl hacker. You do everything in brawlbox even PSA unless your like me and still use SA and PSA. But you shouldn't give up on hacking all together.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: justadood on July 29, 2013, 02:54:32 PM
yeah, but i'm definitely giving up on this project... ...at least for now x,x


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 29, 2013, 03:34:07 PM
and make them appear in that hand when you do the taunt.

Aside from the fact that this isn't the place to talk about this stuff...

That isn't possible.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 29, 2013, 04:04:03 PM
PM has always been unbalanced. You have Ike who used to be only a powerhouse is now a speed powerhouse. I'm not saying PM is bad because I do play it, but if they are to balance it, each character needs to have speed and power. When you have character like Ganondorf who can dangerously demolish the field and have high defense, that is pressing it. I love PM but it can use a little fixing. I'm all about competitive play so that's why I like your thread for the True PSA. (On a side note, I was playing my friend as Lucario and he was Ganondorf. He hit me with a up smash uncharged when I was at 0%. Take that I said UNCHARGED and it did 41%. That is unbalanced, when not a single full charged attack from Lucario does 30%. I'm also taking into consideration Ganon is a power character but imagine if that was full charged.)
Hm... yeah, your point is more moving now, but I'm still not totally convinced. You're right, Ike IS too fast in PM for now. But, he IS probably one of the best characters in PM right now. But I should remind you; his new speed is somewhat justified by the fact that PM plays waaaaay faster. For my next release I should tone down his speed a bit...

But your point about Ganondorf holds little water. You know why the move does 41%, right? It's because there's basically a 3% chance that BOTH hits will connect. It almost never happens. And anyone who runs into a fully charged Ganondorf Up Smash really has it coming...

On another thing, do you intended to make Ike his RD version or POR version?
Both. The qualities of both incarnations are merged into one moveset. Ike's new Forward and Up Tilts are both exclusively from PoR, while his Jab is exclusively from RD. The rest of his new moves actually appear in both games. You see, I'd MUCH prefer having one moveset that's almost ENTIRELY edited as opposed to having two movesets that are only partially edited.
And if you're talking about costumes included in the pack, again, both. Right now I only have PoR costumes included; but a really, really awesome team of model importers are working on both of Ike's RD classes. They look flippin' sweet.

You see, just like the (implied) intentions of the original Smash Bros., the idea is to make ONE character moveset/costume-set that encompasses all the features from as many games as possible (and also, de-cloning will be stressed in this hack pack). Essentially, the project's mission statement is this: to make the ideal Super Smash Bros. game. Real ambitious, but also real rewarding.

You should also consider Drogoth doing your run for Link, he made the run for my Skyward Sword Link and it came out perfect.
I already gave him the go ahead. I love his SS run.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 29, 2013, 04:19:19 PM
Welp, my desktop is doing this cool thing where it doesn't want to read SD cards anymore.

Not too worried about it, I'll be getting a new laptop soon so I'll work off of there.

If you want, you could just take it from the Skyward Sword Hero hack that's already on the vault. Just collab me for it.

Also, for your front smash and backflip problems, did you take out the slope event modifier (or whatever it's called)?


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 29, 2013, 04:24:08 PM
Hm... yeah, your point is more moving now, but I&#039;m still not totally convinced. You&#039;re right, Ike IS too fast in PM for now. But, he IS probably one of the best characters in PM right now. But I should remind you; his new speed is somewhat justified by the fact that PM plays waaaaay faster. For my next release I should tone down his speed a bit...

But your point about Ganondorf holds little water. You know why the move does 41%, right? It&#039;s because there&#039;s basically a 3% chance that BOTH hits will connect. It almost never happens. And anyone who runs into a fully charged Ganondorf Up Smash really has it coming...
Both. The qualities of both incarnations are merged into one moveset. Ike&#039;s new Forward and Up Tilts are both exclusively from PoR, while his Jab is exclusively from RD. The rest of his new moves actually appear in both games. You see, I&#039;d MUCH prefer having one moveset that&#039;s almost ENTIRELY edited as opposed to having two movesets that are only partially edited.
And if you&#039;re talking about costumes included in the pack, again, both. Right now I only have PoR costumes included; but a really, really awesome team of model importers are working on both of Ike&#039;s RD classes. They look flippin&#039; sweet.

You see, just like the (implied) intentions of the original Smash Bros., the idea is to make ONE character moveset/costume-set that encompasses all the features from as many games as possible (and also, de-cloning will be stressed in this hack pack). Essentially, the project&#039;s mission statement is this: to make the ideal Super Smash Bros. game. Real ambitious, but also real rewarding.
I already gave him the go ahead. I love his SS run.
Ya your right on Ike being one of the best characters in PM. I also know as well that Melee speed was only faster do fast falling and run speed. Overall the attack speed nearly stays the same.

AS about Ganon, well 3% chance is very common when I use him. Its like every time I do the attack is a double hit. But its all good, those attributes they give those characters is what sets them apart from the rest of them.

AS for you Ike, It seems still good. Even if you base all your True projects to PM, your giving new PSAs to PM. Which is something I approve of. The vault needs more PSAs.

As for Link - Ya Skyward Sword was my favorite Zelda game. So I know how you feel about the sprint.

AS to your Statement Drogoth, as the creator of the hack permission is needed from the hack creator and Sacred. But still idc if he uses it. >.>


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 29, 2013, 04:31:54 PM
AS to your Statement Drogoth, as the creator of the hack permission is needed from the hack creator and Sacred. But still idc if he uses it. >.>

That specific part of the hack along with a few other animations were mine.

He could ask you for the animations, but it wouldn't matter he'd need to ask me for them. The guy who made it.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: teh-myuutsu on July 29, 2013, 04:51:40 PM

But I have to ask, since when is PRoject M unbalanced? Off the top of my head... I actually can't think of a single bad character...

the problems with Project Melee are

1.Snake
2.R.o.b
3.Metaknight
4.Bowser
5.KingDedede
6.DK
7.Squritle
8.Ivysaur
9ZerosuitSamus
10.DiddyKong
11.Charizard
12.Lucas
13.Ness
14.Fox (too weak)
15.Wolf
16.Jigglypuff
17Zelda
----------------------------------------
half of the entire project melee cast is either cheap, overpowered, 99% unstoppable
or just randomly modified to the PMBR's desires because they probably played certain characters in brawl tournaments and lost every battle so they altered a few codes back and forth and not only brought back melee characters (that would be too fair for them) but they also "buffed" them. so now we have nearly balanced characters with unbalanced and uncontrolled buffs (especially for the brawl characters) and as a result there are characters that are better than others because the brawl characters got the biggest buffs and now bowser isn't a punching bag but now makes you a punching bag and i have a way of testing balance.


i bring my Project M custom Mewtwo VERSION 1... and i put it in project M and have the characters fight this overpowered mewtwo psa, i do a 1 stock battle and all of the balanced characters usually lose to mewtwo around the same time and my friends also lose around the same time. now the 17 i mentioned above all seem to K.o Mewtwo at similar times. ESPECIALLY BOWSER...

now here are some facts
----------------------------------
1.My Mewtwo is balanced in the newest unreleased version which is coming soon
but version 1 was overpowered

2.all of the "broken seventeen" didn't have much trouble beating my hack
and this was when i didn't know how to change much in PSA

3.My Mewtwo had allot of weight and pretty low gravity and still lost
--------------------------------------------------------------------------------------------------
this should have to mean something to you in terms of "balance".


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 29, 2013, 04:55:33 PM
That specific part of the hack along with a few other animations were mine.

He could ask you for the animations, but it wouldn&#039;t matter he&#039;d need to ask me for them. The guy who made it.
Wrong, the hack animation were made for MY hack. Which is in Project Sacred. He needs permission from Kienamaru, the leader of Project Sacred to use it, but stated in my hack. "If you want to use ANYTHING from this hack, pm OmegaS3" You was collabed for the help, not the hack all together. Kien was fine with what I put, Kien doesn't want anyone using OUR stuff without his consent or mine. (I'm the main reason why Sacred is still together and now growing) If I really need to be a ass which I can, I can go remake the animations simple by getting C.F. run, putting it on Link, copy and past any frame from SS Link into it, to convert the animation into the correct size, so he isn't C.F. stretched, edit the dash to where he sheaths the sword. (Not hard at all) and reupload the hack. something I can literally do in 3 minutes. But frankly as I said idc because that skylink is old news. I am making a new one later, sense I can animate and PSA in one now, and create a all new Skyward Link making sure every attack is different. If I'm correct that is the only thing left you have in the Project, because I used Iwantgames model, which he inverted for me, and the rest of the animation was done by Kagemaru and remade the dash attack, PSA was done by me sense I remade it. Loftwing done by AC and Models done by GanonZack. Even if you did have word input that's enough for credit which I'm fine with.  So ya hold on to that one animation before I turn into that person.



Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 29, 2013, 05:11:01 PM
I'm curious, what difference would it make whether he got it from me or your hack? It's the same exact thing.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 29, 2013, 05:18:47 PM
I&#039;m curious, what difference would it make whether he got it from me or your hack? It&#039;s the same exact thing.
Oh nothing, I was just stating Sacred policies sense it came into it. But that is true, but what really needs to happen Drogoth is we gotta quit playing around and you and I join up and make a killer Sky Link. That's what I'm curious about.

But as of the True PSA, your making Link have the Skyward Run, does that mean he will be Skyward Sword Link or he will just have Skyward Link run?


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 29, 2013, 05:22:13 PM
we gotta quit playing around and you and I join up and make a killer Sky Link. That's what I'm curious about.

Send me a PM, we can talk there.

I'm quite sure that he just wants him to have that Run Animation.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: This Is A Username on July 29, 2013, 06:31:06 PM
Link's Fair is majorly wonky. I originally thought it was a glitch when I first used it. The initial swing seems like its in slow motion, and has a rather strange forward momentum boost. He also falls slowly for a billion years with his sword held right in front of him, making the move completely useless offstage, and useless onstage too from slow startup. If its meant to be a stall then fall, I'd recommend making it fall fast; otherwise, just nix the end lag and allow him to act out of it like any other aerial so it actually does something besides waste  a move slot. Nair also suffers from slow motion syndrome: even if it is a kill move, there's not much of a chance of landing it if the startup is so great it hardly comes out from a full hop. Dash Attack, FTilt, DTilt, Back dodge, and his run all seem great to me, so kudos for that. While its completely superfluous, I'm interested in having the new DAttack be better for combos. Maybe change the KB angle to 45 degrees up in front of you with a little more BKB so it links easily into FTilt, FSmash, and a hopefully fixed Fair?


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 29, 2013, 06:49:36 PM
Link's Fair is majorly wonky. I originally thought it was a glitch when I first used it. The initial swing seems like its in slow motion, and has a rather strange forward momentum boost. He also falls slowly for a billion years with his sword held right in front of him, making the move completely useless offstage, and useless onstage too from slow startup. If its meant to be a stall then fall, I'd recommend making it fall fast; otherwise, just nix the end lag and allow him to act out of it like any other aerial so it actually does something besides waste  a move slot. Nair also suffers from slow motion syndrome: even if it is a kill move, there's not much of a chance of landing it if the startup is so great it hardly comes out from a full hop. Dash Attack, FTilt, DTilt, Back dodge, and his run all seem great to me, so kudos for that. While its completely superfluous, I'm interested in having the new DAttack be better for combos. Maybe change the KB angle to 45 degrees up in front of you with a little more BKB so it links easily into FTilt, FSmash, and a hopefully fixed Fair?

The biggest problem is that he used Ike's animations for some of the moves, so they're gonna have slow start up and end lag.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Nezha the Scout on July 29, 2013, 07:02:51 PM
This is an amazing project, loving the images and ideas so far! Once I find a SD card, I'll totally try this!


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Akeno/Archer on July 29, 2013, 07:37:42 PM
I wanna see how this project goes... *subs*
I'm not really someone with a lot of knowledge about the true series of all the characters


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: GameAndWatcher on July 29, 2013, 08:01:08 PM
I can't wait to see how you handle Captain Falcon.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 29, 2013, 09:46:46 PM
Ya your right on Ike being one of the best characters in PM. I also know as well that Melee speed was only faster do fast falling and run speed. Overall the attack speed nearly stays the same.
Noooooooooo Melee is definitely much much much much much much much faster. And so is Project M coincidentally. I recently played as standard Brawl Link and it was painful how slow his moves were.

AS about Ganon, well 3% chance is very common when I use him. Its like every time I do the attack is a double hit. But its all good, those attributes they give those characters is what sets them apart from the rest of them.
And although I wouldn't call it that cheap a move, I do agree it needs a little less power.

AS to your Statement Drogoth, as the creator of the hack permission is needed from the hack creator and Sacred. But still idc if he uses it. >.>
That specific part of the hack along with a few other animations were mine.

He could ask you for the animations, but it wouldn&#039;t matter he&#039;d need to ask me for them. The guy who made it.
^Lol this. It doesn't matter what hack it's from, the source of the animation itself is the only liability I have as far as a collab goes.

[everything this guy said]
...I don't think it's exactly reliable to use a CPU to judge balance in this game. You can't rely on AI to determine what's realistic in the game setting. Even if your Mewtwo wasn't balanced. Certain character AI is worse than others, there are too many variables to sort out.

Also...
-Sheik is still isnanely good
-Fox is also still really formidable
-Snake is overall a worse character now
-Marth is definitely still viable
-Captain Falcon is still really damn good
-Ganondorf is still really damn good
-Falco is still really damn good
-Ike is definitely one of the best characters right now
-This is the best Link Smash Bros. has ever seen (aside from Minus)
-Pikachu has been giving me trouble

Thany's PM Roy PSA is actually a really low tier character in comparison to everyone in Project M right now and I can still hold my own with him. This game is far more balanced than Melee at least, there are no Pichus or Kirbys or Bowsers to be seen. More balanced than Brawl, too, I'd imagine.

Link's Fair is majorly wonky. I originally thought it was a glitch when I first used it. The initial swing seems like its in slow motion, and has a rather strange forward momentum boost. He also falls slowly for a billion years with his sword held right in front of him, making the move completely useless offstage, and useless onstage too from slow startup. If its meant to be a stall then fall, I'd recommend making it fall fast; otherwise, just nix the end lag and allow him to act out of it like any other aerial so it actually does something besides waste  a move slot. Nair also suffers from slow motion syndrome: even if it is a kill move, there's not much of a chance of landing it if the startup is so great it hardly comes out from a full hop. Dash Attack, FTilt, DTilt, Back dodge, and his run all seem great to me, so kudos for that. While its completely superfluous, I'm interested in having the new DAttack be better for combos. Maybe change the KB angle to 45 degrees up in front of you with a little more BKB so it links easily into FTilt, FSmash, and a hopefully fixed Fair?
To prove that I am not incompetent I should make it clear that I am perfectly aware of the fact that the Forward Air is the least well-polished move in the PSA so far. The forward momentum boost is going to go away. The initial swing will be faster. Although I'm cutting the time on this, you have to understand that it falls "for a million years" for a specific reason: that's what happens in Zelda. You're not meant to use it offstage, just like Link's Down Air. It's quite an effective edgeguard if you stay on stage. But right now, that forward momentum is preventing that from being viable. Don't worry, this will see MAJOR edits.
I can't put too much credence in your complaint about the Neutral Air though. It is a DAMN good kill move, and your complaints about it being too hard to hit with are... well, I can't put it any better than this, I've been popping out Helm Splitters left and right while testing out this hack. It's a good move with awesome range and a long lasting hit box and insane knock back. You just need to get the hang of adjusting yourself to the spacing involved, this PSA gives Link an all new sense of style. Frankly I was worried the move was too good for a while. I land it waaaaay more oftent han Link's Down Air and it may even produce more knockback.
And as for the Dash Attack, the trajectory IS set to 45 degrees. What I need to do is give it more forward momentum. Then it's beautiful for combos. I slowed it down because I thought the speed of the move was contributing to a certain glitch (which is fixed btw). I'm going to give it more reach again, as a little funny easter-egg you're going to be playing a version of Link that rolls faster than he dashes.

The biggest problem is that he used Ike's animations for some of the moves, so they're gonna have slow start up and end lag.
No no no no no. First, the Neutral air is actually the only attack that comes from Ike. The rest are pure Link. And second of all, I'm perfectly capable of adjusting the speed of any animation to fit a specific character's needs. If I'd wanted the Helm Splitter to be fast, I definitely could have made it that way.


This is an amazing project, loving the images and ideas so far! Once I find a SD card, I'll totally try this!
Thank you! Lovin' the feedback.

I wanna see how this project goes... *subs*
Noice. I think I've got the skills to amuse you.

I can't wait to see how you handle Captain Falcon.
Captain Falcon will actually receive very insignificant changes. There's little sense in modifying him much for a " True" PSA hack because there are literally no attacks or movements performed whatsoever by him in his games. All I can really do for him is (because I'm de-cloning the game and Ganondorf deserves the elbow) give him his old N64 Forward Smash and maybe adjust his dash speed and acceleration according to the stats of his car, but really that's all I can do. Sorry to disappoint...

I should take this time to mention that certain characters will receive very, very little changes. HOWEVER those changes will be important nonetheless; AND this hack pack will include a VERY noteworthy collection of textures, so don't think PSA is all this is about!


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Velen on July 29, 2013, 09:52:17 PM
Hey.

I love Bowser. I use him. A lot.

Don't give two [censored]s what anyone thinks of him.

Speaking of the Koopa King.

GALOT! (Get A Load Of THIS!)

http://forums.kc-mm.com/index.php?topic=21628.0 (http://forums.kc-mm.com/index.php?topic=21628.0)


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 29, 2013, 09:58:59 PM
I know for a fact that your backflip is Ike's.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 29, 2013, 11:16:09 PM
I know for a fact that your backflip is Ike's.
It is. I was only talking about attacks. When talking about start up and end lag I assumed you were talking about attacks. Regardless I know this needs to be sped up. or rather just cleaned up in general.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: This Is A Username on July 29, 2013, 11:52:38 PM
I guess I just have to experiment with Helm Splitter a little more. And I think the main difficulty with comboing with DAttack is that it only seems to work if you hit with the end of the move, which is a little more difficult to land. Earlier and the opponent goes way behind you, and while I've landed a pivot grab off that once it seems to be really inconsistent. Maybe having the initial hitbox link into the end hit would make it easier? Still awesome move without it, though.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 30, 2013, 08:56:52 AM
Definitely, the Helm Splitter won't let you down. Just learn to space it properly and it's a huge asset.

Are you talking about Link's Down Tilt? Yeah, right now it's a little... well, it's fine right now. The trouble IS, I've been trying to make it function like Ness's Down Tilt. It's not working like that for some reason... despite copying ll the knockback/hitbox/trajectory codes. T_T

But as of the True PSA, your making Link have the Skyward Run, does that mean he will be Skyward Sword Link or he will just have Skyward Link run?
Lol. Like I've made clear about the True project at least twice before... and in the OP...

He will be Zelda II Link.
And Ocarina of Time Link
And Twilight Princess Link.
And Skyward Sword Link.

Although running animations like that aren't seen in the prior three games, the most contemporary animations from any given game will typically take precedent. In the same sense, you wouldn't take out his Up Air when making a Skyward Link just because it only appears in Zelda II.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: This Is A Username on July 30, 2013, 10:32:53 AM
DAttack is an abbreviation for Dash Attack. Sorry if that was unclear. When I talk about Down Tilt, I always use the abbreviation DTilt.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 30, 2013, 10:57:55 AM
OH Okay, yeah that makes a lot of sense. I've noticed the same thing about the move. That puts a lot more perspective into you qualms about it; namely, why you didn't think it had a 45 degree angle. Despite the fact that each hitbox is given a 45 degree angle, my theory is that the way the bones are positioned during the attack (he's rolling around, the bone angles are constantly changing...) makes the trajectory really random.

I wanted to avoid giving the move a straight upward trajectory like it originally had (because that makes little sense) but from a competitive, flowing-playstyle perspective, I feel that's probably the best bet. When I was first testing the move with that trajectory the combos were basically flawless.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 30, 2013, 11:20:48 AM
(he's rolling around, the bone angles are constantly changing...) makes the trajectory really random.

TopN bone is crying in a corner right now


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 30, 2013, 11:48:56 AM
Elaborate. I wanna make this hack as efficient as possible so any constructive feedback is very much appreciated. If you could possibly explain specifically what would need changing, I'd be VERY appreciative. And thanks a ton drogoth, you're perspective and support has been really, really awesome so far.

Can you guys believe I only started PSA hacking like... maybe a week ago? xD


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 30, 2013, 11:51:46 AM
TopN bone rarely moves if anything, regardless of model position if I remember correctly.

Or if you're worried about it, just use HaM or EyeYellowM or ThrowN as hitbox bones and then reposition them as needed.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 30, 2013, 12:02:33 PM
(this post is useless. The forum wasn't showing what I had posted, so I posted it again).

._.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 30, 2013, 01:20:16 PM
Definitely, the Helm Splitter won&#039;t let you down. Just learn to space it properly and it&#039;s a huge asset.

Are you talking about Link&#039;s Down Tilt? Yeah, right now it&#039;s a little... well, it&#039;s fine right now. The trouble IS, I&#039;ve been trying to make it function like Ness&#039;s Down Tilt. It&#039;s not working like that for some reason... despite copying ll the knockback/hitbox/trajectory codes. T_T
Lol. Like I&#039;ve made clear about the True project at least twice before... and in the OP...

He will be Zelda II Link.
And Ocarina of Time Link
And Twilight Princess Link.
And Skyward Sword Link.

Although running animations like that aren&#039;t seen in the prior three games, the most contemporary animations from any given game will typically take precedent. In the same sense, you wouldn&#039;t take out his Up Air when making a Skyward Link just because it only appears in Zelda II.
Honestly I don't ever remember you even saying this. But anyways I would like to see how you put him together. This was Fusions original idea for Link but switched.

Elaborate. I wanna make this hack as efficient as possible so any constructive feedback is very much appreciated. If you could possibly explain specifically what would need changing, I&#039;d be VERY appreciative. And thanks a ton drogoth, you&#039;re perspective and support has been really, really awesome so far.

Can you guys believe I only started PSA hacking like... maybe a week ago? xD
The PSA stuff they have now we old PSAers didn't have in the past. Asynchronous and synchronous timers were just called Timers back then. Everything was undefined even making a collision in the past was hard. Now its so easy we old PSAers can go more in depth though, with hexing articles. But all in all PSA isn't really hard to learn the basics for, what is hard is setting graphics via LA-Float and RA-Bit with Sub Routines and loops. Actually going to the Specials Tab and editing them instead of just making moves 3 parts. using cases and If statements to control your actions. It gets complicated but I believe you will figure it out.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 30, 2013, 03:48:09 PM
Honestly I don't ever remember you even saying this. But anyways I would like to see how you put him together. This was Fusions original idea for Link but switched.
Lol, it's been said every time you asked me "are you making [character] based on his appearance in [this game] or [that game]?" Every time I kept telling you both. And maybe it's not clear enough a statement, but the first sentence of the OP indicates this. 100% faithful to in-game abilities... all games they appear in. I also said it when I told you "that's the main difference between Project True and Project Fusion".

Important question: Who made that spin attack animation in your Skyward Link? My updated Link is using the animation for his Down Smash and I need to know who to credit before I release the piece.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 30, 2013, 04:06:39 PM
Lol, it&#039;s been said every time you asked me "are you making [character] based on his appearance in [this game] or [that game]?" Every time I kept telling you both. And maybe it&#039;s not clear enough a statement, but the first sentence of the OP indicates this. 100% faithful to in-game abilities... all games they appear in. I also said it when I told you "that&#039;s the main difference between Project True and Project Fusion".

Important question: Who made that spin attack animation in your Skyward Link? My updated Link is using the animation for his Down Smash and I need to know who to credit before I release the piece.
Its not that simple, you must collab the members of the team I collabed and credit the memebers of the team I credit if you use it. 3 People worked on those spin attacks. Kienamaru, Kagamaru and I.

Also you didn't STATE what ingame Link was from. So now we know.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 30, 2013, 04:34:08 PM
Its not that simple, you must collab the members of the team I collabed and credit the memebers of the team I credit if you use it. 3 People worked on those spin attacks. Kienamaru, Kagamaru and I.
There's one spin attack. Just to make sure; You're telling me three different people contributed changes to that one move? That you, Kienamaru, and Kagamaru all traded the MotionPac around and made edits to that one animation?

I'm definitely not saying I don't believe all three of you worked on it, I'm just double-checking. I'm only going to collab people who touched the unoriginal material I'm using, As was the case with drogoth's Run animation.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 30, 2013, 04:52:49 PM
There's two spin attacks; one left to right, the other right to left.


Title: Re: "True" PSA Project Thread (NEW Link V1.5)
Post by: Amarythe on July 30, 2013, 05:10:50 PM
Ah; I'm using the right to left one.

I'll just collab the piece the way Omega said to for now, since the hack is done and I wanna showcase it as soon as possible. But I still want some reassurance on the specific members who touched the animations.

Aaaaand on that note... UPDATE!
True Link Version 1.5 has been released in the vault!

Really sexy edits this time around. Everybody's complaints have been addressed and the PSA is muuuuuch more  efficient. Soon enough you'll forget you're playing a PSA!

...Erm, OK. So it seems no matter how many times I try and edit the collab box, Kagamar won't show up. Is he... lyk, a real person? Am I spelling his user wrong? *searches around*


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 30, 2013, 05:34:26 PM
You gotta collab Omega, Kage, Kien, and I bro.

Not sure about Kien, he probably wants to be credited. Depends on him.

And did you remove the Slope modifiers from the back roll and smash attack?


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 30, 2013, 05:38:37 PM
I did collab y'all, don't worry. It wasn't showing up because I was trying to edit in KagEmaru. Thanks for the spelling error Omega, lol.

Aaaaaand no I haven't removed the slopes yet. I'm gonna do that quick...

=EDIT=
So.

The Slopes are removed and literally nothing changed. D:


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Large Leader on July 30, 2013, 05:51:52 PM
I'll check it when I have time to do so. There's little reason as to why they aren't being lifted up.

Try translating another bone instead of whatever bone you're using to imitate a jump.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 30, 2013, 06:16:19 PM
HEY CREDIT KIENAMARU please he will be suicidal if he gets anymore collabs I promise you this.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 30, 2013, 06:19:49 PM
Done. But, dafuq? Why does he want credits and not collabs? :|


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 30, 2013, 06:39:01 PM
 Idk he said collabs are ugly


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 30, 2013, 06:43:49 PM
Makes... sense. Almost. Sort of. Maybe. Not really.

Whateva, as long as everything's sorted out.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: OmegaS3 on July 30, 2013, 07:04:38 PM
 Oh my bad about that spelling error lol  :P


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 31, 2013, 07:52:44 PM
Wild UPDATE appeared!!

True Toon Link V1 has been released in the Vault!

Ahhhhh! I'm so flippin' proud of this hack! It's SO fun to play!! ASDFGHJKL;

Two words: Pegasus. Boots. Updating the OP now!


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Green Mii on July 31, 2013, 07:56:38 PM
Man, I just wanted to stop by and say that your "True" hacks are seriously awesome. Can't wait to see what you do with Marth!


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: Amarythe on July 31, 2013, 08:07:30 PM
Thank you so much man! I love the feedback!

I've got some nifty tricks up my sleeve for Marth.

...And Roy. But for now that's all I'm gonna say.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Green Mii on August 01, 2013, 12:59:55 AM
Thank you so much man! I love the feedback!

I've got some nifty tricks up my sleeve for Marth.

...And Roy. But for now that's all I'm gonna say.
Roy, too?! ...I don't even know what to say... Other than OMFGIFREAKINGLOVEYOU.
...That is all.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: StupidMetroid on August 01, 2013, 01:49:19 AM
Any chance of a True Samus any time soon? Just wondering...


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Akeno/Archer on August 01, 2013, 05:51:35 AM
Wild UPDATE appeared!!

True Toon Link V1 has been released in the Vault!

Ahhhhh! I'm so flippin' proud of this hack! It's SO fun to play!! ASDFGHJKL;

Two words: Pegasus. Boots. Updating the OP now!

"Tokiomi! Give this guy a gold bar!"
Bah, I'll reward you myself :
(http://i.imgur.com/YsnKaNm.gif)


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: 44SilverFire on August 01, 2013, 06:04:53 AM
Any chance of a True Samus any time soon? Just wondering...

Nintendo I think did the worst possible job on Samus, it's a complete utter disappointment what they did to her moveset, in fact so much is off putting about her that I think a hack such as this, seeing as it has not already been made will take a very very long time to create. Her armcannon mostly obviously and the power that her missiles are given, along with her speed and everything else. I have been disappointed with Nintendo about this since Smash64 And they did nothing to fix this in Smash 4.

I believe a True Samus hack would be legendary, I hope to see one sometime in the future as well. I love what you're doing with this Amarythe, it is exactly what I want out of the game and honestly what the game should be. Amazing work going into this I hope everyone appreciates it as much as I do, also Toon Link is looking slick.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: BBreon on August 01, 2013, 06:27:52 AM
Impressive and effective work

nuff said


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 01, 2013, 06:30:40 AM
Quote
Roy, too?! ...I don't even know what to say... Other than OMFGIFREAKINGLOVEYOU.
+1 Love

Quote
"Tokiomi! Give this guy a gold bar!"
Bah, I'll reward you myself :
+1 Gold

Quote
Any chance of a True Samus any time soon? Just wondering...
Quote
Nintendo I think did the worst possible job on Samus, it's a complete utter disappointment what they did to her moveset, in fact so much is off putting about her that I think a hack such as this, seeing as it has not already been made will take a very very long time to create. Her armcannon mostly obviously and the power that her missiles are given, along with her speed and everything else. I have been disappointed with Nintendo about this since Smash64 And they did nothing to fix this in Smash 4.

I believe a True Samus hack would be legendary, I hope to see one sometime in the future as well. I love what you're doing with this Amarythe, it is exactly what I want out of the game and honestly what the game should be. Amazing work going into this I hope everyone appreciates it as much as I do, also Toon Link is looking slick.
Aaaaah! Yes, Samus is one of the MAIN characters I hope to change. Her main feature, like SilverFire suggested, is DEFINITELY going to be her arm cannon. No more standing around charging like a moron. You're going to get rapid fire capabilities, movement, AND a charge option. I've got some reeeeeeal nice goodies in store for Samus.

BUT there is a problem. You see... I use Project M. Aaaaand... they don't have her released yet. So In order to test her, what I have to do is take Standard Brawl, update it's codeset and all the .pac files so I'm basically playing PM, and THEN hack her so I can reference her with everyone else.

Quote
Impressive and effective work

nuff said
Damn, you guys really like this stuff. Niiiiiice.
...Who am I kidding, I love it too. Honestly this is how Smash Bros should be. Seriously, I wasted SO much time yesterday just playing as Toon Link rather than editing him because the PSA was so damn fun. xD


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Th3NemesisLP on August 01, 2013, 07:50:16 AM
It does not work with the pal version of Brawl :(


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Akeno/Archer on August 01, 2013, 08:12:42 AM
It does not work with the pal version of Brawl :(
It works, but it has no sounds, right? Because it works on my PAL Brawl...


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Tryst on August 01, 2013, 08:35:58 AM
Hey, I love what you have been doing with the "true" series. I was wondering, Are you going to be making one of these for every character? That would be really awesome. Just a small probably dumb reccemendation is that I think it'd be cool if you made luigi, instead of being a mario clone, more of a luigi's mansion character? I mean I know that'd be suuuuper difficult but, jsut a suggestion.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 01, 2013, 09:49:10 AM
Unfortunately, I know virtually nothing about PAL versions or how to translate these hacks into them. But Akeno says they work...?

And thanks Tryst! Well, nearly every character will be receiving a true hack. Only about half of the cast will see changes as extensive as what you've seen here. The fact of the matter is, the True series is mainly focusing on content seen in games that wasn't featured in Smash. Certain characters of the game's cast will only receive aesthetic changes... Certain characters will have very limited changes. A handful of the cast may even see no changes.

Although one of the focuses of the True series is to de-clone certain characters, Luigi may actually end up being closer to Mario than before. Unfortunately, I know nothing about Luigi's Mansion... could you fill me in on some of the things he does in that game you'd like to see?


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: This Is A Username on August 01, 2013, 12:06:01 PM
Actually, there's tons of stuff you can use from his games you can use to decloned Luigi. Luigi's Mansion has the Poltergust- basically a giant vacuum used to suck up ghosts and objects,  that can also launch elemental attacks (fire, ice, and water). You can also ride on the Poltergust. He also has a flashlight used to stun ghosts. He also has the ability Thunderhand in another game. http://www.mariowiki.com/Thunderhand (http://www.mariowiki.com/Thunderhand)
Also, he can slow his fall, and also jump high while in the air, by kicking his legs a lot, which could function as an up B recovery.
And speaking of decloning, I'm curious as to why you made so many of the same changes to Tink as you did to Link. It's not a complaint, seeing as their stats alone can differentiate them a lot, but it seems to me there're plenty of moves from their games to further declone them rather than cloning them more. TP/SS Shield Bash as Link's FTilt/FSmash, Skull Hammer for Tink's FSmash, Deku Leaf as a recovery move, etc.  I know they're similar in game, but it feels there's some lost opportunity.
Btw, Links new DSmash is scary. While the un-DSmash-like animation keeps on bothering my OCD, I find myself using it a ton with its decent speed, high knockback, and super low angle. It's my main finisher. Props for that.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 01, 2013, 02:30:09 PM
Actually, there's tons of stuff you can use from his games you can use to decloned Luigi. Luigi's Mansion has the Poltergust- basically a giant vacuum used to suck up ghosts and objects,  that can also launch elemental attacks (fire, ice, and water). You can also ride on the Poltergust. He also has a flashlight used to stun ghosts. He also has the ability Thunderhand in another game. [url]http://www.mariowiki.com/Thunderhand[/url] ([url]http://www.mariowiki.com/Thunderhand[/url])
Also, he can slow his fall, and also jump high while in the air, by kicking his legs a lot, which could function as an up B recovery.
And speaking of decloning, I'm curious as to why you made so many of the same changes to Tink as you did to Link. It's not a complaint, seeing as their stats alone can differentiate them a lot, but it seems to me there're plenty of moves from their games to further declone them rather than cloning them more. TP/SS Shield Bash as Link's FTilt/FSmash, Skull Hammer for Tink's FSmash, Deku Leaf as a recovery move, etc.  I know they're similar in game, but it feels there's some lost opportunity.
Btw, Links new DSmash is scary. While the un-DSmash-like animation keeps on bothering my OCD, I find myself using it a ton with its decent speed, high knockback, and super low angle. It's my main finisher. Props for that.

Luigi's vacuum would be very hard to implement. It would be awesome, but really hard.
If I could change his dash to riding the Poltergeist, I probably would. As it stands I don't think that's possible.
When I give Luigi the Thunderhand (nice call) I'll be giving Mario his fire element equivalent. :/
The leg kicking thing is already planned, but not as an Up B.
I'm afraid the plumber brothers are just too similar. The hack wouldn't be "True" if I chose different moves over "True" moves. As a way to counteract this, I plan on exaggerating the differences in their ATTRIBUTES rather than their attacks.

Many of the changes in Toon Link are the same as Link's attacks because... in the games they do the same things. And in any case, you've an attack or three that IS different, so what you're getting right now is better than Brawl.
To be fair I gave some VERY serious consideration to the Shield Bash as his Ftilt, in fact it's VERY likely that it will appear there in a future update. TECHNICALLY Toon Link's Ftilt is the stab from LoZ while Link's Ftilt is the stab from ZII:AoL... but the difference in animation is extremely subtle so no one will really notice. That, and the Shield Bash would be cooler because it has a dizzy effect. BUT that could lead to serious balancing issues. Toon Link will NOT see his skull hammer (or possibly his Deku Leaf) because I have no experience importing models; but more importantly the skull hammer isn't nearly as iconic as the Jump Attack, and Iconic moves will DEFINITELY take precedence over different moves in this hack series. The Deku Leaf, if at all, would appear as a glide option similar to Peach's float jump. As it is with Mario and Luigi, I'll try my hardest to stress the dfferences in their ATTRIBUTES.

...You think the spin attack animation doesn't look like a Down Smash? loloollololololololol
But jokes aside right now the move is VERY cheap, it has waaaaay too much power right now. But yeah, I purposely intended for it to be Link's primary finishing move. ;)


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Tryst on August 01, 2013, 03:14:43 PM
Well I am sorry if I completely overload your thread and all but just some things I think you might be able to do to differentiate between them.
Starting in Super Mario Bros. The Lost Worlds Luigi could jump much higher but was more slippery. So maybe you could make his jumps higher and more slippery.
In Super Mario World Luigi had a flutter jump or basically a lot less weight.
In Super Mario 64 DS Luigi was slower but again, jumps high but the second weakest in the game.
In Luigi's Mansion he uses the Poltergust 3000 and that could be used for a lot of moves.
It can just normally vacuum which could be used kind of like the opposite of mario's FLUDD to pull Enemy's toward you. It can also shoot fire to shoot fire and that could be used like bowsers normal special. It could shoot water, kinda like FLUDD. It can also shoot ice which could be used to freeze people like a Freezie.
In Luigi's Mansion 2: Dark Moon Luigi uses the Poltergust 5000 and that is much better than the 3000. Here is a little paragraph from a mario wiki thing about one of it's feature's
"Unlike the Poltergust 3000, after a short period of sucking up the ghost while pushing the Control Stick the opposite way of the ghost, the player can press A to make a power surge. Power Surges increase as Luigi upgrades the Poltergust 5000. A Blue Surge removes 10 HP from the ghost, a Green Surge removes 20, and a Red Surge removes 50."
I think that could definitely be used while "Sucking Up" enemy's and if you let go of the button between certain intervals it adds different amounts of percentage. It also has a flashlight that after being charged up (he moves slower while charging up) flashes and stuns enemies for a second or two. One more thing it can do is called the "Darklight" and it, in game reveals things that are not able to be seen or something. I'm not really sure how this could be used though.
In Mario And Luigi: Superstar Saga Luigi can use his Thunderhand ability to electrocute enemies. That would be a cool Charge Attack.
In Mario & Luigi: Bowser's Inside Story One of the Bros moves luigi eats a lot of food and grows super fat and gets launched and lands on the enemys and do massive damage. I was thinking this could make a great Final Smash if you could make those.

[EDIT:] This was written before I saw the post above. Sorry... Oh well. Also How do I get Toon Links running A to work? for me his feet just move fast in place. Nothing else happens?


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 01, 2013, 04:14:11 PM
Don't worry 'bout "overloading" the thread, haha. It's fine.

I don't see why your PSA would be functioning any different from anybody elses... Unless someone else can confirm that Link's Pegasus Boots are indeed glitching out. Mine works fine.

I think the problem is this; you can interrupt the Pegasus Boots with literally any action. Are you fussing around with the Joystick or anything?


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: This Is A Username on August 01, 2013, 04:50:11 PM
Luigi's vacuum would be very hard to implement. It would be awesome, but really hard.
If I could change his dash to riding the Poltergeist, I probably would. As it stands I don't think that's possible.
When I give Luigi the Thunderhand (nice call) I'll be giving Mario his fire element equivalent. :/
The leg kicking thing is already planned, but not as an Up B.
I'm afraid the plumber brothers are just too similar. The hack wouldn't be "True" if I chose different moves over "True" moves. As a way to counteract this, I plan on exaggerating the differences in their ATTRIBUTES rather than their attacks.

Many of the changes in Toon Link are the same as Link's attacks because... in the games they do the same things. And in any case, you've an attack or three that IS different, so what you're getting right now is better than Brawl.
To be fair I gave some VERY serious consideration to the Shield Bash as his Ftilt, in fact it's VERY likely that it will appear there in a future update. TECHNICALLY Toon Link's Ftilt is the stab from LoZ while Link's Ftilt is the stab from ZII:AoL... but the difference in animation is extremely subtle so no one will really notice. That, and the Shield Bash would be cooler because it has a dizzy effect. BUT that could lead to serious balancing issues. Toon Link will NOT see his skull hammer (or possibly his Deku Leaf) because I have no experience importing models; but more importantly the skull hammer isn't nearly as iconic as the Jump Attack, and Iconic moves will DEFINITELY take precedence over different moves in this hack series. The Deku Leaf, if at all, would appear as a glide option similar to Peach's float jump. As it is with Mario and Luigi, I'll try my hardest to stress the dfferences in their ATTRIBUTES.

...You think the spin attack animation doesn't look like a Down Smash? loloollololololololol
But jokes aside right now the move is VERY cheap, it has waaaaay too much power right now. But yeah, I purposely intended for it to be Link's primary finishing move. ;)
Sucks on the vacuum, hammer, and Deku Leaf difficulties. Deku leaf as a glide or float like thing would be cool if possible, but no pressure. And damn, didn't know Mario had a fiery version of Thunderhand. Shield Bash sounds great, and I hope you figure out a way to include it in a balanced way.  Is it possible to change how long the enemy is dizzied to a somewhat short amount for combos, or to just give the Shield Bash a lot of extra shield damage/stun as a shield pressure tool?
And yeah, I know my gripe with DSmash is pretty silly. It just seems like all the DSmashes in Smash all have animations that specifically hit downward, while this one just seems to hit on both sides without particularly focusing on the ground, even if the hitboxes do cover there. Doesn't matter though at all. Since you're planning to remove Spin Attack ^B, are you going to port that animation to DSmash or continue with the current one? The Up B one seems much more like how the Spin Attack looks ingame.
Sorry if I'm peppering you with too much questions lol and distracting you from actually working on it.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 01, 2013, 06:21:59 PM
Sucks on the vacuum, hammer, and Deku Leaf difficulties.
I'd love to implement the vaccuum as Luigi's new grab, I'll see what I can cook up. Don't expect it though.

Is it possible to change how long the enemy is dizzied to a somewhat short amount for combos, or to just give the Shield Bash a lot of extra shield damage/stun as a shield pressure tool?
I could actually just change the hitstun, in fact that would be a better idea because I want to give it reflector properties and otherwise I'd have to choose between stun and reflect.

And yeah, I know my gripe with DSmash is pretty silly. It just seems like all the DSmashes in Smash all have animations that specifically hit downward, while this one just seems to hit on both sides without particularly focusing on the ground, even if the hitboxes do cover there.
The only function a Down Smash is required to have is that it covers both sides of you. Aside from Zero Suit Samus and Lucas, but let's face it, the fact that they only hit on one side is just stupid. Donkey Kong's Down Smash has high hitboxes, and CF and Ganondorf actually both hit around the same angle as Link's new Down Smash. Both sides > low hitbox

Since you're planning to remove Spin Attack ^B, are you going to port that animation to DSmash or continue with the current one? The Up B one seems much more like how the Spin Attack looks ingame.
Ew, no way I'm gonna do that. I changed the animation specifically BECAUSE Link's Up B looks literally NOTHING like the Spin Attack from any Zelda game ever. In the games, he spins once and that's it. In Brawl, he spins and spins and spins and spin and spins and it just stupid.

Think about this for a second: Have you ever wondered why Link's Up B looks nothing like his traditional spin attack? It's because Sakurai needed it to look that way in order for it to make sense as an Up B. He decided this before tether recoveries were a thing, and kept it that way even after tether recoveries showed up because for some reason he's waaaaay too afraid to change the original cast in the ways they truly should be (hence the whole point of the True series).

But, one last thing. By the final version, Link will, provided you charge the attack fully, spin around THREE times instead of one, Like he does in Ocarina of Time. Expect a fire effect as well.

Sorry if I'm peppering you with too much questions lol and distracting you from actually working on it.
No no, it's perfectly fine. Any commentary is good, it helps me generate ideas.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Akeno/Archer on August 01, 2013, 06:34:24 PM
This hammer (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32234) is something that TLink should've use... In case you need it...Why did Sakurai forgot this wonderful hammer?!
Btw, I didn't test it yet with TLink, but... on TLink and Link True PSAs, why not put the F Air as a D Air? Because with the fall, it makes more sense... Just my opinion though...


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 01, 2013, 07:12:36 PM
Btw, I didn't test it yet with TLink, but... on TLink and Link True PSAs, why not put the F Air as a D Air? Because with the fall, it makes more sense... Just my opinion though...
...Because then he wouldn't have his Down Air, which is a move that stays true to his games!


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Akeno/Archer on August 01, 2013, 07:15:48 PM
...Because then he wouldn't have his Down Air, which is a move that stays true to his games!
True...
Owell, things you're making are interesting. Keep going!


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: This Is A Username on August 01, 2013, 10:26:28 PM
Ew, no way I'm gonna do that. I changed the animation specifically BECAUSE Link's Up B looks literally NOTHING like the Spin Attack from any Zelda game ever. In the games, he spins once and that's it. In Brawl, he spins and spins and spins and spin and spins and it just stupid.

Think about this for a second: Have you ever wondered why Link's Up B looks nothing like his traditional spin attack? It's because Sakurai needed it to look that way in order for it to make sense as an Up B. He decided this before tether recoveries were a thing, and kept it that way even after tether recoveries showed up because for some reason he's waaaaay too afraid to change the original cast in the ways they truly should be (hence the whole point of the True series).

But, one last thing. By the final version, Link will, provided you charge the attack fully, spin around THREE times instead of one, Like he does in Ocarina of Time. Expect a fire effect as well.
No no, it's perfectly fine. Any commentary is good, it helps me generate ideas.
Wow, it really has been way too long since I last played a Zelda game. But I'm pretty sure I remembered WW Link at least spinning multiple times. In fact, isn't the PM up B while grounded based on it? With the moving during the spinning and all?
And yeah, I know you're right on the DSmash thing, I'm just irrationally bothered by it. More so with Ike's, but it doesn't really matter for either and idk why I even bothered posting it.
Also, psyched for high hitlag Shield Bash.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Green Mii on August 02, 2013, 12:51:13 AM
Hey Amarythe, is there any way to change Toon Links Pegasus Boots attack to keep going indefinitely until you cancel out of it? I've tried to change it myself, but it just stays the same. :/


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 02, 2013, 05:50:59 AM
Wow, it really has been way too long since I last played a Zelda game. But I'm pretty sure I remembered WW Link at least spinning multiple times. In fact, isn't the PM up B while grounded based on it? With the moving during the spinning and all?
And yeah, I know you're right on the DSmash thing, I'm just irrationally bothered by it. More so with Ike's, but it doesn't really matter for either and idk why I even bothered posting it.
Also, psyched for high hitlag Shield Bash.
In Wind Waker, link ONLY spun around multiple times provided you charged the attack at length. Similar to what I mentioned about Link's Down Smash in an earlier post, a fully charged Toon Link Down smash will have this feature. It''ll also have really good mobility and an electrical effect.
Yeah, Ike's Down Smash is rather unconventional; but it definitely does what it's intended. In Smash Bros, unconventional is good provided the move works as it's supposed to. That's what sets certain characters apart from other in terms of uniqueness.


Hey Amarythe, is there any way to change Toon Links Pegasus Boots attack to keep going indefinitely until you cancel out of it? I've tried to change it myself, but it just stays the same. :/
This was the original plan for the move. I also had a little trouble making it work and considered what we have good enough for release; for the moment. I think I can solve this problem by merely adding more frames to the animation.
Of course, for Version 1 the main focus is always to make the hack look presentable and provide a teaser of a few of the main features. The Pegasus Run works, but is somewhat unpolished. For example, I plan on adding appropriate "dash" graphic effects to the lag that proceeds the attack. :)

Right now Link's Helm Splitter actually doesn't even have a sound effect, lololololol


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Green Mii on August 02, 2013, 01:43:47 PM
Ah, okay. Then I shall eagerly wait for those updates along with more of your "True" hacks. :D


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Kagemaru on August 03, 2013, 12:06:32 AM
Subscribing to this thread.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 03, 2013, 08:32:15 AM
Awww yeah.

Has anybody noticed the novelty in the minor differences between Link and Toon Link yet? You may have noticed... Link is based primarily on his 3D appearances. Toon Link, however, is centered around the 2D games. Nifty stuff, amirite?

This will become much more apparent when I edit the specials.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Akeno/Archer on August 03, 2013, 09:31:49 AM
Will you add some effects to Tink's boomerang? Like in A Link to the Past?


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: This Is A Username on August 03, 2013, 09:50:35 AM
Tink's DAttack is glitching out on me. In almost any situation when  I try to input it, he just runs in place for a moment and then does nothing. No forward momentum, no hitbox, no cool animation, nothing. However, it will do something if I do it instantly from idle by near simultaneously hitting forward to run and down on the C Stick to attack. Unfortunately, it still is glitchy then, since it moves forward at insane Sonic-esque speeds with little to no startup for a very large distance, has a multi hitting hitbox in front of him, and combos into anything imaginable at any percent, and I rather doubt it's meant to be that broken.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Akeno/Archer on August 03, 2013, 11:11:35 AM
Dtilt or DSmash?
But in the 2 cases, open it in PSA, check out the SubAction for the attack, open the Animation Flags, and check out if "Moves Character" is activated... If it isn't, then click on it...
Hope it helps...


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: This Is A Username on August 03, 2013, 12:11:30 PM
Dash Attack actually. You can't DTilt or DSmash while running. I should probably stop using that abbreviation since no one understands me when I use it lol. And I have a Mac and so far have failed at using Wine, so I don't have PSA.
Also, Nair with Toon Link makes for a really cool cross up, as well as a nice edge guard  when facing away from the one recovering. It also does really well against someone who tries to dodge your attacks, since it lingers long enough to hit them. Haven't comboed into it much, but I think its very possible. Seems much more useful than Link's for some reason, idk why. Funnily enough, it's the total opposite with Fair. With increased speed, and no forward momentum,  I've been using Link's fair as a secondary finisher to DSmash, as an onstage edge guard, and to punish dodging, while his Nair seems to be completely outclassed by it. Conversely, Tink's Fair seems so small and pathetic that I always just use Nair.
Btw, here's a few models you might want for Luigi.
Various Vacuum models:
http://www.models-resource.com/search/?q=Poltergust (http://www.models-resource.com/search/?q=Poltergust)
And his flashlight:
http://www.models-resource.com/gamecube/luigismansion/sheet/6062/ (http://www.models-resource.com/gamecube/luigismansion/sheet/6062/)


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 03, 2013, 01:07:48 PM
Will you add some effects to Tink's boomerang? Like in A Link to the Past?
You can read the OP to find out what changes I have planned for any given character (except Meta Knight, right now). But yes; if you smash the stick the boomerang will be red and will fly twice as far. Hopefully I can program this in.

Tink's DAttack is glitching out on me. In almost any situation when  I try to input it, he just runs in place for a moment and then does nothing. No forward momentum, no hitbox, no cool animation, nothing. However, it will do something if I do it instantly from idle by near simultaneously hitting forward to run and down on the C Stick to attack. Unfortunately, it still is glitchy then, since it moves forward at insane Sonic-esque speeds with little to no startup for a very large distance, has a multi hitting hitbox in front of him, and combos into anything imaginable at any percent, and I rather doubt it's meant to be that broken.
So I re-downloaded the file so I could double check if the mediafire file I posted is glitching out the Pegasus Boots... and... for some reason my SD card is corrupted as balls right now so I can't play the game. I have to buy a new one, which is alright 'cuz I was in the market for a 2Gig anyway.
Again, I have no idea why this is. MY Toon Link Pegasus Dash has been working PERFECTLY fine. Are you sure you're not just canceling the move by pressing a button or moving the joystick? May I remind you, the move cancels into LITERALLY ANYTHING.

But despite all that, I think I have a solution. I can't do much about it until my SD card starts working again.

Also, yes, as it stands the move is broken but not for the reasons you stated, and those things certainly aren't "glitches". The ONLY reason the move is broken right now is on account of it's current power.
The attack DEFINITELY has significant startup, it's a very slow move. The multi-hitbox actually makes it easier to DI out of. The reason why it being able to combo into basically anything isn't cheap is because... the move is insanely predictable. You can see it coming from a mile away. If you get caught up in the Pegasus Dash, you basically deserve to be comboed.

I think Toon Link's NAir is better because it might be slightly faster. But yeah, Toon Link's FAir is just pathetic, lol. I... don't know what to do about it aside from increasing the size of the hitbox.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Akeno/Archer on August 03, 2013, 04:47:07 PM
You can read the OP to find out what changes I have planned for any given character (except Meta Knight, right now). But yes; if you smash the stick the boomerang will be red and will fly twice as far. Hopefully I can program this in.
So I re-downloaded the file so I could double check if the mediafire file I posted is glitching out the Pegasus Boots... and... for some reason my SD card is corrupted as balls right now so I can't play the game. I have to buy a new one, which is alright 'cuz I was in the market for a 2Gig anyway.
Again, I have no idea why this is. MY Toon Link Pegasus Dash has been working PERFECTLY fine. Are you sure you're not just canceling the move by pressing a button or moving the joystick? May I remind you, the move cancels into LITERALLY ANYTHING.

But despite all that, I think I have a solution. I can't do much about it until my SD card starts working again.

Also, yes, as it stands the move is broken but not for the reasons you stated, and those things certainly aren't "glitches". The ONLY reason the move is broken right now is on account of it's current power.
The attack DEFINITELY has significant startup, it's a very slow move. The multi-hitbox actually makes it easier to DI out of. The reason why it being able to combo into basically anything isn't cheap is because... the move is insanely predictable. You can see it coming from a mile away. If you get caught up in the Pegasus Dash, you basically deserve to be comboed.

I think Toon Link's NAir is better because it might be slightly faster. But yeah, Toon Link's FAir is just pathetic, lol. I... don't know what to do about it aside from increasing the size of the hitbox.
I'd like to see mah boomerang becoming red :laugh:


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: This Is A Username on August 03, 2013, 05:11:29 PM
While it may well be balanced if it did have significant startup, it certainly doesn't on my end- it's almost instant. So that does seems to be a bug. And I'm sure I'm not canceling it with anything- all I do is hold forward to dash, down on the C Stick/A to attack, but nothing happens if its not during the initial dash.
For Fair, maybe being able to act out of the falling animation would help? Without bomb jumping, you can't recover at all from using it off stage, while Link's is a pretty reliable tool that can be easily survived. Onstage edge guard, you'll always want reverse Nair or DTilt, and I don't think Fair will ever be able to take over that niche. At least with much higher IASA, you can live, and possibly even combo with it if the knockback is adjusted.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 03, 2013, 05:44:41 PM
That's so strange... damn, I wish my SD card was working. I've NEVER had any problem whatsoever with the Pegasus Boots. I've already heard two accounts of this move glitching; Can someone please confirm for me that the move IS working properly? It seems to be working for some and not for others which... kind of defies explanation... you'd think it would be one or the other.

You actually can recover when using Toon Link's FAir offstage... but it's a lot harder than with Link, I understand. A part of it is the fact that Project M made Toon Link way heavier which... I don't understand since they were trying to emulate Melee's Young Link... regardless, your qualms are legitimate and I'm hoping to fix this up for the next release.

Cutting off a bunch of frames from the move's end lag should help out, in addition to some gravity adjustments and possibly an earlier "allow interrupt" subaction command (which you suggested). I hate to make the animation shorter, because in comparison to Link it ALREADY ends much sooner than Link's (believe it or not) and that contrasts with the way it works in the games. However, I understand that staying faithful to the games shouldn't necessarily take precedence over practicality.

OH, and another thing. By the time Toon Link gets the Hookshot, this actually won't be a problem. You see, at that point his recovery will be muuuuuch better. In the meantime though, I'm going to give his Up B a boost (which is RIDICULOUS because, again, Project M made his recovery terrible despite trying to copy Young Link, who had way better recovery than Link if I recall).

But one thing's for sure, I'm glad someone came forward and said that they think Link's (normal, not Toon) FAir is a good move, because personally I've found it rather tough to use. I think I've just been having bad luck though; from a theoretical perspective, the move sounds really nice.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Akeno/Archer on August 03, 2013, 07:37:37 PM
That's so strange... damn, I wish my SD card was working. I've NEVER had any problem whatsoever with the Pegasus Boots. I've already heard two accounts of this move glitching; Can someone please confirm for me that the move IS working properly? It seems to be working for some and not for others which... kind of defies explanation... you'd think it would be one or the other.

You actually can recover when using Toon Link's FAir offstage... but it's a lot harder than with Link, I understand. A part of it is the fact that Project M made Toon Link way heavier which... I don't understand since they were trying to emulate Melee's Young Link... regardless, your qualms are legitimate and I'm hoping to fix this up for the next release.

Cutting off a bunch of frames from the move's end lag should help out, in addition to some gravity adjustments and possibly an earlier "allow interrupt" subaction command (which you suggested). I hate to make the animation shorter, because in comparison to Link it ALREADY ends much sooner than Link's (believe it or not) and that contrasts with the way it works in the games. However, I understand that staying faithful to the games shouldn't necessarily take precedence over practicality.

OH, and another thing. By the time Toon Link gets the Hookshot, this actually won't be a problem. You see, at that point his recovery will be muuuuuch better. In the meantime though, I'm going to give his Up B a boost (which is RIDICULOUS because, again, Project M made his recovery terrible despite trying to copy Young Link, who had way better recovery than Link if I recall).

But one thing's for sure, I'm glad someone came forward and said that they think Link's (normal, not Toon) FAir is a good move, because personally I've found it rather tough to use. I think I've just been having bad luck though; from a theoretical perspective, the move sounds really nice.
I'll try to see tomorrow or monday for the "glitchy" move... I didn't turn on my wii for a while, now... Do you me to PM you the result or just post it here?


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: This Is A Username on August 03, 2013, 08:16:09 PM
That's so strange... damn, I wish my SD card was working. I've NEVER had any problem whatsoever with the Pegasus Boots. I've already heard two accounts of this move glitching; Can someone please confirm for me that the move IS working properly? It seems to be working for some and not for others which... kind of defies explanation... you'd think it would be one or the other.

You actually can recover when using Toon Link's FAir offstage... but it's a lot harder than with Link, I understand. A part of it is the fact that Project M made Toon Link way heavier which... I don't understand since they were trying to emulate Melee's Young Link... regardless, your qualms are legitimate and I'm hoping to fix this up for the next release.

Cutting off a bunch of frames from the move's end lag should help out, in addition to some gravity adjustments and possibly an earlier "allow interrupt" subaction command (which you suggested). I hate to make the animation shorter, because in comparison to Link it ALREADY ends much sooner than Link's (believe it or not) and that contrasts with the way it works in the games. However, I understand that staying faithful to the games shouldn't necessarily take precedence over practicality.

OH, and another thing. By the time Toon Link gets the Hookshot, this actually won't be a problem. You see, at that point his recovery will be muuuuuch better. In the meantime though, I'm going to give his Up B a boost (which is RIDICULOUS because, again, Project M made his recovery terrible despite trying to copy Young Link, who had way better recovery than Link if I recall).

But one thing's for sure, I'm glad someone came forward and said that they think Link's (normal, not Toon) FAir is a good move, because personally I've found it rather tough to use. I think I've just been having bad luck though; from a theoretical perspective, the move sounds really nice.
I was surprised when I found out how much the speed increase and the lack of forward momentum helped Fair honestly. It had seemed so useless before that I kinda thought it was doomed, but now I'm landing it a ton. Buffed recovery sounds great- I actually assumed tether only recovery would mean it would be a lot worse. Good to know you're cognizant of his recovery flaws.
If you're just going to replace it later, I wouldn't bother taking the time to fiddle with ^B. It'll just delay the final fix more. The demo doesn't have to be perfect just as long as the final product is good.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Green Mii on August 03, 2013, 09:46:02 PM
The Dash Attack works for me. Like you said, doing ANY action cancels it out (which actually makes for a good fake out into a different attack). And again, trying to make it longer changes nothing. xD


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 03, 2013, 10:18:28 PM
I'll try to see tomorrow or monday for the "glitchy" move... I didn't turn on my wii for a while, now... Do you me to PM you the result or just post it here?
Just post it here, please. I like keeping the thread bumped, haha. That, and there's no reason to keep this stuff private: the more people who see a specific complaint, the more commentary I get on it. The more commentary I get, the more I understand about what I need to change.

I was surprised when I found out how much the speed increase and the lack of forward momentum helped Fair honestly. It had seemed so useless before that I kinda thought it was doomed, but now I'm landing it a ton. Buffed recovery sounds great- I actually assumed tether only recovery would mean it would be a lot worse. Good to know you're cognizant of his recovery flaws.
If you're just going to replace it later, I wouldn't bother taking the time to fiddle with ^B. It'll just delay the final fix more. The demo doesn't have to be perfect just as long as the final product is good.
Honestly, I felt the same way; that the move was doomed, lol. But the buffs I gave it really helped, ha! I didn't even take that many frames off of the beginning lag; honestly, speed is DEFINITELY the most important/sensitive attribute when it comes to attacks. I would even argue it's more important than Priority, which many top-level Smashers consider the most important attribute.
And don't worry: the Up B fix really won't be that hard to implement. The Hookshot feature will be, as one of the hardest things to program (currently tethering isn't supported very well by PSA), one of the last things I add to this True hack. Therefore, the sooner I fix the recovery problems, the more people will enjoy the demos until the real deal is released. I don't want people to disregard this hack on account of problems encountered in the early releases.

The Dash Attack works for me. Like you said, doing ANY action cancels it out (which actually makes for a good fake out into a different attack). And again, trying to make it longer changes nothing. xD
Nice. That's at least somewhat reassuring. Thanks a ton for the input, Green Mii.

But... trying to make it longer changes nothing? What do you mean? Have you edited the animation in Brawl Box to try and make it longer? o_o Honestly, I'm like... 99% confident that making the animation longer will work. I really don't understand why it wouldn't.



OH, and some additional news! A certain member on the site named bronzegreekgod has edited my Meta Knight PSA so that that GFX effect works properly... it looks ABSOLUTELY beautiful! I'm proud to say Meta Knight will see some VERY nice features in the near future!! Look forward to it!

In the mean time, I'm eager to release my True Mario hack, which is in progress. I've been running into some unexpected trouble, but don't worry; it's nothing too out of hand. You'll see all this content soon enough.

...As soon as I get a new SD card, in any case. :C


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Green Mii on August 05, 2013, 11:49:52 AM
Nice. That's at least somewhat reassuring. Thanks a ton for the input, Green Mii.

But... trying to make it longer changes nothing? What do you mean? Have you edited the animation in Brawl Box to try and make it longer? o_o Honestly, I'm like... 99% confident that making the animation longer will work. I really don't understand why it wouldn't.
You're welcome! And, at first, I tried changing the PSA to loop the animation infinitely, but nothing changed. But then I tried changing the frame count on the animation in BrawlBox, but it kept freezing (I tried to change it to 3 seconds, lol). So I tried setting the Loop to true instead of false, but again, nothing. So then I thought, maybe if I tried changing it to 1 second? It worked, and now he keeps going, but the loop is set to false, so I have no idea what the heck happened. But hey, it works now! Only problem is that he keeps slashing every second, and every time he slashes, he goes faster and faster. :/


Title: "True" PSA Project Thread (NEW - Toon Link V1) Found the "glitch"
Post by: Akeno/Archer on August 05, 2013, 05:12:46 PM
I put the quotes in spoilers... Unless you really wanna read a giant wall, skip this...
Tink's DAttack is glitching out on me. In almost any situation when  I try to input it, he just runs in place for a moment and then does nothing. No forward momentum, no hitbox, no cool animation, nothing. However, it will do something if I do it instantly from idle by near simultaneously hitting forward to run and down on the C Stick to attack. Unfortunately, it still is glitchy then, since it moves forward at insane Sonic-esque speeds with little to no startup for a very large distance, has a multi hitting hitbox in front of him, and combos into anything imaginable at any percent, and I rather doubt it's meant to be that broken.
That's so strange... damn, I wish my SD card was working. I've NEVER had any problem whatsoever with the Pegasus Boots. I've already heard two accounts of this move glitching; Can someone please confirm for me that the move IS working properly? It seems to be working for some and not for others which... kind of defies explanation... you'd think it would be one or the other.

You actually can recover when using Toon Link's FAir offstage... but it's a lot harder than with Link, I understand. A part of it is the fact that Project M made Toon Link way heavier which... I don't understand since they were trying to emulate Melee's Young Link... regardless, your qualms are legitimate and I'm hoping to fix this up for the next release.

Cutting off a bunch of frames from the move's end lag should help out, in addition to some gravity adjustments and possibly an earlier "allow interrupt" subaction command (which you suggested). I hate to make the animation shorter, because in comparison to Link it ALREADY ends much sooner than Link's (believe it or not) and that contrasts with the way it works in the games. However, I understand that staying faithful to the games shouldn't necessarily take precedence over practicality.

OH, and another thing. By the time Toon Link gets the Hookshot, this actually won't be a problem. You see, at that point his recovery will be muuuuuch better. In the meantime though, I'm going to give his Up B a boost (which is RIDICULOUS because, again, Project M made his recovery terrible despite trying to copy Young Link, who had way better recovery than Link if I recall).

But one thing's for sure, I'm glad someone came forward and said that they think Link's (normal, not Toon) FAir is a good move, because personally I've found it rather tough to use. I think I've just been having bad luck though; from a theoretical perspective, the move sounds really nice.
Dash Attack actually. You can't DTilt or DSmash while running. I should probably stop using that abbreviation since no one understands me when I use it lol. And I have a Mac and so far have failed at using Wine, so I don't have PSA.
Also, Nair with Toon Link makes for a really cool cross up, as well as a nice edge guard  when facing away from the one recovering. It also does really well against someone who tries to dodge your attacks, since it lingers long enough to hit them. Haven't comboed into it much, but I think its very possible. Seems much more useful than Link's for some reason, idk why. Funnily enough, it's the total opposite with Fair. With increased speed, and no forward momentum,  I've been using Link's fair as a secondary finisher to DSmash, as an onstage edge guard, and to punish dodging, while his Nair seems to be completely outclassed by it. Conversely, Tink's Fair seems so small and pathetic that I always just use Nair.
Btw, here's a few models you might want for Luigi.
Various Vacuum models:
[url]http://www.models-resource.com/search/?q=Poltergust[/url] ([url]http://www.models-resource.com/search/?q=Poltergust[/url])
And his flashlight:
[url]http://www.models-resource.com/gamecube/luigismansion/sheet/6062/[/url] ([url]http://www.models-resource.com/gamecube/luigismansion/sheet/6062/[/url])
Amarythe, I found the problem they all encountered... The Pegasus Boots attack can be cancelled with EVERY MOVES, that includes WALK/RUN ANIMATIONS. THat's why a lot of people have encoutered issues with this move... What I can suggest is :
1 - Use a "Allow Specific Interrupt" and allow only A moves and B moves to cancel it
2 - Put the Allow interrupt after the Dash and a few damages...
3 - If you want me to do it, no problem...


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: SnatoWhato on August 06, 2013, 09:59:07 AM
Tried out the True Toon Link today. I like it alot.

SSB Project M: True Toon Link V1 (http://www.youtube.com/watch?v=0cixCpdyAO0#ws)


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 06, 2013, 05:53:27 PM
Amarythe, I found the problem they all encountered... The Pegasus Boots attack can be cancelled with EVERY MOVES, that includes WALK/RUN ANIMATIONS. THat's why a lot of people have encoutered issues with this move... What I can suggest is :
1 - Use a "Allow Specific Interrupt" and allow only A moves and B moves to cancel it
2 - Put the Allow interrupt after the Dash and a few damages...
3 - If you want me to do it, no problem...
Yeah yeah, your first suggestion was the one I was gonna implement. I originally chose the "Allow Interrupt" over the "Specific Interrupt" as a sort of reference to how the Pegasus Boots worked in ALttP, but it seems with all the problems people have encountered I have to choose practicality over faithfulness.

Tried out the True Toon Link today. I like it alot.
Oooooh, video! Nice, thanks for that; I have no way to record my Brawl, so this is good.

Oh, and may I ask... could you put "Credit to Amarythe for the PSA" or something like that in the video description? I hope I don't sound nitpicky, ha.

...Damn, I've never seen that Ridley stage hack! What does it go over?


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: SnatoWhato on August 06, 2013, 07:42:06 PM

Oooooh, video! Nice, thanks for that; I have no way to record my Brawl, so this is good.

Oh, and may I ask... could you put "Credit to Amarythe for the PSA" or something like that in the video description? I hope I don't sound nitpicky, ha.

...Damn, I've never seen that Ridley stage hack! What does it go over?


Of course, I understand you'd want your name there. lol I'll update the description in a little bit.

As for the Ridley stage.. it goes over Brinstar.. but when I checked the vault, it wasn't there. I'm not sure if the guy removed it or what. But I found it on a forum in Smashboards, and the guy should still have the files available. It's in this thread here:

http://smashboards.com/threads/updated-my-project-m-v2-5b-build-with-optional-character-textures.332087/ (http://smashboards.com/threads/updated-my-project-m-v2-5b-build-with-optional-character-textures.332087/)

It may be a pretty big file but I took the stages I thought were real cool and deleted the rest. :)


Post Merge: August 06, 2013, 10:34:38 PM
I ended up making a new video because I could do alot better now that you guys taught me how to use the Pegasus Boots. Sorry if it feels redundant. lol Hope you guys like it.

Amarythe's True Toon Link V1 PSA (http://www.youtube.com/watch?v=xNjaBaSFe-Q#ws)


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Lito on August 08, 2013, 12:07:06 PM
Heya, I wanted to talk about Ness and Lucas if you don't mind.

Ness: I'm going to say to keep his bat and yo-yo because those were his main weapons, however Ness could also equip a slingshot, maybe make it his new side special?
I'd say make Ness' up-B Teleport but I'm not entirely sure how that would work...
Another up special could be PK Lifeup where he propels himself very slightly upward while healing himself a bit. Down special could be PK Shield alpha and he places a small shield around him similar to PSI Magnet except it blocks physical attacks seeing as Ness can't learn PSI Magnet. Maybe you can make his normal attacks also have him hit with his bat somehow, mess around with the animations? Another good move is PSI Rockin, Ness' main offensive move in the Earthbound games.

As for Lucas
Lucas can also use a yo-yo but his most famous one is the "Spiky Weapon". He also uses sticks instead of bats (although he can equip a bat). I say keep Project M's offense up since it's an attack he can actually learn. Lucas also has many counter, shield, and power up moves with a little bit of healing. He can also learn PK Flash and PK Love. The snake can stay because it's an item that can be given physically to anyone, the PSI teachings feels a little off to me but if you guys wanna give them their SSB moves, be my guest. Because it still makes a lot of sense. It's also be cool if Lucas' final smash would be pulling the needle and making the map shake violently while everyone gets grounded allowing Lucas to finish them off.

Whew, that was a lot. Loving the work guys, keep it up!


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Kagemaru on August 08, 2013, 04:16:05 PM
Dude...  I'm really liking what you did with Toon Link. He's cool.

I'm thinking about using it as a base for my Wind Waker style TL. But since my old computer died, I have to start over. But Nicely done with TL. WW TL is gonna have Skull Hammer, and Iron Boots and an extra Wind Waker to mess with. If you're interested in helping, let me know.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 08, 2013, 05:37:25 PM
Heya, I wanted to talk about Ness and Lucas if you don't mind.
I wanna talk about them too, the Earthbound series is terribly misrepresented in Smash and the changes I have for them are going to be really exciting; Mother fans will be pleased.

Don't be hesitant about tossing out any suggestions you have! Even though I'm extremely strict about what will make it in, commentary is always welcome and greatly appreciated. I may have TONS of ideas, but here and there I get suggestions that make a LOT of sense.

Ness: I'm going to say to keep his bat and yo-yo because those were his main weapons,
Of course. In fact, one of the highlights of the True Earthbound characters is that they will be featured with their bats/sticks ALWAYS equipped, and their entire moveset will SOLELY utilize their weaponry, instead of PSI like in Smash (excluding the specials of course, which will all be PSI based).

however Ness could also equip a slingshot, maybe make it his new side special?
Oooooh... OOOOOH I totally forgot about his Slingshot! Thanks a ton for the suggestion. However, all of Ness's Specials have been determined, and they are all PSI based. BUT the good news is, I can make his Slingshot his new Up Smash (what about his old Up Smash, you might ask? Perfect for a new UAir).

I'd say make Ness' up-B Teleport but I'm not entirely sure how that would work...
Way ahead of you. Although, like you said, it sounds hard to do.

Another up special could be PK Lifeup where he propels himself very slightly upward while healing himself a bit.
LifeUp will be a taunt, not a special. A very slow, very weak-healing taunt similar to Project M Toon Link's Lon Lon Milk.

Down special could be PK Shield alpha and he places a small shield around him similar to PSI Magnet except it blocks physical attacks seeing as Ness can't learn PSI Magnet.
Down Special will be PSI Flash. It will have a random stun, dizzy, or Luigi Final Smash effect (to emulate Earthbound's "Confusion", provided this is possible). It will also have an extremely negligible chance of K.O.ing the opponent instantly, lololololollolololololllololooool

Maybe you can make his normal attacks also have him hit with his bat somehow, mess around with the animations?
Very easy to do, and already stated.

Another good move is PSI Rockin, Ness' main offensive move in the Earthbound games.
Waaaaay ahead of you. Neutral Special.

As for Lucas
Lucas can also use a yo-yo but his most famous one is the "Spiky Weapon". He also uses sticks instead of bats (although he can equip a bat).
Does Lucas ever use a Yo-Yo? I've played Mother 3, but I can't remember and I don't recall it. Again, his ultimate weapon will be featured.

I say keep Project M's offense up since it's an attack he can actually learn.
I'm afraid this will be kicked in favor of PK Love. I appreciate what Project M was going for but I don't exactly like PSI Offense.

Lucas also has many counter, shield, and power up moves with a little bit of healing.
PSI Counter will be Lucas's Down B. Get hyped, this move will be awesome.
Also, LifeUp will again be a Taunt.

He can also learn PK Flash
Forward B, same properties as Ness.

and PK Love.
Neutral B.

The snake can stay because it's an item that can be given physically to anyone,
Will probably be his new Up B, because PSI Thunder makes absolutely no sense and... I have no idea what else to do for Lucas's recovery.

the PSI teachings feels a little off to me but if you guys wanna give them their SSB moves, be my guest. Because it still makes a lot of sense.
Actually, the PSI teachings aspect of SSB really DOESN'T make sense, and that's why the focus of the Earthbound True hacks will center around giving them their actual abilities. I thought it was lame that the other party members supposedly "taught" Ness and Lucas these attacks just for Smash Bros.

It's also be cool if Lucas' final smash would be pulling the needle and making the map shake violently while everyone gets grounded allowing Lucas to finish them off.
Final Smashes will not be supported. At least till the final updates, and even than I really don't plan on it. I don't play with items on at all.

Whew, that was a lot. Loving the work guys, keep it up!
Thanks! And I wanna make it clear, it's actually just me doing this, there's no team behind this project! There are, of course, minor additions and tweaks and such contributed by other members here and there, and they are being credited accordingly. But most of what you see in these hacks are my own ideas, and my own work.

Dude...  I'm really liking what you did with Toon Link. He's cool.
Ferk yeah, thanks man.

I'm thinking about using it as a base for my Wind Waker style TL. But since my old computer died, I have to start over. But Nicely done with TL. WW TL is gonna have Skull Hammer, and Iron Boots and an extra Wind Waker to mess with. If you're interested in helping, let me know.
Go ahead, just credit me for what I did. I would suggest you change the Pegasus Dash to Toon Link's roll, haha. That was my original plan but it was booted in favor of an attack from his 2D appearances. A cooler attack, might I add.

I'd love to help, but I'm REALLY stacked with a lot of other things to do both in terms of hacks and real life. The plans I've laid out for the true project are really intense and I'm just one guy, so I'm afraid my hack-related focus will be on my own project. I hate to be a downer.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Lito on August 08, 2013, 06:08:59 PM
Yes, Lucas can equip a yo-yo. His best is "Spiky Weapon"


Also, Kumatora was taught P.K. Starstorm which means that other characters can indeed teach PSI techniques to others.

Anyways, I like all of the stuff you just mentioned. Would you mind if I talk about more characters too? I like to dabble in movesets and such.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 08, 2013, 07:39:22 PM
I suppose so, yeah. But teaching Lucas PK Freeze isn't canon, haha.

And go ahead,


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Lito on August 08, 2013, 08:26:26 PM
I just wanna know what you have in store for Mario, Luigi, Dedede, and the Star Fox characters.

I hope you'll give our plumbers a little bit of hammer time.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 09, 2013, 06:27:39 PM
I just wanna know what you have in store for Mario, Luigi, Dedede, and the Star Fox characters.
You'll see some Mario action soon.
Luigi will have alot of similar changes to Mario.
Dedede is actually probably not going to see much anything changed.
Ooooh Star Fox... I got some goodies in store for them.

I hope you'll give our plumbers a little bit of hammer time.
Naturally!


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Lito on August 09, 2013, 07:57:35 PM
You are a beautiful human being. Have a great day kind sir and I can't wait to see more.

Cheers!


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 10, 2013, 08:30:28 AM
I should admit, the changes I have for the Star Fox cast are a little more subtle than you might expect. The changes made to them will be more in line with attribute changes, rather than aesthetic changes. EXCEPT for Falco, who will be entirely de-cloned. (excluding Falco,) the only real moveset changes will be in their Specials.

Wolf will have a sexy new Idle stance, too.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Kagemaru on August 12, 2013, 02:24:08 AM
What do you plan to do with Star Fox?

I had started some Staff animations...


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 12, 2013, 02:33:24 PM
Star Fox in general or Fox?

Fox's Blaster Lazers will be Green.
Wolf's Blaster Lazers will be Red.
I want to try and give the Blaster move a random chance of the character holding two guns, and shooting two blue lazers... to reflect the lazer upgrades from Star Fox.
All of the SF characters (Wolf possibly excluded) will have a Forward Special changed to a Rocket Launcher which shoots out a (much weaker, smaller) Nova Bomb.
The Reflector animation will be changed to reflect (lolpun) how it looked in Assault (or Command? Was the reflector in Command at all? Is it in SF643D? Never played either game, and I want the newest version).
All Star Fox Up Specials will be their Arwing/Wolfen entrance animations, and the move will function similar to Farore's Wind.

Falco's de-cloning process is going to be a BIG deal, with a lot of changes. Too much to really list here, and explanations would be vague anyway.

The attribute changes to each character will be based on their stats from Assault. Fox will no longer be the fastest member of the Star Fox team.

And Fox won't see any staff related moves, Kagemaru. Mmm... Maybe one of his Smashes, but at this point there are no plans for it, really. It just seems a tad too... out of place.

-------------
But in other news, I'm afraid updates and progress will be stagnant for the time being, for a multitude of reasons. You may have noticed there hasn't been an update within a week...

First and foremost. as mentioned earlier, my SD card was corrupted for unknown reasons. I'm getting a new one pretty soon... but it may actually be a week from now, maybe longer.

But it's the whole, y'know, having a real life thing that's getting in the way:

Second, I recently got a job. Which is nice, 'cause money. But which sucks, because I spend literally 12-and-a-half hours away from home. In addition to this, by the time I get home sometimes I'm so tired I can barely do... much anything, really.

Third, I'm in a band, and practice and planning and writing and gigs and such are a huuuuuge responsibility that takes up a lot of my time.

Fourth, And this one's kind of personal/embarrassing so I'll try to keep it brief: I'm trying to save my best friend from a cult, so I'm dedicating a huge chunk of my time and focus on... a rather intensive study. In fact, what started as a simple study-group outline has essentially turned into... me writing a book about how [censored]ed up her religion is.

All these things are REALLY taxing, and really time consuming, and despite how terribly eager I am to continue work on this project, these things take precedent over the hack.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Tormod on August 12, 2013, 05:01:28 PM
Have you started a Dinosaur planet Fox PSA then, Kagumaru? I've been wanting to see/do that for a long time. Amarythe, it may be fitting for Fox, considering he's actually fighting in person in that game, and not just in an Arwing. Also it could be used as a means to reduce the clone effect between him and falco.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: OmegaS3 on August 12, 2013, 05:17:15 PM
Have you started a Dinosaur planet Fox PSA then, Kagumaru? I&#039;ve been wanting to see/do that for a long time. Amarythe, it may be fitting for Fox, considering he&#039;s actually fighting in person in that game, and not just in an Arwing. Also it could be used as a means to reduce the clone effect between him and falco.
That is what Fusion team is making. We call it Staff Fox, and Kagemaru is the maker of him.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 12, 2013, 06:03:20 PM
Amarythe, it may be fitting for Fox, considering he's actually fighting in person in that game, and not just in an Arwing. Also it could be used as a means to reduce the clone effect between him and falco.
It's not fitting for Fox because he is a high-tech gun wielding space pilot. Making a FULLY staff-using version of Fox would be an Adventures PSA, not a "True" PSA (which is meant to adopt the traits of ALL games, not just one). It is for this reason I suggested I may include one attack involving the staff... But it's rather unlikely. Even though Fox found the staff in Adventures, at the end of the day I consider it Krystal's weapon. I would certainly implement the staff on a Krystal PSA... which could very well become apart of the True series. But... this will be one of the last things included, if at all.
In addition, lessening the "clone" factor between Fox and Falco will be achieved, I repeat, by de-cloning Falco. The staff isn't needed to do this.


That is what Fusion team is making. We call it Staff Fox, and Kagemaru is the maker of him.
^ This is vital. In addition to finding the staff unfitting for my hack (and Fox overall; it's not even HIS weapon), I wouldn't do this for the sake of differentiating the "True" series from the "Fusion" series. I don't wanna step on Omega's toes, and the two projects are already vaguely similar.

But I do appreciate the attempt by them to make a full-staff Fox. It's cool, since it actually happened in Adventures. What's the point in me making an Adventures Fox when there is already a team currently developing one?


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: OmegaS3 on August 12, 2013, 06:26:31 PM
It&#039;s not fitting for Fox because he is a high-tech gun wielding space pilot. Making a FULLY staff-using version of Fox would be an Adventures PSA, not a "True" PSA (which is meant to adopt the traits of ALL games, not just one). It is for this reason I suggested I may include one attack involving the staff... But it&#039;s rather unlikely. Even though Fox found the staff in Adventures, at the end of the day I consider it Krystal&#039;s weapon. I would certainly implement the staff on a Krystal PSA... which could very well become apart of the True series. But... this will be one of the last things included, if at all.
In addition, lessening the "clone" factor between Fox and Falco will be achieved, I repeat, by de-cloning Falco. The staff isn&#039;t needed to do this.

^ This is vital. In addition to finding the staff unfitting for my hack (and Fox overall; it&#039;s not even HIS weapon), I wouldn&#039;t do this for the sake of differentiating the "True" series from the "Fusion" series. I don&#039;t wanna step on Omega&#039;s toes, and the two projects are already vaguely similar.

But I do appreciate the attempt by them to make a full-staff Fox. It&#039;s cool, since it actually happened in Adventures. What&#039;s the point in me making an Adventures Fox when there is already a team currently developing one?
You're gonna have to step on my feet hella hard. I don't have much feeling in them.  :P


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Tormod on August 12, 2013, 06:35:46 PM
I figured all games wouldn't exclude adventure ones. But I meant no offense with my suggestion, just sharing my thoughts. They are your PSA ideas, you are free do them as you see fit.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: OmegaS3 on August 12, 2013, 06:37:49 PM
I figured all games wouldn&#039;t exclude adventure ones. But I meant no offense with my suggestion, just sharing my thoughts. They are your PSA ideas, you are free do them as you see fit.
Your good man.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 12, 2013, 09:04:48 PM
I figured all games wouldn't exclude adventure ones. But I meant no offense with my suggestion, just sharing my thoughts. They are your PSA ideas, you are free do them as you see fit.
Which is why I mentioned there might be one staff attack. But only one. And lul, I definitely wasn't offended.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Tormod on August 12, 2013, 10:52:06 PM
And lul, I definitely wasn't offended.
That's good. For the record though, I wasn't suggesting a fully staffed version for your true series. Just was wondering if Kagumaru had one going, which I now know.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Kagemaru on August 13, 2013, 09:19:45 AM
I was tired of pretty much every Fox psa being a carbon copy of each other. Staff Fox has the opportunity to forge new ground by being a uniquely different psa. Not a melee clone, not a few animation changes, but a truly unique psa.

Also the moveset takes heavy influence from Kilik from soul calibur. Which is awesome. But anyway, I'll be getting another WWTL model soon and your TL makes a great base stating point.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 13, 2013, 05:05:56 PM
Yeah; I was disappointed that my own Fox PSA will be rather similar to the real Brawl one (aside from specials and character stats). Changing Fox's moveset much doesn't really apply to the "True" Series's mission statement, so I won't be adding much.

Noice, I wanna see this WW Link when you're done.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Tryst on August 16, 2013, 08:20:50 AM
I kinda agree with Amarythe and I am glad that you aren't doing the staff thing because he even says in the begining of that game, "But what about a weapon? Why couldn't I bring my blaster?" But I guess It is just my opinion.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 19, 2013, 06:21:27 PM
Okay, to apologize for the hiatus, here's a tiny update...

There's a very, very minimalist True Bowser released in the vault! The only change: he now stands like he does in SSB4.


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Renova on August 19, 2013, 06:23:35 PM
I always thought that bowsers up special would be similar to King DeDeDe since thats what he did in Mario 64


Title: Re: "True" PSA Project Thread (NEW - Toon Link V1)
Post by: Amarythe on August 20, 2013, 06:19:16 AM
I always thought that bowsers up special would be similar to King DeDeDe since thats what he did in Mario 64
You are a smart man.

What you're talking about is planned for a future update. This release was more of a teaser than anything, really.


Title: Re: "True" PSA Project Thread (NEW - Bowser V0.5)
Post by: PseudoTypical on August 20, 2013, 03:51:51 PM
Good work you've been doing, Amarythe!

I was planning on using the new Bowser (and including in this compilation on Smashboards with your permission; link at bottom). Is it updated for 2.6b?


Title: Re: "True" PSA Project Thread (NEW - Bowser V0.5)
Post by: Amarythe on August 20, 2013, 05:28:43 PM
lol dmick, you didn't provide a link.

Sure, go right ahead and include it in your pack; just be sure to give me credit for it!

Also, nothing as of yet has been modified for 2.6b. I plan on it... but I assume it'll be a lot of work. :C


Title: Re: "True" PSA Project Thread (NEW - Bowser V0.5)
Post by: PseudoTypical on August 20, 2013, 06:24:19 PM
lol dmick, you didn't provide a link.

Sure, go right ahead and include it in your pack; just be sure to give me credit for it!

Also, nothing as of yet has been modified for 2.6b. I plan on it... but I assume it'll be a lot of work. :C
Aw. haha I'll make sure to once I get home (on mobile now and it's a pain in the neck).

For sure!

I hear it's mostly balance stuff, so it should be easy as far as I know. There's a changelog posted in the Project M section of SB, too.

Post Merge: August 20, 2013, 06:32:39 PM
Here's that forgotten link!

http://smashboards.com/threads/project-m-complete-extension.339583/ (http://smashboards.com/threads/project-m-complete-extension.339583/)

and the changelist for 2.6b:

http://smashboards.com/threads/project-m-demo-2-6b-released-changelist-up.340142/ (http://smashboards.com/threads/project-m-demo-2-6b-released-changelist-up.340142/)


Title: Re: "True" PSA Project Thread (NEW - Bowser V0.5)
Post by: Amarythe on August 21, 2013, 10:30:32 PM
With the changelog there's a chance I could just update all those changes manually, haha. Additionally, all I'd really need to worry about changing with my hacks are the attacks which I've left unchanged.

So, first attempt to edit Bowser's run... was pitiful. It looked halfway decent in Brawl Box but terrible in Brawl. This may take longer than I thought. I'm still gonna try and make it happen though.

I worked my ass off on Meta Knight these last two days and... Oh man, do I have some nice stuff in store for you guys. Look forward to it.

While I'm adding the finishing touches to Meta Knight, I think... I'm gonna start up on Lucas.


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: Lito on August 22, 2013, 03:32:55 PM
Quick question cause I haven't been able to play these hacks due to lack of SD Card. But do the characters have Project M moves where their other moves aren't changed?


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: Amarythe on August 22, 2013, 03:47:13 PM
Of course. I use the PM .pac file as a base and alter everything from there. If It's unchanged, it's strictly Project M.


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: OmegaS3 on August 22, 2013, 04:56:18 PM
 This thread gets better each day. Well it looks like we will have a identical character.  Fusion is also making a SSb4 Prediction Bowser. Lets see who's is better between ours.


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: Amarythe on August 22, 2013, 06:11:56 PM
This thread gets better each day. Well it looks like we will have a identical character.  Fusion is also making a SSb4 Prediction Bowser. Lets see who's is better between ours.
It's not necessarily an SSB4 Bowser, for example I don't think I'll be adding in the drop kick. For one thing, it looks INSANELY hard to animate, and secondly, it never happens in any official Mario game so I'm not exactly inclined to change it. I hope you guys handle that new drop kick, it would be really impressive to see!

I merely made this new Idle Stance because, in addition to being in SSB4, I'd argue it looks more true to his in game appearances. In fact, so does the new Run animation in SSB4.

Oh, just WAIT until you see the changes on Meta Knight... Ohohohoho...!


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: OmegaS3 on August 22, 2013, 06:22:35 PM
It&#039;s not necessarily an SSB4 Bowser, for example I don&#039;t think I&#039;ll be adding in the drop kick. For one thing, it looks INSANELY hard to animate, and secondly, it never happens in any official Mario game so I&#039;m not exactly inclined to change it. I hope you guys handle that new drop kick, it would be really impressive to see!

I merely made this new Idle Stance because, in addition to being in SSB4, I&#039;d argue it looks more true to his in game appearances. In fact, so does the new Run animation in SSB4.

Oh, just WAIT until you see the changes on Meta Knight... Ohohohoho...!
It wasn't that hard to animate I used Squirtle's fair as a base. Also I agree with the run, it does fit more Bowser than what brawl has.


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: Amarythe on August 22, 2013, 07:16:06 PM
Squirtle's FAir? Interesting... I figure using Squirtle, Bowser would end up looking waaaaay too disfigured to edit further. Nice call there.

OP updated with all of Meta Knight's planned changes! Here's a list of all the moves you'll see changed in the next update...
- Jab (graphic fixed)
- Forward Tilt (maybe not though)
- Dash Attack
- Up Tilt
- Up Smash
- Down Tilt (replaced yet again)
- Down Smash
- Back Air (changed back to original PM version, but just for now)
- Forward Special (maybe not though)


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: OmegaS3 on August 23, 2013, 02:13:02 AM
 Ya Bowser was disfigured but it was easy to fix that. For example copy any animation from Bowser air attacks. Just copy one frame. Open Squirtle's motion while viewing a Bowser model. Now go to fair animation, you will see a squished Bowser. Lol! But when you insert a new frame before and paste the animation you copied. Then before you click play, delete the frame you just pasted. Now Bowser does Squirtle's Fair and isn't squished up. This you probably already know about, as I seen your Ike new attack that looks like Marth's.

True Meta Knight, seems to be getting a nice revamp, I can't wait to see what you do.


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: GigasOverlord on August 23, 2013, 04:32:48 AM
Yeah, Bowser's run would be probably the best thing to happen ever. I hope it isn't too insurmountable to fix. Also, would it be possible to rip Meta Knight's dash animation out of this and use it in vanilla P:M? It looks so good, but I can't take slow D-Air.


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: Amarythe on August 23, 2013, 05:08:52 AM
But when you insert a new frame before and paste the animation you copied. Then before you click play, delete the frame you just pasted. Now Bowser does Squirtle's Fair and isn't squished up. This you probably already know about, as I seen your Ike new attack that looks like Marth's.
I actually DIDN'T know that, wow. Marth and Ike simply have such similar models that all I have to do is make really minor adjustments after replacing the animation.

Yeah, Bowser's run would be probably the best thing to happen ever. I hope it isn't too insurmountable to fix. Also, would it be possible to rip Meta Knight's dash animation out of this and use it in vanilla P:M? It looks so good, but I can't take slow D-Air.
What with the advice Omega just gave me, this Bowser thing could be easier than I thought.

Tell ya what, I'll try and just fix up the speed of the DAir for the next update. Are you unhappy about the slow start-up or the reduced falling speed of the move? I'm trying to get rid of that last hitbox which sends the opponent upward...


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: Large Leader on August 23, 2013, 06:23:08 AM
I actually DIDN'T know that, wow. Marth and Ike simply have such similar models that all I have to do is make really minor adjustments after replacing the animation.

The thing to remember is that with Marth and Ike, their swords become disaligned after that type of change. You have to manually edit it so that it's pointing in the right direction.

Simply put, the concept that Omega is trying to tell you about is this.

1. Get the animation you want from Squirtle
2. Put it in Bowsers' motionetc
3. Open FitBowser0X.Pac and the motionetc
4. Go to the animation
5. Copy frame 0 and paste it onto frame 1
6. Make a frame right before Frame 1 (press insert on Frame 1)
7. Delete the old Frame 1 (which is now Frame 2)
8. If done correctly, the animation won't require further changes and will look nicely. If not go to step 9.
9. There are cases that even if you do it correctly, the model becomes deformed before finally transitioning into the animation you want/where it starts. In that case you want to copy the frame in which the model first achieves the form that it has to.

For example. let's say that when you do the Squirtle dropkick for Bowser using this method, his model screws up until frame 8. You'd then copy Frame 8 and paste it onto not only Frame 8, but Frame 1 as well. Then you'd delete the frames until Frame 8 is the new Frame 1.

That's when you're done.

There are probably a few steps you could skip, but this is by far the safest way to do it.


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: OmegaS3 on August 23, 2013, 10:26:57 AM
The thing to remember is that with Marth and Ike, their swords become disaligned after that type of change. You have to manually edit it so that it&#039;s pointing in the right direction.

Simply put, the concept that Omega is trying to tell you about is this.

1. Get the animation you want from Squirtle
2. Put it in Bowsers&#039; motionetc
3. Open FitBowser0X.Pac and the motionetc
4. Go to the animation
5. Copy frame 0 and paste it onto frame 1
6. Make a frame right before Frame 1 (press insert on Frame 1)
7. Delete the old Frame 1 (which is now Frame 2)
8. If done correctly, the animation won&#039;t require further changes and will look nicely. If not go to step 9.
9. There are cases that even if you do it correctly, the model becomes deformed before finally transitioning into the animation you want/where it starts. In that case you want to copy the frame in which the model first achieves the form that it has to.

For example. let&#039;s say that when you do the Squirtle dropkick for Bowser using this method, his model screws up until frame 8. You&#039;d then copy Frame 8 and paste it onto not only Frame 8, but Frame 1 as well. Then you&#039;d delete the frames until Frame 8 is the new Frame 1.

That&#039;s when you&#039;re done.

There are probably a few steps you could skip, but this is by far the safest way to do it.
Thanks for the back up brah  ;D


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: Amarythe on August 23, 2013, 05:59:05 PM
The thing to remember is that with Marth and Ike, their swords become disaligned after that type of change. You have to manually edit it so that it's pointing in the right direction.
^ Those are the "minor adjustments" I was talking about. I really loved using Marth as a base for Ike because adjusting the sword was really easy and the rest of the model looked pretty good.

Ooh, and thanks a bunch for that in-depth info. This should be really useful...

- EDIT -

I forgot to mention! I have something really nifty in store for Meta Knight's wings...!


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: GigasOverlord on August 23, 2013, 07:31:26 PM
No, it's not the properties of the D-Air that I find weird. I'm trying to not sound like a jerk, but I really enjoy slight cosmetic things that you're making, while not trying to screw around with the regular version of P:M. I run a lot of tournaments with classic Nintendo gamers that enjoy callbacks in Smash. I don't want to force them to relearn a character that they've been honing in practice. I'd just really enjoy small animation edits that make a character more "true" to their canon without changing their moves.

The point being, would it be possible to take cosmetic things that you've added to True characters and put them into vanilla P:M? Things like Meta Knight's dash, looking up when flying, Bowser's soon to be dash, things like that? I'm not sure if Meta Knight's dash animation is dependent on his size in Tru, so I'd figure I'd ask.


Title: Re: "True" Series Project Thread (NEW - Bowser V0.5)
Post by: Amarythe on August 24, 2013, 06:56:04 PM
No, it's not the properties of the D-Air that I find weird. I'm trying to not sound like a jerk, but I really enjoy slight cosmetic things that you're making, while not trying to screw around with the regular version of P:M. I run a lot of tournaments with classic Nintendo gamers that enjoy callbacks in Smash. I don't want to force them to relearn a character that they've been honing in practice. I'd just really enjoy small animation edits that make a character more "true" to their canon without changing their moves.

The point being, would it be possible to take cosmetic things that you've added to True characters and put them into vanilla P:M? Things like Meta Knight's dash, looking up when flying, Bowser's soon to be dash, things like that? I'm not sure if Meta Knight's dash animation is dependent on his size in Tru, so I'd figure I'd ask.
Ha! Don't worry about "sounding like a jerk". Almost every character is going to see drastic changes, and as such criticism is not only expected, but appreciated.

But... I'm afraid a "cosmetic only" version won't be released until the FINAL versions are released. Sorry, but the simple truth is... this hack series is WAY too demanding, WAY too time consuming for me to focus on anything but the hacks themselves. A cosmetic version will have to wait until the very end, I'm afraid.

But I should mention... if your tournament base is so "classic", so appreciative of Nintendo "call-backs", wouldn't you suppose they'd really love the changes I'm making here? Just think about it.

And I know what you're thinking: "The movesets are still too different." Well, through trial-and-error testing of my hacks, I can reassure you: these hacks are really NOT that tough to get used too. I've only been working with my new Meta Knight for like, 5 days max and I'm ALREADY used to his new moveset. You see, even though I'm changing the properties of certain moves, I really am trying my very hardest to keep the playstyle feeling "natural".

What I would suggest? Spread the word about my hacks. Get in touch with your tournament following, and urge them to check out my work. If they get used to the True series, they'll be able to come to your tournaments ready to kick some serious ass.

Other than that, I can't tell you much. You're going to have to make these "cosmetic" versions yourself if you want them that badly. Learn a thing or two about Brawl Box, and trust me, it won't be hard to do. I'm afraid I have way too much on my plate to do it myself. Sorry. :C

Aaaaand on that note... UPDATE!
True Meta Knight Version 2 has been released in the vault!

Full change list:
JAB - Graphic fixed.
DASH ATTACK - Changed to Drill Rush
FORWARD SMASH - Animation change.
UP TILT - Meta Knight no longer spins around.
UP SMASH - Animation change.
DOWN TILT - Now a sweeping kick.
DOWN SMASH - Now a SUPER WICKED AWESOME Fiery Spin attack. Needs Tweaking
UP AERIAL - Now an upward stab.
AND AN ALL NEW UP TAUNT! CHECK IT OUT!!

Like I mentioned in the last post, his Forward Tilt and Forward Special probably weren't going to change for this hack... and they didn't. To make up for it, I threw in a new Forward Smash and Up Aerial! Nice!!

EDIT
I just realized... I didn't edit Meta Knight's wings like I said I would! Hold on, I'm gonna change that as quick as I can...


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: GigasOverlord on August 25, 2013, 04:46:41 PM
Okay. To clarify my question, since you didn't answer it and maybe I didn't phrase it right. "Is it possible to just move the animations from True to P:M?" I know my way around BrawlBox, so that isn't an issue. I'm just wondering if it's really that simple.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Amarythe on August 25, 2013, 07:33:09 PM
Okay. To clarify my question, since you didn't answer it and maybe I didn't phrase it right. "Is it possible to just move the animations from True to P:M?" I know my way around BrawlBox, so that isn't an issue. I'm just wondering if it's really that simple.
I did answer your question. Look below:
Other than that, I can't tell you much. You're going to have to make these "cosmetic" versions yourself if you want them that badly. Learn a thing or two about Brawl Box, and trust me, it won't be hard to do. I'm afraid I have way too much on my plate to do it myself. Sorry. :C
But I'll be more thorough.

1. Open up Fitmetaknight00 in Brawl Box.

2. In the Edit tab, click the option "preview".

3. In the Advanced Editor that opens up, open up the Fitmetaknightmotionetc.pac which comes with my "True" hack.

4. Go to each change you want transferred into Brawl, and right click it. Pick "Export" and name it something you'll remember. Here, I'll even give you a list of all the changes that are purely aesthetic: Run, JumpAerialF, JumpAerialF2, JumpAerialF3, JumpAerialF4, JumpAerialF5, AttackHi3, AttackAirHi. Here's a list of things that are only slightly different, to the point where it probably doesn't effect gameplay much at all: AttackS4Hold, AttackS4, AttackS4Start. (Attack S4 has slightly better range than before, it's not something about his moveset which you have to "learn", which, I understand, is your main concern).

5. Exit out of Advanced Editor. Then click the Edit tab, and click "preview" once again.

6. Now, instead of opening MY motionetc.pac, open up the original Fitmetaknightmotionetc.pac which corresponds with the P:M 2.6b file.

7. Now, right click what animation you want to change. Click "import" and select the animation file you exported from my True hack, which corresponds with the current animation.

8. Click "Save", and put the P:M motionetc.pac in your SD card.

Wallah.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: GigasOverlord on August 25, 2013, 11:30:57 PM
Okay. Thank you so much. I just hope that I didn't trouble you too much.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Amarythe on August 26, 2013, 05:12:37 AM
Nah nah nah, donworryboutit. I'm glad to help, and I totally understand why more competitive types would like mere aesthetic changes. Issallgoood.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: SnatoWhato on August 30, 2013, 11:55:53 AM
So I tried out True Link. Awesome job on it! I'm probably going to shoot for Metaknight next. :3

SSB Project M: True Link V1.5 PSA (http://www.youtube.com/watch?v=fxEGM7cTYas#)


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Amarythe on August 31, 2013, 11:06:48 AM
Nice, thanks for the video! D00d, Meta Knight is pretty nifty. I hope you like it.

As for the True Projects next step...
I think I'm going to touch up Meta Knight, give him some serious tweakage.
His Forward Smash needs a touch more forward momentum, and might just be a little too powerful. His Up Smash needs forward momentum, and might just be a little too weak. I need to add that feature to his wings still (I'm keeping it secret until release)... His Down Smash has no "Kill" hitbox at the end of it, it needs way more knockback and forward momentum. I also figure I should lower the range of his new UAir. That, and a bunch of little other things.

In addition to those changes, I'm going to add all of the changes include in the 2.6 change list.

After that I'll make similar tweaks to every hack currently released. There are a couple of minor problems in each of them. Then I'll get working on True Mario, True Lucas, and a cool teaser hack for Donkey Kong.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: SnatoWhato on September 02, 2013, 09:46:38 PM
I really like this Metaknight PSA. I feel like I'm playing Superstar Ultra again. lol Can't wait to see what else you guys end up doing :) Thanks for the memories. heh heh

SSB Project M: True Metaknight V2 PSA (http://www.youtube.com/watch?v=biPv2FIGUic#)


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: ElvishSpirit on September 03, 2013, 02:09:50 AM
I made an account just so I can tell you this, so I hope you listen :)

I'm loving this whole project. Breathes new life into characters.

So far besides Bowser I've gotten Toon Link, and he is great! However, his dash attack (Pegasus Boots?) is extremely odd to use. In order to successfully use it, you have to dash, press A, instantly let go of the control stick, and then a couple seconds later he will finish his attack. It took me 10 minutes to figure that out, and it is still very awkward to do. Could you possibly make it so the attack will be successful regardless of whether I'm holding down the control stick? When I would (naturally) hold down my control stick while I was dashing, he would just run in place and then the second half of the attack would cancel out.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Amarythe on September 03, 2013, 07:09:30 PM
Snato, thanks a ton for the latest video! I like how you should off the new Up Taunt. ;) BUT for some reason the Down Tilt, in your video, isn't working exactly right. It doesn't go half as far as it's supposed to... hm.



I made an account just so I can tell you this, so I hope you listen :)

I'm loving this whole project. Breathes new life into characters.
Niiiiice. Yeah, that's the whole point! It's a breath of fresh air after playing Brawl for so long.

So far besides Bowser I've gotten Toon Link, and he is great! However, his dash attack (Pegasus Boots?) is extremely odd to use. In order to successfully use it, you have to dash, press A, instantly let go of the control stick, and then a couple seconds later he will finish his attack. It took me 10 minutes to figure that out, and it is still very awkward to do. Could you possibly make it so the attack will be successful regardless of whether I'm holding down the control stick? When I would (naturally) hold down my control stick while I was dashing, he would just run in place and then the second half of the attack would cancel out.
It'll all be fixed by soon.


Title: Re: "True" PSA Project Thread (UPDATE! Link V1)
Post by: xXZythXfinintyXx on September 03, 2013, 08:09:33 PM
Funny your project kinda sounds like Fusion almost. But without the multiple incarnations. But let me introduce my self, I'm OmegaS3 project leader of Super Smash Bros Fusion. You project interest me, I want to see how far you can go with your skills. I am a texture master and a intermidiate PSAer.  Need a little help just send me a PM.

As for Fusion what I meant being almost like it is because, Fusion is making characters that is also 100% faithful to there ingame abilites. But if there character isn't original it will be a fusion which is making multiple incarnations of a bunch of the same character into one. If your interested, come to my thread. (Your Ike Aether looks almost like ours)
[url]http://forums.kc-mm.com/index.php?topic=60199.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=60199.0[/url])

Hey, is fusion doing hank ford then? Because I had this Ganondorf Generations idea I can pass along.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: SnatoWhato on September 04, 2013, 07:14:24 PM
Snato, thanks a ton for the latest video! I like how you should off the new Up Taunt. ;) BUT for some reason the Down Tilt, in your video, isn't working exactly right. It doesn't go half as far as it's supposed to... hm.

It's my pleasure. lol I'm not sure if this may be the reason, but I never upgraded to Project M v2.6b. I'm still using v2.6. I didn't really see the need to upgrade when there was no new characters. :p I'm perfectly fine with this version.. but maybe that's why Metaknight's Down tilt didn't do what it was supposed to.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Nezha the Scout on September 04, 2013, 07:25:13 PM
How can I put this adequately... I LOVE ALL OF THIS! Feels like... it feels like.... like... Nintendo!!!!!


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Amarythe on September 04, 2013, 08:17:15 PM
How can I put this adequately... I LOVE ALL OF THIS! Feels like... it feels like.... like... Nintendo!!!!!
That

My friend

Is because

It is Nintendo. Like 97% of everything in this hacks is literally some sort of reference to a Nintendo game.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: This Is A Username on September 04, 2013, 09:34:28 PM
MK's FSmash animation is a little weird. I noticed something was off, and when I slowed the game down to 1/4th I saw that the sword does a really strange flickering sort of thing right at the end- it moves around randomly. DTilt on my Wii also moves forward only a minuscule amount, and I'm using 2.6B. UAir animation is a little off also, but that should be pretty low priority. DSmash, Dash Attack, and USmash are awesome btw. Don't change anything major about them.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: GigasOverlord on September 06, 2013, 05:24:05 PM
Just figured I'd throw in some ideas for Bowser because that is the one I am most excited for.

A simple animation change for Jab combo to make it identical to the Drill Claw from Super Mario RPG.

His F-Smash should be a full charged punch from Bowser's Inside Story. It just fits better and looks cool as hell.

If possible, would it be possible to put a slight vacuum pull effect on the start of his Flame Breath before he breathes fire? More Bowser's Inside Story / Dream Team references.

Just some other ideas/sources would be his dual shell roll from Super Mario Galaxy or his slow Fireballs from the original Super Mario Bros.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Amarythe on September 06, 2013, 09:12:26 PM
MK's FSmash animation is a little weird. I noticed something was off, and when I slowed the game down to 1/4th I saw that the sword does a really strange flickering sort of thing right at the end- it moves around randomly. DTilt on my Wii also moves forward only a minuscule amount, and I'm using 2.6B. UAir animation is a little off also, but that should be pretty low priority. DSmash, Dash Attack, and USmash are awesome btw. Don't change anything major about them.
MK's F Smash : The Animation looks fine in Brawl Box, but it bugs up in game. I don't know how to fix this problem and frankly it's much more noticeable in my True MK's Run animation.
DTilt: OK, I'm pretty sure I know what the problem is. I'm currently using a custom hack-set which is running Brawl's roster, but Project M's PSAs. It MAY be the reason we're seeing two different things, because the true Meta Knight on my Wii works fine.

I'm glad you like the Down Smash, because it's a little unrefined right now. It needs more knockback at the end and some more refined hitbox trajectories. If you think the Dash Attack is cool, wait and see what I have in store his Forward Special. The Up Smash is probably one of my favorite moves right now.

His Forward Tilt will be AMAZING, but very hard to make. I wanted it to be done for this update and it just wouldn't work.

(By the way, because of that hackset I mentioned earlier, I can now start work on my Samus PSA, which I've currently adapted to Melee's non-attack related physics. I have some extra goodies in store for her too. The only reason I haven't released my Samus hack is because I tried editing her Special attack, and it did noooooot go well. The results are ridiculously overpowered, but I'm working on it.

Just figured I'd throw in some ideas for Bowser because that is the one I am most excited for.

A simple animation change for Jab combo to make it identical to the Drill Claw from Super Mario RPG.

His F-Smash should be a full charged punch from Bowser's Inside Story. It just fits better and looks cool as hell.

If possible, would it be possible to put a slight vacuum pull effect on the start of his Flame Breath before he breathes fire? More Bowser's Inside Story / Dream Team references.

Just some other ideas/sources would be his dual shell roll from Super Mario Galaxy or his slow Fireballs from the original Super Mario Bros.
[censored]

I have so many ideas and so little time. I actually love a lot of your suggestions... You know what, in honor of SSB4, I should work on my own Bowser.

But right now I think my priorities lie with A) working on small but awesome updates for the original N64 SSB cast and B) editing the bugs currently in my released hacks.

...And C) sometimes I like making texture hacks.



Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: This Is A Username on September 06, 2013, 09:46:09 PM
MK's F Smash : The Animation looks fine in Brawl Box, but it bugs up in game. I don't know how to fix this problem and frankly it's much more noticeable in my True MK's Run animation.
DTilt: OK, I'm pretty sure I know what the problem is. I'm currently using a custom hack-set which is running Brawl's roster, but Project M's PSAs. It MAY be the reason we're seeing two different things, because the true Meta Knight on my Wii works fine.

I'm glad you like the Down Smash, because it's a little unrefined right now. It needs more knockback at the end and some more refined hitbox trajectories. If you think the Dash Attack is cool, wait and see what I have in store his Forward Special. The Up Smash is probably one of my favorite moves right now.

His Forward Tilt will be AMAZING, but very hard to make. I wanted it to be done for this update and it just wouldn't work.

(By the way, because of that hackset I mentioned earlier, I can now start work on my Samus PSA, which I've currently adapted to Melee's non-attack related physics. I have some extra goodies in store for her too. The only reason I haven't released my Samus hack is because I tried editing her Special attack, and it did noooooot go well. The results are ridiculously overpowered, but I'm working on it.
Does this hack set have the same gameplay as PM with the exception of the additional characters? That'd be really fun to try out. I still kinda miss Yoshi and Samus, though Olimar is not my favorite.
The in game animation glitches sound really bizarre, though I admittedly have no experience with Brawl Box.  And while I know DSmash in terms of utility needs some polishing, it looks really awesome so I find myself way overusing it anyway for the sake of flash. Dash Attack I like in particular because I always thought it should be a Dash Attack, rather than as a special. Samus and MK Ftilt sound interesting.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Amarythe on September 06, 2013, 10:13:33 PM
Yes, the aforementioned hack set has the PM movesets, while the Brawl only characters have the Brawl moveset (sans my edited Samus).

I can't release this hack set to the public because, again, for unknown reasons, when a weak attack (usually a series of weak attacks) hit certain (most) characters, there's a very slight chance that said character will freeze in a T pose until the enemy hits him again.

Trust me, the animation glitches in this hack are not that noticeable. I wouldn't release a hack if the results were too screwy.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: GameAndWatcher on September 07, 2013, 07:34:41 AM
Can't Wait how you'll handle DK, he's probably the least like his games out of the original 12 (not including Falcon because he hasn't appeared playable outside of the Blue Falcon outside of Smash Bros.)


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Green Mii on September 08, 2013, 08:50:11 AM
Yes, the aforementioned hack set has the PM movesets, while the Brawl only characters have the Brawl moveset (sans my edited Samus).

I can't release this hack set to the public because, again, for unknown reasons, when a weak attack (usually a series of weak attacks) hit certain (most) characters, there's a very slight chance that said character will freeze in a T pose until the enemy hits him again.

Trust me, the animation glitches in this hack are not that noticeable. I wouldn't release a hack if the results were too screwy.

I actually know why that is. The PM movesets are all missing DownU3 and DownD3 animations, which causes them to go into a T-Stance when hit while they're lying on the ground.

Also, may I make a suggestion for your True Bowser? Going off of GigasOverlord's Bowser's Inside Story references, can you possibly make it so that Bowser goes into his Fury mode when he's taken a lot of damage?


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: GigasOverlord on September 08, 2013, 02:29:53 PM
There is a Fury mode base that you can use that is on Brawl Vault already. The only thing it needs is a new Idle animation to match BiS's Fury idle.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: JayJay55 on September 10, 2013, 03:09:06 PM
Yes, the aforementioned hack set has the PM movesets, while the Brawl only characters have the Brawl moveset (sans my edited Samus).

I can't release this hack set to the public because, again, for unknown reasons, when a weak attack (usually a series of weak attacks) hit certain (most) characters, there's a very slight chance that said character will freeze in a T pose until the enemy hits him again.

Trust me, the animation glitches in this hack are not that noticeable. I wouldn't release a hack if the results were too screwy.


I want to say that this project is a great project you have going on. Also I wanted to say that Bowser's stance needs a little adjustment cause it looks a little weird. Maybe it needs to be tweaked to kind of like in this picture: http://s834.photobucket.com/user/KTH-SSBB/media/SSBB%20Pics/Bowser%20Wii%20U/RSBE01-1_zpsedb49efa.png.html?sort=3&o=6 (http://s834.photobucket.com/user/KTH-SSBB/media/SSBB%20Pics/Bowser%20Wii%20U/RSBE01-1_zpsedb49efa.png.html?sort=3&o=6) (KTH & Nanobuds made the SSB Wii U bowser model maybe they could help with his idle stance also). Also do you plan to add Bowser's running animation from SSB4 also? Because his standard running animation never made any sense to me from Melee to Brawl. (I mean seriously WTF is he doing XD)? I'm not a critic I'm just a person who makes suggestions. Also do you think Bowser's fury mode from M&L: BiS can be incorporated as his final smash? Cause someone else posted this suggestion of it being incorporated and it sounded amazing.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Purpa(Rage83) on September 10, 2013, 06:07:57 PM
Just a few things to say here. I LOVE these movesets, but I want to ask a few things. While I  like the idea of mixing Toon and Young Link into a simple Classic Link, The moveset seems to not have much from post-Wind Waker Toon Link. Also, I came up with a small visual edit idea for Captain Falcon. In his final smash, maybe it would be welcome to have him bump into the track's walls on the way to hit his victims. Like many a first-time F-Zero player.(haha) As far as Bowser goes, one (possibly unpopular) suggestion. It'd be a bit more accurate to replace his Up-B with a sort of '"Great Leap." In every Mario game, (mostly) Bowser goes upward by jumping, sometimes at near impossible heights. Anyways, i'm gonna cut myself off to avoid a giant wall of text here.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Amarythe on September 11, 2013, 06:36:02 AM
Can't Wait how you'll handle DK, he's probably the least like his games out of the original 12 (not including Falcon because he hasn't appeared playable outside of the Blue Falcon outside of Smash Bros.)

You're in luck. I've been busy preparing a minimal True DK hack soon. I was producing this in tandem with True Captain Falcon and True Samus hacks, but none of the three hacks have seen a release on account of frustrating bugs.

DK's will be the easiest to fix though. Expect new FAir and Jab attacks!

I actually know why that is. The PM movesets are all missing DownU3 and DownD3 animations, which causes them to go into a T-Stance when hit while they're lying on the ground.

Woah woah woah, seriously? Interesting... do you have any suggestions as to how one might go about fixing this? Would I simply re-import the missing animations into the motion.pac, or would I also have to employ PSA? That is, assuming you even have an answer...

Also, may I make a suggestion for your True Bowser? Going off of GigasOverlord's Bowser's Inside Story references, can you possibly make it so that Bowser goes into his Fury mode when he's taken a lot of damage?

I'll take it into serious consideration.  I've never played Bowser's Inside Story (I really want to though), so I'd have to do my research first. It sounds like an interesting idea, I'm just worried about balancing issues.

I want to say that this project is a great project you have going on. Also I wanted to say that Bowser's stance needs a little adjustment cause it looks a little weird. Maybe it needs to be tweaked to kind of like in this picture: [url]http://s834.photobucket.com/user/KTH-SSBB/media/SSBB%20Pics/Bowser%20Wii%20U/RSBE01-1_zpsedb49efa.png.html?sort=3&o=6[/url] ([url]http://s834.photobucket.com/user/KTH-SSBB/media/SSBB%20Pics/Bowser%20Wii%20U/RSBE01-1_zpsedb49efa.png.html?sort=3&o=6[/url]) (KTH & Nanobuds made the SSB Wii U bowser model maybe they could help with his idle stance also). Also do you plan to add Bowser's running animation from SSB4 also? Because his standard running animation never made any sense to me from Melee to Brawl. (I mean seriously WTF is he doing XD)? I'm not a critic I'm just a person who makes suggestions. Also do you think Bowser's fury mode from M&L: BiS can be incorporated as his final smash? Cause someone else posted this suggestion of it being incorporated and it sounded amazing.

Thanks! Yes, Bowser's stance needs a little work. I wonder... about that picture you posted. It probably isn't, but it MAY be my True Hack. It could even be my hack with a few simple alterations. I'll have to ask KTH myself, since they're his pictures (and I'd like to use the stance myself, with credit of course). Bowser's run is certainly planned for the game. I actually have a "working" hack on my SD with Bowser's run, but the animation is of relatively poor quality right now (and certain graphical/sound effect changes are due).

Just a few things to say here. I LOVE these movesets, but I want to ask a few things. While I  like the idea of mixing Toon and Young Link into a simple Classic Link, The moveset seems to not have much from post-Wind Waker Toon Link.

I've never played any Toon Link game which is not Wind Waker, and DS games are EXTREMELY hard to research because there is often no easily found video footage for them. Could you go into great detail about Toon Link's attacks in these games, preferably his sword strikes?

Also, I came up with a small visual edit idea for Captain Falcon. In his final smash, maybe it would be welcome to have him bump into the track's walls on the way to hit his victims. Like many a first-time F-Zero player.(haha)

Haha, that's a funny idea but I'm afraid I won't be using it. Final Smashes won't be touched at all really... I don't play with Items on, ever, and as such Final Smashes are not a necessity for these hacks. They may be altered when all's said and done. Bu in any case, while your idea is funny, it's not necessarily "true", meaning there's little reason for me to do all that work to make it happen, haha.

As far as Bowser goes, one (possibly unpopular) suggestion. It'd be a bit more accurate to replace his Up-B with a sort of '"Great Leap." In every Mario game, (mostly) Bowser goes upward by jumping, sometimes at near impossible heights. Anyways, i'm gonna cut myself off to avoid a giant wall of text here.

Oh no, don't worry about this being potentially unpopular. Bowser WILL see this change; his new Up B will function quite like Dedede's and look like his current Down B (the Bowser Bomb).


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Purpa(Rage83) on September 11, 2013, 10:50:53 AM
I'm looking into Toon Link's games at the moment, but I have a quick question.
How are you going to go about True Wario? Wario Land/World, WarioWare, or a mix of both?


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Green Mii on September 11, 2013, 05:07:16 PM
Well, since I didn't know how to add the animations back into the motionetc.pac, I simply changed the PSA's to call for DownDamageU and DownDamageD instead of DownDamageU3 and DownDamageD3, respectively. So now the PSA shouldn't try to use an animation that isn't there. The subactions should be around AC to B6. And yeah, I messed up the animations' names. (http://e.deviantart.net/emoticons/a/animesweat.gif)


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: GigasOverlord on September 13, 2013, 04:13:37 AM
Fury mode shouldn't be too hard to do. Most likely scale the defense lowering far higher than that of the damage buff; maybe a 15-20% buff to a 50% weakening. It'll make it harder for Bowser to relentlessly advance, because having more damage makes his armor worse. He hits and moves like a truck anyways, what's a little less defense for a bit smarter play?

For DK, having his idle from Donkey Kong Country where he just ape noises and rapidly pounds his chest would be great. Aside from that, making his current Dash Attack actually increase inertia when hitting opponents would be just magnificent. It is the only thing that is missing from the current P:M dash attack, but I don't know how hard that is to code. Making it JC-able and changing the knockback to slightly more diagonal would just be dandy.

DK's Fair is fine, but it just needs to be more like DK64's air attack in which it is weaker, comes out fast, and is a weaker meteor. It would make it less forgotten in the minds of DK players in stead of B-Air or a safe U-Air.

In all honesty, DK's Jab is fine. The only thing I would change it to would be Chunky Kong's jab combo from DK64, because that worked like a charm. That being said, I skipped from DK64 to DKCR, so I don't know anything about the GC games.


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Amarythe on September 14, 2013, 04:51:45 PM
Some news on my current progress and an update!

True Meta Knight [53%] has been released!

OK, I've got a new system for my hacks. Now, each update will be named after the calculated amount of progress. In other words, there are a total of 30 changes I have planned for Meta Knight... and I've finished 16 of them. He's roughly 53% completed. This next Update also come with a texture hack included! I've made a Meta Knight based on his appearance in Return to Dreamland.

- Changelist -
SIDE SMASH - Balancing (Weaker)
UP SMASH - Balancing (Stronger)
DOWN SMASH - Much Better Hitboxes
NAIR - Now a 2 Spin Slice
Minor GFX/SFX tweaks

For those of you wondering... currently the other hacks in the series are at these percentages:
Link - 34%
Toon Link - 21%
Ike - 52%

But I'll be releasing these hacks again with certain tweaks, balancing fixes, etc.

I've found a way to fix the bug I was talking about earlier, and once I've done that I'm going to release a version of Project M... with Brawl's full roster (Samus, Yoshi, Kirby, Ice Climbers, Olimar...). All these Brawl Characters will have certain Properties (gravity etc.) edited in PSA so that they aren't totally awkward when facing everyone in Project M.

Captain Falcon and Samus are being scrapped for now, I have to re-do them entirely. My Teaser Donkey Kong hack is going to be finished very soon though. For some reason the third Jab I have planned isn't working. I've started a little something with Ganondorf though...


Title: Re: "True" Series Project Thread (NEW - Meta Knight V2)
Post by: Akeno/Archer on September 14, 2013, 05:08:03 PM
Donkey is a jackass for the Attack13... YYou have to force it to make it happen... Or use a code...


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: PseudoTypical on September 14, 2013, 05:31:34 PM
I've found a way to fix the bug I was talking about earlier, and once I've done that I'm going to release a version of Project M... with Brawl's full roster (Samus, Yoshi, Kirby, Ice Climbers, Olimar...). All these Brawl Characters will have certain Properties (gravity etc.) edited in PSA so that they aren't totally awkward when facing everyone in Project M.

Captain Falcon and Samus are being scrapped for now, I have to re-do them entirely. My Teaser Donkey Kong hack is going to be finished very soon though. For some reason the third Jab I have planned isn't working. I've started a little something with Ganondorf though...
Glad I checked back in here. You figured out how to get past the blocks P:M put in place for the characters? If so, that's amazing, but in case you didn't know, P:M will allow you to select a locked character on a modified CSS, but when you go to play as them, it makes you play as Mario.

Really curious to see what you'll do with Ganon (and Sonic, if he's being considered). I also have this one annoying, yet small issue with this MotionEtc file (not one of yours). Mind if I pm you about it?


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: Green Mii on September 14, 2013, 10:59:58 PM
I've found a way to fix the bug I was talking about earlier, and once I've done that I'm going to release a version of Project M... with Brawl's full roster (Samus, Yoshi, Kirby, Ice Climbers, Olimar...). All these Brawl Characters will have certain Properties (gravity etc.) edited in PSA so that they aren't totally awkward when facing everyone in Project M.
What method did you use? I'm curious to know, so that perhaps I don't have to manually go and edit every single Project M PSA.


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: Amarythe on September 15, 2013, 09:47:04 AM
What method did you use? I'm curious to know, so that perhaps I don't have to manually go and edit every single Project M PSA.
Actually, the method you're describing is even faster than the one I intend on using. Going into PSA and merely inputting the name of the other animation is (relative to most hacking) not very time-consuming at all.

The method I'm using, while a little more time consuming, is hopefully more efficient, and uses BrawlBox alone. All I have to do is export the missing animations from the original Brawl fitmotionetc.pac, import them into the P:M True fitmotionetc.pac with the proper name, and wallah. The glitch is solved for that character. but I have to do this a good 30 times...

 
Glad I checked back in here. You figured out how to get past the blocks P:M put in place for the characters? If so, that's amazing, but in case you didn't know, P:M will allow you to select a locked character on a modified CSS, but when you go to play as them, it makes you play as Mario.

Really curious to see what you'll do with Ganon (and Sonic, if he's being considered). I also have this one annoying, yet small issue with this MotionEtc file (not one of yours). Mind if I pm you about it?
I've figured it out, yes, but the whole system isn't flawless.

My hack set is just Brawl with Project M fitmotion.pac and fit.pac files. This means:
- Random no longer has a 5x chance of picking Mario (admittedly the P:M team fixed this)
- Project M's L-Canceling is not included... to make up for it, my GCT has an older "L-cancel" code that is decent, but not as polished as there's.
- Project M's Dash Dancing is not included... but I think there are codes for this out there.
- Tripping WAS in the game, but I've already fixed this.
- Brawl's Aerial Dodge mechanics are now in the game. But see... although there are plenty of Melee Ar-Dodge/Wave Dash codes out there, I may choose to keep this as is. Maybe, maybe not. Any thoughts on this?
- Brawl's backwards ledge-grabbing is reinstated into the game. Now, I have no known way of fixing this... but again, this a feature I may just leave as is. Thoughts?
- Brawl's Up-B auto ledge-grab feature is reinstated. Now, THIS feature really annoys me and I want to change it, but I don't know any codes for it. I think I can fix it through PSA though.
- Footstool jumping is back, which I find rather annoying... AND, there are no known codes for disabling it.
- Project M's menu and stages are not included. This will be made up for with my own custom layouts and personal stages. I'll even, unlike P:M, be including a FULL music set. There will be different downloadable versions of the Project that don't include stages or music, so you don't have to waste time with files you don't want.



And yeah, go ahead and PM about your motionetc.pac issue. But I should mention... the high(ish) quality of my hacks is rather misleading, as I am in fact a rather new hacker who only started toying around with animations and such merely a month ago. In short, don't be surprised if I can't help you.


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: JayJay55 on September 15, 2013, 10:31:00 AM
I have an idea for Bowsers new side smash move instead of that head-butt he does to try to impale his opponents with his horns. Instead he does this: Mario & Luigi: Bowser's Inside Story - Midbus | Episode 5 (http://www.youtube.com/watch?v=pWKgJCh1jB4#ws) that charge punch he does at 5:15 in Mario and Luigi: Bowser's inside Story in battle. I think that would better fit him than a head-butt.


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: PseudoTypical on September 15, 2013, 10:42:50 AM
I've figured it out, yes, but the whole system isn't flawless.

My hack set is just Brawl with Project M fitmotion.pac and fit.pac files. This means:
- Random no longer has a 5x chance of picking Mario (admittedly the P:M team fixed this)
- Project M's L-Canceling is not included... to make up for it, my GCT has an older "L-cancel" code that is decent, but not as polished as there's.
- Project M's Dash Dancing is not included... but I think there are codes for this out there.
- Tripping WAS in the game, but I've already fixed this.
- Brawl's Aerial Dodge mechanics are now in the game. But see... although there are plenty of Melee Ar-Dodge/Wave Dash codes out there, I may choose to keep this as is. Maybe, maybe not. Any thoughts on this?
- Brawl's backwards ledge-grabbing is reinstated into the game. Now, I have no known way of fixing this... but again, this a feature I may just leave as is. Thoughts?
- Brawl's Up-B auto ledge-grab feature is reinstated. Now, THIS feature really annoys me and I want to change it, but I don't know any codes for it. I think I can fix it through PSA though.
- Footstool jumping is back, which I find rather annoying... AND, there are no known codes for disabling it.
- Project M's menu and stages are not included. This will be made up for with my own custom layouts and personal stages. I'll even, unlike P:M, be including a FULL music set. There will be different downloadable versions of the Project that don't include stages or music, so you don't have to waste time with files you don't want.



And yeah, go ahead and PM about your motionetc.pac issue. But I should mention... the high(ish) quality of my hacks is rather misleading, as I am in fact a rather new hacker who only started toying around with animations and such merely a month ago. In short, don't be surprised if I can't help you.
Wow, that's actually an amazingly simple solution. I can't believe this is the first time I've heard of it. Personally, I'd rather have everything as close to how P:M has it now as possible, but I'd deal for a while. Music set sounds awesome, by the way. As for the menus and stages, why not just put them in manually? I can do it myself it I really wanted to, but considering your audience is mainly people who play P:M, I'd bet that they would want those stages as they are.

That's totally fine; thanks.


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: Amarythe on September 15, 2013, 01:01:11 PM
I have an idea for Bowsers new side smash move instead of that head-butt he does to try to impale his opponents with his horns. Instead he does this:

that charge punch he does at 5:15 in Mario and Luigi: Bowser's inside Story in battle. I think that would better fit him than a head-butt.
Already planned.

Wow, that's actually an amazingly simple solution. I can't believe this is the first time I've heard of it. Personally, I'd rather have everything as close to how P:M has it now as possible, but I'd deal for a while. Music set sounds awesome, by the way. As for the menus and stages, why not just put them in manually? I can do it myself it I really wanted to, but considering your audience is mainly people who play P:M, I'd bet that they would want those stages as they are.
I haven't tested the solution with any character yet, so it's not confirmed, but I really can't imagine why this won't work.

And as much as I love Project M, I feel like certain elements from Brawl MAY have improved from Melee... I did enjoy being able to grab the ledge from behind in Brawl, and I may just prefer Brawl's Air Dodge system.

But again, it's up in the air. For the sake of appeasing old P:M fans, Melee's Air Dodge/Wave Dashing will probably make the cut. But I think I like the double-sided ledge grab as is.

The point of having several different version of my hack set is convenience for my audience. This "True" hack series is Moveset based. My other hack series, "Nostalgia", is Texture based. When both series are adequately completed, I intend on releasing a "hack-pack" for each of them... with additions like music, stages, menus etc. You already know. But you see, some people are only going to want the textures, others will only want the movesets, and some people might want all the content together, pre-packaged and ready for their SD card. I'm giving each part of the project it's own respective codename so that when the whole package is ready, it'll be easier to navigate all the different versions of the hack-pack. Projects "True" and "Nostalgia" (along with one other Stage/Music Project that remains unnamed) will eventually culminate into what I like to call "Super Smash Bros. All Stars".

Even though I can imagine many people are perfectly capable of just taking whatever they want from my hack pack and putting it into their hack set however they like, I have to acknowledge the fact that their are many people who either can't do this very easily or would simply rather not go through all the work. ALSO, there are bound to be certain things about my hack that only I would really know about (involving module files, or custom songs that only make sense if you're playing on some of my hacked stages), meaning it would be best if I customized each version of my hack to accommodate the unique wants/needs of every potential fan of the series.

OH, and you can trust my music selection to be REAL nice. I'm going very in-depth with this feature, and I can assure you all I have excellent taste. I found Brawl's music somewhat disappointing... Not because it's bad, but because there's a lot of MUCH BETTER music from Nintendo's history. I figure Music is one of the last things people ever get to hacking, so having a ready-to-download Music (or Music/Stage) hack should be pretty awesome, no?


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: PseudoTypical on September 15, 2013, 01:21:57 PM
I haven't tested the solution with any character yet, so it's not confirmed, but I really can't imagine why this won't work.

And as much as I love Project M, I feel like certain elements from Brawl MAY have improved from Melee... I did enjoy being able to grab the ledge from behind in Brawl, and I may just prefer Brawl's Air Dodge system.

But again, it's up in the air. For the sake of appeasing old P:M fans, Melee's Air Dodge/Wave Dashing will probably make the cut. But I think I like the double-sided ledge grab as is.

The point of having several different version of my hack set is convenience for my audience. This "True" hack series is Moveset based. My other hack series, "Nostalgia", is Texture based. When both series are adequately completed, I intend on releasing a "hack-pack" for each of them... with additions like music, stages, menus etc. You already know. But you see, some people are only going to want the textures, others will only want the movesets, and some people might want all the content together, pre-packaged and ready for their SD card. I'm giving each part of the project it's own respective codename so that when the whole package is ready, it'll be easier to navigate all the different versions of the hack-pack. Projects "True" and "Nostalgia" (along with one other Stage/Music Project that remains unnamed) will eventually culminate into what I like to call "Super Smash Bros. All Stars".

Even though I can imagine many people are perfectly capable of just taking whatever they want from my hack pack and putting it into their hack set however they like, I have to acknowledge the fact that their are many people who either can't do this very easily or would simply rather not go through all the work. ALSO, there are bound to be certain things about my hack that only I would really know about (involving module files, or custom songs that only make sense if you're playing on some of my hacked stages), meaning it would be best if I customized each version of my hack to accommodate the unique wants/needs of every potential fan of the series.

OH, and you can trust my music selection to be REAL nice. I'm going very in-depth with this feature, and I can assure you all I have excellent taste. I found Brawl's music somewhat disappointing... Not because it's bad, but because there's a lot of MUCH BETTER music from Nintendo's history. I figure Music is one of the last things people ever get to hacking, so having a ready-to-download Music (or Music/Stage) hack should be pretty awesome, no?
As far as I understand, it was just the .gct, so with that out of the picture, it would have to.

Yeah, I don't think the ledgegrab thing is going to bother people too much, so I'd say that's a good plan.

Oh, I see. I didn't know you were planning to make menus/stages. Of course you should put those in when you get there, at least for the All Stars pack. It might move things along faster if you were to use the P:M stuff for earlier versions, though.

Making it easier never hurt. That's why I had said the people would probably prefer to have those P:M stages initially, because I didn't know you would be putting in your own. I figured it'd just be a template or something.

Totally. Music's something I've neglected for a long while, too. Can't wait to see what you put together.


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: Akeno/Archer on September 15, 2013, 02:15:11 PM
Ok, so... I'll make the new versions of the True Hacks series as I said a while ago, I didn't really get into it since school started... But next weekend, expect something new for Toon Link.
He'll be really... Let's say... Interesting... >D


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: Green Mii on September 15, 2013, 02:51:18 PM
Actually, the method you're describing is even faster than the one I intend on using. Going into PSA and merely inputting the name of the other animation is (relative to most hacking) not very time-consuming at all.

The method I'm using, while a little more time consuming, is hopefully more efficient, and uses BrawlBox alone. All I have to do is export the missing animations from the original Brawl fitmotionetc.pac, import them into the P:M True fitmotionetc.pac with the proper name, and wallah. The glitch is solved for that character. but I have to do this a good 30 times...
The way you say it makes it seem like it'll take ages to do all that... Now I'm wondering, why the heck did the PM do that? Was it intentional or an accident? Hmm... Anyways, can't wait to see all the new True movesets, and I'm really excited for that All-Stars pack of yours.


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: Amarythe on September 15, 2013, 07:14:16 PM
Alright kitties, there's good news, and there's bad news.
Very good news and annoying bad news.

The good news: I was fiddling around with Ganondorf for a while today and the results are SPECTACULAR.

The bad news: My SD card is acting up right now and deleted my fitganon.pac!! So now I have to redownload the Project M version... and redo all the PSA stuff...

What's awesome about this, though, is that the hack is still fun to play with in it's current state; only hacked animations, no property changes. That means when I DO finish, it'll be AWESOME!


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: PseudoTypical on September 16, 2013, 09:40:15 AM
Alright kitties, there's good news, and there's bad news.
Very good news and annoying bad news.

The good news: I was fiddling around with Ganondorf for a while today and the results are SPECTACULAR.

The bad news: My SD card is acting up right now and deleted my fitganon.pac!! So now I have to redownload the Project M version... and redo all the PSA stuff...

What's awesome about this, though, is that the hack is still fun to play with in it's current state; only hacked animations, no property changes. That means when I DO finish, it'll be AWESOME!
Well, that sucks. Sounds great, though. Since you're already remaking the version without property changes, maybe you could release both versions? I like Ganon's playstyle as it is, but I'd really like to see what you've come up with.


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: JayJay55 on September 17, 2013, 07:40:33 PM
Alright kitties, there's good news, and there's bad news.
Very good news and annoying bad news.

The good news: I was fiddling around with Ganondorf for a while today and the results are SPECTACULAR.

The bad news: My SD card is acting up right now and deleted my fitganon.pac!! So now I have to redownload the Project M version... and redo all the PSA stuff...

What's awesome about this, though, is that the hack is still fun to play with in it's current state; only hacked animations, no property changes. That means when I DO finish, it'll be AWESOME!

Quick thing to ask, when will Bowser's expected changes be made. I'm sorry if I sound a bit rushy but I just want to know when will he be worked on. Also I'm hearing you are working on Ganondorf so does that mean he will have his sword like he did in Twilight Princess and actually fight like a dark sorcerer cause I mean he uses magic and a sword, why is he using his fists?


Title: Re: "True" Series Project Thread (NEW - Meta Knight [53%])
Post by: Amarythe on September 20, 2013, 07:52:35 PM
Well, that sucks. Sounds great, though. Since you're already remaking the version without property changes, maybe you could release both versions? I like Ganon's playstyle as it is, but I'd really like to see what you've come up with.
I can't really do that. You see, changing the animations themselves changes Ganon's playstyle drastically. It would defeat the purpose. I said that the WIP Hack was fun to play, but not that it worked. It's fun for me because it gives me a taste of what I'm going to accomplish; it gives me a glimpse of the finished product. As it stands releasing the hack at its currently quality is simply unacceptable.

Quick thing to ask, when will Bowser's expected changes be made. I'm sorry if I sound a bit rushy but I just want to know when will he be worked on.
Don't worry about asking about my updates! Actually, all this talk about Bowser has got me REALLY excited to make some of his major changes. So excited in fact...

...That True Bowser V1 is now released in the Vault!!

That's right kitties! All this talk about Bowser has inspired me to expand on my current Bowser hack. And I must say, the results are pretty incredible! The updates are minor... only three things have been added. However, I should stress that the changes are rather significant.

Bowser's IDLE stance has been greatly refined. It now looks MUCH more like it's SSB4 equivalent. The first update for the IDLE stance was OK, but THIS is MUCH closer to the SSB4 version.
Bowser's RUN animation has also been changed to reflect his SSB4 equivalent. But I need to stress, this is a VERY unrefined animation. In fact, I only included it in the hack because I was so eager to release this version of Bowser, which includes...
...A brand new, totally awesome Forward Smash! This move is based on Bowser's Standard attack from Mario & Luigi: Bowser's Inside Story. Seriously, I really can't stress just how awesome this new move is. The only truly different aspect to it is the animation; and that's the beauty of it! You see, I made it so that the properties of the Forward Smash itself went unchanged. That is to say, you don't really have to "relearn" the move in order to use it! The Speed and Power of the attack are roughly the same.

SERIOUSLY, I CANNOT stress how awesome this Forward Smash is. I admit, in slow motion the hack is slightly strange; but that's true for a lot of my hacks. At standard speed the move looks really awesome. I'll be refining this animation in the future, too.

Also I'm hearing you are working on Ganondorf so does that mean he will have his sword like he did in Twilight Princess and actually fight like a dark sorcerer cause I mean he uses magic and a sword, why is he using his fists?
There is already a PSA released that allows Ganondorf to toggle through both his normal and beam sword movesets. BUT, I intend on taking this hack and expanding the True hack off of it. That is to say; Yes, he will have not only a Sword based moveset, but a standard Ganondorf True hack as well. You'll be able to switch in-between them through the use of Taunts. I was planning on releasing a "teaser" Ganondorf in tandem with my new Bowser hack, but I'm afraid certain problems with Bowser have slowed my progress. I'll give you a hint of his new skills next.


Title: Re: "True" Series Project Thread (NEW - Bowser V1)
Post by: Purpa(Rage83) on September 21, 2013, 04:52:40 PM
I came up with a REAL suggestion for true Falcon. Why not restore some of his de-cloned Brawl moves in Project M?  :)


Title: Re: "True" Series Project Thread (NEW - Bowser V1)
Post by: Gamidame_K on September 21, 2013, 05:00:44 PM
was going to download dat ganon but since its for PM...


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Amarythe on September 21, 2013, 06:29:09 PM
I came up with a REAL suggestion for true Falcon. Why not restore some of his de-cloned Brawl moves in Project M?  :)
Heh? I'm not quite sure I take your meaning. Care to explain?

was going to download dat ganon but since its for PM...
If you don't want to download Project M, in all honesty, it's not ALL that strange feeling even in standard Brawl, so maybe you should re-consider. He'll be overpowered by comparison, but honestly it's better than having an almost unusable, awful, bottom-feeder-tier Ganondorf.


So.

True Bowser (8%) is now in the Vault!
True Captain Falcon (100%) is now in the Vault!
True Ganondorf (33%) is now in the Vault!


WUT. Three updates at once?! And one hack at 100%?!!?!!?!? I know what you're thinking; "He's a mad-man... A MAD-MAN!"

OK, so three updates sounds like a lot of material... but the thing is, Bowser and Captain Falcon's updates are rather minor. But hey, this is still a really significant boost in progress!!

About Bowser... This update really isn't all that complicated. In fact, his new Dash has been removed. You see, the animation was pretty sub-par and the only reason I included it was because I saved his Dash animation and didn't have a back-up to replace it with once I found out it sucked in-game. So what's new? His Forward Smash no longer has the explosive effect, and I fixed a bug that wasn't letting one of his feet come off the ground, like in his animation. That's it!

You may have noticed Captain Falcon is at 100%! Yes, he is, in fact, totally completed! But... here's the thing. The only reason I finished him so quickly? I only had two changes planned for him! But hey; this hack is still pretty awesome. He has a brand-new Up Tilt... or should he say, a retro move has returned from Smash 64! Why did I do this? To de-clone the move, of course! And that's not all... his Forward Smash has been changed to reflect it's SSB64 equivalent! More de-cloning action!! Can I get a "hhhYESZ!1"?

And last but certainly not least, we have ourselves a brand-spankin' new Ganondorf. Now THIS is the REAL update. He's more than halfway de-cloned, and a third of the way completed!! Now, this is merely the first update, so there's a little tweaking left to be done... but all in all, this new moveset is AWESOME! Here's the full run-down:
Now, when he dashes... he's flying through the air!! MADNESS. And why not? He's a flippin' warlock!
His Up Smash has been de-cloned. Now, Ganondorf blasts his foe with a massive, magical, electric explosion! But use it wisely; the foe has to be positioned above you, or the move misses completely! But when the hitbox connects? Oh boy, the results are... simply shhhhhocking.
His NAir de-cloned to a powerful sweeping kick. It's slow, and the hitbox lasts for only a second, but it's got it's perks. The attack sends you opponent diagonally downwards; which means, with a proper set up, you can spike the opponent while you're still on-stage!! Smashing.
FAir... re-cloned? Now he does Falcon's Knee attack. This move is WAY more fitting for Ganondorf than it is for Falcon... but I knew the backlash would be intense if I took it away from Falcon. So... why not give 'em both the attack? And hey, don't complain!! For this one re-cloned move, there are five new ones!
BAir changed to former FAir, to not only de-clone the move, but to keep his former FAir in the game. I love this move too much to let it go. Now has electrical properties!
UAir de-cloned into a double-kick... his former Up Smash! It's tough connecting both hits... but boy, if you do, the opponent will be in some serious pain.
DAir visually de-cloned with new animation. The properties are the same!... except the animation makes it slightly harder to land. But who am I kidding? This move was way too easy to land before I changed it.

Have fun, kitties. This should satisfy y'all for a while...



So what's next? Little easter eggs here and there for certain characters... some looooong-overdue tweaks to the first four characters who were released... and then Mario. I can't believe I haven't released a True Mario yet...


Title: Re: "True" Series Project Thread (NEW - Bowser V1)
Post by: andalsoandy on September 21, 2013, 07:14:02 PM
If you ever make a "True Wario" I have a few animations you can use based on his Wario World moves (D-air, F-air from SM64DS, and a rolling dash attack from Wario Land 2/3).

Also, True Falcon needs his N64 N-air.


Title: Re: "True" Series Project Thread (NEW - Bowser V1)
Post by: PseudoTypical on September 21, 2013, 08:22:36 PM
True Bowser (8%) is now in the Vault!
True Captain Falcon (100%) is now in the Vault!
True Ganondorf (33%) is now in the Vault!

WUT. Three updates at once?! And one hack at 100%?!!?!!?!? I know what you're thinking; "He's a mad-man... A MAD-MAN!"

OK, so three updates sounds like a lot of material... but the thing is, Bowser and Captain Falcon's updates are rather minor. But hey, this is still a really significant boost in progress!!

About Bowser... This update really isn't all that complicated. In fact, his new Dash has been removed. You see, the animation was pretty sub-par and the only reason I included it was because I saved his Dash animation and didn't have a back-up to replace it with once I found out it sucked in-game. So what's new? His Forward Smash no longer has the explosive effect, and I fixed a bug that wasn't letting one of his feet come off the ground, like in his animation. That's it!

You may have noticed Captain Falcon is at 100%! Yes, he is, in fact, totally completed! But... here's the thing. The only reason I finished him so quickly? I only had two changes planned for him! But hey; this hack is still pretty awesome. He has a brand-new Up Tilt... or should he say, a retro move has returned from Smash 64! Why did I do this? To de-clone the move, of course! And that's not all... his Forward Smash has been changed to reflect it's SSB64 equivalent! More de-cloning action!! Can I get a "hhhYESZ!1"?

And last but certainly not least, we have ourselves a brand-spankin' new Ganondorf. Now THIS is the REAL update. He's more than halfway de-cloned, and a third of the way completed!! Now, this is merely the first update, so there's a little tweaking left to be done... but all in all, this new moveset is AWESOME! Here's the full run-down:
Now, when he dashes... he's flying through the air!! MADNESS. And why not? He's a flippin' warlock!
His Up Smash has been de-cloned. Now, Ganondorf blasts his foe with a massive, magical, electric explosion! But use it wisely; the foe has to be positioned above you, or the move misses completely! But when the hitbox connects? Oh boy, the results are... simply shhhhhocking.
His NAir de-cloned to a powerful sweeping kick. It's slow, and the hitbox lasts for only a second, but it's got it's perks. The attack sends you opponent diagonally downwards; which means, with a proper set up, you can spike the opponent while you're still on-stage!! Smashing.
FAir... re-cloned? Now he does Falcon's Knee attack. This move is WAY more fitting for Ganondorf than it is for Falcon... but I knew the backlash would be intense if I took it away from Falcon. So... why not give 'em both the attack? And hey, don't complain!! For this one re-cloned move, there are five new ones!
BAir changed to former FAir, to not only de-clone the move, but to keep his former FAir in the game. I love this move too much to let it go. Now has electrical properties!
UAir de-cloned into a double-kick... his former Up Smash! It's tough connecting both hits... but boy, if you do, the opponent will be in some serious pain.
DAir visually de-cloned with new animation. The properties are the same!... except the animation makes it slightly harder to land. But who am I kidding? This move was way too easy to land before I changed it.

Have fun, kitties. This should satisfy y'all for a while...



So what's next? Little easter eggs here and there for certain characters... some looooong-overdue tweaks to the first four characters who were released... and then Mario. I can't believe I haven't released a True Mario yet...
You've been busy!

I'll definitely be trying out all of these. My only gripe is about those darn cape problems with Ganon, but those are in everything that's ever existed in hacking.

CF sounds sweet, Bowser sounds better than that, and Ganon sounds intense (although I really do like Ganon now).

I'm really curious what'll happen with Mario. After him, do you know who's next on the agenda?


Title: Re: "True" Series Project Thread (NEW - Bowser V1)
Post by: Amarythe on September 21, 2013, 08:28:13 PM
I'll definitely be trying out all of these. My only gripe is about those darn cape problems with Ganon, but those are in everything that's ever existed in hacking.

I'm really curious what'll happen with Mario. After him, do you know who's next on the agenda?
Yes yes, cape problems are the issue with Ganondorf. BUT I reassure you these will be addressed in future updates.

I promised my best friend I would work on Lucas (his favorite Character)... Aside from that, I'm really not sure.


Title: Re: "True" Series Project Thread (NEW - Bowser V1)
Post by: PseudoTypical on September 21, 2013, 08:42:09 PM
Yes yes, cape problems are the issue with Ganondorf. BUT I reassure you these will be addressed in future updates.

I promised my best friend I would work on Lucas (his favorite Character)... Aside from that, I'm really not sure.
Oh, good! I figured they wouldn't be since they're supposedly they're a huge pain in the neck. You have my sympathies.

Cool. If I could recommend, Sonic. He's got a couple things from Battle, and of course his spins/HA, but he needs some reviving, especially since he's not been looking good recently... He's got enough material that it could be fun, too. Someone made this SSB4 moveset list a while back:

http://www.smashboards.com/threads/make-your-move-11-its-over-duder.312410/page-12#post-13741531 (http://www.smashboards.com/threads/make-your-move-11-its-over-duder.312410/page-12#post-13741531)


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Amarythe on September 22, 2013, 09:11:36 AM
Ganondorf has received a minor tweak update, his DAir has a new animation. Not all that different though, so don't sweat it.

And dmick, about Sonic... I'm afraid he's very low priority right now, for a multitude of reasons. A) I have never been a fan of the Sonic series at all, and have never beaten a single Sonic game let alone played one for any significant amount of time. This means... I have almost no knowledge of Sonic's history or abilities or properties etc. etc. etc. B) Sonic is a Third-Party character, meaning he will be one of the very last things modified.

I really hate to disappoint since there are loads of Sonic fans, but I really just don't have the knowledge or commitment to work on Sonic yet. I may make a Teaser hack for him... but so far my only idea would be to change his run animation and significantly decrease his acceleration (the way he runs in his games)


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: PseudoTypical on September 22, 2013, 09:39:36 AM
And dmick, about Sonic... I'm afraid he's very low priority right now, for a multitude of reasons. A) I have never been a fan of the Sonic series at all, and have never beaten a single Sonic game let alone played one for any significant amount of time. This means... I have almost no knowledge of Sonic's history or abilities or properties etc. etc. etc. B) Sonic is a Third-Party character, meaning he will be one of the very last things modified.

I really hate to disappoint since there are loads of Sonic fans, but I really just don't have the knowledge or commitment to work on Sonic yet. I may make a Teaser hack for him... but so far my only idea would be to change his run animation and significantly decrease his acceleration (the way he runs in his games)
That makes a lot of sense. Don't worry about disappointing anyone, it's your stuff. lol

The whole classic acceleration thing would probably ruin him as a character, though, since he relies on speed so much.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Amarythe on September 22, 2013, 09:52:19 AM
The whole classic acceleration thing would probably ruin him as a character, though, since he relies on speed so much.
I know; it won't TOTALLY reflect how slow he accelerates in-game, than he'd easily be one of the slowest runners in Smash. Just kind of a brief easter egg sort of thing... it'll last like half a second.

If I even decide to do it.

OR I can actually make it so that after a certain span of time, his Walk animation goes straight into his Dash animation!! That actually sounds a whole lot better...


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: PseudoTypical on September 22, 2013, 09:58:57 AM
I know; it won't TOTALLY reflect how slow he accelerates in-game, than he'd easily be one of the slowest runners in Smash. Just kind of a brief easter egg sort of thing... it'll last like half a second.

If I even decide to do it.

OR I can actually make it so that after a certain span of time, his Walk animation goes straight into his Dash animation!! That actually sounds a whole lot better...
Yeah, I think that's better, so long as it's pretty controllable.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Kienamaru on September 22, 2013, 10:38:58 AM
Everything sounds good in the Ganondorf aside of him having that knee. He doesn't seem like he would fight with his legs as much.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Amarythe on September 22, 2013, 10:48:59 AM
Everything sounds good in the Ganondorf aside of him having that knee. He doesn't seem like he would fight with his legs as much.
You kiddin'? Nothing says "don't [censored] with me, I'm an insane power-house" like jamming your knee into somebody's mouth.

As a matter of fact, Ganondorf's only Zelda-game melee attack ever was a kick. His Brawl F Tilt comes straight from Twilight Princess. I can't over-prioritize attacks with his fists when Zelda has only featured Ganondorf fighting with his legs.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: This Is A Username on September 22, 2013, 12:43:17 PM
Haven't read the thread through, so I'm sorry if any of this has been said before.
Ganon:
USmash-Animation looks pretty good overall, and the move is very satisfying to land. The way his body's contorted is a little off though (maybe you could have him stretch out more?) and there is ZERO transition in and out of the charging animation.
Dash Attack- Not sure what you're planning for this, but as is it seems weird for him to go straight from a hover (which looks great btw) to a grounded Dash Attack. My suggestion is for him to do his current Down B at a slight angle into the ground, so that Down B can be replaced with something more fitting.
Nair-Good.
Bair-When slowed down, he flickers  to an insane amount, but not too noticeable in game so w/e.
Uair-This is great. It's so much more fitting as an UAir that I have to wonder why the hell anyone made it a smash.
Fair-Meh.
Dair-His foot sticks out of his cape really noticeably. Once I saw it, I couldn't unsee it. Is his kick so powerful he rips through his own cape by accident? Also, the foot he kicks with at the end seems to be pointed a little too far back at the end of the animation, but it's nothing major.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Akeno/Archer on September 22, 2013, 02:17:55 PM
Well, I didn't test these releases yet... what I'll definitely do... BUT
I sent you a Minus Version of your True Toon Link... Can you tell me your opinion about it?


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Amarythe on September 22, 2013, 02:26:38 PM
I've yet to test your Toon Link! Doing that right now...

USmash-Animation looks pretty good overall, and the move is very satisfying to land. The way his body's contorted is a little off though (maybe you could have him stretch out more?) and there is ZERO transition in and out of the charging animation.
Yeah, it's Captain Falcon's Up Throw, so things are a tad wonkey right now. There is actually one frame between the charge and the hitbox though... xD I'll fix it, don't worry.

Dash Attack- Not sure what you're planning for this, but as is it seems weird for him to go straight from a hover (which looks great btw) to a grounded Dash Attack. My suggestion is for him to do his current Down B at a slight angle into the ground, so that Down B can be replaced with something more fitting.
Congratulations, you just guessed what I already had planned for his Dash Attack! I only didn't include it because I want to change his Down B first... which is going to be a real pain...

Nair-Good.
...Seriously? It's the worst move right now, way too hard to land. Too slow and the hitbox doesn't last long enough... that and he floats a tiny bit during the animation. :(

Bair-When slowed down, he flickers  to an insane amount, but not too noticeable in game so w/e.
:C There's nothing I can do about that, I don't think. This happens randomly to many of my animations... good thing you can't see it at standard speed at least.

Uair-This is great. It's so much more fitting as an UAir that I have to wonder why the hell anyone made it a smash.
Awwwww yeah. I actually rather liked it as a smash... but I needed to de-clone both his USmash and UAir!

Fair-Meh.
You no lyk? The programming is just a tad unrefined... but otherwise I think it's awesome on Ganondorf.

Dair-His foot sticks out of his cape really noticeably. Once I saw it, I couldn't unsee it. Is his kick so powerful he rips through his own cape by accident? Also, the foot he kicks with at the end seems to be pointed a little too far back at the end of the animation, but it's nothing major.
...Gonna have to double check this, 'cause I haven't seen this bug yet. :/ Which foots do you mean, the kicking-foot or the non-kicking-foot?

Post Merge: September 22, 2013, 03:32:55 PM
Baaaaaaaaaad news Akeno!

Either the PSA itself is MEGA buggy and causes freezing... or... (and this is the more likely problem) I can't test it because I don't haw Brawl Minus! Stupid of me not to mention that... lol.

You should find somebody to test it or confirm its quality for yourself, because I certainly can't. :(


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: chaoswolf on September 22, 2013, 09:33:10 PM
I have been having problems downloading your stuff because of how it is set up in mediafire. 


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Amarythe on September 23, 2013, 05:00:28 AM
I just downloaded what you reported, it's working perfectly fine. Anybody else having trouble?


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Kienamaru on September 23, 2013, 06:52:30 AM
Alright then. It is true that he only hits with weapons and his foot in TP... but his arms are huge! Why not make use of that in a few moves? I mean I guess if all else fails you could at least tweak the Knee animation so that his arms looked a bit more.. evil. Maybe not have them down at his sides but have one sort at shoulder length with an open hand. You could even combine his knee with his fair, so he does the knee, raises his arm up, and then comes down with the haymaker


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Akeno/Archer on September 23, 2013, 07:16:55 AM
I have been having problems downloading your stuff because of how it is set up in mediafire. 
I just downloaded what you reported, it's working perfectly fine. Anybody else having trouble?
Well, it's maybe because they are separated file by file in the folder... But they work perfectly fine though.
Alright then. It is true that he only hits with weapons and his foot in TP... but his arms are huge! Why not make use of that in a few moves? I mean I guess if all else fails you could at least tweak the Knee animation so that his arms looked a bit more.. evil. Maybe not have them down at his sides but have one sort at shoulder length with an open hand. You could even combine his knee with his fair, so he does the knee, raises his arm up, and then comes down with the haymaker
That idea sounds good...
I didn't test him yet, but I remeber Ganon using his punch to smash the ground in OoT... Why not putting this as an Air down B?


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: GigasOverlord on September 23, 2013, 08:11:26 AM
Yeah, a Ganon slam sounds awesome. Have it go directly downward and damage a radius around him when he lands; very reminiscent of Ocarina as well as DK's Down-B. Something else you could throw in is when he blocks attacks in his OoT battle, he draws his cloak around his body with his right arm. That could be his shield hold animation.

Just something small that I thought might be interesting... Bowser has a Shell Dodge animation in Bowser's Inside Story battles when he draws his shell down to deflect overhead attacks. It'd be nice to add as his "going into crouch" animation and it wouldn't take too much time to shoop in.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Amarythe on September 23, 2013, 06:01:35 PM
Alright then. It is true that he only hits with weapons and his foot in TP... but his arms are huge! Why not make use of that in a few moves? I mean I guess if all else fails you could at least tweak the Knee animation so that his arms looked a bit more.. evil. Maybe not have them down at his sides but have one sort at shoulder length with an open hand. You could even combine his knee with his fair, so he does the knee, raises his arm up, and then comes down with the haymaker
Haha, don't worry; I have an AWESOME idea for Ganondorf's new Down Smash which utilizes... maybe not his fists, but certainly his hands. I need to de-clone the move, that's why I'm changing it.

Your suggestion about the animation is interesting, I'll see if I can make it look cool. About applying the haymaker to the move... I wonder if that's wise, for several reasons.
1) The haymaker is already his BAir
2) There's no specific reason that I should do this
3) If the move misses, Ganondorf would look stupid following up the attack against an opponent who isn't there. (But I admit with some coding I could do a "If Hitbox Connects" and take things from there)
4) Most importantly, the haymaker probably wouldn't connect unless I made it SUPER fast, most likely to the point that it looks unrecognizable/strange
5) Sounds like a lot of animation work xD

I don't mean to knock your idea, because I found it really creative. I'm CERTAINLY all for letting Akeno add it to his Minus version of my hacks, because he's taken an active interest in doing that.

Well, it's maybe because they are separated file by file in the folder... But they work perfectly fine though.
I don't understand. Clicking the link takes you directly to the folder where the needed file is placed. All you gotta do is click the .rar and you're good to go. I honestly couldn't make the process simpler if I tried... :(

That idea sounds good...
I didn't test him yet, but I remember Ganon using his punch to smash the ground in OoT... Why not putting this as an Air down B?
Already planned!
...However, I've been entertaining the idea of making this move his UP B, since he DOES go skyward when using the attack. I don't like the fact that his Up B is a clone, and right now I can't think of anything to replace it with.

And as I've stated before, I have NO luck at all editing Special attacks. I absolutely hate how much harder it is to do coding for them, and I REALLY don't understand why they don't function like any other standard subaction...

Something else you could throw in is when he blocks attacks in his OoT battle, he draws his cloak around his body with his right arm. That could be his shield hold animation.
Oooooh... OOOH, I really like that! Plus, I had already planned to utilize his cape in his Jab attack. Remember how he uses his cape to reflect projectiles? Expect Ganondorf to punish projectile users with ease in a future release. ;)

Just something small that I thought might be interesting... Bowser has a Shell Dodge animation in Bowser's Inside Story battles when he draws his shell down to deflect overhead attacks. It'd be nice to add as his "going into crouch" animation and it wouldn't take too much time to shoop in.
I didn't notice this when look at his BIS sprite sheet, I'll have to look into it.

By the way, do you like his new F Smash? Right now I'm addicted to playing my True Bowser because of it... even though it's only one of two changes! xD Although the animation is a little strange for like, 2-3 frames at best, I consider it one of my prime animation achievements. The animation is 100% custom made, modeled entirely after each and every sprite for the attack from the actual game!! Pretty neat, huh? I've actually never made a custom animation without using at least SOME sort of base before.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Large Leader on September 23, 2013, 11:34:22 PM
Your animations will look much better when you start moving the HipN bone around.

Right now, it's kinda obvious that you aren't moving it.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: GigasOverlord on September 24, 2013, 04:47:55 AM
However, I've been entertaining the idea of making this move his UP B, since he DOES go skyward when using the attack. I don't like the fact that his Up B is a clone, and right now I can't think of anything to replace it with. Haha, don't worry; I have an AWESOME idea for Ganondorf's new Down Smash which utilizes... maybe not his fists, but certainly his hands. I need to de-clone the move, that's why I'm changing it.

I didn't notice this when look at his BIS sprite sheet, I'll have to look into it.

By the way, do you like his new F Smash? Right now I'm addicted to playing my True Bowser because of it... even though it's only one of two changes! xD Although the animation is a little strange for like, 2-3 frames at best, I consider it one of my prime animation achievements.

If you're having problems coding special moves, you could always integrate the fist slam idea into his Down-Smash. It'd be kind of like Wario's but behave more like a kill move instead of a ground lock.

That's the joy of having sprite sheets when animating. If there's anything else from the sprite sheet that I could advocate throwing in, it'd be his flame breath animation. vBrawl's Flame Breath just doesn't look as clean when paired with the SSB4/BiS upright stance.

Also, if you end up polishing the F-Smash animation even further, you can look at Dark Bowser's punch animation from the same game. It doesn't have him heft his leg up when charging, which might make it look better. Maybe a hybrid of both or something? Finally, if you're doing victory animations, his Level Up fist raise would be cool. Victory animations are really low priority, though.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Amarythe on September 24, 2013, 04:58:57 PM
Your animations will look much better when you start moving the HipN bone around.

Right now, it's kinda obvious that you aren't moving it.
Noted. Though if you could be more specific...

Finally, if you're doing victory animations, his Level Up fist raise would be cool. Victory animations are really low priority, though.
Victory animations are being made, and I already had this idea. I may also include the upward-punch as an Up Tilt.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: JayJay55 on September 24, 2013, 08:47:19 PM
Also I have an idea for one of bowsers specials. Instead of Bowser's down special the "Bowser Bomb". Why not replace that with M&L:BIS the smash he does with his shell in the roaming fields. He would hop up in the air spin inside of his shell and slam down on the ground, he did this to activate buttons in the Mushroom Kingdom.


Title: Re: "True" Series Project Thread (NEW - Ganondorf 33%, Captain Falcon 100%!!)
Post by: Large Leader on September 24, 2013, 09:11:34 PM
Noted. Though if you could be more specific...

Can't really get any more specific than move it around. It's really obvious that you haven't/aren't. The sooner you start moving it around, the more fluid your animations will look

Especially your Bowser one.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 01, 2013, 06:32:44 PM
MAJOR UPDATE FOLKS!

Bowser [12.5%] is now in the Vault!
Young Link [24.2%] now in the Vault!
Link [34.5%] is now in the Vault!
Ganondorf [33.3% (b)] is now in the Vault!
Ike [52.2%] is now in the Vault!
Captain Falcon [110?!%] is now in the Vault!


This update mainly focuses on subtle balancing issues, along with new textures and CSPs!!


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: PseudoTypical on October 01, 2013, 06:43:49 PM
MAJOR UPDATE FOLKS!

Bowser [12.5%] is now in the Vault!
Young Link [24.2%] now in the Vault!
Link [34.5%] is now in the Vault!
Ganondorf [33.3% (b)] is now in the Vault!
Ike [52.2%] is now in the Vault!
Captain Falcon [110?!%] is now in the Vault!


This update mainly focuses on subtle balancing issues, along with new textures and CSPs!!
Good stuff! Just looked over all the descriptions. I've got some test cramming to do, but these look like solid updates.

I think people (myself included) might like video previews, if that's possible!


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 01, 2013, 06:54:43 PM
I can't make videos, but Snato Wato gives me recordings here and there.

The OP has seen a MAJOR overhaul, but there's still work to be done.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: SnatoWhato on October 01, 2013, 07:05:08 PM
Oh my! So many gems. lol I just redid my roster earlier and I'm probably going to have to again. xD

I really like the Nostalgia textures by the way. I could probably get a video or two up sometime tonight. I'm really interested in Young Link. :)

I tried your older Ganon but never got around to making a video. It's awesome. I can't wait to see these.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 01, 2013, 07:27:05 PM
Most of these hacks are all the same in terms of the attacks in them, it's just that I've fixed a bunch of balancing quirks and such. Characters like Bowser, Captain Falcon, and Young Link each have at least one new move... Ike has better animations now (aside from a cool, but kinda glitchy looking Down Smash).

Link's old PSA was rather unbalanced, and now he plays normally.
Ike is now much more unique, his playstyle flows better. The trajectory of his Up Smash makes the PSA much more interesting. The move still needs fixing though. The new Down Smash animation needs to be touched up.
Ganondorf's NAir is now much more satisfying and easy to land, and his FAir has a very slight tweak. He still needs some balancing, but this update is worth it.
The LIMITED version of Captain Falcon (which retains his FAir and NAir) is UNTESTED. The other version is considered the STANDARD version of the hack. This N64 style Falcon is interesting to get used to... I really like the new changes. That Down Taunt is hilarious, check it out.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: SnatoWhato on October 01, 2013, 08:34:27 PM
Gotta love funny taunts. lol I tried Ike out and he is BEAST MODE! lol Video is uploading now and you guys can see what fun I had.

And if their moves are mostly the same then I'll try the ones I haven't touched first. I downloaded them all so I'll be having some fun for a few days. lol Awesome job on Ike by the way. I like him. lol

Post Merge: October 01, 2013, 09:27:41 PM
Here is what I could do with True Ike. :) Sorry if I left any moves out. I always try to include everything.

SSB Project M: "True" Ike [52.2%] (http://www.youtube.com/watch?v=tDz40xWGUUM#)


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Large Leader on October 02, 2013, 09:37:27 AM
Okay, so from looking at that video of yours I can see a few glaring problems.

The A combo doesn't seem to fluidly transition into one another. I looked at the gifs you provided and they SHOULD do it themselves. Don't know why, but it honestly shouldn't look as rough as it does. Maybe add a delay of a few frames before each swing?

The First part of the Aether (Thany Roy's Taunt) replaces the vanilla version of the beginning of Aether. But since there's no sword swing upwards, you just see Ike point his sword and suddenly he's crouched backwards. Add the transition from the taunt to the swing upwards. It'll add a couple of extra frames, but it should look great after that.

And like I've said, the Wait could use some work.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 02, 2013, 08:08:18 PM
^ You've basically touched upon all the biggest problems in the hack so far. The Down Smash also needs a lot of work.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: SnatoWhato on October 02, 2013, 08:28:20 PM
I like it so far. His Up Smash is way past cool.

I've been meaning to suggest something with Bowser. I'm not sure if it's even something that can be done, but I think it'd be neat if he had fireballs instead of a flamethrower. Kind of an ode to his NES days. You know how he shot those fireballs as you approached his bridge? I haven't tried your Bowser yet, but I think he's my next stop.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 03, 2013, 07:34:11 PM
I think it'd be neat if he had fireballs instead of a flamethrower.
Already planned as his Forward B. However, I currently have no experience in hacking Special Attacks and will probably be requesting help for that.

Bowser only has 3 changes.
His Idle Stance.
His Jab.
And his Forward Smash.

Try to overuse all of those moves in your video, haha.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: SnatoWhato on October 03, 2013, 08:26:57 PM
lol Duely noted. I plan on having him fight Geno. lol Since he has a move from that game.

Post Merge: October 03, 2013, 11:29:07 PM
Here's what I could do with Bowser. lol

SSB Project M: True Bowser [12.5%] (http://www.youtube.com/watch?v=9wD3D3XRqQI#)

I don't main him so excuse my shabbyness with him ha ha.

Post Merge: October 04, 2013, 09:05:06 PM
AHHHH Ganondorf is BEAST MODE+!!! Awesome PSA. Check him out. Truely a masterpiece Amarythe. ha ha.

SSB Project M: True Ganondorf [33.3%] Ver. B (http://www.youtube.com/watch?v=EzcXcDQnmtc#)


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 05, 2013, 11:48:23 AM
With the announcement of Roy being added to the Project M roster, I think I might go back to working with the 2.6b hackset. That way I can make my own True Roy PSA... and have an extra slot for it. I guess Samus, Yoshi, and Kirby will have to wait.
Dr. Mario has also been announced for Project M. I fully intend on replacing him with a muuuuuch more worthwhile character(s).

Next up is Mario, I swear this time.

Sick videos Snato, I'm glad you showed off the Bowser Nostalgia hacks! I didn't know you were gonna use the CSPs, too, haha. That Up-Smash was a perfect way to end Ike's video.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Akeno/Archer on October 05, 2013, 12:31:52 PM
Hmm... I'm very curious about Mario's Down smash... I don't really know what can you do with this one...


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 05, 2013, 12:40:34 PM
Hmm... I'm very curious about Mario's Down smash... I don't really know what can you do with this one...
Mario's Down Smash comes straight from Super Mario 64. Why change it?


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: SnatoWhato on October 05, 2013, 03:23:25 PM

Dr. Mario has also been announced for Project M. I fully intend on replacing him with a muuuuuch more worthwhile character(s).


OMG YES! I hate that they're gonna waste a slot on Dr. Mario! I have Dr. Mario as a costume for regular Mario. And didn't they say they took the both of them and fused them into one?

I can see why, though. They don't want to seem like they're competing with Smash 4. It still grinds my gears.

And thanks. I used the CSPs for the other characters too, but since they had more to show off than Bowser, I didn't see the need to show them.. for time's sake. And that finish in Ike's video was perfect. lol I wouldn't change anything about that Up Smash. Or Bowser's Forward Smash. It's hard to land, but it is such a powerful feeling when it connects. Kind of a psuedo-Falcon Punch. xD


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: GameAndWatcher on October 05, 2013, 04:12:31 PM
Dr. Mario has also been announced for Project M. I fully intend on replacing him with a muuuuuch more worthwhile character(s).
Dr. Mario's only going to be an alternate costume to Normal Mario and will be using a different engine from Roy.  Just going to let you know.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 05, 2013, 05:13:01 PM
Dr. Mario's only going to be an alternate costume to Normal Mario and will be using a different engine from Roy.  Just going to let you know.
Nevermind then.

Post Merge: October 05, 2013, 05:25:57 PM
OMG YES! I hate that they're gonna waste a slot on Dr. Mario! I have Dr. Mario as a costume for regular Mario. And didn't they say they took the both of them and fused them into one?
They kind of fused them, but the only way I notice it is with the Forward Air. It's much more like Dr. Mario's, a change I intend on fixing.

I can see why, though. They don't want to seem like they're competing with Smash 4. It still grinds my gears.
That's why I'm here.

And that finish in Ike's video was perfect. lol I wouldn't change anything about that Up Smash.
I just finished some minor tweaks on his Up Smash, it's untested but it'll improve the move even more.

I also just finished a new Up Taunt, and made a series of other small changes.

Or Bowser's Forward Smash. It's hard to land, but it is such a powerful feeling when it connects. Kind of a psuedo-Falcon Punch. xD
The best part is when the super armor kicks in. If Ike counters the move, Bowser takes a ton of damage but doesn't flinch at all. xD


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: SnatoWhato on October 06, 2013, 11:02:13 PM
SHOW ME YOUR MOVES!!

SSB Project M: True Captain Falcon [110%] (http://www.youtube.com/watch?v=SRzvWXcOHts#)


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 07, 2013, 04:56:18 AM
Remember how Is aid MArio was next?...

...Yeah, so I'm near finished with some tiny updates for Ike Bowser and a fix for Meta Knight's D Tilt.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Kienamaru on October 11, 2013, 04:42:27 PM
That Young Link should be called Toon Link. He doesn't take a single move from non Sprite or Toon Link. Young Link would be considered the N64 era and the gbc games. I guess Alttp could count? but this TL takes pretty much moves from WW onward.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 12, 2013, 08:20:36 AM
I find the name "Toon" Link incredibly silly. Young Link just makes sense. And...

Young Link's Jab, Side Tilt, Dash Attack, Down Tilt, WIP Down Smash, UAir, (and eventually all of his specials) are from classic or otherwise non-Toon games. That's 10 things... plus the Roc's Feather jump I haven't added but that's a tiny detail.
But only his Forward Smash, WIP Up Tilt, WIP Up Smash, NAir, FAir, and maybe BAir and DAir can be considered Toon attacks. (DAir because it appeared in Minish Cap which is a Toon game)

It's REAL close, but classic Link shines through in this hack just a tad more. AND, while it makes sense to describe all of these attacks as "Young Link" attacks, you wouldn't be able to call all of these "Toon Link" attacks because they aren't. I really hate the name Toon Link, haha.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Akeno/Archer on October 12, 2013, 09:36:55 AM
(DAir because it appeared in Minish Cap which is a Toon game)
Well, it also appears in Wind Waker as the final counter in the final battle against Ganondorf, when you jump and thrust the sword in his head...
I find the name "Toon" Link incredibly silly. Young Link just makes sense. And...

Young Link's Jab, Side Tilt, Dash Attack, Down Tilt, WIP Down Smash, UAir, (and eventually all of his specials) are from classic or otherwise non-Toon games. That's 10 things... plus the Roc's Feather jump I haven't added but that's a tiny detail.
But only his Forward Smash, WIP Up Tilt, WIP Up Smash, NAir, FAir, and maybe BAir and DAir can be considered Toon attacks.
It's REAL close, but classic Link shines through in this hack just a tad more. AND, while it makes sense to describe all of these attacks as "Young Link" attacks, you wouldn't be able to call all of these "Toon Link" attacks because they aren't. I really hate the name Toon Link, haha.
Toon Link is cool as a name, and Young Link feels a bit too "old" imo...


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Kienamaru on October 12, 2013, 04:45:41 PM
I find the name "Toon" Link incredibly silly. Young Link just makes sense. And...

Young Link's Jab, Side Tilt, Dash Attack, Down Tilt, WIP Down Smash, UAir, (and eventually all of his specials) are from classic or otherwise non-Toon games. That's 10 things... plus the Roc's Feather jump I haven't added but that's a tiny detail.
But only his Forward Smash, WIP Up Tilt, WIP Up Smash, NAir, FAir, and maybe BAir and DAir can be considered Toon attacks. (DAir because it appeared in Minish Cap which is a Toon game)

It's REAL close, but classic Link shines through in this hack just a tad more. AND, while it makes sense to describe all of these attacks as "Young Link" attacks, you wouldn't be able to call all of these "Toon Link" attacks because they aren't. I really hate the name Toon Link, haha.

I could argue that every classic attack aside of his thrust was remade in Toon styled games such as MC or FSA. I probably shouldn't though.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Green Mii on October 12, 2013, 09:59:46 PM
Hey, speaking of Toon Link, I'm not sure if you know this, but the collisions on his Pegasus Boots attack do not go on infinitely like the animation. They end at the same time they used to before you fixed the attack. And if you do fix it, mind telling me? I'm trying to give Wario his Dash Attack from Wario Land 4, but he's having the same problem as Toon Link.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 24, 2013, 06:24:33 PM
Toon Link's Pegasus Dash, since the last update, does in fact go infinitely.

...Although there's a chance I forgot to replace the file with the update. Can anyone else confirm that the Pegasus Dash is limited like he's saying? It works as intended on my end.

Also, sorry for the current hiatus. It's been weeks since I've released anything. I've geared my attention towards major updates for my Nostalgia project, in preparation for my first release of Super Smash Bros. All Stars (the name of my WIP ultimate hack-pack).

This means that, when released, the first version of the pack will include textures for every single character. I intend on giving each character (when applicable) two textures: The look of their FIRST appearance in a video game, and the look of their LATEST appearance in a video game.

Adding finishing touches to Marth, Lucas, and Peach.

And MAN does Marth look good. Like... dude. DUDE.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Nezha the Scout on October 25, 2013, 04:39:00 AM
Hey Amarythe, some of your BV uploads beenreported for not having in game pictures, witch is noobish, but you can use some of the vids SnatoWhato did, to avoid them annoying reports :B


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 25, 2013, 04:53:42 AM
I've noticed >_> I've already talked to the Mods and my Gifs are more than enough to showcase the PSA, lol. Why the heck would they want in game PICTURES of animation hacks? xD

I'll be putting his videos in the description, haha. I should have done that AGES ago, I'm sure my hacks would have way more downloads if I did... Also have to update the OP this weekend...


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Nezha the Scout on October 25, 2013, 06:40:28 PM
I'm sure my hacks would have way more downloads if I did...

Indeed they would ^.^ just let the people that are too lazy to see the thread (or unsure of what this is about) look at the video, then you'll have a download spike in no time. Plus those vids are good quality to boot.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 25, 2013, 08:16:05 PM
The videos themselves are good quality...

But TRUST me, if it were me behind that controller, the vids would be awesome. They'd show the true potential/changes of the hacks. As the hack creator, I know how to show off the new stuff: plus, I'm CRAZY good at this game.

Good gameplay = psychologically positive connotation = moar downloads. Lol.

Not to say Snato is bad at all, haha!


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Green Mii on October 25, 2013, 09:48:49 PM
Toon Link's Pegasus Dash, since the last update, does in fact go infinitely.

...Although there's a chance I forgot to replace the file with the update. Can anyone else confirm that the Pegasus Dash is limited like he's saying? It works as intended on my end.

Also, sorry for the current hiatus. It's been weeks since I've released anything. I've geared my attention towards major updates for my Nostalgia project, in preparation for my first release of Super Smash Bros. All Stars (the name of my WIP ultimate hack-pack).

This means that, when released, the first version of the pack will include textures for every single character. I intend on giving each character (when applicable) two textures: The look of their FIRST appearance in a video game, and the look of their LATEST appearance in a video game.

Adding finishing touches to Marth, Lucas, and Peach.

And MAN does Marth look good. Like... dude. DUDE.

The animation works fine; it's the hitboxes that aren't working. The collisions work for like a second, but stop right after even though the animation is still going on.
And I seriously can't wait for that pack of yours. Especially since your making your Marth sound amazing. IT BETTER BE AWESOME. lol


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 26, 2013, 07:26:31 AM
OH! It's been changed to a one hit move. It'll have more OOOMPH by the next update.

So if the hitbox connects on one enemy, it won't hit an enemy standing farther back when Link gets to them? If that's the case, that's a problem...


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Green Mii on October 26, 2013, 12:17:30 PM
OH! It's been changed to a one hit move. It'll have more OOOMPH by the next update.

So if the hitbox connects on one enemy, it won't hit an enemy standing farther back when Link gets to them? If that's the case, that's a problem...
The latter is the problem. One hit on one enemy and it doesn't work on an another.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: zeldadove on October 27, 2013, 03:08:59 PM
will you have the great fairy in the toon link PSA


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on October 27, 2013, 03:22:43 PM
will you have the great fairy in the toon link PSA
Of course not, I don't even know how that would work/what you'd want out of that.

Not to sound rude. This hack set is very strict in its mission statement. Don't be afraid to make request though.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Akeno/Archer on October 27, 2013, 03:36:19 PM
Of course not, I don't even know how that would work/what you'd want out of that.

Not to sound rude. This hack set is very strict in its mission statement. Don't be afraid to make request though.
Well... Project Z got a model of the great fairy... You just have to replace an effect from the FitCharacter.pac or the MotionEtc, and do the animations needed...


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: zeldadove on October 27, 2013, 03:40:22 PM
its cool, i just saw you were making it with wind waker parts

and i don't what to do with it, i rigged the bottom arms to


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Akeno/Archer on October 27, 2013, 04:07:35 PM
its cool, i just saw you were making it with wind waker parts

and i don't what to do with it, i rigged the bottom arms to
What do you mean? You were saying the OoT one?


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: zeldadove on October 27, 2013, 04:12:32 PM
the wind waker model


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Akeno/Archer on October 27, 2013, 04:16:34 PM
the wind waker model
Well... I said we have it, imported, rigged, and such...


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: zeldadove on October 27, 2013, 05:04:19 PM
oh i'm just trying to give it to somebody else because i don't have any use for it


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: SnatoWhato on November 01, 2013, 03:08:58 PM
I'm not sure if I've suggested this yet, but I probably have. Too lazy to check lol. Forgive me if I'm repeating something, but I was thinking, it would be neat, if not impossible, if Toon Link, at Zero percent damage, had that beam shoot out of his sword like in A Link to the Past.

You know, when you get the Master Sword it shoots out like a ring-like Beam. I suppose it might be easier to animate sword-shaped ones like the first game. I figure it'd be tough to pull off though. Just an idea. lol

I guess that would involve making an article? I'm not to saavy with actually making or coding the PSAs.. sorry. lol


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Akeno/Archer on November 01, 2013, 03:21:31 PM
I'm not sure if I've suggested this yet, but I probably have. Too lazy to check lol. Forgive me if I'm repeating something, but I was thinking, it would be neat, if not impossible, if Toon Link, at Zero percent damage, had that beam shoot out of his sword like in A Link to the Past.

You know, when you get the Master Sword it shoots out like a ring-like Beam. I suppose it might be easier to animate sword-shaped ones like the first game. I figure it'd be tough to pull off though. Just an idea. lol

I guess that would involve making an article? I'm not to saavy with actually making or coding the PSAs.. sorry. lol
It's not impossible, but adding an article is... However, he may add/replace an external GFX in the FitToonLink.pac file... Replacing is better, but that's up to him to decide :)


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Nezha the Scout on November 01, 2013, 09:12:22 PM
Hey, here's a hint if you ever work with wario...

One of his taunt he eats an onion, recovers 1%

When he grab attacks, he shakes his enemies like wario land shake it.

... Yeah... Wario.


Title: Re: "True" Series Project Thread (MAJOR UPDATES!!)
Post by: Amarythe on November 02, 2013, 07:44:12 AM
I'm not sure if I've suggested this yet, but I probably have. Too lazy to check lol. Forgive me if I'm repeating something, but I was thinking, it would be neat, if not impossible, if Toon Link, at Zero percent damage, had that beam shoot out of his sword like in A Link to the Past.

You know, when you get the Master Sword it shoots out like a ring-like Beam. I suppose it might be easier to animate sword-shaped ones like the first game. I figure it'd be tough to pull off though. Just an idea. lol

I guess that would involve making an article? I'm not to saavy with actually making or coding the PSAs.. sorry. lol
IIIIIIIIII imagine you've already suggested this, but I'll address it again.

Akeno has the right idea: what I've got to do is working with some sort of graphical effect by adding it in. HOWEVER, as it stands I have literally no experience doing this, and it sounds really hard. BUT I can assure you, provided I can do it and make it look legit (I won't release a half assed looking sword beam, that's for sure) Toon Link's Jab will have the beam from ALttP, and his FTilt will have the beam from NES LoZ. (At 0%)

Coding an article is out of the question. Not just because I assume in this case it's not practical, but also because as it stands specials are out of my range of ...specialties! (and I think Toon Link's articles are already full)

It's not impossible, but adding an article is... However, he may add/replace an external GFX in the FitToonLink.pac file... Replacing is better, but that's up to him to decide :)
Akeno, are you good with specials? I'd really like to enlist your help, man. Like, reeeeeally. I'm itching to get specials done, it's really hindering progress.

Hey, here's a hint if you ever work with wario...
One of his taunt he eats an onion, recovers 1%
When he grab attacks, he shakes his enemies like wario land shake it.
...I actually really dig those ideas. But doesn't eating an onion turn him into Wario Man? Still, I'd love to do this, haha. Also, digging the shake a TON, lol.


Title: Re: "True" Series Project Thread (Minor Hiatus)
Post by: Akeno/Archer on November 02, 2013, 07:58:33 AM
IIIIIIIIII imagine you've already suggested this, but I'll address it again.

Akeno has the right idea: what I've got to do is working with some sort of graphical effect by adding it in. HOWEVER, as it stands I have literally no experience doing this, and it sounds really hard. BUT I can assure you, provided I can do it and make it look legit (I won't release a half assed looking sword beam, that's for sure) Toon Link's Jab will have the beam from ALttP, and his FTilt will have the beam from NES LoZ. (At 0%)

Coding an article is out of the question. Not just because I assume in this case it's not practical, but also because as it stands specials are out of my range of ...specialties! (and I think Toon Link's articles are already full)
Akeno, are you good with specials? I'd really like to enlist your help, man. Like, reeeeeally. I'm itching to get specials done, it's really hindering progress.
I'm not THAT good with Specials, since I'm progressing with them... But I can try to help you with them. But keep in mind that if you want me to edit Articles, I'll use BrawlBox and you'll be unable to re-open them in PSA...

As for the beam ideas, SonicBrawler made a hack like this using the beam from the ray gun. If you want to use something else, I can ask around to make an effect that looks like the beam from ALttP... And for the one from NES LoZ, why not shooting... the blade ITSELF?


Title: Re: "True" Series Project Thread (Minor Hiatus)
Post by: SnatoWhato on November 02, 2013, 10:48:47 AM
Ha ha, I figured I had already suggested it. I was just playing last night and while I neutral a'd I remembered the beam thing and was like, "Did I already suggest that? Not sure. But it would be so boss to shoot it." Even if it would only be like the first 10 seconds of the fight. lol

But in recent years they haven't done the beam sword anymore. I'm sad about it. A sword that shoots lasers is just.. weird. lol I think in the Minish Cap You can shoot it on your last heart too.

Anyway, with or without it, it's still my favorite Toon Link PSA. :)


Title: Re: "True" Series Project Thread (Minor Hiatus)
Post by: Amarythe on November 02, 2013, 11:46:40 AM
I'm not THAT good with Specials, since I'm progressing with them... But I can try to help you with them. But keep in mind that if you want me to edit Articles, I'll use BrawlBox and you'll be unable to re-open them in PSA...

As for the beam ideas, SonicBrawler made a hack like this using the beam from the ray gun. If you want to use something else, I can ask around to make an effect that looks like the beam from ALttP... And for the one from NES LoZ, why not shooting... the blade ITSELF?
Then I would only put you to task with relatively simple edits. Despite the typical over-ambition of the project, some of my ideas are rather simple.

The ray gun is a nifty idea, but despite how clever it is it just doesn't look legit. Additionally... wouldn't shooting the blade itself... leave Link just holding a sword hilt during the attack? That'd be weird. 0_o ...What I COULD do is make an X coordinate offset of the sword glow, though. But it would take some really intense trial-and-error coding.

Anyway, with or without it, it's still my favorite Toon Link PSA. :)
:af:


Title: Re: "True" Series Project Thread (Minor Hiatus)
Post by: Akeno/Archer on November 02, 2013, 03:09:52 PM
Then I would only put you to task with relatively simple edits. Despite the typical over-ambition of the project, some of my ideas are rather simple.

The ray gun is a nifty idea, but despite how clever it is it just doesn't look legit. Additionally... wouldn't shooting the blade itself... leave Link just holding a sword hilt during the attack? That'd be weird. 0_o ...What I COULD do is make an X coordinate offset of the sword glow, though. But it would take some really intense trial-and-error coding.
True... He is not Pit, so shooting the blade sounds weird... Well... I'll see what I can do... PM what do you exactly wanna do, though I soon won't be able to test myself, so you'll have to tell me in details what needs to be done...


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 14, 2013, 01:52:13 PM
True Roy (62.5%) has been released!!

GUYS. GUYS. SERIOUSLY. GUYS.
This hack is INCREDIBLE. Download it NOW.

Looks like my little hiatus is over, huh? In celebration of P:M's new release, here's a new PSA! And not just some little update, either: this is, aside from Captain Falcon, the most complete PSA yet!

As much as I LOVE P:M's Roy, my main focus is on de-cloning. And this Roy is almost completely de-cloned!

So here's the rundown:

Idle stance currently reflects his in-game stance as a Lord. (Will probably be updated)
Jab animation has been changed.
Side tilt animation has been changed.
Dash Attack is now a really long ranged stabbing attack: Roy's standard attack from FE before being promoted to a Master Lord.
Up Tilt animation changed back to the one from Melee. To be honest the PMBR's animation is kinda... strange. Don't worry, Marth is getting something new so it's not a clone move.
FAir is now a quick triple stab attack. This move is AWESOME. Stabstabstab! Stabstabstab! Stabstabstab! Quick, versatile, great damage-racker. Easily the PSAs feature change.
NAir is now his P:M BAir. Made a little faster and a little weaker. As cool as his P:M NAir was, the animation is kinda strange and honestly the attack was overpowered.
BAir is now a powerful stab attack. Primary kill move, at least in the air.
UAir is now an uppercut style attack. Way less range than the original move, but it's got more damage to make up for it.
Special animation changed to reflect his critical hit animation from the FE game he was in.

GO DOWNLOAD IT NOW!

(http://i42.tinypic.com/2u8bi37.jpg)


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Jade_Rock on December 14, 2013, 07:16:47 PM
I an downloading Roy now!

It may take a while since I am making it into an iso.I can post back in a hour or two.

Sorry I can not post faster...wii disk drive broke.

EDIT:Also can you try to fix final smash?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 14, 2013, 08:34:43 PM
I can confirm that the Final Smash causes NO problems whatsoever.

The user who reported that hack was using my Roy over a .rel port of somesort, and for some reason it caused a freeze.

So DON'T worry! The hack is good! (Provided you're putting it over Roy in P:M 3.0, of course.)


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Gamidame_K on December 14, 2013, 11:01:08 PM
if only it wasnt for PM only :/ ; I would download it


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 14, 2013, 11:32:59 PM
if only it wasnt for PM only :/ ; I would download it
I can't really make a non P:M version hack of a P:M only character...

And anyway, P:M > Everything. Jussayin.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Jade_Rock on December 15, 2013, 12:16:36 AM
I like the Dash attack,but I think I like the old aireals more.The fair doesn't seem to do any knockback at all unless I was using it wrong and the uair does not hit behind him anymore.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 15, 2013, 08:39:32 AM
The Fair isn't meant to have knockback. It's a damage racker, like Fox's FAir. Why do you want knockback in the FAir anyway? It wasn't a kill move to begin with.

The UAir is stronger now and if it hit behind him Roy would still be a boring clone.

If you wanna go back to red haired Marth, be my guest.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Green Mii on December 15, 2013, 12:09:36 PM
You mean Fire Flower Marth.
Anyway, this Roy of yours is awesome! I can actually win with him now! lol. Are you planning on updating your other True movesets for 3.0?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Gamidame_K on December 15, 2013, 06:05:04 PM
And anyway, P:M > Everything. Jussayin.
thats what I call a good joke


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on December 15, 2013, 06:14:45 PM
thats what I call a good joke

Y'know, your opinion is yours. I like PM a lot and if you don't like it... that's fine. Just don't judge it because it's "competitive oriented" because they made so many changes that casuals would love too.


Anyways, good to have you back on PSAin, Ama. Can't wait to see more.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 15, 2013, 06:28:06 PM
thats what I call a good joke
>Wants to download my Roy
>Doesn't want Project M

That's what I call a joke. May I ask what IS better than P:M?

-----

Yes, and I'll be starting from scratch, too. Meaning all the current bugs (which by now I suppose some of you have noticed) and such will be cleaned up too. But I won't be releasing old material unless at least ONE new change is added as well.

And now that the P:M team is real consistent with releasing there changelist, I can adjust even more quickly and professionally!

I should also mention that there is currently some unreleased True material I currently have on my hackset. Marth has a slightly different stance and two new attacks, his F-Smash and Dash Attack.

The F-Smash is a stab attack, based on DS Shadow Dragon, and his new Dash comes straight from NES Shadow Dragon: It's his critical hit animation. Real interesting stuff!

Plus, Wolf has a totally new Idle stance. Wolf won't be seeing many aesthetic changes, so he's pretty closed to finished, actually...

In the meantime, I've been working on Projects Nostalgia and Ambiance (stage/music), and I've made tons of progress so soon I'll be kicking the True Project into high gear again. I've nearly completed a Nostalgia texture for each main character slot (fitchar00) in the game, and Project Ambiance is inching closer and closer to completion.

I spent like 5 hours today just compiling .brstms, and let me tell you this new music is AWESOME. You have NO idea just how much it enhances the gameplay.

The first release of Super Smash Bros. All Stars is on it's way, kitties! Get hyped up!



...er, but as it happens the official changelist for the entire project has been lost. xD Can't find a back up anywhere on my computer. Don't worry, it's not like I've forgotten my big ideas, haha. It's just gonna be a real [censored] typing all that info up again.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: SonicBrawler on December 15, 2013, 06:32:45 PM
>Wants to download my Roy
>Doesn't want Project M

That's what I call a joke. May I ask what IS better than P:M?


uhm. ppl can still download it without pm. just put it on marth. and melee, ssb64, vbrawl, and brawl minus are better/just as good as PM.


GUYS. GUYS. SERIOUSLY. GUYS.
This hack is INCREDIBLE. Download it NOW.



saying everyone should downlaod your own hack because you think its incredible? thats like liking your own status on facebook...


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 15, 2013, 07:05:42 PM
uhm. ppl can still download it without pm. just put it on marth. and melee, ssb64, vbrawl, and brawl minus are better/just as good as PM.
Are you SURE that that works? Someone else ported my hack over Marth and the Final Smash froze. So... I doubt it.

Plus, Melee is not as good as P:M because P:M supports 41 professionally developed characters and Melee supports like... 25.
Plus, SSB64 is not as good as P:M because P:M supports 41 professionally developed characters and SSB64 supports like... 12.
Plus, Brawl is not as good as P:M because P:M supports 41 professionally developed characters and Brawl supports like... 39. Not to mention the ridiculously slow/floaty gameplay ehich makes the game basically NOT fun in comparison to even Melee, a game developed as early as 2001.
Plus, Brawl - is not as good as P:M because P:M supports 41 professionally developed characters and Brawl - supports like... 39.

And that's just the beginning, dude. Try again.

saying everyone should downlaod your own hack because you think its incredible? thats like liking your own status on facebook...
I said this to people subscribed to my thread; clearly, anyone subscribed tom my thread has a pre-dispositioned interest in, errr, downloading my hacks.

Derp.

Oh, and I've liked my status on FB before. Didn't change the fact that other people liked it too. Double derp.

May I ask, are you the same "SonicBrawler" I've encountered on BFC? Just wondering.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: SonicBrawler on December 15, 2013, 07:15:03 PM
uhm. okay. so since it has a few extra characters. okay. do you even use every character?

im not subscribed to ur thread (well, i am now) but i didnt even want to downlaod it. plus im fine with PM's roy.

and im the only sonicbrawler. exept on youtube (im xXSonicBrawlerXx ) and theres a sonicbrawler on roblox. but other than that, im always SonicBrawler. so mnost likely


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 15, 2013, 08:46:37 PM
uhm. okay. so since it has a few extra characters. okay. do you even use every character?
Yes, I play casually with nearly every character. And even then, that's not the issue; even if I only main a few characters, seeing more characters randomly appear as opponents makes the game just that much better, just that much more fresh.
It's like asking, "is every stage your favorite?" and then saying a game with 5 great stages is just as good as a game with 4 great stages and 20 good ones. :|

Also,
>"And that's just the beginning, dude. Try again."
PM has stronger gravity. +1
PM has faster gameplay. +1
PM has L canceling. +1
PM has 3x as fast loading times. +1
PM has better stages. +1
PM include a 3 frame buffer option. +1
PM has the first name registered in the namelist always at the top. +1
PM has professional quality rendered/modeled alternates included with the hack. +39
PM has individual icons for PT, Zelda/Sheik and Samus. +7
PM has the standard setting automated to tournament regulation. +1
PM is actually relatively balanced, all across the board. +16
Toon Link has the Jump Attack from LoZ. +1
Not to mention the DTilt stab attack. +1
Not to mention a Lon Lon Milk taunt. +1
Mario's stupid ass F.L.U.D.D. is replaced. +1
Yoshi has his old up tilt, as opposed to another boring tail based attack. +1
Diddy Kong has an awesome new Win animation straight from DKC. +1
Wolf's moveset actually makes sense now. +2
Ganondorf's up tilt. 'Nuff said. +1
Lucario's Up Smash. +1
All PT Pokemon have a Down B attack now. +3
Samus has the [censored]ing Ice Beam. +3
Oh, and she can roll now. +1
OH, and she can Morph Ball Boost. +1
Snake has a Rations taunt straight from Metal Gear. +1
Sonic's moveset is actually somewhat based on what Sonic actually does in his games. +2

So...
Project M 3.0 : 91 points
Everything else: Jack [censored].

By the way... notice anything about this forum lately? How it's repeatedly been DOWN to due an INFLUX of activity? Yeah. Not a coincidence that P:M was just released again.

im not subscribed to ur thread (well, i am now) but i didnt even want to downlaod it. plus im fine with PM's roy.
I happen to be "fine" with PM's Roy as well. That doesn't mean there isn't a better alternative. Maybe you should try my Roy and see which one you like better before mouthing off.

and im the only sonicbrawler. exept on youtube (im xXSonicBrawlerXx ) and theres a sonicbrawler on roblox. but other than that, im always SonicBrawler. so mnost likely
Oh, so you ARE in fact the same SonicBrawler from BFC?
/myinterestinyouropinions


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: SonicBrawler on December 15, 2013, 08:50:36 PM
Yes, I play casually with nearly every character. And even then, that's not the issue; even if I only main a few characters, seeing more characters randomly appear as opponents makes the game just that much better, just that much more fresh.
It's like asking, "is every stage your favorite?" and then saying a game with 5 great stages is just as good as a game with 4 great stages and 20 good ones. :|

Also,
>"And that's just the beginning, dude. Try again."
PM has stronger gravity. +1
PM has faster gameplay. +1
PM has L canceling. +1
PM has 3x as fast loading times. +1
PM has better stages. +1
PM include a 3 frame buffer option. +1
PM has the first name registered in the namelist always at the top. +1
PM has professional quality rendered/modeled alternates included with the hack. +39
PM has individual icons for PT, Zelda/Sheik and Samus. +7
PM has the standard setting automated to tournament regulation. +1
PM is actually relatively balanced, all across the board. +16
Toon Link has the Jump Attack from LoZ. +1
Not to mention the DTilt stab attack. +1
Not to mention a Lon Lon Milk taunt. +1
Mario's stupid ass F.L.U.D.D. is replaced. +1
Yoshi has his old up tilt, as opposed to another boring tail based attack. +1
Diddy Kong has an awesome new Win animation straight from DKC. +1
Wolf's moveset actually makes sense now. +2
Ganondorf's up tilt. 'Nuff said. +1
Lucario's Up Smash. +1
All PT Pokemon have a Down B attack now. +3
Samus has the [censored]ing Ice Beam. +3
Oh, and she can roll now. +1
OH, and she can Morph Ball Boost. +1
Snake has a Rations taunt straight from Metal Gear. +1
Sonic's moveset is actually somewhat based on what Sonic actually does in his games. +2

So...
Project M 3.0 : 91 points
Everything else: Jack [censored].

Brawl minus has a lot of that stuff too. And that just seems like random stuff you thought up off the top of your head to "prove your point".  And so adding in random stuff makes it cooler? Yeahokay


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 15, 2013, 09:08:44 PM
Brawl minus has a lot of that stuff too. And that just seems like random stuff you thought up off the top of your head to "prove your point".  And so adding in random stuff makes it cooler? Yeahokay
/myinterestinyouropinions

Yeah. Minus has some of that stuff. But Minus is also unbalanced as [censored].


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Akeno/Archer on December 16, 2013, 07:11:52 AM
Yeah. Minus has some of that stuff. But Minus is also unbalanced as [censored].
Well... Minus isn't really unbalanced, it's broken... It's just a way to put more power into the weak characters, and make those who were already strong some cool stuffs... Not really unbalanced though...
But that's off-topic...


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nezha the Scout on December 16, 2013, 12:08:43 PM
Roy?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Akeno/Archer on December 16, 2013, 12:45:30 PM
Roy?
Our boy?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on December 16, 2013, 02:25:56 PM
Yeah. Minus has some of that stuff. But Minus is also unbalanced as [censored].

I love you man but Minus is actually really balanced. It isn't as balanced as Project M but Minus isn't done yet. He's actually fully reworking it so each character feels different in a Minus kind of way. Characters even got stuff that made them feel exactly like in their normal games. Not to the point of Samus crawling but still some fun tidbits like Link having all of his skills.

Anyways if you bring games to a party Minus and Project M are the ones that I suggest. Brawl is really fun too, and I'll play Normal Brawl whenever I need because the floatyness makes from some funny as hell things (if you play casually). But if it's my choice... Project M or Minus. Usually minus because all of my friends love the random [censored] that happens.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Green Mii on December 16, 2013, 04:42:09 PM
Hey guys, I know this is off-topic and all, but uh, have any of you tried spamming Toon Link's ground Up-Special on an enemy with Turbo Mode on? Seriously, I thought the PMBR said you couldn't keep cancelling into the same move. Also, spamming Wario's Air Up-Special is pretty much a sure kill on the foe unless the opponent moves out of the way. And Mario's Down-Special is harder to spam, but it can still be done. In fact, pretty much every character can spam their specials from what I've seen. Seriously. What. The. Heck.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nezha the Scout on December 16, 2013, 04:46:37 PM
Hey guys, I know this is off-topic and all, but uh, have any of you tried spamming Toon Link's ground Up-Special on an enemy with Turbo Mode on? Seriously, I thought the PMBR said you couldn't keep cancelling into the same move. Also, spamming Wario's Air Up-Special is pretty much a sure kill on the foe unless the opponent moves out of the way. And Mario's Down-Special is harder to spam, but it can still be done. In fact, pretty much every character can spam their specials from what I've seen. Seriously. What. The. Heck.

Sound like usefull info, try posting that back at the pm thread so everyone else would know!


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 16, 2013, 05:40:44 PM
Well... Minus isn't really unbalanced, it's broken...
I love you man but Minus is actually really balanced. It isn't as balanced as Project M but Minus isn't done yet.
Yeah, "broken" would have been a better choice of words.

...But yes, the game is still broken. If you make every character effortlessly good, skill goes right out the window. Making every character broken doesn't equate to "balance". Consider the extreme: If each character had a fast one-hit-KO move, nothing would really matter.

Minus is nifty, but... it's not authentic. Have you ever played one of your favorite games with all the cheat codes turned on, and then, after an hour or so of gameplay, notice just how much it cheapens the experience? That's what Minus is like for me.

I hear the point of Minus was to lift up every character to Meta Knight levels. I've seen gameplay of Ike and he has waaaaaaaaaay more potential than MK ever did. It's broken to the point of excess; it's fun and all, but it's not competitive. And competition is what truly fuels the Smash scene.

Roy?
Yes?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on December 17, 2013, 02:05:39 AM
 Oh man, Brawl Minus was definitely fun to play for [censored]s and giggles, all it's brokenness included, but once I found out about P:M, I never really turned back to anything else where brawl hacks were concerned. The PMBR guys are trying to make a full fledged reboot of Melee to the best of their ability, and so far IMO they're succeeding in that endeavor. It's fun as hell to play! Oh yeah, AND ROY'S AWESOME!!!

Brawl minus has a lot of that stuff too. And that just seems like random stuff you thought up off the top of your head to "prove your point".  And so adding in random stuff makes it cooler? Yeahokay
All that stuff is actually true though, it's not random at all man, have you ever heard of research? You should try it sometime.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: spiritpyros on December 17, 2013, 05:00:33 AM
Look guys point is everyone has there own opinion some like minus other like project m and a few people like both for different reasons.

My personal opinion on the two mods are that project m is a great competitive game and helped me learn how to be a better player. But minus on the other hand is generally fun to play and easier to make character changes fitting to minus if you know how.To me they are both fun.So what do I do? just enjoy both.
This will most Likely not be your own opinion.but please let's not argue about each others opinions because doing so will not achieve anything.maybe be talking about amarythe's movesets will be more worth while than arguing about two mods that attempt to achieve different goals


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Akeno/Archer on December 17, 2013, 11:46:59 AM
Yeah, "broken" would have been a better choice of words.

...But yes, the game is still broken. If you make every character effortlessly good, skill goes right out the window. Making every character broken doesn't equate to "balance". Consider the extreme: If each character had a fast one-hit-KO move, nothing would really matter.

Minus is nifty, but... it's not authentic. Have you ever played one of your favorite games with all the cheat codes turned on, and then, after an hour or so of gameplay, notice just how much it cheapens the experience? That's what Minus is like for me.

I hear the point of Minus was to lift up every character to Meta Knight levels. I've seen gameplay of Ike and he has waaaaaaaaaay more potential than MK ever did. It's broken to the point of excess; it's fun and all, but it's not competitive. And competition is what truly fuels the Smash scene.
Yes?
Well... Let's just say that they have different point of views, the PMBR and Minus MAX teams, that is. Both are fun to play, and even if I prefer Minus, it doesn't mean that I can't enjoy Project M.
Look guys point is everyone has there own opinion some like minus other like project m and a few people like both for different reasons.

My personal opinion on the two mods are that project m is a great competitive game and helped me learn how to be a better player. But minus on the other hand is generally fun to play and easier to make character changes fitting to minus if you know how.To me they are both fun.So what do I do? just enjoy both.
This will most Likely not be your own opinion.but please let's not argue about each others opinions because doing so will not achieve anything.maybe be talking about amarythe's movesets will be more worth while than arguing about two mods that attempt to achieve different goals
Well... Just ^THIS^ is enough to make a summary of this little off topic... But don't forget that there are people who likes both PM and B-


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nezha the Scout on December 17, 2013, 11:52:26 AM
Yes?

Awesome.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Akeno/Archer on December 17, 2013, 04:00:39 PM
Awesome.
Our boy


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 17, 2013, 05:23:41 PM
Lol guys, don't worry about keeping my thread on page 1, errr, I mean discussing this in the meantime. We've all got our preferences and there's nothing wrong with publicly ranting about them here, haha. Discussion about my PSAs will naturally increase again once I release even more new material, so don't worry 'bout it.

Awesome.
[censored]chyeah.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Akeno/Archer on December 18, 2013, 05:35:15 AM
Lol guys, don't worry about keeping my thread on page 1, errr, I mean discussing this in the meantime. We've all got our preferences and there's nothing wrong with publicly ranting about them here, haha. Discussion about my PSAs will naturally increase again once I release even more new material, so don't worry 'bout it.
[censored]chyeah.
Lol... Someone tolerant about off topics... That's rare...
Though it's not entirely off-topic since you're making these with PM as a base.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on December 18, 2013, 11:13:24 AM
So I finally got around testing this and while the a lot of it looks really good, some of the animations are lazily done and seem really bad.

Here's my individual complaints

All: None of the characters have the animation that leads into a Smash Attack. It looks horribly unprofessional and makes a lot of the animations really really bad.

Meta Knight: In games, he's actually slightly larger than Kirby as he was in Brawl. In the True Series he's smaller than Kirby. I suggest you revert him to his older size.

Toon Link: Standard attack should have been kept the same since it's his main attack in Wind Waker. Up Smash goes too fast and the animation is just a copy paste. His neutral aerial should be faster. Otherwise it's useless in an actual battle.

Captain Falcon: Aside from the All problem, he's fine. Combos well too.

Link: His standard combo is not a Zelda combo at all. Link swings his sword downward only after swinging it side to side. Although his forward tilt is actually really fun. His forward air is also good, the animation however is a copypaste which is also unprofessional. The boomerang animation looks weird, could just be Project M but I don't think that's it.

Ike: His wait animations and taunt don't go well with his idle. It looks really weird...

Ganondorf: Brawl didn't represent him right, but you didn't either. Ganondorf loves to punch and choke people in Zelda games. His power comes from his fist afterall. My suggestion is that you make his moveset more punch based. Trust me on this one, Zelda is my favorite game series of all time, I studied the [censored] out of it and I'd probably be a professor if that was a subject

Roy: Fun, same animation problem as Ike, otherwise it's perfect.

Bowser: Same animation problem as everyone else, the punch move is really strong but still nice and pretty easy to see coming.


Final Verdict: I give this a C-. It has potential and you seem to enjoy doing this, but if you ever want people to actually get hooked into this, you'll have to start working ten times as hard. I suggest you form a team of animators to help you. This is a project you can't do alone my friend.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 18, 2013, 08:04:55 PM
Thanks for the in-depth feedback, very much appreciated. I want you to know that, because P:M 3.0 was released, all of these hacks are getting MAJOR overhauls. Like, starting from scratch overhauls. I've learned much about PSA and BB since starting this project, so sexy improvements are sure to come.

All: None of the characters have the animation that leads into a Smash Attack. It looks horribly unprofessional and makes a lot of the animations really really bad.
"None" is too extreme, many characters have the transition but your complaint is totally legitimate. Unless you're complaining about the fact that the "Charge" animation is a freeze-frame; that's not changing. Meant to emulate Melee, and stream-line the development process. But yes, this is a major concern that will be addressed in the overhaul.

Meta Knight: In games, he's actually slightly larger than Kirby as he was in Brawl. In the True Series he's smaller than Kirby. I suggest you revert him to his older size.
Nope. Kirby's being made smaller to accommodate Meta Knight's change in size. Meta Knight is just RIDICULOUSLY huge in Brawl.

The first release of SSB:AS will include proper size mods for every character who has a size-mod planned. This will mainly apply to MK, Kirby, R.O.B., Bulbasaur, Wartortle and Bowser among a few others.

Toon Link: Standard attack should have been kept the same since it's his main attack in Wind Waker. Up Smash goes too fast and the animation is just a copy paste. His neutral aerial should be faster. Otherwise it's useless in an actual battle.
Again, nope, kinda nope, and nope.
1. The Standard Attack comes straight from nearly all the major top-down Zelda games. Won't keep P:M's jab because the final hit is planned as his new Up Tilt. That being said...
2. Up Smash is being changed to Up Tilt. Balancing issues will be addressed, so don't worry I gotcha.
3. Concerning the NAir, definitely not changing it. It's a fantastic move with an extremely versatile hitbox and considerable killing power. If the move doesn't work well for you it means you've got to learn to space it properly.

Surprised you said nothing about the Pegasus Dash.

Captain Falcon: Aside from the All problem, he's fine. Combos well too.
Yeah, that Forward Smash transition is glaring. No wonder you had few complaints, Captain Falcon had very few changes applied.

Link: His standard combo is not a Zelda combo at all. Link swings his sword downward only after swinging it side to side. Although his forward tilt is actually really fun. His forward air is also good, the animation however is a copypaste which is also unprofessional. The boomerang animation looks weird, could just be Project M but I don't think that's it.
Jab - It's actually ridiculously Zelda. Comes straight from Ocarina of time, it's LITERALLY his standard combo. L-Target and B-B-B = This Link's Jab.
Forward Tilt - This move is actually getting changed, lololol. Get ready for the Shield Bash.
Forward Air - Copy/Paste isn't unprofessional if it looks good. I don't care to animate something from scratch if I can achieve 95% the same effect through practical means.
Boomerang - This move actually IS Project M, lol. Don't blame me!! Will be fixed, since P:M 3.0 fixed it, so don't worry.

Surprised you said nothing about the Side Smash, which has no lift off the ground, or his Down Smash, which is just the tiniest bit overpowered and has an awkward trajectory.

Ike: His wait animations and taunt don't go well with his idle. It looks really weird...
Already noted, Ike's animations deserve a major cleanup. He was my first PSA ever released and much of his material reflects my very, very early work.

Ganondorf: Brawl didn't represent him right, but you didn't either. Ganondorf loves to punch and choke people in Zelda games. His power comes from his fist afterall. My suggestion is that you make his moveset more punch based. Trust me on this one, Zelda is my favorite game series of all time, I studied the [censored] out of it and I'd probably be a professor if that was a subject
Ganondorf has never ONCE punched someone in a Zelda game (unless you coun't his OoT thunder-slam thingy, which usually connects from the shockwave rather than the punch). Or choked them, for that matter. The only truly "melee" style attack Ganondorf has EVER performed in a game was the Sparta Kick in Twilight Princess. Correct me if I'm wrong.

HOWEVER, as it stands Ganondorf WILL receive one-or-three more fist based changes, so you're good. AND, his grab has some delicious changes in store, which will ceeeeertainly cater to your complaint of a lack of choking.

Roy: Fun, same animation problem as Ike, otherwise it's perfect.
Niiiiice. Yeah, the Idle Animation was rushed in order to cater to more the more practical ideas involved. Of course this is going to be changed, haha. Notice how my latest hack is the most "perfect" so far? Haha, glad that means I've improved.

Although it's not perfect, slight glitch in the NAir makes him turn around. Easy fix.

Bowser: Same animation problem as everyone else, the punch move is really strong but still nice and pretty easy to see coming.
The Side Smash was actually unchanged in terms of it's P:M speed... which is strange, because for some reason it feels slower. Don't worry, this will be balanced appropriately. REAL surprised you didn't mention the glitch that cause the enemy to fly straight upward with little damage (I know how to fix it, haha).


Final Verdict: I give this a C-. It has potential and you seem to enjoy doing this, but if you ever want people to actually get hooked into this, you'll have to start working ten times as hard. I suggest you form a team of animators to help you. This is a project you can't do alone my friend.
Dayumn, would have like at least a C+. It helps my case that I could counter a good chunk of your complaints though. Don't worry, with the planned updates things we'll be much smoother.

I'd very much love to get a team going, but frankly I don't know who to/how to ask and I assume my ideal team members are very busy with their own projects. That being said, for Specials specifically, I will be requesting help. At this stage working alone isn't a big deal, but you're correct, sometime down the line that'll have to change. Some competent animators have actually made tiny changes here and there to my stuff on their own, haha. Pretty nifty little contributions.

And hey, the fact that I've gotten this far alone is, I think, pretty commendable, haha.

Again, thanks a ton for the feedback. It's always welcome and helps shape my perspective on needed improvements.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nezha the Scout on December 19, 2013, 09:04:29 AM
Dayumn, would have like at least a C+. It helps my case that I could counter a good chunk of your complaints though. Don't worry, with the planned updates things we'll be much smoother.

I'll give you an F for fabulous. Really, you managed to do all of this, ALONE. That my sir deserves a nice round of applause. Now, about Falco. The Project M thread suffered a slight debated on whenever Falco should be decloned or not. Think you can pull of an True Falco fo pm?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 19, 2013, 03:35:51 PM
I'll give you an F for fabulous. Really, you managed to do all of this, ALONE. That my sir deserves a nice round of applause. Now, about Falco. The Project M thread suffered a slight debated on whenever Falco should be decloned or not. Think you can pull of an True Falco fo pm?
Naturally. I've got you guys covered. And thanks man!

I don't necessarily think Project M made the wrong decision in keeping Falco faithful to Melee, since... that's what P:M is all about, basically recreating Melee. I suppose my hack set is more in line with what I wish Melee was like originally.

Fox and Falco's PSA's will be released in tandem with one another, because both characters are involved in the de-cloning process. Don't fret over Fox getting changed, most of his attacks will remain.

I want to hit this PSA soon, since De-Cloning is a great addition to the planned hackset. First attempt to edit Falco's motion file caused freezing. o_o Bad first impression made me put it off, haha


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Jade_Rock on December 19, 2013, 03:48:53 PM
Will you be doing one one of these for Mewtwo?I'm curious what arieals you can come up with since he can hover.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on December 19, 2013, 10:59:11 PM
Ganondorf slammed his fist backwards in the same manner as Brawl in Wind Waker. Ganondorf has slapped Tetra multiple times in the same game. Ganondorf also chokes to find out if females have the triforce or not. Not just that but he also holds them in the air exactly like in Brawl.

Also you're right about the Link things so props on that. Anyways with your counter arguments I give this a B- instead. Also I didn't find a lot glitches and those are easily fixable so I didn't talk about them cause I figured you already knew about them. I mostly aimed for the "trueness" of the project. Anyways once you're done I hope you make the animations a little more Brawl-like. Until then the Meleeness is fine. Also Olimar is smaller than Kirby and Meta Knight and I hope that you eventually add charge animations.

Seriously dude, great job. And I hope you manage to find a team soon or later. If not you're doing just fine on your own.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 20, 2013, 11:16:33 AM
Will you be doing one one of these for Mewtwo?I'm curious what arieals you can come up with since he can hover.
Eventually, yes. I'll have to get creative with this one...

Ganondorf slammed his fist backwards in the same manner as Brawl in Wind Waker. Ganondorf has slapped Tetra multiple times in the same game. Ganondorf also chokes to find out if females have the triforce or not. Not just that but he also holds them in the air exactly like in Brawl.
Ah, generally I wasn't taking cut-scenes into account when I was making animations. I'll have to take another look at Wind Waker again...

Also you're right about the Link things so props on that. Anyways with your counter arguments I give this a B- instead. Also I didn't find a lot glitches and those are easily fixable so I didn't talk about them cause I figured you already knew about them. I mostly aimed for the "trueness" of the project. Anyways once you're done I hope you make the animations a little more Brawl-like. Until then the Meleeness is fine. Also Olimar is smaller than Kirby and Meta Knight and I hope that you eventually add charge animations.
Oooooh, thanks man. B- sounds a lot better, haha! Even so, there are still some tinges of amateurism in certain hacks, so I've got a long way to go.

Olimar's getting a size mod too, don't worry lol.

Seriously dude, great job. And I hope you manage to find a team soon or later. If not you're doing just fine on your own.
8)


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on December 21, 2013, 02:03:34 PM
 Hey Amarythe, do you plan on doing True versions of all the characters for your mod, or just some of them?

P.S. Did you ever get that Vanguard model you sent me to work at all?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on December 21, 2013, 05:03:26 PM
Also about Toon Link's moveset... OBJECTION! Link's standard attack in top down Zelda games are horizontal slashes, not vertical.

Pegasus boots were fun actually, not for competition but I don't see this as a very competitive esque mod.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 21, 2013, 06:25:48 PM
Hey Amarythe, do you plan on doing True versions of all the characters for your mod, or just some of them?

P.S. Did you ever get that Vanguard model you sent me to work at all?
All characters, although some characters will have very few changes.

And once that's completed, work will begin on anywhere from 6-9 brand new Characters meant to optionally be .rel ported over certain characters. And, the PMBR may be adding 5 more characters into the game through use of their clone engine, so I may have even more material to work with.

About Ike, I can't get the model to work. I'm waiting on the hack's author(s) to fix the problem. >_> Hopefully they can fix the problem because I want that hack really bad.

Also about Toon Link's moveset... OBJECTION! Link's standard attack in top down Zelda games are horizontal slashes, not vertical.
...But Toon Link's standard attack IS a horizontal slash!

Pegasus boots were fun actually, not for competition but I don't see this as a very competitive esque mod.
The Pegasus Boots are no less unbalanced than Sonic's Forward Special. The range is a little crazy but so is the startup lag (so if you're paying attention, it's basically impossible not to predict the attack). The hacks are in fact designed to be realistically competitive. I know some of the attacks seem rather intense at times, but for the most part the game still appreciates a sense of balance.

That being said these are beta releases, meaning there are naturally many balancing issues to deal with. It's to be expected, even finished PSAs and official Smash material suffers from slight kinks in balancing.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on December 21, 2013, 06:53:15 PM
About Ike, I can't get the model to work. I'm waiting on the hack's author(s) to fix the problem. >_> Hopefully they can fix the problem because I want that hack really bad.

 I got him to work, you just need to have a limited amount of additions to the FitIkeMotionEtc.pac file. That's what was making it freeze on you since you put so many different animations on yours, the file was too large. You may need to cut some animations down in length a bit or use some of the original anims to get it to work, that's what I did.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on December 22, 2013, 11:09:17 AM
I got him to work, you just need to have a limited amount of additions to the FitIkeMotionEtc.pac file. That's what was making it freeze on you since you put so many different animations on yours, the file was too large. You may need to cut some animations down in length a bit or use some of the original anims to get it to work, that's what I did.
Ike's True PSA exhibits so many changes, so many alterations that it is simply impossible to make cuts designed to accommodate Vert's Vanguard Ike (and potentially his Hero Ike too). The hack is barely 50% done, meaning there are even MORE animations left to be included.

I really hate to say it, my hack's progress won't be impeded by Vert's model. Technically the issue is caused by complications with his hack, not mine; meaning it's his obligation to fix the hack so it works with PSAs.

I can only imagine Vert won't release the hack until this major bug has been fixed, so don't worry, I think things will work out in the end.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on December 22, 2013, 01:59:54 PM
 yeah, his model definitely wasn't finished from what I observed so here's hoping it gets finished soon. There was a certain number in file size you had to get down to in the fit motion to gt him to work, but I forgot what it was... I found it, I got it to 3,013kb's from it's original 2,965kb's and it worked just fine.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on December 23, 2013, 02:09:35 PM
You have to remember, this isn't a bug with Vert's model it's a problem with P:M. It has extremely [censored]ty size limits when it comes to the models.

And in any case, the size of your your motionetc should pretty much be the same as compared to the original Ike's motionetc. Unless you're using a lot of keyframes or keeping the original animations


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on January 08, 2014, 04:46:51 PM
Hey Ama, can you put the Roy version in the original post? It'd be great and it'd help people to not look for it. Also would you like me to make a pack with all of these to also put in the OP for anyone who may want a pack?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 09, 2014, 05:19:00 AM
To prove this isn't dead, here's some quick good news for you all:

The latest True Ganondorf hack is coming along quite smoothly. However, he is not yet ready for release. He's gettin' real close though! What you'll see next:
+ Totally revamped for P:M's 3.0 build
+ New Dash Attack
+ New F-Smash
+ New Down Tilt
? New Up Air ? Haven't decided yet...
+ UpSmashStart>UpSmash transition cleaned up
+ Various Dash animation clean ups (special thanks to BronzeGreekGod)
+ Small GFX/SFX additions
+ Totally revamped Grab game
+ Dark Master Sword replaces Sage's execution sword
(^ A delicious teaser of what's to come in the NEXT update!)

After that... You'll be getting his D-Taunt toggle Sword Moveset!
And after that, he'll be getting all new Special attacks!

Hey Ama, can you put the Roy version in the original post? It'd be great and it'd help people to not look for it. Also would you like me to make a pack with all of these to also put in the OP for anyone who may want a pack?
If the OP were up to date, there'd be TONS of additional information in it. xD But yes, noted; this thread badly needs an update. This will happen... soon? Probably not. I'll try and fit Roy in there, and I'll update Ganondorf when he's done.

And don't worry, I've got the hack-pack down. I want to make at least ONE major change to each character before it's released. Mainly little stuff (like size mods...) for all the characters that haven't been worked on extensively yet. I want at least one new attack/feature all across the board... ideally, I should have three.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 09, 2014, 07:13:18 AM
Hey Amarythe, do you plan on doing what TheSuperestSmashBros did with his Great King Of Evil Sword Ganon, for yours? I'm using his right now, and it's pretty good. I also changed his sword to Demise's Dark Master Sword myself. Other than that the hack he made was awesome. Just wondering if you were planning on doing something similar to that. I don't know if you've tried it or not.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 09, 2014, 05:29:52 PM
"Doing what he did"? If by that you mean a sword based moveset, than certainly (I mentioned it earlier). I just noticed this hack, thought it looked interesting; I'm downloading it right now...

...Huh, this is nifty. Not 100% what I'm going for, but it's got awesome material.
For example, that DSmash is spot on; In fact, I assume I'll be using the animation.
The FSmash and Dash Attack are cool too, but I think I'll try my hand at these animations on my own.

My aerial attacks will be much different though. Plus, when my Sword Ganon is released, I think I'll have every single standard attack changed.

I simply cannot wait until this is done.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: spiritpyros on January 09, 2014, 05:36:53 PM
What about ashingda's sword Ganon just search YouTube for the link,it look really cool from what I saw.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 10, 2014, 12:21:22 AM
"Doing what he did"? If by that you mean a sword based moveset, than certainly (I mentioned it earlier). I just noticed this hack, thought it looked interesting; I'm downloading it right now...

...Huh, this is nifty. Not 100% what I'm going for, but it's got awesome material.
For example, that DSmash is spot on; In fact, I assume I'll be using the animation.
The FSmash and Dash Attack are cool too, but I think I'll try my hand at these animations on my own.

My aerial attacks will be much different though. Plus, when my Sword Ganon is released, I think I'll have every single standard attack changed.

I simply cannot wait until this is done.
Yeah, like I said I'm using it myself and it's pretty fun to use. Here's hoping you can top that one Amarythe. I'm rootin for ya.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 10, 2014, 05:25:27 AM
I've got FANTASTIC news.

I've figured out how to manipulate P:M's Alt Engine code however I like. Pretty simple stuff.

Do you guys know what this means?! The project now has the potential to support SLOT SPECIFIC PSA CHANGES! This will make for some INSANE developments in the series!! You guys have no idea how badly I've wanted this!

Some examples: I can finally give Ike's Ranger slot his own Wait stance! YUS
I can also make Mario's retro costumes (his Nostalgia project is basically finished now) exhibit really nifty retro animations! xD

Now, there are slight limitations. The additional coding involved may just put stress on filesize limits... but for now I'm not too worried. For the time being, Alternate features will probably be animation based. But there may be an attack or two here and there which exhibits the feature. But this new development has massive implications for the project.

Seriously guys. Seriously. I mean, really, seriously.

Seriously.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 10, 2014, 05:57:51 AM
Like I said earlier, beware of PMs already [censored]ty filesize limits.

Otherwise, have fun.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on January 10, 2014, 03:24:15 PM
I'm really hyped for this. Also just try to change only idles and movement animations. Changing any more than that could cause some weird effects.

Of course that's my opinion, your work, your decisions and I will respect them no matter what.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 10, 2014, 03:24:49 PM
 Sounds awesome!!! Cant wait!! Good luck. SERIOUSLY!


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 10, 2014, 05:37:17 PM
Like I said earlier, beware of PMs already [censored]ty filesize limits.
Noted, and thanks for the heads up. I'm looking into the Filesize Limit Thread right now...

...Holy [censored]. I don't know what to make of this; Samus' projected filesize limit is 260 KB. Samus' P:M filesize is 282. o_e

Also just try to change only idles and movement animations.
Precisely. For now, in terms of Alternate codes, these will be the only changes made.

I don't think it would be wise to make slot specific attack alterations until a character's attacks are 100% finished... This code will be manipulated mainly for aesthetically pleasing easter eggs.

...The sheer possibilities!


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 10, 2014, 05:41:30 PM
What exactly DID you edit in the code?

I might just start making hacks for PM


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 10, 2014, 06:20:50 PM
What exactly DID you edit in the code?
It looks like v
If Compare: LA-Basic[54] = ?#

...Aaaaand the full run down v
"If" event (search: 000A0400) [It's the third "If" listed]
The last "Variable" parameter ("#" in the above example) stands for a slot number, indicated by the ## of the .pac/.pcs; KJP told me it reads as Scalar, not Hex.
And...
The "Comparison Method" parameter ("?" in the above example) controls:
0 - < [Variable]
1 - <= [Variable]
2 - = [Variable]
3 - != [Variable]
4 - >= [Variable]
5 - > [Variable]

...I assume you'd have figured it out on your own, but the extra info's nice, haha. It took me some time to put the pieces together, when I was studying Code 54 myself.

OH, and by the way, do you really suppose this same code wouldn't work for vBrawl? I suppose it could very well be reliant on a P:M GCT code... In fact, it probably just is. Worth testing out though.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 10, 2014, 06:33:51 PM
That's the thing, I have no idea how PMs codes are set up and what effects what.

On top of that all I do is code and animate lol. Ask PW about the programming stuff lol


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 10, 2014, 07:26:23 PM
...Quick n00b question...

...What's the command to "Change Animation"??? I could have swore there was a command like this. 0_o Now... I can't find a trace of it. >_>


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 10, 2014, 07:37:52 PM
Surprised you don't know what it is lol

Its change subaction


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 10, 2014, 07:41:03 PM
^ What he said. Changing an animation is "Change Subaction 04000100".


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 10, 2014, 07:53:50 PM
But doesn't that demand I use a whole new SubAction?!

i.e., the empty slots with NONE listed as the animation?
If that's the case, then... fffffffffffffffff-


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 10, 2014, 08:05:09 PM
 Couldn't you just import a new animation so you can use one of the NONE areas in the .pac?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 10, 2014, 08:56:19 PM
Not really. You just reroute it to whatever animation you want.

Post Merge: January 10, 2014, 08:57:21 PM
Animation/subaction. You have to use subaction ids for the rerouting.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 10, 2014, 09:04:25 PM
 Oh okay, Thanks, kinda been wondering that myself for a while now. Man PSA-ing sure can be annoying sometimes. I started doing it little by little 2 years ago and still get hung up on some things. I'm self taught so maybe that's why.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 11, 2014, 06:43:02 AM
I assume that most people are self taught

Although change subaction was the first thing I learned...


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 11, 2014, 08:33:03 AM
Not really. You just reroute it to whatever animation you want.

Post Merge: January 10, 2014, 08:57:21 PM
Animation/subaction. You have to use subaction ids for the rerouting.
Ok, wait wait wait wait wait

So you're saying... it IS possible to add in a new animation, withOUT taking up one of the "NONE" slots? Please say yes and drop details. I'll look into it in the meantime...


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 11, 2014, 08:54:42 AM
Only if its replacing an already existing one, otherwise no.

Its really easy to make a new subaction in PSA from NONE


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 11, 2014, 09:19:13 AM
Its really easy to make a new subaction in PSA from NONE
Of course, I just don't like using them so much... since there aren't always that many to spare.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 11, 2014, 10:00:12 AM
If you're replacing moves like you are nowand only adding a few things, its almost impossible to run out.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 11, 2014, 11:41:05 AM
Well, suppose I use Code 54 to change the "Wait" animation.
Now, suppose all the transitions look wrong, because that's all I've changed.

Now suppose I have to replace a NONE SubAction for EVERY single fixed animation/transition.
Seems to me like it'd be pretty easy to run out. ;_;


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 11, 2014, 01:04:22 PM
What do you meann by transitions?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 11, 2014, 01:40:58 PM
Any animation that "transitions" into a character's Wait.

I'm saying if I don't adjust the final frames of all those animations, it'll look a little sloppy.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 11, 2014, 02:15:14 PM
Lol Oh that.

I guess you could create a 'master transition' animation to wait and put the change subaction to that wait. Shouldn't be too many.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nezha the Scout on January 11, 2014, 05:06:25 PM
Lot of tech stuff I don't know about


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Jade_Rock on January 11, 2014, 06:56:48 PM
Lot of tech stuff I don't know about


My thoughts exactly.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 11, 2014, 07:01:12 PM
Yeah, I just thought about it.

Create 1 animation (the original wait to the new wait) and stick that at the end of each line of code using the code that you showed me earlier

"if variable x blah blah blah
  go to subaction: new animation"

that should do it


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 12, 2014, 06:14:58 AM
Quick question, do any of you know how to make it so that the wait1 animation transitions to a win animation and its wait anim? I'm trying to get Marth to do his Win2 to Win2Wait anims from his Wait1 after a certain amount of frames but can't figure it out.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 12, 2014, 07:47:04 AM
I guess it would go something likebthis

Wait1 subaction

Async timer X
Change subaction win2

Win2 subaction

Async timer X
Change subaction win2wait

X stands for an arbitrary amount of frames

Then in win2wait, you could set a loop for 200 times or something and then changw back to wait 1. But this might effect his win at the end of the match (most likely will)

Your best bet would be to make a mashup of win2 and win2wait as a new animation and put that into a NONE subaction, and then have wait1 change subaction to that.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 12, 2014, 08:18:58 AM
 Okay, it's funny because I did exactly that before I even posted. I made the first 2 NONE's in the .pac file Win2 & Win2Wait. It didn't work. Maybe I need a Bit Variable in there somewhere. I saw that the guy who made zero's moveset used those. An LA Basic Bit Variable I think. I dunno. he used them to change his normal Wait1 to some other Wait animation he made.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 12, 2014, 08:24:19 AM
It should work without the usage of any bits, Afaik.

Send me the pac file in a pm, ill see if I can take a look at it.

If anything, you'd get it back tomorrow. Albeit untested.

The zero psa simply renamed wait1 into the winwait animation I believe, the bits are extra stuff, I believe. Haven't looked in there for about a year or so.

Bits are there for storage until it needs to be used at a later time (in the case of LA: longterm access, I believe).


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 12, 2014, 08:39:43 AM
 Okay I'll do that. It's okay if you don't test it, I do A LOT of testing when it comes to this stuff.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 12, 2014, 03:18:40 PM
Haha, suddenly my thread has become a haven for PSA FAQs. xD Not saying I mind at all, haha. I'm pretty laid back like that so donworryboutit.

In other news, I'm going to try my hardest to finalize the planned release of Ganondorf today. On account of the fact that I'm currently... errr... a little bit preoccupied, I can assure you that a release probably won't happen today, but don't count me out. This is going to happen, trust me.

Right now (in addition to the True Ganondorf) I'm finalizing work on the Mario Nostalgia Package, which is kind of a big deal. So... just be patient. I've got A LOT of unreleased material up my sleeve, so until then just cope with whatcha got.

Keep Smashin', brothas.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 12, 2014, 06:48:19 PM
 Glad to hear your still workin hard man. Keep at it!

Hey drogoth I got the Wait1 to Win2 anim to work but I cant seem to get Win2 to Win2wait for Marth or Ike. Don't know what I'm doing wrong(meaning I did figure out my stupid problem from before).


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on January 12, 2014, 10:11:25 PM
Hey! I know you're working on Ganon but look at this Ganondorf's Moves - History Behind Super Smash Bros. Brawl (http://www.youtube.com/watch?v=vHuN2CUfQ9c#)

Just so you know what to generally keep.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 23, 2014, 09:57:57 AM
 Hey Amarythe, I just did a revision to one of your animations. It's Ike's lord class Wait1 animation. Hopefully Imgur won't be a lousy B to me and I can upload it to show you.

Edit: Damn it, didn't work. It never does for me I don't even know why I try. Whatever. Here's a DL instead.https://www.dropbox.com/sh/xm95ard5y9pfqnb/foFdYBK8KF (https://www.dropbox.com/sh/xm95ard5y9pfqnb/foFdYBK8KF)

I used in game footage to get it as close as I could but to still keep it fresh, and new.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 23, 2014, 04:58:28 PM
Aaaaaw HD, this is fantastic. The flow on that cape is insane! Thanks a bunch, this is a huge improvement on an animation I wasn't looking forward to redoing!

Expect a nice little collab spot on that next release. ;)


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 24, 2014, 12:00:09 PM
Aaaaaw HD, this is fantastic. The flow on that cape is insane! Thanks a bunch, this is a huge improvement on an animation I wasn't looking forward to redoing!

Expect a nice little collab spot on that next release. ;)
Thanks man. I'm good at doing wait animations anyway. I'm also helping OmegaS3 with some of his stuff. You are very welcome.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 24, 2014, 12:10:04 PM
I wouldn't worry about animating the cape too much. Brawls physics take care of almost all of it. Unless its a cape flip or something.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 24, 2014, 12:45:32 PM
I wouldn't worry about animating the cape too much. Brawls physics take care of almost all of it. Unless its a cape flip or something.
It really wasn't that much of an animation. It was really just a little bit to make it look like it's blowing in the breeze, a gentle breeze not a heavy one that the aesthetic wind effect gives you.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 24, 2014, 04:44:15 PM
I wouldn't worry about animating the cape too much. Brawls physics take care of almost all of it. Unless its a cape flip or something.
Yes, I've noticed this. A lot of my animations where I've neglected capes turned out fine. But...

I was wonderin', what would I do provided I WANTED the cape to forego it's usual physical properties? That is to say, if I wanted a cape animation to look just like it does in BB? I need this for a certain Ganondorf attack. Is this even possible?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on January 24, 2014, 04:49:43 PM
Yeah, Thany did it for Roys side smash.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 24, 2014, 05:11:20 PM
Yes, I've noticed this. A lot of my animations where I've neglected capes turned out fine. But...

I was wonderin', what would I do provided I WANTED the cape to forego it's usual physical properties? That is to say, if I wanted a cape animation to look just like it does in BB? I need this for a certain Ganondorf attack. Is this even possible?
I think you just have to have a lot of key frames in the animation. That's what happened when I did it with Ganon and Marth. Oh and one of Ikes taunts that I did.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 24, 2014, 06:18:39 PM
I may just do this for that Wait animation you gave me too, haha. Seriously, that cape flow is slick.

...Any more specific advice?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 24, 2014, 06:33:39 PM
I may just do this for that Wait animation you gave me too, haha. Seriously, that cape flow is slick.

...Any more specific advice?
Thanks I'm glad you like what I did with him. Honestly I'm just going off of what I did myself. I made the cape on each bone have a key frame/edit every 15 to 20 frames first moving the cape out and upwards then once I reached close or right at halfway through the animation start animating it going down with the bottom coming to rest last. It worked for me for the most part. That's all I got really. Since you've seen my animation for Ike that should help you understand what I mean. If you look at every 20 or so frames you'll see my edits to the cape bones.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 28, 2014, 08:38:09 PM
Have you figured out how to animate Ganon's cape properly?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 29, 2014, 04:11:53 PM
Well, I haven't tried anything with it yet. I've been texturing like mad lately... I oughtta get back to my PSAs, I know. But... texturing is so much easier. xD I'm really close to finishing a FitChar00 texture for almost every single character. That, and I just released an awesome OoT Zelda.

I should be able to figure it out tho.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 29, 2014, 05:44:42 PM
 Yeah I saw it in the vault. She looks good. A job well done.

Damn you're almost done with all the textures for your characters!? That was pretty quick.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 29, 2014, 06:50:27 PM
Nah dude, only the MAIN costumes of each character. The project plans to alter nearly EVERY slot available. Despite all that progress, I've still got a loooooooooooong way to go, haha!

As a matter of fact, I just finished up my OoT Link, using PM 3.0's as a base. Haven't tested it yet, so I doubt I'll see it released until tomorrow.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 29, 2014, 06:52:42 PM
Nah dude, only the MAIN costumes of each character. The project plans to alter nearly EVERY slot available. Despite all that progress, I've still got a loooooooooooong way to go, haha!

As a matter of fact, I just finished up my OoT Link, using PM 3.0's as a base. Haven't tested it yet, so I doubt I'll see it released until tomorrow.
I can test him for you. I do that a lot on here anyway.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 29, 2014, 07:55:06 PM
Nahhh man, it's good. When I say "Test" I mean, review it in-game from an artistic perspective, haha. I would only really trust myself with that, lol.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nezha the Scout on January 29, 2014, 08:24:11 PM
Need a rim lighter?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on January 29, 2014, 09:15:14 PM
Need a rim lighter?
...Oooh, I really like the sound of this.

Just give me some time and I'll hit you up with a list of everything worth Rim Lighting. This could potentially include some of my material which is, as of yet, unreleased.

I hate Rim Lighting things myself because 50% of the time I run into some stupid problem, haha.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nezha the Scout on January 30, 2014, 09:39:56 AM
...Oooh, I really like the sound of this.

Just give me some time and I'll hit you up with a list of everything worth Rim Lighting. This could potentially include some of my material which is, as of yet, unreleased.

I hate Rim Lighting things myself because 50% of the time I run into some stupid problem, haha.

Well, I finally learned all the tricks to make a nice, unglitchy rim light. So I'm your guy!
Just PM me the stuff and any other details.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on January 30, 2014, 11:34:30 AM
Nahhh man, it's good. When I say "Test" I mean, review it in-game from an artistic perspective, haha. I would only really trust myself with that, lol.
Oh, that's what you meant. I see. I thought you were talking about his moveset. If it's PSA testing you're looking for, I'm totally willing to help with that. But I can understand that might take a while considering how much you have to get done with just the characters alone first.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 07, 2014, 10:08:13 AM
Alright kiddies, I think I'm back to PSAing for a bit. Got some maaaaassive texture updates for Nostalgia, but I've been pampering that aspect of the project too much lately. These PSAs are LONG overdue for a makeover.

That said, my goal is to release Ganondorf by the weekend's end, at least.

...But I'm afraid, HD88, I was unable to figure out jack squat about Key Frames, lol.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 07, 2014, 10:15:25 AM
... What's the problem with keyframes?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 07, 2014, 11:00:19 AM
To make Ganon's cape follow the animation, I need to add a bunch of key frames. Correct?

I see nothing in the preview animator that will let me do this.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 07, 2014, 11:09:21 AM
As soon as you move a bone, that bone is a keyframe. The frame ITSELF won't become a keyframe, but the frame that the specific bone is in will become a keyframe.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 07, 2014, 11:18:22 AM
...According to that description, the work I just did on his NAir and Jab should show up the way I want them in-game. I moved the cape-mantle bones in nearly ever frame. I have a gut-feeling it won't though... testing it now.

Post Merge: February 07, 2014, 12:00:42 PM
It looks... decent. Kinda. It's not the exact same as in BB, but it follows the animation in a way. I think it's... sufficient for a release, maybe, but it's definitely not 100% satisfactory.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on February 07, 2014, 01:47:39 PM
...According to that description, the work I just did on his NAir and Jab should show up the way I want them in-game. I moved the cape-mantle bones in nearly ever frame. I have a gut-feeling it won't though... testing it now.

Post Merge: February 07, 2014, 12:00:42 PM
It looks... decent. Kinda. It's not the exact same as in BB, but it follows the animation in a way. I think it's... sufficient for a release, maybe, but it's definitely not 100% satisfactory.
Yeah that part of it is tricky to get right. I still don't know how it works 100%.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 02:35:30 PM
I canNOT for the life of me figure out how to add Reflector flags to an attack. I'm using this thread as a reference, but everything I've tried leads to nothing.
http://smashboards.com/threads/salute-to-the-flags-the-hitbox-flag-directory-upd-jul-23-13.286748/ (http://smashboards.com/threads/salute-to-the-flags-the-hitbox-flag-directory-upd-jul-23-13.286748/)

If anybody can look this over and help me generate some ideas, I'd be super thankful. I'm hoping to have the reflecting properties included in the next release.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Akeno/Archer on February 08, 2014, 02:56:43 PM
I canNOT for the life of me figure out how to add Reflector flags to an attack. I'm using this thread as a reference, but everything I've tried leads to nothing.
[url]http://smashboards.com/threads/salute-to-the-flags-the-hitbox-flag-directory-upd-jul-23-13.286748/[/url] ([url]http://smashboards.com/threads/salute-to-the-flags-the-hitbox-flag-directory-upd-jul-23-13.286748/[/url])

If anybody can look this over and help me generate some ideas, I'd be super thankful. I'm hoping to have the reflecting properties included in the next release.
Look at Mario's cape (Side B)
that's not an offensive collision that you need, but DEFENSIVE collision.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 03:07:59 PM
Look at Mario's cape (Side B)
that's not an offensive collision that you need, but DEFENSIVE collision.
Yes, so I've read. I've found a thread that establishes the same thing. However, I feel as though it might also... reverse the opponent, as in, with the "cape" flag. Which would inherently eliminate the attack's knockback (and that's a problem). Probably not, though. I'll play around with the suggestion and see what I can come up with. Thanks for the feedback.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Akeno/Archer on February 08, 2014, 03:19:53 PM
Yes, so I've read. I've found a thread that establishes the same thing. However, I feel as though it might also... reverse the opponent, as in, with the "cape" flag. Which would inherently eliminate the attack's knockback (and that's a problem). Probably not, though. I'll play around with the suggestion and see what I can come up with. Thanks for the feedback.
You're welcome
No. That's the Offensive Collision in the SubAction that reverses the character, not the defensive.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 08, 2014, 03:50:27 PM
I did something similar in my SS Link hack for his shield bash.

Its a defensive collision. Don't remember it off the top of my head, but its definitely there.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 04:03:31 PM
Applied the Defensive Collision.
Parameter 1: 3
Parameter 2: 0
Parameter 3: 2

...Aaaaaand yet again, absolutely nothing.

Oh! Your SS Link has it, and it works? I'll see if I can pull the coding out of it.
I can't BELIEVE it's 2014 and there STILL isn't a clear-cut, easy to find answer for this. This has just GOT to one of the top ten PSA related questions out there.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 08, 2014, 04:08:33 PM
It took FOREVER to figure out.

I don't even know how I did it lol

Post Merge: February 08, 2014, 04:09:47 PM
Ill most likely make a tut on it today (or monday) along with a basic explanation of the change subaction command.



Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 04:12:25 PM
Ill most likely make a tut on it today (or monday) along with a basic explanation of the change subaction command.
PLEASE do, I'd love you forever if you did. Ganon isn't the only character I have this planned for (for example, my Link will also have the shield bash for his Twilight costume slots).

Mainly because, I'm downloading your FitLink.pac right now... and... after two downloads, my PSA application tells me it's a corrupted file. T_T


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 08, 2014, 04:14:16 PM
... Wut?

How?

Are you opening it with PSA or BBox?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 04:20:44 PM
PSA, of course. I don't even know how to edit movesets with BB; KJP recently told me it was possible and I was all "wuuuuuut".

It's your OWN SS Link, correct? Not the Project Sacred one? Because I did yours, not PS's.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 08, 2014, 04:23:40 PM
Use BBox, PSA won't work with it. If you PSA something in BBox it won't work with PSA

And yes, my personal one.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on February 08, 2014, 04:43:10 PM
PSA, of course. I don't even know how to edit movesets with BB; KJP recently told me it was possible and I was all "wuuuuuut".

It's your OWN SS Link, correct? Not the Project Sacred one? Because I did yours, not PS's.
The most recent version of Brawl Box that allows you to PSA is v0.68b. Anything past that one doesn't have the moveset editor. Blackjax96 was gonna create a program just for editing movesets but he scrapped it and resigned from working on it and BB. Towards the end of last year I believe.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 05:01:37 PM
Trouble is, I have no idea how to access anything moveset related in Brawl Box. I've loaded the FitLink.pac in it right now and I see nothing moveset related in the slightest.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 08, 2014, 05:08:06 PM
You have to open the first tab, then open it again, open subactions and then look for shield bash


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on February 08, 2014, 05:17:52 PM
 Once you open the program, I usually open a model first. Go into the model previewer, the left tab shows the animations, if you click the right tab, it opens the moveset data. the upper tab has options. Click on Moveset. Then load a Fighter.pac and it will open up the left tab for you. Select the Subaction section and you're good to go.

I personally always work with a model and fitmotionetc to get what i need done quicker.

Hope that helped.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 05:22:34 PM
Now I have an even WORSE problem. T_T Now, my [censored]ing FitGanon.pac is basically just corrupted. I didn't even do anything with it either! I didn't even touch it once! It just doesn't work. Looks like I have to do ALL that work again, all over. Not impossible... but that DEFINITELY means this won't be released by the end of the weekend. T_T

I'll see what I can do with what you guys told me. I may just give up on Ganon for now and try my hand with Ike again...


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on February 08, 2014, 06:16:48 PM
Now I have an even WORSE problem. T_T Now, my [censored]ing FitGanon.pac is basically just corrupted. I didn't even do anything with it either! I didn't even touch it once! It just doesn't work. Looks like I have to do ALL that work again, all over. Not impossible... but that DEFINITELY means this won't be released by the end of the weekend. T_T

I'll see what I can do with what you guys told me. I may just give up on Ganon for now and try my hand with Ike again...
Do you mean when you open the fighter.pac it says not a moveset file? Because if it says that then yes it is unusable. Did you edit it in any way with PSA/Smash Attacks at all?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 06:21:49 PM
Do you mean when you open the fighter.pac it says not a moveset file? Because if it says that then yes it is unusable. Did you edit it in any way with PSA/Smash Attacks at all?
It says "Error reading file" and that's it.

...It started doing it for my all of my .pacs. Luckily, they still work. Unlike Ganon, which causes freezes...

In addition to Ike, I may start pumping out some ideas for Charizard. I actually think a Charizard PSA would be wicked cool.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on February 08, 2014, 06:23:40 PM
It says "Error reading file" and that's it.

...It started doing it for my all of my .pacs. Luckily, they still work. Unlike Ganon, which causes freezes...

In addition to Ike, I may start pumping out some ideas for Charizard. I actually think a Charizard PSA would be wicked cool.
Yeah I think you may have to start from scratch on Ganon. Although if he still works in PSA, use that reference side by side with Brawl Box to make it go faster. That's what I do sometimes.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 07:00:48 PM
I'm afraid I still couldn't find what you guys were talking about o_o ...But I'm sure there's a tutorial somewhere.

This is Charizard's planned moveset:
Jab -    Scratch
Side Tilt - Metal Claw
Dash Attack -Flare Blitz
Side Smash - Slash
Up Tilt - Fire Fang
Up Smash - Heat Wave
Down Tilt - Rage
Down Smash - Dragon Rage
NAir - Wing Attack
FAir - Dragon Claw
BAir - Shadow Claw
UAir - Flame Burst
DAir - Air Slash
Special - Flame Thrower
Side Special - Ember
Up Special - Fire Spin
Down Special - Inferno

Side Taunt   Growl
Down Taunt   Smokescreen
Scary Face   Up Taunt

^This is literally every single move Charizard learns naturally, through leveling up. There was just enough material to fill every attack slot, haha. Convenient, huh?

I may use some TM moves for Grab/Throw ideas, like how P:M made Seismic Toss.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Jade_Rock on February 08, 2014, 07:16:18 PM
Cool Charizard!
Will it be vbrawl compatible?

Nevermind he has his own down-b...


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Revan on February 08, 2014, 07:16:56 PM
I've read back a bit on this topic, and are you trying to use Defensive Collisions with Gannon?
Because Defensive Collisions will only work for characters who already use them, like Link or Pit.

Nice Charizard moveset btw.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 07:30:03 PM
I've read back a bit on this topic, and are you trying to use Defensive Collisions with Gannon?
Because Defensive Collisions will only work for characters who already use them, like Link or Pit.

Nice Charizard moveset btw.
OH! That explains it completely.

Yeah, personally I can't wait for this Charizard, haha. I find Brawl's Charizard a tad bland... and P:M did a great job on it, but it just isn't canon, you know? Plus, these changs should be relatively easy. Take the Dragon Slash for example: Literally all I've got to do is change the Fire flag to an Aura one, haha.

Charizard is also my favorite Pokemon of all time, so this is long overdue.

Will it be vbrawl compatible?
I'm sorry man, literally nothing I ever do will be vBrawl compatible. To me, Brawl is absolutely dead and P:M is the future. You gotta understand I plan on hacking the entire game, meaning an all-P:M version of my work is more than enough to keep me busy. I just don't have the time to adapt my hacks to vBrawl, I'm afraid. :c


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on February 08, 2014, 07:32:13 PM
 What was it about our explanations that were confusing you? I can post pics to show you better if that'll help.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 08, 2014, 08:22:13 PM
The confusing part was that everything you described... basically wasn't there, lol.

Pics would be a great help. I'm a visual learner, after all, haha.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Jade_Rock on February 08, 2014, 09:14:20 PM
Alright then,I like P:M and all,it's that neither of my brothers like it so we play vbrawl and sometimes minus.Which I like anyway and more hacks are vbrawl then P:M.

Still can't wait for next P:M clone engined character.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on February 08, 2014, 11:18:33 PM
The confusing part was that everything you described... basically wasn't there, lol.

Pics would be a great help. I'm a visual learner, after all, haha.

Okay here you go, this should help. Hopefully.
(http://i.imgur.com/lkZW47j.jpg)
First I select my model, right click on it to open the options for it. Then click preview.
(http://i.imgur.com/6SWrjWe.jpg)
 Then, I click the left panel to open the animation menu, click the load button, and select my FitCharacterMotionEtc.
(http://i.imgur.com/ZdkdWU7.jpg)
Next, I click the moveset button which brings down a drop menu. Click Load.
(http://i.imgur.com/04yh1Em.jpg)
Then, select your FitCharacter.pac, and select open.
(http://i.imgur.com/jZc6guX.jpg)
It'll instantly open up the Right Panel where you have the Moveset Editor. Click the Subactions section.
(http://i.imgur.com/S1KNYlP.jpg)
There you will find all the moves listed that the character can perform in-game. Scroll through the list and find what you want to edit, select the move and an editor window will pop up. This gives you access to all the properties of said move at your disposal to do with as you please. Click on the Main button listed next to Flags, and a drop down menu will appear letting you select from Main, GFX, SFX, and Other. I'm sure you can figure it out from there.

Really hope this helps you.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: andalsoandy on February 08, 2014, 11:53:54 PM
Do you plan on doing every character?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nezha the Scout on February 08, 2014, 11:57:25 PM
His goals lies on this.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 09, 2014, 08:18:50 AM
Thanks a ton HeavyD88. Lol at the phone pics, you could have just hit Print Screen lolololol

Alright then,I like P:M and all,it's that neither of my brothers like it so we play vbrawl and sometimes minus.Which I like anyway and more hacks are vbrawl then P:M.

Still can't wait for next P:M clone engined character.
I assume your brothers are much younger than you, haha.

Yeah, me too. Personally, I've got my money on K. Rool. In part because it's almost certain he won't be in Smash 4 (licensing issues with Rare), and the P:M team has specifically stated they're trying to avoid a clone of the new game. In fact, that's why Mega Mewtwo, Charizard and Lucario weren't an alternate costume...

I hope they put in K. Rool so that I don't have to.
...OH what a giveaway!

Do you plan on doing every character?
Yep. As Scout confirmed, as it is with the Nostalgia Series, so will it be with the True Series. In fact, both projects are actually designed to go as a set. Which leads me to a small announcement: As soon as every main costume for each character is edited, and as soon as each character gets at least 3 PSA edits, both Projects and threads will become merged, and the whole thing will be called "Super Smash Bros. All Stars".

Some of you already knew this, but I thought I'd fill in the new people eyeing the thread.

...Oh, and actually, it may be misleading to say each character will receive a PSA edit. You see, the point of this project is to emulate exactly what the characters did in-game; to replace all the needlessly "unique" material Sakurai threw in (such as Mario's NAir). But, honestly Sakurai did get some characters 100% right. Such as King Dedede.

I know that everything I've released so far has almost everything changed, but that won't be the case for every character by any means...
1/4th of the cast will be entirely changed.
Another 1/4th of the cast will be about half changed.
Another 1/4th of the cast will be about a quarter changed,
And the rest will have anywhere from 0-3 edits.

Post Merge: February 09, 2014, 09:31:10 AM
Alright Heavy, I've got everything in BrawlBox ready. I see the Animations and the Moveset and everything. I thought you were saying every BB build AFTER 68b would support it. Why would they get rid of the moveset edit feature anyhow? But I got just one last problem...

...There's no way to change the name of the SubAction (as far as I know). 0_o Y'know, such as changing NONE to Attack12, for example. I've tried right clicking, double clicking... other... clicking... Nothin'. Haha, this is so basic.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on February 09, 2014, 11:28:46 AM
I'm still waiting for Mario. I really hope you incorporate his hammer.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 09, 2014, 11:31:51 AM
Alright Heavy, I've got everything in BrawlBox ready. I see the Animations and the Moveset and everything. I thought you were saying every BB build AFTER 68b would support it. Why would they get rid of the moveset edit feature anyhow? But I got just one last problem...

...There's no way to change the name of the SubAction (as far as I know). 0_o Y'know, such as changing NONE to Attack12, for example. I've tried right clicking, double clicking... other... clicking... Nothin'. Haha, this is so basic.

0.68b is the latest version that can PSA

You right click the subaction and go down to rename.

There is no secret, mate.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 09, 2014, 11:52:08 AM
I'm still waiting for Mario. I really hope you incorporate his hammer.
The hammer will probably be the last change, aside from Special stuff. I need a model importer for that. I plan on using it for his BAir and FTilts. Same with Luigi.
Mario hasn't been worked on due to minor complications with getting rid of Dr. Mario. But, I know for sure what to do now. Mario deserves some serious attention.

0.68b is the latest version that can PSA
You right click the subaction and go down to rename.
There is no secret, mate.
Apparently not. Once again, right clicking does nothing. I downloaded 68b fresh too.
In fact, it won't let me copy/paste bone positions either, meaning it's worthless as an animator. I think I just ought to go the traditional way... despite how useful seeing the hitboxes in action would be.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 09, 2014, 11:59:05 AM
Are you opening the PSA with the model viewer or without?

Because you can't rename subactions if you're using the model viewer.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 09, 2014, 12:23:10 PM
Don't worry about it man, lol. Thanks for the advice, but without copy/paste bone animating, I'll do this the old fashioned way. I still don't understand why they'd take the PSA editor out of the latest BB... it seems like such a good asset. :|

This DOES however give me access to your Sheild Bash code, so don't think this was a big waste of time, haha. I got this.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 09, 2014, 12:25:40 PM
BlackJax was planning to make Ikarus, which would have been what Brawlbox 0.68b is except with more capabilities.

He retired from Brawlbox and Ikarus, so they were never finished.

You should be able to copy and paste bone positions just fine. Don't know what the problem here is.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 09, 2014, 12:34:25 PM
You should be able to copy and paste bone positions just fine. Don't know what the problem here is.
For some reason my computer reacts strangely to different versions of BB. For example, in v68, every time I hover over a bone the entire previewer turns blue. It's pretty stupid.
Things seem to change when I've download it from a different computer, and upload it to mine, I might try that later.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on February 09, 2014, 01:59:52 PM
I was hoping to see Mario's traditional hammer smash as his side smash, but you're the PSAer. Good Luck to you mang.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 09, 2014, 02:48:55 PM
Progress on Charizard is moving incredibly smoothly. I was having some trouble with his Dash Attack earlier, but hoooooooooooly [censored] is this an awesome move. This is quickly becoming one of my most creative and unique PSAs.

I was hoping to see Mario's traditional hammer smash as his side smash, but you're the PSAer. Good Luck to you mang.
See, that's what you'd expect, isn't it? Trouble is, then I'd have nothing to replace his boring Ftilt. And, then I wouldn't be able to include his Fire Hand animation from the M&L series.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on February 09, 2014, 04:08:13 PM
I'd actually think that his Fire Hand animation would make much more sense as a quick F-Tilt. The Hammer just feels more powerful. I mean he literally SLAMS a giant hammer down his opponent. Plus in the games the hammer is chargeable. It would feel twice as true if you ask me.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 09, 2014, 04:11:51 PM
I'd actually think that his Fire Hand animation would make much more sense as a quick F-Tilt. The Hammer just feels more powerful. I mean he literally SLAMS a giant hammer down his opponent. Plus in the games the hammer is chargeable. It would feel twice as true if you ask me.
Actually, a quick Fire Hand wouldn't make any sense; unlike the hammer, which is sometimes chargeable, the Fire Hand always demands a charge.

I'm not using Brawl's "Fire Hand" animation either, by the way. That I could see as an F-Tilt. But this animation will be modeled right after it's M&L sprite animation.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on February 09, 2014, 04:25:24 PM
Sorry BB isn't working correctly for ya. I tried. I use .68b for PSAing and .71 for animations. That's the most recent build and it works rather well.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: andalsoandy on February 09, 2014, 04:33:05 PM
What do you have planned for Wario? Cuz I have a few ideas...

Smoother idle stance, and new Wait animations.
Reworked running animations and jumping animations, different than that of the existing P:M ones.
New crawling animation.
A third jab/Attack13 - Headbutt from Wario World.
Dash Attack - Roll/Somersault from Wario Land games.
U-throw - Piledriver from Wario World.
D-air - Unchanged, but he does a frontflip first and appears more crouched into a ball.
Pummel - Shaking coins out of the opponent from Wario Land Shake It.
Bite - Inhales to vacuum opponents in front of him, like in Wario World.
F-air - Smooth animation and make it look more like SM64's.
Shoulder Bash - Could use better animations more reminiscent of the games. Perhaps jumping could turn the attack into the corkscrew from Wario World (where he somersaults through the air.)
Wario Waft - Add an explosion effect.

I feel like U-air, N-air and B-air might be due for some changes.

I have quite a few animations already done that you can use.

See, that's what you'd expect, isn't it? Trouble is, then I'd have nothing to replace his boring Ftilt. And, then I wouldn't be able to include his Fire Hand animation from the M&L series.
Mario's Hammer becoming his F-air would be amazing. Maybe you could do something like Brawl Minus did with Ness and make a taunt trigger Hammer attacks, so then F-smash could be Fire Hand and Hammer, just through Taunt triggers.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Large Leader on February 10, 2014, 01:45:56 PM
Have you tried to get the defensive collisions to work?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on February 10, 2014, 02:02:15 PM
Actually, a quick Fire Hand wouldn't make any sense; unlike the hammer, which is sometimes chargeable, the Fire Hand always demands a charge.

I'm not using Brawl's "Fire Hand" animation either, by the way. That I could see as an F-Tilt. But this animation will be modeled right after it's M&L sprite animation.

Seems you got me there. Alternatively you could make it his standard special Brawl Minus style.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 10, 2014, 02:50:54 PM
Have you tried to get the defensive collisions to work?
The whole .pac got corrupted, remember? I'm putting Ganondorf on the back burner for a little while, haha. Right now I'm absolutely mesmerized by the progress I've made with Charizard.

Seems you got me there. Alternatively you could make it his standard special Brawl Minus style.
And replace his Fireball? Lol

Mario's Hammer becoming his F-air would be amazing. Maybe you could do something like Brawl Minus did with Ness and make a taunt trigger Hammer attacks, so then F-smash could be Fire Hand and Hammer, just through Taunt triggers.
...That's actually a pretty brilliant idea. Lito, your hope for the hammer may be renewed after all. This could also be a nifty way to de-clone Mario and Luigi, since there movesets will be largely the same. With Hammers, I can get creative since there aren't many "True" moves to emulate.

(I'll get to your Wario suggestions later! He's kind of low priority... Absolutely love the Shake Pummel idea tho. Somebody else already pitched it, as a matter of fact)


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on February 10, 2014, 04:54:59 PM
The whole .pac got corrupted, remember? I'm putting Ganondorf on the back burner for a little while, haha. Right now I'm absolutely mesmerized by the progress I've made with Charizard.
And replace his Fireball? Lol
...That's actually a pretty brilliant idea. Lito, your hope for the hammer may be renewed after all. This could also be a nifty way to de-clone Mario and Luigi, since there movesets will be largely the same. With Hammers, I can get creative since there aren't many "True" moves to emulate.

(I'll get to your Wario suggestions later! He's kind of low priority... Absolutely love the Shake Pummel idea tho. Somebody else already pitched it, as a matter of fact)

What Brawl Minus did was that if you held his B then you would do Firehand instead of Fireball. But I do like the dual moveset better actually. Go for it.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 10, 2014, 07:32:35 PM
WILD CHARIZARD APPEARED!
(http://i58.tinypic.com/2md56yh.png)

True Charizard [33.33%] is now in the Vault, and boy oh boy is this hack a real doozy. This may just be my best work yet... and it's easily the hardest thing I've ever coded! I had to learn a whoooooole new bunch a tricks to give you this hack, lemme tell ya. You'll NEVER look at Charizard the same again.

Here's the run-down. You ready? Because I don't think you're ready.

EVERY single attack is based PRECISELY on the way it functions relative to the Pokemon universe. Relative, mind you: An attack with 40 Power? In Smash, I would translate that as 8%, about 1/5 the initial number. However, all the attacks adhere to this principle.
And that's not all. Certain special requirements are ALSO included, mainly for attacks like Flare Blitz and Rage. Read on for the big details:
(http://[center][url=http://i59.tinypic.com/2iqisew_th.gif]http://i59.tinypic.com/2iqisew_th.gif[/url][/center])
- Charizard can now FLY. Upon taking to the air, you are constantly gliding. While you continuously fall at a very small speed, you're still giving an insane amount of Aerial maneuverability. Fast-falling, while slower than before, will help you reach the ground when you want to stop flying about.
- Jab changed (back) to Scratch. Each scratch (2) does 4%.
- Dash Attack changed to Flare Blitz. A massive, awesome, flaming tackle that's so intense it hurts you! There are a total of 12 hits to land, and if you rack them all up you deal 24%. BUT, be warned: every time you use this move, you take 8%*! That's a recoil of 1/3!!
(*NOTE: The 8% doesn't come all at once. Every time one of the 12 hitboxes happens, you also take .67% damage. So if somebody stops your attack, you only take as much damage as you dealt)
- Down Tilt changed to Rage. Now this move is interesting: it's attack power raises based on the amount of damage you've taken! You max out once you've reached 200%. Your attack power is raised in 6 stages:
1. 0-32%: 4%
2. 33-65%: 6%
3. 66-99%: 8%
4. 100-132%: 10%
5. 133-165%: 12%
6. 166-199%: 14%
7. 200%: 16%
Also, with each consecutive power boost, you'll see a slight difference in the Flash Overlay of the attack. Meaning, initially you look pink. Halfway through, you look red. Most-way through, you look dark red, and all the way through you look totally black. The Hitstun of the attack ALSO rises based on your percentage. Yeah; I got REAL thorough with this one, haha.
- FAir changed to Dragon Claw. It does 16%, just like before: but now, the attack has a blue-flame effect, just like how Dragon attacks are in Pokemon. Also, the move is slower to accommodate for the otherwise broken flight mechanic.
- BAir change to Shadow Claw. It's basically the Fair, but with faster speed, an altered animation, and a purple/dark effect. Deals about 14%. Also, it has an upward Trajectory, as opposed to the FAir's forward one. It's definitely unique; give it a go.
- Aerial Neutral Special animation changed. Check it out. ;) You'll love using Flamethrower while airborn, trust me.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on February 10, 2014, 08:12:38 PM
One thing I have against it is the disadvantage the flying has. It makes him very easy to combo because he doesn't fall fast. If there is some way to make his fast fall... faster, that'd be great.

Other than that... Holy crap this is freaking awesome.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 10, 2014, 08:20:33 PM
One thing I have against it is the disadvantage the flying has. It makes him very easy to combo because he doesn't fall fast. If there is some way to make his fast fall... faster, that'd be great.
Actually, heavy characters are easy to combo. It's his lack of gravity that makes him so agile. That, coupled with his insaaaaane Air Speed. He can dodge anything without even pressing the L/R buttons, lol
Also, any potential disadvantages are literally shattered by the new flying mechanic. As a matter of fact, I had to nerf the hell out of him in order to keep this PSA relatively balanced. His air game is WAY slower now, even a smidgen less powerful.

...But, yes, I should make him the tiniest bit heavier, haha. So technically you're right.

Y'gotta understand, perpetual flight is a MASSIVE boost to a character's game. They have access to almost every part of the playing field, they can dodge just about everything, and on top of it all it increases their recovery abilities by lyk 10000.1%. So naturally, any "downsides" to this hack are really meant to balance out an otherwise insanely broken mechanic.

Other than that... Holy crap this is freaking awesome.
I KNOW RIGHT? I can't stop playing as him!!


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on February 10, 2014, 09:42:55 PM
Actually, heavy characters are easy to combo. It's his lack of gravity that makes him so agile. That, coupled with his insaaaaane Air Speed. He can dodge anything without even pressing the L/R buttons, lol
Also, any potential disadvantages are literally shattered by the new flying mechanic. As a matter of fact, I had to nerf the hell out of him in order to keep this PSA relatively balanced. His air game is WAY slower now, even a smidgen less powerful.

...But, yes, I should make him the tiniest bit heavier, haha. So technically you're right.

Y'gotta understand, perpetual flight is a MASSIVE boost to a character's game. They have access to almost every part of the playing field, they can dodge just about everything, and on top of it all it increases their recovery abilities by lyk 10000.1%. So naturally, any "downsides" to this hack are really meant to balance out an otherwise insanely broken mechanic.
I KNOW RIGHT? I can't stop playing as him!!

You got me in a lot of spots, however anyone with a good eye and a quick character can literally keep up airing and waiting for Charizard to get back down before they send him up like a balloon. That was my experience with playing with my brother and we both gave him a shot. Quite possibly it could just need some getting used to. I'm spreading this around my friends to see what they say.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on February 10, 2014, 10:14:14 PM
Damn Amarythe! Very nice job on this one. He looks amazing. I'll definitely have to try him out!


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 10, 2014, 10:31:29 PM
You got me in a lot of spots, however anyone with a good eye and a quick character can literally keep up airing and waiting for Charizard to get back down before they send him up like a balloon.
Yes; half of that is due to the "bug" currently making him hover slightly when damaged, and the other half is due to insufficient fast-fall gravity. These shouldn't be to hard to fix though, so don't worry.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Alejandro MiddleCorn on February 11, 2014, 05:37:24 AM
Do you mean that the Charizard you just uploaded is for Project M only?


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Nao-chan on February 11, 2014, 06:29:19 AM
Do you mean that the Charizard you just uploaded is for Project M only?
I'm pretty sure all his PSA work will be for Project M. It's what he's basing this whole series of hacks off of. Well for the most part anyway.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: KingJigglypuff on February 11, 2014, 07:31:23 AM
So I gave your "True Charizard" a try.

It's okay so far.

All that really needs to be done is Animation touchups. The falling Animations should always have a loop to them. Your current fall animations snap back to Frame 1 after the Animation end.

The arm on the Back Air could use some touch ups.

Dash Attack doesn't really look like a flame charged tackle. Why not use the Animation Charizard uses for Dash Attacking with a Battering Item? You should also make the self damage happen only if the move hits, because it's too punishing to the user if it misses.

The Jab should have a Slash effect SFX.

The whole flying gimmick seems rather OP.

Overall. this PSA does have potential. Keep it up.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 11, 2014, 08:25:27 AM
All that really needs to be done is Animation touchups. The falling Animations should always have a loop to them. Your current fall animations snap back to Frame 1 after the Animation end.
Yes, the Fall looks a tad strange.
...However, in PSA the SubActions are already set to Loop. :/ Meaning, I have to make the edits manually... Gah, what a pain. Making that animation "acceptable" for release was hard enough as it is, haha.

The arm on the Back Air could use some touch ups.
Really? Yeah, I suppose I could always improve it.

Dash Attack doesn't really look like a flame charged tackle. Why not use the Animation Charizard uses for Dash Attacking with a Battering Item? You should also make the self damage happen only if the move hits, because it's too punishing to the user if it misses.
Good suggestion. I figured the current animation was okay since the flames largely obscure what he's doing, but that's amateurish, haha. I like this idea a lot, thanks.
But I gotta disagree on the last point. We're talking about a Dash Attack with the potential to do... 24% damage. Not to mention a fair amount of range. That's pretty intense, and the damage of 8% is a good way to encourage people not to abuse the move, to be sure it's not gonna miss. PLUS, as far as I'm concerned, an attack that's "too damaging" is a good thing for a character with a relatively broken Flight mechanic. (The damage also compliments Rage in a funny way, haha. See yourself at 160%? Want that extra 2% on Rage? Just do a flare blitz, haha. The trade off is stupid, I know, haha)
However, I may take this into account: You see, in Pokemon, the recoil does in fact only register only based on the damage you actually dealt, as per your suggestion. I overlooked this "True" aspect of the attack for the sake of nerfing the attack, I'm afraid.

The Jab should have a Slash effect SFX.
Ah, so that's what was making it so bland, haha. I knew something was missing. I have a tendency to neglect GFX/SFX stuff every now and then...

The whole flying gimmick seems rather OP.
It certainly seems that way and for now you're probably right.
That's why I'm trying to make his Air Game, his overall game in general muuuuuch worse than before. This is going to be an extremely delicate process, but I'm determined and convinced that it is possible to make a flying character not OP.

Overall. this PSA does have potential. Keep it up.
Niiiiice, thanks man. Hearing that from a PSA master is good encouragement, haha. This will be updated soon.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Jade_Rock on February 11, 2014, 01:57:50 PM
Yay!

I wonder if I can give charizard his own slot in vbrawl...


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Akeno/Archer on February 11, 2014, 04:22:14 PM
Yay!

I wonder if I can give charizard his own slot in vbrawl...
Isn't there 2 codes for that? Like... You add a code for separating him from PKMN Trainer and separated FS, or ASF1nk's code... I don't remember if it works for them though...


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 11, 2014, 05:38:19 PM
^ I'm lyk 110% sure there is. I can't find it right now though.

Aaaaaaand that being said, Charizard 38.10% is ready for download!! Everybody's suggestions have been entertained, along with various technical fixes, and the results are quite lovely.

- Completely new Fall animations. Now they loop perfectly. Looks MUCH better.
- Sound effect bug fixed: the Fall animation would play the wing-flap SFX once, and then stop. A simple Set Loop command patched things up.
- Fast Fall speed now a tad faster. Lito, you should be pleased.
- FallSpecial speed also increased. Meaning, after an Up-B, you hit the ground faster. You do stop flying, after all!
- Hidden Fire-Flag in Rage (DTilt) deleted. Had no idea it was there, lol
- Slash effects added to Scratch, as per KJP's suggestion/reminder
- Completely new Dash animation, as per KJP once again
- Touch-ups on Back Air animation


And the finishing touch... SLASH is now Charizard's new F-Smash!

Now, balancing this move took some serious brainstorming on my part. Its ATK power in Pokemon is 70, which translates to 14% in Smash. That's a fairly weak F-Smash... BUT, the move ALSO has an increased critical hit rating, and I really wanted to incorporate it. Trouble is... that critical translates to 28% in Smash. That's a crazy powerful F-Smash.

SO. Here's what I did: I made his normal F-Smash a one-hit 14% attack, with moderate speed and great range.

BUT, using A Bloody Canadian's Luck-Based attack tutorial, I was able to allow a 25% chance that the move would be a critical hit. So as to avoid making the move craaaaazy OP, instead of making it a one hit 28% move, I made it a move with 4 consecutive hits! The first three deal 4%, 12% in all, and the final hit deals 16%. 28% total. And, in order to compensate for the additional power, I added about 6 frames of lag to the critical animation. This way, you get all the sweetness of a legitimate critical attack without the broken-ness you'd expect!

You'll know you're hitting a Critical when you see Charizard flash white several times.

Have fun guys! I worked real hard on this stuff!!


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: KingJigglypuff on February 11, 2014, 06:22:22 PM
For your Charizard Update...

You should remove the dust GFX from the Jab. While you're at it, try using the SFX and GFX of Attack11 and Attack12 from vBrawl Charizard.

Dash Attack should have a bit less startup (use a Frame Speed Modifier code of 1.25 until the collisions start, then put in a FSM code of 1). It should also have less fire GFX (as it's a bit laggy) and maybe a red flash effect until the collisions terminate.

Side Smash should have a "sex kick" effect to it. Or you should decrease the distance Charizard gains when using it. Also, the "Critical" effect should have a single hit, not multiple hits.

Back Air has too much range. Decrease the size of the hitboxes a bit. You can hit foes that are in front, behind, and above you.

Forward Air and Back Air should have a sour spot (area that does less damage). Because 16 and 14 Damage for all hitboxes it a bit much.

Back Air should get a slight increase in damage. Its start up lag is higher than Forward Air.

One way you could balance out the flight mechanic is be reducing Charizard's knockback resistance (weight attribute). Another thing you could do (though this would be incredibly OP, but fun) is allow verical movement.

Animations: I know wings are difficult to Animate, though look at Charizard's Animation in X/Y (assuming you have X/Y). Try to make something similar for your falling Animations.

I might make a video for this. Keep it up. \o0o/


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Lito on February 11, 2014, 06:41:04 PM
Me and Ama talked and I know he lacks a 3DS. With that said I'll give a try, I appreciate the changes you did man.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 11, 2014, 07:24:34 PM
You should remove the dust GFX from the Jab. While you're at it, try using the SFX and GFX of Attack11 and Attack12 from vBrawl Charizard.
Noted. This should be simple.

Dash Attack should have a bit less startup (use a Frame Speed Modifier code of 1.25 until the collisions start, then put in a FSM code of 1). It should also have less fire GFX (as it's a bit laggy) and maybe a red flash effect until the collisions terminate.
To be honest, I added 3 frames of lag since the last update. taking those out should do the trick, it was a rather unnecessary change, haha.
ALSO, yes, less fire. Can you believe the initial beta of Charizard had TWICE as much fire? xD I had no frame of reference for what I was doing, lol.

Side Smash should have a "sex kick" effect to it. Or you should decrease the distance Charizard gains when using it. Also, the "Critical" effect should have a single hit, not multiple hits.
Sex Kick? You mean that stupid NAir move. Do you mean to say it's hitbox should be super powerful initially, and then have less knockback afterword? I admit the F-Smash has a tad too much knockback right now, so that might be a good idea.
BUT, concerning the critical?... I agree and disagree. After playing the hack for a good couple o' hours, I can agree that the current critical is inefficient. So far I've only landed a full critical once. However... a single hit would be CRAZY OP. You've got to remember, I'm functioning strictly on in-game Pokemon mechanics. A critical has to deal 28% total.

...But I think there's a compromise here. Four hits is way too unpredictable, but one hit is way too powerful. So... I'm gonna see how two hits of 14% works out. I think the results should be pretty sound.

Back Air has too much range. Decrease the size of the hitboxes a bit. You can hit foes that are in front, behind, and above you.
Deeeeefinitely taken note of that little bug, haha. The size changes should work; I'll reference the attack in Brawl Box 68.b to see what's up with those silly backward hitboxes.

Forward Air and Back Air should have a sour spot (area that does less damage). Because 16 and 14 Damage for all hitboxes it a bit much.
...Like I said earlier, I've got to keep it strictly based on Pokemon mechanics. I'm a total purist, lol.
In fact, I gave both moves a lag nerf of like, 9 frames. That's a pretty big deal. And, considering the air-borne nature of this hack, the moves get stale pretty quick.

I'll down the knockback and possibly slow the attack(s) down even more.

Back Air should get a slight increase in damage. Its start up lag is higher than Forward Air.
I know for a fact that the BAir is 4-5 frames quicker than the FAir.

One way you could balance out the flight mechanic is be reducing Charizard's knockback resistance (weight attribute). Another thing you could do (though this would be incredibly OP, but fun) is allow verical movement.
Due to the current bug making Charizard's upward resistance much weaker (he hovers a tad during Damage animations), the weight change you suggest is... basically already applied, no matter what I do. o_o

I hate this stupid bug. I have a "Move Character" effect on every single aerial damage animation, and I have all of the animations moving downward at a steady pace. No matter HOW far downward I make the animation, the bug persists! Tsk. Momentum SubActions may be the answer.

...I've tossed the Vertical Movement idea around. Ultimately... I think it would be just the tiniest bit too OP. The nerfing I'd have to do to compensate would make the hack much less fun. ...That, and I'm not particularly sure how I would could this.

Animations: I know wings are difficult to Animate, though look at Charizard's Animation in X/Y (assuming you have X/Y). Try to make something similar for your falling Animations.
...Technically, they were loosely based off of those animations. As Lito confirmed, I don't have the game; but YouTube has what I need for that. I'll see what I can do.

I might make a video for this. Keep it up. \o0o/
!!! Yes please! My normal video-guy is... inactive as of late, haha. Some footage would increase my download count help people see what this is all about.


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: KingJigglypuff on February 11, 2014, 07:59:23 PM
!!! Yes please! My normal video-guy is... inactive as of late, haha. Some footage would increase my download count help people see what this is all about.

http://youtu.be/dg2CETwGZjI (http://youtu.be/dg2CETwGZjI)


Title: Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%])
Post by: Amarythe on February 11, 2014, 08:02:21 PM
LMFAO, goes absolutely perfect with the Raptor PSA. xD

I'll get this in the preview ASAP. Wish you'd of used the F-Smash at least once, but trust me, I know how hard it is to remember your ground-game with his PSA, haha. Lovin' the BAir abuse, ha.


Title: Re: True Series Project Thread (Charizard's Revenge! [38.10%])
Post by: JamietheAuraUser on February 12, 2014, 10:41:31 AM
Critical Slash should actually do 21%, not 28%. As of X & Y, critical hits only deal 1.5x damage. Perhaps the critical could actually be based off of proper positioning? Like, place a dummy hitbox (no flinch, no GFX, no damage) somewhere within the first few frames as a sweetspot, and if the dummy hitbox connects it changes to a more dramatic (but still single-hit) animation dealing 21% instead of 14%?


Title: Re: True Series Project Thread (Charizard's Revenge! [38.10%])
Post by: Amarythe on February 12, 2014, 10:53:26 AM
Critical Slash should actually do 21%, not 28%. As of X & Y, critical hits only deal 1.5x damage.
...Woah, seriously? Thanks, that solves a TON of issues. Now I can make it a single hit move with no problems.


Title: Re: True Series Project Thread (Charizard's Revenge! [38.10%])
Post by: Nao-chan on February 12, 2014, 04:04:44 PM
I really like what you did with Charizard. I think the flight mechanic suits him well. There's gotta be a way to make him fastfall quicker though. he's just so floaty.


Title: Re: True Series Project Thread (Charizard's Revenge! [38.10%])
Post by: Amarythe on February 12, 2014, 04:12:12 PM
I really like what you did with Charizard. I think the flight mechanic suits him well. There's gotta be a way to make him fastfall quicker though. he's just so floaty.
...There certainly is a way to make him fastfall faster.

I just fear that will make him too good. He already has access tot he entire field... giving him a faster fastfall would make his air game even MORE incredible.

...I'll make him fall a little faster for the next update (which is coming very soon), but I don't know if I'll be willing to do it again after that.


Title: Re: True Series Project Thread (Charizard's Revenge! [38.10%])
Post by: KingJigglypuff on February 12, 2014, 04:15:53 PM
Here's an idea...

Why not remap his flight mechanic to his Glide?

That could possibly balance it out.


Title: Re: True Series Project Thread (Charizard's Revenge! [38.10%])
Post by: Amarythe on February 12, 2014, 04:25:18 PM
Here's an idea...

Why not remap his flight mechanic to his Glide?

That could possibly balance it out.

Honestly, I feel that would be kinda boring. Hopping right into a glide feels pretty awesome to me, haha. I can balance it in other ways. (Plus... I've no idea how I'd do that effectively, haha)

You may have seen it already, but I've updated my Help thread with some new info. [censored]'s frustrating.

Any PSAers in this thread are welcome to take a gander at the current problem:
http://forums.kc-mm.com/index.php?topic=66126.msg1226232#msg1226232 (http://forums.kc-mm.com/index.php?topic=66126.msg1226232#msg1226232)

I was really hoping to have the ATK boost feature included with Metal Claw before it's release, but that looks unlikely. Without it, the move is rather... well, let's just say it looks pretty, and it's nice and gimmicky, but overall it's probably less than average. I intend on releasing 47% tonight either way though.

Who knows, I may pop in another attack before the night's over. Probly not though!

Post Merge: February 12, 2014, 07:22:58 PM
EVERYBODY LISTEN UP

Some incredible updates have been applied to this new Charizard.

First of, he has a new Up Tilt. It's based entirely off of Fire Fang.
Honestly? It's not as "good" as his old one. It's slightly worse as an attack. But honestly? This entire update is WAY stronger than his P:M incarnation. Meaning, the nerf is not only called for, but demanded.

The new U Tilt does a total of 13%; translated from 65 ATK from the PKMN games. Now, that's MORE attack power than before...
But the attack has an additional lag of 2 frames. And worse yet? The Hitbox is very specific: that is to say, you're not likely to hit the opponent unless they're above you. But hey, you can still hit grounded opponents, so don't worry! This move is pretty great for juggling, too.

But more importantly... Ladies and Gentlemen, I present to you, METAL CLAW! A new F-Tilt!

Now THIS move is easily my (with a ton of help from KJP) greatest PSA achievement yet. It's complicated, deliciously gimmicky, and unpredictable as hell. I'll explain:
Metal Claw, in the PKMN universe, only does 50 ATK damage... in Brawl that translates to 10%. Not too impressive. Additionally, for the sake of the animation, I had to make the move incredibly slow. In fact, the hitbox doesn't start for a good 23 frames. Now, I know what you're thinking:
"10%? With a stupid lag of 23 frames? AMARYTHE, YOU'RE CRAZYYYYyyy!!11"
YES. I am crazy! But so is this new attack! You see... for the first 20 frames, you have a SUPER ARMOR effect applied! So if you get hit, you'll take damage... but you won't take any knockback, and the attack will follow through! Haha! Delicious stuff, no?
BUT MORE IMPORTANTLY: You can potentially raise your ATK power in 6 stages; much like the D-Tilt. There's a 10% chance your attack will be raised. You start at 10% attack power... and max out at 40%. Again, I know what you're thinking:
"A Side Tilt with 40%?? AMARYTHE, YOU'RE INSAAANEEENENNENEN11"
Keep your pants on. The chances of you getting 6 10% ATK boosts, let alone 3, is soooo miniscule that the move is practically still balanced. The ATK boosts also reset when you're KO'd. Any questions?

Special thanks to KJP: without him, the ATK boost wouldn't have been possible.
He ALSO made it so that the ATK boost GFX/SFX stopped happening after 6 instances.
And he ALSO ALSO made it so that the ATK boosts reset after KO.

Other Technical fixes:
- Fastfall speed increased, yet again. HD, Lito, you guys should definitely be pleased now. That's the LAST fastfall modifier I'm doing!
- F-Smash critical now perfected. Changed to 21% as per JamietheAuraUser's technical information. Now a 1-hit move.
- Various F-Smash Critical glitches perfected... include a glitch which cause the move to simply not work every now and then.
- Jab slightly faster or whatever.

Have fun guys!


Title: Re: True Series Project Thread (Charizard's Revenge! [38.10%])
Post by: Nao-chan on February 12, 2014, 07:30:58 PM
Cool sounds nice, I think I'll try it out today.


Title: Re: True Series Project Thread (Charizard's Revenge! [38.10%])
Post by: Lito on February 12, 2014, 08:22:03 PM
Honestly, I feel that would be kinda boring. Hopping right into a glide feels pretty awesome to me, haha. I can balance it in other ways. (Plus... I've no idea how I'd do that effectively, haha)

You may have seen it already, but I've updated my Help thread with some new info. [censored]'s frustrating.

Any PSAers in this thread are welcome to take a gander at the current problem:
[url]http://forums.kc-mm.com/index.php?topic=66126.msg1226232#msg1226232[/url] ([url]http://forums.kc-mm.com/index.php?topic=66126.msg1226232#msg1226232[/url])

I was really hoping to have the ATK boost feature included with Metal Claw before it's release, but that looks unlikely. Without it, the move is rather... well, let's just say it looks pretty, and it's nice and gimmicky, but overall it's probably less than average. I intend on releasing 47% tonight either way though.

Who knows, I may pop in another attack before the night's over. Probly not though!

Post Merge: February 12, 2014, 07:22:58 PM
EVERYBODY LISTEN UP

Some incredible updates have been applied to this new Charizard.

First of, he has a new Up Tilt. It's based entirely off of Fire Fang.
Honestly? It's not as "good" as his old one. It's slightly worse as an attack. But honestly? This entire update is WAY stronger than his P:M incarnation. Meaning, the nerf is not only called for, but demanded.

The new U Tilt does a total of 13%; translated from 65 ATK from the PKMN games. Now, that's MORE attack power than before...
But the attack has an additional lag of 2 frames. And worse yet? The Hitbox is very specific: that is to say, you're not likely to hit the opponent unless they're above you. But hey, you can still hit grounded opponents, so don't worry! This move is pretty great for juggling, too.

But more importantly... Ladies and Gentlemen, I present to you, METAL CLAW! A new F-Tilt!

Now THIS move is easily my (with a ton of help from KJP) greatest PSA achievement yet. It's complicated, deliciously gimmicky, and unpredictable as hell. I'll explain:
Metal Claw, in the PKMN universe, only does 50 ATK damage... in Brawl that translates to 10%. Not too impressive. Additionally, for the sake of the animation, I had to make the move incredibly slow. In fact, the hitbox doesn't start for a good 23 frames. Now, I know what you're thinking:
"10%? With a stupid lag of 23 frames? AMARYTHE, YOU'RE CRAZYYYYyyy!!11"
YES. I am crazy! But so is this new attack! You see... for the first 20 frames, you have a SUPER ARMOR effect applied! So if you get hit, you'll take damage... but you won't take any knockback, and the attack will follow through! Haha! Delicious stuff, no?
BUT MORE IMPORTANTLY: You can potentially raise your ATK power in 6 stages; much like the D-Tilt. There's a 10% chance your attack will be raised. You start at 10% attack power... and max out at 40%. Again, I know what you're thinking:
"A Side Tilt with 40%?? AMARYTHE, YOU'RE INSAAANEEENENNENEN11"
Keep your pants on. The chances of you getting 6 10% ATK boosts, let alone 3, is soooo miniscule that the move is practically still balanced. The ATK boosts also reset when you're KO'd. Any questions?

Special thanks to KJP: without him, the ATK boost wouldn't have been possible.
He ALSO made it so that the ATK boost GFX/SFX stopped happening after 6 instances.
And he ALSO ALSO made it so that the ATK boosts reset after KO.

Other Technical fixes:
- Fastfall speed increased, yet again. HD, Lito, you guys should definitely be pleased now. That's the LAST fastfall modifier I'm doing!
- F-Smash critical now perfected. Changed to 21% as per JamietheAuraUser's technical information. Now a 1-hit move.
- Various F-Smash Critical glitches perfected... include a glitch which cause the move to simply not work every now and then.
- Jab slightly faster or whatever.

Have fun guys!



Okay, the fastfall is actually satisfactory now to the point where I enjoy this a billion times moreso than before.

I'm still waiting for Mario though. Anyways here are some suggestions for the plumber.

I still stand on firehand as a held standard special like in Brawl Minus, but I won't hold you against it. It's just that the hammer is Mario's traditional charge move and has been since like... every single Mario RPG ever. Along with that both moves have charged and non-charged versions due to overworld.
It'd be cool if his footstool jump did damage, a reference to Mario's jump attack.
Keep the normal combo the same, it's a staple and it's from Mario 64.
Using power ups without the power up costumes would be pretty cool but not 100% true which is a shame. The Star Spin would be a good move to have, a quick spin that deals some nice damage. Mario's down smash is also from Mario 64 which makes it true so keep that in mind. Mario's cape could be fun to mess with as well.
And finally, if Mario can use a fireball without a power up, he can also use ice balls. That'd be a good thing to implement.


Title: Re: True Series Project Thread (Charizard's Revenge! [38.10%])
Post by: Velen on February 12, 2014, 09:42:14 PM
I agree that he should have a hammer attack somewhere. Like maybe the Tornado Hammer badge attack for his Down Smash?


Title: Re: True Series Project Thread (Charizard's Revenge! [38.10%])
Post by: Amarythe on February 13, 2014, 04:59:49 AM
I agree that he should have a hammer attack somewhere. Like maybe the Tornado Hammer badge attack for his Down Smash?
In earlier pages the idea of taunt moveset switching was tossed about.

...But before aaaaanything happens, I've got to learn how/recruit a hammer model importer.

Speaking of which, I should get Mario cookin' next.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Akeno/Archer on February 13, 2014, 10:28:45 AM
In earlier pages the idea of taunt moveset switching was tossed about.

...But before aaaaanything happens, I've got to learn how/recruit a hammer model importer.

Speaking of which, I should get Mario cookin' next.
You know... There is a certain SMBZ Mario who's got a hammer... Jussaying...


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 13, 2014, 10:51:59 AM
You know... There is a certain SMBZ Mario who's got a hammer... Jussaying...

...Oh! You're right.

I'd seen hammers on Mario before, but I thought they were all terrible quality.
I just hope this hammer's not embedded in the Moveset file...

Post Merge: February 13, 2014, 12:07:12 PM
Small updates kitties.

First of all, there was a tiiiiiiiny bug in the last release. The Metal Claw ATK boost feature reset when you died, as planned; however, if you won a match with an upgrade? You retained the upgrade in the next battle! It's all good now, everything resets fine.

Second,
(http://i59.tinypic.com/3536txf.png)

^ I got three new textures ready for you. One is a standard shiny Charizard, the others are recolors of Nanobud's Mega Charizard X. Again, one normal, one shiny.

However, the Mega Charizards have altered textures; this isn't a simple clone of Nano's file, or someone else's shinies. Textures obviously based off of the Nostalgia project; colors are relevant as of Pokemon X & Y. CSPs included.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: andalsoandy on February 13, 2014, 09:51:36 PM
Mario's D-smash should become his D-tilt in favor of a better chargeable attack.

In SM64 it came out quickly anyway.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 14, 2014, 08:59:56 AM
Mario's D-smash should become his D-tilt in favor of a better chargeable attack.

In SM64 it came out quickly anyway.
I'm afraid I can't entertain that suggestion.

You see, the move DOES come out quickly in N64... but it's also crazy fast in Smash as it is. I have nothing to replace the D-Smash with anyway, so why change it to his tilt?


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Jade_Rock on February 14, 2014, 05:12:29 PM
I'm about to test charizard I will try to post back here later.

Also you think you could do a true Mewtwo eventually,like give him psystrike(his signature move)instead of shadowball and get rid of tail attacks.

Seriously did he ever hit someone with his tail before?


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 14, 2014, 06:06:56 PM
What do you guys think of Metal Claw? It's a real wild card, so I wanna know what you guys think.

I'm about to test charizard I will try to post back here later.

Also you think you could do a true Mewtwo eventually,like give him psystrike(his signature move)instead of shadowball and get rid of tail attacks.

Seriously did he ever hit someone with his tail before?
Charizard won't disappoint, I can guarantee you that.

As it happens, I just recently started doing some planning for Mewtwo. You're absolutely right, he has absolutely no tail based attacks. Not even with TMs! Unbelievable.

Psystrike is definitely planned, but p'raps I won't needs to replace Shadow Ball. Moves the Pokemon learn naturally take priority, but Mewtwo has a major shortage of "Attack" moves. I'm going to have to dip into his TM set as well, and Shadow Ball just happens to be there.

He's gonna have Mist as a taunt, lololol


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: andalsoandy on February 14, 2014, 07:00:47 PM
What do you guys think of Metal Claw? It's a real wild card, so I wanna know what you guys think.
Charizard won't disappoint, I can guarantee you that.

As it happens, I just recently started doing some planning for Mewtwo. You're absolutely right, he has absolutely no tail based attacks. Not even with TMs! Unbelievable.

Psystrike is definitely planned, but p'raps I won't needs to replace Shadow Ball. Moves the Pokemon learn naturally take priority, but Mewtwo has a major shortage of "Attack" moves. I'm going to have to dip into his TM set as well, and Shadow Ball just happens to be there.

He's gonna have Mist as a taunt, lololol
Isn't Psystrike already his FS?


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 14, 2014, 07:08:07 PM
Isn't Psystrike already his FS?
Prob'ly.

But I could care less about items.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nezha the Scout on February 14, 2014, 07:36:49 PM
What do you might have planned for Zelda? It would be pretty cool if she had the light arrows at her disposal...


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Jade_Rock on February 14, 2014, 08:19:28 PM
What do you guys think of Metal Claw? It's a real wild card, so I wanna know what you guys think.
Charizard won't disappoint, I can guarantee you that.

As it happens, I just recently started doing some planning for Mewtwo. You're absolutely right, he has absolutely no tail based attacks. Not even with TMs! Unbelievable.

Psystrike is definitely planned, but p'raps I won't needs to replace Shadow Ball. Moves the Pokemon learn naturally take priority, but Mewtwo has a major shortage of "Attack" moves. I'm going to have to dip into his TM set as well, and Shadow Ball just happens to be there.

He's gonna have Mist as a taunt, lololol

Yes Please make Mewtwo he's my favorite pokemon ever!Charizard is second on that list.

Also what would you replace with psystrike?If not shadowball then what?You could edit his final smash I suppose.He does not learn teleport,but I don't see what his recovery move could be other than that.Psycho cut as a side tilt maybe?




Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 14, 2014, 09:36:44 PM
What do you might have planned for Zelda? It would be pretty cool if she had the light arrows at her disposal...
...I haven't put much thought into Zelda. She has like, no in-game... anything.
Something about the light arrows kind of irks me, too. It's not really "her" move, you know? As matter of fact, neither is Din's Fire, Farore's Wind or Nayru's Love...

Zelda is also very low on the priority list. One thing I have considered is replacing her BAir since it's basically just her FAir, which I think is kinda lame.

Yes Please make Mewtwo he's my favorite pokemon ever!Charizard is second on that list.

Also what would you replace with psystrike?If not shadowball then what?You could edit his final smash I suppose.He does not learn teleport,but I don't see what his recovery move could be other than that.Psycho cut as a side tilt maybe?
I'm kind of eager to see what I can do with Mewtwo, he's higher up on the list.

...I'm looking at some videos of Psystrike right now, it honestly doesn't look like a B move at all. Shadow Ball will easily remain in his set (technically we should be calling it Aura Sphere).
Psystrike could make for a good D-Smash, honestly.

Teleport stays as is. Like you said, he has no alternative options and he can learn it as a TM.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Jade_Rock on February 14, 2014, 09:42:10 PM
I was thinking the more you charge it the more of those projectiles for psystrike,but your idea sounds good.Any way whatever you come up with will be great.

Any idea you can replace tail moves with?


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 14, 2014, 10:09:41 PM
I was thinking the more you charge it the more of those projectiles for psystrike,but your idea sounds good.Any way whatever you come up with will be great.

Any idea you can replace tail moves with?
Technically since a Down Smash is chargeable, that's plausible. But I think it's a little beyond my skill level.

As for the tail moves, I could do literally anything I felt like. Since I'm tapping into TMs, the potential for this moveset is incredible. I can't say anything for certain yet, just rest assured the tail will nooooot be used at all in the PSA.

I kind of want to pop in some electrical attacks. Seems fitting, no?

[censored], I could even give him Solar Beam if I felt like it, lol. Definitely NOT doing that, but that should give you some idea of what's possible.

OOOH Double Team is PERFECT for dodging. I'm gonna have a ton of fun designing the Pokemon...


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Jade_Rock on February 14, 2014, 11:19:22 PM
Random Ideas

1.How about poison jab?When they get hit it will be like but they all get a flower on thier head
2.Thunder Wave as an auto stun like ZZS's gun paralyzer(You did want a thunder move) or Thunderbolt if you want damage.
3.Double team as a taunt or Down B like lucario
4.Ice Beam as side B
5.Recover taunt that heals
6.Psycho cut idea as a tilt
7.Use Flash!!!Same effect as goldeen.
8.Taunt as taunt(lol)

Mewtwo is awsome!Good luck with Mewtwo.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 14, 2014, 11:29:47 PM
There's a problem with Poison Jab. First, I'd be using a "Dark" effect to make it look Poison type. But... on Mewtwo, that looks like a Psychic/Dark/Ghost type of thing. And while the flower effect would achieve a Poison like effect, it wouldn't make any sense aesthetically.

This moveset... is gonna take some creativity. This was harder to piece together than I thought, but I think this is possible.

Miscellenious   
      Sheild:   Barrier
      Dodge:   Double Team
Jab            Metronome
Side Tilt         Confusion
Dash Attack      Thunder Punch
Side Smash      Psywave
Up Tilt         Swift
Up Smash         Psychic
Down Tilt         Disable
Down Smash      Psystrike
NAir            Fire Punch
FAir            Psycho Cut
BAir            Ice Punch
UAir            Psyshock
DAir            Iron Tail
Special         Aura Sphere
Side Special      Future Sight
Up Special      Teleport
Down Special      Hyper Beam
Grab            Thunder Wave
Pummel         ?
Forward Throw      Flamethrower
Back Throw      Thunderbolt
Up Throw         Blizzard
Down Throw      Mega Punch
Side Taunt      Amnesia
Up Taunt         Recover
Down Taunt      Mist

...As it turns out, he DOES use a tail attack! Iron Tail made the cut, haha.
There's only ONE other move I can really toss in there, and it's Aerial Ace. It's VERY possible that this moveset will see some changes; mostly certain moves being switched around.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nao-chan on February 15, 2014, 01:37:13 AM
...I haven't put much thought into Zelda. She has like, no in-game... anything.
Something about the light arrows kind of irks me, too. It's not really "her" move, you know? As matter of fact, neither is Din's Fire, Farore's Wind or Nayru's Love...

Zelda is also very low on the priority list. One thing I have considered is replacing her BAir since it's basically just her FAir, which I think is kinda lame.

Didn't Zelda use the Light Arrow's as an attack to stun Ganondorf in Wind Waker and Twilight Princess? How is that not her move exactly? Unless it's someone else's in the series that I can't remember or something. In that case, whoops.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Akeno/Archer on February 15, 2014, 01:44:20 AM
There's a problem with Poison Jab. First, I'd be using a "Dark" effect to make it look Poison type. But... on Mewtwo, that looks like a Psychic/Dark/Ghost type of thing. And while the flower effect would achieve a Poison like effect, it wouldn't make any sense aesthetically.

This moveset... is gonna take some creativity. This was harder to piece together than I thought, but I think this is possible.

Miscellenious   
      Sheild:   Barrier
      Dodge:   Double Team
Jab            Metronome
Side Tilt         Confusion
Dash Attack      Thunder Punch
Side Smash      Psywave
Up Tilt         Swift
Up Smash         Psychic
Down Tilt         Disable
Down Smash      Psystrike
NAir            Fire Punch
FAir            Psycho Cut
BAir            Ice Punch
UAir            Psyshock
DAir            Iron Tail
Special         Aura Sphere
Side Special      Future Sight
Up Special      Teleport
Down Special      Hyper Beam
Grab            Thunder Wave
Pummel         ?
Forward Throw      Flamethrower
Back Throw      Thunderbolt
Up Throw         Blizzard
Down Throw      Mega Punch
Side Taunt      Amnesia
Up Taunt         Recover
Down Taunt      Mist

...As it turns out, he DOES use a tail attack! Iron Tail made the cut, haha.
There's only ONE other move I can really toss in there, and it's Aerial Ace. It's VERY possible that this moveset will see some changes; mostly certain moves being switched around.
Man... these ideas ROCKS! It gives Mewtwo a completly different gameplay! Really... however, GFX use is gonna be massive... lol... and not only the common ones...
But I support this idea!


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: JamietheAuraUser on February 15, 2014, 02:33:43 AM
Mewtwo has Electro Ball from an event, just so you know.

Also, the Light Arrows sort of are Zelda's thing. At the very least, they're her thing in Twilight Princess, and she borrows Link's Light Arrows in Wind Waker.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nao-chan on February 15, 2014, 03:16:43 AM
Mewtwo has Electro Ball from an event, just so you know.

Also, the Light Arrows sort of are Zelda's thing. At the very least, they're her thing in Twilight Princess, and she borrows Link's Light Arrows in Wind Waker.
Aha! I knew it! I thought that was right. It's been a while since I've played Wind Waker, but I knew for sure she used them in Twilight Princess. Thank you for that confirmation. I still don't know if it's something that is tied to her or not though. I'm not entirely sure, but whatevs.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Lillith on February 15, 2014, 03:25:38 AM
Zelda also uses them in Spirit Tracks...


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nao-chan on February 15, 2014, 06:56:08 AM
 Oh, didn't know that. Haven't played that one.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 15, 2014, 08:46:40 AM
Yes yes, all of this is very true. She uses them in TP, WW, and apparently ST (never played the DS Zeldas).

While it's her move in that sense, and a signature one at that, she uses Link's bow to do it. Which is what makes it feel... disingenuous. And on top of that, first and foremost it is Link's move.

...But I feel like everyone's gonna complain if I don't do this, haha. Her three magic specials already aren't hers, so why not include the light arrows?

I'm also debating giving her Twilight Princess slot the option to taunt-toggle a sword PSA. Remember how in TP she has that regal rapier? The reason I'm "debating" it though is that, she never uses the thing and it seems more like a royal fashion statement than a weapon, lol.

Man... these ideas ROCKS! It gives Mewtwo a completly different gameplay! Really... however, GFX use is gonna be massive... lol... and not only the common ones...
But I support this idea!
I LOVE abusing GFX dude. The flashier the better! Glad you love the ideas, 'cuz I was feeling a little unsure at first, haha. But I can confirm I'm switching a few moves around.

UAir is now Psycho Cut
NAir is now Psyshock
FAir is now Thunder Punch
BAir is now Fire Punch
Dash is now Ice Punch

Having Fire Punch, or a punch in general for that matter, as a NAir usually doesn't work out well, lol.
As for the NAir and FAir: I LOVE Mewtwo's standard NAir and FAirs. THIS way, I can keep there general attack types in the game, and yet still abuse GFX etc. to make them True moves.

Mewtwo has Electro Ball from an event, just so you know.
Implementing the mechanics of that move doesn't seem plausible. It changes power based on your speed compared to the enemy, and I'm pretty certain that's impossible to code. Or at least beyond my level. It would also be OP, haha.

Everybody get hype for Metronome. This is gonna be crazy cool, haha.

...Fffffff[censored] I may just put Mario on the back-burner once again. >_> I'm too excited for Mewtwo right now.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Jade_Rock on February 15, 2014, 10:43:15 AM
Mewtwo I honestly did not know he learnt all that,also do Mewtwo before Mario.
His Final Smash should be Mega Evolving,but that sounds completely impossible.

One of these for all the pokemon sounds really fun but theres just soooo many moves.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nao-chan on February 15, 2014, 10:45:30 AM
I was just saying it was a move of hers. That's all, I wasn't saying you need to put it in. And yeah I don't think Zelda has ever really used a sword against anyone. At least not that I can recall anyway.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Akeno/Archer on February 15, 2014, 10:49:01 AM
I was just saying it was a move of hers. That's all, I wasn't saying you need to put it in. And yeah I don't think Zelda has ever really used a sword against anyone. At least not that I can recall anyway.
She tried against Zant... She got captured... She used one against Link when she was controlled by Ganondorf... She failed again xD
Anyway, it's possible to have a sword Zelda... If Amarythe inspires himself from Twilight Princess...


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 15, 2014, 10:57:50 AM
His Final Smash should be Mega Evolving,but that sounds completely impossible.

One of these for all the pokemon sounds really fun but theres just soooo many moves.
Mega Evolving would be completely impossible. And again, Final Smashes are not a part of the Project at all.

There will be Mega costumes in the pack.

There will also be one for each of the Pokemon. I've already started cooking up ideas for Squirtle.

Er, I mean Wartortle.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Jade_Rock on February 15, 2014, 11:39:33 AM
Alright cool,also I think I found codes that let me have the PT pokemon alone.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 15, 2014, 11:52:38 AM
Alright cool,also I think I found codes that let me have the PT pokemon alone.
Woah now hold up a second.

Aren't you using a vBrawl hackset?
vBrawl doesn't include Mewtwo. I'm making this for Project M's Mewtwo; they already have him on the roster and I'm merely modifying it.

There's no way you can play this without Project M, I'm afraid.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Jade_Rock on February 15, 2014, 02:53:47 PM
He works you just need the independent CSSslotconfigs PhantomWings just posted so he works in BrawlEx and even when I die I am still Charizard,anyway I still play P:M and Charizard is great,did you try flying back and forth holding B for flamethrower?

You can rain down flames on your enemies!

I am 99% sure Mewtwo will not work in vbrawl,I tried adding P:M Mewtwo over Lucario and that didn't work,still I would love to see a True Mewtwo.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 15, 2014, 03:23:11 PM
I was only talking about Mewtwo, not Charizard, haha.

First attempts with Mewtwo have been a little strange, but I'm learning from it. This is going to be tougher than I thought...

Double Team as a dodge mechanic is working perfectly tho, and it's flippin' beautiful.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Jade_Rock on February 15, 2014, 03:23:59 PM
Sweet at least you got some progress good luck!


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Large Leader on February 15, 2014, 03:27:14 PM
Mega Evolving should be completely possible.

Model Changers, my friend.

It's similar to how MarioDK's Vegeta can go SSJ or SSJ4, granted that it's on a taunt as opposed to a final smash. But still possible.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Akeno/Archer on February 15, 2014, 03:41:44 PM
Mega Evolving should be completely possible.

Model Changers, my friend.

It's similar to how MarioDK's Vegeta can go SSJ or SSJ4, granted that it's on a taunt as opposed to a final smash. But still possible.
Or like JRush's PSAs... ALmost all of them uses the model changers...


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 15, 2014, 03:54:36 PM
Seriously? Interesting.

Either way it's irrelevant to the project, haha. Mega Evolving, at any case.

Post Merge: February 15, 2014, 08:02:13 PM
...:D

So it turns out I'm lyk, waaaaaaaaaay better at custom animations all of a sudden.
(http://i59.tinypic.com/adce8j.gif)

Ike's revamp is going to be SO much better than before.
(His sword arm bends back in a funny way, but that's been fixed already)


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Lito on February 15, 2014, 08:45:28 PM
In the most recent Zelda (Link Between Worlds), Zelda creates a Light Bow by using Triforce Magic and Link STILL has his own bow. Since Zelda is a combination of ALL Zeldas (even the "Toon" ones) then that means that she could actually own a Light Bow and use it in battle. Twilight Princess' Zelda's bow is actually her own and not Link's.

Along with that Zelda's bow is her traditional weapon. If you really want to be as true as you say, Zelda's bow is a must have.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Rosetta-Hime on February 15, 2014, 09:22:13 PM
I honestly can't wait to see what he has in store for Peach. I'd love to see that.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 16, 2014, 09:34:09 AM
Sakurai actually did a pretty good job with Peach and there's little in-game material to draw on, but Super Princess Peach should give me some ideas.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: JamietheAuraUser on February 16, 2014, 11:06:34 PM
Mario Power Tennis also contains potential moveset ideas for Peach. Heck, most of Peach's most interesting offensive capabilities are in the Mario Sports games.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Akeno/Archer on February 17, 2014, 06:14:44 AM
Mario Power Tennis also contains potential moveset ideas for Peach. Heck, most of Peach's most interesting offensive capabilities are in the Mario Sports games.
Lol... Dat kick in Mario Smash Football...


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Rosetta-Hime on February 17, 2014, 06:28:34 AM
Yeah, I was thinking about her mega-strike being her FS. Well anyway, loving charizard


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 17, 2014, 08:54:42 AM
Lol, for the last time guys, Final Smashes are completely irrelevant to the project.

I'll see what I can draw from the sports games too.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Alejandro MiddleCorn on February 17, 2014, 04:17:02 PM
The only way to make Charizard have a Final Smash is making Pokemon Trainer appear.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nao-chan on February 17, 2014, 08:17:14 PM
Lol, for the last time guys, Final Smashes are completely irrelevant to the project.
Sadly, I don't think people really got the hint. Oh well, what can ya do?


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 18, 2014, 06:53:25 AM
Sadly, I don't think people really got the hint. Oh well, what can ya do?
You can turn off items and play like a maaaaaaaan!


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: JamietheAuraUser on February 18, 2014, 07:58:02 AM
Real men use items.

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


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Jade_Rock on February 18, 2014, 10:44:53 AM
Real men use whatever they want because they're real men.



Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Akeno/Archer on February 18, 2014, 10:52:40 AM
Real men don't care about your opinion, because they're real men!


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 18, 2014, 11:34:47 AM
Well YOUR OPINIONS ARE WRONG

Real men use whatever they want because they're real men.
Whatever they want? You mean like, tampons?

Haha, I'm just messin' with you guys.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nao-chan on February 18, 2014, 12:15:01 PM
Now it's a REAL MAN thread, haha!


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 18, 2014, 01:10:51 PM
Aren't all my threads?

...OK, but more to the point, I think it's time to merge projects Nostalgia and True. I'm not gonna wait until all the characters get FitCharacter00 textures. I'm gonna work on getting the OP looking presentable, makin' a simple banner, etc. etc.

So... the project is hereby named Super Smash Bros. All Stars.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Jade_Rock on February 18, 2014, 01:56:49 PM
Well YOUR OPINIONS ARE WRONG
Whatever they want? You mean like, tampons?

Haha, I'm just messin' with you guys.

Ok...whatever,anyway have you made any progress on a true character?


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nao-chan on February 18, 2014, 02:06:26 PM
Aren't all my threads?

...OK, but more to the point, I think it's time to merge projects Nostalgia and True. I'm not gonna wait until all the characters get FitCharacter00 textures. I'm gonna work on getting the OP looking presentable, makin' a simple banner, etc. etc.

So... the project is hereby named Super Smash Bros. All Stars.
Sweet, It's about time these two became whole. I see this transition taking a while to finish. At least the OP anyway.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 18, 2014, 02:57:29 PM
Sweet, It's about time these two became whole. I see this transition taking a while to finish. At least the OP anyway.
One character at a time my friend, haha.

Ok...whatever,anyway have you made any progress on a true character?
Ike's custom animations are as of now a bit of a flop, but I think I can adjust them proper.

Experimenting with Melee Alt coding to change Ike's Idle animation between slots has also caused freezing. I don't know why, it should've worked perfectly... there're gonna be a lot of technical details to sort out, it seems.

Mewtwo's animations were a little poor and the coding for his attacks have been sloppy, so I'm trying to approach things from a different angle. Ice Punch worked out well tho, but right now the only thing on his file is Double Team for dodging. I think I'm gonna try my hand at Metronome next.

So, in terms of PSAs, I'm a little discouraged at the moment. I'll pick up the pace again, but I've sunk back into textures again due to the minor setbacks.

I'm actually right on the verge or finishing my Luigi package. Can you BELIEVE there isn't a single Paper version of Mr. L in the Vault? Madness! Right now he's lookin' delicious.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nao-chan on February 19, 2014, 07:31:31 AM
I'm actually right on the verge or finishing my Luigi package. Can you BELIEVE there isn't a single Paper version of Mr. L in the Vault? Madness! Right now he's lookin' delicious.
Really? I thought there was at least one for him. Huh, maybe I saw it wrong or something.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 19, 2014, 07:52:13 AM
Really? I thought there was at least one for him. Huh, maybe I saw it wrong or something.
I did a search, I've done 'em in the past, I'm preeeeetty sure there's no Paper Mr. L. All over standard Luigi.

You'd be surprised just how many hacks the Vault should have had years ago which simply aren't there. Like my GX Falcon, with actual vertex work (the rest are all just recolors).

I can see why no one's tackled a Paper Mr. L, tho. It took a lot of work getting his neckerchief to look proper without importing any models, and I had to put his eyes literally on his face texture, instead of manipulating his actual eyes.

No matter what color you change the eye texture, they're always black, which sucks. So, zoomed in WAY up close, this hack has teeny tiny imperfections, but in the long run it's a solid hack.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nao-chan on February 19, 2014, 07:54:47 AM
Yeah I was right, I found one on page 5 for Luigi. Basically it was a texture hack over a previous Paper Luigi Hack. It got reported for using the CSP without requesting.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 19, 2014, 07:59:15 AM
Yeah I was right, I found one on page 5 for Luigi.
...The Vault's search function is just stupid sometimes.

Lol @ those blue shoes. BUT I can't help but notice he got the eyes looking white naturally! Maybe I could use that...


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nao-chan on February 19, 2014, 08:02:57 AM
Yeah, maybe. Honestly when I search the Vault, I do it the hard way by going through each page. That way I don't have to worry about the search function messing up on me. It takes longer but you get a much more thorough search that way.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Amarythe on February 19, 2014, 08:34:04 AM
It takes longer but you get a much more thorough search that way.

If you search Ike and Marth, you better believe it takes longer, lol

In the meantime, the project's newest material will be up for release soon:
With Scout's help, we've now got rim versions of both my Charizard X recolors, standard and Shiny.
But even better, he tossed a rim version of Project M's Falco my way, which let me do this:
(http://i61.tinypic.com/28bfvk4.png)

Falco from Star Fox 64 is joining the fight. His pants are vertexed to make it look like he's wearing a longer shirt, like in the actual game.


Title: Re: True Series Project Thread (Charizard's Revenge! [47.62%])
Post by: Nezha the Scout on February 19, 2014, 08:35:31 AM
This thread became manly all the sudden.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on February 19, 2014, 11:22:48 AM
The thread has been made even manlier.

...Well, the OP at least. I'm totally reworking everything, so there's no real information yet. ;^^
Except for Mario, who's textures are all there and who's moveset is somewhat revealed. I'll be fixing that soon.


Title: Re: Super Smash Bros. All Stars
Post by: Nezha the Scout on February 19, 2014, 07:43:55 PM
You should had named the project "Truestalgia" so I could use one of my many DBZ references... JK.  ;D

I like the idea of merging both projects so both can receive the attention they deserve.


Title: Re: Super Smash Bros. All Stars
Post by: Don Jon Bravo on February 20, 2014, 03:53:29 PM
r ur latest hacks specifically for PM?


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on February 20, 2014, 04:36:18 PM
r ur latest hacks specifically for PM?
Even my oldest hacks are specific to PM.

But every model and texture should work with any version of Brawl. ...Except possibly Roy and Mewtwo.


Title: Re: Super Smash Bros. All Stars
Post by: Don Jon Bravo on February 20, 2014, 04:42:33 PM
ah
ok
i was detaining myself from downloading some because I thought they were exclusively for PM, but ill download some pretty soon
thanks


Title: Re: Super Smash Bros. All Stars
Post by: Jade_Rock on February 20, 2014, 05:42:31 PM
I  know all PM Roy hacks should work over Marth.



Title: Re: Super Smash Bros. All Stars
Post by: Akeno/Archer on February 20, 2014, 06:27:36 PM
I  know all PM Roy hacks should work over Marth.


I saw someone using an import over Marth with PM Roy moveset... So, it might work if you use PM Roy with Marth... Jussayin'...


Title: Re: Super Smash Bros. All Stars
Post by: Alejandro MiddleCorn on February 20, 2014, 06:58:31 PM
Roy models from Project M will work over Marth.
Marth models will work over Project M Roy moveset.

This, however, is not applied to Lucario and Mewtwo.


Title: Re: Super Smash Bros. All Stars
Post by: Akeno/Archer on February 20, 2014, 08:04:25 PM
Roy models from Project M will work over Marth.
Marth models will work over Project M Roy moveset.

This, however, is not applied to Lucario and Mewtwo.
Yea... There are some bones added to Mewtwo's model... Which makes them uncompatible...


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on February 25, 2014, 10:36:33 AM
Quick little blurb about the project's new direction, what you might see next, etc.

As of now, all characters will be released in one convenient package. A character's pack will see it's initial release after at least 3 texture slots are edited. But to be fair, I'm probably going to hold back a character until all slots are filled; here and there I'll be making different decisions.

AFTER the initial release, I'll be popping in minor PSA updates for these characters. I'm considering doing about 3 moveset changes at a time, so I can hop around with different characters and entertain more of you (since I know many of you are far more eager than others to see certain characters released). However, for the movesets I'm way more eager to change, such as Mario and Link, you could see up to 5 changes. P'rhaps more.

I know I flip-flop a lot on stuff like, "Hey, Mario's next!" or "I'm getting Mewtwo ready" etc, etc, but I've finally decided how character order will be oriented: I'll be basing it off of a character's chronological Smash Bros. debut. Meaning:

I'm starting with the original 8 cast members, from SSB64.
Then? I'll tackle the 4 unlockables.
After that, the 5 Melee newcomers.
Then? Melee's 8 unlockables.
After that, Brawl's 12 newcomers.
And finally, Brawl's 5 unlockables.

Some technical stuff:
Dr. Mario will NOT make a return of any kind. Period.
Pichu will technically return, but accessible in 2 texture slots. As of now, I can confirm Pichu will damage itself. Other one slot PSA changes are unlikely, but plausible.
Toon Link and Young Link will be treated as the exact same character, with very very slight differences. For example, all "handheld" iterations of Young Link will have the Pegasus Boots, with "console" Young Link featuring the standard roll attack.

Aaaaand a slight request for help:
About half of the stages planned for this series simply... don't work. I have them properly rel ported and everything, and yet they freeze the game. For the sake of an ideal music selection, nearly every stage has a rel port, so you can see why I'd run into problems.

If ANYONE would like to help me troubleshoot this stage related problem, I would be immensely grateful because frankly I've run low on ideas. Naturally, you'd see a collab spot in the stage package.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on February 27, 2014, 06:17:59 PM
Minor progress report:

Luigi's texture pack is completely finished, but unreleased. I'll have to change that soon. In fact, it's been done for about a week... ;^^ I'm gonna make a slight adjustment to one texture and pop it on the vault.

Next order of business, because of some of Luigi's textures, I had to alter one or two of Mario's to make them fit with his style as well. So... That's gonna require a re-download. In addition to this, Mario is currently undergoing the first of his many, many potential PSA changes. I'll try and get 5 new features popped into his moveset before the next update.

Then? Donkey Kong's textures are finally starting to come together. I have 3/7 effectively completed. One of them is a complete re-do of my former Donkey Kong Country Returns texture, which, frankly, was simply awful. It's looking much better now. In addition to this, I have an "iPod DK" ready. I nickname it that because it looks like he came straight out of an iPod commercial, haha! It's really based off of certain DKCR stages where he appears totally black, but with a bright red tie. After that, I've finished a Donkey Kong 3 texture, straight from the NES era. Probably my favorite one so far. I don't think I'll be releasing Donkey Kong until all, or at least most of his textures are completed.

And finally... Kirby's textures, or at least a Beta build of them, are effectively finished. All I need to do for him is make certain textures darker... in addition to, admittedly, getting Scout to apply the rim effect to him.

While I was working on Kirby today, it occurred to me: all the PSA changes I had planned for him were incredibly minimal. I thought, "That's stupid, Kirby has hundreds of abilities and you've just got to abuse them."
I also considered what I did for Charizard (perpetual flight) and realized that canonically, Kirby technically has the same ability. Aaaaand so? Upon performing a mid-jump, Kirby suck in air and than fall as slowly as a ballon.

Soooooooooo, that's that! Sorry that it's been so damn long since the last real update, ha.


Title: Re: Super Smash Bros. All Stars
Post by: Kienamaru on March 01, 2014, 08:53:49 AM
PM doesn't work with the same rels as Vbrawl. I had this issue the other day. That Venus lighthouse stage works fine over Skyworld on PM with no rel but for Vbrawl it takes an FD over Skyworld rel


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 01, 2014, 09:02:27 AM
Ah, that's helpful.

I just downloaded the P:M Stage Expansion pack too, so I'm totally revamping my stages. Hopefully starting from scratch will help me some.

I'll do some searching in the meantime, but do you know of a P:M stage .rel compatibility list or something?


Title: Re: Super Smash Bros. All Stars
Post by: Kienamaru on March 01, 2014, 09:11:39 AM
Not at all. I don't really like PM. You might check all of the stages in PM though. Open them in BBox and see what their base stages are, because they might not be what you thought. Mewtwo2000 might have a better option


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 01, 2014, 09:28:02 AM
"Might not be what you thought"? You mean, the way Fountain of Dreams utilizes the STGFAMICOM.pac? I have a complete list of ever stage and it's corresponding .pac file, so there's no lack of info there.

...OH, wait. I think I get what you mean. I'll pose a hypthetical:

Fountain of Dreams may use the FAMICOM pac...
...But say I open it and the base files say FINAL, for Final Destination.
Would I then need to replace it with a FINAL.rel?


Title: Re: Super Smash Bros. All Stars
Post by: Kienamaru on March 01, 2014, 10:25:51 AM
that's right.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 01, 2014, 10:44:07 AM
Ah, how delicious! Now I finally finish my stage/brstm project! This is a huge step forward.


Title: Re: Super Smash Bros. All Stars
Post by: SnatoWhato on March 01, 2014, 12:59:05 PM
Hey dude! Sorry I've been kinda not around for a while and about the delay with what you requested, some stuff went down recently with me becoming a diabetic or some crap. Was in the hospital a few days and had a bit of stuff going down. Anyway, I just wanted to let you know that some people have been trying to download your True Bowser and it's sending them back to the main page of Mediafire. So, can you let me know what happened to it? So I can give them an answer. lol


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 01, 2014, 01:42:38 PM
Hey dude! Sorry I've been kinda not around for a while and about the delay with what you requested, some stuff went down recently with me becoming a diabetic or some crap. Was in the hospital a few days and had a bit of stuff going down. Anyway, I just wanted to let you know that some people have been trying to download your True Bowser and it's sending them back to the main page of Mediafire. So, can you let me know what happened to it? So I can give them an answer. lol
[censored] dude, sorry to hear about that!

MediaFire is just an awful web-hosting service, that's what happened to it. Every file I ever put on there is basically gone, for completely unknown reasons.

Both True Bowser and True Ganondorf are both gone from public access, I'm afraid.
I'm sure both files are somewhere on my computer, but I can't say I'm going to do anything about it until their next updates.


Title: Re: Super Smash Bros. All Stars
Post by: Kienamaru on March 02, 2014, 06:19:08 PM
Ah, how delicious! Now I finally finish my stage/brstm project! This is a huge step forward.

Guessing it worked then?


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 03, 2014, 07:32:17 AM
Well, I haven't tried it on any P:M stages yet... but I DID use the same information on some other stages people made, which I've imported into the game. They had the same problem, y'see. So yeah, basically.


Title: Re: Super Smash Bros. All Stars
Post by: Kienamaru on March 03, 2014, 08:08:33 AM
Sweet. Well, if you fix things up awesomely just credit me for helping. You know how I feel about collabs.


Title: Re: Super Smash Bros. All Stars
Post by: SnatoWhato on March 03, 2014, 09:05:01 AM
[censored]

Both True Bowser and True Ganondorf are both gone from public access, I'm afraid.
I'm sure both files are somewhere on my computer, but I can't say I'm going to do anything about it until their next updates.
Thanks. Being diabetic ain't all that bad. I just can't eat like I used to. lol Plus side is, I'm losing weight so.. there's that. :P

And that sucks. For everyone else! HA HA HA! lol I jest. I'm a nice dude so I posted a link to my dropbox that has the True Bowser PSA in the comments section of the video. I felt bad for those dudes cuz they wanted it so badly. But if you want I can take the link down. Since you're eventually going to update it anyway.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 03, 2014, 10:19:26 AM
And that sucks. For everyone else! HA HA HA! lol I jest. I'm a nice dude so I posted a link to my dropbox that has the True Bowser PSA in the comments section of the video. I felt bad for those dudes cuz they wanted it so badly. But if you want I can take the link down. Since you're eventually going to update it anyway.
Oh, that's actually really helpful. Y'see, I'm not sure if even I have the file... And I'm gonna need some of those animations later.
Mind doing the same for Ganondorf? Pretty sure I lost him too.


Title: Re: Super Smash Bros. All Stars
Post by: Akeno/Archer on March 03, 2014, 10:52:15 AM
Long time I didn't post here... When I get back from my school trip, I think I'm gonna make an article or 2 about your PSAs :D
But I won'rt tell you which ones :P


Title: Re: Super Smash Bros. All Stars
Post by: SnatoWhato on March 03, 2014, 06:30:35 PM
Oh, that's actually really helpful. Y'see, I'm not sure if even I have the file... And I'm gonna need some of those animations later.
Mind doing the same for Ganondorf? Pretty sure I lost him too.
Heh, sure thing. Good thing I keep all the PSAs I ever tried in a folder. Just in case I ever wanna put them back. lol


Title: Re: Super Smash Bros. All Stars
Post by: Nao-chan on March 03, 2014, 11:00:18 PM
Heh, sure thing. Good thing I keep all the PSAs I ever tried in a folder. Just in case I ever wanna put them back. lol
That's always a good thing. I have so many hacks on my hard drive right now it's insane. 16GB's of just character related things. That's not including stages, music, or voices! I have way too much on here.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 04, 2014, 04:36:57 AM
My computer's "download" folder is so damn full it's just pathetic, haha.

Heh, sure thing. Good thing I keep all the PSAs I ever tried in a folder. Just in case I ever wanna put them back. lol
Niiiiice. You're a real bro.

As for everyone who's probably holding there breath waiting for PSA updates, I'm afraid focus has been redirected toward the Stage set for All Stars. The up side to this? You're going to see a TON of new content, reeeeeal soon.

78 stages.
100% replaced music.

That's not all, either. I'm .rel porting the stages and rearranging them entirely, in order to change which selection of music applies to which stage.

For example, the Kirby series? As a whole, that franchise has incredible music.
And don't even get me started on The Legend of Zelda. I had to give that series a whole 12 stages to accommodate the music, and I'm still cutting songs from the official change list.

Get hyped kitties.


Title: Re: Super Smash Bros. All Stars
Post by: Nao-chan on March 04, 2014, 07:19:21 AM
That's quite a lot of Zelda. Sheesh. Didn't know there were that many stages from that series in the vault.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 04, 2014, 07:41:10 AM
That's quite a lot of Zelda. Sheesh. Didn't know there were that many stages from that series in the vault.
Ever heard of Project Z? They're a hack group who hack nothing but Zelda stages.

If you think that's a lot of stages, wait until you see what I've got cooked up for Mario. 14 stages total. That wasn't even for the sake of adding music, it was just because there are so damn many awesome Mario stages on the vault.

I'm finalizing the Zelda series' presence in the stage hack as we speak. I had about 60 songs listed that I wanted to pop into the game... and due to .rel optimization, I only had to cut about 14 of them! This package contains a whopping 46 Zelda classics.


Title: Re: Super Smash Bros. All Stars
Post by: KingJigglypuff on March 04, 2014, 07:49:03 AM
Hey, Amarythe.

I think you might be interested in this.

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


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 04, 2014, 07:55:47 AM
...o_o

Good lord, that's incredible. Did you whip that up? How does it work?

The project doesn't support Final Smashes, but taunt toggling a mega evolution? I could definitely get behind that.


Title: Re: Super Smash Bros. All Stars
Post by: KingJigglypuff on March 04, 2014, 08:00:50 AM
...o_o

Good lord, that's incredible.
I knew you'd be interested. :P

Did you whip that up?
Yes, I made the animation.

How does it work?
I have Charizard and Mega Charizard X's polygons set to their own individual visibility bones. I can switch between them instantly with Model changers.

The project doesn't support Final Smashes, but taunt toggling a mega evolution? I could definitely get behind that.
The PSA I'm making is separate from the one you're making. But once I'm done with my Charizard PSA, I'll let you use the model and functions as you like.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 04, 2014, 08:11:17 AM
This is Delicious! (http://www.youtube.com/watch?v=17sEq7HX2QE#)


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 04, 2014, 08:36:03 AM
Hey, Amarythe.

I think you might be interested in this.

([url]http://i.imgur.com/vfAKKEt.gif[/url])


Model changer, I'm assuming. which it is

EDIT:

People need to stop posting before me :srs:


Title: Re: Super Smash Bros. All Stars
Post by: Nao-chan on March 04, 2014, 05:54:07 PM
Hey, Amarythe.

I think you might be interested in this.

([url]http://i.imgur.com/vfAKKEt.gif[/url])
Holy [censored]! That's awesome!


Title: Re: Super Smash Bros. All Stars
Post by: GoMB-BallGamer4774 on March 05, 2014, 03:11:09 PM
Holy mama, did Charizard just Mega Evoluted? That's freakin insane! I am so following this! :happy:


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 05, 2014, 05:23:40 PM
Holy mama, did Charizard just Mega Evoluted? That's freakin insane! I am so following this! :happy:
Well, that's KJP's work. Not mine. However, as I said before, this has awesome potential and will be utilized for the project... eventually.

Also, for those of you who were wondering, my stage expansion is effectively 60% complete. You'll be seeing a release relatively soon. Just wait; this next update will be incredible. ESPECIALLY the music.

Your Smash experience is about to change completely.



Title: Re: Super Smash Bros. All Stars
Post by: Nao-chan on March 06, 2014, 11:54:59 PM
Sounds promising. I like where this is all going man, good job. Wish there was something more I could do to help you out, since you're doing everything yourself.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 07, 2014, 04:58:07 AM
Sounds promising. I like where this is all going man, good job. Wish there was something more I could do to help you out, since you're doing everything yourself.
I'd be more than happy to toss an idea or two your way.

You make crazy good animations, I certainly wouldn't mind making use of that.

Post Merge: March 07, 2014, 03:45:05 PM
Another progress report: Remember how Ganondorf got corrupted? Well, no more my friends; I have Ganondorf up and working once again, and he has never played better. He's good for P:M 3:0, and has new new moves up his sleeve.

I'm afraid you won't see any sword attacks JUST yet... but this is still a pretty big upgrade.

Y'know how I figured out how to make Charizard fly?
...Yeah. Let's just say Ganondorf needs some major nerfs before release.


Title: Re: Super Smash Bros. All Stars
Post by: Nao-chan on March 08, 2014, 12:05:35 AM
I'll help out however I can if you need my services. Just shoot me a PM.

I like where things are going with Ganon. Sounds great.


Title: Re: Super Smash Bros. All Stars
Post by: GoMB-BallGamer4774 on March 08, 2014, 02:42:58 PM
Everything is looking good, keep up the great work!


Title: Re: Super Smash Bros. All Stars
Post by: Akeno/Archer on March 08, 2014, 02:58:50 PM
Punching Ganon can be pretty fun! It's true that it's not legit for some Zelda fans, but still... Ganon has some power in his fists!


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 08, 2014, 03:37:09 PM
There are a handful of more arm based attacks this time around.

Nearly everything is ready, the main thing left is to pop in those grabs. I've been putting it off because I'm not looking forward to troubleshooting it, haha.

Oh, and another thing left to do?
...Aerial taunting. :O


Title: Re: Super Smash Bros. All Stars
Post by: Akeno/Archer on March 08, 2014, 03:57:27 PM
There are a handful of more arm based attacks this time around.

Nearly everything is ready, the main thing left is to pop in those grabs. I've been putting it off because I'm not looking forward to troubleshooting it, haha.

Oh, and another thing left to do?
...Aerial taunting. :O
That would be hilarous! No one ever made that though... Don't even know if that's possible...


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 08, 2014, 04:12:48 PM
That would be hilarous! No one ever made that though... Don't even know if that's possible...
I was thinking the same thing, but it has to be possible.

I just have to make an animation, make a ("Set Loop Infinite"?) "If Button Press" command, in every "Fall" animation, lead that into its own subaction... Then, provided it doesn't do it automatically, pop an "If Animation Ends" and lead that back into the Fall subaction.

That's the theory, anyway. Things almost never work out right the first time, haha. I really want to incorporate this before release.


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 08, 2014, 05:14:08 PM
That would be hilarous! No one ever made that though... Don't even know if that's possible...

I was thinking the same thing, but it has to be possible.

Sorry to burst your bubble, but it's possible and has been done before.

Specifically, SDoom's Kid Buu PSA ;)


Title: Re: Super Smash Bros. All Stars
Post by: Nao-chan on March 08, 2014, 05:17:26 PM
Why would that burst his bubble when he wants to do it in the first place?


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 08, 2014, 05:18:06 PM
Why would that burst his bubble when he wants to do it in the first place?

Bubble of it not being done before :P


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 08, 2014, 05:29:19 PM
My "bubble" mainly surrounded the idea that it isn't possible for me to pull it off, not that it hasn't been done before.

Considering, you know, that I explicitly stated that it has to be possible.
You're bursting Akeno's bubble, not mine. So basically, you've simply reimbursed my bubble.

...Er, in other words, thanks for the info. I could look up this Buu PSA and take some info out of that.


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 08, 2014, 05:53:46 PM
Yeah just take the coding :P

I'm just extremely hyped that I found some awesome models.


Title: Re: Super Smash Bros. All Stars
Post by: Akeno/Archer on March 08, 2014, 06:02:41 PM
I was thinking the same thing, but it has to be possible.

I just have to make an animation, make a ("Set Loop Infinite"?) "If Button Press" command, in every "Fall" animation, lead that into its own subaction... Then, provided it doesn't do it automatically, pop an "If Animation Ends" and lead that back into the Fall subaction.

That's the theory, anyway. Things almost never work out right the first time, haha. I really want to incorporate this before release.
Sorry to burst your bubble, but it's possible and has been done before.

Specifically, SDoom's Kid Buu PSA ;)
Why would that burst his bubble when he wants to do it in the first place?
Bubble of it not being done before :P
My "bubble" mainly surrounded the idea that it isn't possible for me to pull it off, not that it hasn't been done before.

Considering, you know, that I explicitly stated that it has to be possible.
You're bursting Akeno's bubble, not mine. So basically, you've simply reimbursed my bubble.

...Er, in other words, thanks for the info. I could look up this Buu PSA and take some info out of that.
Lol... Talking alot about bubbles...


Title: Re: Super Smash Bros. All Stars
Post by: Nezha the Scout on March 08, 2014, 11:42:00 PM
I was thinking the same thing, but it has to be possible.

I just have to make an animation, make a ("Set Loop Infinite"?) "If Button Press" command, in every "Fall" animation, lead that into its own subaction... Then, provided it doesn't do it automatically, pop an "If Animation Ends" and lead that back into the Fall subaction.

That's the theory, anyway. Things almost never work out right the first time, haha. I really want to incorporate this before release.
Sorry to burst your bubble, but it's possible and has been done before.

Specifically, SDoom's Kid Buu PSA ;)
Why would that burst his bubble when he wants to do it in the first place?
Bubble of it not being done before :P
My "bubble" mainly surrounded the idea that it isn't possible for me to pull it off, not that it hasn't been done before.

Considering, you know, that I explicitly stated that it has to be possible.
You're bursting Akeno's bubble, not mine. So basically, you've simply reimbursed my bubble.

...Er, in other words, thanks for the info. I could look up this Buu PSA and take some info out of that.
Lol... Talking alot about bubbles...

(http://investorplace.com/wp-content/uploads/2011/07/bubble_about_to_pop_630_flickr-300x253.jpg)

All of this is relevant.


Title: Re: Super Smash Bros. All Stars
Post by: Nao-chan on March 09, 2014, 06:45:41 AM
Nice one.

Anyway, good luck with that coding there Amarythe. Hope it works out for ya. Seeing Ganon taunt in the air would be awesome. It would also make his normal Up Taunt make a little more sense, since he'll already be floating.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 10, 2014, 06:43:43 PM
In commemoration of my 10,000 download, I give you...

SSB:AS Ganondorf [41.67%]

That's right kitties. He's here, and he's ready to kick some serious ass. Let's go through all the fancy new features, shall we?
Change number 1? His wait animation is slightly different. It's barely worth mentioning, really... he's just turned to the side a little bit. Be phases you head on, unlike before. Helps distinguish him just the tiniest bit from Captain Falcon. This is WIP, so expect another change to this down the line.
(http://i59.tinypic.com/8yf1nr.png)

Next? His Walk animation is also much more Ganondorf-esque. It's more intimidating than before, and again, far less like Falcon's. This... is definitely WIP. It's not terrible, but the animation could use some work.
(http://i62.tinypic.com/34pz48j.png)

But it's no big deal. And why is that? Because you're not gonna do much walking with this hack, no sir. There are two reasons for that... Here's reason number one: A hover dash to replace his run! Now, I know I know, this is old news... but hey, it's not all the same. I've added some GFX and edited out some unnecessary SFX, and the whole thing feels much smoother.
(http://i61.tinypic.com/2vdqkq1.jpg)

Now, what's the second reason you won't be doing much walking? Simple. Ganondorf now hovers in the air! Straight out off Ocarina of Time, this makes Ganondorf really feel like the Warlock he truly is. You don't have to input any commands, either: his default condition is a magic hover. You can cancel it with a fastfall, and reactivate it with a simple midjump. To make things even better? Ganondorf has four midjumps. Oh yeah. That's some serious aerial maneuverability. He's not the fastest in the air, but boy does he get around!
(http://i59.tinypic.com/2v2jvh2.png)

Now this next change I don't really have a picture for... but it's simple to explain. Every one of his dodge attacks now makes him flash invisible repeatedly (The animation's are simplified, too). This gives a very creepy, very useful illusion based dodge! He covers just a bit more range with it, too.

Now onto the attacks. Let's start with the basics: the Jab. Remember his cape attack from Ocarina of Time? Yeah, so do I. Now he uses it in-game! Unfortunately, adding a projectile-reflector effect is currently impossible... but in the meantime, it's good enough as a standard attack.
(http://i62.tinypic.com/acmq1.gif)

And howzabout that Dash Attack? Now, this puppy can do some serious damage. It's got some laggy startup, but it also packs a real punch. A magic, thunder punch, that is! This is an incredible tool for edgeguarding: hit an opponent while they're recovering? Bam. The match is over. It has a forward-and-down trajectory, meaning aerial opponents are subject to getting spiked.
(http://i60.tinypic.com/jzdwe9.png)

Next up, the new Side Smash. It's really just a faster version of the Warlock Punch. The image should speak for itself:
(http://i62.tinypic.com/mwxfzd.png)

After that? A crazy powerful magic blast of electrical energy. It may be tough to land, but boy is it satisfying! It's not the same as it was last update, either: some new GFX/SFX have been added to give the move some extra flavor. If you charge the move, you'll see his hand charging up the electricity.
(http://i62.tinypic.com/wj70qs.png)

The new Down Tilt isn't quite as exciting as everything else, but hey, it makes sense. That, and people wanted more arm based attacks, so... since I was replacing the Side Smash anyway, why not pop this sucker into his Down Tilt?
(http://i59.tinypic.com/33m546c.png)

Now this next move packs a real wallop. Ganondorf raises his arm over his head, strikes a sexy pose, and KAPLOW! He triggers to magic explosions on either side of him. The startup is a tad much, but with range like that? It's hard to complain.
(http://i60.tinypic.com/e0o7l2.jpg)

To accommodate Ganondorf's new increased aerial maneuverability, I gave his aerial attacks some serious nerfing.

Speaking of aerial attacks, let's start with his NAir. First and foremost, we have another version of the cape attack, only this time in the air! It's fast, and has a great trajectory. It sounds the enemy at a forward-and-down angle, meaning it can potentially lead to a spike. Play your cards right and you can even spike them without leaving the stage.
(http://i59.tinypic.com/10n7tle.gif)

And what about the FAir? Boom. Magic knee attack. It makes far more sense on Ganondorf than Falcon, in my opinion. In any case, I'm decloning Falcon as well, so I'm happy. The move's sour-spot has an upward launching trajectory: Perfect for a NAir or Up Smash setup.
(http://i59.tinypic.com/15yb2vp.png)

The BAir has a very simple change, it's now just a dark element attack.

The UAir is now a slow-but-powerful kick. It has magic properties, too: land the move, and the foe is set ablaze!
(http://i58.tinypic.com/a0ghfm.png)

The DAir also has few changes. It's taken some serious speed and power nerfs, and the animation is different. Now, instead of slamming you with both feet, he just smacks you with the heel of his feet. Why should the great king of evil bother dirtying both his boots with a worm like you?
(http://i61.tinypic.com/23tntzm.png)

Now this is where things get serious. Let's talk grabs, shall we? Ganondorf now has a ranged grab. You'll know where the hitbox is because a tiny dark magic flame will appear.
(http://i59.tinypic.com/28vw02c.png)

Land the move right, and the foe will paralyzed with dark magic!
(http://i62.tinypic.com/qxryxg.png)

Let's start with the Forward Throw. Ganondorf launches a stream of electricity straight at the opponent, and finishes off with a small electric explosion!
(http://i58.tinypic.com/2m0kjn.jpg)
(http://i59.tinypic.com/2pphbgj.png)

Now, the picture of the Back Throw doesn't do the move justice, so let me explain. Ganondorf spins the opponent super fast, while pummeling them with several blasts of dark energy. Then? He tosses you aside like garbage. He doesn't even pay attention while he's doing it! He just stands there, arms crossed.
(http://i59.tinypic.com/2gvj0c3.png)

The Up Throw isn't as fancy as the rest, but it's got some serious power. It's just a telekinetic throw upwards.
(http://i62.tinypic.com/2lu9xg8.png)

And finally? The Down Throw. Ganondorf raises the opponent slowly, while spinning them round and round, and then... BAM! Explosion time. They get sent flying downward. If your lucky? You might just catch the enemy in the air with this one! If you do? A Down Throw will send them flying down to their deaths!
(http://i57.tinypic.com/n5q4c7.png)

And... GASP! What do we have here? A preview of what's to come, perhaps?!
(http://i61.tinypic.com/i5tyet.png)



Title: Re: Super Smash Bros. All Stars
Post by: Quadraxis on March 10, 2014, 06:59:06 PM
Will you make any Roy vertex editing, to resemble his Binding Blade appareance (like the boots) for your Roy psa?


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 10, 2014, 07:06:48 PM
Will you make any Roy vertex editing, to resemble his Binding Blade appareance (like the boots) for your Roy psa?
I have a vertexed Roy in the vault. It's not perfect, though.


Title: Re: Super Smash Bros. All Stars
Post by: Nezha the Scout on March 10, 2014, 07:13:51 PM
This is badace!


Title: Re: Super Smash Bros. All Stars
Post by: Nao-chan on March 10, 2014, 09:34:16 PM
Ganon looks so [censored]ing awesome. I really like him man. Good job!

EDIT:I decided to remake one of your Ganondorf animations to look a bit cleaner. I remade his CatchWait animation. Here it is. I'll try working on the other Catch related stuff to make it match what I did and send it to you if you want.
(http://i.imgur.com/JKLO1LT.gif)

The only reason the cape is moving is because he's actually using his magical prowess to grab you instead of his own hand. I thought it would look nicer that way. I dunno it's up to you.


Title: Re: Super Smash Bros. All Stars
Post by: Carnage on March 11, 2014, 10:28:31 AM
like this thread so im subbing xD


Title: Re: Super Smash Bros. All Stars
Post by: Lito on March 11, 2014, 01:42:10 PM
My only real complaint is his sword. He has three(plus the extra that WW Ganon has)swords and you gave him the one that isn't technically his...

But that's just my inner Zeldanerd nitpicking. Good work. The flight/hover mechanic is cool but takes time to get used to. I have nothing else to say this time around, great work. Also any plans on his usual ball of evil?


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 11, 2014, 05:57:00 PM
Oh lookie here, Ganondorf got me king for a day.

Ganon looks so [censored]ing awesome. I really like him man. Good job!

EDIT:I decided to remake one of your Ganondorf animations to look a bit cleaner. I remade his CatchWait animation. Here it is. I'll try working on the other Catch related stuff to make it match what I did and send it to you if you want.
([url]http://i.imgur.com/JKLO1LT.gif[/url])

Niiiiice, thank you thank you. This perfect.

Anything else you can do for this hack would be incredible. Some suggestions:
His new walk is fair, but also fairly shoddy
His Down Smash literally has no transition
His cape attacks (Jab, NAir) look fanatastic in BB, but OK in-game. You know how to manipulate cape physics?
His Run animation needs more definition. It's good, but bland.

My only real complaint is his sword. He has three(plus the extra that WW Ganon has)swords and you gave him the one that isn't technically his...

I've got to give a biiiiiiiiiig fat no on his one. This decision is very easy to explain.
Ganondorf has "four" possible swords, actually.
1. Spaceworld Demo Sword
2. Wind Waker Sword(s)
3. Execution Sword
4. The Dark Master Sword

1. The Spaceworld demo isn't canon, and it's appearance in Melee is negated by the fact that that game also isn't canon. Sword 1 is out.

2. While the Wind Waker swords are in fact his, they are also relatively generic. AND, giving them to him would mean giving every slot on the moveset dual swords, with a dual sword moveset. That's not happenin'.

3. The execution sword from Twilight Princess literally isn't his, so I'm technically entertaining your complain by not including it. He stole it from the sages after escaping execution. It's also somewhat bland.

Spoiler my last point because there's some Skyward Sword end-game info in here.
4. The Dark Master sword is literally his weapon. If you want to argue that it's technically Demise' sword, I'd have to shoot back with the fact that Demise is technically Ganondorf. Of the three canon swords he possesses, only two are his, only two have a relatively nifty design, and only one of all three fits BOTH of those criteria. It's also, from the perspective of the storyline, the single most important and powerful sword Ganondorf ever wielded. The choice was abundantly clear, it just had to be the Dark Master Sword.


Also any plans on his usual ball of evil?

I assume you mean his magic attacks?

Of course. The trouble is I have no experience with specials, so I need recruitment for that. Me and BronzeGreekGod are shooting some ideas back and forth right now (evidently he has Special attack experience)


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 11, 2014, 05:59:55 PM
Of course. The trouble is I have no experience with specials, so I need recruitment for that. Me and BronzeGreekGod are shooting some ideas back and forth right now (evidently he has Special attack experience)

What ideas do you have for Ganon's specials?

I could help, seeing as I'm just doing some animating. And PSAing doesn't take much time.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 11, 2014, 06:21:18 PM
What ideas do you have for Ganon's specials?

I could help, seeing as I'm just doing some animating. And PSAing doesn't take much time.
Special - Magic ball, of course. 'Xcept if you charge the move, to make it that purple scatter shot magic ball he does.
Side Special - Aughanim thunder magic. Ever played A Link to the Past?
Up Special - Pretty simple Teleportation type move.
Down Special - That thunder-punch ground slam thing from Ocarina of Time.

Special and Down Special have the highest priority right now.


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 11, 2014, 06:25:23 PM
Special - Magic ball, of course. 'Xcept if you charge the move, to make it that purple scatter shot magic ball he does.
Side Special - Aughanim thunder magic. Ever played A Link to the Past?
Up Special - Pretty simple Teleportation type move.
Down Special - That thunder-punch ground slam thing from Ocarina of Time.

Special and Down Special have the highest priority right now.

1. Easy. The second part will be slightly challenging, but otherwise it should be easy.
2. wat
3. I'm not sure how to make the character teleport diagonally, but I'm pretty sure I can do up, down, left, and right. I've always wanted to do a teleport move myself, just haven't got the time to do so yet.
4. Easy


Title: Re: Super Smash Bros. All Stars
Post by: Lito on March 11, 2014, 06:52:00 PM
Oh lookie here, Ganondorf got me king for a day.
Niiiiice, thank you thank you. This perfect.

Anything else you can do for this hack would be incredible. Some suggestions:
His new walk is fair, but also fairly shoddy
His Down Smash literally has no transition
His cape attacks (Jab, NAir) look fanatastic in BB, but OK in-game. You know how to manipulate cape physics?
His Run animation needs more definition. It's good, but bland.
I've got to give a biiiiiiiiiig fat no on his one. This decision is very easy to explain.
Ganondorf has "four" possible swords, actually.
1. Spaceworld Demo Sword
2. Wind Waker Sword(s)
3. Execution Sword
4. The Dark Master Sword

1. The Spaceworld demo isn't canon, and it's appearance in Melee is negated by the fact that that game also isn't canon. Sword 1 is out.

2. While the Wind Waker swords are in fact his, they are also relatively generic. AND, giving them to him would mean giving every slot on the moveset dual swords, with a dual sword moveset. That's not happenin'.

3. The execution sword from Twilight Princess literally isn't his, so I'm technically entertaining your complain by not including it. He stole it from the sages after escaping execution. It's also somewhat bland.

Spoiler my last point because there's some Skyward Sword end-game info in here.
4. The Dark Master sword is literally his weapon. If you want to argue that it's technically Demise' sword, I'd have to shoot back with the fact that Demise is technically Ganondorf. Of the three canon swords he possesses, only two are his, only two have a relatively nifty design, and only one of all three fits BOTH of those criteria. It's also, from the perspective of the storyline, the single most important and powerful sword Ganondorf ever wielded. The choice was abundantly clear, it just had to be the Dark Master Sword.

OBJECTION!
Ganondorf is not a reincarnation, he is a curse that Demise created.
Demise is still sealed in the master sword [citation needed], and is technically not Ganondorf.

Also sorry for sounding like a little *beep* but of all the swords you picked why pick the one that the character under the name of Ganondorf/Ganon never even touched.

Also: This is not a generic sword: (http://zeldawiki.org/images/0/02/Ganon%27s_Sword_TWW.png)


Title: Re: Super Smash Bros. All Stars
Post by: Nezha the Scout on March 11, 2014, 08:15:04 PM
There seems to be an impasse here:

On one side:
In the videogame universe, when you "obtain" something, its your right? Look at Link getting all of his valuable items left behind in dungeons... they not his but we still consider them his correct?

Same logic can be applied to Ganondorf, he "obtained" the Exe. Sword, therefore it his, and he uses it in a completely cannon game to fight Link.

Ganondorf has no generic swords. Only semi generic Sword play.

On the other hand:
The dark master sword is literally, the only sword he has that has dark energy on it, fits him so well for whatever PSA is planned, to make Ganon All Star material, he needs a sword that fits whatever magic attack he uses. Therefore, the Exe. Sword makes no sense in that case, its pure light not shadow.

It may not be his, but its on his bloodline, you see...
Skywards Sword Spoilers ahead:
The dark Master Sword is Ghirahim himself, Ghirahim strongly resembles your navi, fi, witch is the light master sword... therefore, BOTH OF YOU ARE WRONG. Why? Ganondorf is not Demise incarnation, he's Demise's Curse.

You see, the light master sword was created by the soul porpoise to seal off Demise, therefore sealing off darkness. On his final breath Demise "cursed" the hero's bloodline with one of his "bloodlines" to take revenge. Ghirahim was not sealed off with Demise. He just poofed away.

Proof, skip this video to 7:01:
http://youtu.be/7weVnt103kQ?t=7m1s (http://youtu.be/7weVnt103kQ?t=7m1s)

What do I wanna go with this? Simple, Ghirahim's job is to carry that curse, and aid for the hero's demise.
The dark master sword... is now Ganondorf's sword. Its just that he never decided to use it since he had the triforce of power to mess with.
Hoenn confirmed X D

Go ahead and argue against this...
I'm ready!
https://www.youtube.com/watch?v=Lbv5AJDh9o8 (https://www.youtube.com/watch?v=Lbv5AJDh9o8)

Post Merge: March 11, 2014, 08:23:43 PM
He said his "incarnation"... but how did he did it being sealed off in the master sword?


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 11, 2014, 08:28:36 PM
COUNTER OBJECTION!
Ganondorf is not merely a curse, but the imbodiment of Demise' hatred. As a projection of his emotions he can be seen as a conscious dispensation of his being!

EXHIBIT A
"Though this is not the end. My hate...never perishes. It is born anew in a cycle with no end! I will rise again!"

The defense rests.

The only thing that isn't generic about the sword is the hilt, but I'll concede on that point. However, the fact remains that that sword goes with a set. Giving him one and not the other wouldn't make sense and more people would complain. I really wish I could give him every sword, but as far as I know that's not possible (and certainly beyond my skill level).


Title: Re: Super Smash Bros. All Stars
Post by: Nezha the Scout on March 11, 2014, 08:39:33 PM
(http://img2.wikia.nocookie.net/__cb20130630173908/aceattorney/images/2/25/AA_Miles_Edgeworth_Court_Desk_Slam.gif)

I deny your Exhibit to be correct!

"Though this is not the end. My hate...never perishes. It is born anew in a cycle with no end! I will rise again!"


Demise will rise again, but his hate never perishes, how would he delivers this since he is sealed off in the Master Sword in the first place? He need to be released first!
Hate=Sword!


Joking aside, the dark master sword is epic, leave it like that, it fits him so well.


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 11, 2014, 09:06:58 PM
How about...

Making a version for all the swords?

Geez...


Title: Re: Super Smash Bros. All Stars
Post by: Lito on March 11, 2014, 10:03:39 PM
How about...

Making a version for all the swords?

Geez...
I'm sure this wouldn't be hard but Amarythe has a lot of stuff to do so I don't suggest it.

As much as it disappoints me I have to deal with it.


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 11, 2014, 10:23:34 PM
I'm sure this wouldn't be hard but Amarythe has a lot of stuff to do so I don't suggest it.

As much as it disappoints me I have to deal with it.

It's super easy.

Just change the damn model of the sword. Takes literally a few seconds.


Title: Re: Super Smash Bros. All Stars
Post by: Nao-chan on March 11, 2014, 10:37:30 PM
Oh lookie here, Ganondorf got me king for a day.
Niiiiice, thank you thank you. This is perfect.

Anything else you can do for this hack would be incredible. Some suggestions:
His new walk is fair, but also fairly shoddy
His Down Smash literally has no transition
His cape attacks (Jab, NAir) look fanatastic in BB, but OK in-game. You know how to manipulate cape physics?
His Run animation needs more definition. It's good, but bland.

I'll see what I can do with these. It'll feel good to get that load off your shoulders right? I'll help ya.


Title: Re: Super Smash Bros. All Stars
Post by: Rosetta-Hime on March 12, 2014, 07:47:43 AM
Just a Mario Fan passing through an intense argument about Zelda. Reading you guys go back and forth was kinda interesting. Haha, but whatevs. If you think Ganondorf should use a different sword than the one Amarthye is giving him, then replace it yourself. I mean, come on, it can't be that hard. I've done it a few times myself with multiple FE characters.


Title: Re: Super Smash Bros. All Stars
Post by: andalsoandy on March 12, 2014, 10:51:16 AM
I really want this Ganon...

I really hate Falcondorf. Like, a lot.


Title: Re: Super Smash Bros. All Stars
Post by: Akeno/Archer on March 12, 2014, 11:33:57 AM
Just a Mario Fan passing through an intense argument about Zelda. Reading you guys go back and forth was kinda interesting. Haha, but whatevs. If you think Ganondorf should use a different sword than the one Amarthye is giving him, then replace it yourself. I mean, come on, it can't be that hard. I've done it a few times myself with multiple FE characters.
It's even easier with Ganon, since the sword is in the .pac file, or the motionetc... In any case, that's just something really quick.


Title: Re: Super Smash Bros. All Stars
Post by: Lito on March 12, 2014, 04:59:53 PM
Anyone want to give me a tutorial on how to do that? Cause I have NO idea how to work with psas and pacs


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 12, 2014, 05:27:09 PM
([url]http://img2.wikia.nocookie.net/__cb20130630173908/aceattorney/images/2/25/AA_Miles_Edgeworth_Court_Desk_Slam.gif[/url])

I deny your Exhibit to be correct!

Demise will rise again, but his hate never perishes, how would he delivers this since he is sealed off in the Master Sword in the first place? He need to be released first!
Hate=Sword!


Joking aside, the dark master sword is epic, leave it like that, it fits him so well.

I know you're playing devil's advocate since you want the sword, but...

(http://img2.wikia.nocookie.net/__cb20130329201545/aceattorney/images/c/ca/Phoenix_Objection.gif)

His hate does not equal the sword! His hate = Ganondorf! The curse of Demise is the embodiment of the aforementioned! If the Sword = Hate and Hate = Ganondorf, that not only makes the Master Sword a curse (which is preposterous), but it also means Ganondorf kills himself at the end of every game!

ADDITIONALLY, Demise NEVER rises again (so far as we know), making your point moot!

Making a version for all the swords?

No. Because,
Amarythe has a lot of stuff to do

And
then replace it yourself.


The hack set I'm planning won't be subject to different versions. I simply have too much on my plate to accommodate the little nit-picks involved with the project. I'm always open to suggestions, but the hackset has an extremely strict changelist that will not be subject to alternate versions (including the former Captain Falcon, which currently has two versions).

Until we can add slot specific sword mods to the character, this won't happen. Hell, if it ever becomes possible, I'd even give Wind Waker Ganondorf his own unique sword style.

This is a massive project with almost no crew members (props to Heavy, Scout, and Bronze) and an irrationally long changelist. The finished product may never see a release, meaning I have to prioritize everything I do down to the last detail. That includes accommodations as relatively fast and easy as a sword swap, something any schmuck with Brawl Box and the BV search bar can figure out.

Just open the FitGanon.pac file with your personal sword.
Right Click - Export the object for it.
Go to the SSBAS file.
Right Click - Import.
BAM

I'll see what I can do with these. It'll feel good to get that load off your shoulders right? I'll help ya.

Sounds awesome! Take your time, I may be moving on from Ganondorf soon, if not now.


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 12, 2014, 05:40:43 PM
I simply have too much on my plate to accommodate the little nit-picks involved with the project.

I'm not taking a side (I have my own plans for my Ganon slot), but this makes no sense.

The swap literally takes a few seconds to do for the sword. I know you're not going to do it, and I know you say that you have a lot on your plate. But is 8 seconds (excluding the time to find the models, which honestly shouldn't take long) to change the sword really going to take that much time out of your hacking?

If this was something like rigging the whole model over again (which I have to deal with), I'd understand. But this is model swaps.

All you gotta do to make everyone happy is just include like 4 swords which off the top of my head, I think they're the Dark Master Sword, Sage Sword, the one he had in SSBM for his victory, and the WW sword (although you could argue that the WW sword wouldn't fit the model and the style at all, which I would agree with. Clashes too hard).


Title: Re: Super Smash Bros. All Stars
Post by: Nezha the Scout on March 12, 2014, 05:49:21 PM
I know you're playing devil's advocate since you want the sword, but...

([url]http://img2.wikia.nocookie.net/__cb20130329201545/aceattorney/images/c/ca/Phoenix_Objection.gif[/url])

His hate does not equal the sword! His hate = Ganondorf! The curse of Demise is the embodiment of the aforementioned! If the Sword = Hate and Hate = Ganondorf, that not only makes the Master Sword a curse (which is preposterous), but it also means Ganondorf kills himself at the end of every game!

ADDITIONALLY, Demise NEVER rises again (so far as we know), making your point moot!


(http://img3.wikia.nocookie.net/__cb20130630173908/aceattorney/images/3/3f/AA_Miles_Edgeworth_Court_Dismayed_2.gif)

I-i-impossible!!!


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 12, 2014, 06:10:41 PM
Lmfao Scout. I assume I've won.

The swap literally takes a few seconds to do for the sword. I know you're not going to do it, and I know you say that you have a lot on your plate. But is 8 seconds (excluding the time to find the models, which honestly shouldn't take long) to change the sword really going to take that much time out of your hacking?
It may seem irrational, but you have to consider a few things.
1. I have a full time job. Awake at 5 in the morning and home at 5:30. Ouch.
2. I'm also writing a book. A research work. I've already hit 100 pages and I've barely scratched the surface. The level of time and sheer discipline, not to mention study, involved in the process is unfathomably demanding.
3. Full hackset major changes blah blah blah finished product may never happen blah blah

Believe me, I totally understand why this seems absurd to you, but the position I'm in simply doesn't make it ideal. I really hate to be "that guy", I really hate to disappoint people, but I'm just swamped as hell. With this project, with my book, with work, with everything. In order to keep progress steady, I need to be as bare-bones as possible with this.

Could multiple swords be planned down the line? Maybe. If enough people bug me about it. But for now, at the very least, I need to move on. Mario is long overdue, and the project has been rather stagnant for quite some time.

This whole matter involving the sword isn't even relevant right now: He doesn't have any sword attacks yet! xD When Ganondorf hits that stage, THEN I'll take this into account. For now, this is more than good enough, and the canonical legitimacy of the Dark Master Sword trumps all the other weapons I could have used.


I think they're the Dark Master Sword, Sage Sword, the one he had in SSBM for his victory, and the WW sword (although you could argue that the WW sword wouldn't fit the model and the style at all, which I would agree with. Clashes too hard).
Of those four swords you listed (and you listed all the possibilities, trust me)...
1. The SSBM Sword isn't canon at all (and this hack set is strictly canon. SSB is not canon, and will not be recognized). This point is non-negotiable, I'm afraid.
2. Like you said, a single Wind Waker sword would cause a major clash in the style. I 100% agree and for that reason can't include it (...until we get slot specific sword hacks up and kicking).

That leaves us with the Sage sword and the Dark Master Sword.

Aaaaand for the time being? The DMS will more than suffice. And it makes more sense canonically, characteristically. And... of the two options left? It's his weapon.

That's all I can say for now. I feel that the changes I've made (he's 90% de-cloned, for goodness' sake) are more than enough of a trade off, at the very least, for now.


Title: Re: Super Smash Bros. All Stars
Post by: Kienamaru on March 13, 2014, 01:41:57 PM
Well Ganondorf never had the Dark Master Sword. And he did actually have the Sage sword. Unless you're talking about a Demise moveset which this things seems to not be. I have to say that being a fan of Zelda and knowing most of it's history (no thanks to Hyrule Historia which I don't have.) The Sage Sword is the only legitimate option, as Demise wasn't even fought on the same realm as Hyrule. The DMS would have been lost forever.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 13, 2014, 05:29:45 PM
Well Ganondorf never had the Dark Master Sword.
I've already established that the hate-curse of Ganondorf, as a residual emotional projection of Demise' consciousness, can be in some sense equated with Demise as a being. Ganondorf and Demise may be separate people, but I must maintain that they are one as a conscious, willful substance.

I also provided Demise' own testimony on the subject, in which he claims "I will rise again". For the time being it must be assumed that Demise is revived through the incarnation of Ganondorf.

And he did actually have the Sage sword. Unless you're talking about a Demise moveset which this things seems to not be.
The All Stars series is an attempted mixture of all representations of all of a character's incarnations. I'm talking about a Ganondorf moveset and a Demise moveset. It well have tinges of Demise' attacks (specifically, his Skyward Strike and his hover-dash-slash attack thingy).

The Sage Sword is the only legitimate option, as Demise wasn't even fought on the same realm as Hyrule. The DMS would have been lost forever.
If one argues that the Dark Master Sword was lost forever due to it being left in the Sacred Realm (which has been accessed, mind you), one could easily argue that the Sage Sword was lost through the passage of time or perhaps theoretically returned to the sages, therefore negating its connection to Ganondorf.

---

One of the main reasons the Dark Master Sword was chosen over the Sage Sword is aesthetics. Demise is (or rather, will be) included as a costume (5th slot, not 1st like in the first release), and the Sage Sword would clash horribly with it. Along with the Phantom Ganon also planned.

It's largely an aesthetic choice, but I feel it was the right thing to do canonically as well.


Title: Re: Super Smash Bros. All Stars
Post by: Nao-chan on March 13, 2014, 08:02:15 PM
I like the idea of him using that sword, the Dark Master Sword that is. It looks great and fits Ganons personality so well.

On another note. You could just have the model files of the other swords in the pack so anyone can swap them out if they feel the need to. I dunno, just a suggestion.


Title: Re: Super Smash Bros. All Stars
Post by: andalsoandy on March 13, 2014, 09:42:04 PM
I just tried SSB:AS Ganon.

You really need to smooth those animations, particularly his walking animation. He also jumps choppily.

I really like how he plays otherwise. Can't wait for his specials!


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 14, 2014, 05:00:25 AM
You really need to smooth those animations, particularly his walking animation. He also jumps choppily.
Yeah, that walk certainly needs work.

There's little I can do about the jumps though. You see, when he's falling, if you tilt forward, he leans forward. If you tilt back, he leans back.
The only way to make it work? Get rid of the "leaning" effect. I wasn't willing to do that at first but it looks like I don't have a choice.


Title: Re: Super Smash Bros. All Stars
Post by: andalsoandy on March 14, 2014, 06:34:59 PM
Yeah, that walk certainly needs work.

There's little I can do about the jumps though. You see, when he's falling, if you tilt forward, he leans forward. If you tilt back, he leans back.
The only way to make it work? Get rid of the "leaning" effect. I wasn't willing to do that at first but it looks like I don't have a choice.
Can you give him Mewtwo's hover mechanics instead (like hovering in any direction?)


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 15, 2014, 12:10:40 PM
Some problems with that.

1. I don't know how to do that, haha. (I could learn, but... read on)
2. Ganondorf never necessarily displayed that ability (although I admit that's a poor excuse).
3. From a canon standpoint, Ganondorf can hover indefinitely. Mewtwo's hover is limited (and it's not even canon, but that's a whole 'nother story).
4. I don't feel it's necessary to apply a button input (Jump + vDown) on an ability Ganondorf has inherently.
5. Giving him the ability to move up and down would give him even MORE aerial maneuverability, which is what makes this hack relatively OP as it is.

...On that note, I want to talk about this hack being OP. Because, even despite the nerfs, it's easily one of, if not the best Character when compared to P:M's roster. I need some ideas on how to make him worse.

I've already made his Aerial attacks significantly slower. I think it could use even more lag, though.
I've already applied major power nerfs to his Aerial attacks as well. I think giving him even less power is non-negotiable at this point (it would clash with Ganon's character).
The hover mechanic, due to a slight bug, makes attacks with an upward trajectory slightly more likely to kill Ganon, so I'm afraid a defense nerf is also relatively non-negotiable (I may have to consider it though).
I'm considering giving his Air Speed (how fast he moves left-right while hovering) a small nerf, but he's already not that fast in the air.
I'm also planning on making his new Up-B (currently not included) far worse in terms of recovery, so... that should make him a great deal worse.

In light of that info, do you cats have any suggestions? The only thing I can think of is making his air game slower. >_>


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 15, 2014, 12:19:46 PM
Add starting lag to his moves instead of just making them slower overall.


Title: Re: Super Smash Bros. All Stars
Post by: Akeno/Archer on March 15, 2014, 12:24:01 PM
Some problems with that.

1. I don't know how to do that, haha. (I could learn, but... read on)
2. Ganondorf never necessarily displayed that ability (although I admit that's a poor excuse).
3. From a canon standpoint, Ganondorf can hover indefinitely. Mewtwo's hover is limited (and it's not even canon, but that's a whole 'nother story).
4. I don't feel it's necessary to apply a button input (Jump + vDown) on an ability Ganondorf has inherently.
5. Giving him the ability to move up and down would give him even MORE aerial maneuverability, which is what makes this hack relatively OP as it is.

...On that note, I want to talk about this hack being OP. Because, even despite the nerfs, it's easily one of, if not the best Character when compared to P:M's roster. I need some ideas on how to make him worse.

I've already made his Aerial attacks significantly slower. I think it could use even more lag, though.
I've already applied major power nerfs to his Aerial attacks as well. I think giving him even less power is non-negotiable at this point (it would clash with Ganon's character).
The hover mechanic, due to a slight bug, makes attacks with an upward trajectory slightly more likely to kill Ganon, so I'm afraid a defense nerf is also relatively non-negotiable (I may have to consider it though).
I'm considering giving his Air Speed (how fast he moves left-right while hovering) a small nerf, but he's already not that fast in the air.
I'm also planning on making his new Up-B (currently not included) far worse in terms of recovery, so... that should make him a great deal worse.

In light of that info, do you cats have any suggestions? The only thing I can think of is making his air game slower. >_>
Oh... Why not nerfing a little his air gameplay, but destroy his ground gameplay. Which would make him powerful in the air, but useless as [censored] on the ground...


Title: Re: Super Smash Bros. All Stars
Post by: KingJigglypuff on March 15, 2014, 12:25:03 PM
Wynaut make his floating mechanic his Up Special?


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 15, 2014, 12:41:39 PM
Add starting lag to his moves instead of just making them slower overall.

Oh, of course. Whenever I make a move slower, I almost always do it with starting lag. Ending lag is about half as bad as starting lag (because provided the move connects it has little significance).

Plus, I'm well aware that making the attack frames slower actually makes the attack much better, haha. Hitboxes that last longer are far more accurate.

Oh... Why not nerfing a little his air gameplay, but destroy his ground gameplay. Which would make him powerful in the air, but useless as [censored] on the ground...

OK, I see how that could work. BUT, just note on thing:

If I destroy his ground game, people will rely primarily on his air game. The hover mechanic already puts focus on his air game. Making air game useful alone would make the hack very, very bland (because who would use him on the ground?).

However, I'll apply a nerf here and there to his ground game. For example, I know for a fact that his Down Smash has too much knockback right now.

Wynaut make his floating mechanic his Up Special?

(http://cdn.bulbagarden.net/upload/2/22/Spr_3e_360.gif)...I think that was actually the original plan of action. BronzeGreekGod suggested reserving the Up-B for something akin to a teleport maneuver though (like how Ganon teleports in A Link to the Past).

At first I objected, because I considered the hover far more important than teleportation, but that was before I figured out how I could make a character hover as a default jump.

Once I figured that out, I reasoned that I could open the Up-B to something entirely new. And, as it happens, cramming as much content reminiscent to past-game abilities is a huge part of the project's mission statement.

If I absolutely can't balance this through other more conventional means, this is a suggestion I'll probably have to entertain.

Although I understand I'm being pretty stubborn with this, haha.


Title: Re: Super Smash Bros. All Stars
Post by: Lito on March 15, 2014, 01:45:51 PM
This is going to sound completely weird but instead of balancing by nerfing... why don't you balance by buffing?


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 15, 2014, 02:05:51 PM
I put some serious contemplation into that. I might just go in that direction. Mainly because this flying mechanic is planned for a couple other characters. Two or three others, maybe.


Title: Re: Super Smash Bros. All Stars
Post by: Large Leader on March 15, 2014, 02:17:33 PM
This is going to sound completely weird but instead of balancing by nerfing... why don't you balance by buffing?

It's not weird, and it actually makes complete sense. But it won't necessarily work in this case.

There's two ways to balance: nerf the character that's OP or buff those that are weak.

In this case, Amarythe has only a handful of characters in comparison to PMs cast.

Nerfing Ganon would be the easiest way to balance him in this situation. When he finishes everyone, then he can go about balancing by buffing as opposed to nerfing.


Title: Re: Super Smash Bros. All Stars
Post by: Amarythe on March 15, 2014, 03:24:39 PM
^ Which describes the main problem I had in contemplating buffing the rest of the cast.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on March 22, 2014, 12:58:36 PM
'Nother quick little blurb:

My interwebs have been down for some time now. It will take a good few days before everything's up and running again.

In the meantime, I've put some serious work back into Meta Knight. Upon release, he'll be 3.0 ready, and will have flight capabilities like Ganondorf and Charizard. He'll also have seeeeerious power nerfs to accommodate the new ability. I also want to focus on polishing his old material. For example, his Side and Up Smashes, while decent, could use much cleaner animations. Plus, his old Dash Attack had virtually no start up lag and incredible range (despite being pathetically weak).

He'll be much easier to nerf than the other two flying characters.

Once I get my internet back up, I'll be able to work with Textures once again. Scout has finished rimming every Ganondorf I need, and with the release of Smash 3 Meta Knight I can completely revamp my old textures of him.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: justadood on March 22, 2014, 01:51:55 PM
is there going to be a version of these guys without the melee dodge and fall speed?.. that's like the ONE thing i don't like about project M movesets, and the movesets made to fit in it :P


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on March 22, 2014, 02:14:32 PM
is there going to be a version of these guys without the melee dodge and fall speed?.. that's like the ONE thing i don't like about project M movesets, and the movesets made to fit in it :P
I always hate to disappoint and put requests to the side, but I'm afraid I just don't have the time or the interest to localize any of my PSAs to any hackset that isn't based on Project M's build.

...But there's something I can suggest. Search the forum for SmashAttacks, a program for editing PSA files. Then, open up my hack (FitCharacter.pac), and open the original vBrawl equivalent in a separate SmashAttacks program (you can find the vBrawl file on the Resources page here on KCMM). Then, click the Attributes tab near the top of both programs, and take the jumping/gravity values contained in the vBrawl portion and put them into my hack's file.

Take note that if you're localizing one of my flying characters, do NOT change Terminal Velocity. It's the value that keeps them airborne.

...As for the Dodges, I assume you mean the Air Dodge? Project M uses a code for that... if you're using my hacks over vBrawl, they should already have Brawl's Air Dodge.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Jade_Rock on March 22, 2014, 10:04:35 PM
Yeah I pretty sure if you use them in vbrawl they will have normal dodges,I tried it before.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Akeno/Archer on March 23, 2014, 05:34:22 AM
I told Amarythe that I would make the Minus Counterparts of his PSAs... I can still make the vBrawl version though... But not right now, because I have a limited access with my PC.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on March 23, 2014, 08:58:53 AM
First beta test of Meta Knight went really, really well, aside from some minor unexpected bugs. However, these bugs are incredibly easy to fix. His new flying animations look BEAUTIFUL, and the new mechanic feels SO good on him. It really makes you wonder why Sakurai didn't go this route in the first place.

Yeah I pretty sure if you use them in vbrawl they will have normal dodges,I tried it before.
I know for a fact this is true, I did it when trying to merge P:M and Brawl together (in a silly attempt to make the complete roster playable. The backroom obviously beat me to it, haha!).

I told Amarythe that I would make the Minus Counterparts of his PSAs... I can still make the vBrawl version though... But not right now, because I have a limited access with my PC.
I wouldn't even recommend attempting this until a character hits 100%, anyway. Otherwise you'd have to keep redoing the process over and over for each update.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Akeno/Archer on March 23, 2014, 09:08:43 AM
First beta test of Meta Knight went really, really well, aside from some minor unexpected bugs. However, these bugs are incredibly easy to fix. His new flying animations look BEAUTIFUL, and the new mechanic feels SO good on him. It really makes you wonder why Sakurai didn't go this route in the first place.
I know for a fact this is true, I did it when trying to merge P:M and Brawl together (in a silly attempt to make the complete roster playable. The backroom obviously beat me to it, haha!).
I wouldn't even recommend attempting this until a character hits 100%, anyway. Otherwise you'd have to keep redoing the process over and over for each update.
Well, I can't do it now... Whenever you hit the 100%, I'm gonna do it. Though I can start with C. Falcon right now since he is 110% xD


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on March 23, 2014, 09:18:26 AM
Well, I can't do it now... Whenever you hit the 100%, I'm gonna do it. Though I can start with C. Falcon right now since he is 110% xD
Nonononono! Captain Falcon is 110% as of 2.5b, haha! Plus, he has very minor bugs I want to sort out, haha. Next time he's released he'll just be 100%, lol


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Akeno/Archer on March 23, 2014, 10:01:08 AM
Nonononono! Captain Falcon is 110% as of 2.5b, haha! Plus, he has very minor bugs I want to sort out, haha. Next time he's released he'll just be 100%, lol
XD
Owell, whenever you're done with one of them, I'm gonna make the new versions.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Jade_Rock on March 23, 2014, 06:25:40 PM
I would love minus versions hope these do finish.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on March 23, 2014, 06:41:11 PM
110%, ha! That's funny. Did you only give that amount to him because he's THE Captain Falcon?

Anyway 2.5b was quite a while ago. He definitely needs an update.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on March 24, 2014, 08:54:39 AM
I gave that number to him because... I released 100%, and he needed another update. So I was lyk, "how are people gonna know to he's changed???" Then I gave him 110%, hahaha.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Akeno/Archer on March 24, 2014, 10:54:09 AM
110%, ha! That's funny. Did you only give that amount to him because he's THE Captain Falcon?

Anyway 2.5b was quite a while ago. He definitely needs an update.
I gave that number to him because... I released 100%, and he needed another update. So I was lyk, "how are people gonna know to he's changed???" Then I gave him 110%, hahaha.
Lolz... Dat reason...
Anyway, I think that the Warlock guy should have more range on his electric punch thing (can't remember if it was the Side or Up Smash), this move is SO hard to land, that it's kinda frustrating when you're comboing your opponent... I'm gonna give you my full impressions on him when I have more time, I couldn't do as much as I wanted today.

By the way, try your True Roy PSA with the Smash 3 Roy, it fits so perfectly :srs:


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on March 24, 2014, 11:24:03 AM
Lolz... Dat reason...
Anyway, I think that the Warlock guy should have more range on his electric punch thing (can't remember if it was the Side or Up Smash), this move is SO hard to land, that it's kinda frustrating when you're comboing your opponent... I'm gonna give you my full impressions on him when I have more time, I couldn't do as much as I wanted today.
Prior to the update, it had worse range. The motif behind G'dorf's Up Smash is the same as DK's: primarily hitting aerial opponents. And, with the range buff, you actually can hit taller characters.

In the right circumstances, landing this move almost guarantees a K.O. Making it more viable, specifically on a hack that's already a tad OP, is a no-no.
And pssst... let me let you in on a little secret. That sour-spout on the FAir attack? The one that sends them upward? That's built specifically as a setup for the Up Smash. ;)

By the way, try your True Roy PSA with the Smash 3 Roy, it fits so perfectly :srs:
When Roy's update comes, I'll be taking the Smash 3 Roy and modifying it to my liking. Don't worry, it'll be a step up from my old SoS Roy. Smash 3 is being integrated into the pack for almost every character.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Akeno/Archer on March 24, 2014, 12:01:57 PM
Prior to the update, it had worse range. The motif behind G'dorf's Up Smash is the same as DK's: primarily hitting aerial opponents. And, with the range buff, you actually can hit taller characters.
Lol... Now I know why can't I land this move on guys like Link, his Toon self and others of that kind...

In the right circumstances, landing this move almost guarantees a K.O. Making it more viable, specifically on a hack that's already a tad OP, is a no-no.
Well, not really OP, but... He flies... That's mean >:c

And pssst... let me let you in on a little secret. That sour-spout on the FAir attack? The one that sends them upward? That's built specifically as a setup for the Up Smash. ;)
Lol... Now you made me wanna try him more... Lol...

When Roy's update comes, I'll be taking the Smash 3 Roy and modifying it to my liking. Don't worry, it'll be a step up from my old SoS Roy. Smash 3 is being integrated into the pack for almost every character.
I see... Just wanted to let you know because I tested some characters and I made that little mix... Lol.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on March 27, 2014, 06:20:35 PM
Meta Knight is slowly inching toward completion.

(http://i62.tinypic.com/2jfjfqc.jpg)

^ This picture shows 6 out of 7 planned textures for the project.
Please note that these are all beta, not to mention print/screen'd from Brawl Box. (Meaning, the color values are slightly inaccurate).

With the help of the Smash 3 Team, and my much improved texturing skills, the quality of these textures has at least doubled. At least. That's a pretty big understatement, honestly.

As for the PSA?
Here are some unmentioned perks worth noting:
- His sword slash GFX are changed from Blue to Yellow, with a slight Pink tint (as seen in his games)
- His Jab can now Loop Attack (Meaning, if you Hold the A Button the attack loops endlessly)
- His Down Smash hitboxes have been refined, in addition to the Fire GFX involved
- Various animation improvements (Side Smash, Up Smash, Up Tilt & Up Air specifically)
- He can Fly. Duh, I've already pointed this out many times.

There's more info that I can't recall now, so be patient. This PSA is definitely worth the wait,


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on March 27, 2014, 06:32:51 PM
"Ganondorf makes the opponent spin while he's not looking at them and they blow up"

I didn't play the hack (just looked over the animations), and I was severely disappointed when I didn't see any spinning around Ganondorf.

That and the walk animation. I know they're tough (my first run animation was absolutely terrible). But until you get it to look nice (I don't mean SDoom or Kagemaru "nice", I mean "Thank god, it looks passable), just use vBrawl's or swap it with someone elses (like Ike or something, just whatever you think fits).


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on March 28, 2014, 06:53:38 AM
I didn't play the hack (just looked over the animations), and I was severely disappointed when I didn't see any spinning around Ganondorf.
That's a great idea, I should utilize it for his Up Throw. It's the most boring through right now.

That and the walk animation. I know they're tough (my first run animation was absolutely terrible). But until you get it to look nice (I don't mean SDoom or Kagemaru "nice", I mean "Thank god, it looks passable), just use vBrawl's or swap it with someone elses (like Ike or something, just whatever you think fits).
That's a good idea. I'll play around and see if I can find a fitting walk.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on March 28, 2014, 08:11:10 AM
For now, I think Ike's Mid Walk would work nicely for him.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on March 28, 2014, 08:36:29 PM
Ike's Mid Walk is literally perfect. Beautiful suggestion D.
By the way, you got that Catch Wait animation still? I don't think you ever linked me to the file.

Speaking of Ganondorf... Here's what I've been up to.
(http://i62.tinypic.com/24pzy21.jpg)

I'm almost 100% positive this is the most accurate Ocarina of Time Ganondorf in existence. All of the others are clearly just Melee Ganondorfs. Then there's JoeTE's (?) "7 years older" Ganon with the red cape, but his doesn't have the detailed tunic textures like mine, among various other little things. I'll have my own older Ganondorf ready too.

Currently working on resizing his cape. I tried working with the one-slot size mod tutorial, but I can't get it working for his mantle bones. I'm going to dabble with transparency edits in the texture and see what I can whip up.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on March 30, 2014, 12:06:00 PM
Yeah I usually go to that one if I can't animate anything that looks good enough. Yeah I still have the chr0 file, I'll PM it to you.

Damn, he looks really good there Amarythe. Nice job.



Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 02, 2014, 12:08:01 PM
Terrible news everybody. Just awful, awful stuff.

My SD card randomly decided to format itself last night. Meaning, everything got corrupted, and eventually deleted.

Currently unreleased material that is now forever gone includes:
- Meta Knight's 3.0 Upate and all of his new costumes
- The update to the previously release Ganondorf PSA, and his new costumes
- 3 different new Smash 3 ready Captain Falcon textures
- The nearly completed Stage expansion

Among various other things I'm too frustrated to remember.
It's a really [censored]ty situation, basically.

But, the project isn't going to die. I'm going to steady myself and takes things slow... one character at a time. Starting from Mario, working my way down. At least focusing on other characters will be a bit of a breath of fresh air. <_<

This isn't same lame attempt at a late April Fool's joke. This really happened. >_>


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on April 02, 2014, 12:15:59 PM
Well... you dun goofed man.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Akeno/Archer on April 02, 2014, 12:38:59 PM
Terrible news everybody. Just awful, awful stuff.

My SD card randomly decided to format itself last night. Meaning, everything got corrupted, and eventually deleted.

Currently unreleased material that is now forever gone includes:
- Meta Knight's 3.0 Upate and all of his new costumes
- The update to the previously release Ganondorf PSA, and his new costumes
- 3 different new Smash 3 ready Captain Falcon textures
- The nearly completed Stage expansion

Among various other things I'm too frustrated to remember.
It's a really [censored]ty situation, basically.

But, the project isn't going to die. I'm going to steady myself and takes things slow... one character at a time. Starting from Mario, working my way down. At least focusing on other characters will be a bit of a breath of fresh air. <_<

This isn't same lame attempt at a late April Fool's joke. This really happened. >_>
And that's why I never save anything on my SD Card without a PC backup.
I know how you feel though...


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on April 03, 2014, 12:18:25 PM
Too true, too true. Hopefully you can get yourself back to where you were before you start to lose interest.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Akeno/Archer on April 03, 2014, 12:31:38 PM
Too true, too true. Hopefully you can get yourself back to where you were before you start to lose interest.
I hope he does...


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 03, 2014, 05:41:49 PM
I hope he does...

YOU HOPE I LOSE INTEREST??!?!!?!?!

Haha, I kid. I know what you meant. I'm also going to be much more keen on keeping backups. Every time I finish a texture or major PSA update, I'll be backing up my SD.

In any case, Like I said: starting fresh with Mario. I've made some good progress so far! Here's a small hint of what's to come:
(http://i61.tinypic.com/2gx2w44.png)

Now, I absolutely hate Brawl's model of Mario. It's so ugly... he has a massive, fat head, and it's just... bleh. It looks dumb. Now, recently somebody made a rim-lit Melee Mario; so I thought, "Hey, why not use that? Oh yeah... because Smash 3's textures look so much better."

So what did I do? I took Smash 3's textures and localized them to fit the Melee model! Pretty neat, huh? I like to call this Smash 2 Mario,  :P - When Mario gets updated, all the textures in the package will be over this model.

...I don't know why his overall buttons are white in Brawl Box. it looks fine in-game.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: andalsoandy on April 03, 2014, 06:06:02 PM
YOU HOPE I LOSE INTEREST??!?!!?!?!

Haha, I kid. I know what you meant. I'm also going to be much more keen on keeping backups. Every time I finish a texture or major PSA update, I'll be backing up my SD.

In any case, Like I said: starting fresh with Mario. I've made some good progress so far! Here's a small hint of what's to come:
([url]http://i61.tinypic.com/2gx2w44.png[/url])

Now, I absolutely hate Brawl's model of Mario. It's so ugly... he has a massive, fat head, and it's just... bleh. It looks dumb. Now, recently somebody made a rim-lit Melee Mario; so I thought, "Hey, why not use that? Oh yeah... because Smash 3's textures look so much better."

So what did I do? I took Smash 3's textures and localized them to fit the Melee model! Pretty neat, huh? I like to call this Smash 2 Mario,  :P - When Mario gets updated, all the textures in the package will be over this model.

...I don't know why his overall buttons are white in Brawl Box. it looks fine in-game.


That Mario is amazing!

With his textures and his model looking more like the SMB series Mario, Will you be re-doing his running/jumping animations to match, say Super Mario 3D World?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 03, 2014, 06:30:25 PM
That Mario is amazing!

With his textures and his model looking more like the SMB series Mario, Will you be re-doing his running/jumping animations to match, say Super Mario 3D World?
Thanks man! Although you should thank the Smash 3 team, KTH and Rage83. I mainly took there would and mashed it together. But hey, my Super Mario 3D World textures will be his default texture soon, so my work will be involved soon. ;)

Running and Jumping animations are planned, yes. Unfortunately, I don't have a Wii U or this game yet, so... aside from videos potentially, I have no frame of reference. It'll happen though.

For the run, I was mainly thinking of... well, you know how in Smash Mario lunges forward while he's running? I was gonna make his back more "straight up" while running. I assume his SM3DW run is kinda like that?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: andalsoandy on April 03, 2014, 08:22:17 PM
Thanks man! Although you should thank the Smash 3 team, KTH and Rage83. I mainly took there would and mashed it together. But hey, my Super Mario 3D World textures will be his default texture soon, so my work will be involved soon. ;)

Running and Jumping animations are planned, yes. Unfortunately, I don't have a Wii U or this game yet, so... aside from videos potentially, I have no frame of reference. It'll happen though.

For the run, I was mainly thinking of... well, you know how in Smash Mario lunges forward while he's running? I was gonna make his back more "straight up" while running. I assume his SM3DW run is kinda like that?

Yeah, exactly. He has a few different runs in the games though. SM3DW has him hold his arms inward and not really move them (at least when he's running fast) kind of like SMB2, while Galaxy and 64 has him move his arms beside him.
SM3DW/SMB2: (he doesn't really move his arms.)
http://www.mariowiki.com/File:Mario_Artwork_%28alt%29_-_Super_Mario_3D_World.png (http://www.mariowiki.com/File:Mario_Artwork_%28alt%29_-_Super_Mario_3D_World.png)
Galaxy and 64:
Super Mario 64 Fan Remake - VLog1 - Blender Game Engine (http://www.youtube.com/watch?v=mM9ADXfvnVo#ws)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 03, 2014, 08:55:55 PM
I'm juggling around some ideas involving giving him slot specific runs and jumps.

I've also made the decision to go with Luigi's Melee model. I'm considering doing the same for Sheik as well.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: andalsoandy on April 04, 2014, 12:41:44 PM
I'm juggling around some ideas involving giving him slot specific runs and jumps.

I've also made the decision to go with Luigi's Melee model. I'm considering doing the same for Sheik as well.
Maybe you should vertex Wario too just to look a little more Melee-esque.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 04, 2014, 02:42:25 PM
Maybe you should vertex Wario too just to look a little more Melee-esque.
That sounds like a lot more work than it's worth!

...In large part because I don't really think I could do that, ha. A rip of SSBM's trophy might do the trick, but again, model imports and ripping and the lack are outside of my repertoire.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: andalsoandy on April 04, 2014, 04:32:01 PM
That sounds like a lot more work than it's worth!

...In large part because I don't really think I could do that, ha. A rip of SSBM's trophy might do the trick, but again, model imports and ripping and the lack are outside of my repertoire.
Makes sense.

Though textures never really seem to do the trick with Wario. idk, he just needs a few touchups here and there on his model.

ANYWAY, BACK TO MARIO...

Can you re-post his planned moveset?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 04, 2014, 05:06:56 PM
This is a quick rundown of the non-Hammer moveset:

Miscellenious   
Change Wait Animation
Change Run Animation
Add Triple Jump
Add Skid-Jump
Add Crouch Jump
Add Running Jump
Add Crawl
Change SwimF Animation

Jab - NONE
Side Tilt - NONE
Dash Attack - Lunge Tackle (SM64)
Side Smash - Fire Hand (M&L:SS)
Up Tilt - NONE
Up Smash - NONE
Down Tilt - Slide Kick (SM64, Run+Z+B)
Down Smash - NONE
NAir - Spin Jump (SMW)
FAir - Lunge Dive (SM64, Run+Jump+B)
BAir - NONE
UAir - Jump Kick (SM64)
DAir - Ground Pound
Special - NONE (Faster, weaker, more range, limit to 2 fireballs)
Side Special - Koopa Shell Kick
Up Special - Cape
Down Special - Galaxy Jump
Grab   - Lunge Grab
Pummel - NONE
Forward Throw - Heavy Toss
Back Throw - NONE
Up Throw - NONE
Down Throw - NONE
Side Taunt - Peace Sign
Up Taunt - Old Side Taunt
Down Taunt - Hammer Toggle


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: andalsoandy on April 04, 2014, 08:40:43 PM
This is a quick rundown of the non-Hammer moveset:

Miscellenious   
Change Wait Animation
Change Run Animation
Add Triple Jump
Add Skid-Jump
Add Crouch Jump
Add Running Jump
Add Crawl
Change SwimF Animation

Jab - NONE
Side Tilt - NONE
Dash Attack - Lunge Tackle (SM64)
Side Smash - Fire Hand (M&L:SS)
Up Tilt - NONE
Up Smash - NONE
Down Tilt - Slide Kick (SM64, Run+Z+B)
Down Smash - NONE
NAir - Spin Jump (SMW)
FAir - Lunge Dive (SM64, Run+Jump+B)
BAir - NONE
UAir - Jump Kick (SM64)
DAir - Ground Pound
Special - NONE (Faster, weaker, more range, limit to 2 fireballs)
Side Special - Koopa Shell Kick
Up Special - Cape
Down Special - Galaxy Jump
Grab   - Lunge Grab
Pummel - NONE
Forward Throw - Heavy Toss
Back Throw - NONE
Up Throw - NONE
Down Throw - NONE
Side Taunt - Peace Sign
Up Taunt - Old Side Taunt
Down Taunt - Hammer Toggle

I like it so far. I think a few changes are due because some moves don't seem like they'd be mapped to the proper button combinations (i.e. D-Tilt.)

D-Tilt should be his old D-Smash.
N-Air should be his SM64 Jump Kick.
U-Air should be an upward punch, as if he were hitting a brick above his head.
B-Air should be his old F-Air.
D-Smash and U-Smash could be more unique looking Fire Hand attacks.
U-Throw should be animated to look like he's kicking you up similar to when he throws a shell or something upward in SMB3/SMW.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 05, 2014, 07:36:14 AM
I like it so far. I think a few changes are due because some moves don't seem like they'd be mapped to the proper button combinations (i.e. D-Tilt.)
The button combinations listed in the parenthesis are not for Smash, they were to help clarify what moves from what games I was talking about.

On the other hand, if your suggesting that the D-tilt I listed wouldn't feel real right as a D-Tilt, I'd have to disagree. Sliding kicks for crouching attacks are a popular staple in many fighting games, and it worked pretty well for my Meta Knight.

D-Tilt should be his old D-Smash.
No. Because then, not only do I have to get rid of the new D-tilt, but then I have nothing canon for his D-Smash. (I'll address your D-Smash suggestion when I come to it)

N-Air should be his SM64 Jump Kick.
The Jump Kick was the very first thing I tried out when I started hacking. I mapped it first to the FAir, then the NAir, and now the UAir. There are very specific reasons for this.
I can't make it the NAir because I need that for the SMW jump, which is definitely going into the game. The SMW jump can't be mapped to the DAir because of the Ground Pound.
Then, I can't use it for the FAir because then I'd have to get rid of the planned air-lunge-jump attack thing from SM64.
And if I don't use it for the UAir, then his attack is a Captain Falcon/Kirby/Ganondorf/ZSS clone (I'll address your UAir idea). The move makes a lot of sense as a UAir. His foot aims upward, the move makes him hover, it's a pretty reasonable UAir.

Using this mapping, I've been able to apply the maximum amount of new canon aerial attacks to his moveset, and that's a big priority.

U-Air should be an upward punch, as if he were hitting a brick above his head.
I see where you're coming from, but technically this isn't a real move. Mario breaks blocks by simply jumping. I entertained the idea back when I didn't have a UAir planned, but it would be awkward to animate (since it looks so much like his jump) and I have a much better UAir planned anyway.

B-Air should be his old F-Air.
In the first beta of Mario, this was actually the case.
I felt it was too slow and felt strange. However, making it faster and slightly weaker is definitely an option. I think I'll give this a go.

D-Smash and U-Smash could be more unique looking Fire Hand attacks.
The D-Smash is already canon, so it's not negotiable.
As for the U-Smash, it's an interesting concept... but, there's nothing canon prompting me to make the change. The headbutt is pretty unique on its own. Unless you can find me a canon instance of a U-Smash-esque fire-hand attack (or any other attack for that matter) I can't do it. The project doesn't really overstep its boundaries when it doesn't have to.

U-Throw should be animated to look like he's kicking you up similar to when he throws a shell or something upward in SMB3/SMW.
This is a really good idea. His throws are a little empty, so I'm loving this one, haha.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: andalsoandy on April 05, 2014, 06:23:45 PM
The button combinations listed in the parenthesis are not for Smash, they were to help clarify what moves from what games I was talking about.

On the other hand, if your suggesting that the D-tilt I listed wouldn't feel real right as a D-Tilt, I'd have to disagree. Sliding kicks for crouching attacks are a popular staple in many fighting games, and it worked pretty well for my Meta Knight.
No. Because then, not only do I have to get rid of the new D-tilt, but then I have nothing canon for his D-Smash. (I'll address your D-Smash suggestion when I come to it)
The Jump Kick was the very first thing I tried out when I started hacking. I mapped it first to the FAir, then the NAir, and now the UAir. There are very specific reasons for this.
I can't make it the NAir because I need that for the SMW jump, which is definitely going into the game. The SMW jump can't be mapped to the DAir because of the Ground Pound.
Then, I can't use it for the FAir because then I'd have to get rid of the planned air-lunge-jump attack thing from SM64.
And if I don't use it for the UAir, then his attack is a Captain Falcon/Kirby/Ganondorf/ZSS clone (I'll address your UAir idea). The move makes a lot of sense as a UAir. His foot aims upward, the move makes him hover, it's a pretty reasonable UAir.

Using this mapping, I've been able to apply the maximum amount of new canon aerial attacks to his moveset, and that's a big priority.
I see where you're coming from, but technically this isn't a real move. Mario breaks blocks by simply jumping. I entertained the idea back when I didn't have a UAir planned, but it would be awkward to animate (since it looks so much like his jump) and I have a much better UAir planned anyway.
In the first beta of Mario, this was actually the case.
I felt it was too slow and felt strange. However, making it faster and slightly weaker is definitely an option. I think I'll give this a go.
The D-Smash is already canon, so it's not negotiable.
As for the U-Smash, it's an interesting concept... but, there's nothing canon prompting me to make the change. The headbutt is pretty unique on its own. Unless you can find me a canon instance of a U-Smash-esque fire-hand attack (or any other attack for that matter) I can't do it. The project doesn't really overstep its boundaries when it doesn't have to.
This is a really good idea. His throws are a little empty, so I'm loving this one, haha.

Most of the D-Smash changes came from the fact that his D-Smash didn't need to be a charged attack, and that a lot of other moves could potentially take it's place. D-tilt just doesn't feel like it should be a sliding attack. Idk. I guess Mega Man slides, so whatever.

The Jump kick situation sounds like it makes sense. I mean if you tested it and all it it doesn't feel right, by all means change it. (Also if I had noticed you made the Spin Jump from SMW an attack, I wouldn't have said anything, lol I skimmed that. Can you make it so you bounce off opponents when using it?)

See if you can incorporate this into being an attack: http://www.mariowiki.com/Somersault (http://www.mariowiki.com/Somersault)
It could be B-air, U-smash, U-tilt, D-smash... idk.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Rosetta-Hime on April 05, 2014, 06:30:59 PM
Aha! A fault in your reference! It says only Mario, Luigi, Yoshi, and Wario can o this move, but Rosalina, Princess Peach, and Toad can do it as well! Therefore, it is irrelevent! Haha, I'm just kidding. I would love to see this implemented somehow, though.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: andalsoandy on April 05, 2014, 06:35:10 PM
Aha! A fault in your reference! It says only Mario, Luigi, Yoshi, and Wario can o this move, but Rosalina, Princess Peach, and Toad can do it as well! Therefore, it is irrelevent! Haha, I'm just kidding. I would love to see this implemented somehow, though.
Lulz

It's a wiki, ya know. Go ahead and edit it.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 05, 2014, 07:04:42 PM
Most of the D-Smash changes came from the fact that his D-Smash didn't need to be a charged attack, and that a lot of other moves could potentially take it's place. D-tilt just doesn't feel like it should be a sliding attack. Idk. I guess Mega Man slides, so whatever.

I can't conceive of a canon move that could possibly take it's place.
The main appeal behind the move is the fact that it functions perfectly as a D-Smash.

The Jump kick situation sounds like it makes sense. I mean if you tested it and all it it doesn't feel right, by all means change it.

Already 90% done, tested, and it feels great!
Still having trouble making the slight hover effect feel juuuuust right tho.

(Also if I had noticed you made the Spin Jump from SMW an attack, I wouldn't have said anything, lol I skimmed that. Can you make it so you bounce off opponents when using it?)

;)

THIS is easily the moveset's primary feature. I haven't QUITE gotten the coding right yet, but I'm making some major breakthroughs. But even so, I'm running into really, really complicated problems with implementing this feature. I'm 100% determined to do it!

I got a bounce working properly earlier today, but then after toying with the coding it stopped working. Even reverting the code back to what it was wouldn't help >_>

See if you can incorporate this into being an attack: [url]http://www.mariowiki.com/Somersault[/url] ([url]http://www.mariowiki.com/Somersault[/url])
It could be B-air, U-smash, U-tilt, D-smash... idk.

That's... way too extreme!
I'm already implementing it as a jump though, after skidding.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Rosetta-Hime on April 05, 2014, 08:37:47 PM
I'm already implementing it as a jump though, after skidding.
That sound amazing :srs:


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: andalsoandy on April 06, 2014, 01:06:28 AM
I can't conceive of a canon move that could possibly take it's place.
The main appeal behind the move is the fact that it functions perfectly as a D-Smash.
Already 90% done, tested, and it feels great!
Still having trouble making the slight hover effect feel juuuuust right tho.
;)

THIS is easily the moveset's primary feature. I haven't QUITE gotten the coding right yet, but I'm making some major breakthroughs. But even so, I'm running into really, really complicated problems with implementing this feature. I'm 100% determined to do it!

I got a bounce working properly earlier today, but then after toying with the coding it stopped working. Even reverting the code back to what it was wouldn't help >_>
That's... way too extreme!
I'm already implementing it as a jump though, after skidding.

I've been thinking... Maybe his crouch flip could be his U-smash (or U-tilt,) and he could hop a shorter height and kick backwards while flipping? I'll see if I can animate it and send it to you.

His B-Air could also be Lucas's B-air from vBrawl and P:M since it looks so much like his pivot dash flip or whatever (when he backflips after running and turning around.)

Just a thought.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 06, 2014, 06:17:12 AM
I wouldn't bother with that animation.

His jumps just aren't attacks... it really wouldn't look or feel right at all.

Post Merge: April 06, 2014, 09:41:45 PM
Mario's UAir (Jump Kick) is at 100% now. Using an RA-Bit, I got the hover feature to work flawlessly. What's awesome about this move is that it doubles as a short recovery option! It's awesome for both ledge-hogging and edge-guarding. ;)

The DAir (Ground Pound) is looking good so far. There's a bug with it though: normally, when you use it, you float in the air for a few frames before falling. But, if your fast falling, for some reason the floaty effect doesn't register. Other than that, it's largely functional and it's a great, though predictable kill option.

I've got a really good build of his Dash Attack (SM64 Dive Tackle) working right now. You can even press A while sliding to cancel the move, just like in his games! However, I want to make it so that this move can slide right off of the ledge. ;) It'll make the attack feel more natural, not to mention more true to his series.

And finally... the NAir (Spin Jump)! After racking my brain for solutions, I finally had to enlist KJP's help; and he polished the move up really well! You bounce after the hitbox connects... and not only that, but you can cancel the move into itself, and keep bouncing, and bouncing, and bouncing! It's awesome! And not only that, but just like in Super Mario World, there are two different kinds of bounces. If you're not holding the A button, you do a small bounce . But hold the A button, and you go up about twice as high! Pretty thorough, huh? ;)

Mario has a maaaaassive change list, so I want this moveset to involve a great deal of changes. I'll be releasing this once I've finished every texture, every standard attack, all grab related features and one or two taunts. In terms of the PSA, that's about...4 out of 12 changes left!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on April 06, 2014, 11:36:34 PM
Cool sounds like he'll be fun to play as,  instead of the standard brawler of the Smash Bros. series. I really like what you're doing with him. Keep it up buddy.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Akeno/Archer on April 07, 2014, 06:48:53 AM
I wouldn't bother with that animation.

His jumps just aren't attacks... it really wouldn't look or feel right at all.

Post Merge: April 06, 2014, 09:41:45 PM
Mario's UAir (Jump Kick) is at 100% now. Using an RA-Bit, I got the hover feature to work flawlessly. What's awesome about this move is that it doubles as a short recovery option! It's awesome for both ledge-hogging and edge-guarding. ;)

The DAir (Ground Pound) is looking good so far. There's a bug with it though: normally, when you use it, you float in the air for a few frames before falling. But, if your fast falling, for some reason the floaty effect doesn't register. Other than that, it's largely functional and it's a great, though predictable kill option.

I've got a really good build of his Dash Attack (SM64 Dive Tackle) working right now. You can even press A while sliding to cancel the move, just like in his games! However, I want to make it so that this move can slide right off of the ledge. ;) It'll make the attack feel more natural, not to mention more true to his series.

And finally... the NAir (Spin Jump)! After racking my brain for solutions, I finally had to enlist KJP's help; and he polished the move up really well! You bounce after the hitbox connects... and not only that, but you can cancel the move into itself, and keep bouncing, and bouncing, and bouncing! It's awesome! And not only that, but just like in Super Mario World, there are two different kinds of bounces. If you're not holding the A button, you do a small bounce . But hold the A button, and you go up about twice as high! Pretty thorough, huh? ;)

Mario has a maaaaassive change list, so I want this moveset to involve a great deal of changes. I'll be releasing this once I've finished every texture, every standard attack, all grab related features and one or two taunts. In terms of the PSA, that's about...4 out of 12 changes left!
He should be called Jumpman instead of Mario in your PSA... Lol...


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 07, 2014, 06:57:03 AM
There'll be a Jumpman texture in the package at least, haha.

Oh, one thing I forgot to mention... his NAir can even bounce off of projectiles! It's pretty hilarious.

I'm also looking to make it so that whenever you use the Fire Ball special, the model/textures change to their Fire Mario equivalent! ...However, I've never tackled anything like this before, so if anybody has some advice about it, that would help. The SMBZ mario should be a good reference. I can't find any tutorials yet though...


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on April 07, 2014, 07:15:47 AM
There'll be a Jumpman texture in the package at least, haha.

Oh, one thing I forgot to mention... his NAir can even bounce off of projectiles! It's pretty hilarious.

I'm also looking to make it so that whenever you use the Fire Ball special, the model/textures change to their Fire Mario equivalent! ...However, I've never tackled anything like this before, so if anybody has some advice about it, that would help. The SMBZ mario should be a good reference. I can't find any tutorials yet though...

You'd have to use model changers for that.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Carnage on April 07, 2014, 07:53:53 AM
You'd have to use model changers for that.
this you would have to make each mario model have both colors inside the pcs with doubled polygons with visibility bones, you can easily just take the models from smbz and use them and adapt the model changers


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 07, 2014, 08:03:13 AM
You'd have to use model changers for that.
I understand that, it's mainly setting up the slot files that I'm a little foggy about.

this you would have to make each mario model have both colors inside the pcs with doubled polygons with visibility bones, you can easily just take the models from smbz and use them and adapt the model changers
I can't simply take the models from SMBZ Mario, because my project is now utilizing Melee Mario's model. However, I can easily put his hack and mine side by side and simply adapt what he changed to my files, no?

I also found Black Jack's tutorial on it. It's... not the most articulate piece of work, but it'll still be a great help.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Carnage on April 07, 2014, 08:06:51 AM
I understand that, it's mainly setting up the slot files that I'm a little foggy about.
I can't simply take the models from SMBZ Mario, because my project is now utilizing Melee Mario's model. However, I can easily put his hack and mine side by side and simply adapt what he changed to my files, no?

I also found Black Jack's tutorial on it. It's... not the most articulate piece of work, but it'll still be a great help.
well techicaly what mariodk did was duplicate the polygons that will change colors and  the materials of those polygons and made them load diferent textures and be visible at diferent times, it can all be done with bb but thakes abit of time.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 07, 2014, 08:13:27 AM
well techicaly what mariodk did was duplicate the polygons that will change colors and  the materials of those polygons and made them load diferent textures and be visible at diferent times, it can all be done with bb but thakes abit of time.
Can I safely assume that a polygon is basically an object? Objects in the previewer are often named polygons.

I don't see why he'd need to change the materials. Wouldn't each new object utilize it's own respective material? I.E., the same material the former object used?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Carnage on April 07, 2014, 08:28:35 AM
Can I safely assume that a polygon is basically an object? Objects in the previewer are often named polygons.

I don't see why he'd need to change the materials. Wouldn't each new object utilize it's own respective material? I.E., the same material the former object used?
the material is the same but it has to change the texture name to call another texture like i said duplicated the material and changed the texture reference


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 07, 2014, 08:44:30 AM
the material is the same but it has to change the texture name to call another texture like i said duplicated the material and changed the texture reference
Oh, doi. That should've been obvious, haha. Thanks!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Caporai on April 10, 2014, 06:18:53 PM
Terrible news everybody. Just awful, awful stuff.

My SD card randomly decided to format itself last night. Meaning, everything got corrupted, and eventually deleted.

Currently unreleased material that is now forever gone includes:
- Meta Knight's 3.0 Upate and all of his new costumes
- The update to the previously release Ganondorf PSA, and his new costumes
- 3 different new Smash 3 ready Captain Falcon textures
- The nearly completed Stage expansion

Among various other things I'm too frustrated to remember.
It's a really [censored]ty situation, basically.

But, the project isn't going to die. I'm going to steady myself and takes things slow... one character at a time. Starting from Mario, working my way down. At least focusing on other characters will be a bit of a breath of fresh air. <_<

This isn't same lame attempt at a late April Fool's joke. This really happened. >_>


Caporai here (and also my first post in KC.MM forum.)

I feel really bad for your great (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446) there Amarythe. But I hope things are going well after the incident.

Btw how far did you get from 41.67% Ganondorf since the (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)? and was it only for Fist Ganon? (I'm currently checking on BronzeGreekGod Sword Ganon for improvment there if you guys wanna combine both of them as one.)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 10, 2014, 08:07:06 PM
So... Project M now has BrawlEX support.

...Suffice it to say the change list for this project has expanded infinitely.

I feel really bad for your great ([url]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/url]) there Amarythe. But I hope things are going well after the incident.

Btw how far did you get from 41.67% Ganondorf since the ([url]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/url])? and was it only for Fist Ganon? (I'm currently checking on BronzeGreekGod Sword Ganon for improvment there if you guys wanna combine both of them as one.)

Haha, thanks man. It was a fairly frustrating (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446), but nothing earth shattering.

Ganondorf received a bunch of slight tweaks and fixes before everything crashed, plus a new Up Throw. That, and I was starting to tweak some animations for his swordplay. Yeah, it was only fist Ganon at that point really.

Me and Bronze won't be combining our work as one, since we've both got some slightly different ideas for approaching the character. However, we bounce ideas off of each other here and there. Sword Ganon will come some day.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on April 10, 2014, 08:51:26 PM
Just wanted to inform you:

None of your cape attacks will look "correct" in the middle of a fight.

That's because...

 environment effecting things like cape > animation effecting cape


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Carnage on April 11, 2014, 02:43:52 AM
Just wanted to inform you:

None of your cape attacks will look "correct" in the middle of a fight.

That's because...

 environment effecting things like cape > animation effecting cape
the cape doesnt follow the wind its an article


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on April 11, 2014, 06:07:32 AM
the cape doesnt follow the wind its an article

For Ganon?

Its not an article.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Carnage on April 11, 2014, 06:16:24 AM
For Ganon?

Its not an article.
i tough we were talking about mario lol yes ganon cape its not an article it follows the wind


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on April 11, 2014, 06:33:29 AM
Come on Carnage, I'm not THAT stupid :V


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 11, 2014, 09:10:51 AM
I already know the cape attacks don't look 100% proper during a fight. However, at the very least they look passable. I wish there were a command for disabling that effect >_>


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on April 11, 2014, 12:47:43 PM
There is a way.

It just makes it so that there is ZERO environmental influence on it (so you have to animate it for every attack)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 11, 2014, 02:06:36 PM
A good chunk of his animations already show the cape moving naturally. Not all of them though. Animating all of that would be... a major pain in the ass. >_> All those animations, plus the fact that capes are really tough to naturally animate.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on April 12, 2014, 04:29:49 PM
That is very true.The characters with capes aren't easy to animate for. Especially if you're trying to make it look natural. I would know.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Rosetta-Hime on April 12, 2014, 04:33:29 PM
Dresses as well. And hair.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Alejandro MiddleCorn on April 15, 2014, 11:03:26 PM
Are these PSA's for vBrawl, Project M or what?

I'm confused now.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on April 16, 2014, 04:06:11 AM
Project M only. He says it in the OP you know.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Akeno/Archer on April 16, 2014, 06:52:44 AM
And in all of his releases as well... But when he has one 100% done, I'll make versions for vBrawl and Brawl - MAX.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Alejandro MiddleCorn on April 16, 2014, 02:58:34 PM
Project M only. He says it in the OP you know.

He doesn't say that.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on April 16, 2014, 03:07:11 PM
It used to be in the OP, it was taken out after he remade it.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 17, 2014, 06:30:31 PM
Every PSA hack I make is P:M exclusive, no exceptions. Sorry, I don't have the time to accommodate for what I consider infinitely inferior builds of Smash.

Like Tidus said, when I revamped the OP, I revamped everything. Which means I forgot to add some info here and there >_> But like Tidus said, the info is in my hack's descriptions. Read the info brother!

As for the lack of progress lately? I just got a new job. A really [censored]ty, demanding new job. Meaning, I wake up at 4:30 in the morning and come home at like 5:30 at night; and as a result, I'm in bed by 8:00, usually.

So... I won't be doing any progress during weekdays, at least for now.

Plus? I've been putting a lot of focus on my book. Meaning, even my time on the weekends is somewhat compromised. I'll try to work on this as much as I can, but needless to say I'm really stressed out/swamped right now so I can't make any promises.

In the meantime, thanks for following the project. I'm working as hard as I can right now.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nezha the Scout on April 17, 2014, 09:09:07 PM
That, plus the fact that I entered a huge hiatus due to not having a laptop anymore and all of the project's characters are still in there isn't helping out either.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Blitzus on April 22, 2014, 09:13:25 PM
Hey, Everyone, I was just wondering why the download for true Bowser was bad.
When I get to Mediafire it won't let me download it.
Anyone else get this problem? I really like playing Bowser, and I want his Punch from Bowser's inside Story.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Archer(AkenoS3) on April 22, 2014, 10:00:58 PM
Hmm... or Amarythe removed it because he wanted to work on it, or your pc is the one to blame.
Edit: Tested... I can download it without any issues via my phone...


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 24, 2014, 05:01:33 PM
I didn't remove Bowser because I wanted to update him, however I did neglect to repost the link on account of that fact.

MediaFire trashed the file on their own, for reasons unknown. Well, actually, I do know the reason: MediaFire is just a [censored]ty file system, that's why it got trashed.

But Blitzus, if you're looking to get your hands on the PSA, the download IS available! What you need to do is look for "True Bowser 12%" on YouTube. Find the video of my PSA and the video's uploader has a live link to the file there in the comment section.

Sorry for the inconvenience, I'm swamped right now so organizing all of my work is a really hard task.

IN OTHER NEWS,

I haven't touched my hacks for some time now, but I'm gonna make time for Mario this weekend. Since I last relayed my progress, I've got a working beta of the Fire Hand from Superstar Saga functioning pretty well! However, I'm polishing it up right now, and adding in a fancy little easter-egg... remember how the move fails if you charge it for too long? Hehehe. Let's just say you'll wanna think twice before fully charging his new F-Smash.

In other news, I don't recall if I said this yet, but I'm making it so that every time Mario uses the Fireball, he switches to Fire Mario... and the feature is even slot specific! Here and there I've made some minor breakthroughs, but it's been a tough process. Long story short, I think I know what I've gotta do to get it working.

That's all for now. I can't put a reliable time frame on this next release, but I can assure you it will be worth the wait.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Blitzus on April 24, 2014, 05:18:25 PM
Big problem, amigo. When downloading it from the youtube, it sent me to the brawl vault
The brawl vault sent me to the bad Mediafire.
I'm sure you see the problem
Do you have a direct download somewhere?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Infernape on April 24, 2014, 06:05:25 PM
Hey! Good stuff you have here, If you need any help on some sort of Recolors just tell me I can help you :)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 25, 2014, 04:52:44 PM
Big problem, amigo. When downloading it from the youtube, it sent me to the brawl vault
The brawl vault sent me to the bad Mediafire.
That's because you clicked the link in the video's description, not the comment section, like I said. Here ya go brother:
https://www.dropbox.com/s/rt7qujtjz6mt9sm/True%20Bowser%20%5B12.5%25%5D.rar (https://www.dropbox.com/s/rt7qujtjz6mt9sm/True%20Bowser%20%5B12.5%25%5D.rar)

Hey! Good stuff you have here, If you need any help on some sort of Recolors just tell me I can help you :)
While I'm very grateful for the offer, I'm incredibly touchy about recolors for this project. I want to enlist outside help for as many aspects as I can... except when it comes to textures.

I can't help but notice that much of your work involves "traditional" recolors. Meaning, each slot gets it's own respective color; the overwhelming standard for recolor projects.

However, this project is taking an extremely alternative approach, in which each slot is filled with no consideration at all for diversity in colors (the "red" slot, the "blue" slot, etc), but rather, canon appearances of the character from each of their separate games. Provided I commissioned you for something, that would be the priority.

...As for the main problem, I simply don't trust anyone but myself to handle this aspect of the project. In many (or even all) cases, the costumes I'm making involve very fine attention to very minor details, and the I'm trying my hardest to make the colors as excruciatingly accurate as possible as well.

I want to make it absolutely clear that I'm not saying that I'm one of the top texture-producers (far from it), or that I'm rejecting your help because your submissions are low quality (your work is pretty good). What I'm saying is that the textures in the project must follow a strictly uniform set of rules/specifications, and that in order to maintain that unified focus, I can't afford to risk giving a team of hackers jurisdiction over this, that, or the other thing.

Thanks a ton for the offer though! If you have any suggestion for the project, be sure to drop them my way.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Blitzus on April 26, 2014, 09:34:23 PM
Allrighty, I got the bowser in, and man It works great. No complaints.

I've also gotten Link, and... I'm less impressed with him.
Just a little constructive criticism.. I like the visuals and everything, but These are probably just a few errors.
I get that you're working on making his Over smash off the ground, but I'm not gonna talk about that. it's not the problem about it, anyway. The  problem is that the hitbox is all awkward. It's not dependable for hitting someone adjacent to you. Just something I noticed.
Also spotted a graphical bug: when using the sprint animation and turning around, Link pulls out his sword. Nothing too big, but I felt a little obligated to report it.

Again, this is solid work, and I know you're busy, but they're just things i caught while playing.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 27, 2014, 03:15:24 AM
Link is extremely outdated, some of my very earliest work.

After I pump out Mario and DK, I'll be updating him completely. I've got some new tricks up my sleeve, so this will be sure to impress. ;)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on April 27, 2014, 07:14:42 AM
when using the sprint animation and turning around, Link pulls out his sword. Nothing too big, but I felt a little obligated to report it

Amarythe, you can use my sprint animations from my SS Link hack. I don't know if I changed the turn animation, but I did do the wait to run one.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 27, 2014, 08:23:47 AM
Amarythe, you can use my sprint animations from my SS Link hack. I don't know if I changed the turn animation, but I did do the wait to run one.
I'll check out your stuff soon, see if I can utilize some of your material. I'm thinking of tackling this on my own though, now that I'm a competent PSAer. It shouldn't be too tough.

The SS Run will also end up being slot specific, so I won't be adding it until I have a good chunk of the textures done for Link.

I just started playing around with Link today, and I'm really liking what I'm seeing so far. I've refined his Jab and it looks much better.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Blitzus on April 28, 2014, 03:21:33 PM
Just an idea, but Bowser is one of my favorite video game characters of all time, I downloaded a voice mod for him yesterday.
I had an idea for a replacement for his Down special, the Ground pound. In Bowser's inside Story, Bowser had a Ground pound that let him jump, retreat his limbs into his shell, and slam to the ground. Just an idea, and I know you have a lot on your plate, and a life of your own, but I just think that the stuff you do here is very true to the games.

Just reporting a suggestion and wish you a nice day!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on April 29, 2014, 08:54:19 AM
Just thought I'd post this here for you. It's a new Low Taunt for Ike that goes into his new Wait1 that I made for ya.

I know you're not really working on him right now, but I was wondering if you wanted this to go with him. I just finished it.
(http://i.imgur.com/pSyfgUd.gif)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Carnage on April 29, 2014, 09:30:29 AM
why did you animate the cape? it wont obey you ingame since its comanded by wind and ignores the animation


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on April 29, 2014, 09:46:24 AM
When I made the first version of it, the animation actually came out just like it did in BrawlBox. So I was thinkin it might do it again. This is an updated version of one of my new taunts for him. I still need to test it though. During his Low Taunt animation I think his capes physics don't actually apply for some reason. Since it looks like what it does in game and in BB. Just guessing to be honest.

EDIT: Alright, I tested the animation in game, and the cape moves perfectly just how I animated it. So I think my above assumption is true, at least with Ike's taunts.

So Amarythe if you want it I can send it to you later.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on April 29, 2014, 12:20:56 PM
Did you test it out on places that have really weird wind effects and such?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on April 29, 2014, 12:44:29 PM
 Yup it works fine for me.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on April 29, 2014, 03:34:03 PM
Unfortunately Naoto, that taunt is being scrapped entirely for the project. All of his taunts are being replaced.

Up Taunt - Thrusting his sword into the air (like in his official artwork)
Side Taunt - His "battle entrance" animation from Radiant Dawn
Down Taunt - His "battle victory" animation from Radiant Dawn

The end of that animation you made looks quite similar to what I'm trying to do with the Side Taunt. If you'd like to take a crack at any of those three ideas I listed, I'd be super grateful!

I had an idea for a replacement for his Down special, the Ground pound. In Bowser's inside Story, Bowser had a Ground pound that let him jump, retreat his limbs into his shell, and slam to the ground. Just an idea, and I know you have a lot on your plate, and a life of your own, but I just think that the stuff you do here is very true to the games.

Just reporting a suggestion and wish you a nice day!
Thanks for the suggestion! New ideas are always encouraged.

I happen to be replacing his Down Special... however, I don't quite remember if I had anything planned for his Down Air attack. This could work for that.

I haven't played Inside Story yet, so all I have to go on for that game is sprites. I didn't remember seeing that move on his sprite sheet...

I just think that the stuff you do here is very true to the games.
That's the idea. ;)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on April 29, 2014, 03:46:34 PM
Oh no worries. I kinda did it for myself anyway, I just thought I'd share it. I can take a crack at some of those though.

EDIT: Okay I've seen what Ike's Battle Entry looks like, and I know what art you're referencing for the Up Taunt, but I haven't been able to find Ike's Battle Victory animation. Every time I see it, the people playing skip it. Do you have a link to something that shows the full animation for me?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 03, 2014, 11:51:52 AM
Do you have a link to something that shows the full animation for me?

FINALLY I found a video with the animation, lol.
FE: Radiant Dawn Part 320 (Black Knight Battle pt8) (http://www.youtube.com/watch?v=u9tdx-T9dPU#)

Thank goodness he leveled up in that battle; if he hadn't, the video's uploader could have skipped through the animation. It's a pretty simple little animation, should be tough at all.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on May 04, 2014, 12:08:36 PM
Okay that one is easy. I can do that and the entry no problem, also the artwork one as well. It'll take me a bit but hopefully by next week I'll have something for you.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 05, 2014, 01:58:20 AM
Nice, sounds good. I've been eager to get back to Ike since my skills improved.

I put Mario on hold for a bit because I got tempted to work on Link and I really got sucked into it. I pump out a bunch of content in a really short amount of time... he plays WAY better than before, everything is all around smoother.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on May 05, 2014, 09:34:46 AM
Sweet!

A query for you Amarythe...
I wanna ask what you think of my recolors of the Black Knight I just posted in the Vault. You know since you were maybe thinking of doing some of your own at one time or another. I hope they do the characters proud. I did the best I could.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 05, 2014, 10:11:52 AM
OFF TAWPIK IMMA KILL U

Nah just kidding. Lemme take a look-see... Generally (lol pun) they look pretty good.

But there are two things which jump out at me right away. There's a lack of variation in both the cloth hanging from his waist and the gold lining of his armor.

When I was playing around with the idea of making my own recolors for him, here are all the designs I gathered as preparation:
(http://i60.tinypic.com/mwtahi.png)

You'll note that almost none of the characters exhibit cloth with the same color as the armor, and if it is the same color, it's a darker so as to distinguish it from the armor. This is what makes your Ashnard texture the most visually appealing of all the slots; The cloth doesn't match the armor. I know it's out of your hands for characters like Zephiel, but not for all the others. As a general (lol pun) rule, I would suggest making the color of the cape the color of the cloth as well, provided it doesn't conflict with the character's original design.

Also, look at the gold trim in all these sprites. It's largely the same, but some are different. The first one is an ugly yellow-green color; the second, a very pale trim. The rest are more standard. Here and there you ought to consider differentiating the gold trims from one another. I know it's a pain since it's such a fine detail, but it would be a nice choice.

The main problem with a lot of recolor packs is that they tend to make each slot one color. Everything in the "red" slot is completely red, "blue" is completely blue, etc. Your pack isn't exactly guilty of that, but it comes a bit close. The name of the game when it comes to recolors is variation; making the main part of the character a specific color, and then designing the rest of their features in conjunction with that.

Keep up the good work though. That Ashnard is really nifty. ;)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on May 05, 2014, 10:37:04 AM
Thanks for the feedback man. Definitely helps. I was basically going off of their individual character portraits when making those.

I do agree with you that some of them need some variation to them, I'll try and touch them up later. I know I can do better with Zelgius at least. He has two different tones of red for his armor. Ones just plain red but the other is a slightly more purpleish color, leaning more towards magenta.

With Femn I tried to vary it a bit. His cape's a really dark green with grey inside. But all his armor is bright white with a light gray tunic.

Fado seemed to be the most varied with his color pallete, next to Ashnard. But Zephiel, man just so much purple. Some is darker than the rest, but still not easily distinguishable.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Lito on May 12, 2014, 10:53:27 AM
Heyo Amarythe! I am back. I am also ridiculously outdated so I need to read like 20 pages of words. Anything new that I should definitely read on?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on May 13, 2014, 12:47:01 PM
Really excited to see how Samus turns out. I hope you make her move a lot more like her older games (namely Fusion).


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 13, 2014, 04:54:28 PM
Heyo Amarythe! I am back. I am also ridiculously outdated so I need to read like 20 pages of words. Anything new that I should definitely read on?
Well since I don't quite remember all the specifics of the last 20 pages, it's hard to say for sure. Nothing has been released since Ganondorf, but here and there there's been some new info put out there. Here's the main stuff since then:

- My SD card decided to commit suicide, and a lot of awesome new [censored] got lost. An update to Ganondorf's update, an update to Metaknight's old release, as well as a good 10 textures and an entire stage expansion set.
- Mario is in the works; I know you're excited for that. I've made really good progress, but there are several severe technical problems I'm trying to deal with. Mainly because I'm using Model Changers to turn him into Fire Mario every time he uses a Fireball, as well as having him change back every time he receives damage.
- I got anxious to work on Link and pumped out the vast majority of his planned changes in a span of a few days. He's functioning very well and shows a great deal of promise.
- Project M has recently been cracked into by certain hackers, and now it's compatible with BrawlEX. This has massive implications for the project, and now the workload is basically tripled, if not quadrupled. A stage expansion add-on for this same build is currently being worked on.



That's all I can think of for now.

Really excited to see how Samus turns out. I hope you make her move a lot more like her older games (namely Fusion).
Since my SD card was formatted, the priorities for the project have changed drastically; this is good news for you, since Samus is now 4th down the list in terms of priority.

I can't say much about Fusion since I've only played through about half of it, but the hack will definitely reflect a great deal of themes found in Super Metroid.

My main concern is that f#$%kin' Power Beam. I want to give it an optional rapid fire effect as well as movement while charging, but this looks REALLY hard to pull off. My first attempt failed, and I'm not even sure if it's possible.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Lito on May 15, 2014, 12:23:49 AM
Progress on Mario, that's awesome!

And I expect great things from Link, you know how I am about the Zelda series. With that said good luck and remember who's around when you need him.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: mdawg1sc00l on May 19, 2014, 02:59:46 PM
Can't wait to see this finished! I'm using Mario, it's amazing!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 19, 2014, 05:06:16 PM
Can't wait to see this finished! I'm using Mario, it's amazing!
You mean the textures? Thanks man!

The texture's in the next update will blow you away. ;) The new Fire Mario feature is pretty awesome; SML2 Mario's Fire version even has the feather on his hat!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 26, 2014, 08:23:40 AM
Very sorry for the lack of updates and the slow progress recently. I really wanted to get a lot of work done on Mario this weekend, but progress has been slow. In order to make up for the poor speed of this project, I've put up a call for new recruits to the project in my signature; something I'd been planning to do a looooooooong time ago. >_>

That being said, it's not all bad. Mario's new BAir and FAir moves are now active, and I've also gotten the Hammer working in game! Now I need to get the Taunt-Toggle feature set up, code all those new moves and work on his specials... as well as various other easter-eggs. I've also got his Fire costume switch functioning at almost 100%.

This release is still a long way off though.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on May 26, 2014, 06:43:56 PM
Since my SD card was formatted, the priorities for the project have changed drastically; this is good news for you, since Samus is now 4th down the list in terms of priority.

I can't say much about Fusion since I've only played through about half of it, but the hack will definitely reflect a great deal of themes found in Super Metroid.

My main concern is that f#$%kin' Power Beam. I want to give it an optional rapid fire effect as well as movement while charging, but this looks REALLY hard to pull off. My first attempt failed, and I'm not even sure if it's possible.
When you say "rapid fire" I assume that you mean that her n-sp would be more like the way that she shoots in her other games? Kind of like Megaman in the way that you have to hold the shoot button in order to charge? Yes. Please do. That was the way that I wish Nintendo had made her in the SSB series. And in all honesty, if you did that, that would be the best thing ever in SSBB/P:M.

Also, if I may make another suggestion for her, I think that incorporating her Space Jump ability would be a nice twist. Although, I don't know how you would be able to put it in while at the same time, not making it seem over the top (no pun intended). Maybe make each jump lower than a normal jump? Something like Kirby's or Jigglypuff's? I don't know. You decide.

As an optional version, you could make each jump a Screwattack. :P I don't know. All I can do is give suggestions.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 27, 2014, 05:08:21 PM
When you say "rapid fire" I assume that you mean that her n-sp would be more like the way that she shoots in her other games? Kind of like Megaman in the way that you have to hold the shoot button in order to charge? Yes. Please do. That was the way that I wish Nintendo had made her in the SSB series. And in all honesty, if you did that, that would be the best thing ever in SSBB/P:M.
Dude. Even the [censored]ty, glitchy beta version I had of this feature was incredibly fun to play (albeit broken as hell, because each shot fired had a random level of charge-dness). Trust me, of all the things on my list, this is easily one of the most anticipated features I've got planned. Having Samus' beam function like it does in-game would be an absolute dream to play.

The trouble is, I have my suspicions that this feature isn't even possible yet. Articles are very tough/limited to manipulate,

Also, if I may make another suggestion for her, I think that incorporating her Space Jump ability would be a nice twist. Although, I don't know how you would be able to put it in while at the same time, not making it seem over the top (no pun intended). Maybe make each jump lower than a normal jump? Something like Kirby's or Jigglypuff's? I don't know. You decide.

As an optional version, you could make each jump a Screwattack. :P I don't know. All I can do is give suggestions.
This has always been the plan: it some way shape or form, the Screw Attack will be incorporated. The trouble is, I'm having trouble figuring out just how to plan it, because there are so many options.

For example: Ideally, I'd replace her Up-B entirely so that it's her grapple beam tether. However, manipulating tethers is, as far as I know, impossible.

So then, I'm faced with the question: Do I give Samus multiple Screw Attack jumps, or do I modify her current Up-B to accommodate that feature?

And then, there's an added dilemma. I want that stupid generic NAir replaced, and the Screw Attack seems ideal for this; but how do I implement it without seemingly abusing the feature and making the moveset seem a little bland? (Although, in her games she has two Screw Attacks; the standard one that activates when jumping, and the lesser one that hits enemies if she has a charged beam. I meant go with the second option).


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on May 27, 2014, 05:36:22 PM
Dude. Even the [censored]ty, glitchy beta version I had of this feature was incredibly fun to play (albeit broken as hell, because each shot fired had a random level of charge-dness). Trust me, of all the things on my list, this is easily one of the most anticipated features I've got planned. Having Samus' beam function like it does in-game would be an absolute dream to play.

The trouble is, I have my suspicions that this feature isn't even possible yet. Articles are very tough/limited to manipulate,
Yessssss... If at all possible please put it in there. Just you saying that you have a beta has me very excited for the finished version!  ;D

As far as actually making it, I unfortunately can't help you. I took a stab at making PSA's and let's just say Mario was never the same...  *facepalm* I'd love to help if I could, but that would require me finding a tutorial that's put into layman's terms.
This has always been the plan: it some way shape or form, the Screw Attack will be incorporated. The trouble is, I'm having trouble figuring out just how to plan it, because there are so many options.

For example: Ideally, I'd replace her Up-B entirely so that it's her grapple beam tether. However, manipulating tethers is, as far as I know, impossible.

So then, I'm faced with the question: Do I give Samus multiple Screw Attack jumps, or do I modify her current Up-B to accommodate that feature?
Mmm... Interesting. I would suggest this:

For her first jump, make it the High Jump ability.

For every jump after that (I'd say maybe 3 or 4 more.) make it a Space Jump.

And for the last jump (U-Sp) I would leave it as the original Screw Attack. I think that making every jump a Screw Attack would seem a little OP for a nostalgic hack. (Although you could put in an alternate version that does have it that way... Just for kicks...)
And then, there's an added dilemma. I want that stupid generic NAir replaced, and the Screw Attack seems ideal for this; but how do I implement it without seemingly abusing the feature and making the moveset seem a little bland? (Although, in her games she has two Screw Attacks; the standard one that activates when jumping, and the lesser one that hits enemies if she has a charged beam. I meant go with the second option).
Yeah, the hit-an-enemy-while-charging is a DIY Screw Attack. As far as the N-Sp is concerned, I would have to think about that a little. Although I will say that adding the Diffusion Missile upgrade would be pretty sweet too. Just the question is, where? Hope that helps!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on May 27, 2014, 05:49:33 PM
Just gonna say, Amarythe that your sig is too big. Like, waaay too big. You need to decrease the size of the logo.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 28, 2014, 04:53:45 AM
Just gonna say, Amarythe that your sig is too big. Like, waaay too big. You need to decrease the size of the logo.
Already on it, haha. Sorry about that.

I'm surprised this site doesn't make the cutoff smaller... >_>


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on May 28, 2014, 11:32:38 AM
Hey Amarythe, I thought of an idea for your N-Sp problem: How about the Boost Ball? Once pressed, it would shoot you a small distance in the direction you're facing. You could also have an option to be able to charge it for a farther boost. Something like Sonic's spindash while in the air? Just an idea. Tell me what you think!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 29, 2014, 05:01:13 AM
The Boost Ball is planned as the D-Tilt ;)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on May 29, 2014, 11:36:40 AM
The Boost Ball is planned as the D-Tilt ;)
Mmmm... Excuse me for saying, but I think I have a better idea:

The boost ball should be as I said it should be, the N-Sp. As far as the D-Tilt is concerned, I think that it should be more of an attack than a "move" per say. For the D-Tilt I was thinking of the Hyper Ball from MP3:C (Do note that I have never actually played the game. I just looked it up and found a walkthrough on it since I don't own it. :P)

Whichever idea you choose is fine, but I will say that I think that both moves should have the Morph Ball incorporated into them.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 29, 2014, 05:14:44 PM
The boost ball should be as I said it should be, the N-Sp.
When you say N-Sp I think Neutral Special, which I'm pretty sure isn't what you mean, haha.

As far as the D-Tilt is concerned, I think that it should be more of an attack than a "move" per say. For the D-Tilt I was thinking of the Hyper Ball from MP3:C
The Boost Ball is actually an attack. Using it to ram into enemies actually does cause damage.

There are several technical problems with your suggestion as well.
1 - If I recall correctly, the Hyper Ball is an ongoing feature; you activate it, and it keeps going either for a set time or if you cancel it (I forget which, or if it's both). Employing this as a DTilt mechanic would be remarkably impractical, and leaving the feature out would ruin the accuracy of the attack.
2 - The Hyper Ball only activates when Samus is in direct contact with Phazon. Including the move on a canonical basis wouldn't make any sense.
3 - This attack is basically a... "final form" sort of thing, an attack only available when Samus is in a relatively broken, invulnerable state. Adding such a move to an otherwise standard moveset would be particularly unfitting.

Don't ever get discouraged to make suggestions though!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on May 29, 2014, 08:00:01 PM
When you say N-Sp I think Neutral Special, which I'm pretty sure isn't what you mean, haha.
Oh, whoops! wrong one! I meant N-Air. (I get these two mixed up a lot: when you say "N-Air", do you mean N-Air attack? Or N-Air special?)
The Boost Ball is actually an attack. Using it to ram into enemies actually does cause damage.
Yeah, sorry about that. After I posted the comment, I watched more of the video and found out that it also is used as an attack. However, going back to my comparison to Sonic's Spin Dash, it's also used as an attack.
There are several technical problems with your suggestion as well.
1 - If I recall correctly, the Hyper Ball is an ongoing feature; you activate it, and it keeps going either for a set time or if you cancel it (I forget which, or if it's both). Employing this as a DTilt mechanic would be remarkably impractical, and leaving the feature out would ruin the accuracy of the attack.
2 - The Hyper Ball only activates when Samus is in direct contact with Phazon. Including the move on a canonical basis wouldn't make any sense.
3 - This attack is basically a... "final form" sort of thing, an attack only available when Samus is in a relatively broken, invulnerable state. Adding such a move to an otherwise standard moveset would be particularly unfitting.

Don't ever get discouraged to make suggestions though!
Yeah, the Hyper Ball idea... Just screw(attack) it. (Sorry. Had to. :P) I'll think about it a little more; do a little more searching and let you know what I come up with!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 30, 2014, 04:51:00 PM
Oh man, the boost ball as a NAir would be so weird, lol.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on May 30, 2014, 06:00:14 PM
Oh man, the boost ball as a NAir would be so weird, lol.
For the N-Air, yeah. I had originally suggested it because I thought that you meant N-Sp-Air. My bad. Yeah, it sounds a lot better as a D-Tilt.

I'm still looking for something for the N-Air. I'll let you know as soon as I come across something! ;)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Master-GM on May 31, 2014, 11:42:30 AM
Will this mod be adding any newcomers?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 31, 2014, 08:50:31 PM
Will this mod be adding any newcomers?
There are plans to utilize Brawl EX; however, the main cast takes priority.

Here and there I may make way for a new character though. The entire cast of 100 characters has been decided, but currently only a handful are possible. Those being:
Toad
Dog
Skull Kid
Masked Man
Lyn
Hector
The Black Knight
Chrom
Lucina
Krystal
Zoroark
Saki
Isaac
Shulk


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on May 31, 2014, 08:56:40 PM
There are plans to utilize Brawl EX; however, the main cast takes priority.

Here and there I may make way for a new character though. The entire cast of 100 characters has been decided, but currently only a handful are possible. Those being:
Toad
Dog
Skull Kid
Masked Man
Lyn
Hector
The Black Knight
Chrom
Lucina
Krystal
Zoroark
Saki
Isaac
Shulk
Shadow?
I know he's overdone, but he honestly is my favorite character to play as. (Shadow in SSB4 FTW!)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on May 31, 2014, 08:59:26 PM
I was going to work on Lyn

Then I found out how absolutely low poly her model is.

Until I find a higher poly model to rig, I won't be working on her myself.

If you want, I can help you out with Hector.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on May 31, 2014, 10:08:21 PM
Shadow?
I know he's overdone, but he honestly is my favorite character to play as. (Shadow in SSB4 FTW!)
Never. Never ever. In fact, I have plans to replace the third party characters entirely.

(There's also a 0% chance that Shadow will make it into SSB4, or any Smash game, I'm afraid. In terms of 3rd party characters, I can guarantee that there's a 1 character limit per franchise, if not per company. Sakurai is on the record stating that he won't let just any 3rd party character into Smash)

I was going to work on Lyn

Then I found out how absolutely low poly her model is.

Until I find a higher poly model to rig, I won't be working on her myself.

If you want, I can help you out with Hector.
Yeeeeeah... Lyn is... bleh. But she's not too horrid that I'd disregard her as an addition.
I'm also using the model in the Vault over Link, because he has the bow.

As for Hector, that doesn't sound like a bad idea. After all, I know you've already done a Hector PSA, which already has some of the more obvious ideas I was planning on making (such as the Hand Axe).


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on May 31, 2014, 10:15:48 PM
Never. Never ever. In fact, I have plans to replace the third party characters entirely.
If you don't mind me asking: why don't you want Shadow in? Or any of the 3rd party characters?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on June 01, 2014, 12:26:44 PM
If you don't mind me asking: why don't you want Shadow in? Or any of the 3rd party characters?
It's not that I don't like Snake or Mega Man or anything like that (although I care little for Sonic). The problem is that Nintendo has such a vast amount of characters, and my priority is to make this game as purely "Nintendo" as possible.

However, you can be sure that some of the choices I've made for the roster are basically impossible unless I get a skilled team (modelers especially) organized. So there's some hope for third party characters like Snake, Sonic, Mega Man, Ryu, Lloyd Irving, Dragon Warrior, etc. I suppose it was wrong of me to say the 3rd party characters will be gone, I'm just saying that ideally that's what I'm looking to do.

And before anybody asks, Pac-Man, Cloud, Sora, Goku and Naruto are out of the question.

As far as Shadow is concerned, there are some big problems.
1) Much like Sakurai, I'd only permit one 3rd party character per franchise.
2) Even if I broke my rule and allowed two Sonic characters, Tails would take priority over Shadow. Easily.
3) Even if I broke my rule twice and allowed three Sonic characters, Knuckles would be the third choice.
4) I don't care for Shadow as a character. I consider him an extremely generic ("anti-Sonic") character; his design concept (guns and motorcycles) was clearly meant to pander to American stereotypes, and it crushed a good deal of the originality and charm the Sonic series had when it first began.
5) Shadow's game is really, really bad.
6) Shadow the Pinhog. lol


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on June 01, 2014, 01:56:58 PM
It's not that I don't like Snake or Mega Man or anything like that (although I care little for Sonic). The problem is that Nintendo has such a vast amount of characters, and my priority is to make this game as purely "Nintendo" as possible.

However, you can be sure that some of the choices I've made for the roster are basically impossible unless I get a skilled team (modelers especially) organized. So there's some hope for third party characters like Snake, Sonic, Mega Man, Ryu, Lloyd Irving, Dragon Warrior, etc. I suppose it was wrong of me to say the 3rd party characters will be gone, I'm just saying that ideally that's what I'm looking to do.

And before anybody asks, Pac-Man, Cloud, Sora, Goku and Naruto are out of the question.

As far as Shadow is concerned, there are some big problems.
1) Much like Sakurai, I'd only permit one 3rd party character per franchise.
2) Even if I broke my rule and allowed two Sonic characters, Tails would take priority over Shadow. Easily.
3) Even if I broke my rule twice and allowed three Sonic characters, Knuckles would be the third choice.
4) I don't care for Shadow as a character. I consider him an extremely generic ("anti-Sonic") character; his design concept (guns and motorcycles) was clearly meant to pander to American stereotypes, and it crushed a good deal of the originality and charm the Sonic series had when it first began.
5) Shadow's game is really, really bad.
6) Shadow the Pinhog. lol
As far as your list is concerned I would agree that Tails and Knuckles would have to come first seeing as they've been around a lot longer than Shadow.

Yes, I agree that he is completely "anti-Sonic", but I will say that that's one of his best traits. It makes him a better rival than Knuckles or (normal) Metal Sonic or even Eggman (yes, I did just say that). Not only can Shadow match Sonic's abilities, but he can also exceed them. But what made it such a good rivalry is that both of them could outmatch the other at different times.

As far as his weapon choices, eh, I would say that the whole guns and motorcycles thing was purely Sega trying to make him more I don't know, relatable? Human? Whatever it was, it was a bad idea. Yes, his game was pretty bad even coming from a playability standpoint, but one thing that Sega has never (in my opinion) messed up on was the storyline. Shadow's backstories have always been good. (That's my same argument on STH:06. The game sucked but the storyline was great. :P)

I have always preferred Shadow solely using Chaos Energy for attacks. In my opinion, SA2 was the best one he was in. It was his intro, and a well made one at that! So if by chance you were to make a PSA for him, I (and I'm pretty sure the majority the "Shadow fan club" community) would prefer to have only Chaos based attacks.

I'm just going to say that I don't mind someone expressing their view on something that I think oppositely on as long as they can back up what they say. You have done that very well and I respect you for that. :)

(On a side note, you were talking about Megaman? ... Megaman X? Please?)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Archer(AkenoS3) on June 01, 2014, 02:40:20 PM
Shadow haters... You must understand them...

Oh and...
(On a side note, you were talking about Megaman? ... Megaman X? Please?)
Pretty sure he'll say no. And he was talking about Megaman, that will surely be the little one, the one for SSB4. Geo Stelar outmatches all the others Megaman and Solo kicks Protoman's face, Zero's balls and Bass' ass at the same time.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on June 01, 2014, 03:01:45 PM
Yes, I agree that he is completely "anti-Sonic", but I will say that that's one of his best traits.
Ah, I think you mistook my meaning. By "anti-Sonic" I mean his design is basically a Sonic clone with a dark attitude. Kind of like Link and Dark Link, only... more shamelessly convenient as a plot device.

As far as his weapon choices, eh, I would say that the whole guns and motorcycles thing was purely Sega trying to make him more I don't know, relatable? Human? Whatever it was, it was a bad idea.
They were trying to give the game a mature atmosphere. The game was developed by SEGA's now disbanded American division.

I'm just going to say that I don't mind someone expressing their view on something that I think oppositely on as long as they can back up what they say. You have done that very well and I respect you for that. :)
Haha, no problem. Feedback is really important, so I'm always open to people's suggestions.

(On a side note, you were talking about Megaman? ... Megaman X? Please?)
Pretty sure he'll say no. And he was talking about Megaman, that will surely be the little one, the one for SSB4.
Ding ding ding, we have a winner!

Standard Mega Man had the biggest influence on both Nintendo and the series in general. ...Mega Man X is a different person, right? If that's the case, I couldn't go with X because retro Mega Man is technically the main, main character of the franchise.

Truth be told, I actually prefer X's design. The trouble is, this project isn't necessarily about what I want, it's about following an established template put forth by the developers of each franchise.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: ShadowX on June 01, 2014, 07:24:38 PM
Ah, I think you mistook my meaning. By "anti-Sonic" I mean his design is basically a Sonic clone with a dark attitude. Kind of like Link and Dark Link, only... more shamelessly convenient as a plot device.
Ah. Yes. That makes more sense. I agree.
They were trying to give the game a mature atmosphere. The game was developed by SEGA's now disbanded American division.
Mmm. I wonder: if Sega remade the game, without all the guns and vehicles, and just improved the graphics and gameplay (and the multiplayer), do you think that it would be a better game? Just a thought.
Haha, no problem. Feedback is really important, so I'm always open to people's suggestions.
I know. It's just that so many people are like:

"Oh! I don't like Shadow!"
Well ok. Why?
"I don't know. I just don't! ... So there!"

Or they give a really [censored]ty reason. You have not only given a valid reason, but also valid evidence to back it up. I really appreciate that.
Ding ding ding, we have a winner!

Standard Mega Man had the biggest influence on both Nintendo and the series in general. ...Mega Man X is a different person, right? If that's the case, I couldn't go with X because retro Mega Man is technically the main, main character of the franchise.

Truth be told, I actually prefer X's design. The trouble is, this project isn't necessarily about what I want, it's about following an established template put forth by the developers of each franchise.
Yes Megaman X is a different person (robot). Correct if I'm wrong, but I think his storyline takes places 100 years after Megaman's.

While yes, Megaman is technically the main character of the franchise, I do think that X is a better character overall. Then again, that's coming from a guy who grew up playing the MMX series and hated MM because he could never beat the game. :P lol

In the words of Egoraptor (Sequelitis): Though Megaman was a good series, all it basically was, was jump and shoot.
https://youtube.googleapis.com/v/8FpigqfcvlM (https://youtube.googleapis.com/v/8FpigqfcvlM)

And yes, I agree, I like X's style better. Especially his armor upgrades...

"... it's about following an established template put forth by the developers of each franchise." That sentence amazing. That should be part of your project's description. No joke. I like it.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: BadJ on June 11, 2014, 10:45:24 PM
Made an account to express my appreciation for what you are doing. Especially with Ike, why he uses fire eludes me, why he's slow confuses me, why he has eruption and not that ranged wave attack that the Ragnell does makes no sense. It's like Nintendo didn't play their own games.

I'm not sure how interested you are in this but assuming I can handle recording (because somehow i can handle brawl in hd on dolphin while gamecube games struggle) on my Intel hd 4600 lol, I would be willing to record gameplay. I feel progress must be showcased in action. Well anyways thanks sir, good work at doing the things I can't.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on June 12, 2014, 03:09:16 PM
Thanks for the feedback! Glad you like Ike, even if it's a really old version of the project, ha. I really need to update him.

Progress is going to be really stagnant for a while. A buuuunch of crazy stuff is happening in my life right now, so it's hard to find time to get back to my hacks. :|


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: BadJ on June 12, 2014, 03:45:26 PM
I don't really feel anyone has to answer on hack progress because it's all done out of free time basically as a hobby. So deal with what you gotta deal with. I also like how Ganondorf is turning out.

I know you still were thinking of things to do with Ike's side B (right?) and I was thinking the original is not too far from in-game movements. If you remember from PoR and RD every character has 2 critical animations based off of the starting positions. If the battle started with needing to close space, that critical was different than when you started right in the enemies face. Ike's space closing critical was basically his side B with and upwards slash finishing with a back handspring. Figured that could be interesting to work with.

Ranting, but great project hope you can continue with it.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on June 14, 2014, 10:06:40 PM
Ike's Side B is planned to have to attack options, and the charge will be eliminated.

If you execute the attack and press no buttons, Ike will do his normal critical animation.
If you do the attack and press B again during it, you'll do the handstand attack you were talking about.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: WafflePikachu on June 17, 2014, 08:15:02 AM
Yay, only for Project M. Hmm yeah, not like Europe can do anything anyway.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: LC-DDM on June 17, 2014, 08:20:28 AM
Yay, only for Project M. Hmm yeah, not like Europe can do anything anyway.

Except everything that runs on Project M can also run on vBrawl, WHOOPS.

Also Europe can run USA-made PSAs, though I wouldn't expect someone with as little knowledge as you to understand this.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: BadJ on June 17, 2014, 09:31:41 PM
Ike's Side B is planned to have to attack options, and the charge will be eliminated.

If you execute the attack and press no buttons, Ike will do his normal critical animation.
If you do the attack and press B again during it, you'll do the handstand attack you were talking about.
Awesome. Thanks for being a nerd. Sounds juicy.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Linnc on June 19, 2014, 02:48:11 PM
Are you going to do a True Zelda since Hyrule Warriors showed of a few new moves?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on June 19, 2014, 04:21:11 PM
Except everything that runs on Project M can also run on vBrawl, WHOOPS.
That's true, it just feels a little out of place. Plus there may be some unintended glitches I have no interest in troubleshooting.

Are you going to do a True Zelda since Hyrule Warriors showed of a few new moves?
Hyrule Warriors isn't canon; I don't plan on using non-canon material.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: sum182blink41 on June 24, 2014, 01:38:01 PM
Can we add links to each PSA in the OP?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Master-GM on June 24, 2014, 08:15:15 PM
Couple questions. Is this based off Project M? Are you taking fighter requests? Also, can I playtest? I reported over 20 bugs in the 2 weeks I tested Project M: Unbound.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Large Leader on June 24, 2014, 08:23:00 PM
Not many people do.

And he's one of the people that doesn't.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on June 25, 2014, 08:24:03 AM
Can we add links to each PSA in the OP?
This'll be done progressively as I add each character to the project. I'm not going to advertise my old work on the thread for now, just PM 3.0 stuff I release from now on.

Couple questions. Is this based off Project M? Are you taking fighter requests? Also, can I playtest? I reported over 20 bugs in the 2 weeks I tested Project M: Unbound.
Hyup, this uses PM as a base.

I'm afraid I don't take fighter requests; the final roster is basically decided. However, if you have suggestions for confirmed characters, that's fair game: I'll consider any suggestion.
If you wanna toss some character names out there, I wouldn't mind tho.

As for playtesting, I can definitely hook you up on that eventually. Once I pick up the pace I'll send you some betas.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Master-GM on June 25, 2014, 03:36:32 PM
This'll be done progressively as I add each character to the project. I'm not going to advertise my old work on the thread for now, just PM 3.0 stuff I release from now on.
Hyup, this uses PM as a base.

I'm afraid I don't take fighter requests; the final roster is basically decided. However, if you have suggestions for confirmed characters, that's fair game: I'll consider any suggestion.
If you wanna toss some character names out there, I wouldn't mind tho.

As for playtesting, I can definitely hook you up on that eventually. Once I pick up the pace I'll send you some betas.
This'll be done progressively as I add each character to the project. I'm not going to advertise my old work on the thread for now, just PM 3.0 stuff I release from now on.
Hyup, this uses PM as a base.

I'm afraid I don't take fighter requests; the final roster is basically decided. However, if you have suggestions for confirmed characters, that's fair game: I'll consider any suggestion.
If you wanna toss some character names out there, I wouldn't mind tho.

As for playtesting, I can definitely hook you up on that eventually. Once I pick up the pace I'll send you some betas.

Sweet! Thanks man!

Characters that I think would rock! Magnus, Megaman X, Zero, Issac, Midna, Koopa, (Sakurai's Cat.) Shadow, Tails, Cloud and my favorite gaming character...... Dust! from Dust: An Elysian Tail! :D

Post Merge: June 25, 2014, 04:09:57 PM
Dude, Could you give Pit a more "Uprising" styled moveset? Also, make Sonic more of an aerial character, like he is in his games?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: sum182blink41 on June 25, 2014, 04:10:14 PM
Is there a master list of all the 'true' character PSAs that you guys have released? And also what do the percentages beside each one's name mean?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Master-GM on June 25, 2014, 05:03:28 PM
what do the percentages beside each one's name mean?

How much progress has been made on the fighter.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on June 26, 2014, 08:24:40 AM
Hey Amarythe. Sorry about not getting those Ike animations done yet, or the Ganondorf ones for that matter. Kinda been busy with other things lately. I'll try and work on some of them when I get some time.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on June 28, 2014, 01:48:09 PM
Hey Amarythe. Sorry about not getting those Ike animations done yet, or the Ganondorf ones for that matter. Kinda been busy with other things lately. I'll try and work on some of them when I get some time.
Think nothing of it. I should be the one apologizing; I haven't released anything new to this project in weeks. Life got real hectic, I had to move suddenly and whatnot. I'm trying to settle back into this project.

Is there a master list of all the 'true' character PSAs that you guys have released?
Wel, if you click on my name and then search through my vault you'll find every True PSA I've released. The ones that work are Ganondorf, Link, Toon Link, Ike, Meta Knight, and Charizard. If you want the Bowser one, you have to click the video in the description and find the link in the comments section.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on June 28, 2014, 01:50:22 PM
No need to apologize for life man, it's all good. *realizes should take own advice*

Anyway, good luck with getting back into the swing of things. I know how that feels.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Master-GM on June 28, 2014, 05:08:22 PM
Think nothing of it. I should be the one apologizing; I haven't released anything new to this project in weeks. Life got real hectic, I had to move suddenly and whatnot. I'm trying to settle back into this project.
Wel, if you click on my name and then search through my vault you'll find every True PSA I've released. The ones that work are Ganondorf, Link, Toon Link, Ike, Meta Knight, and Charizard. If you want the Bowser one, you have to click the video in the description and find the link in the comments section.

Seriously!? Don't apologize for having a life. You're all good! :D

On topic. Could you add this character? (I know you don't take requests.)

https://www.youtube.com/watch?v=Cg81GcutanQ (https://www.youtube.com/watch?v=Cg81GcutanQ)

https://www.youtube.com/watch?v=nNP31Z-wu9U (https://www.youtube.com/watch?v=nNP31Z-wu9U)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on July 03, 2014, 03:17:26 PM
Ah; sorry, I never really addressed your post.

Characters that I think would rock! Magnus, Megaman X, Zero, Issac, Midna, Koopa, (Sakurai's Cat.) Shadow, Tails, Cloud and my favorite gaming character...... Dust! from Dust: An Elysian Tail! :D

Isaac is already confirmed for the roster. His model is available and his character has a BrawlEX .rel, so he's top priority. There's no way I'd leave him out.
As for Magnus, that's an interesting suggestion; Since I don't own a 3DS, I forgot about him. He could very well make the cut, but it's irrelevant because there's no model for him available yet.

As for the rest of your suggestions...

I'll start with the third party characters. I'm sure you missed it, but a page or two back I mentioned that the project will have very limited support for third party characters, if any. It seems likely, but just keep that in mind. Also, I explained that each third party franchise would be limited to one representative, without exception. That would mean Shadow, Tails and Zero are out of the question. Shadow especially. And, since I'd be choosing the main character each third party franchise, classic Mega Man would make the cut; not Mega Man X.

And I hate to disappoint you, but you brought up two "fourth party" characters; Cloud and Dust. I am to understand that both of these characters have never made a canon appearance on a single Nintendo platform. This project is strictly Nintendo based (which is why even third party characters have limited priority). For that reason, I simply can't add these characters. I mean, I wanna play Goku in Smash as much as the next guy, but it's not a realistic choice for the game, and I want this project to be believable.
In any case; I've never played Dust. The point of the project is to make as accurate a PSA as possible; I can't do that if I know nothing about the game! Haha, asking me to do it would be a bad choice. ;)

There's no model for Sakurai's Cat, so it's out of my hands.

As for Midna and Koopa... They're just too low key. Koopa especially. He isn't a major villain, or a major character for that matter. He's never playable, never starred in his own game, never was the main antagonist, etc.; those are the main determining factors when it comes to selecting the roster.
Midna's a little more tricky; she's still a major character, but at the end of the day she's just a sidekick. The Zelda Franchise already has a great deal of representatives lined up, so I cant messed around with her. Plus, thinking of a standalone moveset for a flying imp would be strange.

Now, supposing I did include Midna:
I'd include it as an added feature to Wolf Link.
...So then I'd have to make a Wolf Link, which you'd somehow be able to toggle Link into.
...Which isn't canon for ever Link costume, so I'd have to make it a one slot thing.
Long story short, ideally, I'd love to include it, but unless I get a reliable team established, it's not possible.

But as always, thanks for the suggestions! Anything to get me thinking up new material is welcome, haha.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Lito on July 07, 2014, 06:27:45 PM
Actually, Wolf Link is pretty much nothing without Midna. All of his big tricks involve her so if you want WL, you want Midna as well.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on July 11, 2014, 04:33:33 PM
A little apology for the recent lack of updates:

(http://i59.tinypic.com/2yv1e2q.jpg)
(http://i62.tinypic.com/2603epd.jpg)
(http://i61.tinypic.com/29o0keg.jpg)

I know it's just an update of an old hack, but whatever. I was really excited to pump this piece out, what with Smash 3's recent update and all. Hope you cats dig it.

Here's a comparison shot. Guess which one's mine, lol
(http://i60.tinypic.com/140dvea.png)


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Lillith on July 11, 2014, 04:42:01 PM
Oh! OH! I GOT IT! It's the one with the Ragnell! ...No? Darn!

Looks interesting, though...


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on July 11, 2014, 05:07:10 PM
Nice job Amarythe. Not bad. He looks like he's been out in the sun too long. lol


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nezha the Scout on July 11, 2014, 05:08:10 PM
Not bad!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on July 11, 2014, 05:34:43 PM
Nice job Amarythe. Not bad. He looks like he's been out in the sun too long. lol
No joke, he seriously looks like that in Path of Radiance. I guess they don't have any suntan lotion in Tellius, haha!

Standing next to Smash 3's Ike probably accentuates his skin tone though.

Post Merge: July 11, 2014, 11:39:42 PM
I toned down the sunburnt look; the hack is updated. Changed the hue a tad and made it lighter. Luckily I fixed it up before too many people downloaded it.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Wulfre on July 18, 2014, 04:42:49 AM
I think I might be a little too hyped about this. Unfortunately I didn't get to read through the entire 50 page thread, and I am not exactly an adept coder, but I think I have an extra pair nostalgia goggles that are just siting around waiting to do some playtesting. This would be the first project I playtest, but everyone starts somewhere.

Oh. By the way, longtime lurker. First time poster.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on July 18, 2014, 05:44:24 PM
Glad to see some of my work got you posting, ha.

Do you have any other hacking skills, outside of textures? Importing, animating, stages, etc? Even if not, I'll keep your request to playtest in mind!

Right now, I'm toning things down and focusing primarily on textures for a bit. Since those don't need playtesting, you may be waiting for some time, ha.

I've got two Peaches in the works right now; from SMB and SMW. I also made some major breakthroughs updating my NES Meta Knight, but I've got to take him back to the drawing board. I'm focusing on updating a good chunk of my old work right now.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Wulfre on July 19, 2014, 05:08:26 AM
I wouldn't mind learning, but I doubt you would want a beginner working on a project so large and meaningful. I will just keep watching this thread for a while and see what's going on if there is nothing to test.

Keep up the good work. I love how the NES textures look.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on July 27, 2014, 04:37:05 AM
Hey Amarythe, I saw some of the animation updates you added to Ike, so I thought I'd help out a little and update his Up Taunt for you. Also made it transition to his Wait1. I see you went for what he does in that art of him with his sword in the air rallying his troops. I know you're not working on him right now, just thought I'd do a little something. Hope you like it.


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


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on July 27, 2014, 06:49:17 AM
Thank you kind sir! May you sire thousands of children.

If you send me the animation I think I'll actually get back to working on Ike.

I've actually started a Ness PSA as well. The results are pretty interesting, I must say.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on July 27, 2014, 08:39:25 AM
Thanks man I'm glad you like it. Thousands of children is a little much for one man to handle. Lol, Anyway I'll send it over now. I'll see if I can do some more clean up for him later.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on August 10, 2014, 10:20:18 AM
Pssst...

(http://i57.tinypic.com/21cgluc.png)

Ness is getting reeeaaal close to release!


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Archer(AkenoS3) on August 10, 2014, 11:51:41 AM
Interesting... So you're coming back on the hacking scene? Cool.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on August 10, 2014, 12:02:08 PM
Yeah, when I have the time.

I've gotten in touch with a modeler/importer, so that's upped my motivation a bit. We're gonna collab first on a proper Lord Ike hack. Demon_of_Elru will be making the model changes, and then I'll cook up a texture for it (using Smash 3 Ike as a base, of course).

This Ness is more than a texture though; it'll have a moveset too. Plus, I'll probably include an edit of Pajama Ness from P:M.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on August 10, 2014, 04:07:59 PM
Sounds awesome man. Can't wait for that new Lord Ike.

Also Ness is looking good.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on August 10, 2014, 07:32:20 PM
Sounds awesome man. Can't wait for that new Lord Ike.
Yeah; This is the first properly modeled Lord Ike released yet.

...I know Vert has a Lord model pending and all, but... [censored], I know he's never gonna release it.
Might as well get my own model and make my own texture, you feel me?
(...Er, my own texture based off of Smash 3's release, that is).

Also Ness is looking good.
Looking good? He feels good!

As for the look: This is an update from my my last Ness texture. It's far more accurate.
...Plus, it features the "Big League Bat", Ness' best weapon from Earthbound.
This release will also feature a custom Yo-yo texture.

But forget the textures: this next release is all about the moveset.

The beauty of this next PSA?
It's FEELS totally different, but plays very much like the old Ness.

In other words, this PSA is mainly aesthetic: It looks different, but acts the same.

That's all I can say for now.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Nao-chan on August 10, 2014, 07:39:58 PM
Yeah; This is the first properly modeled Lord Ike released yet.

...I know Vert has a Lord model pending and all, but... [censored], I know he's never gonna release it.
Might as well get my own model and make my own texture, you feel me?
(...Er, my own texture based off of Smash 3's release, that is).

Totally understand you there. That Lord Ike has been sitting in purgatory for the last year or so.

(...Er, my own texture based off of Smash 3's release, that is).
Looking good? He feels good!

As for the look: This is an update from my my last Ness texture. It's far more accurate.
...Plus, it features the "Big League Bat", Ness' best weapon from Earthbound.
This release will also feature a custom Yo-yo texture.

But forget the textures: this next release is all about the moveset.

The beauty of this next PSA?
It's FEELS totally different, but plays very much like the old Ness.

In other words, this PSA is mainly aesthetic: It looks different, but acts the same.

That's all I can say for now.

Well I said "looks good" Because I haven't seen the PSA part of him yet. Obviously. But all the same, sounds like he'll be fun to use.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on August 11, 2014, 04:28:55 AM
Well I said "looks good" Because I haven't seen the PSA part of him yet. Obviously. But all the same, sounds like he'll be fun to use.
Yeah I know, haha. I'm just excited about releasing the moveset, that's all.


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: theniftytable on August 14, 2014, 07:06:15 PM
Is Mario's PSA done yet or has it just not been released yet?


Title: Re: Super Smash Bros. All Stars (Return of Ganon! [41.67%])
Post by: Amarythe on August 15, 2014, 05:18:14 AM
Mario's PSA is about halfway through the development process. There are some significant complications with the hack right now though, and because of this I've put it down for a while.

I recently fixed one of the problems, at the very least. If I could just fix a key problem with the damn Model Changer, I'd be more than willing to patch up what's already done and then release it... bleh.


Title: Re: Super Smash Bros. All Stars (Announcement)
Post by: Amarythe on September 11, 2014, 05:15:38 PM
I gotta say guys; at this point I feel a little conflicted.

With the release of Smash 4 just around the corner, it's no secret that the Brawl hacking scene is going to slowly die out. Here I find myself wondering; how much longer should I keep this up for? In a year's time this could just be a lost cause.

For now, I'm gonna keep making little updates (definitely finishing that Lord Ike), but I don't know how long the project will last.

At this point I'm even considering dropping Brawl's engine for good and developing my own fan project from scratch; it'll give me more control and a better means to achieve what I'm looking for.

In the meantime, I've got around five new textures really close to release. We're talking Bowser, Ness, Pikachu, Captain Falcon, and somebody else I probably forgot.

Whatcha guys thinkin'? I hate to drop out of the game, but it's just inevitable. The clock's ticking out, y'know?


Title: Re: Super Smash Bros. All Stars (Announcement)
Post by: windhunter7 on September 11, 2014, 05:38:06 PM
I gotta say guys; at this point I feel a little conflicted.

With the release of Smash 4 just around the corner, it's no secret that the Brawl hacking scene is going to slowly die out. Here I find myself wondering; how much longer should I keep this up for? In a year's time this could just be a lost cause.

For now, I'm gonna keep making little updates (definitely finishing that Lord Ike), but I don't know how long the project will last.

At this point I'm even considering dropping Brawl's engine for good and developing my own fan project from scratch; it'll give me more control and a better means to achieve what I'm looking for.

In the meantime, I've got around five new textures really close to release. We're talking Bowser, Ness, Pikachu, Captain Falcon, and somebody else I probably forgot.

Whatcha guys thinkin'? I hate to drop out of the game, but it's just inevitable. The clock's ticking out, y'know?

A new game shouldn't make you discard the old one. I still play Super Smash Bros. 64, as well as Brawl and modded Brawl. Also, it will be highly unlikely that the new Super Smash Bros. will even be moddable, so that would mean that for those people(Like me) who like to play as characters as expanded as physically possible(Like model imports) would want to still play modded Brawl, even if there is a newer Smash Bros. I mean, even the project that I'm assisting right now is actually retexturing/vertexing characters to look as close as possible to the Wii U version, not dependant on the release, because people will still like mods. That's what mods are for. Look at Skyrim. The only real reason that it got played more than Morrowind was because they were both moddable, but Skyrim had better lighting and renderers and such. So, because SSBU won't be moddable, that means that people will still like Brawl a lot.


Title: Re: Super Smash Bros. All Stars (Announcement)
Post by: DTST on September 11, 2014, 06:07:41 PM
We don't even know how and if we can mod Smash 4 yet, with the dissapointing roster Brawl hacks will still go strong so no don't abandon this.


Title: Re: Super Smash Bros. All Stars (Announcement)
Post by: StupidMarioFan1 on September 13, 2014, 10:04:24 PM
Like others have said, no need to quit because Brawl isn't the newest game, SMW, SM64, OoT, GoldenEye 007 and Perfect Dark are all old games, but still have huge fanbases when talking about hacking, there's pretty much nothing you can't do to SMW now, SM64 hacking just keeps getting better and better with Skelux leading, being able to replace Adult and Child Link will surely spark more interest in OoT, and GoldenEye X is a complete overhaul of Perfect Dark to recreate GoldenEye. These are just to show how games that over a decade old are still being hacked to this day, and with Brawl being so customizable like it is, Brawl hacking is not going to just die anytime soon, have a drop in people making hacks once Smash 4 is released around the world, sure, but it'll pick up once DLCs are done being made and everyone wants to play as characters that aren't in the game so they'll come back here.
Anyways I love what you're doing here...I can lend a few of my Mario imports if you want, don't mind if you say no, but I just wanted to throw that out there since I have quite a bit of different Mario models from games ranging from Mario 64 to Galaxy 2 and even a few unused ones. ;)
Anyways keep up the great work. :D


Title: Re: Super Smash Bros. All Stars (Teaser: Lord Ike)
Post by: Amarythe on October 02, 2014, 12:15:53 PM
BAM!

(http://i59.tinypic.com/n4uo7d.png)
(http://i57.tinypic.com/21caws1.png)

And you all thought I was dead, didn't you?!


Title: Re: Super Smash Bros. All Stars (Teaser: Lord Ike)
Post by: windhunter7 on October 02, 2014, 12:17:55 PM
Nice job!


Title: Re: Super Smash Bros. All Stars (Teaser: Lord Ike)
Post by: Amarythe on October 02, 2014, 12:24:42 PM
Thanks, but it's not all my work; Demon of Elru is the modeler (and made base textures for some models). We're practically done with the hack, but there's still some polishing to do.


Title: Re: Super Smash Bros. All Stars (Teaser: Lord Ike)
Post by: Nanobuds on October 02, 2014, 02:32:52 PM
Still needs a ton of work in my opinion. It doesn't fit in with Brawl at all.

Why are the buckles yellow, and not gold?

Those boot textures... so low res. It looks like you just took the original model from FE9 and threw it on the Brawl model.

If you want it to be a good, quality model that fits Brawl's style, you have to to more than just take parts from an old Gamecube model, and throw it on a Wii model.


Title: Re: Super Smash Bros. All Stars (Teaser: Lord Ike)
Post by: Amarythe on October 02, 2014, 03:28:28 PM
Still needs a ton of work in my opinion. It doesn't fit in with Brawl at all.

Why are the buckles yellow, and not gold?

Those boot textures... so low res. It looks like you just took the original model from FE9 and threw it on the Brawl model.

If you want it to be a good, quality model that fits Brawl's style, you have to to more than just take parts from an old Gamecube model, and throw it on a Wii model.
Elru is an importer, but I'm basically certain he didn't grab anything from the actual game itself. If he had, the shoulder guard and boot armor wouldn't look so different from their actual models.

As for the buckles, they're yellow on the model because they're yellow in his game (although right now they're a tad bright). Detracting from the actual in game visuals would fly in the face of the entire project's mission statement.

The boots are definitely a problem, you're more than right about that. Easily the most glaring flaw right now, they were very frustrating to work with.

Thanks a ton for the constructive criticism though, every little detail helps. If you've got anything else to add, don't hold back.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on October 05, 2014, 01:11:08 PM
Hey cats. I'm here with some more teasers, as well as a major progress report. Note that nothing I'm about to talk about is released yet.

---

First off: I just got finished pumping out the entire Jigglypuff texture pack. She's so easy to edit, I figured: why not just go all out and get her out of the way now? Funnily enough, in the final changelist for the project she's just gonna be cut from the roster; so this is like an "unofficial" extension to the project.

It'll consist of her appearances from X/Y (normal and shiny), Black/White, Gold/Silver/Crystal (normal and shiny), Red/Blue/Yellow, and Red/Green.

---

Lucario, Bowser, and Yoshi are well under way (their Fit00 files, I mean). In fact, they're practically finished. Very minor polishing needed before release.

...Except in Yoshi's case: I'll be completing his entire pack and submitting it as a single release, like Jigglypuff. This will be the case for any character who's changelist doesn't involve model importing.

---

Ok, the good stuff: Here's are some previews of Lucas and the Ice Climbers.

Lucas
(http://i62.tinypic.com/153sm0n.png)

Ice Climbers
(http://i57.tinypic.com/5angk0.png)

They're 100% finished, actually. I could've released by now if I wanted to; but I'm at a (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446) as to how I should go about making the previews. I want it to look slick and professional, as opposed to my typical method of popping some screen shots on there. There are also little technical visual components I want to sort out; character stock visuals, in-battle and results screen battle portraits, etc.

I know progress has been painfully slow, but trust me, I'm still working hard on this. Right now, the project is exclusively focused on textures; don't expect any PSAs at all until sometime well after P:M's next release.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: youngsora1 on October 26, 2014, 07:45:00 PM
Hey cats. I'm here with some more teasers, as well as a major progress report. Note that nothing I'm about to talk about is released yet.

---

First off: I just got finished pumping out the entire Jigglypuff texture pack. She's so easy to edit, I figured: why not just go all out and get her out of the way now? Funnily enough, in the final changelist for the project she's just gonna be cut from the roster; so this is like an "unofficial" extension to the project.

It'll consist of her appearances from X/Y (normal and shiny), Black/White, Gold/Silver/Crystal (normal and shiny), Red/Blue/Yellow, and Red/Green.

---

Lucario, Bowser, and Yoshi are well under way (their Fit00 files, I mean). In fact, they're practically finished. Very minor polishing needed before release.

...Except in Yoshi's case: I'll be completing his entire pack and submitting it as a single release, like Jigglypuff. This will be the case for any character who's changelist doesn't involve model importing.

---

Ok, the good stuff: Here's are some previews of Lucas and the Ice Climbers.

Lucas
([url]http://i62.tinypic.com/153sm0n.png[/url])

Ice Climbers
([url]http://i57.tinypic.com/5angk0.png[/url])

They're 100% finished, actually. I could've released by now if I wanted to; but I'm at a ([url]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/url]) as to how I should go about making the previews. I want it to look slick and professional, as opposed to my typical method of popping some screen shots on there. There are also little technical visual components I want to sort out; character stock visuals, in-battle and results screen battle portraits, etc.

I know progress has been painfully slow, but trust me, I'm still working hard on this. Right now, the project is exclusively focused on textures; don't expect any PSAs at all until sometime well after P:M's next release.


I'm really looking forward to when the PSA's will be released of this project. I love the texture/model edits as well. Makes it look like a fascinating project. I wish I could help in some way. :/


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on November 02, 2014, 01:57:09 AM
I'm afraid the project is going to be on permanent hiatus for awhile. This is due to a mix of factors; people are generally uninterested in the project right now, and I took a dive head first into a Pokemon hacking project too.

For now I'll be checking in here and there to finish the Lord Ike with Elru. Other than that, I can't say when I'll be back to release anything major.

If anyone following the project is interested in the updated hacks I was prepping for release, I'll privately link you to them in this thread so you can have them early.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: youngsora1 on November 09, 2014, 09:25:28 AM
I'm afraid the project is going to be on permanent hiatus for awhile. This is due to a mix of factors; people are generally uninterested in the project right now, and I took a dive head first into a Pokemon hacking project too.

For now I'll be checking in here and there to finish the Lord Ike with Elru. Other than that, I can't say when I'll be back to release anything major.

If anyone following the project is interested in the updated hacks I was prepping for release, I'll privately link you to them in this thread so you can have them early.
Sure, I'd love to take a look at these. If there are any PSAs done I'll look into those.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on February 16, 2015, 01:32:23 PM
OH MY GOD.
I just checked back on this project after a while of not being on brawl vault, and WOW. There's been a lot of improvement! Although I'm a little disappointed because I had planned on making movesets similar to these. (in the whole, "accurate to stuff characters actually do in their games" sense.) But now I don't really see a reason for me to try XD. But I'm still super exited for these. Great job, dude.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on February 18, 2015, 02:32:19 PM
Thanks man! Although I must admit all of my PSAs are rather outdated... Some day soon I'll be updating my movesets with some really, really nifty new features. I'm talking in game costume/weapon swaps with real effects! Just wait until I get my hands on Samus...

For anyone wondering how the project is fairing, I've got incredible news: I spent the last 4-8 weeks redoing literally every texture in my vault, plus some more; that's over a year's work of hard work revamped in barely 2 months! (Textures only mind you; my PSAs have not been touched).

I'm not releasing anything until I get the little details and graphics sorted out tho; CSPs, Stock Icons, previews etc. etc. That, and I might be recoding certain PSA files to fit certain aesthetic needs for certain costumes. For example: in Kirby Superstar, Meta Knight has a sword that flashes yellow, red, and green constantly. With some nifty model changers and a little code, I can throw this feature into Smash!

Please be patient! There's a TON of new material coming!


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Nao-chan on February 18, 2015, 02:40:55 PM
Sounds like it's going good. Nice to hear that you're still going strong. Just let me know if you need any animation help and I will try to accommodate.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on February 18, 2015, 02:45:48 PM
Sounds like it's going good. Nice to hear that you're still going strong. Just let me know if you need any animation help and I will try to accommodate.
If it were up to me you'd be working full time with me, ha. I'll be sure to contact you when the time comes! Glad to see Smash 4 hasn't discouraged your interest.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Nao-chan on February 18, 2015, 02:47:34 PM
I'm still around to offer some help when needed. Contact me any time.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on March 24, 2015, 12:56:41 PM
By the way, If you still need a playtester for this project, I would LOVE to help you out!


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Nao-chan on April 10, 2015, 12:08:41 AM
I already know the cape attacks don't look 100% proper during a fight. However, at the very least they look passable. I wish there were a command for disabling that effect >_>
Heyo~ how's it going? Been a while. I have finally figured out what the correct method is to making the capes follow the animations you create in BrawBox. It's a specific code. BronzeGreekGod got the info for me a little while ago... It's the Physics01 code. Ganon and Ike both share it in some of their moves. Ike has it in his down and up taunt. It's in the Other section of the coding as well. Just letting you know if you haven't quite figured that out yet.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on April 12, 2015, 01:15:22 PM
I'll have to look into that once I get my PSAs up and kicking again; thanks!

OK, you guys really deserve at least a little something to look at, just to know I'm not dead. I've completed roughly half of all the textures in the entire game, and I'm excited to showcase what I've got prepared.

So, character by character, here's a ton of pictures of everything I've accomplished so far. Let me know what you cats think!

Oh, shoot; I didn't think the image would appear so small here. Here's a direct link to the picture, one that you can zoom into a bit...
http://i58.tinypic.com/eqtit1.jpg (http://i58.tinypic.com/eqtit1.jpg)

(http://i58.tinypic.com/eqtit1.jpg)

Paper Luigi only looks glitched out due to the stage.
The last two Bowser's are unfinished, the hair on both needs vertexing.
Now, the Yoshi set looks incredibly redundant now, and, well, that's because it is, haha. Later on once I get the model changer fixed in, he'll actually make sense as a character; you'll be able to switch out Yoshi colors on the fly. Believe it or not, each of these Yoshi's actually do have incredibly insignificant differences. I'm also going to rearrange some things so that Yoshi's Tetris Attack color scheme is in one of these slots, too.

Oh, and that's right, I'm dabbling with some stage textures too! I've completely reworked Onett to be 100% faithful to it's appearance in Earthbound and I couldn't possibly be more happy with the results! ...Except for one thing, the houses in the background, for whatever reason, don't look the way their texture files do. It's wierd and I don't know how to fix it. >_>

I also tried my hand at Yoshi's Island (Melee) and a Mushroom Kingdom (SMB) stage, but the results need heavy reworking. I also have an unreleased stage of the Tower of Guidance (Final Battle) from Radiant Dawn, I've actually been holding onto it for almost a year now.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on April 12, 2015, 11:11:04 PM
WOW. These are awesome! I'm honestly really excited for these. I'm very curious about how Yoshi's gonna work. Do you like, toggle between the colors by taunting like Mario and Luigi were gonna do with their hammers?


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Nao-chan on April 12, 2015, 11:19:40 PM
I'll have to look into that once I get my PSAs up and kicking again; thanks!

Not a problem my friend. Those colors look a lot better than before. You're definitely improving. Nice job.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on April 13, 2015, 08:17:10 PM
WOW. These are awesome! I'm honestly really excited for these. I'm very curious about how Yoshi's gonna work. Do you like, toggle between the colors by taunting like Mario and Luigi were gonna do with their hammers?

That's the idea!

The same concept is going to apply to a bunch of other characters too. Link and Samus especially.

...Although I'm seriously considering making it so that every time you shield your color changes, ha. I don't think I'll do that though, since I figure it would be an unpopular design choice.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on April 15, 2015, 06:34:59 PM
That's the idea!

The same concept is going to apply to a bunch of other characters too. Link and Samus especially.

...Although I'm seriously considering making it so that every time you shield your color changes, ha. I don't think I'll do that though, since I figure it would be an unpopular design choice.
Yeah... the shielding idea dosen't sound very effective. Also, I noticed Mario's idle animation looks a LOT better in most of these pictures. It looks a lot more like somthing he would do rather then the "Misc. Fighting pose" thing that smash gave him. So good job with that! (This was like one of the first things I noticed. Mostly because I've been really excited for him ever since I heard of this project.)


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on April 19, 2015, 09:09:08 AM
Also, I noticed Mario's idle animation looks a LOT better in most of these pictures. It looks a lot more like somthing he would do rather then the "Misc. Fighting pose" thing that smash gave him. So good job with that!

Thanks! That's one of the planned changes.

However, it only looks good because it's a picture. The animation itself is actually not all that well done... Getting back to PSA'ing is going to be interesting.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Nao-chan on April 19, 2015, 06:27:09 PM
However, it only looks good because it's a picture. The animation itself is actually not all that well done.

You know I can help with that. I just need to know what it is you plan on doing.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on April 20, 2015, 06:40:22 AM
You know, you would be a massive help with my costume transition animations.

Let me toss some ideas your way. I'll tell you what's currently possible with the material I'm currently working with...



- Do you remember that animation Mario does in Super Mario 64 when he gets a star? That's one of the planned Side Taunts, and I can make one Mario slot change costumes with it.

- As for Yoshi, I have something particularly interesting in mind... What if you made Yoshi throw an egg out in front of him, shrink him down so he "disappears", have him reappear inside the egg and hatch out of it? I know it sounds complicated, but I think it's possible. When I apply the model changers, it'll look really cool.

- For Young Link, I could really use a sword changing animation (Up Taunt) a tunic changing animation (Side Taunt) and a shield changing animation (Down Taunt). For the tunic change, I think I wanna go with that animation Link does in A Link to the Past whenever he collects a dungeon crystal. Know what I'm talking about? For the Up Taunt, I'm thinking maybe the animation Link does in Wind Waker when he gets the Master Sword, where he practices with it. As for the other shield animation, I want it to be quick and simple; I think the "got an item" pose Link does in his games would be pretty funny.

- As for Link, I've got three things in mind: a remastered version of the taunt where he sheathes his sword (I'm pretty sure it looks different in Twilight Princess and Skyward Sword), if that's at all possible. The same Master Sword animation with Toon Link applies here too, since he does it in TP and SS. As for the last animation, I want him to do that thing he does when being trained by the Hero's Shade in TP.

 - I want Ganondorf to have a new Down Taunt where his sword appears out of thin air in front of him, perhaps doing some fancy slashing animations, with him grabbing it in his hand and holding it. It would also need an accompanying sheathing animation, to toggle the sword away.

- Ohhhhh Samus... here's where things get good. All I need is a cool Arm Canon transition animation, and a Suit Transition animation. For the suit transition animation, just make her fiddle with controls on her arm canon. For the arm canon animation, try to make it short and flashy.

- A costume transition animation for Dedede is needed. I wish I could be more specific with this one. Maybe him just waving at the camera or something, haha. Remember, for a lot of these transitional taunts I want them to be short and sweet.



I think that's all for now. Just pick any ideas that peak your interest and do what you can.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Nao-chan on April 20, 2015, 03:35:25 PM
Well... that was more than I was expecting... I thought you meant special transitions into Wait1... not transforming costume ones... Well I can do some of these... but not all of them. I'm not that good yet.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Large Leader on April 20, 2015, 04:47:12 PM
Transforming costumes?

Model changers incoming


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Nao-chan on April 20, 2015, 04:53:47 PM
Yup. That's what he said in his post... so many incoming.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Large Leader on April 20, 2015, 05:05:20 PM
Just make sure that poly count and file size isnt' too high otherwise you're going to crash so damn hard lol

I would also highly recommend to edit or replace your Roy's wait stance with Thany's. The angle is very... impractical (can't find a better word). I know you want to base it off his FE6 sprite, but Thany's wait animation (and by extension, Melee's) conveys that enough without making the angle too unrealistic.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: TheDarkKnight on April 20, 2015, 05:32:33 PM
I'm mostly excited for bowser, but this is amazing!

Is there a moveset being worked on for bowser that makes him stand like that?


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on April 20, 2015, 06:04:46 PM
I'm mostly excited for bowser, but this is amazing!

Is there a moveset being worked on for bowser that makes him stand like that?
He's been making movesets for lots of characters. But from what I know he's just focusing on textures right now.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on April 24, 2015, 06:54:06 PM
I thought you meant special transitions into Wait1...
Haha, no way, that's amateur hour. I can handle that easy. I only neglected to include that in past releases because I was being disorganized and a bit lazy.

Well I can do some of these... but not all of them. I'm not that good yet.
You're way better than me for sure. That's good enough!
Just do what you can, no pressure at all.

Transforming costumes?

Model changers incoming
I'm waaaaay ahead of ya.

Just make sure that poly count and file size isnt' too high otherwise you're going to crash so damn hard lol
I'm well aware. Samus in particular worries me. I'm just gonna play it by ear, do one model changer at a time and see how far I can get with each respective character.

I would also highly recommend to edit or replace your Roy's wait stance with Thany's. The angle is very... impractical (can't find a better word). I know you want to base it off his FE6 sprite, but Thany's wait animation (and by extension, Melee's) conveys that enough without making the angle too unrealistic.
While I appreciate the criticism (I really do), I gotta give this one a big fat no. The whole point of this project is to pay as much homage to Nintendo's work as possible. That means embracing even the more unrealistic, even arguably bad decisions they made.

What I can do is take a second look at the sprite and try my hardest to get the angle on the sword exact, but nothing else. I know it sounds weird and impractical, but this project is about recreating the most accurate Nintendo experience possible; which is the whole point of Smash in the first place.

Thany's (and by extension, Melee's) Wait animation doesn't look a thing like Roy's FE6 stance. Not to knock his (their) work, it's incredible. The point is, it doesn't coincide with the project's mission statement whatsoever.

Besides, if you want to talk about impractical sword stances, let's talk about Ike's FE9 Ranger stance, ha!

Is there a moveset being worked on for bowser that makes him stand like that?
If by that you mean to ask, "Are you updating your Bowser?"
The answer is yes and no. Yes, because I plan on it eventually, but no because currently it's not being worked on. Like That One Guy said, textures (and thereafter model changers) are the current priority.

But if by that you mean to ask, "Does somebody else have a Bowser with this feature?"
The answer, to my knowledge, is a resounding "Nnnope!".


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on May 23, 2015, 11:59:54 PM
I can help with CSPs/CSS icons and stuff if needed.

(also, sorry if I'm a bother at all. I feel like I've been posting here too much.)


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on May 24, 2015, 11:28:05 PM
I'll be handling the icons, I have some guidelines in mind for making them. The poses of each individual CSP/CSS slot will be customized with it's own animation, and I'll be taking snapshots of these animations in-game on Hanenbow.

And certainly not, all posts are more than welcome! At least some people still follow this, ha.

Sorry for the lack of updates and posts about material, you know how it is; crazy busy with real life and such. It doesn't help that me and my band just kicked off a new project (we're making a Hip-Hop album, hahaha).

So, a quick word about a decision I'm seriously considering; lately people have been posting direct rips of Smash 4 models on the vault. I love these models and definitely want to utilize them, however there's a big problem: when four of these models are in-game at once in a single battle (hell, even two sometimes), there is notable lag in the game. Do you guys think I should just forget the Sm4sh models and wait for Smash 3 to update their models?


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: TheRealHeroOfWinds on May 25, 2015, 10:30:57 AM
I'll be handling the icons, I have some guidelines in mind for making them. The poses of each individual CSP/CSS slot will be customized with it's own animation, and I'll be taking snapshots of these animations in-game on Hanenbow.

And certainly not, all posts are more than welcome! At least some people still follow this, ha.

Sorry for the lack of updates and posts about material, you know how it is; crazy busy with real life and such. It doesn't help that me and my band just kicked off a new project (we're making a Hip-Hop album, hahaha).

So, a quick word about a decision I'm seriously considering; lately people have been posting direct rips of Smash 4 models on the vault. I love these models and definitely want to utilize them, however there's a big problem: when four of these models are in-game at once in a single battle (hell, even two sometimes), there is notable lag in the game. Do you guys think I should just forget the Sm4sh models and wait for Smash 3 to update their models?

Can I be a playtester for this project?

Also is there a Skype group for this project?


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on May 25, 2015, 10:34:31 AM
When the time comes, (which will be quite some time I'm afraid) you're more than welcome to do some play-testing.

As for the Skype question, that's a no because if that were the case I'd basically be Skyping with myself, haha. Aside from some loose affiliations with members like Nao-chan, BronzeGreekGod, and KingJigglypuff when I'm lucky, I'm practically doing this project alone.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on May 27, 2015, 08:24:48 PM
I'd say don't use the Smash 4 models if they're lagging the game. But if there's a way to make them work then go for it.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: PangEr97 on June 17, 2015, 05:34:38 AM


Agreed, although it would be pretty cool to bring in some smash 4 models, if it makes the game lag I wouldn't use it unless of course you can find a workaround.

Also, I cannot wait to see the final product for some of these characters. I'm probably going to try out the Bowser and Meta Knight PSAs first because those are the characters I'm most familiar with in game. And oh by the way, do you plan on replacing Bowser's final smash? I know that Giga Bowser is not really a Mario character since he originated in Melee


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on June 22, 2015, 12:31:33 AM
Amarythe said that final smashes will not be supported.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on June 28, 2015, 05:11:52 AM
In the extremely unlikely event that this project reaches full completion, Final Smashes might be considered at some point. But essentially what Nolan says is correct, Final Smashes are out of the question for now.

I'm really disappointed in my lack of PSA updates recently, but it can't really be helped. For the sake of keeping Project M's features in the game, I feel it's best to wait until their final release before I make any major PSA changes.

In the meantime I can make aesthetic animation changes tho, so I'm thinking sometime soon I'm going to tackle a few of those.

I'm sorry I haven't released anything yet despite the massive trove of remastered work I have on hand; in apology I'll send any one unreleased hack to anybody in the thread who wants one, provided they PM me first.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Afterthought on June 28, 2015, 07:35:24 AM
I'm sorry I haven't released anything yet despite the massive trove of remastered work I have on hand; in apology I'll send any one unreleased hack to anybody in the thread who wants one, provided they PM me first.

I was going to PM you for your hacks (considering I used some of your stuff when I first got into Brawl modding, and I loved your work) but I have a better idea for you.

Why not release a beta of sorts? Put whatever you have completed in a pack and see who'll use it, even if it's just texture edits and slight animation work. I think a pack will see some decent action on the Vault.

(Regardless if you do or don't I'm still interested so I dunno if I should still PM you or not. Lol)


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Omegaknight75 on June 28, 2015, 04:46:53 PM
For the sake of keeping Project M's features in the game, I feel it's best to wait until their final release before I make any major PSA changes.

While I am a bit sad that we'll have to wait for the golden version of Project M, I definitely understand your decision. I am a huge supporter in this project, and I wish you good luck in the future.   :)


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on June 29, 2015, 09:53:40 PM
Is it alright if I ask what you mean by "any one unreleased hack"? I'm assuming that means just one of the textures?


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on July 04, 2015, 07:55:30 AM
Why not release a beta of sorts? Put whatever you have completed in a pack and see who'll use it, even if it's just texture edits and slight animation work. I think a pack will see some decent action on the Vault.

(Regardless if you do or don't I'm still interested so I dunno if I should still PM you or not. Lol)
Did you change your name? I don't recognize you, haha.

That's actually a fair idea, and it makes a ton of sense because that's essentially what I did with my PSAs anyway. I'll definitely consider that, but in the meantime PM for some stuff.

Is it alright if I ask what you mean by "any one unreleased hack"? I'm assuming that means just one of the textures?
Nah, you can have more than one! Just try not to overdo it.

Be warned, certain characters have slight aesthetic glitches (changes in PM messed with Smash 3's work, which of course I build off of). Mario's one of them, I think Link too. I think I accidentally deleted my Pit textures too while testing PM Ridley ;_; I think I've got some backups tho.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on August 28, 2015, 02:12:38 AM
I was going to PM you for your hacks (considering I used some of your stuff when I first got into Brawl modding, and I loved your work) but I have a better idea for you.

Why not release a beta of sorts? Put whatever you have completed in a pack and see who'll use it, even if it's just texture edits and slight animation work. I think a pack will see some decent action on the Vault.

(Regardless if you do or don't I'm still interested so I dunno if I should still PM you or not. Lol)
I actually really like this idea!


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: xXZythXfinintyXx on September 02, 2015, 11:51:10 PM
Not sure if dead or not, but posting to stay updated. I also can help with Animations


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on September 03, 2015, 11:52:16 PM
I'm pretty sure it's not dead, I've been told Amarythe is just really busy.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: kururu on September 19, 2015, 06:33:18 AM
All the dropbox characters can't be downloaded,please put them on mediafire.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on October 11, 2015, 02:44:38 PM
As it stands the project is effectively dead. I apologize, I felt like I've let a ton of people down. (Almost) single handedly remastering the game is just so much work, and with a full time job, various other responsibilities, and a slew of other (in some cases equally ambitious hobbies) under my belt, with the Brawl scene on it's last legs, constant 503 errors that make the Vault often unworkable, the release of Smash 4, and a variety of personal developments in my life which have exacerbated my clinical depression to terrible degrees, I'm afraid further work on the project simply isn't realistic at this point. Again, I'm incredibly sorry: I wanted All Stars to happen just as much, if not more, than all of you.

Instead of personally releasing select hacks to a few who personally request it, I'm just going to release a master pack of all the unreleased work I've got stashed away on my computer. I'll try my best to indicate in a .txt file just precisely what every file is, but due to the vast scale of this project, there may be slight inaccuracies. The master pack will basically be my last hurrah on the Brawl scene; hopefully one day Smash 4 gets cracked open, maybe then I'll make a big return.



Until then, I'll see you kids around. It was fun while it lasted. And again, I'm really sorry I couldn't do more.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on October 24, 2015, 12:15:58 PM
Instead of personally releasing select hacks to a few who personally request it, I'm just going to release a master pack of all the unreleased work I've got stashed away on my computer. I'll try my best to indicate in a .txt file just precisely what every file is, but due to the vast scale of this project, there may be slight inaccuracies. The master pack will basically be my last hurrah on the Brawl scene; hopefully one day Smash 4 gets cracked open, maybe then I'll make a big return.
Master Pack, huh? Well, that's certainly a way to go out with a bang! I'm looking forward to this!

Anyways, you don't have to apologize. We understand!


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: omegafalcon on December 19, 2015, 06:37:03 PM
Hey, are you still planning on doing a Master Pack?


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: someguy267 on April 19, 2016, 03:04:54 PM
Yeah, does anyone happen to have the links to any of these PSA's? The dropbox links are down and Amarythe doesn't seem to be active anymore.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: PlayingGames97 on July 06, 2016, 05:14:31 AM
Yeah, does anyone happen to have the links to any of these PSA's? The dropbox links are down and Amarythe doesn't seem to be active anymore.
I got a link to a few reuploads someone posted. I can link those if you want.

As for wether or nto Amarythe is coming back, no one knows :/ If you're interested, me and two other modders are going to start working on a project on making character movesets canon.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: theniftytable on July 10, 2016, 04:27:01 PM
I got a link to a few reuploads someone posted. I can link those if you want.
Sounds good!


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: NESasary_Gamer on July 18, 2016, 04:51:14 PM
Can you give the links to all of Amarythe's moveset posts except Ganondorf's?


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: NESasary_Gamer on July 28, 2016, 07:13:55 PM
Can anyone give me those links? I want them for a custom build.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: FGUG2021 on August 27, 2016, 06:26:50 PM
i downloaded the latest versions of amarythe's true psa series except for ganons, i have all of those and if anyone wants to redownload them here you go:

True Bowser: https://drive.google.com/open?id=0B54fNtuC-4qMVm1SRFZpb0pQQ3c
True Captain Falcon: https://drive.google.com/open?id=0B54fNtuC-4qMem5iLWxsZGN2N3M
True Charizard: https://drive.google.com/open?id=0B54fNtuC-4qMNERzbjVQLWpqUFU
True Ike: https://drive.google.com/open?id=0B54fNtuC-4qMNW5FSTc4QnJIOFk
True Link: https://drive.google.com/open?id=0B54fNtuC-4qMQk5kVXB6VXczbVU
True Metaknight: https://drive.google.com/open?id=0B54fNtuC-4qMLUtDUVVodWI4Qkk
True Roy: https://drive.google.com/open?id=0B54fNtuC-4qMZXJpbm1kUkw1Wm8
True Young Link: https://drive.google.com/open?id=0B54fNtuC-4qMdHY1WnNwSmhZZXc

Edit: had to make new ones. Dropbox had to get shut down due to 429 errors


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: king Bob Videos on October 20, 2016, 11:38:21 AM
These links are broken as well... does anyone have copies of these links?


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: FGUG2021 on February 10, 2017, 04:00:15 PM
@rgflake take a look at the post now


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Null-Ray Sniper on May 14, 2017, 02:06:19 PM
Could someone share the link for the Nostalgia Wolf mod? Not sure if it's Nostalgia or True Wolf but either way I'd like to download it.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34876 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34876)


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: Amarythe on March 21, 2018, 01:16:28 PM
On the off chance that anyone is still here from when this project was going, I'm afraid progress on it has officially ended. This is due to the Smash 4 scene rising and the fact that my new computer just can't handle Smash Bros. hacking software for some reason.

In the meantime, what I've been busy doing is making Let's Plays with a friend. If you were interested in my work here, who knows, you might like what I'm doing there.
https://www.youtube.com/watch?v=D5a-ZCqc_nI (https://www.youtube.com/watch?v=D5a-ZCqc_nI)

Thanks for all the support you guys gave me.


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: windhunter7 on March 22, 2018, 12:13:30 AM
I just watched it and fount it amusing, but not hilariously funny. Pretty funny, though, I was still in hyterics! :D

Also, it's Smash 5 now :P

Post Merge: March 22, 2018, 12:14:00 AM
But yeah, can't wait for the continuation ;D


Title: Re: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)
Post by: N0XX_ on September 05, 2018, 08:15:29 AM
After finishing my melee project which was based on this, could I finish this project for you? Not going to take credit or anything, if you allow it but it would be fun (and no doubt easier than melee..) to do it. In a way, even if you don’t want me to finish it I will eventually make Super Smash Bros Origins for project M in your honor.