Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: RevenantMammoth on November 13, 2013, 02:26:35 PM



Title: The Star Forge: Side Project - SSBU Sheik
Post by: RevenantMammoth on November 13, 2013, 02:26:35 PM
:kdance:(http://i41.tinypic.com/2eeh0jn.png) :kdance:
This is a PSA topic about the current PSAs both ShinyMammoth, and myself, RevenantGenesis are working on outside from Pokemon Brawl. Right now were only working on Fire emblem characters but i'm sure we will work on more in the future.
Current WIPs (All animations posted are subject to change and or updates/fixes.)

SSBU Sheik Info Coming Soon
(http://i41.tinypic.com/28wh64z.png)

Gifs will be added soon.

(http://i40.tinypic.com/25qsl09.png)
Black Knight
Progress: 60%

The Black Knight has always been one of my favorite villians of the Fire Emblem series, so I only see it fitting that he gets an awesome PSA. Like Chrom, I took several animations the Black Knight does in his game and tried my best to replicate them. The Black Knight will have powerful attacks with percise hitboxes.
Previews
Wait1 (no .gif)
(http://i40.tinypic.com/120qo41.png)
Up Smash
(http://i1333.photobucket.com/albums/w626/revenantmammoth/Hi4_zpse234c626.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/Hi4_zpse234c626.gif.html)
Side Special
(http://i1333.photobucket.com/albums/w626/revenantmammoth/SpecialS3_zps8aa54352.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/SpecialS3_zps8aa54352.gif.html)
Neutral Special Charge
(http://i1333.photobucket.com/albums/w626/revenantmammoth/SpecialNHold_zps782d074b.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/SpecialNHold_zps782d074b.gif.html)
Neutral Special
(http://i1333.photobucket.com/albums/w626/revenantmammoth/SpecialN_zps96fb8b85.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/SpecialN_zps96fb8b85.gif.html)


(http://i40.tinypic.com/2zrid0h.png)
Chrom
Progress: 90%

Aka the cool guy lord. I have been working on this Chrom hack here and there ever since I saw that the Fire Emblem modeling thread was working on a Chrom model. Plus he has a strong possibility of making it onto the roster of SSBU seeing how popular FE Awakening was. I tried to replicate a few animations that he is seen doing on the 3DS, along with his winning animation from the 3DS as one of his taunts. When it comes to Character balancing im trying to find a happy medium between Marth and Ike.

Previews Semi Outdated
Wait1 (FE: Awakening)
(http://i1333.photobucket.com/albums/w626/revenantmammoth/ChromWait1_zps96b283a2.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/ChromWait1_zps96b283a2.gif.html)
Wait2
(http://i1333.photobucket.com/albums/w626/revenantmammoth/ChromWait2_zpsd5664c80.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/ChromWait2_zpsd5664c80.gif.html)
Down Taunt (FE: Awakening)
(http://i1333.photobucket.com/albums/w626/revenantmammoth/AppealLw_zps26d19589.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/AppealLw_zps26d19589.gif.html)
Up Taunt
(http://i1333.photobucket.com/albums/w626/revenantmammoth/ChromAppealHi_zps5a1cba62.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/ChromAppealHi_zps5a1cba62.gif.html)
Attack Dash
(http://i1333.photobucket.com/albums/w626/revenantmammoth/ChromAttackDash_zps9b420323.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/ChromAttackDash_zps9b420323.gif.html)
Side Tilt
(http://i1333.photobucket.com/albums/w626/revenantmammoth/ChromS3S_zps50d4c5d8.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/ChromS3S_zps50d4c5d8.gif.html)
Up Tilt
(http://i1333.photobucket.com/albums/w626/revenantmammoth/ChromHi3_zps46fb2057.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/ChromHi3_zps46fb2057.gif.html)
Side Special (Aether: FE: Awakening)
(http://i1333.photobucket.com/albums/w626/revenantmammoth/ChromSpecialS1_zpsa974da5e.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/ChromSpecialS1_zpsa974da5e.gif.html)
Side Special 2 (If Hitbox Connects)
(http://i1333.photobucket.com/albums/w626/revenantmammoth/ChromSpecialS2_zps292e8f52.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/ChromSpecialS2_zps292e8f52.gif.html)



(http://i41.tinypic.com/2vnhmxy.png)
Hector
Progress: 75%

I was pretty happy to see that Tormod made Hectors model, and once I got permission from him to make the PSA I continued animating for him. Hector is having a couple small codding problems but it shouldn't be too long before they are fixed and his progress is continued.
Previews
Wait1
(http://i1333.photobucket.com/albums/w626/revenantmammoth/1Wait1_zpsfc6ef0f1.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/1Wait1_zpsfc6ef0f1.gif.html)
Attack Dash
(http://i1333.photobucket.com/albums/w626/revenantmammoth/AttackDash_zpsd106d690.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/AttackDash_zpsd106d690.gif.html)
Up Tilt
(http://i1333.photobucket.com/albums/w626/revenantmammoth/AttackHi3_zpsbeed9036.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/AttackHi3_zpsbeed9036.gif.html)
Down Smash
(http://i1333.photobucket.com/albums/w626/revenantmammoth/AttackLw4_zpsb76965c5.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/AttackLw4_zpsb76965c5.gif.html)
Neutral Air
(http://i1333.photobucket.com/albums/w626/revenantmammoth/NAir_zps774cdaf9.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/NAir_zps774cdaf9.gif.html)
Forward Air
(http://i1333.photobucket.com/albums/w626/revenantmammoth/AttackAirF_zps0bc9259d.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/AttackAirF_zps0bc9259d.gif.html)
Up Air
(http://i1333.photobucket.com/albums/w626/revenantmammoth/AttackAirHi_zpsd365a396.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/AttackAirHi_zpsd365a396.gif.html)
Back Air
(http://i1333.photobucket.com/albums/w626/revenantmammoth/AttackAirB_zpsf1dd58e9.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/AttackAirB_zpsf1dd58e9.gif.html)
Side Special
(http://i1333.photobucket.com/albums/w626/revenantmammoth/SpecialS_zpsda618179.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/SpecialS_zpsda618179.gif.html)
Up Special
(http://i1333.photobucket.com/albums/w626/revenantmammoth/SpecialHi_zpsfb66308e.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/SpecialHi_zpsfb66308e.gif.html)
Final Smash
Alright so here's how this thing works.
1. Hector switches his Axe to his other hand, then while he spins his axe above his head it will trap all opponents caught in the spin for the rest of its duration.
2. Hector smashes the opponents caught in his axe spin to the ground and bounces them slightly above his head.
3. Hector swings his axe above his head and traps an opponent in a throw collision and places them in range for Lyn to begin her attack.
4. While Lyn teleports around the affected enemy, her body will also act as hitboxes to knock other opponents near the person trapped by the throw collision.
5. Lyn will strike opponents in range several times dealing massive damage.
6. Hector drops in and finishes anyone in range or affected by the throw collision.

(http://i.imgur.com/JEEWuj4.gif)



(http://i40.tinypic.com/nvdq3o.png)
Nephenee
Progress: 60%(Most animations done, and some codding)

Nephenee is turning out to be one of my favorite PSAs. Her spear is just so big it makes for interesting attacks with great range, and she has the utilization of her Shield as well, which she will use for both attacking and reflecting projectiles. She will also be able to put her Shield away, and take it back out with her Down B, which will change a couple of her attacks. In addition to being able to put her Shield away, it will break off after taking a set amount of damage. Nephenee will still be able to pull her Shield out again when this happens.
Previews
Wait1
(http://i.imgur.com/o2NgyRC.gif)
Wait1 (No Shield)
(http://i.imgur.com/Y6ktopS.gif)
Side Tilt
(http://i.imgur.com/ZZCYxyl.gif)
Down Tilt
(http://i.imgur.com/Z2pI05i.gif)
Side Smash
(http://i.imgur.com/H4fbWms.gif)
Up Smash
(http://i.imgur.com/LbTjRvJ.gif)
Down Smash
(http://i.imgur.com/TX1V9Sk.gif)
Neutral Air
(http://i.imgur.com/DVixHph.gif)
Forward Air

(http://i1333.photobucket.com/albums/w626/revenantmammoth/AirF_zps0adeb7f5.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/AirF_zps0adeb7f5.gif.html)
SpecialN
----------------------------------------------------------------------------------------------------
This attack is quite interesting. How it works is you will first press Neutral B once, activating a short stance of sorts. From there, depending on how many times you press B while the short stance animation is going, Nephenee will do different attacks. If you don't press B after activating the stance, Nephenee will return to her Wait1. Regardless if Nephenee has her Shield out or not, she will pull her shield back out after attacking. She wont pull her shield back out if you don't attack out of the short stance.
SpecialN1
(http://i.imgur.com/pfWJO89.gif)
SpecialN1 (No Shield)
(http://i.imgur.com/JlxQAxH.gif)
SpecialN2
(http://i.imgur.com/iDuW1Rt.gif)
SpecialN3
(For this one I cut in the SpecialN1 so you can get the full effect.)

(http://i.imgur.com/1LcYW8f.gif)
----------------------------------------------------------------------------------------------------
SpecialS
(http://i.imgur.com/q9UxRsS.gif)
SpecialS (No Shield)
(http://i.imgur.com/Z4fSP9V.gif)


(http://i42.tinypic.com/2j17lug.png)
Roy [FE13]
Progress: 99%
Should be done soon, just some small graphic and animation adjustments.

Pointless you say? Well I disagree. I began making this Roy PSA before the game came out because of how excited I was upon seeing Roy's appearance on the Fire Emblem Awakening roster, and because of how cool his new art was. Little did I know he would just be your average run of the mill Mercenary  :>.>: But that didn't stop me from working on him. This Roy is more of a collaboration Roy compiled of different attacks from several different Roys on the vault along with a few extras. I will add a detailed list of the attacks I used and which PSAs I got them from, along with all the creators of the PSAs to give proper credit. Odds are this PSA wont be released until the Awakening Roy model is released.

As for his psa, he will similar to Marth's strengths and speed in areas, while being better or worse in others. A trait he will share with Marth is his percise hitbox on the tip of his sword, but rather than having it on the tip, it will be more on the base of Roy's blade. The hitbox will have increased hitlag, deal more damage and knockback. To compliment the hitbox on Roy's inner blade, he will run faster than Marth, and have more gravity for balancing.
EDIT: Keep in mind, all these animations may look different in-game because altered with Frame Speed.

Previews
Wait1
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation0_zps71362e4c.gif)
Dash Attack
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation1_zps6fdcb4dd.gif)
Side Tilt
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation2_zps645b4ab6.gif)
Up Tilt
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation3_zps833e215c.gif)
Good ol' Side Smash
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation4_zps8d67fa47.gif)
Up Smash
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation5_zpsc6b046a6.gif)
Down Smash
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation6_zps6d1bf2c7.gif)
Neutral Air
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation2_zps0b46fc1f.gif)
Forward Air
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation1_zpsd577f1de.gif)
Back Air
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation02_zpsdeafccec.gif)
Up Air
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation0_zps15bb34fc.gif)
Down Air
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation1_zps3f7dc904.gif)
Neutral Special
What were gonna do is send out a few invisible hitboxes that will explode if they hit someone to replicate the attack just blowing up on you. The animation is done, I just thought that this would get the point across better.
(http://i1333.photobucket.com/albums/w626/revenantmammoth/24-SoSranged_zpsff732920.gif)
Side Special
For Roy's Side B combo, I plan on making an all new combo, different from all the others on the vault.
Down Special
We are using the Counter from the "Brawl Style Roy Beta" where he explodes with flames when hit, but we plan on making the graphic and hitbox smaller for balancing.  




Screenshots
*Photos by solarflare4774

(http://i.imgur.com/rVrcyWy.jpg)
(http://i.imgur.com/QoDJr3r.jpg)
(http://i.imgur.com/4s8yx1Z.jpg)
(http://i.imgur.com/cMiBEdg.jpg)
(http://i.imgur.com/OCSiCMM.jpg)
(http://i.imgur.com/gJR4Beu.jpg)
ouch
(http://i.imgur.com/OdTQprd.jpg)



(http://i44.tinypic.com/necj8k.png)

Pokemon we're working can be followed here.
http://forums.kc-mm.com/index.php?topic=47219.0 (http://forums.kc-mm.com/index.php?topic=47219.0)

Future PSAs
(http://i40.tinypic.com/av4gef.png)
(http://i44.tinypic.com/10ohaxd.png)
Moveset

-Ground Attacks-
Side Smash:
A short ranged Horn Charge attack.
Down Smash:
Spyro does a spin attack with his tail.

I'm not really sure what to do for the rest of his grounded attacks.
Up Smash:
-----

Neutral A:
-----
Side Tilt:
-----
Up Tilt:
-----
Down Tilt:
-----

-Air Attacks-
Neutral Air:
Similar to Charizard's, Spyro curls up and spins forward.
Forward Air:
Spyro rams his head forward.
Up Air:
Spyro does a single flap of his wings, hurling himself upward and attacking with his back
Back Air:
Spyro attacks behind him with his tail.
Down Air - Head Bash
(http://i42.tinypic.com/14b3w4l.jpg)
Spyro dives downward and smashes his horns into the ground.

-Specials-
Neutral Special - Fire Breath
(http://i42.tinypic.com/6ykvtk.jpg)
(Charge Move) A two stage charge, First stage being his standard fire breath, and the second being Superflame. (Also considering taunting to change his breath, only aesthetic)
Forward Special - Horn Charge
(Hold) One of his signature attacks, Spyro Lowers his head and sprints forward. Once released Spyro will continue to sprint for for a short time before stopping. This attack can go off the edge.
Down Special - Wing Shield
(http://i42.tinypic.com/15ppuo6.png)
(Hold) Spyro covers his body with his wings, deflecting projectiles. (Possibly will block attacks)
Up Special
Similar to MK's, Spyro flies upward and and in a slight circle, which initiate's his glide rather than special fall.

-Glide Attacks-
In addition to his regular glide attack, which will probably be a gliding Horn Charge, he will be able to use his Neutral B fire breath attack.


Title: Re: Upcoming PSAs {Black Knight previews up}
Post by: Revan on November 13, 2013, 03:34:12 PM
Reserved for space.


Title: Re: Upcoming PSAs {Black Knight and Hector previews up}
Post by: cephalopod17 on November 14, 2013, 04:12:24 PM
Looks great so far. I am glad someone is making a Chrom hack!


Title: Re: Upcoming PSAs {Black Knight and Hector previews up}
Post by: ToadKart on November 15, 2013, 11:13:54 AM
Black Knight looks great. He's in my top 10 wanted characters for SSB4, so I'm really looking forward to this. :)


Title: Re: Upcoming PSAs {Black Knight and Hector previews up}
Post by: Hosernaut on November 15, 2013, 11:31:01 AM
:0 :0 :0

0: 0: 0:

I really wanna see previews for these.

Also, you have use of my art skills if they are needed. FE is my favorite game series.


Title: Re: Upcoming PSAs {Black Knight and Hector previews up}
Post by: Revan on November 18, 2013, 12:58:55 AM
Thanks for the support guys. I'll try to get a video preview for Chrom soon, and I'll keep your name in mind if we need any help.


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: ShinyMammoth on November 21, 2013, 02:04:09 PM
Update! Black Knight is now fully functioning. I still have some work to clean him up a bit. I would love to get my hands on the Fire emblem models of a spear and javelin but my poorly vertexed models will do for now.

I will post pictures, either here or in the OP when I get home and can take a few.


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Hosernaut on November 21, 2013, 02:12:51 PM
Update! Black Knight is now fully functioning. I still have some work to clean him up a bit. I would love to get my hands on the Fire emblem models of a spear and javelin but my poorly vertexed models will do for now.

I will post pictures, either here or in the OP when I get home and can take a few.

Doesn't the Nephenee model have a spear? Also, did you use an existing model for the Black Knight, or did you port/make a new one?


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: ShinyMammoth on November 21, 2013, 02:20:53 PM
Yes I am actually already using nephenee's spear vertexed for both the javelin and spear. Sadly that model isn't the legitimate "spear" and looks nothing like the javelin.

And It is an existing model I'm not sure which one ATM but I can find out later on.


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Hosernaut on November 21, 2013, 03:06:06 PM
Yes I am actually already using nephenee's spear vertexed for both the javelin and spear. Sadly that model isn't the legitimate "spear" and looks nothing like the javelin.

And It is an existing model I'm not sure which one ATM but I can find out later on.

I'll keep my eye out for something that could work. Once you find out which existing model this is, I'll work on stock icons, and if no one else is doing it, I'll make the intro images used in sc_title (still trying to get the lighting right for this, but I've pretty much got it) Also, do you have re-colors yet?


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: ShinyMammoth on November 21, 2013, 03:34:07 PM
I I'm going to try my luck at ripping them from one of the Wii games. Since the don't really need to be rigged I think I can handle it. And yeah I think we have recolors for him already. Thanks though


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: The Professor on November 21, 2013, 06:28:55 PM
 *aka the cool guy lord*
Yeah, definitely sounds like chrom.
Voted for chrom because yus.


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Revan on November 22, 2013, 01:49:41 PM

I'll keep my eye out for something that could work. Once you find out which existing model this is, I'll work on stock icons, and if no one else is doing it, I'll make the intro images used in sc_title (still trying to get the lighting right for this, but I've pretty much got it) Also, do you have re-colors yet?

Intro images would be sweet. I started making some for pokemon brawl a while back. Try using the bronze option in Gimp and mess around with the images base saturation, it works out pretty nice. You can also make it look like the light is coming from a different source through gimp. When it comes to BK recolors we only have the original and his Red Green Blue colors. I'd like to see what you can do so feel free to work on that.

*aka the cool guy lord*
Yeah, definitely sounds like chrom.
Voted for chrom because yus.

Chrom for the win! lol Definitely my most anticipated character for SSBU. He should be done anytime now, I've done my best to rip his SFX from what I can but I need more to cover everything before he's released.


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Hosernaut on November 22, 2013, 02:24:09 PM
Intro images would be sweet. I started making some for pokemon brawl a while back. Try using the bronze option in Gimp and mess around with the images base saturation, it works out pretty nice. You can also make it look like the light is coming from a different source through gimp. When it comes to BK recolors we only have the original and his Red Green Blue colors. I'd like to see what you can do so feel free to work on that.

Chrom for the win! lol Definitely my most anticipated character for SSBU. He should be done anytime now, I've done my best to rip his SFX from what I can but I need more to cover everything before he's released.

Can you send me the model? Or tell me which one you guys used? And thanks for the advice on the intros. I think the bronze effect might be what I was missing. I'm going to check it out in a bit.


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Revan on November 22, 2013, 05:51:56 PM
We're using this one.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25210 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25210)


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Hosernaut on November 22, 2013, 10:03:53 PM
I'm just gonna put these here >.>

(http://i.imgur.com/Uz1dK5c.png)(http://i.imgur.com/8Opjfo4.png)

I might need to make them bigger. I gotta put them in game and check. Once I see the recolors, i'll do them too.


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Revan on November 26, 2013, 07:18:40 PM
Alright I just finished up everything with Chrom's throws, and I now have a way to get the sfx from his game so I will be working on getting that finished. I may wait untill Kaze's Chrom model is released to put this PSA out but i'm not sure yet. It's definitely a big improvement on the one on the vault.


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Albafika on November 26, 2013, 08:05:38 PM
Hadn't seen this topic until now. Glad to see someone's been working on Fire Emblem PSAs! I'll be following this thread now.


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Revan on November 26, 2013, 08:17:55 PM
We have a habit of working on strings of PSAs from the same universe haha
We're also considering working on a Nephenee psa as well because of how cool a psa for her could be.


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Albafika on November 26, 2013, 08:19:05 PM
We have a habit of working on strings of PSAs from the same universe haha
We're also considering working on a Nephenee psa as well because of how cool a psa for her could be.
That would be lovely to see done. :)


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: Revan on November 27, 2013, 02:34:08 AM
Decided to post this other update I did with Chrom's Hitboxes since hes currently winning the poll.
Similar to Marth's tip mechanic, Chrom also has the ability to use precise hitboxes to do more damage and knockback. The difference between the two is that Marth's tip lasts the entirety of his attack only on the tip. Chrom's hitbox activates at the arch of his sword swings, on his entire sword for only a single frame.
As you can see below in Chrom's side tilt, the red hitboxes represent the stronger hitbox, while the white represents the regular.
(http://i41.tinypic.com/21dhs05.png)
(http://i44.tinypic.com/jadphk.png)
(http://i42.tinypic.com/2itgayx.png)
Almost all of Chrom's attacks will have this mechanic. Also the precision attacks will have enhanced hitlag.

And here's a Wait1 I decided to whip up for Nephenee. The second pic is her squat.
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation1_zps6e4c5f07.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/BrawlboxAnimation1_zps6e4c5f07.gif.html)
(http://i41.tinypic.com/2ym99aw.png)


Title: Re: Upcoming PSAs {Chrom Black Knight and Hector previews up}
Post by: ShinyMammoth on December 10, 2013, 12:15:00 AM
This is an open beta for the Chrom PSA, were releasing this as a beta because he doesnt have his Final finished yet, and his throws aren't fully coded yet.  His Forward B in the air needs fixed hitboxes on the second hit, and one of his taunts isn't finished and has to be fixed. With this beta looking for feedback about his Balancing and his Moveset to try to make him the best PSA he can be (Also any glitches that I haven't listed). All feedback about Chrom will be taken into consideration and greatly appreciated. Also on a side note, if its okay with KazeCoyote, when he finishes his updated model of Chrom we will use it instead of this one. Send your feedback via PM or just post it here.

Download: http://www.mediafire.com/download/e0j4znbr2j44c03/Chrom+Beta.rar (http://www.mediafire.com/download/e0j4znbr2j44c03/Chrom+Beta.rar)

I'm also looking for someone to convert the .wav files I have for him into a .sawnd. They are all labeled, and I have a .txt with an Index on where to put them if your using Super Sawndz. For some reason I can't make .sawnd files with my Super Sawndz. Just PM if you are interested in helping.

We are also releasing The Black Knight PSA beta. Same as above this is an unfinished beta all moves are subject to change. He needs alot of touch up on his minor stuff, throws cliff attacks and taunts, his wait 3 is totally wrong aaaaand his final smash doesn't work. As far as I know thats all thats wrong with him.

Any feedback on problems not mentioned above and balancing/ overall feel is welcome and greatly appreciated.

and for those of you who are going to ask, the chain comes from the FE7 General.

Download: http://www.mediafire.com/download/f1g6wp9c46vvguq/Black+Knight+Beta.rar (http://www.mediafire.com/download/f1g6wp9c46vvguq/Black+Knight+Beta.rar)


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up TESTERS - Nephenee Updates too
Post by: Revan on December 10, 2013, 12:17:05 AM
(http://i40.tinypic.com/nvdq3o.png)

Here's some more Nephenee updates too. I'll add these to the OP later. All these animations

may see adjustments as well.
Side Tilt



(http://i1333.photobucket.com/albums/w626/revenantmammoth/S3S_zps78a9823d.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/S3S_zps78a9823d.gif.html)
Down Tilt


(http://i1333.photobucket.com/albums/w626/revenantmammoth/Lw3_zpsec1cd72f.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/Lw3_zpsec1cd72f.gif.html)
Side Smash


(http://i1333.photobucket.com/albums/w626/revenantmammoth/S4S_zpsf2d796e5.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/S4S_zpsf2d796e5.gif.html)
Up Smash


(http://i1333.photobucket.com/albums/w626/revenantmammoth/Hi4_zps5148f3bf.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/Hi4_zps5148f3bf.gif.html)
Down Smash


(http://i1333.photobucket.com/albums/w626/revenantmammoth/Lw4_zps916e8c2d.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/Lw4_zps916e8c2d.gif.html)
Forward Air


(http://i1333.photobucket.com/albums/w626/revenantmammoth/AirF_zps0adeb7f5.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/AirF_zps0adeb7f5.gif.html)


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Falconpunch1729 on December 10, 2013, 12:12:22 PM
awesome ideas man,but for spyro i might recomend looking at 3 of his games:

the legend of spyro:a new beginning
the legend of spyro:the eternal night
the legend of spyro:dawn of the dragon

if you dont know,he is a weilder of elemental powers,plus i might also recomend putting him over yoshi if not someone else. ;)


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on December 10, 2013, 07:44:50 PM
Yeah I looked over all of his powers before writing the moveset, and I also stated that he will probably change the elements of his breaths via taunt. But whenever he's started he will go over MK so he already has his glide set up, which he will rely heavily upon.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: masamune on December 11, 2013, 06:47:40 PM
BK and Chrom are well done, especially Chrom. One question though : will they play differently from Marth and Ike ?


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on December 11, 2013, 07:34:26 PM
Hmm, i'm not sure I understand your question. If you mean they are fast and slow you are correct. But Chrom is balanced to be slower than Marth in just about every aspect, but with more strength, while being faster and weaker than Ike. BK is more balanced off of Ike, being slower than him, and dealing more damage percentage.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Hosernaut on December 12, 2013, 07:03:26 PM
Oh nice, I'm gonna download these in a bit.

I haven't been around lately since the site went down and I got Pokemon X, but I do have some stuff for ya. I'm going to re-do that orange texture I sent you a few weeks ago, and then PM you a little bundle of stuff.

Do you need any re-colors for Chrom btw? (http://i.imgur.com/BMY8RDr.png) (gonna redo this soon. Shoulders are too large)

Edit: I keep encountering a freeze in game with Chrom, and I'm not sure why. I thought it had to do with spot dodging, but I restarted and was able to spot dodge fine. It happened 4 times in a row about 30 seconds in, during a Chrom vs Chrom 1v1.

Edit 2:
(http://i.imgur.com/nH0q5Bt.png)(http://i.imgur.com/LSwJYFd.png)
Demon Chrom and Nephenee. A work in Progress.

Edit 3: I'll make the sawnd for you. Just send me the files. I also think I know why it doesn't work for you, and how to fix it if you want to know. (That's based solely off my own experience however. I could be wrong).


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on December 15, 2013, 11:55:52 AM
Alright we just finished up everything that was needed to get all of Hector's B moves going, and with with all most all of Nephenee's animation's finished and her basic attacks finished, she will start getting her B moves working as well.
For Hector's Final he will throw a swing with his axe, and if it connects Lyn will appear and say her assist trophy quotes, then use her critical attack from FE7 dealing 50 to 60 damage.
(http://i1333.photobucket.com/albums/w626/revenantmammoth/65-lyncrit2_zpsbba70b23.gif)
Then after the Lyn onslaught Hector will drop in similar to the end of Ike's FS and smash and finish the smash with his axe, KOing the opponent caught in the attack.
 
We also decided to make Roy's Neutral B like this, Exactly.
(http://i1333.photobucket.com/albums/w626/revenantmammoth/24-SoSranged_zpsff732920.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/24-SoSranged_zpsff732920.gif.html)
What were gonna do is send out a few invisible hitboxes that will explode if they hit someone to replicate the attack just blowing up on you. Now that I said how were doing this I hope nobody steals it now. :p

As for the Black Knight and Chrom they will be seeing the rest of the revamps they need before release pretty soon. I still have to do cliff attacks and rising attacks and all that stuff you never see, plus a bunch of tweaks.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Lito on December 18, 2013, 12:02:21 PM
I'll be testing this today and be letting you know what I think. I'm relatively excited since I recently started Fire Emblem Awakening.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Renova on December 18, 2013, 12:46:02 PM
Omgsh.m Your Chrom PSA is so cool. It feels so unique. I'll leave proper feedback later but aw man, I didnt realize how awesome this was.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: ShinyMammoth on December 18, 2013, 09:23:14 PM
I'm glad you like him!   ;D

I can't wait to hear what you have to say! Revenant spent forever working on every aspect of his balancing, at least for what is finished.

Hector is scratching at the door as well, I'm just getting beat up by his sword (Axe) glow. See he's kind of going over someone with no sword glow so I'm trying to give him one. I've almost finished too it's just the dang glow model/texture is giving me trouble, and the color of the trail but I haven't really looked to deep into that. It's just blue and I can't change the hue number or it turns solid white.
 
I would love some advice from anyone versed in the ways of texture wrapping... It's literally one of like, three things holding me back from being able to just hammer him out.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Renova on December 19, 2013, 08:10:05 AM
Review

First off I'd like to say excellent work. The character feels like he fits into the Smash Bros series so well. Anyway let's get started.

Chrom is an amazing character. From the moment you begin playing with him you get the feeling that this isn't just another Fire Emblem Clone. Although his special moveset seems similar to Marth and Ike in ways, its because its iconic to the series.

Playing with Chrom, I find myself using a combination of the smash attacks and normals that work together so fluidly that you would be able to tell I started my attack string with a smash. I always tend to have a decent follow up attack or maneuver for when I'm attacking whether its closing the gap between a range attack or looking for that appropriate finishing blow.

You never seem to have that feeling that some psa's offer where you say "What can I do?". The options are there.

Initially my opinion of Chroms recovery was that it was weird and gave him a huge weakness in the character.

I couldn't be more wrong. His air Side special provides a decent amount of maneuverability which fades as it is spammed to help move the character towards the stage which is fair and similar to Marth players using sword dance as a recovery. In combination with Chroms Up Special however, he may have one of the best recoveries in the game granting him  tremendous height for recovery.* The drawback being that it requires precision.

As far as I'm concerned as a character..

Chrom deserves a spot on everyones roster. I don't see myself using Ike or Marth while this titans on the field.


*He may have the same height recovery as Ike but if he does it doesnt feel like it because of the speed of the attack (U Special).

Favorite Moves

Back Air A
Up Tilt
N A Air

Bugs

You're already aware but..

Throws are unfinished.
Special Side Air : Upon hitting the opponent character finished the animation of the attack leaving him hovering until the move is finished then is left in the helpless state.
Picking Up Crates/Party ball he holds the item awkwardly. The item is still usable to its no big deal.

Suggestions

When the Side Air Special is polished don't make him go into helpless mode upon a hit. Its too easy to bait yourself while Chrom is recovering with that move so you take a hit and he takes a dive to his death.

Other than that don't change anything lol


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Hosernaut on December 19, 2013, 01:12:48 PM
Well from the sound of that review, one of my other hacks must be reacting to the PSA negatively. I don't know what would cause that, considering I was playing on an unhacked stage with only Chrom as the fighters. A bit later I'll tinker with my stuff and see what's making it freeze.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on December 19, 2013, 08:41:48 PM
Review

Thanks for the great review!! When we start it, we will definitely look into fixing the second hit of the SpecialAirS to make it so its not so easily abused by opponents, whether its removing the special fall or if we think of something else.
Im also glad that he seemed different enough from Marth or Ike and that you think he's a fun PSA.
Thanks for pointing out the Item problems too, we dont use Items much so they are seldomly tested.

Well from the sound of that review, one of my other hacks must be reacting to the PSA negatively. I don't know what would cause that, considering I was playing on an unhacked stage with only Chrom as the fighters. A bit later I'll tinker with my stuff and see what's making it freeze.

Hopefully that's the reason, because I couldn't for the life of me get it to freeze. If you can manage to find anything out make sure to let me know. I don't want any of our hacks freezing for anyone.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Renova on December 20, 2013, 12:08:42 AM
Well from the sound of that review, one of my other hacks must be reacting to the PSA negatively. I don't know what would cause that, considering I was playing on an unhacked stage with only Chrom as the fighters. A bit later I'll tinker with my stuff and see what's making it freeze.

He doesn't freeze, I meant he finishes the full attack upon collision in the air as if he was standing on a platform suddenly to walk forward.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Hosernaut on December 20, 2013, 04:36:57 AM
He doesn't freeze, I meant he finishes the full attack upon collision in the air as if he was standing on a platform suddenly to walk forward.

You misunderstood I think.

I'm having an issue where Chrom is freezing, and until you posted your review, I wasn't sure if it had to do with another hack or not. Now I know it must.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Akeno/Archer on December 20, 2013, 07:53:48 AM
Can't believe I just see this thread
Looking forward for Nephenee :D
*subs*


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on December 20, 2013, 01:25:24 PM
:kdance: Thanks for the support! :kdance:
Also were working on Hector's balancing today. His grounded attacks are already finished, so all that's left are his airs and specials.
As for Nephenee
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation2_zps4038494c.gif)
Were working on her Side B right now, it will work as an offensive attack, while reflecting projectiles. It will also have a decent cool down for balancing. In the air i'm thinking it wont make you go into special fall.

EDIT:

And for those of you who didn't catch Hector's final on the WIP workshop
How it will work is Hector will throw a swing, similar to Ike, and if his axe connects it will activate the FS
(http://i1333.photobucket.com/albums/w626/revenantmammoth/BrawlboxAnimation0_zpsdea46e0f.gif) (http://s1333.photobucket.com/user/revenantmammoth/media/BrawlboxAnimation0_zpsdea46e0f.gif.html)
After Lyn does her final attack, Hector will drop in and slam his axe for the final attack.

Also the animation is moving so fast sometimes the .gif doesnt catch everything, you have to watch it a couple times to get everything lol.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Renova on December 21, 2013, 09:30:18 AM
Who is Nephenee over?


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on December 21, 2013, 01:00:32 PM
Nephenee will be over Pit for his defensive collisions.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Hosernaut on January 06, 2014, 12:43:11 AM
Hey guys, I haven't seen you around lately. I was curious as to your progress. I'm sure you've heard about BrawlEx by now, and I just wanted to let you guys know I have cloned Chrom and set up CSPs and a CSS icon.

If you let me know who everyone else is over, I can make slots for those who are currently clone-able.

Also, I was never able to find out why my Chrom vs Chrom battles were freezing. But I am working with a new codeset now, and he seems to run fine.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Lito on January 06, 2014, 06:51:45 PM
The only thing I have to say is...

Chrom's face and model both look a little weird. Other than that, nothing I can say that hasn't been said.


Edit: Some animations look like they could be smoother however that's something that's usually left for the final version. I really suggest focusing all of your PSA time on a single one or else it'll become overwhelming and some may look really sloppy. This, thankfully, doesn't look sloppy but could use touch ups.


Also Hosernaut, I would LOVE that Chrom clone if you don't mind.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on January 08, 2014, 11:38:41 AM
Hey guys, I haven't seen you around lately. I was curious as to your progress. I'm sure you've heard about BrawlEx by now, and I just wanted to let you guys know I have cloned Chrom and set up CSPs and a CSS icon.

If you let me know who everyone else is over, I can make slots for those who are currently clone-able.

Also, I was never able to find out why my Chrom vs Chrom battles were freezing. But I am working with a new codeset now, and he seems to run fine.

Sorry for the late replies, I haven't had a chance to get to a in a bit. But yes we heard of brawlex, and a Chrom setup would be great. I'm just waiting for them to be able to put more than 50 characters on the css to get it set up, for we are using triple rasta at the moment.
But that's great, BK will probably be next if he's possible.
I'm also glad he isn't freezing for you anymore.

The only thing I have to say is...

Chrom's face and model both look a little weird. Other than that, nothing I can say that hasn't been said.


Edit: Some animations look like they could be smoother however that's something that's usually left for the final version. I really suggest focusing all of your PSA time on a single one or else it'll become overwhelming and some may look really sloppy. This, thankfully, doesn't look sloppy but could use touch ups.


Also Hosernaut, I would LOVE that Chrom clone if you don't mind.

Yes... his face. Thing is, were not responsible for the model, and we are awaiting the new one to come out. So once it does, the model wont be a problem anymore.

You are correct about the animations seeing updates though, but if you could let me know which animations you think could be better that would be great. That way I don't miss anything.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Hosernaut on January 08, 2014, 01:18:01 PM
I'll upload the clone later tonight. I'll also include a read-me with how to change which slot its over, incase your 3F is already filled. I'll also include the individual files and a guide on where to place them, once again in case you already have a clone pack started. I figured out how to get the CSP names, BPs, and franchise icons to be custom as well, so I'll edit it to include those as well. I also have a Chrom announcer call being made, which should be ready on Monday.

Who is BK over again? I think I remember it being toon link, and if that's the case, he's not currently clonable, but Toon Link is the next clone being worked on.

I can do Nephenee since she's over Pit, but since you don't have a beta release for that yet, I'll hold off for now.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Lito on January 08, 2014, 04:44:52 PM
Sorry for the late replies, I haven't had a chance to get to a in a bit. But yes we heard of brawlex, and a Chrom setup would be great. I'm just waiting for them to be able to put more than 50 characters on the css to get it set up, for we are using triple rasta at the moment.
But that's great, BK will probably be next if he's possible.
I'm also glad he isn't freezing for you anymore.

Yes... his face. Thing is, were not responsible for the model, and we are awaiting the new one to come out. So once it does, the model wont be a problem anymore.

You are correct about the animations seeing updates though, but if you could let me know which animations you think could be better that would be great. That way I don't miss anything.

As soon as Hosernaut uploads the clone I'll take a look at the in-game animations and tell you which need fixing. I'll also be doing the same with everything else you have. I may not have any knowledge on how to animate but I have a keen eye and am very analytical so I can notice all of the small details that would require fixing. With that said I will do my best to help this mod succeed.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on January 08, 2014, 06:34:39 PM
I'll upload the clone later tonight. I'll also include a read-me with how to change which slot its over, incase your 3F is already filled. I'll also include the individual files and a guide on where to place them, once again in case you already have a clone pack started. I figured out how to get the CSP names, BPs, and franchise icons to be custom as well, so I'll edit it to include those as well. I also have a Chrom announcer call being made, which should be ready on Monday.

Who is BK over again? I think I remember it being toon link, and if that's the case, he's not currently clonable, but Toon Link is the next clone being worked on.

I can do Nephenee since she's over Pit, but since you don't have a beta release for that yet, I'll hold off for now.

Awesome, we're trying to figure out his FS right now, but after that he will be done aside from the minor tweaks that need to be done. Its also awesome that you are making all of those files, as it makes a character feel more complete. I'm super stoked about the announcer call in particular. 
But yes Bk is over Toon Link, I suppose he will have to wait for that.

As soon as Hosernaut uploads the clone I'll take a look at the in-game animations and tell you which need fixing. I'll also be doing the same with everything else you have. I may not have any knowledge on how to animate but I have a keen eye and am very analytical so I can notice all of the small details that would require fixing. With that said I will do my best to help this mod succeed.

Sounds good to me, whenever you get the chance. I would just like to get as many eyes on Chrom as i can to make him the best he can be.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Jade_Rock on January 09, 2014, 05:08:54 AM
is there an estimated release for Chrom yet?

Edit also do you think we can have a roy beta since he's so close to completion?


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Hosernaut on January 10, 2014, 05:16:02 AM
Hey guys, sorry I haven't uploaded the clone yet. I was editing it to include a CSS icon I made of Chrom, and I broke the clone. I have no idea why either, as it looks like it should all be correct.

I'll remake it later today if I can't figure out what I did. Actually, I'm probably just going to remake it without trying to fix the first one. It'll probably save time in the long run.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Large Leader on January 10, 2014, 06:05:31 AM
Helping out the best I can with Chroms final lol


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: ShinyMammoth on January 10, 2014, 11:20:26 AM
is there an estimated release for Chrom yet?

Edit also do you think we can have a roy beta since he's so close to completion?


Short answers. No clue and No.

Chrom is done aside from his final smash and some other little odds and ends. So once that's done he'll be on his way.

And even though Roy is "close" to completion he is missing his N-B that we are giving him and some additional changes. If he even gets a beta release it won't be until those things are done. Which will be started once I get chroms final to stop hating me.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Jade_Rock on January 10, 2014, 01:25:41 PM
Alright thanks for the reply,take your time.Can't wait for these to be made,they all look so amazing!

EDIT:After playing the beta's for a little while,these are amazing,I haven't encountered any bugs that weren't posted here.

They are both so different and have such different play styles and they feel so well done especially for a beta,I can  not wait for the other characters!


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on January 11, 2014, 01:17:30 PM
Awesome, Chrom has seen several aesthetic fixes since the beta, so once his final is finished he's gonna be released soon after. I've also finished the animation of the second hit of the Air Side Special and it looks much better, and helps prevent opponents from abusing his need to use his Side B to get back to the stage.

I've also seen that when he uses his Up B correctly near the edge of the stage while an opponent is trying to recover, he can kill the opponent at around 70 damage. He does this by catching the recovering in the attack, then throwing them down while catching the edge. I'm not sure if I will change this because it's pretty hard to use correctly in battle, and if used wrong there's a potential for him to kill himself.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Lito on January 11, 2014, 01:57:23 PM
I'm going to do the testing today, clone hack or not because tomorrow I'll be busy and on Monday I start college. I'll let you guys know what I think by tonight!


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Jade_Rock on January 11, 2014, 02:16:47 PM
Nice!Glad you are making progress.

Would Black Knight v1 be next because of how the poll went or what?


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Lito on January 11, 2014, 06:01:09 PM
Let me just start out that playing this hack feels like playing a Brawl character, I just have a few complaints about where his moves are placed and how a few work. Let's get started, shall we?

Down Smash: Looks a bit weird. Could use some touch ups. What you could do is make the animation flow a bit better.

N-Air - It would make sense as the up air and changing the n-air to something similar to a spin similar to the one in his aether. But quicker and only one quick spin? His current one is still really good.

U-Air - That is an awesome animation, but I don't know where it would go if you make his standard special what I mentioned before. Maybe make it the Up Smash so he differs from Ike there too.

Side taunt - Needlessly long and would fit much better as a wait animation.

Wait 1 - Speaking of that, his wait animation is kind of weird and doesn't go with his idle at all, which could also use a little bit of work. Seems very fast an impatient, maybe a slow down or just smooth it out a little bit.

Back Air - In the start up it looks like he's slashing something. Hard to spot because it happens so fast, I had to slo-mo to finally figure out what was bothering me about it.

Up Taunt - When he moves his sword to his sword hand it looks really weird.

Down Taunt - The sword could go deeper but other than that, it's great

Taunts in general - They make this weird wind trail that was present for Ike, not sure if you can fix it but if you can't, that'd be great.

Model - We talked about it but I hafta make fun of it. He looks so high man, he looks like he's seen some [censored] man, he looks like he's tired of all of the Smashes bs man.

Dash Attack - Could go a bit farther, but other than it's fine.


--------MEANWHILE IN BLACK KING CENTRAL---------

Side Taunt - T-POSE

Specials - Standard special's charge animation makes him look kind of like he's doing one of those old bounce only dance

Aerials - Ganondorf moves, but they fit well so I can't complain.

Jab - I like that final attack, nice little reference(if it's even supposed to be one).

Tilts - I like how he simply uses his arms, but then there's his up tilt. He could use something more, not sure what. You guys will surprise me.

There's more but it's really small and I can't talk about it right now, let me know what you guys think of what I've said!



Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on January 12, 2014, 12:41:32 PM
Alright thanks for the detailed review Lito
I just have a couple questions and stuff before I go and start hacking up his moveset.

Down Smash: I'll take a look to see what I can do to make it look better.

N-Air: Not exactly sure if this attack would look good as an up air, only because there is a bigger hitbox and more range under him and around him, rather than above him. Also I don't quite understand what you mean about making it more like the spin in Aether, because there is no spin in the animation lol. Though he will in the second hit of the Aerial version of Aether will have a spin.

Side Taunt: I agree, pretty much made something just to be there in the Beta. Also he can only have 2 waits because of stupid ass file size issues.

Wait 1: Not sure what you mean by "Idle" as far as i'm concerned the Wait 1 is the idle, but I may be wrong. I will make the Wait 1 look smoother though. 

Up Taunt: I will try to make it look better, but it is A REAL PAIN to make his sword go from one hand to the other and make it look right, as the bone for his sword is not connected to his off hand. So I have to move the trans and rotation of the sword to counter every movement of his other hand. With that said I'll try my best.

Down Taunt: Through several model and sword changes, the animation became imperfect. This animation is straight from Awakening, so I'll make it look better to better represent what it is supposed to be.
 
Taunts: I haven't put much looking into the aesthetic wind, though I do think it looks good on the down taunt. But all the wind will be refined for the release.

Model: HAHAHAHAHAHAAHA

Dash Attack: Considered.

-------------At Burger King-------------

Taunts: We have put no thought into them, the T-Stance is from lacking an animation all together. We had to delete a bunch of stuff to get him working, but he will have all the proper animations for his release.

NB Charge: I will try to make it not look like a dance? lol

Aerials: The forward is Gannon's which is altered to better fit a sword in his hand, and the down is Gannon's, but he has Toon Link's Down A Air physics to make it different (Me Stating the Obvious to the world) lol. But the rest are completely custom, I do get what you mean though, I was going to change the Down A Air, but damn it looks cool when the Black Knight stomps your ass down lol

A combo: yes, the whole thing was taken from his game, but the last hit is altered a bit.

Up Air: I will consider a change, but the attack itself is almost too good with its speed. If used near the edge on a recovering opponent it is an almost guaranteed KO, even at low damages, hence the small hitbox.

I am glad you didn't say anything about his balancing. He is incredibly strong, and being the strongest character we have worked on, even the strongest character out of the original brawl roster, it was almost a guessing game giving him proper strength and speed for his attacks. 



Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Jade_Rock on January 12, 2014, 03:15:19 PM
Do these two have a multiplier on their counter like Marth and Ike have?


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Lito on January 12, 2014, 09:44:54 PM
I'm here to answer questions before bedtime!

N-Air -By spin I meant forward slash flip, I guess. But I supposed that's fine. i actually grew to like the up air to the point where I don't want it replaced.

D-Air - Marth's d-air would probably work better as his current one feels... weird.

Taunts - Take your time on them. You can make one of thetaunts where Marth holds his sword to his head. Just that part only.


---- BK-----

Basically he bounces up and down during his neutral air and it looks very unBlackKnightly

He very clearly needs a lot of work ans I can't wait to see what you do to him. Also after BK, can you do Hector? there's like 10 Roy hacks but not a single Hector. I'd love to have an all star team.




Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Large Leader on January 12, 2014, 10:02:29 PM
Looking back at your gifs for Chrom, I'd probably polish up the wait with him flipping his sword. Add more motion to when he's about to catch the sword and make it get weighed down when he catches it.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: Revan on January 15, 2014, 01:00:16 AM
Do these two have a multiplier on their counter like Marth and Ike have?
Yeah they will. Chrom's will be pretty similar to Marth's, and Black Knight's will return 1.7 damage, taking full damage from the attack he's countering.

I'm here to answer questions before bedtime!

N-Air -By spin I meant forward slash flip, I guess. But I supposed that's fine. i actually grew to like the up air to the point where I don't want it replaced.

D-Air - Marth's d-air would probably work better as his current one feels... weird.

Taunts - Take your time on them. You can make one of thetaunts where Marth holds his sword to his head. Just that part only.


---- BK-----

Basically he bounces up and down during his neutral air and it looks very unBlackKnightly

He very clearly needs a lot of work ans I can't wait to see what you do to him. Also after BK, can you do Hector? there's like 10 Roy hacks but not a single Hector. I'd love to have an all star team.


I'll take a look at his down a air, I like how the attack functions so I wanna try to replicate it.
But yes, Hector will be next after BK. The work we have to do on Roy will take like a day to finish because of how long I have casually worked on this hack, so we kind of want to wait for an awakening roy model to release him.

Looking back at your gifs for Chrom, I'd probably polish up the wait with him flipping his sword. Add more motion to when he's about to catch the sword and make it get weighed down when he catches it.

Alrighty I'll have a look, shouldn't be too hard.


Title: Re: Upcoming PSAs Chrom and Black Knight Beta up Pg2 TESTERS - Nephenee Updates too
Post by: ShinyMammoth on January 22, 2014, 11:16:28 PM
Update time folks.

Chrom, much like every PSA I have done to date, is giving me problems. I can't get his final to function properly and it's pretty much driving me insane. I've tried every method  I can think of to work around his issues. I even attempted to import chrom himself as a graphic...knowing it would probably make his file too big. Which it most definitely did.

Basically I can't use Ike's final smash as a base without knowing some rel stuff, even though it would be a perfect base... I tried moving the final around through different actions, none of them allow me to make him move. I have all the correct events, air/gound is underfined(17) and edge slide is in air. Sooo we decided to work around it and animate chrom going back to his original position so I wouldn't have to check moves character. Turns out that is incredibly buggy. Weird stuff happens to a moving character without moves character checked.


Now that I've laid that out for all of you I would like to ask a favor. To any of you who know anything about module files I would love to know how/where you learned to understand them. I'm not asking you to hold my hand through the process, I just want to know where to look. A heads up I have literally no knowledge on this subject so I don't even know how to google the information I'm looking for.

Thanks for anything you can offer. I'm off to strain my eyes staring at Ike's .rel :P


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Revan on January 25, 2014, 02:50:21 PM
So, hopefully with the coming completion of Chrom's Final Smash, his last beta before final release will be out soon and eventually were gonna need testers. For his FS we are planning on making it so when he hits you to activate his Final, he will hit you to a new stage, beat you up with all three animations featured in his game (with a little flare on the third hit) KOing you before returning to the original stage. Here's a gif of the what we are planning to do with the camera angles.
(http://jesus[censored].me/di/BJ6T/Final3.gif)
Also here's a log of his changes since the last beta, including a gif of his re-animated Wait1
(http://jesus[censored].me/di/Z4PI/BrawlboxAnimation6.gif)

Changelog
Beta V2

*Down Taunt Exalted Falchion activator added (Hold A while using Down Taunt)
*Final Smash Added
*New escapes
*Item Pickups Added
*Cliff Attacks Added
*Down and Slip Attacks Added
*Wins Added

Wait 1 - reanimated
Wait 2 - fixed animation

Side Tilt - Cleaned Animation

Forward Smash - Cleaned animation
Down Smash -  Cleaned animation

Neutral Air - hitbox fixes
Back Air - Removed sword glow

Special Neutral - Cleaned animation
Special Side - Cleaned animation
Special Side Air - New animation

Up Taunt - Cleaned animation
Side Taunt - New animation


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Akeno/Archer on January 25, 2014, 03:05:32 PM
So, hopefully with the coming completion of Chrom's Final Smash, his last beta before final release will be out soon and eventually were gonna need testers. For his FS we are planning on making it so when he hits you to activate his Final, he will hit you to a new stage, beat you up with all three animations featured in his game (with a little flare on the third hit) KOing you before returning to the original stage. Here's a gif of the what we are planning to do with the camera angles.
([url]http://jesus[/url][censored].me/di/BJ6T/Final3.gif)
Also here's a log of his changes since the last beta, including a gif of his re-animated Wait1
([url]http://jesus[/url][censored].me/di/Z4PI/BrawlboxAnimation6.gif)

Changelog
Beta V2

*Down Taunt Exalted Falchion activator added (Hold A while using Down Taunt)
*Final Smash Added
*New escapes
*Item Pickups Added
*Cliff Attacks Added
*Down and Slip Attacks Added
*Wins Added

Wait 1 - reanimated
Wait 2 - fixed animation

Side Tilt - Cleaned Animation

Forward Smash - Cleaned animation
Down Smash -  Cleaned animation

Neutral Air - hitbox fixes
Back Air - Removed sword glow

Special Neutral - Cleaned animation
Special Side - Cleaned animation
Special Side Air - New animation

Up Taunt - Cleaned animation
Side Taunt - New animation
Have you already coded your FS? Because the "new stage" idea is something that I'd really like to achieve too. Especially for 2 PSAs, including one over Ike!
If you need a tester, don't hesitate to shoot me a PM


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Revan on January 25, 2014, 03:14:09 PM
No we haven't finished the codding yet, how far have you gotten with yours?
And I definitely will let you know when he's finished.  :kdance:


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Lito on January 25, 2014, 03:17:52 PM
So, hopefully with the coming completion of Chrom's Final Smash, his last beta before final release will be out soon and eventually were gonna need testers. For his FS we are planning on making it so when he hits you to activate his Final, he will hit you to a new stage, beat you up with all three animations featured in his game (with a little flare on the third hit) KOing you before returning to the original stage. Here's a gif of the what we are planning to do with the camera angles.
([url]http://jesus[/url][censored].me/di/BJ6T/Final3.gif)
Also here's a log of his changes since the last beta, including a gif of his re-animated Wait1
([url]http://jesus[/url][censored].me/di/Z4PI/BrawlboxAnimation6.gif)

Changelog
Beta V2

*Down Taunt Exalted Falchion activator added (Hold A while using Down Taunt)
*Final Smash Added
*New escapes
*Item Pickups Added
*Cliff Attacks Added
*Down and Slip Attacks Added
*Wins Added

Wait 1 - reanimated
Wait 2 - fixed animation

Side Tilt - Cleaned Animation

Forward Smash - Cleaned animation
Down Smash -  Cleaned animation

Neutral Air - hitbox fixes
Back Air - Removed sword glow

Special Neutral - Cleaned animation
Special Side - Cleaned animation
Special Side Air - New animation

Up Taunt - Cleaned animation
Side Taunt - New animation


As you guys know, I'm always ready and happy to test for you guys. Just upload it or send me a private message and I'll post what I think or reply to the message.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Revan on January 25, 2014, 03:19:22 PM
Awesome, you were definitely one of the guys we were planning on asking to test lol


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Akeno/Archer on January 25, 2014, 03:55:51 PM
No we haven't finished the codding yet, how far have you gotten with yours?
And I definitely will let you know when he's finished.  :kdance:
Not really far u_u since I have other projects *points his personnal text*, but when I'll go on it, I think you'll be done with Chrom, but I'm around if you need a tester before release or some feedback etc...


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Jade_Rock on January 25, 2014, 04:14:20 PM
Can I test?

Also did you fix him so he doesn't special fall after you hit his side b in the air?


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Revan on January 25, 2014, 04:44:53 PM
Not really far u_u since I have other projects *points his personnal text*, but when I'll go on it, I think you'll be done with Chrom, but I'm around if you need a tester before release or some feedback etc...
I see, were going about making him go to a new stage in an interesting way. Keep in mind im not the codder here so I may be mistaken. Were using Ike's original FS mechanics to make it so when Ike knocks you up into the Air, it will be instant, and activate a new camera angle zoomed in onto where Ike knocks you up. We are importing a stage as a graphic onto Chrom's .pac, and we will call it up where the effected player is floating, while using another graphic to black out the rest of the original stage.
But for sure, I'll send you a pm when he's ready.

Can I test?

Also did you fix him so he doesn't special fall after you hit his side b in the air?

Of course you can, we would like all the testers we can get.
But yes we did fix his side B, though he still does go into Special Fall after the second hit. They way we have him moving now makes it so he can easily get back to the stage after it's activated. Plus if somehow someone manages to get out far enough to interrupt his side B recovery, the Chrom can choose to use his Up-B, pretty much guaranteeing death to both characters if used right.
Because of how the attack is now were considering on making it so in the air you can activate the second hit by hitting B again, without connecting with an opponent, unlike on the ground.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Akeno/Archer on January 25, 2014, 04:48:30 PM
I see, were going about making him go to a new stage in an interesting way. Keep in mind im not the codder here so I may be mistaken. Were using Ike's original FS mechanics to make it so when Ike knocks you up into the Air, it will be instant, and activate a new camera angle zoomed in onto where Ike knocks you up. We are importing a stage as a graphic onto Chrom's .pac, and we will call it up where the effected player is floating, while using another graphic to black out the rest of the original stage.
But for sure, I'll send you a pm when he's ready.

Of course you can, we would like all the testers we can get.
But yes we did fix his side B, though he still does go into Special Fall after the second hit. They way we have him moving now makes it so he can easily get back to the stage after it's activated. Plus if somehow someone manages to get out far enough to interrupt his side B recovery, the Chrom can choose to use his Up-B, pretty much guaranteeing death to both characters if used right.
Because of how the attack is now were considering on making it so in the air you can activate the second hit by hitting B again, without connecting with an opponent, unlike on the ground.
Sounds great! Looking forward for Chrom's release ;D


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Jade_Rock on January 25, 2014, 05:44:42 PM
Ok that sounds great!

Will black knight be next since he also had a beta?


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: ShinyMammoth on January 25, 2014, 05:49:03 PM
Black Knight is pretty much done as well. He just needs a final and some polishing. So yeah as soon as chrom is finished we are going to pump out black knight.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Akeno/Archer on January 25, 2014, 05:50:46 PM
Black Knight is pretty much done as well. He just needs a final and some polishing. So yeah as soon as chrom is finished we are going to pump out black knight.
Just a question, is Black Knight really over Toon Link?


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: ShinyMammoth on January 25, 2014, 05:53:00 PM
Yepp needed me some articles. And I didn't know how to swap sword trails before so I needed one of those too. Don't worry though, when he's done you won't even notice.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Akeno/Archer on January 25, 2014, 05:54:42 PM
Yepp needed me some articles. And I didn't know how to swap sword trails before so I needed one of those too. Don't worry though, when he's done you won't even notice.
Ok. Actually I tried to test him... But I saw his model was from Ganon, but the brres was called Toon Link... So I tried him over Ganon... Freeze.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: ShinyMammoth on January 25, 2014, 05:56:59 PM
Lol yeah that'll happen. The model is swapped from ganon.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Jade_Rock on January 25, 2014, 06:01:21 PM
Will these to have some sfx files?Because BK sounding like toon link just doesn't make sense.



Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Revan on January 25, 2014, 06:03:07 PM
Yeah they both will have SFX from their respective games. I figured out how to rip SFX from awakening for chrom.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: frozenfire on January 25, 2014, 06:03:51 PM
I wouldn't mind testing as well if you're still looking for testers


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: ShinyMammoth on January 25, 2014, 06:06:21 PM
The downloads for the old betas are in page 2 if you'd like to test those ones. We are working on getting a second beta for chrom out soon.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Large Leader on January 25, 2014, 06:06:47 PM
How exactly did you guys work with Chrom's final smash?

Is the guy still in the air, or on the ground?

And do you guys use Special Offensive Collisions for all his hits or normal offensive collisions?


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: frozenfire on January 25, 2014, 06:08:36 PM
The downloads for the old betas are in page 2 if you'd like to test those ones. We are working on getting a second beta for chrom out soon.

I was actually referring to the second when it came out
Also will the model model be included in beta v2?


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: ShinyMammoth on January 25, 2014, 06:13:42 PM
How exactly did you guys work with Chrom's final smash?

Is the guy still in the air, or on the ground?

And do you guys use Special Offensive Collisions for all his hits or normal offensive collisions?

Well...
Uhm..
I haven't exactly done his final yet. I'm still working on it, we have several ideas to get it to function. And all the hit boxes will probably be special.


I was actually referring to the second when it came out
Also will the model model be included in beta v2?

Fer sure just keep checking in. When we post it we will include a model, I'm always screwing with bones or adding stuff to it.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Lito on January 25, 2014, 06:14:25 PM
So the next one is still in beta huh? I'm guessing the final version will contain some polish and the new model?


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Large Leader on January 25, 2014, 06:15:50 PM
Well...
Uhm..
I haven't exactly done his final yet. I'm still working on it, we have several ideas to get it to function. And all the hit boxes will probably be special.

Just telling you now from experience with Hector, as soon as the first special hitbox lands, the opponent is launched upwards. I'm going to try normal hitboxes, but from experience with SS Link I feel that it won't work...


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: ShinyMammoth on January 25, 2014, 06:19:34 PM
So the next one is still in beta huh? I'm guessing the final version will contain some polish and the new model?
If that model ever comes out! It will prolong the release because its over marth. Meaning we, revenant actually, will have to edit every single animation to fix it.

Just telling you now from experience with Hector, as soon as the first special hitbox lands, the opponent is launched upwards. I'm going to try normal hitboxes, but from experience with SS Link I feel that it won't work...

Just play around with different actions. The upward motion only happens during the second action of his final, bypass that and the motion doesn't happen.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Large Leader on January 25, 2014, 06:38:27 PM
Oddly enough, in the first action/subaction when they're supposed to be buried, the get knocked into the air.

Probably need to fiddle around with it some more...


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Lito on January 25, 2014, 06:44:14 PM
If that model ever comes out! It will prolong the release because its over marth. Meaning we, revenant actually, will have to edit every single animation to fix it.

Just play around with different actions. The upward motion only happens during the second action of his final, bypass that and the motion doesn't happen.

A shame you'd have to redo every animation. But if you do decide to redo the animations, then it'll be great either way.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: ShinyMammoth on January 25, 2014, 06:51:22 PM
Yeah Ike's final is definitely a pain to work with...

A shame you'd have to redo every animation. But if you do decide to redo the animations, then it'll be great either way.

I'm pretty sure Rev is down to do it cuz that model looks so much better then the current one.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Large Leader on January 25, 2014, 07:25:02 PM
Yeah Ike's final is definitely a pain to work with...

I'm pretty sure Rev is down to do it cuz that model looks so much better then the current one.

I think I have an idea to fix or work around with it.

And you shouldn't have too many problems just porting over animations. You'd have to remake a few, but you definitely can port 'em over.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Revan on January 25, 2014, 07:29:04 PM
Yeah its just annoying doing every animation, Item pickups, Item throws, slip attacks, all that stuff.

Edit: And I prefer to copy the trans of the T-Stance rather than use the port, I feel it makes it look better. It's just harder.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Lito on January 25, 2014, 07:29:40 PM
Yeah Ike's final is definitely a pain to work with...

I'm pretty sure Rev is down to do it cuz that model looks so much better then the current one.

Well that's good, go Rev go. So when do you guys think this version is going to come out?


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Revan on January 25, 2014, 07:33:14 PM
As soon as the final is finished pretty much, but there's a couple more things I have to do as well as stuff with his SFX. So hopefully a day or two, but I don't wanna make any promises.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Large Leader on January 25, 2014, 07:39:26 PM
Yeah its just annoying doing every animation, Item pickups, Item throws, slip attacks, all that stuff.

Edit: And I prefer to copy the trans of the T-Stance rather than use the port, I feel it makes it look better. It's just harder.

Dude, I love you right now.

I was trying to figure out what bone it was because I did it for an animation when I first started, but I forgot.

But I wasn't talking about using the "Port" option, rather exporting and replacing and then using the copy of the transN bone from T-Stance.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: Revan on January 25, 2014, 07:56:26 PM
Dude, I love you right now.

I was trying to figure out what bone it was because I did it for an animation when I first started, but I forgot.

But I wasn't talking about using the "Port" option, rather exporting and replacing and then using the copy of the transN bone from T-Stance.

Lol

But yeah I see, sometimes swapping animations can be a pain. I've had to do it a couple times to entire PSAs in the past. Not fun stuff.


Title: Re: Upcoming PSAs Chrom Final Beta Coming Soon
Post by: ShinyMammoth on February 04, 2014, 01:22:41 PM
We are finally going to be releasing our final beta for chrom. We are taking a final look at him right now to try and fix anything that needs fixing. Check back soon!


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 04, 2014, 03:27:18 PM
So finally we got around to getting Chrom ready for his last beta (got a little distracted with SW Battlefront 2 and modding actual Fire Emblem again) But I sent everyone who requested to help test a link to his beta, and we eagerly await the testers feedback, positive or negative, whatever!
Also if I forgot to send you a link to Chrom, and you requested it, or if you just feel like helping us test, post here or let me know. I'll be sure to send you a link right away.
:kdance:


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Akeno/Archer on February 05, 2014, 09:30:33 AM
Ok... I tested Chrom as you wanted, so here are my opinion about him.

His Wait 2 has a strange sword effect... Don't know if it's because I was playing on a bright stage, but it did something... Not bad, but a bit weird

His AAA combo is a good idea, but the 2nd jab is a bit too powerful, sometimes it doesn't connect with the 3rd (rare, but it happened sometimes)

His Dash attack is my favorite move (aside the FS, of course :police: )

His Side tilt is good. Nothing to say

His Up tilt : nothing to say, it connects properly and his animation is fluid (except his arm at the end which make something weird, but unnoticeable in real gameplay)

His Down tilt : nothing to say

His Side Smash is good, but at high percent (+70%), the 2 hit almost never connects after the 1st one

His Up Smash has a very low range... And the transition to Wait is a bit too harsh.

Down Smash has also a harsh transition to the Wait animation

His Neutral B shouldn't have damages on it since it's not THAT powerful... Or 5% MAX.. But 10 is too much... And, can you re-do the loop animation? Because his left leg is doing something weird (except if it was intentional...)

His Air Side B has a bit too much air momentum... The 2d hit, that is... You should decrease it a bit...

His Up B is really fast... But I guess that was intentional...

His Final Smash... is great. :srs:
Just the camera that is a bit weird, but you warned me about it :kdance:


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 05, 2014, 10:57:11 AM
All this stuff sounds awesome. Can't wait till Chrom is released.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Akeno/Archer on February 05, 2014, 10:59:10 AM
Indeed! I'm looking forward for him too!

100 replies! :af2:


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 05, 2014, 11:27:16 AM
Woo hoo 100 posts lol

Ok... I tested Chrom as you wanted, so here are my opinion about him.

His Wait 2 has a strange sword effect... Don't know if it's because I was playing on a bright stage, but it did something... Not bad, but a bit weird

His AAA combo is a good idea, but the 2nd jab is a bit too powerful, sometimes it doesn't connect with the 3rd (rare, but it happened sometimes)

His Dash attack is my favorite move (aside the FS, of course :police: )

His Side tilt is good. Nothing to say

His Up tilt : nothing to say, it connects properly and his animation is fluid (except his arm at the end which make something weird, but unnoticeable in real gameplay)

His Down tilt : nothing to say

His Side Smash is good, but at high percent (+70%), the 2 hit almost never connects after the 1st one

His Up Smash has a very low range... And the transition to Wait is a bit too harsh.

Down Smash has also a harsh transition to the Wait animation

His Neutral B shouldn't have damages on it since it's not THAT powerful... Or 5% MAX.. But 10 is too much... And, can you re-do the loop animation? Because his left leg is doing something weird (except if it was intentional...)

His Air Side B has a bit too much air momentum... The 2d hit, that is... You should decrease it a bit...

His Up B is really fast... But I guess that was intentional...

His Final Smash... is great. :srs:
Just the camera that is a bit weird, but you warned me about it :kdance:

I've noticed that his wait 2 sword glow looks kind of odd as well. I wanted it to have a glow, but because of how fast his sword is spinning the glow overlaps itself and gives an odd look.
Mammoth suggested making the trail not so long to make it look less crazy, I'll have a look and see what I can do.

I've also seen the third hit of his AAA combo not connect on occasion, I'lll make sure its fixed.

With the up A, I bet there's some weird rotation making his arm move weird. I'll get it fixed as well.

As for the side smash, it was intentional for both hits to not connect after too much damage. I feel it makes the move more unique and take a bit of precision to pull off correctly at high damages. The inspiration for the attack was Sheik's side smash.

I'll also work to make the transitions to his Wait more natural looking on the attacks you mentioned, and I'll look at making the up smash have more range, although I do like it having less range than Ike's, to give it more of a difference from his side smash (Other than the obvious speed.)

By the neutral B do you mean it does too much damage? If you do i'm sure its with the first stage, with no charge. If it's doing 10, i'm sure its just some remnant left over from Ike. I'll cut down the damage from its base charge to 5.

Hmmm, the second hit of the side B. The momentum it has is to prevent someone from intentionally jumping into the attack while hes using his side b to recover. What happened before is he would start the second hit, finish it, then fall hopelessly to his death in special fall.
So I added some movement to help him get within range of the stage to help him recover.
I also would like him to go into special fall after the second hit, pretty much bottom line, because I don't want the attack to be used much in the air, mostly because of how awesome Chrom is with his Air attacks already. Also because its based off Roy's side B mechanics, and that attack isn't very useful offensively in the air.

So with all that said, what do you suggest for his side B? Cause I'd like it to be as good as it can. :kdance:

Lol the final smash. Have you made any progress on your psa who switches stages? If you haven't I'm sure mammoth wouldn't mind if you stole his idea.

All this stuff sounds awesome. Can't wait till Chrom is released.

Same here lol. I also wanna apologize to everyone for the broken GIFs on the OP. Damn bandwidth, I've been fighting with that since pokemon brawl. lol
I'll get everything fixed soon.
 


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Akeno/Archer on February 05, 2014, 01:08:39 PM
Woo hoo 100 posts lol

I've noticed that his wait 2 sword glow looks kind of odd as well. I wanted it to have a glow, but because of how fast his sword is spinning the glow overlaps itself and gives an odd look.
Mammoth suggested making the trail not so long to make it look less crazy, I'll have a look and see what I can do.

I've also seen the third hit of his AAA combo not connect on occasion, I'lll make sure its fixed.

With the up A, I bet there's some weird rotation making his arm move weird. I'll get it fixed as well.

As for the side smash, it was intentional for both hits to not connect after too much damage. I feel it makes the move more unique and take a bit of precision to pull off correctly at high damages. The inspiration for the attack was Sheik's side smash.

I'll also work to make the transitions to his Wait more natural looking on the attacks you mentioned, and I'll look at making the up smash have more range, although I do like it having less range than Ike's, to give it more of a difference from his side smash (Other than the obvious speed.)

By the neutral B do you mean it does too much damage? If you do i'm sure its with the first stage, with no charge. If it's doing 10, i'm sure its just some remnant left over from Ike. I'll cut down the damage from its base charge to 5.

Hmmm, the second hit of the side B. The momentum it has is to prevent someone from intentionally jumping into the attack while hes using his side b to recover. What happened before is he would start the second hit, finish it, then fall hopelessly to his death in special fall.
So I added some movement to help him get within range of the stage to help him recover.
I also would like him to go into special fall after the second hit, pretty much bottom line, because I don't want the attack to be used much in the air, mostly because of how awesome Chrom is with his Air attacks already. Also because its based off Roy's side B mechanics, and that attack isn't very useful offensively in the air.

So with all that said, what do you suggest for his side B? Cause I'd like it to be as good as it can. :kdance:

Lol the final smash. Have you made any progress on your psa who switches stages? If you haven't I'm sure mammoth wouldn't mind if you stole his idea.

Same here lol. I also wanna apologize to everyone for the broken GIFs on the OP. Damn bandwidth, I've been fighting with that since pokemon brawl. lol
I'll get everything fixed soon.
 
Well... For his Neutral B, I meant the damage he received after full charge. Yea, something like 5% is way enough... I think Ike could OHKO a character with his N-B at 0% on FD... Needs to be checked though...

For the Side B, the one you did was perfect, I was just talking about after the 1st hit, you know... The one when Chrom strikes behind him... THAT one has too much momentum, the 1st hit is good, I noticed that you wanted to give him some recovery... It's just that the 2nd hit doesn't connect sometimes, then Chrom falls for nothing... Lol... That's quite weird... And I think that's because he is too far from the opponent...

As for the FS stage switch, I think I got the idea, but I'd need to try it before I really get serious about it because :
- 1 : My "stage" is kinda big...
- 2 : I'm not sure I can get it to work like C.Falcon...

By the way, the one you used for the BETA was a part of the Melee stage Temple, right?

For your pics, post them on Imgur, just reduce the size of the GIFs and make some albums...


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 05, 2014, 11:19:12 PM
Wow, Chrom certainly does sound interesting from what I'm reading on here. How different is he from Ike?


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 06, 2014, 02:10:07 AM
Well... For his Neutral B, I meant the damage he received after full charge. Yea, something like 5% is way enough... I think Ike could OHKO a character with his N-B at 0% on FD... Needs to be checked though...

For the Side B, the one you did was perfect, I was just talking about after the 1st hit, you know... The one when Chrom strikes behind him... THAT one has too much momentum, the 1st hit is good, I noticed that you wanted to give him some recovery... It's just that the 2nd hit doesn't connect sometimes, then Chrom falls for nothing... Lol... That's quite weird... And I think that's because he is too far from the opponent...

As for the FS stage switch, I think I got the idea, but I'd need to try it before I really get serious about it because :
- 1 : My "stage" is kinda big...
- 2 : I'm not sure I can get it to work like C.Falcon...

By the way, the one you used for the BETA was a part of the Melee stage Temple, right?

For your pics, post them on Imgur, just reduce the size of the GIFs and make some albums...

Oh now I see, I'll look into making that weaker lol.
I also see what you mean about the Side B, I will rework the animation and we will edit the hitboxes to try to make the attack work better.

As for the stage FS idea, yes we did use temple for the beta. We did so because of the model's small size, so I would look into trying to reduce the stage your working with's filesize.
Also I may be mistaken, but you may need a custom special throw to make it look like Captain's. Who is it over?

I'll try Imgur though, my bandwith will come back in a few days, so I'll break up the pictures between photoucket and Imgur then so I don't have to redo everything.

Wow, Chrom certainly does sound interesting from what I'm reading on here. How different is he from Ike?

He's pretty different, and he plays completely different. I can send you a link for him if you would like to try him out.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 06, 2014, 02:49:34 AM
He's pretty different, and he plays completely different. I can send you a link for him if you would like to try him out.
I would love to try him out. I could definitely give some feedback for ya as well. I'm helping all over with PSA stuff and animations. Akeno can vouch for me on that.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Akeno/Archer on February 06, 2014, 08:40:50 AM
Oh now I see, I'll look into making that weaker lol.
I also see what you mean about the Side B, I will rework the animation and we will edit the hitboxes to try to make the attack work better.

As for the stage FS idea, yes we did use temple for the beta. We did so because of the model's small size, so I would look into trying to reduce the stage your working with's filesize.
Also I may be mistaken, but you may need a custom special throw to make it look like Captain's. Who is it over?

I'll try Imgur though, my bandwith will come back in a few days, so I'll break up the pictures between photoucket and Imgur then so I don't have to redo everything.

He's pretty different, and he plays completely different. I can send you a link for him if you would like to try him out.
Well... sounds good.

I'm making that PSA over Pit... Hope it can be possible over him...

If you want, I can make some albums for the images you want to post, just need to make a shared dropbox folder, and it's good...


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 06, 2014, 01:34:08 PM
I would love to try him out. I could definitely give some feedback for ya as well. I'm helping all over with PSA stuff and animations. Akeno can vouch for me on that.

Awesome, PMed

Well... sounds good.

I'm making that PSA over Pit... Hope it can be possible over him...

If you want, I can make some albums for the images you want to post, just need to make a shared dropbox folder, and it's good...

I know there's a tutorial about giving a character a custom special throw when they don't normally have one, but its pretty complicated. I haven't tried it myself because of lack of hex knowledge. But knowing how to do that would definitely be awesome. If you ever want help with your psa Id be happy to help.

And that would be great man, although i'm already using a shared dropbox folder. Is it possible to be connected with two?


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 06, 2014, 01:46:23 PM
As repayment for ShinyMammoth attempting to help out with Chrom, I'll be happy to test Chrom if you want me to :P


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Akeno/Archer on February 06, 2014, 02:00:22 PM
Awesome, PMed

I know there's a tutorial about giving a character a custom special throw when they don't normally have one, but its pretty complicated. I haven't tried it myself because of lack of hex knowledge. But knowing how to do that would definitely be awesome. If you ever want help with your psa Id be happy to help.

And that would be great man, although i'm already using a shared dropbox folder. Is it possible to be connected with two?
Yep theres one but i dont know anything about hexing... so if it4s not possiblem ill try another method...
 
I am connected with 3 shared folders...  :kdance:


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 06, 2014, 02:02:52 PM
As repayment for ShinyMammoth attempting to help out with Chrom, I'll be happy to test Chrom if you want me to :P

Sounds good, I'll send you a pm.

Yep theres one but i dont know anything about hexing... so if it4s not possiblem ill try another method...
 
I am connected with 3 shared folders...  :kdance:

Awesomeee, how do I go about doing that? lol


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Akeno/Archer on February 06, 2014, 03:10:59 PM
Sounds good, I'll send you a pm.

Awesomeee, how do I go about doing that? lol
Well... Create a folder in dropbox, and select the people with who you want to share it with...


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 06, 2014, 04:10:33 PM
Lol well I think I can do that.
From what I understand I need your Email?


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: JAD on February 06, 2014, 04:36:32 PM
Yes the spyro PSA is very similar to the suggested one I posted. I like your moveset so far and I think having him taunt to change his breath from fire to ice to electric would be cool. And sparx changing colors depending on spyros health. As well as some moves like his Ariel's mimic those of charizards. I can't wait to see this go forth


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: frozenfire on February 06, 2014, 05:03:32 PM
Ok I have played around with chrom a bit truly amazing work here's my opinion:

N-B: perfect except 10% damage is a little High for charging all the way

Side-B: it's really just the second hit doesn't always connect. The first attack connects but it's  like the momentum if the second hit causes it not to connect

Forward air: Animation is a bit fast. Not really an issue

Side smash: the effect of the knockback seems to take affect before the actual animation. The opponent will get knocked back before chrom completes his attack

Up smash: could use a bit more knockback

Misc: his cape during his win animation doesn't move and is pointed upwards


FS:  :af: :af: :af:    :'( *sniff* it's...it's beautiful




Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 06, 2014, 06:24:15 PM
Yes the spyro PSA is very similar to the suggested one I posted. I like your moveset so far and I think having him taunt to change his breath from fire to ice to electric would be cool. And sparx changing colors depending on spyros health. As well as some moves like his Ariel's mimic those of charizards. I can't wait to see this go forth
Stay tuned, it may take us a bit to get this guy lol

Ok I have played around with chrom a bit truly amazing work here's my opinion:

N-B: perfect except 10% damage is a little High for charging all the way

Side-B: it's really just the second hit doesn't always connect. The first attack connects but it's  like the momentum if the second hit causes it not to connect

Forward air: Animation is a bit fast. Not really an issue

Side smash: the effect of the knockback seems to take affect before the actual animation. The opponent will get knocked back before chrom completes his attack

Up smash: could use a bit more knockback

Misc: his cape during his win animation doesn't move and is pointed upwards


FS:  :af: :af: :af:    :'( *sniff* it's...it's beautiful




Thanks for the review :)

Your right, were dumming down the recoil damage from the nb to 5% or to nothing. Were not quite sure yet.

With the side B do you mean the air one?

I'll take a look at it, but are you talking about the first stab? Because he attacks twice for that attack.

As for the up smash I agree as well. Were having trouble with the precise hitbox for that attack, which is supposed to do more knockback.

Thanks for bringing his cape to my attention too, I have been having trouble with his cape because of how its rigged.

Im really glad the FS is turning out good too, it was a total on the fly idea and we weren't sure if it would work lol.
 


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 06, 2014, 07:05:36 PM
Stay tuned, it may take us a bit to get this guy lol

Thanks for the review :)

Your right, were dumming down the recoil damage from the nb to 5% or to nothing. Were not quite sure yet.

With the side B do you mean the air one?

I'll take a look at it, but are you talking about the first stab? Because he attacks twice for that attack.

As for the up smash I agree as well. Were having trouble with the precise hitbox for that attack, which is supposed to do more knockback.

Thanks for bringing his cape to my attention too, I have been having trouble with his cape because of how its rigged.

Im really glad the FS is turning out good too, it was a total on the fly idea and we weren't sure if it would work lol.
 

Tested Chrom out for a few with the time that I had. Pretty much what everyone said is what needs fixing. I'll get down and gritty with the PSA stuff later. Right now, seeing as how ShinyMammoth isn't here right now, I want to talk animations :P

Wait2 needs to have Chrom's right arm weight down slightly when he catches his sword. Doesn't matter who you are or how skilled you are, if you toss a sword in the air and catch it, your arm isn't going to be that straight, ya' dig?

Personally, I wouldn't attempt making a throw-a-sword-and-make-it-spin-and-catch-it type of move because of how difficult it'd be to make it look passable. If you just can't get it to look polished and nice (which may or may not happen, who knows), I'd personally (it's an opinion, mate) scrap it and go for a different wait. Maybe something like Chrom holding up his blade and checking it out, or maybe lowering his sword and glancing around.

All the transitions you've made (LandingLight, LandingHeavy, etc) look a bit rough on the edges and need a slight bit of polishing.

I think the worst offender you have is the up smash.  All your animations look great, just need a bit of polish, but they all look great.

... Except for the up smash.

I've stood there in Training mode just spamming it over and over and trying to see if it looks nice. Then I went to Brawlbox and had it playing on loop.

The start and loop are fine, but you probably should add a few more frames from when Chrom starts swinging the sword to when he's holding it with both hands (before he swings it over to the other side).

And make the "Exit" to the animation (where he goes to wait) yourself. It'll look much cleaner that way (in my opinion) instead of using Ike's.

Otherwise, it all looks great. Just make sure to break out the polishing brush and it'll look great.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 06, 2014, 07:14:41 PM
 I tested Chrom. Very nice job by the way guys. He's pretty damn good.

Okay down to business. The slight issues I found were for the most part already posted by Saber(Akeno) and FrozenFire98. My two cents in there would be to adjust the length that Chrom dashes forward for the second strike of his Side B on ground only. In the game he goes right through the enemy as if to cleave them in two. He ends quite far on the other side of them as a result. The move itself is fine just make him go farther past the opponent he's attacking.

For his Neutral B attack, You should change the angle of the hitbox to reflect the direction of the swing. It doesn't really make sense that the enemy goes flying upward when he swings so far left or right(depending on where you're facing). And yes change the self damage down from 10%.

Does his DAir have a spike or no? Because I think there should be a sweet spot spike on that move.

Also what Drogoth said. The animations still need a bit of cleaning up to make them smoother.

Everything else seems fine to me though. Oh and I made a Wait1 for Chrom myself. I can show you it if you want. Normally he doesnt bounce around that much. He's really just standing there.

This is what I did. Quick and simple to make.
(http://i.imgur.com/xbWxpSl.gif)

 I also made a Wait1 for Lucina. This one took quite a while to do.
(http://i.imgur.com/VIbQtpa.gif)


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Lito on February 06, 2014, 10:44:38 PM
Hey guys, I came around to apologize. I've been dead busy, dead stressed, and just dead in general. A lot has been going on and I haven't been able to test Chrom. I hope you guys can forgive me.

I'll be back in 2 weeks to test out whatever you guys need me to. Same to you Drogoth.

Cheers.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: ShinyMammoth on February 06, 2014, 11:22:03 PM
Thanks for the reviews guys, we're playing star wars right now so we will get back with a more in depth response later.

In the meantime.

seeing as how ShinyMammoth isn't here right now

Derp...
Just Cuz I'm not responding doesn't mean I'm not reading the topic. At risk of hearing more of your opinions/warnings as to what we should attempt, what did you find wrong with the PSA. side drogoth?


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 07, 2014, 02:32:39 AM
Tested Chrom out for a few with the time that I had. Pretty much what everyone said is what needs fixing. I'll get down and gritty with the PSA stuff later. Right now, seeing as how ShinyMammoth isn't here right now, I want to talk animations :P

Wait2 needs to have Chrom's right arm weight down slightly when he catches his sword. Doesn't matter who you are or how skilled you are, if you toss a sword in the air and catch it, your arm isn't going to be that straight, ya' dig?

Personally, I wouldn't attempt making a throw-a-sword-and-make-it-spin-and-catch-it type of move because of how difficult it'd be to make it look passable. If you just can't get it to look polished and nice (which may or may not happen, who knows), I'd personally (it's an opinion, mate) scrap it and go for a different wait. Maybe something like Chrom holding up his blade and checking it out, or maybe lowering his sword and glancing around.

All the transitions you've made (LandingLight, LandingHeavy, etc) look a bit rough on the edges and need a slight bit of polishing.

I think the worst offender you have is the up smash.  All your animations look great, just need a bit of polish, but they all look great.

... Except for the up smash.

I've stood there in Training mode just spamming it over and over and trying to see if it looks nice. Then I went to Brawlbox and had it playing on loop.

The start and loop are fine, but you probably should add a few more frames from when Chrom starts swinging the sword to when he's holding it with both hands (before he swings it over to the other side).

And make the "Exit" to the animation (where he goes to wait) yourself. It'll look much cleaner that way (in my opinion) instead of using Ike's.

Otherwise, it all looks great. Just make sure to break out the polishing brush and it'll look great.


Thanks for the feedback, and I'll be sure to make a few changes you mentioned to Chrom. Although I have to say the wait2 is staying. I have already added a decent amount of recoil for him catching his sword. Regardless it's a completely unethical thing to do in the first place, similar to Hector spinning his axe with one hand and grabbing onto it with ease. I based the attack off of the Hero's Wait2 from FE Awakening in which the hero catches his sword with ease. The movement is supposed to be casual, and with how his arm is bent there is no where for it to go but straight. Elbows cant bend backwards.

Landings will get some polishing.

I'm just gonna re-animate his up smash. I have never really been happy with its animation. Originally I wanted it to be Ike's with a framespeed, then after a while I thought it tacky to keep such a signature move. So I tried to change it in such a way that it still retained a bunch of Ike's attack, with aesthetic changes. But I'm just gonna make a new one now.

I tested Chrom. Very nice job by the way guys. He's pretty damn good.

Okay down to business. The slight issues I found were for the most part already posted by Saber(Akeno) and FrozenFire98. My two cents in there would be to adjust the length that Chrom dashes forward for the second strike of his Side B on ground only. In the game he goes right through the enemy as if to cleave them in two. He ends quite far on the other side of them as a result. The move itself is fine just make him go farther past the opponent he's attacking.

For his Neutral B attack, You should change the angle of the hitbox to reflect the direction of the swing. It doesn't really make sense that the enemy goes flying upward when he swings so far left or right(depending on where you're facing). And yes change the self damage down from 10%.

Does his DAir have a spike or no? Because I think there should be a sweet spot spike on that move.

Also what Drogoth said. The animations still need a bit of cleaning up to make them smoother.

Everything else seems fine to me though. Oh and I made a Wait1 for Chrom myself. I can show you it if you want. Normally he doesnt bounce around that much. He's really just standing there.

This is what I did. Quick and simple to make.
([url]http://i.imgur.com/xbWxpSl.gif[/url])

 I also made a Wait1 for Lucina. This one took quite a while to do.
([url]http://i.imgur.com/VIbQtpa.gif[/url])


Side B is definitely gonna lunge more, I'm not sure how I got that wrong lol

I'll fix the trajectory of his NB too. I liked the combo capabilities with how it is, but it doesn't make much sense.

I'll also give him a sweet spot spike for his D air. At first I didn't want it to be a spike because of how often people do spikes, but a sweetspot spoke would be cool.

As for the wait1 I like it, but i'm not a fan of the cape wind thing. It does look dynamic, but the thought of the wind always blowing on every stage whenever Chrom is standing still is unlikely. I see it looking especially odd when he is standing next to someone like Marth who's cape is mysteriously not being affected by the wind lol.
I also made the decision to make him hopping around more because the original animation I had for him got a complaint that he is standing too still, so I livened it up. But I do like yours, I'd use it if it lost the wind.

Hey guys, I came around to apologize. I've been dead busy, dead stressed, and just dead in general. A lot has been going on and I haven't been able to test Chrom. I hope you guys can forgive me.

I'll be back in 2 weeks to test out whatever you guys need me to. Same to you Drogoth.

Cheers.


No problem man, take your time.


     Alright so far with everyone's help with the feedback, I have made this list of changes that will be made to Chrom before his release.
(Some testers have also not reviewed Chrom, so this list may be updated.)

-----Updates-----

Misc: Add Exalted Falchion activator

Landings: Clean up

A Combo: Make it work a little better

Wait2: Reduce Sword Trail length, Remove Sword Glow

Up Tilt: Fix weird arm movement at the end
Up Smash: New animation, Give slightly more range, Do more damage
Down Smash: Clean up transition to Wait1

Down Air: Make precise hitbox a spike

Neutral B: Reduce recoil damage, Fix trajectory
Side B: Make the second hit jump further
Side B Air: Stuff, and things

Final Smash: Import a new stage, Import Aether's Symbol as a graphic, Add some misc graphics

Win2: Fix Cape

SFX: I just need a little more for it to be done, Like the sound that happens when Aether activates

CSS: I was hoping that the new Chrom model would magically be finished before the PSAs release, so this will affect the CSS and recolors. I'm not sure if I'm gonna use a pic of his model, or a pic of Chrom I cut from his game.



Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 07, 2014, 03:22:26 AM
As for the wait1 I like it, but i'm not a fan of the cape wind thing. It does look dynamic, but the thought of the wind always blowing on every stage whenever Chrom is standing still is unlikely. I see it looking especially odd when he is standing next to someone like Marth who's cape is mysteriously not being affected by the wind lol.
I also made the decision to make him hopping around more because the original animation I had for him got a complaint that he is standing too still, so I livened it up. But I do like yours, I'd use it if it lost the wind.

 I can redo it for you so that it doesn't move. It shouldn't take me too long. I'll work on it right now.

EDIT: Okay, here's the one without the cape moving.
(http://i.imgur.com/xZYIjC5.gif)
I was literally using the in-game model as a reference to make this as authentic as I could. It seriously drained my 3DS's battery when I was making this. Hopefully you find it useful. If you want me to send it to you just say the word.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 07, 2014, 12:48:41 PM
Very nice, that's what I like. That's what I've tried to do with Aether too. (Ignore that he doesn't jump past you yet lol) Does it have the same frame 1 rotations as my original one?

EDIT: I like your animation, but I see now looking at mine that they dont have the same frame one. Could be kind of annoying to insert these new rotations to every animation that ends with the wait1 :/


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 07, 2014, 01:52:22 PM
Very nice, that's what I like. That's what I've tried to do with Aether too. (Ignore that he doesn't jump past you yet lol) Does it have the same frame 1 rotations as my original one?

EDIT: I like your animation, but I see now looking at mine that they dont have the same frame one. Could be kind of annoying to insert these new rotations to every animation that ends with the wait1 :/
Let me test it with yours and see how it looks transitioning with the existing animations.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 07, 2014, 02:48:56 PM
It should look okay with most animations, like the basic tilts, and smashes, the landings, and a few others because brawl will automatically transition the animation to the wait. But there will be clipping on several animations where brawl doesn't do that, like the dodges, certain specials, cliff attacks, and rolls, among several others, which will lead to a messy looking hack. Sadly if i'm gonna switch my wait1 it at least hast to start with the same frame as my old one.
Not to mention if the feet aren't in the same spot, even more of a mess.

The slope in his wait plays a part too, so keep in mind his knees will be more bent in game than in BB as well. Idk if it would be a problem with yours, but I had to animate around it with his.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 07, 2014, 03:00:23 PM
It should look okay with most animations, like the basic tilts, and smashes, the landings, and a few others because brawl will automatically transition the animation to the wait. But there will be clipping on several animations where brawl doesn't do that, like the dodges, certain specials, cliff attacks, and rolls, among several others, which will lead to a messy looking hack. Sadly if i'm gonna switch my wait1 it at least hast to start with the same frame as my old one.
Not to mention if the feet aren't in the same spot, even more of a mess.

The slope in his wait plays a part too, so keep in mind his knees will be more bent in game than in BB as well. Idk if it would be a problem with yours, but I had to animate around it with his.
Mine didn't have that slope issue. Also I just tested it with your PSA. It actually doesn't look that bad. I tested every move I could. It seemed fine. the only noticeable change you'll really see is his left arm and leg changing positions. If you don't want to re animate the transitions I can try it for you. Dunno how long it'll take me though.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 07, 2014, 03:22:07 PM
Hmm don't you think it would be easier to just redo the wait with a matching first frame?
The only real difference between ours is the feet placement, some slight differences in the RShoulderN, and the LShoulderN, and mine is looking more forward. (Talking the first frame of course)
I could even see fixing every animation that ends with the Wait1 if just the ShoulderN bones were changed, but its mostly the hip and the feet that makes it a pain. Most of Chrom's animations cant be fixed by just doing a simple paste the new Wait1 and clear out a few frames, because of his odd hip rotation.
For example:
Sometimes the hip ends up at 0,0,0 at the Wait1, vs sometimes its at 180,-180,180
Those aren't actually the numbers but you get what I mean. I've noticed that kept happening to several other bones on individual animations as well. One being the Up Tilt, where he does that weird arm flip thing at the end. I fixed it already, but that would happen really really often.

Also on a side note, Chrom is nipping at his filesize limit for his motion, and it seems that every time I copy and paste a frame he likes to jump up 20kb lol


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 07, 2014, 03:52:52 PM
Hmm don't you think it would be easier to just redo the wait with a matching first frame?
The only real difference between ours is the feet placement, some slight differences in the RShoulderN, and the LShoulderN, and mine is looking more forward. (Talking the first frame of course)
I could even see fixing every animation that ends with the Wait1 if just the ShoulderN bones were changed, but its mostly the hip and the feet that makes it a pain. Most of Chrom's animations cant be fixed by just doing a simple paste the new Wait1 and clear out a few frames, because of his odd hip rotation.
For example:
Sometimes the hip ends up at 0,0,0 at the Wait1, vs sometimes its at 180,-180,180
Those aren't actually the numbers but you get what I mean. I've noticed that kept happening to several other bones on individual animations as well. One being the Up Tilt, where he does that weird arm flip thing at the end. I fixed it already, but that would happen really really often.

Also on a side note, Chrom is nipping at his filesize limit for his motion, and it seems that every time I copy and paste a frame he likes to jump up 20kb lol
Oh okay I see what you mean. I'll see what I can do.

Yeah Fit Motions can be real finicky like that. It's pretty damn annoying to deal with. I've come across that situation many times myself.

I'll work on the change later today. Just to be sure, do you want me to change the whole animation to match more closely to yours or just the first frame? Either is fine, I'm just trying to clarify what I'd have to do.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 07, 2014, 04:36:15 PM
Yeah Chrom only has two waits and two wins because of it lol
But ideally if you just took the first frame of mine, then made whatever animation you want from there with no changes to the first or last frame everything will fit in perfectly.
Though, looking at Chrom's Wait in Awakening, it seems that what would be his ShoulderN bones for his in game model are set back a little further, like how you have them in your gif.

So if you want to do the animation, with my frame one, with just edited ShoulderNs, I'd be willing to edit his each of his animations to fix the ShoulderN bones to make it look more like his in game wait. Changing just two arm bones on every animation shouldn't be too much of a problem, and I feel like that would make the overall stance look better. I like a more solitary Wait1 for him anyway, so a similar animation to what you have would be great.

I'm finding it hard to explain this properly lol If you aren't clear on of anything don't feel afraid to ask.

I also noticed that he indeed does look kind of downward in his in game wait, but I feel that him looking more straight would look a little better because of the angles Brawl's cameras take as opposed to the the dynamic angles in awakening.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 07, 2014, 04:46:56 PM
Don't worry I understand you just fine. I can totally do that for you. It shouldn't take me too long to finish it. I'll let you know when I'm done with it.

About his pose in Awakening. Like I said I used an in-game reference to make it look just right. It wasn't easy though, that's for sure. Them same went into the work I did with Lucina's Wait1 animation.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 07, 2014, 05:08:51 PM
Okay awesome I appreciate it. Obviously you will get collab for doing this.
But thats what I did for Hector's final smash too. Have you seen it?
I combined Hector and Lyn's Crit attacks for it. Were gonna use a special throw in the FS to make everything work right.

Also i've edited this animation since I made the .gif (Made Lyn strike one more time) and It doesn't play properly so you wont see everything in one playthrough because of how fast the animation is moving. lol
(http://i.imgur.com/gSxrweX.gif)

Edit: Looks like the .gif playing okay with this new website.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 07, 2014, 05:30:39 PM
Also i've edited this animation since I made the .gif (Made Lyn strike one more time) and It doesn't play properly so you wont see everything in one playthrough because of how fast the animation is moving. lol
([url]http://i.imgur.com/gSxrweX.gif[/url])

Edit: Looks like the .gif playing okay with this new website.


Words cannot describe how F-ING AWESOME that looks man. HOOOOLLLLYYYY SHIZZ MAN! I wish I could do amazing stuff like that. How'd you even get that to work!?


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 07, 2014, 05:33:15 PM
Lol thank you, i'm pretty excited for this FS. It took a bit to animate.
But what do you mean get it to work?


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 07, 2014, 05:38:47 PM
How'd you get both characters to be in the same move? Unless that's a .gif of two different ones?


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 07, 2014, 05:43:01 PM
Like in-game or just in the .gif?
In-game were gonna import Lyn's model onto Hector, then call her as a graphic.

For the .gif I simply exported both animations from the same camera angle, then put them together with photoshop.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 07, 2014, 05:47:16 PM
Like in-game or just in the .gif?
In-game were gonna import Lyn's model onto Hector, then call her as a graphic.

For the .gif I simply exported both animations from the same camera angle, then put them together with photoshop.
I meant in-game but either way, GOD DAMN! seriously though. I am nowhere near that skilled in hacking yet. I saw all the animations you guys did on your photobucket. Well the previews anyway. They all looks so professional. Really nice job man


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 07, 2014, 05:55:13 PM
Daw lol
Thats the best i've been complimented on here, thank you. :kdance: I can tell you will gain skill in animating if you just stay at it, the wait animations I've seen look great. If you ever need help anything PSA wise I'd be more than happy to help.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 07, 2014, 05:59:14 PM
You are very welcome. You should get more like that.

I know i gotta keep at it. It's just so time consuming... thanks though, if I have an ambituious project I'll be sure to hit you up.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 07, 2014, 06:03:49 PM
No problem, just let me know anytime.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 07, 2014, 06:31:34 PM
So.... your Hector's ambidextrous lol

Did you guys manage to get the "axe" glow to work on Ganon/Hector?

I might just do something similar and move Hector over to Falcon/Ganon for the Special Grab.

And I really need to grow up and really animate his attack and crit animation lol


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: ShinyMammoth on February 07, 2014, 07:04:48 PM
I'm pretty sure it's only for that animation.

I just need a model, I have everything in place and working technically. It's just missing the model and texture, which I have absolutely no way of getting myself currently. I don't have any artistic skill whatsoever unfortunately.

Make sure you get you're axe spinning down before you attempt that. If memory serves hectors axe goes bonkers in the animations you have it spinning.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 07, 2014, 07:21:55 PM
Make sure you get you're axe spinning down before you attempt that. If memory serves hectors axe goes bonkers in the animations you have it spinning.

Yeah, I'm going to be completely remaking his Final's animations along with his up air animation (I actually ended up losing the animation for the up air, so I made the one I have currently ;^;). The spinning on his up smash is what I'm going for (which I also ended up losing and quickly remade).

If and when I have time, I'd love to help out with getting the axe glow. Whether by PSA edits (which you've probably already tried) or minor vertexing of a model.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: ShinyMammoth on February 07, 2014, 07:32:35 PM
If and when I have time, I'd love to help out with getting the axe glow. Whether by PSA edits (which you've probably already tried) or minor vertexing of a model.

I just need a model, I have everything in place and working technically. It's just missing the model and texture, which I have absolutely no way of getting myself currently. I don't have any artistic skill whatsoever unfortunately.

PSA Side is done. It's going to require either a very well vertexed, or completely new model. The sword glow shows every imperfection in the model. It seems like a task for a skilled modeler. You're more then welcome to try, seeing as how when the time comes I will be putting a request out for it.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 08, 2014, 05:23:14 PM
So.... your Hector's ambidextrous lol

Did you guys manage to get the "axe" glow to work on Ganon/Hector?

I might just do something similar and move Hector over to Falcon/Ganon for the Special Grab.

And I really need to grow up and really animate his attack and crit animation lol

Yeahhh, turns out normal Hector is right handed, and Great Lord Hector wields Armads with his left, and uses his right hand only sometimes in the Crit.
Animating the hand switch was a pretty fun thing to do. (Sarcasm) haha  

The only advice I can give on animating his Crit is just watch a video of it over, and over, until you get it right.
Not very good advice I know. lol



Anyway, I figured I'd pop in with an update on what I've done with Chrom so far.

---DONE---

-Down Smash: Clean up transition to Wait1

-Down Air: Make precise hitbox a spike

-Neutral B: Reduce recoil damage, Fix trajectory, fix charge animation

-Up Tilt: Fix weird arm movement at the end

-Run: Made more true to his game

-Landings: Clean up
   -Landing Light
   -Landing Heavy
   -Attack Landings

Win2: Fix Cape

---NOT DONE---

Misc: Add Exalted Falchion activator

Turn Run: Fix for the new run

A Combo: Make it work a little better

Wait2: Reduce Sword Trail length, Remove Sword Glow

Up Smash: Fix Precise Hitbox

Side B: Make the second hit jump further
Side B Air: Make hitboxes connect better

Final Smash: Import a new stage, Import Aether's Symbol as a graphic, Add some misc graphics

SFX: Just need a little more for it to be done, Like the sound that happens when Aether activates


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 08, 2014, 06:09:25 PM
Yeahhh, turns out normal Hector is right handed, and Great Lord Hector wields Armads with his left, and uses his right hand only sometimes in the Crit.
Animating the hand switch was a pretty fun thing to do. (Sarcasm) haha  

The only advice I can give on animating his Crit is just watch a video of it over, and over, until you get it right.
Not very good advice I know. lol

What's worse is that he uses his right hand as a great lord with any weapon other than Armads :(


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 08, 2014, 06:17:43 PM
Actually, Hector only stands, and spins his axe with with his left, the actual attack is with his right.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 08, 2014, 06:20:34 PM
Actually, Hector only stands, and spins his axe with with his left, the actual attack is with his right.

That's with Armads, I was talking about any other weapon. With Armads, you're correct. He stands and spins like a lefty and attacks with his right after a spin.

But with any other weapon, he holds and attacks with his right.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 08, 2014, 06:23:12 PM
Lol sorry I guess I read that wrong. But at least you only have to animate his wait lefty, then maybe switch hands for attacking.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 08, 2014, 06:27:05 PM
Lol sorry I guess I read that wrong. But at least you only have to animate his wait lefty, then maybe switch hands for attacking.

Always possible. Only that it'll murder every animation I've made :P

I'll see what I can do.

And stop slacking and fix those images! :P


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 08, 2014, 06:30:54 PM
 I'll work on the new Wait1 for Chrom today. Hopefully it wont take me too long.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 08, 2014, 06:36:32 PM
Oh yes... I guess I forgot about that lol
and yes! Im a slacker, its my curse. I should have them fixed in the next day or so.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 08, 2014, 07:44:04 PM
Just curious, you guys wanna work on a psa?

Flying solo gets tedious after a while :P


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 08, 2014, 08:27:25 PM
Who'd you have in mind?
and I could definitely understand that. lol


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 08, 2014, 11:01:03 PM
Nice Sig there Genesis. It's pretty damn funny. I see Lucina and Chrom, hangin out with all the DLC Einherjar consisting of, Marth, Micaiah, Alm, Leif, and Seliph, Lyn and Roy, Katerina and Elincia, Ike, and Eirika and Ephraim. It's such a cute art style. Who's the artist? Do you know? The one that drew the pic itself. I'm guessing your Avatar was from the same person. It looks similar.

Post Merge: February 09, 2014, 12:38:30 AM
I didn't get to Chrom's Wait1 anim today. I was trying to create a sweet new FS for Marth, it's based off of what the PMBR did for Roy's new one in v3.02. Camera angle wise anyway. I think it looks awesome. Still need to fix a few things with it though.

I'll try to do Chrom's Wait1 tomorrow, if I can.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 09, 2014, 12:29:38 PM
Who'd you have in mind?
and I could definitely understand that. lol

Knight Lord Eliwood!
loljk (... maybe if we get a model for a horse or something...)

But something big and awesome. The only problem would be making sure that there's a model for whoever we want to work on


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Lito on February 09, 2014, 02:02:59 PM
Hey guys, guess who's back. (Finally done with all of the troublesome stuff)

Did you guys need anything else on Chrom so I can get to work or did you get everything you need?


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: PallaPal on February 10, 2014, 09:10:12 PM
I also made a Wait1 for Lucina. This one took quite a while to do.
([url]http://i.imgur.com/VIbQtpa.gif[/url])
That there is really cool! Sorry to invade the Chrom thread like this (looking amazing right now by the way), but would you mind sending me that motion? I'd certainly like to use that in a PSA update for her.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 10, 2014, 10:20:03 PM
That there is really cool! Sorry to invade the Chrom thread like this (looking amazing right now by the way), but would you mind sending me that motion? I'd certainly like to use that in a PSA update for her.
Sure, no problem. Just collab me when it's updated. And thanks, I'm glad you like it.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 10, 2014, 10:29:05 PM
Nice Sig there Genesis. It's pretty damn funny. I see Lucina and Chrom, hangin out with all the DLC Einherjar consisting of, Marth, Micaiah, Alm, Leif, and Seliph, Lyn and Roy, Katerina and Elincia, Ike, and Eirika and Ephraim. It's such a cute art style. Who's the artist? Do you know? The one that drew the pic itself. I'm guessing your Avatar was from the same person. It looks similar.

Post Merge: February 09, 2014, 12:38:30 AM
I didn't get to Chrom's Wait1 anim today. I was trying to create a sweet new FS for Marth, it's based off of what the PMBR did for Roy's new one in v3.02. Camera angle wise anyway. I think it looks awesome. Still need to fix a few things with it though.

I'll try to do Chrom's Wait1 tomorrow, if I can.

Sorry for the late replies, I celebrated my bday yesterday and I've been recovering ever since lol.

But thanks, I'm not sure who the artist is. I do a lot of searching on the internet when i'm bored on the internet for random pics, partly because I like to practice photoshop. It's possible my pics are from the same artist though.

Also take your time with the Wait1, I talked to Kaze and when he reweights the model, after doing a few fixes, that he'll rig the model over Ike. So it turns out the final release will wait until he is finished. Which i'm fine with because it gives me some more time to really lock his psa down.
Also good luck with your Marth FS. Feel free to ask us if your having any problems you cant figure out.

Knight Lord Eliwood!
loljk (... maybe if we get a model for a horse or something...)

But something big and awesome. The only problem would be making sure that there's a model for whoever we want to work on

Speaking of Avatars, I like how you have the same Avatar I had before my current one, although I photoshoped mine so it was cooler. lol
But man, Knight Lord Eliwood would be so awesome. I have been itching to try out animating a horseman.
But you seem to have more knowledge of the Fire Emblem models on the vault than I, is there anyone you can think of who is cool and unique or something?
I also saw that you have some experience in rigging, would you be down to import someone for our project?

Hey guys, guess who's back. (Finally done with all of the troublesome stuff)

Did you guys need anything else on Chrom so I can get to work or did you get everything you need?

Eh, not other than your personal feedback, we're just chillin on cleaning him up until the new model emerges.

That there is really cool! Sorry to invade the Chrom thread like this (looking amazing right now by the way), but would you mind sending me that motion? I'd certainly like to use that in a PSA update for her.

Thanks for the feedback. You may wanna pm heavy about that, but I feel he'd like to help you. If you're also planning on updating Lucina I have a few animations for her that fit on her original psa. They're pretty much still your animations, I just made her feet make a little more sense it a couple animations. Definitely not trying to step on your toes either, I just really like her psa.

Sure, no problem. Just collab me when it's updated. And thanks, I'm glad you like it.

Just saw this lol.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: PallaPal on February 10, 2014, 10:43:11 PM
Sure, no problem. Just collab me when it's updated. And thanks, I'm glad you like it.
Of course. I would not have it any other way. Even if it just ends up being a single animation, I try my best to credit everyone (even if a little too much lol)!
Thanks for the feedback. You may wanna pm heavy about that, but I feel he'd like to help you. If you're also planning on updating Lucina I have a few animations for her that fit on her original psa. They're pretty much still your animations, I just made her feet make a little more sense it a couple animations. Definitely not trying to step on your toes either, I just really like her psa.
Thank you, I'm glad you like the moveset! Admittedly the "update" will end up being a bit of an overhaul because I want to declone her from Marth even more, but sure I would definitely be interested in seeing what animations you made.

More relevant to this topic, does Chrom need any additional testing? I'd love to be able to help out.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 10, 2014, 10:44:13 PM
Thanks for the feedback. You may wanna pm heavy about that, but I feel he'd like to help you. If you're also planning on updating Lucina I have a few animations for her that fit on her original psa. They're pretty much still your animations, I just made her feet make a little more sense it a couple animations. Definitely not trying to step on your toes either, I just really like her psa.

 That's what I did with her Wait1 anim. the legs and feet really needed to be reworked so I did it myself. Also put a lot of work into animating her cape as well. I'm not sure about this but didn't Chrom and Lucina's cape always move from the wind blowing no matter where they were? It's been a while since I've played it.

Also take your time with the Wait1, I talked to Kaze and when he reweights the model, after doing a few fixes, that he'll rig the model over Ike. So it turns out the final release will wait until he is finished. Which i'm fine with because it gives me some more time to really lock his psa down.

Also good luck with your Marth FS. Feel free to ask us if your having any problems you cant figure out.

Yeah that would actually help a lot to make sure everyhing is working properly.

And thanks, my idea actually came out just how I wanted it to. It's weird though. When I played the most up to date version of PM, the only character that has a fancy lookin FS was Roy. Eyeryone else had the same one. Same boring camera angles and all. So I made one for Marth, Ike too, but that was kind of all ABloodyCanadian's doing for the Cinematic FS's that he did. It looks really nice in game I must say.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 10, 2014, 11:10:59 PM
Of course. I would not have it any other way. Even if it just ends up being a single animation, I try my best to credit everyone (even if a little too much lol)!Thank you, I'm glad you like the moveset! Admittedly the "update" will end up being a bit of an overhaul because I want to declone her from Marth even more, but sure I would definitely be interested in seeing what animations you made.

More relevant to this topic, does Chrom need any additional testing? I'd love to be able to help out.

Awesome, I'll be looking forward to seeing her update. I'll also send you Lucina's animations that I have when I get my SD back, which should be tomorrow.
Sounds great though, once again we'll take all the feedback we can get. I'll pm you a link to his latest edited beta.

That's what I did with her Wait1 anim. the legs and feet really needed to be reworked so I did it myself. Also put a lot of work into animating her cape as well. I'm not sure about this but didn't Chrom and Lucina's cape always move from the wind blowing no matter where they were? It's been a while since I've played it.

Yeah that would actually help a lot to make sure everyhing is working properly.

And thanks, my idea actually came out just how I wanted it to. It's weird though. When I played the most up to date version of PM, the only character that has a fancy lookin FS was Roy. Eyeryone else had the same one. Same boring camera angles and all. So I made one for Marth, Ike too, but that was kind of all ABloodyCanadian's doing for the Cinematic FS's that he did. It looks really nice in game I must say.

Hmm, I think it may always be windy in Awakening, but i'm not completely sure. I know its always windy in the unit gallery.

But yeah I loved the cinematic FSs. We can take a look how you have the codding set up, but that's probably as far as we can help, because neither Mammoth, nor I play or have PM. Unless your hack works on vBrawl, then we could be of much more help.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 11, 2014, 03:58:02 AM
Hmm, I think it may always be windy in Awakening, but i'm not completely sure. I know its always windy in the unit gallery.

But yeah I loved the cinematic FSs. We can take a look how you have the codding set up, but that's probably as far as we can help, because neither Mammoth, nor I play or have PM. Unless your hack works on vBrawl, then we could be of much more help.


It should work just fine in vBrawl. I've taken Marth and Ike's PSA's straight from their folders in PM and put them in vBrawl and started playing with no problems. At least none that I could really see. I'll send it to you. Tell me if it needs work or not. Or if you can even play with it at all. There's the link.
https://www.dropbox.com/sh/54v30lw78yoly2j/0pw60XormB (https://www.dropbox.com/sh/54v30lw78yoly2j/0pw60XormB)

Awesome, I'll be looking forward to seeing her update. I'll also send you Lucina's animations that I have when I get my SD back, which should be tomorrow.
Sounds great though, once again we'll take all the feedback we can get. I'll pm you a link to his latest edited beta.


Do you think I could get the latest version of Chrom's FitMotion? I'd like to see how you updated him.

Also I just started to work on his Wait1. It should be done by the time you see this post.

EDIT: Okay, I just finished it.
Here's my old one, on top, compared to the new one, on bottom.
(http://i.imgur.com/xZYIjC5.gif)(http://i.imgur.com/xNAaL1a.gif)
I changed the arm placement on both arms. That's pretty much it, so it should flow better with your animations. I used your frame 1 to start with. It loops right back to it smoothly. Hope you like what I did. I'll send it over via PM.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Amarythe on February 12, 2014, 06:34:24 AM
Lol HD. I love how you pop into people's threads with collab material.

I shoulda subbed this some time ago, this stuff's good.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 12, 2014, 07:12:52 AM
I have a question about Chrom's final.

Why is the finalstart subaction still set to go to finalstarthit and finalmove? Unless I have bad eyesight, that seems to be the case.

Mammoth said that Ike would 'turn to face the camera' (which, admittedly, I have no idea what that means, does he turn and wave and say 'vote for Ike' or does he turn and continue with the final?)

If that's the case, why not turn Ike 90 degrees to look back straight and face the opponent and continue with the final as intended (haven't been able to test the rerouting thing yet, myself)


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: ShinyMammoth on February 12, 2014, 11:45:44 AM
I have a question about Chrom's final.

Why is the finalstart subaction still set to go to finalstarthit and finalmove? Unless I have bad eyesight, that seems to be the case.

Mammoth said that Ike would 'turn to face the camera' (which, admittedly, I have no idea what that means, does he turn and wave and say 'vote for Ike' or does he turn and continue with the final?)

If that's the case, why not turn Ike 90 degrees to look back straight and face the opponent and continue with the final as intended (haven't been able to test the rerouting thing yet, myself)
I think you misunderstood what I was trying to help you with. When I said to skip those actions, it was to keep ike and his opponent on the ground. If you haven't looked at chrom in game he still does the finalstarthit and move.

And when I said he turns to face the camera I meant this.

Ike swings, makes contact, and then instead of jumping clips to be facing the camera. He then continues doing his final smash while facing the camera, and will continue to face it until you side-c or something, that puts him back to normal.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 12, 2014, 12:46:38 PM
It should work just fine in vBrawl. I've taken Marth and Ike's PSA's straight from their folders in PM and put them in vBrawl and started playing with no problems. At least none that I could really see. I'll send it to you. Tell me if it needs work or not. Or if you can even play with it at all. There's the link.
[url]https://www.dropbox.com/sh/54v30lw78yoly2j/0pw60XormB[/url] ([url]https://www.dropbox.com/sh/54v30lw78yoly2j/0pw60XormB[/url])

Do you think I could get the latest version of Chrom's FitMotion? I'd like to see how you updated him.

Also I just started to work on his Wait1. It should be done by the time you see this post.

EDIT: Okay, I just finished it.
Here's my old one, on top, compared to the new one, on bottom.
([url]http://i.imgur.com/xZYIjC5.gif[/url])([url]http://i.imgur.com/xNAaL1a.gif[/url])
I changed the arm placement on both arms. That's pretty much it, so it should flow better with your animations. I used your frame 1 to start with. It loops right back to it smoothly. Hope you like what I did. I'll send it over via PM.


Alrighty I'll give it a look right a way.

And The waits look awesome thanks again, I'll check those out right now as well.
I'll also send you a link to Chrom's latest stuff too via pm.

Lol HD. I love how you pop into people's threads with collab material.

I shoulda subbed this some time ago, this stuff's good.


Thanks for the support!
That's Heavy's style, The Collab Assassin. lol

I think you misunderstood what I was trying to help you with. When I said to skip those actions, it was to keep ike and his opponent on the ground. If you haven't looked at chrom in game he still does the finalstarthit and move.

And when I said he turns to face the camera I meant this.

Ike swings, makes contact, and then instead of jumping clips to be facing the camera. He then continues doing his final smash while facing the camera, and will continue to face it until you side-c or something, that puts him back to normal.


Yeah It was definitely weird stuff. That's why we just decided to make Chrom go to a new stage and work around how Ike's FS is already setup.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 12, 2014, 02:10:11 PM
Thanks for the support!
That's Heavy's style, The Collab Assassin. lol
You hit the nail on the head man. Also I really like the sound of that. I might ask to get my title changed to Collab Assassin. It sounds awesome.

Oh yeah thanks for the pm, and I'm glad you like the new wait1, it should flow much better now.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 12, 2014, 02:17:32 PM
You hit the nail on the head man. Also I really like the sound of that. I might ask to get my title changed to Collab Assassin. It sounds awesome.

Lol that would be awesome.
But I checked out your wait out and it looks great. I was gonna start editing the end frames of Chrom's attacks today but I think i'm gonna wait for the model for that. Purely because of the slight chance anything needs to be changed for the model switch. Either way updating my animations should only take about a day to do.
Great job though.
Im gonna check your Marth right now.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 12, 2014, 02:23:03 PM
Lol that would be awesome.
But I checked out your wait out and it looks great. I was gonna start editing the end frames of Chrom's attacks today but I think i'm gonna wait for the model for that. Purely because of the slight chance anything needs to be changed for the model switch. Either way updating my animations should only take about a day to do.
Great job though.
Im gonna check your Marth right now.

Yeah that would be best. And thanks, I'm happy to help. I guess that's what I'll be known for.

I really hope he still works for vBrawl.

Edit: I forgot. I also had some good ideas for some animations for Lucina last night. Like changing her Final Smash to her Critical Aether. In game version, where she lunges, attacks, jumps back, and does a final strike straight through anyone in front of her. I have some good camera angles in mind as well. If Brawl will let me that is.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 12, 2014, 02:29:58 PM
I think you misunderstood what I was trying to help you with. When I said to skip those actions, it was to keep ike and his opponent on the ground. If you haven't looked at chrom in game he still does the finalstarthit and move.

And when I said he turns to face the camera I meant this.

Ike swings, makes contact, and then instead of jumping clips to be facing the camera. He then continues doing his final smash while facing the camera, and will continue to face it until you side-c or something, that puts him back to normal.

Yeah, I saw that you were still using action references to his finalstarthit and finalmove, which is why I asked. It's a shame that you had to work around that complication.

Noticed that you made the finalmove 1 frame and the speed 10000 :P clever


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 12, 2014, 07:20:06 PM
Now I'm the Official Collab Assassin, as of now. Thanks to Oizen!


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Revan on February 13, 2014, 01:35:04 AM
Yeah that would be best. And thanks, I'm happy to help. I guess that's what I'll be known for.

I really hope he still works for vBrawl.

Edit: I forgot. I also had some good ideas for some animations for Lucina last night. Like changing her Final Smash to her Critical Aether. In game version, where she lunges, attacks, jumps back, and does a final strike straight through anyone in front of her. I have some good camera angles in mind as well. If Brawl will let me that is.

That would be pretty damn cool, but i'm not sure what MasterHand has planned yet. I feel like the cameras will do what you want. From what I've seen they are pretty forgiving.

I also checked out your Marth. It looks pretty cool, though i'm not familiar with PM Marth so I don't know all that you changed, other than the FS. From what I could tell you gave him a custom Wait, and Run? Either way from what I could tell the transitions from Wait1 to the others needs to be fixed along with the animations that end with his wait, which i'm sure you know, and the dash needs to be updated to fit with the Run.
When It comes to the FS, good job with the cameras. Definitely nice and dynamic.

And thats badass tha your the collab assassin now. From this day fourth, you will be known for your sneaky collabs. Lol

Yeah, I saw that you were still using action references to his finalstarthit and finalmove, which is why I asked. It's a shame that you had to work around that complication.

Noticed that you made the finalmove 1 frame and the speed 10000 :P clever

Yeah we had a hard time finding a compromise to make the attack still work how we wanted, not knowing how to do custom special throws is pretty lame.

On a side note, do you know if that Micaiah is still being worked on?
I could see that transforming Sothe and Micaiah being a pretty cool project to collab on.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Nao-chan on February 13, 2014, 02:00:09 AM
That would be pretty damn cool, but i'm not sure what MasterHand has planned yet. I feel like the cameras will do what you want. From what I've seen they are pretty forgiving.

I also checked out your Marth. It looks pretty cool, though i'm not familiar with PM Marth so I don't know all that you changed, other than the FS. From what I could tell you gave him a custom Wait, and Run? Either way from what I could tell the transitions from Wait1 to the others needs to be fixed along with the animations that end with his wait, which i'm sure you know, and the dash needs to be updated to fit with the Run.
When It comes to the FS, good job with the cameras. Definitely nice and dynamic.

And thats badass tha your the collab assassin now. From this day fourth, you will be known for your sneaky collabs. Lol.
Yeah I know I didn't do any of the transitions. But I may get around to doing it at some point, I dunno. Basically PM Marth is the same as vBrawl Marth animation wise. His PSA is slightly different, but not by much. Also the Run animation I did for him was based off of the anim that Marth and Lucina do in Awakening.

I changed the visual animations(the anims that show the character talking) so that she actually looks like she's saying what she's saying. I'm using Lucina and her voice pack by the way. I edited her taunt and win visuals.

Also, the only reason I'm skeptical on the cameras is that I don't know how many you can have for one section of the move. There's 3 total. The Start, Dash, and End animations. The Dash End doesn't really need one it'd just go to normal cam anyway. but the biggest concern is the Final End. I'm making it a 2 parter so I don't know if it would allow 2 different cameras in the same section. It didn't for the idea i had for Ike on his Final End.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: Large Leader on February 13, 2014, 06:17:34 AM
Yeah we had a hard time finding a compromise to make the attack still work how we wanted, not knowing how to do custom special throws is pretty lame.

On a side note, do you know if that Micaiah is still being worked on?
I could see that transforming Sothe and Micaiah being a pretty cool project to collab on.

Pikazz wrote a tut on custom throws but that requires knowledge of modules and whatnot. And flailing around in module files was far from fun.

I have no idea if Miciah is still being worked on. I'm still updating my Sothe, though. You could PM Iwwi and ask him about her. If not, I could try rigging Miciah myself.


Title: Re: Upcoming PSAs Chrom Final Beta Released
Post by: PallaPal on February 14, 2014, 07:57:04 PM
Hi there! So I got to testing Chrom out and whatnot... and he's a ton of fun to use. I definitely think you have the right feel for how Chrom should play. He's not too light, yet not too heavy. Weight-wise, he reminds me a bit of Wolf, who I'd classify in the same manner of him being heavy-ish, but not quite. He actually has some pretty unique ways of getting KOs early with the right positioning.

Some things I noticed that were a nice touch on Chrom were some of his more "minor" animations. I really like how he has unique rolling dodges, ledge attacks, and grab attack. I also like the handling on some of his Aerials. The Down Air seems to reflect the general flashiness of Chrom's style, along with the Neutral and Back Air. The Back Air's first kick hitbox may need a size increase though. Maybe it's just me, but I have trouble connecting it with the opponent sometimes. I find it interesting how his Up Air works. There doesn't seem to be any other character other than Samus that has a multi-hit Up Air, so the fact that Chrom does too seems pretty cool. Another thing I noticed was that Chrom backs up very slightly when doing his Down Smash.

======================================
Generally, I think he really only needs some refinements before he's ready to be released.
Anyway, more specifically about those refinements. Naturally differentiating him further from Ike is going to be a part of this. Mainly referring to the Up Smash, Down Tilt, Forward Air, and... I guess the Up throw. I'm not a super PSA authority figure or anything, so I can't say my suggestions are near the best, but I can try for those, haha.

I can see the changes done in the Up Smash where he swings it with two hands and that it's faster. If you want to keep it in a similar vein, maybe you could have him quickly turn around and have him swing opposite to Ike's Up Smash. Then have Chrom Reverse Direction (using Project Smash Attacks of course). It would be a bit unique and maybe could even setup for his back air, because he'll be facing away from his opponent afterward. I'm not so sure what to suggest for the Down Tilt though. His Forward Air is practically a mix of Marth and Ike's as is, do maybe all it needs is a motion edit. Otherwise I'm not sure what to suggest for that either. As for the Up throw, maybe just make it a one-handed toss?

======================================
For more minor edit suggestions, his Neutral Air kind of leaves him hanging in the air a tad long after the animation ends. I think it needs a minor reduction in end lag (Just in the air. Ground end lag is fine.) The other things are his recovery, Dash attack, and Side B.

I suggest having the recovery move a bit further forward or have it more controllable in the air. I don't know how the Project M team managed to do it, but something like that in terms of Air control. I see what you were going for with that attack by the way. It was from the Arena Ferox cutscene. I initially wanted to have Lucina do that somehow, but I just had it translate somewhat into her Neutral Air instead.

The dash attack I think just needs to go a bit further. I think this was suggested to you before, sorry about that, but yeah maybe just a bit more. Chrom runs pretty fast, but then jumps like 3 inches forward.
Then his Side B... I kind of just think it should give him a slight Captain Falcon-ish up boost in the air if it connects so he doesn't KO himself, haha.

=========================================

I hope my feedback will be useful. I really enjoyed the Chrom Beta as is, so I can't wait for the finished product! I also like his Final Smash a lot by the way. Just had to throw that last part in there, heh.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 14, 2014, 11:09:10 PM
Hi there! So I got to testing Chrom out and whatnot... and he's a ton of fun to use. I definitely think you have the right feel for how Chrom should play. He's not too light, yet not too heavy. Weight-wise, he reminds me a bit of Wolf, who I'd classify in the same manner of him being heavy-ish, but not quite. He actually has some pretty unique ways of getting KOs early with the right positioning.

Some things I noticed that were a nice touch on Chrom were some of his more "minor" animations. I really like how he has unique rolling dodges, ledge attacks, and grab attack. I also like the handling on some of his Aerials. The Down Air seems to reflect the general flashiness of Chrom's style, along with the Neutral and Back Air. The Back Air's first kick hitbox may need a size increase though. Maybe it's just me, but I have trouble connecting it with the opponent sometimes. I find it interesting how his Up Air works. There doesn't seem to be any other character other than Samus that has a multi-hit Up Air, so the fact that Chrom does too seems pretty cool. Another thing I noticed was that Chrom backs up very slightly when doing his Down Smash.

======================================
Generally, I think he really only needs some refinements before he's ready to be released.
Anyway, more specifically about those refinements. Naturally differentiating him further from Ike is going to be a part of this. Mainly referring to the Up Smash, Down Tilt, Forward Air, and... I guess the Up throw. I'm not a super PSA authority figure or anything, so I can't say my suggestions are near the best, but I can try for those, haha.

I can see the changes done in the Up Smash where he swings it with two hands and that it's faster. If you want to keep it in a similar vein, maybe you could have him quickly turn around and have him swing opposite to Ike's Up Smash. Then have Chrom Reverse Direction (using Project Smash Attacks of course). It would be a bit unique and maybe could even setup for his back air, because he'll be facing away from his opponent afterward. I'm not so sure what to suggest for the Down Tilt though. His Forward Air is practically a mix of Marth and Ike's as is, do maybe all it needs is a motion edit. Otherwise I'm not sure what to suggest for that either. As for the Up throw, maybe just make it a one-handed toss?

======================================
For more minor edit suggestions, his Neutral Air kind of leaves him hanging in the air a tad long after the animation ends. I think it needs a minor reduction in end lag (Just in the air. Ground end lag is fine.) The other things are his recovery, Dash attack, and Side B.

I suggest having the recovery move a bit further forward or have it more controllable in the air. I don't know how the Project M team managed to do it, but something like that in terms of Air control. I see what you were going for with that attack by the way. It was from the Arena Ferox cutscene. I initially wanted to have Lucina do that somehow, but I just had it translate somewhat into her Neutral Air instead.

The dash attack I think just needs to go a bit further. I think this was suggested to you before, sorry about that, but yeah maybe just a bit more. Chrom runs pretty fast, but then jumps like 3 inches forward.
Then his Side B... I kind of just think it should give him a slight Captain Falcon-ish up boost in the air if it connects so he doesn't KO himself, haha.

=========================================

I hope my feedback will be useful. I really enjoyed the Chrom Beta as is, so I can't wait for the finished product! I also like his Final Smash a lot by the way. Just had to throw that last part in there, heh.

Thanks for the great review man. You definitely noticed a bunch of the little things I added to try to make him more like Chrom. Interesting comparison to Wolf, I can totally see their similarities in playstyle. You also solidified a lot of the decisions made to his moveset that we have had mixed reviews about.
I guess I have to change his up throw don't I? lol I have really lacked the motivation to change it but since its been pointed out he will be getting a new one. I'll also see what I can do about tweaking the down tilt and forward air too.
You have an interesting take on the up smash. I'll definitely consider your idea before his release, because I see the similarities with his and Ike's. It really depends on how hard it is to animate because I have animated that attack a few times now, and its been a real thorn in my side lol. And I would have to change the animation to prevent any clipping or weird transitioning.

I'll look into reducing the lag of his N air as well, I was being too modest with with that attack. As for his recovery, have you tried to use his Side B in the air over and over to sail back to the stage before using the Up B? Generally we got great responses on his recovery. But you hit the nail on the head, that is exactly what I was trying to do with his Up B haha
If you really wanted to give Lucina an Up B like that, I'm sure Mammoth could figure out how to do it. (I feel like he already knows) But its funny that you said that, because Mammoth and I were talking about how it would be cool if the Lucina update kind of mirrored Chrom in ways, the Up B being one.
Your not the first person to note that his Dash Attack should go further, I will implement it.
With the Side B it will definitely get some sort of revision, we aren't sure what yet. The problem with moving him up is its hard to make it so the hitbox connects every time no matter what (which it already doesn't do) and he is only moving forward. Idk, we'll figure something out.

Your feedback was totally useful. I feel the more feedback about a psa, even if anything was already said, will help the overall psa in the end.
Really hope you like what we do with Chrom when he is finished, and if you want to collab, or just want some help with Lucina just let us know. Being the Daughter of our psa she is important to who he is (In a weird way idk lol)


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 15, 2014, 01:02:25 AM
I'm trying to make a Final Smash for Lucina right now. Making her Critical Aether her FS. The animating is taking a long time. I'm not good with attacks yet, but so far I have the initial first frames done for every part of the attack.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 15, 2014, 11:09:11 AM
I'm trying to make a Final Smash for Lucina right now. Making her Critical Aether her FS. The animating is taking a long time. I'm not good with attacks yet, but so far I have the initial first frames done for every part of the attack.
Sounds awesome. If you want any help or pointers let me know. Have you confirmed with MasterHand that he wants to do this or are you just throwing it out there? lol
Either way its a great idea for her FS.

Also I have to say it, damn Brawl Ex is looking crazy. It has been my dream since I've started hacking to have that many characters on one screen. The possibilities are endless.
Mammoth and I are considering starting a team to fill the roster but idk. It would take dedication. We're currently using Triple Rasta to kind of emulate what we want as a whole.
My idea is to take all the best hacks on the vault (At least, the Characters we see would be in a crossover game like brawl.) and reviving them in so many words to met the current standards of today's PSAs. The people on the list below with a "*" next to their name are people who need Reviving.
Here's the roster so far:
Characters: 38 PSAs in counting.

-Animal Crossing-
Villager (PSA being made)

-Crash Bandicoot-
Crash

-Donkey Kong-
K. Rool (PSA being made)

-Fire Emblem-
Black Knight (PSA being made)
Chrom (PSA being made)
Hector (PSA being made)
Lucina (PSA being Revivied)
Nephenee (PSA being made)
Roy (PSA being made)

-Halo-
Master Cheif (PSA wishlist)

-Klanoa-
*Klanoa

-Legend of Zelda-
*Echo Blade Sheik (pretty sure these aren't cannon)(R Trigger moveset)
*Echo Blade Zelda (Should they make the roster?)   (R Trigger moveset)


-Megaman-
Megaman (PSA being revamped)
Bass (PSA being made)

-Metroid-
Samus No Transform (R Trigger moveset)?
ZSS No Transform       (R Trigger moveset)?
*Ridley

-Pac-Man-
Pacman (PSA being made)?

-Pokemon-
Blastoise Evolved (R Trigger moveset)
Charizard Evolved (R Trigger moveset)
Venusaur Evolved (R Trigger moveset)
Mewtwo
*Scizor
*Typhlosion

-Punch Out-
Little Mac (PSA wishlist)

-Sonic the Hedgehog-
Amy Rose                      (PSA being made)
Chaos Zero                   (PSA being made)
Knuckles the Echidna
Metal Sonic                   (PSA being revived)
Shadow the Hedgehog (PSA being updated)
Silver the Hedgehog
*Tails Prower

-Spyro-
Spyro the Dragon (PSA will be made)

-Super Mario-
Mario SMBZ (R Trigger moveset)
Luigi SMBZ  (R Trigger moveset)
*Geno
Rosalina (PSA wishlist)
Waluigi   (PSA being made)

-Wii Fit-
Wii Fit Trainer (PSA wishlist)

I didn't really wanna post a topic about this yet, because we don't have the man power to set something like this in motion. I know we're kind of leaving Pokemon in the dust, but we just didn't have enough people on the team to really finish that project. We still do have plans to revisit pokemon, but the odds of us finishing a new roster from pretty much scratch is slim. I feel this is a more realistic task to finish, seeing as most of the PSAs that will be on this roster will be revamps. I also wanna have complete CSS information with this pack, SFX, and custom All-Star and Event matches. Plus a plethora of new stages. (Of course, we would have to get consent from all of the original creators of these hacks.) Anyone have any other good character ideas?
PW gave us the Tools guys, I wanna get to work haha.  


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 15, 2014, 11:32:05 AM
Sounds awesome. If you want any help or pointers let me know. Have you confirmed with MasterHand that he wants to do this or are you just throwing it out there? lol
Either way its a great idea for her FS.

Also I have to say it, damn Brawl Ex is looking crazy. It has been my dream since I've started hacking to have that many characters on one screen. The possibilities are endless.
Mammoth and I are considering starting a team to fill the roster but idk. It would take dedication. We're currently using Triple Rasta to kind of emulate what we want as a whole.
My idea is to take all the best hacks on the vault (At least, the Characters we see would be in a crossover game like brawl.) and reviving them in so many words to met the current standards of today's PSAs. The people on the list below with a "*" next to their name are people who need Reviving.
Here's the roster so far:
Characters: 38 PSAs in counting.

-Animal Crossing-
Villager (PSA being made)

-Crash Bandicoot-
Crash

-Donkey Kong-
K. Rool (PSA being made)

-Fire Emblem-
Black Knight (PSA being made)
Chrom (PSA being made)
Hector (PSA being made)
Lucina (PSA being Revivied)
Nephenee (PSA being made)
Roy (PSA being made)

-Halo-
Master Cheif (PSA wishlist)

-Klanoa-
*Klanoa

-Legend of Zelda-
*Echo Blade Sheik (pretty sure these aren't cannon)(R Trigger moveset)
*Echo Blade Zelda (Should they make the roster?)   (R Trigger moveset)


-Megaman-
Megaman (PSA being revamped)
Bass (PSA being made)

-Metroid-
Samus No Transform (R Trigger moveset)?
ZSS No Transform       (R Trigger moveset)?
*Ridley

-Pac-Man-
Pacman (PSA being made)?

-Pokemon-
Blastoise Evolved (R Trigger moveset)
Charizard Evolved (R Trigger moveset)
Venusaur Evolved (R Trigger moveset)
Mewtwo
*Scizor
*Typhlosion

-Punch Out-
Little Mac (PSA wishlist)

-Sonic the Hedgehog-
Amy Rose                      (PSA being made)
Chaos Zero                   (PSA being made)
Knuckles the Echidna
Metal Sonic                   (PSA being revived)
Shadow the Hedgehog (PSA being updated)
Silver the Hedgehog
*Tails Prower

-Spyro-
Spyro the Dragon (PSA will be made)

-Super Mario-
Mario SMBZ (R Trigger moveset)
Luigi SMBZ  (R Trigger moveset)
*Geno
Rosalina (PSA wishlist)
Waluigi   (PSA being made)

-Wii Fit-
Wii Fit Trainer (PSA wishlist)

I didn't really wanna post a topic about this yet, because we don't have the man power to set something like this in motion. I know we're kind of leaving Pokemon in the dust, but we just didn't have enough people on the team to really finish that project. We still do have plans to revisit pokemon, but the odds of us finishing a new roster from pretty much scratch is slim. I feel this is a more realistic task to finish, seeing as most of the PSAs that will be on this roster will be revamps. I also wanna have complete CSS information with this pack, SFX, and custom All-Star and Event matches. Plus a plethora of new stages. (Of course, we would have to get consent from all of the original creators of these hacks.) Anyone have any other good character ideas?
PW gave us the Tools guys, I wanna get to work haha.  
No I haven't talked to him about it yet. I was really just throwing it out there for now. I need help animating it period. Like I said before I'm not really good with attacks at all. I'm very new to animating that big a project anyway. I usually just do the small stuff.


Also, Holy crap that's one hell of a project there. *feels ashamed to call mine big* Damn that's gonna take quite a lot of work and man power to accomplish. Good luck. Don't really know if I'd be much help with any of that stuff, but if you need an extra hand you know the Collab Assassin will jump right on it. Depending on what it is though. haha.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 15, 2014, 12:46:07 PM
No I haven't talked to him about it yet. I was really just throwing it out there for now. I need help animating it period. Like I said before I'm not really good with attacks at all. I'm very new to animating that big a project anyway. I usually just do the small stuff.

Also, Holy crap that's one hell of a project there. *feels ashamed to call mine big* Damn that's gonna take quite a lot of work and man power to accomplish. Good luck. Don't really know if I'd be much help with any of that stuff, but if you need an extra hand you know the Collab Assassin will jump right on it. Depending on what it is though. haha.


Cool, whenever you get to a point were you feel like sending it on over, I can take a look at it and either fix, or give you some advice as to what you should look at, whichever you prefer.

But yeah i'm a fiend for projects. Mammoth and I talk about starting different projects all the time, but I feel since its just going to be a collab of different hacks, and a few updated ones, cause there are quite a few hacks being worked on by people that seem pretty cool, It wont be as daunting as it seems.
But we will look to you for help for sure, and a project will be a nice way to get some practicing in (because that's how mammoth and I started)
But once again I don't know if this project will even get off the ground without a few more people. I may post something about this in General Discussion. Mammoth and I were also throwing around the name Project Ex because of the utilization of Brawl Ex.


EDIT: I made this mockup pic the other day, It doesn't have everyone, but I thought it looked pretty cool.
(http://i59.tinypic.com/2rp2nmg.png)


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Large Leader on February 15, 2014, 01:03:22 PM
Seeing as Hector and Roy are nearing the finish line, I'll give whatever help I can.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 15, 2014, 01:07:09 PM
Cool, whenever you get to a point were you feel like sending it on over, I can take a look at it and either fix, or give you some advice as to what you should look at, whichever you prefer.

But yeah i'm a fiend for projects. Mammoth and I talk about starting different projects all the time, but I feel since its just going to be a collab of different hacks, and a few updated ones, cause there are quite a few hacks being worked on by people that seem pretty cool, It wont be as daunting as it seems.
But we will look to you for help for sure, and a project will be a nice way to get some practicing in (because that's how mammoth and I started)
But once again I don't know if this project will even get off the ground without a few more people. I may post something about this in General Discussion. Mammoth and I were also throwing around the name Project Ex because of the utilization of Brawl Ex.


EDIT: I made this mockup pic the other day, It doesn't have everyone, but I thought it looked pretty cool.
([url]http://i59.tinypic.com/2rp2nmg.png[/url])
Sure I'll see what I can get done with it first, then send it over.

Yeah. Like I said a lot of MAN POWER is needed for something like that. I don't really know how much longer I'm gonna have free time to do this kinda stuff though. I've been lurking on this site for 4 years now, and only just recently started getting active on it. But most of the time in my days has been working on this stuff, and not much else. Which is bad, or can be.

Also that is a very crowded(maybe overcrowded) looking space for all those characters.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 23, 2014, 09:40:45 PM
Hey RevenantGenesis, are you going to release another Beta Test for Black Knight? Just curious since he's such an awesome character. I tested it today and I have to say you did an amazing job. His hotboxes are phenomenal and the recoil of each attack is just awesome! It truly matched Black Knight since in the game he was OP anyways ;D. I have to say, I liked almost everything about him. The only thing that needs some improvement is his UP B. That's the only thing that causes him to lose. And I know Black Knight is supposed to be slow, but if he was just a little bit faster that would be nice. Well anyways I look forward to the finished product and it's definitely going to be the first thing on my download list.

The only reason why I'm asking for another Beta Test for him is because I want to see how he's turning out these days, also I want to give some feedback because I want him to be perfect when he is released.

P.S- Sorry, I just have high expectations because of what I see so far. ;D


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 24, 2014, 12:48:53 PM
Damn I got to this thread too late then. I had no idea they released a BETA of him. I would've loved to try him out. I'm using his model for my Ganon anyway. I even made some recolors of him for every slot.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 24, 2014, 04:15:24 PM
He's still on the first or second page along with the Chrom beta. But I'm sure alot has changed since then.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 24, 2014, 04:16:51 PM
Oh, must've missed it I guess.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 24, 2014, 05:37:38 PM
Yeah waiting for Beta 2 to be released. He is just such an awesome character! :kdance:


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 24, 2014, 08:07:31 PM
Hey sorry for the lack of replies, Mammoth and I have been pretty preoccupied with Brawl ex and getting everything set up all pretty.
Yes, Black Knight will be the next beta for sure. The last thing I did for him was Animate his Final Smash, but getting it working should be cake. His next version will see several updates too. Off the top of my head he will get some hitbox fixes on his Up Smash, probably some balancing changes, and a bunch of animation fixes. His Up B will also see some fixing before his next beta.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 24, 2014, 08:09:47 PM
 Well hi there. It's been a little while. Can't wait to see what you've done to the Black Knight.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 24, 2014, 08:16:59 PM
Ha yeah, there was a bunch of stuff we had to do to our brawl ex, so we have pretty much only doing that. I also decided to finally get BPs for each of the psas and retextures too. Pretty lame, now I know why I was never motivated to do it before. I'd like to see your bk recolors sometime too.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 24, 2014, 08:19:53 PM
 I'll get some pics for you. The red, green, and blue are pretty simple. I did make an all black one as well. Also a white and blue one. That's the most recent one I did, and I think it looks pretty damn cool, but that's just me. I'll get some really quick and show you.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 24, 2014, 08:27:17 PM
Cool man, I'm gonna eat dinner real quick lol
I'll check them out momentarily.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 24, 2014, 08:48:45 PM
Hey Revenant is there going to be any rel files for Chrom because I dont know how to use BrawlEx and I have Roy over Ike. Is there any way that Chrom can be ported through rel files, because I have see people port cloud over olimar and ike over mr game and watch before. Thanks!


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 24, 2014, 08:55:42 PM
Well we planned on releasing him as a brawl ex clone, but I suppose it wouldn't be a problem to port him to someone else.
Also for future reference, the .rel file used for Cloud to be ported over whoever, should also work for any psa over Ike. We'll still include a couple .rels though. His sfx probably wont be formatted right over other characters though. I'm not the most experienced with sfx so I dont wanna make different .sawnd files that work on other characters.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 24, 2014, 08:58:55 PM
Okay. Here they are.
(http://i.imgur.com/CCNlhTV.jpg)
(http://i.imgur.com/cxAnslN.jpg)
(http://i.imgur.com/Dc0ko8v.jpg)
(http://i.imgur.com/rXa1GXH.jpg)
(http://i.imgur.com/rYNEprd.jpg)

I have CSP's and BP's for each one as well.

Well we planned on releasing him as a brawl ex clone, but I suppose it wouldn't be a problem to port him to someone else.
Also for future reference, the .rel file used for Cloud to be ported over whoever, should also work for any psa over Ike. We'll still include a couple .rels though. His sfx probably wont be formatted right over other characters though. I'm not the most experienced with sfx so I dont wanna make different .sawnd files that work on other characters.

 Do you think Chrom would work on Ike normally without an .rel file? I haven't even tried using BrawlEx. Dunno how difficult it would be to set up either. I saw a lot of people having trouble with it.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Lito on February 24, 2014, 11:18:43 PM
Did I hear Black King? It's been forever since I play tested that beauty out. I can't wait to actually get to Brawl EX play as him.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 24, 2014, 11:31:52 PM
Did I hear Black King? It's been forever since I play tested that beauty out. I can't wait to actually get to Brawl EX play as him.
Same here. Can you tell me what you think of my recolors for him Lito. They're in my previous post.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Large Leader on February 25, 2014, 08:16:42 AM
Chrom will work perfectly fine over Ike without any rel.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Lito on February 25, 2014, 02:55:12 PM
Same here. Can you tell me what you think of my recolors for him Lito. They're in my previous post.

Quality wise, they're really good. They all have a very antagonistic vibe to them. Blood red, poison green, a darky blue, white and black look fantastic, brown is the odd one out. It looks more black than brown but aside from that it's pretty good. Personally, Gold would do it for me since it's the color of glory and it seems to fit him. (Don't kill me, I haven't beaten FE:PoR/RD yet)


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Amarythe on February 25, 2014, 03:41:59 PM
To be frank, I think those costumes could use some color variation.
Although to be fair, the Black Knight is basically one color... but still. It needs some flare, y'get me?

My first and foremost suggestion: I highly recommend basing the red costume off of this guy.
SPOILER WARNING. HENCE, THE SPOILER.
(http://img2.wikia.nocookie.net/__cb20130616003739/fireemblem/images/2/21/Zelgius_(FE10_Artwork).png)

It just makes perfect sense, amirite? Amirite?
Matter o' fact, you should consider basing all the recolors off of notable FE Generals. Zephiel comes to mind. People really dig that extra nod to the series, especially with FE characters.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 25, 2014, 04:37:33 PM
Quality wise, they're really good. They all have a very antagonistic vibe to them. Blood red, poison green, a darky blue, white and black look fantastic, brown is the odd one out. It looks more black than brown but aside from that it's pretty good. Personally, Gold would do it for me since it's the color of glory and it seems to fit him. (Don't kill me, I haven't beaten FE:PoR/RD yet)

 The ones I posted were the other 5 colors for him. The 4th one is all black actually. It was the stage lighting that made him look brown I guess. I didn't post the original because I didn't change it, and most people who are familiar with his appearance already know what he looks like. Thanks for the feedback though, glad you like them.

To be frank, I think those costumes could use some color variation.
Although to be fair, the Black Knight is basically one color... but still. It needs some flare, y'get me?

My first and foremost suggestion: I highly recommend basing the red costume off of this guy.
SPOILER WARNING. HENCE, THE SPOILER.
([url]http://img2.wikia.nocookie.net/__cb20130616003739/fireemblem/images/2/21/Zelgius_(FE10_Artwork).png)[/url]

It just makes perfect sense, amirite? Amirite?
Matter o' fact, you should consider basing all the recolors off of notable FE Generals. Zephiel comes to mind. People really dig that extra nod to the series, especially with FE characters.

I see what you mean. I'll definitely consider it. When I was doing these I was really just going for basic recolors. But adding a little bit extra like that would do the idea of recoloring him proud. I'll see what I can do. And again, thanks for the feedback.

EDIT: Okay Amarythe, since you know more about the Fire Emblem series than I do. Could you give me some examples of good character representation for his recolors? I don't know all of the well known or famous Generals in the whole Series. So far I have Zelgius for his red like you suggested, and Ashnard for his blue, which I thought would be a good one. I still have green, black, and white left. Dunno where to look for those ones. I'd really appreciate the help.

Funny thing though. I read up on Zelgius. He IS the Black Knight, didn't really know that. That's what he looked like either before or after Path of Radiance. Honestly don't know though I never played Ike's games.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Large Leader on February 26, 2014, 05:58:26 AM
Might wanna put that in spoiler tags, HD.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 26, 2014, 02:49:46 PM
Might wanna put that in spoiler tags, HD.
Wouldn't that defeat the purpose of reaching out to him? Or did you mean about the end of the post? I can understand that being in a Spoiler tag sure.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Large Leader on February 26, 2014, 03:31:04 PM
There's Wallace from FE7, but he's a tad bit generic.

There's Oswin from FE7

There's the three generals in FE6

Just go to a Fire Emblem Wiki and look up generals.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 26, 2014, 03:53:14 PM
Sorry again guys, ghosted out again. lol
A few friends came over the other day and we have been brawling it up.
Anyways, the recolors look great Heavy, and I definitely like the idea of using other famous generals from the FE series. As for the RGB colors, I do prefer to theme them off of enemy unit, other unit, and playable unit pallets, similar to how Tormod did Hector.
As for the other 6 recolors, pallet swaps from other characters is the way to go. First choices of mine would be zephiel, Hardin, Wallace, as boring as he is, he is definitely unique repping silver. of course Zelgius (Although I feel a Zelgius import over Gannon would be way more awesome as an alt.) Idk though I may make a poll or something.
I'm also curious about your CSPs heavy. I made CSPs for the recolors I made, but I was considering on making new ones because I'm not completely happy with the pose.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 26, 2014, 04:04:35 PM
It was just the original art of him, that's all. I didn't make a pose for him. I could though, it wouldn't take too long.

Now I only need a GREEN recolor. Here's what I have as ideas.
1)BK Original
2)Zephiel - Black/Purple
3)Zelgius - Red
4)Ashnard - Blue
5)? - Green
6)Wallace - White/Silver


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Amarythe on February 26, 2014, 04:16:38 PM
There's Wallace from FE7, but he's a tad bit generic.
His sprite looks wicked though.
...I'm actually really tempted to take a shot at these recolors.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 26, 2014, 04:19:26 PM
Hey Revenant, you mind if I post some in-game pictures of Chrom on the thread?

Also I tested him and I have to say, I like him alot, but I'm not really fluid with him yet if you know what I mean. Like MarioKing64DS's Waluigi, or Carnage's Ridley. I see the creators play so well with them but when I try it out, I just can't get the hang of it. It's a really good PSA, but maybe I just haven't overall got the hang of it yet. Anyways, I LOVE his final smash and I think it is very creative. The thing is that I think his attacks should have a little bit of more knockback, because it takes a while before I can actually kill the enemy. Also his Up special is a bit too fast. I know it's intentional, but because it only goes in a straight line, you have to be directly below the edge to survive, if your not, then your pretty much screwed. Besides that I love the combos that you can perform with his Jab and his smashes. I especially love how his up air does kind of like a screw attack (like meta knights side b but in the air). I also love the idea of his side special and how it confuses the enemy and you attack. I usually perform that attack when their right beside the edge (in Shadow Moses). The counter is like any counter and there's not much to say about that, and his up smash and down smash are pretty good as well. One more thing is that I think he should have a bit more range as well. I don't know if that's just my opinion, but I find it hard to hit some enemies with out having to walk right up in their face. Out of that I love Chrom and he is definitely in my roster.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 26, 2014, 04:25:43 PM
His sprite looks wicked though.
...I'm actually really tempted to take a shot at these recolors.
You can if you want. Maybe we can compare ours after we're done.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 26, 2014, 04:26:31 PM
Hey its up to you if you want to make it man, either way it does have to be at least a 3d pic of him, so if you end up feeling like not making it, I probably will.
Here's some Chrom CSPs I whipped up the other day.
(http://i.imgur.com/jAFuClq.png)(http://i.imgur.com/gPRmQN7.png)(http://i.imgur.com/7bXi97S.png)(http://i.imgur.com/jT9vKJd.png)(http://i.imgur.com/f13ep08.png)

I'll also get some in game pics for everyone today when I get home, and thanks for the great review Solar, his final release will definitely see many more revisions, more knockback etc. The up B I have heard a similar response too, but I see working just fine. Regardless of the speed it has the same movement as Ike's, and if its used in conjunction with his side B in the air he is among the best characters at recovery, which has also been noted by others. I would talk more but im in a bit of a hurry at the moment.

But stick around for updates and some previews tonight guys.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 26, 2014, 04:49:16 PM
Damn, is that the new model for Chrom?! He looks amazing! What an upgrade.

EDIT: Damn 500 posts already huh, sweet.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 26, 2014, 05:13:45 PM
So Revenant, can I post some in-game pictures of Chrom on the thread?


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: ShinyMammoth on February 26, 2014, 06:04:18 PM
Damn, is that the new model for Chrom?! He looks amazing! What an upgrade.

Yeah it's a picture of the new model >>;
we don't actually have it yet.


So Revenant, can I post some in-game pictures of Chrom on the thread?


Sure do it up, throw em in a spoiler or something though for cleanliness.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Large Leader on February 26, 2014, 06:22:13 PM
Yeah it's a picture of the new model >>;
we don't actually have it yet.

Safe to assume that it's a custom model?

Model looks fine, just something about that face...



Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Amarythe on February 26, 2014, 06:29:57 PM
Model looks fine, just something about that face...
...Huh, didn't notice that before. I think it's somethin' to do with his eyes.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Large Leader on February 26, 2014, 06:34:11 PM
...Huh, didn't notice that before. I think it's somethin' to do with his eyes.

If I had bad eyes I wouldn't be able to rig models now, would I?


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Lito on February 26, 2014, 07:20:01 PM
His eyes aren't aligned properly and his mouth is too close to his nose.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 26, 2014, 08:12:22 PM
Here it is:

Him fighting the Black King
(http://i.imgur.com/BkC8tAa.jpg)

His Final Smash
(http://i.imgur.com/eXeACa6.jpg)

Him doing Aether
(http://i.imgur.com/zsf9pIR.jpg)

Chrom vs Ike
(http://i.imgur.com/z7jNYKJ.jpg)

Lucina and Chrom
(http://i.imgur.com/0CJSXNb.jpg)

Lucina vs Chrom
(http://i.imgur.com/QoDJr3r.jpg)


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 26, 2014, 11:04:59 PM
Well it might not be done yet. I guess we'll see once it's released. It looks better than the current one. Color wise at least, he's not all pasty anymore.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 27, 2014, 01:29:26 AM
If I had bad eyes I wouldn't be able to rig models now, would I?


Hmm, I believe you misunderstood.

His eyes aren't aligned properly and his mouth is too close to his nose.


Yeah that picture is heavily edited through photoshop. I just took one of his previews, changed his right arm, and I guess his left arm to be more on his hip, and I edited his face with a perspective tool, so I could see it looking a little off. I just wanted to make some concepts for recolors.

Here it is:
Him fighting the Black King
([url]http://i.imgur.com/BkC8tAa.jpg[/url])
His Final Smash
([url]http://i.imgur.com/eXeACa6.jpg[/url])
Him doing Aether
([url]http://i.imgur.com/zsf9pIR.jpg[/url])
Chrom vs Ike
([url]http://i.imgur.com/z7jNYKJ.jpg[/url])
Lucina and Chrom
([url]http://i.imgur.com/0CJSXNb.jpg[/url])
Lucina vs Chrom
([url]http://i.imgur.com/QoDJr3r.jpg[/url])


Awesome thank you. I'll add those to the op pretty soon here. But I'd like to note that his Up B isn't aether like Ike. Chrom's Aether is his side B. It also seems that the sword trail in that pic isn't working correctly. I'ts probably because he was taking Ike's sword trail.

Well it might not be done yet. I guess we'll see once it's released. It looks better than the current one. Color wise at least, he's not all pasty anymore.


Yes it's not done yet, that's actually all were waiting on at this point when it comes to Chrom. So in the mean time we'll be focusing more on the Black Knight.  


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 27, 2014, 08:25:39 AM
Ohhhh I didn't know that Revenant. Thanks for the information! ;D

P.S- I'll post some more later.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Amarythe on February 27, 2014, 09:00:34 AM
Why does everybody keep calling him "Black King"? Is that like, a nickname for the PSA or something?

If I had bad eyes I wouldn't be able to rig models now, would I?
Lmao Drogoth. Chrom's eyes, not yours.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 27, 2014, 01:11:09 PM
Ohhhh I didn't know that Revenant. Thanks for the information! ;D

P.S- I'll post some more later.

Awesome, looking forward to it.

Why does everybody keep calling him "Black King"? Is that like, a nickname for the PSA or something?
Lmao Drogoth. Chrom's eyes, not yours.

Yeah i'm not sure about that one, but I've caught myself doing it too, so I guess so. lol


I've also taken up some collab work with Lucina, so expect a new version of her soon guys.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 27, 2014, 05:44:58 PM
Why does everybody keep calling him "Black King"? Is that like, a nickname for the PSA or something?
Lmao Drogoth. Chrom's eyes, not yours.
He meant that if he couldn't point out easy mistakes and errors that he wouldn't be that good at rigging models.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 27, 2014, 05:56:56 PM
He meant that if he couldn't point out easy mistakes and errors that he wouldn't be that good at rigging models.

Yeah but he said it totally out of the blue, totally. He asked "if he had bad eyes" as if something was stated about his eyes. Just sayin, he was trying to defend himself, while Amarythe was agreeing with him. lol


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Amarythe on February 27, 2014, 06:02:43 PM
He meant that if he couldn't point out easy mistakes and errors that he wouldn't be that good at rigging models.
I doubt that's what he meant, but nothing's sure until Drogoth posts again, ha.

Here's my obnoxiously overanalytic assessment of the situation:
You see, he said "there's somethin' about that face". Which strongly implies that he was likely unable to specifically pinpoint said "something".
Then, I said that "I didn't notice that", and made a comment about the eyes; the "something" he was speaking about.
NOW, here's the thing: He may have misconstrued my "I didn't notice that" comment to mean that, because I didn't notice a problem, there must be no problem, and therefore Drogoth's eyes must be "bad".

But like RG said, it was really just a slight mistake and we were both actually in total agreement, lololol


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Large Leader on February 27, 2014, 06:07:28 PM
Everyones arguing over what I said

And I'm over here hacking :srs:

Come on, guys.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Albafika on February 27, 2014, 06:14:46 PM
Yes I am actually already using nephenee's spear vertexed for both the javelin and spear. Sadly that model isn't the legitimate "spear" and looks nothing like the javelin.

And It is an existing model I'm not sure which one ATM but I can find out later on.
This is really late but...

I've got most of the RD spears/swords ripped, and can rip the missing ones. So, if you need any weapon, let me know.

These are the ones I've got at the moment:

(https://dl.dropboxusercontent.com/u/33498917/Spears.png)

(https://dl.dropboxusercontent.com/u/33498917/Swords.png)
I'm pretty sure I ripped a few more swords which aren't on the picture. Anyways, if you want to know the name of specific ones here, just ask me (Too lazy to type them all down).


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 27, 2014, 06:16:32 PM
Everyones arguing over what I said

And I'm over here hacking :srs:

Come on, guys.
No ones arguing about anything.
This is really late but...

I've got most of the RD spears/swords ripped, and can rip the missing ones. So, if you need any weapon, let me know.

These are the ones I've got at the moment:

(https://dl.dropboxusercontent.com/u/33498917/Spears.png)

(https://dl.dropboxusercontent.com/u/33498917/Swords.png)
I'm pretty sure I ripped a few more swords which aren't on the picture. Anyways, if you want to know the name of specific ones here, just ask me (Too lazy to type them all down).

That's quite the armory you got there Alba, sheesh. Nice to know someone that actually got all those though. Saves a lot of time for people.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Amarythe on February 27, 2014, 06:23:45 PM
Black Knight can use Lances in RD. True story.
...That would make for an INCREDIBLE Taunt based Weapon Toggle.

Everyones arguing over what I said
And I'm over here hacking :srs:
Come on, guys.
AT LEAST TELL US WHAT YOU MEANT  :notimp:


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: ShinyMammoth on February 27, 2014, 06:47:56 PM
This is really late but...

I've got most of the RD spears/swords ripped, and can rip the missing ones. So, if you need any weapon, let me know.

These are the ones I've got at the moment:

(https://dl.dropboxusercontent.com/u/33498917/Spears.png)

(https://dl.dropboxusercontent.com/u/33498917/Swords.png)
I'm pretty sure I ripped a few more swords which aren't on the picture. Anyways, if you want to know the name of specific ones here, just ask me (Too lazy to type them all down).

Thats.... Awesome! I have been looking all over trying to figure out how to rip them myself, since I couldn't find them anywhere. It's really hard to tell via pictures if you have the spear, I honestly don't know what it looks like.

I would love to get my hands on that short spear (the last lance in case I failed on the name.) for his mid-air throw.

What is the name of the second lance? It kind of looks like the spear. but once again I could be completely mistaken

Anyway thanks! I had almost given up on getting an actual model from the game!
Black Knight can use Lances in RD. True story.
...That would make for an INCREDIBLE Taunt based Weapon Toggle.

Eh, it could be cool, I just see it causing more balancing problems. Not to mention he's pretty close to filesize, motion and fighter.pac.

idk if you saw the beta or not, but we did manage to squeeze some lance in there. His side-b is a monster spear throw on the ground, and a... not as monster throw for the air side-b


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Albafika on February 27, 2014, 07:12:13 PM
Thats.... Awesome! I have been looking all over trying to figure out how to rip them myself, since I couldn't find them anywhere. It's really hard to tell via pictures if you have the spear, I honestly don't know what it looks like.

I would love to get my hands on that short spear (the last lance in case I failed on the name.) for his mid-air throw.

What is the name of the second lance? It kind of looks like the spear. but once again I could be completely mistaken
From top to bottom:

Wishblade.
Steel Lance.
Steel Greatlance.
Silver Lance.
Silver Greatlance.
Short Spear.

Sword:

Row 1:

Ragnell, Amiti, Brave Sword (Released with Mia), Bronze Sword, Ettard, Iron Blade, Iron Sword, Killing Edge, Alondite

Row 2:

Silver Blade, Silver Sword, Slim Sword, Steel Blade, Steel Sword, Storm Sword, Venin Edge, Wind Edge, Wo Dao, Wyrmslayer.

Vague Katti (https://dl.dropboxusercontent.com/u/33498917/Katti.png) is also ripped.

I also have some Axes...

(https://dl.dropboxusercontent.com/u/33498917/Axes.png)
From top to bottom:
Steel Axe.
Bronze Axe.
Tomahawk.
Hammer.
Silver Axe.
Short Axe.
Anyway thanks! I had almost given up on getting an actual model from the game!
Should've asked. Me and SJS can rip anything from Radiant Dawn on their original proportions. We've ripped plenty of characters, and imported some of them with our edits (Mia, Nephenee, and Ilyana is soon to come). Anyways, if you want any character model, let me know.

EDIT:
I would love to get my hands on that short spear (the last lance in case I failed on the name.) for his mid-air throw.
https://www.dropbox.com/s/0t40wjozug2h1tu/Short%20Spear.rar (https://www.dropbox.com/s/0t40wjozug2h1tu/Short%20Spear.rar)


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Large Leader on February 27, 2014, 07:20:41 PM
Mind if you send over the Tomahawk, Silver Great Lance and Short Spear?

Or better yet, maybe upload everything and put the link in the FE importing thread?


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Albafika on February 27, 2014, 07:30:41 PM
Mind if you send over the Tomahawk, Silver Great Lance and Short Spear?

Tomahawk: https://www.dropbox.com/s/0dbst24blpskjv0/Tomahawk.rar (https://www.dropbox.com/s/0dbst24blpskjv0/Tomahawk.rar)
Silver Greatlance: https://www.dropbox.com/s/ewaa8rh4w16thnj/Silver%20Greatlance.rar (https://www.dropbox.com/s/ewaa8rh4w16thnj/Silver%20Greatlance.rar)
Short Spear: https://www.dropbox.com/s/0t40wjozug2h1tu/Short%20Spear.rar (https://www.dropbox.com/s/0t40wjozug2h1tu/Short%20Spear.rar)

Or better yet, maybe upload everything and put the link in the FE importing thread?
That'd require me converting them all into .OBJs + .MTLs, and I'd rather not do that now. I'm fine with converting the ones people need at the moment, as I am now.

I was planning on releasing them all once I was done ripping them.

Anyways, I'm not derailing this thread anymore. If you need anything ripped, feel free to either PM me or post on my thread.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Large Leader on February 27, 2014, 07:32:57 PM

That'd require me converting them all into .OBJs + .MTLs, and I'd rather not do that now. I'm fine with converting the ones people need at the moment, as I am now.

I was planning on releasing them all once I was done ripping them.

Anyways, I'm not derailing this thread anymore. If you need anything ripped, feel free to either PM me or post on my thread.

Alright, sounds like a plan.

Anyways, how's Hector coming along?


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: ShinyMammoth on February 27, 2014, 07:55:40 PM
Should've asked. Me and SJS can rip anything from Radiant Dawn on their original proportions. We've ripped plenty of characters, and imported some of them with our edits (Mia, Nephenee, and Ilyana is soon to come). Anyways, if you want any character model, let me know.

If I had only known you were this cool :P

Seriously though thanks that short spear is perfect for BK's mid-air throw. That Tomahawk is going to be awesome when we finally get around to Hector.


I guess I'll just ask to, has anyone had any experience with model changers? I have played around with them once or twice and can't seem to add them without corrupting the file. I can use the event just fine, it's pretty straight forward. I just need to know whether I can add them in or do I have to replace an existing switch group?




Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 27, 2014, 08:12:01 PM
Here they are!

His awesome down throw!
(http://i.imgur.com/rVrcyWy.jpg)(http://i.imgur.com/SBwx7Y7.jpg)(http://i.imgur.com/K4Yakrc.jpg)

Him kicking Lucina (with affects) ;)
(http://i.imgur.com/4s8yx1Z.jpg)

His awesome FS again!
(http://i.imgur.com/MYUbVSt.jpg)

P.S- Hey Revenant and Mammoth, when do you think the next Black Knight Beta will be released? Thanks! ;D


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 27, 2014, 08:34:12 PM

Tomahawk: [url]https://www.dropbox.com/s/0dbst24blpskjv0/Tomahawk.rar[/url] ([url]https://www.dropbox.com/s/0dbst24blpskjv0/Tomahawk.rar[/url])
Silver Greatlance: [url]https://www.dropbox.com/s/ewaa8rh4w16thnj/Silver%20Greatlance.rar[/url] ([url]https://www.dropbox.com/s/ewaa8rh4w16thnj/Silver%20Greatlance.rar[/url])
Short Spear: [url]https://www.dropbox.com/s/0t40wjozug2h1tu/Short%20Spear.rar[/url] ([url]https://www.dropbox.com/s/0t40wjozug2h1tu/Short%20Spear.rar[/url])
That'd require me converting them all into .OBJs + .MTLs, and I'd rather not do that now. I'm fine with converting the ones people need at the moment, as I am now.

I was planning on releasing them all once I was done ripping them.

Anyways, I'm not derailing this thread anymore. If you need anything ripped, feel free to either PM me or post on my thread.


Gad thanks for the help Alba, we have been looking for legit fire emblem weapons for a bit.

Here they are!

His awesome down throw!
([url]http://i.imgur.com/rVrcyWy.jpg[/url])([url]http://i.imgur.com/SBwx7Y7.jpg[/url])([url]http://i.imgur.com/K4Yakrc.jpg[/url])

Him kicking Lucina (with affects) ;)
([url]http://i.imgur.com/4s8yx1Z.jpg[/url])

His awesome FS again!
([url]http://i.imgur.com/MYUbVSt.jpg[/url])

P.S- Hey Revenant and Mammoth, when do you think the next Black Knight Beta will be released? Thanks! ;D


hahahaha Stab them Chrom, Stab them! Great pics man. When I update the op I'll use these too.

EDIT: Yes, BK will be the next beta.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 27, 2014, 08:54:44 PM
Thanks alot Revenant! And I look forward to the next Black Knight Beta! ;D

Hey maybe you can use these for him?

(http://i.imgur.com/OCSiCMM.jpg)(http://i.imgur.com/gJR4Beu.jpg)(http://i.imgur.com/bjM8kii.jpg)(http://i.imgur.com/s3AdLmw.jpg)(http://i.imgur.com/cMiBEdg.jpg)(http://i.imgur.com/6GE8WyZ.jpg)


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 27, 2014, 10:13:15 PM
Thanks alot Revenant! And I look forward to the next Black Knight Beta! ;D

Hey maybe you can use these for him?

([url]http://i.imgur.com/OCSiCMM.jpg[/url])([url]http://i.imgur.com/gJR4Beu.jpg[/url])([url]http://i.imgur.com/bjM8kii.jpg[/url])([url]http://i.imgur.com/s3AdLmw.jpg[/url])([url]http://i.imgur.com/cMiBEdg.jpg[/url])([url]http://i.imgur.com/6GE8WyZ.jpg[/url])


These look great. I'd say they work fine. ':kdance:'


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 28, 2014, 08:09:51 AM
Thanks alot Revenant! Pic of the day:

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

P.S- I find this one rather amsing. ;D


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on February 28, 2014, 08:19:53 AM
Thanks alot Revenant! Pic of the day:

([url]http://i.imgur.com/OdTQprd.jpg[/url])

P.S- I find this one rather amsing. ;D
Damn! His balls were... Ugh...


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 28, 2014, 09:07:42 AM
That's pretty hilarious. He seems so unaware.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Amarythe on February 28, 2014, 09:53:06 AM
That's pretty hilarious. He seems so unaware.
That's because the Black Knight's balls are blessed by the power of the goddess Ashera.

Chrom's weapon isn't similarly blessed, so clearly it can't pierce his balls.
Clearly.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 28, 2014, 10:32:34 AM
That's because the Black Knight's balls are blessed by the power of the goddess Ashera.

Chrom's weapon isn't similarly blessed, so clearly it can't pierce his balls.
Clearly.
Well maybe once he gets his Falchion Exalted from the Divine Dragon Naga, he'd be able to. It's the sword that makes miracles happen to whoever wields it.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on February 28, 2014, 10:37:46 AM
That's pretty hilarious. He seems so unaware.
That's because the Black Knight's balls are blessed by the power of the goddess Ashera.

Chrom's weapon isn't similarly blessed, so clearly it can't pierce his balls.
Clearly.
Well maybe once he gets his Falchion Exalted from the Divine Dragon Naga, he'd be able to. It's the sword that makes miracles happen to whoever wields it.
Gross...


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 28, 2014, 10:50:35 AM
Gross...
Aptly put. Funny all the same though.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 28, 2014, 11:47:25 AM
Thanks alot Revenant! Pic of the day:

([url]http://i.imgur.com/OdTQprd.jpg[/url])

P.S- I find this one rather amsing. ;D


Hahahaha This is going the op. Today. Love the pic of the day.

Gross...


Blame the guys who made Fire Emblem, they made BK's balls just too magical.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 28, 2014, 02:04:19 PM
Hahaha I'm glad you liked it! ;D

Also I think the spear you should use for Black Knight be the Wishblade because in FE:Radiant Dawn the general you have to kill before Black Knight wields the wishblade. Also he was very close to Black Knight.

SPOILER ALERT!

(A.K.A- Zelgius)


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 28, 2014, 02:13:49 PM
Though it does look really cool, Nephenee is wielding the same Lance and I dont want to take away from her in any way, especially when we have the opportunity to use another weapon.

I'll be updating the op with some stuff today too.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 28, 2014, 02:22:42 PM
Ohhhh Nephenee is using the Wishblade. I didn't know that. Well if she is then don't use it for Black Knight of course. And by OP you mean the first page on the thread where it shows all the previews right?

And are you by any chance going to release a Nephenee Beta? If not is it possible if I can test out how she is right now along with Hector? Sorry, I'm just a little excited. :)


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: Revan on February 28, 2014, 02:28:28 PM
Ohhhh Nephenee is using the Wishblade. I didn't know that. Well if she is then don't use it for Black Knight of course. And by OP you mean the first page on the thread where it shows all the previews right?

And are you by any chance going to release a Nephenee Beta? If not is it possible if I can test out how she is right now along with Hector? Sorry, I'm just a little excited. :)

Yeah I do, by OP I mean Original Post.

But yes eventually Nephenee and Hector will get Betas. Hector has all of his basic attacks codded and connecting, but he isn't balanced yet. His Up B, actually all of his Bs are working, but not balanced or have proper hitboxes. Nephenee is the same with no Bs working.
Although they do have work done on them they are not yet ready for betas, so i'd like to wait until they are more done to show them to people. That way neither Mammoth or I get embarrassed if anything unexpected happens with them lol.


Title: Re: Upcoming PSAs: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 28, 2014, 02:29:58 PM
Ok then, I understand lol. Take your time.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Amarythe on February 28, 2014, 04:14:26 PM
(A.K.A- Zel[...])
WOAH brother! Put that in a spoiler!

You don't want to ruin one of the greatest stories in RPG history, now do ya?


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 28, 2014, 04:16:01 PM
WOAH brother! Put that in a spoiler!

You don't want to ruin one of the greatest stories in RPG history, now do ya?
Man I might need to pick up Ike's series of games man. I loved FE Awakening.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Amarythe on February 28, 2014, 04:44:02 PM
Man I might need to pick up Ike's series of games man. I loved FE Awakening.
The Radiance duo is easily the greatest story told in the Fire Emblem series. To be frank, it's even a contender for the same title in the realm of all RPGs. And that's saying a lot.

Specifically the first Radiance game (the sequel... while still good and interesting, is infinitely inferior to the original). There are so many twists and surprises and gut-wrenching moments that I can hardly describe it.

Awakening was good for gameplay and graphics, to be sure. But the Tellius arc had genius execution. The phenomenal story is literally the reason why Ike is my main character.

You'll be hooked by chapter 8. Trust me. CHAPTER 8, MAN


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on February 28, 2014, 06:12:49 PM
That early on huh? Interesting. To be honest, the only Fire Emblem game I've ever played was Awakening. That game got me hooked to the series. I slightly read up on most of the other ones after that. they look interesting, I just need the cash to get them.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Large Leader on February 28, 2014, 06:14:12 PM
That early on huh? Interesting. To be honest, the only Fire Emblem game I've ever played was Awakening. That game got me hooked to the series. I slightly read up on most of the other ones after that. they look interesting, I just need the cash to get them.

SHUN THE BLASPHEMER

loljk

but honestly, I was a complete FE fan until I played FF

It's all down to personal opinion.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on February 28, 2014, 06:22:46 PM
WOAH brother! Put that in a spoiler!

You don't want to ruin one of the greatest stories in RPG history, now do ya?
Fixed. And yeah I LOVE the Ike series. It was what got me hooked onto Fire Emblem in the first place. I wanted FE Awakening, but sadly that's on a Nintendo 3DS in which I don't own. :(

Post Merge: March 01, 2014, 11:38:02 AM
Hey guys! It's time for the Pic of the Day!

(http://i.imgur.com/w39PYb3.jpg)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on March 01, 2014, 12:02:52 PM
 I'm seeing a lot of the Black Knight getting his ass kicked. Kinda funny.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Large Leader on March 01, 2014, 12:12:58 PM
No, they're having a dance off.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on March 01, 2014, 01:12:21 PM
No, they're having a dance off.
Nice, I like the dramatic light effect as they both strike a pose.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 01, 2014, 04:29:40 PM
Lol great pic of the day. Nice and epic.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 01, 2014, 09:19:34 PM
I'm seeing a lot of the Black Knight getting his ass kicked. Kinda funny.
I know these are pretty funny. The thing is, is that I just pause it because my mom calls me to do something and boom Ike is kicking him in the balls. Perfect Pose and everything, lol. ;D

How about this?
(http://i.imgur.com/1EoOiwp.jpg)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Amarythe on March 02, 2014, 07:37:40 AM
It looks like he's stabbing him in the knee and twisting the blade, ha.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 02, 2014, 10:10:11 AM
Pics of the day!

(http://i.imgur.com/oCVjTkv.jpg) Ha ha(http://i.imgur.com/ocsgip1.jpg) NO!!!!!(http://i.imgur.com/OkzDYxW.jpg) SEISMIC TOSS!


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 02, 2014, 10:32:56 AM
Pics of the day!

([url]http://i.imgur.com/oCVjTkv.jpg[/url]) Ha ha([url]http://i.imgur.com/ocsgip1.jpg[/url]) NO!!!!!([url]http://i.imgur.com/OkzDYxW.jpg[/url]) SEISMIC TOSS!
Second one looks... Creepy... :o


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 02, 2014, 11:35:32 AM
Haha, that's what happens when you mess with Charizard X version (First Picture). You get bitten on the shoulder! :P


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 02, 2014, 02:10:51 PM
lol Charizard's like, Stab Me??? Seismic Toss!


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Lito on March 02, 2014, 06:08:57 PM
The Radiance duo is easily the greatest story told in the Fire Emblem series. To be frank, it's even a contender for the same title in the realm of all RPGs. And that's saying a lot.

Specifically the first Radiance game (the sequel... while still good and interesting, is infinitely inferior to the original). There are so many twists and surprises and gut-wrenching moments that I can hardly describe it.

Awakening was good for gameplay and graphics, to be sure. But the Tellius arc had genius execution. The phenomenal story is literally the reason why Ike is my main character.

You'll be hooked by chapter 8. Trust me. CHAPTER 8, MAN

My favorite RPG is Xenoblade Chronicles. It's very long and you're constantly trying to find out what happens next. But I have to admit, the Ike duo was fantastic even then, it just doesn't compare to other awesome RPGs (story wise) like Chrono Trigger, Dragon Quest IX, Persona 3 and 4, Final Fantasy 6, and even the oft underrated Breath of Fire III. However, they are the best Fire Emblem games by far and they do indeed surpass the beauty of Fire Emblem Awakening.  But that's just me, I'm just a huge RPG nerd.

I also want to state that Fire Emblem Awakening's story was really well done and executed pretty well. The paralouges added even more to a game that got the basics of Fire Emblem done well. Sadly it did lack a bunch of the amazing features that other FE games had (Seize the castle and survive)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 02, 2014, 06:17:02 PM
My favorite RPG is Xenoblade Chronicles. It's very long and you're constantly trying to find out what happens next. But I have to admit, the Ike duo was fantastic even then, it just doesn't compare to other awesome RPGs (story wise) like Chrono Trigger, Dragon Quest IX, Persona 3 and 4, Final Fantasy 6, and even the oft underrated Breath of Fire III. However, they are the best Fire Emblem games by far and they do indeed surpass the beauty of Fire Emblem Awakening.  But that's just me, I'm just a huge RPG nerd.

I also want to state that Fire Emblem Awakening's story was really well done and executed pretty well. The paralouges added even more to a game that got the basics of Fire Emblem done well. Sadly it did lack a bunch of the amazing features that other FE games had (Seize the castle and survive)
I played Xenoblade as well! I also loved it! Man now I don't even know which one's my favourite. Their all awesome! Hey Lito, you think Shulk will be in SSB4? Monolith Studios is owned by Nintendo now, not to mention Xenoblade got them ALOT of money.

(http://i.imgur.com/nm0hqyV.jpg)

I also look forward to the PSA this guy is making!

Link: http://forums.kc-mm.com/index.php?topic=66105.0 (http://forums.kc-mm.com/index.php?topic=66105.0)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Lito on March 02, 2014, 08:55:56 PM
I played Xenoblade as well! I also loved it! Man now I don't even know which one's my favourite. Their all awesome! Hey Lito, you think Shulk will be in SSB4? Monolith Studios is owned by Nintendo now, not to mention Xenoblade got them ALOT of money.

([url]http://i.imgur.com/nm0hqyV.jpg[/url])

I also look forward to the PSA this guy is making!

Link: [url]http://forums.kc-mm.com/index.php?topic=66105.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=66105.0[/url])


Let's examine, shall we? Xenoblade is a first party company to Nintendo and it indeed make them quite a lot of money. Shulk is in the top 20 most requested characters so him making it in won't be much of a surprise, the game is also ridiculously popular in both Japan and America PLUS it's getting a spiritual sequel. So what does this mean? I absolutely think he has a spot in, and if he doesn't he'll be an assist trophy.

Last thing, let's try to stay in topic? I shouldn't have started this convo, my apologies to the kind modders of this threads.
If you want we can continue this on PM.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 02, 2014, 09:43:28 PM
Oh, I was just stating that he was someone that I wanted to be in. We don't need to continue this. ;D


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Amarythe on March 03, 2014, 07:39:57 AM
Shulk's game also got a 10/10 rating. I can almost guarantee you he has a spot in the next Smash

But I have to admit, the Ike duo was fantastic even then, it just doesn't compare to other awesome RPGs (story wise) like Chrono Trigger, Dragon Quest IX, Persona 3 and 4, Final Fantasy 6, and even the oft underrated Breath of Fire III.
If we're coupling the Radiance games together storywise, sure. Radiant Dawn actually had... some pretty lackluster moments, where you could tell the writers were having a hard time. But Path of Radiance on its own? Oh mama.

I'll give you Chrono Trigger at any rate, ha.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 03, 2014, 08:12:44 AM
BEHOLD! THE PIC OF THE DAY!

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


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on March 03, 2014, 09:48:54 AM
I see you used my old side smash animation that I posted up.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 03, 2014, 03:26:25 PM
Nice, I like this one a lot. Eventually I'm gonna have to take all of these and put them on the op lol


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 03, 2014, 04:25:44 PM
Nice, I like this one a lot. Eventually I'm gonna have to take all of these and put them on the op lol
Haha there's just so much good pictures I have yet to post! :P

I see you used my old side smash animation that I posted up.
Yeah, crazyhand gave it to me for testing. Hey you mind if I can have the new one to test? He wants me to test it and post feedback on the thread.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on March 03, 2014, 05:21:38 PM
Haha there's just so much good pictures I have yet to post! :P
 Yeah, crazyhand gave it to me for testing. Hey you mind if I can have the new one to test? He wants me to test it and post feedback on the thread.
Well Revenant Genesis and I aren't completely done yet with our additions to post up the next update yet. I'll just wait until he's done with his animations before we post it.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 03, 2014, 06:41:10 PM
Oh ok then. I will post the feedback on her for the old one, or maybe wait for the next update?


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on March 03, 2014, 06:44:24 PM
Oh ok then. I will post the feedback on her for the old one, or maybe wait for the next update?
I'd just wait. Also direct this towards his actual thread too if you will.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 03, 2014, 07:52:17 PM
Ok then I will be sure to do that! ;D

Post Merge: March 04, 2014, 09:00:11 AM
The Pic of the Day! I just had to do this before I went to my surgery. It's not a funny one like the old ones but I shows what might Chrom and Lucina look like if they were in SSB4.

(http://i.imgur.com/fO7KBXU.jpg)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 06, 2014, 06:30:33 PM
Thanks for the awesome pic. Sorry for the late reply but I have been having problems getting onto the vault the past couple days. Good luck with surgery, I hope it goes well.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 07, 2014, 09:22:57 AM
Yeah, it's ok. I haven't been able to get on the vault that much either because of the 503 errors. And thanks for the good luck, I appreciate it!

PIC OF THE DAY!

(http://i.imgur.com/k0liEif.jpg)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 07, 2014, 02:28:26 PM
There's that sword glow problem. I'll probably release Nebulon's Ike .pac to make sure he is graphically friendly with Chrom, and other PSAs.
Also, I have been working on BK and Lucina for a bit so I figured I'd post a small update on BK.
I've been working with BK's graphic for his NB and here's what I've got so far.
(http://i.imgur.com/NBo3Ncp.jpg)
(http://i.imgur.com/62Nc3C7.jpg)
I also Animated his FS, which is based off of his critical ranged attack. He starts off by doing his critical animation from his game, which is followed by a glorified version of his NB's graphic, probably dealing around 30 to 40 damage. The graphic will probably go all the way across the screen, similar to Zelda/Sheik.
(http://i.imgur.com/kiGzxv6.gif)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 07, 2014, 02:34:01 PM
Dude that Eclipse is looking awesome! Keep up the great work man! Can't wait for his next beta! ;D


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 07, 2014, 02:43:06 PM
There's that sword glow problem. I'll probably release Nebulon's Ike .pac to make sure he is graphically friendly with Chrom, and other PSAs.
Also, I have been working on BK and Lucina for a bit so I figured I'd post a small update on BK.
I've been working with BK's graphic for his NB and here's what I've got so far.
([url]http://i.imgur.com/NBo3Ncp.jpg[/url])
([url]http://i.imgur.com/62Nc3C7.jpg[/url])
I also Animated his FS, which is based off of his critical ranged attack. He starts off by doing his critical animation from his game, which is followed by a glorified version of his NB's graphic, probably dealing around 30 to 40 damage. The graphic will probably go all the way across the screen, similar to Zelda/Sheik.
([url]http://i.imgur.com/kiGzxv6.gif[/url])
Looks great! Where did you find thaat effect? Custom made?
I think that Black Knight will have a place in my BrawlEx!


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Large Leader on March 07, 2014, 02:47:55 PM
Looks great! Where did you find thaat effect? Custom made?
I think that Black Knight will have a place in my BrawlEx!

Looks like a recolored version of the dash gfx (or dust or whatever) in common.pac

Recolored perfectly, mind you.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 07, 2014, 02:49:33 PM
Fingers crossed for a Toon Link module :P You know I am.
But its all done with sword glow, and through the animation itself. Actually dust was our first idea lol.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 07, 2014, 05:56:44 PM
So when do you think a beta of him will be released?

EDIT: Hey Revenant, I think you should update the OP now. The previews that were there previously are all gone....


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on March 08, 2014, 12:02:00 AM
Nice job there RG, the Black Knight is looking pretty damn sweet. Also can't wait to see what you did with Lucina. I'll get to working on her FS soon. I'm just trying to take a bit of a break from Brawl and hacking in general to refresh myself.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 08, 2014, 02:50:35 PM
There's that sword glow problem. I'll probably release Nebulon's Ike .pac to make sure he is graphically friendly with Chrom, and other PSAs.
Honestly, I think the problem is how Ike is ported through a rel file. I noticed that every time someone is ported through a rel file, than their sword glow is a bit messed up. it happened when I ported Sephiroth over DK as well. Also I think it's the stage's fault too. Some stages the sword glow looks fine and some are completely messed up with a white sword glow.

This is a proper sword glow. (supposed to be Ike's sword glow, but because Chrom is over him, so Chrom has it.)
(http://i.imgur.com/CNSWeqf.jpg)

And this is the messed up white sword glow.
(http://i.imgur.com/r793fca.jpg)

I think this is right, correct me if I'm wrong though. I don't have much experience in this kind of stuff.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 08, 2014, 02:57:20 PM
Honestly, I think the problem is how Ike is ported through a rel file. I noticed that every time someone is ported through a rel file, than their sword glow is a bit messed up. it happened when I ported Sephiroth over DK as well. Also I think it's the stage's fault too. Some stages the sword glow looks fine and some are completely messed up with a white sword glow.

This is a proper sword glow. (supposed to be Ike's sword glow, but because Chrom is over him, so Chrom has it.)
([url]http://i.imgur.com/CNSWeqf.jpg[/url])

And this is the messed up white sword glow.
([url]http://i.imgur.com/r793fca.jpg[/url])

I think this is right, correct me if I'm wrong though. I don't have much experience in this kind of stuff.
This is true... Though... I never seen any problems with BrawlEx .rel files... But, the messed up white sword glow is essentially caused by 2 characters with the same base fighting each other... Or they'll have the same effect (Ike that has a blue sword glow can have the Chrom's yellow sword glow and vice versa...)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 08, 2014, 03:57:52 PM
This is true... Though... I never seen any problems with BrawlEx .rel files... But, the messed up white sword glow is essentially caused by 2 characters with the same base fighting each other... Or they'll have the same effect (Ike that has a blue sword glow can have the Chrom's yellow sword glow and vice versa...)
Ike's sword glow is blue? I always thought it was yellow, you know Ragnell, gold and all. :srs:


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on March 08, 2014, 05:08:10 PM
He means the sword glow that Project M uses for Ike. They made his blue.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 08, 2014, 06:07:11 PM
Ike's sword glow is blue? I always thought it was yellow, you know Ragnell, gold and all. :srs:
He means the sword glow that Project M uses for Ike. They made his blue.
Actually, that was just an example...


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Amarythe on March 08, 2014, 06:44:01 PM
He means the sword glow that Project M uses for Ike. They made his blue.
...What?

Project M's fire texture (for Eruption) is blue.
His sword glow is definitely still gold.

...I have a feeling you know know something I don't, though.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 08, 2014, 07:40:48 PM
Actually, that was just an example...
Ohhhh it was just an example. Ok then I understand. I was afraid I did something wrong. Would look real stupid after writing that huge paragraph about sword glows and rel files.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Large Leader on March 08, 2014, 07:51:08 PM
About that whole sword glow thing.

I BELIEVE (don't exactly remember) that when you select a clone with the same ef file, that it only loads up the first one (so if you select the original and then the clone, only the originals gets loaded).

After the fight, if you change the original character to someone else, the clone's gfx will be white because it was originally reading the original's files.

From what I remember from what Thany told me was that after you select your characters, go to the SSS and then back to the CSS and select the characters again. Don't know if it'll work, but eh.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on March 09, 2014, 06:40:16 AM
...What?

Project M's fire texture (for Eruption) is blue.
His sword glow is definitely still gold.

...I have a feeling you know know something I don't, though.
Oh , whoops. Yeah I forgot that was something that I did. I've played with it for so long I guess I forgot. Sorry about the confusion. Haha.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Rosetta-Hime on March 09, 2014, 06:49:08 PM
Really loving the Nephenee work so far! Can't wait to add her to BrawlEX! ;D


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Archer(AkenoS3) on March 21, 2014, 06:42:44 PM
I like how ALOT of people reminded your thread xor the Black Knight...


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 22, 2014, 10:12:35 AM
I like how ALOT of people reminded your thread xor the Black Knight...
The Black Knight is one of my favorite Fire Emblem villains! How could he not get reminded continuously? ;)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Shiruzarto on March 27, 2014, 02:04:11 PM
So...
That Chrom looks amazing, and the constant "90%" has been taunting me and presumably many others.
I honestly can't wait any longer. Could you possibly release a preview demo of him? Considering how close to completion he is, I don't suppose that it could be considered broken at this point in time and consequently I see no downsides in releasing it. Why, it could even serve as a debug for players to find problems to further aid development!


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 27, 2014, 02:43:14 PM
So...
That Chrom looks amazing, and the constant "90%" has been taunting me and presumably many others.
I honestly can't wait any longer. Could you possibly release a preview demo of him? Considering how close to completion he is, I don't suppose that it could be considered broken at this point in time and consequently I see no downsides in releasing it. Why, it could even serve as a debug for players to find problems to further aid development!
Actually, there's a demo for Chrom, it's a few pages ago...


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 27, 2014, 02:58:01 PM
Actually, there's a demo for Chrom, it's a few pages ago...
The Beta 2 would be better though because Beta 1 wasn't that good (in my opinion).

So...
That Chrom looks amazing, and the constant "90%" has been taunting me and presumably many others.
I honestly can't wait any longer. Could you possibly release a preview demo of him? Considering how close to completion he is, I don't suppose that it could be considered broken at this point in time and consequently I see no downsides in releasing it. Why, it could even serve as a debug for players to find problems to further aid development!
Here is Beta 2 if you want it: https://www.dropbox.com/sh/z9wya3149npzj41/SpXgyoIudU (https://www.dropbox.com/sh/z9wya3149npzj41/SpXgyoIudU)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 27, 2014, 04:20:20 PM
The Beta 2 would be better though because Beta 1 wasn't that good (in my opinion).
 Here is Beta 2 if you want it: https://www.dropbox.com/sh/z9wya3149npzj41/SpXgyoIudU (https://www.dropbox.com/sh/z9wya3149npzj41/SpXgyoIudU)

You sure you can give the BETA like that? Lol...


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: ShinyMammoth on March 27, 2014, 07:23:44 PM
I like how ALOT of people reminded your thread xor the Black Knight...
The Black Knight is one of my favorite Fire Emblem villains! How could he not get reminded continuously? ;)

Sorry for the lack of updates recently folks. There just isn't much to update on. We have been too busy to work on hacks recently. BK beta is coming though, I just can't say when.

We only have a few things left to do, aside from cleanup. If we can keep a decent pace with few interruptions you shouldn't be kept waiting much longer.

So...
That Chrom looks amazing, and the constant "90%" has been taunting me and presumably many others.
I honestly can't wait any longer. Could you possibly release a preview demo of him? Considering how close to completion he is, I don't suppose that it could be considered broken at this point in time and consequently I see no downsides in releasing it. Why, it could even serve as a debug for players to find problems to further aid development!

Chrom has been put on hold until his new model is released. Believe me I would love to release him ASAP. There is just too much that we need to do now that we would have to redo when the model is released.

The Beta 2 would be better though because Beta 1 wasn't that good (in my opinion).
 Here is Beta 2 if you want it: https://www.dropbox.com/sh/z9wya3149npzj41/SpXgyoIudU (https://www.dropbox.com/sh/z9wya3149npzj41/SpXgyoIudU)

umm... I'm only okay with you posting that link because chrom has been delayed and will see no further work until the model comes out.

Do not share beta links in public or otherwise. If we wanted anyone else to have that beta we would have sent it to them.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: pinipigbomb on March 28, 2014, 02:01:07 AM

Chrom has been put on hold until his new model is released....


Huh?! A new model is being developed? Who's developing it?

The Beta 2 would be better though because Beta 1 wasn't that good (in my opinion).
 Here is Beta 2 if you want it: https://www.dropbox.com/sh/z9wya3149npzj41/SpXgyoIudU (https://www.dropbox.com/sh/z9wya3149npzj41/SpXgyoIudU)

I realize this is a demo, so I'm not complaining, but is shielding in Beta 2 supposed to cause a freeze?


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 28, 2014, 10:33:28 PM
Huh?! A new model is being developed? Who's developing it?

I realize this is a demo, so I'm not complaining, but is shielding in Beta 2 supposed to cause a freeze?

KazeCoyote is the one working on the new Chrom model.
But I'm not sure why Chrom would be freezing for you. We have had quite a few people test Chrom and this is the first we've heard of that happening. Are you sure its not one of your other mods conflicting with it somehow?


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: pinipigbomb on March 28, 2014, 10:37:20 PM
KazeCoyote is the one working on the new Chrom model.
But I'm not sure why Chrom would be freezing for you. We have had quite a few people test Chrom and this is the first we've heard of that happening. Are you sure its not one of your other mods conflicting with it somehow?

I redownloaded it and everything's running smoothly now. Probably just a corrupted file. I realize I'm quite a bit late to the party...but Are you guys still looking for testers?


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 28, 2014, 10:43:52 PM
Not really for Chrom at this point, I'd say we pretty much know what we need to know. But we will definitely need some help testing when the Black Knight's final beta is released. If you are interested we can totally send you a link when he's ready.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: pinipigbomb on March 28, 2014, 11:56:57 PM
Not really for Chrom at this point, I'd say we pretty much know what we need to know. But we will definitely need some help testing when the Black Knight's final beta is released. If you are interested we can totally send you a link when he's ready.

Sure, anything Fire Emblem (Or anything for that matter) I'd be interested in. BTW, I noticed that you seemed interested in sfx for Chrom. I have an MP3 file that has all of Chrom's JP voice sfx. Only problem is that it's all in one continuous track, so you'll have to butcher it accordingly yourselves.

One other thing: I didn't really find this after looking through this topic, but what's the final smash? I gotta say, it's pretty damn cool and it's one of the most creative and original FS's I've seen. I'm just not entirely sure what it's relevance to Chrom is, ha ha. Then again, "Great Aether" was invented for Brawl, so there's no hate there. Besides, I personally love it.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 29, 2014, 08:16:08 AM
I have an MP3 file that has all of Chrom's JP voice sfx. Only problem is that it's all in one continuous track, so you'll have to butcher it accordingly yourselves.
Send it to me :srs:
I'm gonna butcher it (http://blog.platinumdis.co/content/images/2013/Nov/Gate_of_Babylon.jpg)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: GoMB-BallGamer4774 on March 29, 2014, 09:38:08 AM
Not really for Chrom at this point, I'd say we pretty much know what we need to know. But we will definitely need some help testing when the Black Knight's final beta is released. If you are interested we can totally send you a link when he's ready.
I'M INTERESTED! BK IS ONE OF MY FAVE FE CHARACTERS!

Send it to me :srs:
I'm gonna butcher it ([url]http://blog.platinumdis.co/content/images/2013/Nov/Gate_of_Babylon.jpg[/url])
XD Akeno.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Mooncheese on March 29, 2014, 10:31:15 AM
I heard something about sawnd... I actually tried to make the sawnd with my english wavs, but don't know the order. I also heard that the sawnd wasn't working when it was made... for me, it works, it's just too low (which can be fixed) and I don't know the sawnd order. So if I knew that, I could help with the Chrom sawnd. (I've been stalking this thread, btw)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: pinipigbomb on March 29, 2014, 11:08:11 AM
So if I knew that, I could help with the Chrom sawnd. (I've been stalking this thread, btw)

Well if you or anyone else is interested, here's the file: https://www.dropbox.com/s/lbig0o4nczjbw23/JP%20Chrom%20Sfx.mp3 (https://www.dropbox.com/s/lbig0o4nczjbw23/JP%20Chrom%20Sfx.mp3)
Hope it helps.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Shiruzarto on March 29, 2014, 12:04:11 PM
The Beta 2 would be better though because Beta 1 wasn't that good (in my opinion).
 Here is Beta 2 if you want it: https://www.dropbox.com/sh/z9wya3149npzj41/SpXgyoIudU (https://www.dropbox.com/sh/z9wya3149npzj41/SpXgyoIudU)

Wow... I... I didn't actually expect there to BE a demo!
In fact, I thought I'd be called impatient and rude as per usual on forums such as these!
Thank you, all! Thank you!


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 29, 2014, 12:45:32 PM
XD Akeno.
That's my power.

Well if you or anyone else is interested, here's the file: https://www.dropbox.com/s/lbig0o4nczjbw23/JP%20Chrom%20Sfx.mp3 (https://www.dropbox.com/s/lbig0o4nczjbw23/JP%20Chrom%20Sfx.mp3)
Hope it helps.
Thanks, I'll take care of this... In a few seconds...


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Mooncheese on March 29, 2014, 12:56:24 PM
Did I mention my english Chrom .wavs? I believe I have all of them now... All I need is to amplify them and put them in the correct spots in order to make them notable in the game, as I was saying before. I heard something about a list in the first Chrom demo post.
English Chrom .wavs are legit, if anyone wants to look. I recorded them from the game, and they are good quality.
http://www.mediafire.com/download/lsjms0r59wwu9st/Chrom.zip (http://www.mediafire.com/download/lsjms0r59wwu9st/Chrom.zip)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 29, 2014, 01:18:46 PM
Did I mention my english Chrom .wavs? I believe I have all of them now... All I need is to amplify them and put them in the correct spots in order to make them notable in the game, as I was saying before. I heard something about a list in the first Chrom demo post.
English Chrom .wavs are legit, if anyone wants to look. I recorded them from the game, and they are good quality.
[url]http://www.mediafire.com/download/lsjms0r59wwu9st/Chrom.zip[/url] ([url]http://www.mediafire.com/download/lsjms0r59wwu9st/Chrom.zip[/url])
I can make them louder, but tell me :
How much bit rate should be a .wav file for SSBB?


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 29, 2014, 07:47:34 PM
I can make them louder, but tell me :
How much bit rate should be a .wav file for SSBB?

God I wish I remembered. I have a .sawnd file made already for Chrom but it's nothing special because its pretty much the first one i've made, so id much prefer one from you. That and I haven't gotten every sound he makes. Whenever you start this I have a few extra grunts and stuff that cant be found in the game that I have made by editing existing Chrom grunts and making them sound different. Same as Mooncheese's sounds, my wavs also need to be a bit louder.

Also thanks again to Mooncheese and Pinipigbomb for their contribution of Chrom's sfx. As you stated before I did have a list of quotes specifically desired, but if all of his sfx is there, the only obscure one you may not have included is him saying "There's no way." from one of the cutscenes. Though if you don't have it I do. Oh, also if it's possible to get the sound that chimes when an ability like Aether is activated? I want to put it on Chrom's side B and FS.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 29, 2014, 08:10:14 PM
God I wish I remembered. I have a .sawnd file made already for Chrom but it's nothing special because its pretty much the first one i've made, so id much prefer one from you. That and I haven't gotten every sound he makes. Whenever you start this I have a few extra grunts and stuff that cant be found in the game that I have made by editing existing Chrom grunts and making them sound different. Same as Mooncheese's sounds, my wavs also need to be a bit louder.

Also thanks again to Mooncheese and Pinipigbomb for their contribution of Chrom's sfx. As you stated before I did have a list of quotes specifically desired, but if all of his sfx is there, the only obscure one you may not have included is him saying "There's no way." from one of the cutscenes. Though if you don't have it I do. Oh, also if it's possible to get the sound that chimes when an ability like Aether is activated? I want to put it on Chrom's side B and FS.
Just send me them sfx, and I'll get on them tomorrow... Now I'm a bit tired though.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 29, 2014, 08:22:23 PM
Take your time man, as stated before Chrom is waiting for a new model anyway. Though I would love to have a legit .sawnd file. Eventually I want to put his sfx onto an sse enemy for him to work with a brawlex slot.

Also disregard any of the names for the .wavs, you can use the sounds for whatever you want.
http://www.mediafire.com/download/h0chahv7ax25a0h/ChromFin.rar (http://www.mediafire.com/download/h0chahv7ax25a0h/ChromFin.rar)
Im pretty sure these are them lol. 


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Akeno/Archer on March 29, 2014, 08:30:37 PM
Take your time man, as stated before Chrom is waiting for a new model anyway. Though I would love to have a legit .sawnd file. Eventually I want to put his sfx onto an sse enemy for him to work with a brawlex slot.

Also disregard any of the names for the .wavs, you can use the sounds for whatever you want.
[url]http://www.mediafire.com/download/h0chahv7ax25a0h/ChromFin.rar[/url] ([url]http://www.mediafire.com/download/h0chahv7ax25a0h/ChromFin.rar[/url])
Im pretty sure these are them lol. 
Alright, I'll start on it tomorrow... Not sure I'll finish it all out tomorrow though...


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on March 29, 2014, 09:02:59 PM
Awesome, thanks again. I cant wait to see how it turns out.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: ShinyMammoth on March 29, 2014, 09:08:44 PM
Oh, also if it's possible to get the sound that chimes when an ability like Aether is activated? I want to put it on Chrom's side B and FS.

Since we are talking about chrom and stuff, anybody know what tells a graphic how to interract with the camera? We want to give Chrom the graphic that appears above him when he does aether. Since it's flat we want to make the graphic follow the camera, just like the shield does.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: pinipigbomb on March 29, 2014, 10:40:13 PM
What specific sound does Chrom use for his up special and dash attack? I want to get the correct "battle cry" to go with them.

Post Merge: March 29, 2014, 11:51:01 PM
Well, I got bored today and decided to try my hand for the first time at making an sfx hack. Credit goes to Mooncheese for the .wav files. This won't get posted anywhere else without permission. Anyway, it's more or less a rough draft. I got a little paranoid with GeckoOs's file size limits, so there's still about 50 KB extra, if you have any suggestions for sounds you think I should add.
https://www.dropbox.com/sh/f8nm960bd10ocsk/XW6cgsrsit (https://www.dropbox.com/sh/f8nm960bd10ocsk/XW6cgsrsit)


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on April 02, 2014, 06:42:20 PM
Hey sorry for the late response, I suppose the quote Chrom says for his up b would be "Grrroooaaaaaahhhhh"
Something like that lol. Its from the Arena Ferox cutscene where he is fighting Lucina.
Also I'll check Chrom.sawnd out and see how it looks, well I guess sounds.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: pinipigbomb on April 02, 2014, 06:56:59 PM
Hey sorry for the late response, I suppose the quote Chrom says for his up b would be "Grrroooaaaaaahhhhh"
Lol, I should have been a little more specific. I want to map one of Chrom's critical quotes (Mainly "Now I'm angry!" or one of his "UWAAAAAH!'s") to his dash attack or up special and I need to know which specific IKE sound the PSA uses when performing either. Is it possible you can get him to say victory quotes at the result screen?


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on April 03, 2014, 07:42:18 PM
My bad, yeah Ike normally calls a sound for his up special, but I deleted it from Chrom's. Just put it on the sound effect Ike calls for his Up Special (The one that's not him saying Aether, he calls two.) Then I'll just call it in Chrom's .pac. Oh, and a UWAHHH would work perfectly for it.
And it is totally possible to call sounds on the result screen.

Also, if your gonna be editing your .sawnd file, I have a few requests.
First remove the following quotes from the common attacks, like his aaa combo and forward tilt, and replace then with grunts and stuff. I only say this because he talks a little too much for a brawl character, when usually you mostly hear grunts.

Right
Come On
As One

After that, the Down Smash can be put as a common attack sound, Fully Charged NB can be put on the down smash. "Come On" can be put on Up Taunt, I'm looking for a better sound for the fully charged NB, Im not really sure what would be good, just something epic. "Now I'm Angry" can be added as the second sound for his Counter, I'm pretty sure Ike uses two different sounds for his counter, so you can just put it over the second sound and it should work. Finally, "As One" can be added as the second sound for Aether, we can set it so he calls the second sound at random in his .pac. With these changes I feel like it should be perfect, I'll also adjust the timing of the sound effect of things to better fit what is being said as well.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on April 03, 2014, 11:24:42 PM
Ike actually has 4 lines for his counter. He says, "Take this!", "You're open!", "You're through!", and "Got you!". Also Chrom saying "Now I'm angry!" would be good for a charge type of move like if you put it on his N B charge just before it hits or something. I did it with Ike for his. I made his charge last 10 seconds, and had the Asynchronous Timer set to 270 frames so he said "You're through!" just before it was at max. Obviously Chrom's wouldn't be that long but you get the idea.

On the timing of the sounds, if you want I can do the Vis0 side of the animations so it looks like what he's saying for you.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: pinipigbomb on April 04, 2014, 04:42:31 PM
I actually liked how talkative Chrom was, lol, but I can do something about that. However, I've only ever heard him say "My turn!" whenever he counters, but that's probably just me. Only problem is that I will have to create some grunt sounds out of the existing .wav files because Chrom's sound bank doesn't really have any grunts or anything of that sort. Can I still keep "Have another!" for the Luna portion of Aether? I can change that, but I like the way it worked out for some reason. And would you mind if I bring out some suggestions for the PSA? I don't have very much knowledge as to how PSA works, so I apologize in advance if my requests are a little out there.  I like the way the first part (Sol) of Aether works in that it stuns the opponent briefly before Chrom deals out Luna. Would it be possible to make Luna like Ike's side special (Chrom rushes towards and through the opponent with a quick draw effect)? The reason I'm suggesting that is in the event it is used in the air. I think Chrom should do both Sol and Luna if used in the air to add more recovery options, because currently, Chrom doesn't have many good options at this point.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Revan on April 07, 2014, 04:59:47 PM
I actually liked how talkative Chrom was, lol, but I can do something about that. However, I've only ever heard him say "My turn!" whenever he counters, but that's probably just me. Only problem is that I will have to create some grunt sounds out of the existing .wav files because Chrom's sound bank doesn't really have any grunts or anything of that sort. Can I still keep "Have another!" for the Luna portion of Aether? I can change that, but I like the way it worked out for some reason. And would you mind if I bring out some suggestions for the PSA? I don't have very much knowledge as to how PSA works, so I apologize in advance if my requests are a little out there.  I like the way the first part (Sol) of Aether works in that it stuns the opponent briefly before Chrom deals out Luna. Would it be possible to make Luna like Ike's side special (Chrom rushes towards and through the opponent with a quick draw effect)? The reason I'm suggesting that is in the event it is used in the air. I think Chrom should do both Sol and Luna if used in the air to add more recovery options, because currently, Chrom doesn't have many good options at this point.

Sorry for the late reply, I have been in vegas for the weekend so I haven't been on in a bit.
Anyway, Ike definitely does say other things for his counter, I guess you just have to play him enough to hear the other quotes, as Chrom's sfx for that attack is still Ike's. I do understand that he lacks some grunts, I had to make some of my own when I made my chrom.sawnd. Though they weren't the best quality.
If you dont feel like making them you can always mute that sound as well.
But yes, "Have Another" will still be there for his Side-B. It will just play the other sound at random just so the attack is a little more lively.
Also, on the ground when Chrom uses Luna he will charge through the stunned opponent in his final version. In the air though the attack is fine as is. I play Chrom frequently, and I never have problems with recovery, some of the beta testers even said his recovery with his Side-B slots him in among the characters with the best recoveries. Besides that, with Chrom's great air moves, his Side-B is absolutely great for mixups mid fight, as it allows for a mid air stall for a few frames. So I don't want to make that attack better than it already is with giving it more options, on top of the options the attack gives the rest of the moveset.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on April 07, 2014, 06:31:43 PM
 Hey RG. Do you guys have a line of communication with guy creating the new Chrom model? Just wondering if he's any closer to it being finished.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Rosetta-Hime on April 08, 2014, 02:41:37 PM
Check the model import thread. Page 915, last response on that page.


Title: Re: The Star Forge: OP Updates - Hector and Nephenee
Post by: Nao-chan on April 08, 2014, 05:11:39 PM
Check the model import thread. Page 915, last response on that page.
Thanks! I didn't know where to look. He looks great though.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on April 08, 2014, 06:23:17 PM
Yeah I was planning on contacting him after we release BK's last beta, which should be around the middle of the month.

EDIT: I've talked to KazeCoyote and it seems Chrom will be released soon. So be expecting his release to be coming soon as well.  :kdance:


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on April 08, 2014, 07:40:15 PM
Yeah I was planning on contacting him after we release BK's last beta, which should be around the middle of the month.

EDIT: I've talked to KazeCoyote and it seems Chrom will be released soon. So be expecting his release to be coming soon as well.  :kdance:
Very nice! Can't wait to use him! Also I see that the OP has been slightly changed.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on April 08, 2014, 08:28:33 PM
Indeed. With Sheik being revealed, and well, my main character, I felt I had to make an ssbu version. That and I have always hated that Sheik is minus a move so she can transform into a character I don't use, on top of having a [censored]ty chain. I think Sakurai is a genius for changing both of those moves.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on April 08, 2014, 11:37:57 PM
Damn straight man. I love what he did with her moveset. Plus Sheik is just awesome.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: pinipigbomb on April 29, 2014, 03:45:09 PM
Hope I'm not necroposting... Anyway, would it be alright if I waited to complete the SFX until you wrap up the PSA? I understand that we're probably a ways off, but it would be easier if I waited until the SFX calls in the PSA are finalized.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on April 29, 2014, 09:24:35 PM
Indeed, I was planning on blowing the dust off this topic and dropping some Chrom updates soon. His psa is pretty much done. When it comes to the psa for his sfx, I believe we just need to put the event that calls a random sound out of two, and that should be done. We have been working a lot on all of his graphics and hitbox fixes for a while now, mostly for his FS. Were trying to make it look really perfect.
I have also made some of the edits I mentioned already to your .sawnd file as well. Nothing major though.
http://www.mediafire.com/download/a6w963av84vgm92/Chrom.sawnd (http://www.mediafire.com/download/a6w963av84vgm92/Chrom.sawnd)

Like I said though his psa should be completely finished with a couple days. We just have to make the Aether graphics for his FS look perfect, along with the sfx codding for his side B. Do you know anything about converting his sfx to be a brawl ex slot?

Also, pictures of his updates will be posted soon, and possibly a video.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: amircury on April 29, 2014, 09:35:14 PM
Hate to bother you and be "that guy", but how's SSBU Sheik coming along?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on April 29, 2014, 09:49:35 PM
It's all good. After all, SSBU Sheik is still in the title lol
I've finished both her grenade animation, and bouncing fish. Outside from working on Chrom, i'm daydreaming on how I want the grenade to work. I really want to use Sheik's chain somehow so it can work as an article but as of now i'm not sure. Bouncing Fish should be really easy once the time comes though.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: amircury on April 29, 2014, 09:51:06 PM
It's all good. After all, SSBU Sheik is still in the title lol
I've finished both her grenade animation, and bouncing fish. Outside from working on Chrom, i'm daydreaming on how I want the grenade to work. I really want to use Sheik's chain somehow so it can work as an article but as of now i'm not sure. Bouncing Fish should be really easy once the time comes though.
I think someone pointed out she uses the chain to throw the grenade out and pull the pin on it, if that's what you meant by "how I want the grenade to work".


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on April 29, 2014, 10:10:24 PM
Well, I meant more on the technical side.
I'm not sure how much Sheik's chain can be edited, so making it work like the burst grenade could prove difficult.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: amircury on April 29, 2014, 10:18:51 PM
Well, I meant more on the technical side.
I'm not sure how much Sheik's chain can be edited, so making it work like the burst grenade could prove difficult.
Ah, I see. I can see that being hard. It seems like it'd be as simple as adding a retextured Snake grenade to the end, and editing the chain a bit, but I don't know technical stuff.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on April 30, 2014, 03:11:11 AM
Only a couple days until Chrom's PSA is done huh? Very Nice! Can't wait.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: GoMB-BallGamer4774 on April 30, 2014, 08:15:56 AM
Why does everyone forget the Black Knight? =(


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on April 30, 2014, 08:31:58 AM
I don't think anyone did. But Chrom's was in the works for quite a while, so maybe people are really attached to it because of that. I'm just excited because I got the chance to test him out more so then the Black Knight since he had more work done on him.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Rosetta-Hime on April 30, 2014, 02:54:44 PM
If someone could take Snake's grenade, and add Sheik's chain to it, you could animate it how it needed to be, and then make it an ExtGFX.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: ShinyMammoth on April 30, 2014, 04:41:22 PM
If someone could take Snake's grenade, and add Sheik's chain to it, you could animate it how it needed to be, and then make it an ExtGFX.

Biggest problem with just making it a graphic, is the going through walls and floors. Otherwise that would work.

For those of you curious about other projects other then chrom here's what's going on.

The black knight was set to release a beta soon. Before we could button him up we noticed kazecoyote had posted about his model and that it was being rigged. That put us full steam ahead on chrom, no distractions.

SSBU sheik on the other hand has the necessary animations, but with all eyes on chrom I will not be touching that project until chrom is done and the black knights beta is out.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on April 30, 2014, 05:24:50 PM
Biggest problem with just making it a graphic, is the going through walls and floors. Otherwise that would work.
Isn't it possible to make something like "If touching wall or floor" on a GFX? I know it works for the character himself, but does it work for the GFX?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on April 30, 2014, 05:39:46 PM
Isn't it possible to make something like "If touching wall or floor" on a GFX? I know it works for the character himself, but does it work for the GFX?

Then what would it do? Bounce?

It can't bounce unless it's an article or something similar. GFX don't just bounce.

You could try a reverse direction, but that would reverse the direction of Sheik as well.

And I'm pretty sure you can't do that for a GFX to begin with.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Rosetta-Hime on April 30, 2014, 05:43:30 PM
Well all GFX go into the wall. Take Toad for example. When you use it by a wall, more than half of his body is in the wall.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on April 30, 2014, 06:22:05 PM
Then what would it do? Bounce?

It can't bounce unless it's an article or something similar. GFX don't just bounce.

You could try a reverse direction, but that would reverse the direction of Sheik as well.

And I'm pretty sure you can't do that for a GFX to begin with.
[censored]... I just thought it could explode directly on the ground or on a wall...


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Lillith on April 30, 2014, 06:25:06 PM
Maybe you could make a dummy hitbox connected to the bomb so whenever the dummy hitbox runs into a wall it removes the GFX and causes an explosion.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on April 30, 2014, 06:31:24 PM
Maybe you could make a dummy hitbox connected to the bomb so whenever the dummy hitbox runs into a wall it removes the GFX and causes an explosion.
This is what I thought about. So it wouldn't look too weird.

So, I'm sure that I'm not a total idiot now... Lol


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on April 30, 2014, 06:35:07 PM
Maybe you could make a dummy hitbox connected to the bomb so whenever the dummy hitbox runs into a wall it removes the GFX and causes an explosion.

The explosion would still move through the wall and so would the "gfx".

The bone that the bomb is attached to won't stop moving.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on April 30, 2014, 07:29:36 PM
The explosion would still move through the wall and so would the "gfx".

The bone that the bomb is attached to won't stop moving.
But if there's no hitbox on the said bone, then it'll be useless whether it moves or not.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on April 30, 2014, 07:33:50 PM
But if there's no hitbox on the said bone, then it'll be useless whether it moves or not.

Then the resulting explosion against the wall wouldn't do damage.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on April 30, 2014, 07:59:01 PM
Then the resulting explosion against the wall wouldn't do damage.
It would explode right at the impact, not before nor after... Maybe I should test that tomorrow...


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on April 30, 2014, 08:40:46 PM
It would explode right at the impact, not before nor after... Maybe I should test that tomorrow...

So something like this?

If Hitbox connects

Explosion
Terminate gfx

End if

and then

If touches wall/floor

Explosion
Terminate gfx effect
End If

But it'd still explode within the wall.

You could probably run a loop that checks every frame to see if it hit the wall and then to terminate the hitbox

so maybe something like this

Set loop X iterations
sync timer 1
if touches wall/floor
explosion
terminate gfx
end if
execute loop

But that'd still be 1 frame into the wall, and not before (depending on how far the grenade is animated to actually move forward)

Post Merge: April 30, 2014, 08:42:14 PM
I'll explain more when I come back :P

Kinda in a rush


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on May 01, 2014, 04:25:25 AM
So something like this?

If Hitbox connects

Explosion
Terminate gfx

End if

and then

If touches wall/floor

Explosion
Terminate gfx effect
End If

But it'd still explode within the wall.

You could probably run a loop that checks every frame to see if it hit the wall and then to terminate the hitbox

so maybe something like this

Set loop X iterations
sync timer 1
if touches wall/floor
explosion
terminate gfx
end if
execute loop

But that'd still be 1 frame into the wall, and not before (depending on how far the grenade is animated to actually move forward)

Post Merge: April 30, 2014, 08:42:14 PM
I'll explain more when I come back :P

Kinda in a rush
Y'know, if it's just 1 frame in the wall/floor, that wouldn't be a tremendous issue (barely noticeable in-game, except if the frame goes really deep in the ground...)
But yea, something that way... Explain more when you can, please.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on May 01, 2014, 07:54:33 AM
It honestly comes down to how RG animates the grenade toss.

If it comes into contact with the wall early, then the gfx will definitely go into the wall (and pretty darn deep). If it comes into contact near the end of the animation, then it wouldn't be a problem.

There's so many factors that go into the placement of the grenade. If you want to make sure that it absolutely never goes into a wall, then you'd have to make the animation go extremely slow (maybe like 200 frames or something) and have the TransN bone inch forward and use the loop check to see if it touched a wall. You'd also have to give it a FSM (but that's obvious)


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on May 01, 2014, 08:04:25 AM
It honestly comes down to how RG animates the grenade toss.

If it comes into contact with the wall early, then the gfx will definitely go into the wall (and pretty darn deep). If it comes into contact near the end of the animation, then it wouldn't be a problem.

There's so many factors that go into the placement of the grenade. If you want to make sure that it absolutely never goes into a wall, then you'd have to make the animation go extremely slow (maybe like 200 frames or something) and have the TransN bone inch forward and use the loop check to see if it touched a wall. You'd also have to give it a FSM (but that's obvious)
Yeah, I see your point. Let's just see how RG turns out his animation.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on May 02, 2014, 09:16:13 PM
Honestly from what I can tell we're going to use Sheik's chain. I'll animate the grenade moving how it should in Sheik's animation data in her chain, and make it explode on button release.
Hoping everything goes according to plan when the time comes. lol


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on May 02, 2014, 11:05:07 PM
Sounds good.

Post Merge: May 04, 2014, 05:44:21 PM
Hey guys. I just finished one of the Black Knights recolors. Here it is. It's Zephiel's over his black costume. I'll post the rest once I finish them. He wont have the bloody sword, that's just something I did for myself. Unless you want it.

Zephiel Black Recolor(http://i.imgur.com/pzKUo6Q.png)
Fado Green Recolor
(http://i.imgur.com/cHZW9J7.png)
Femn White Recolor
(http://i.imgur.com/UIRNsXF.png)
Zelgius Red Recolor
(http://i.imgur.com/k5a0NeX.png)
Ashnard Blue Recolor
(http://i.imgur.com/mShLtf7.png)

Alright that's all of them. Tell me what you guys think when you have the time.

EDIT: I just uploaded the recolors to the Vault if anyone wants them.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: pinipigbomb on May 05, 2014, 04:29:10 PM
Indeed, I was planning on blowing the dust off this topic and dropping some Chrom updates soon. His psa is pretty much done. When it comes to the psa for his sfx, I believe we just need to put the event that calls a random sound out of two, and that should be done. We have been working a lot on all of his graphics and hitbox fixes for a while now, mostly for his FS. Were trying to make it look really perfect.
I have also made some of the edits I mentioned already to your .sawnd file as well. Nothing major though.
[url]http://www.mediafire.com/download/a6w963av84vgm92/Chrom.sawnd[/url] ([url]http://www.mediafire.com/download/a6w963av84vgm92/Chrom.sawnd[/url])

Like I said though his psa should be completely finished with a couple days. We just have to make the Aether graphics for his FS look perfect, along with the sfx codding for his side B. Do you know anything about converting his sfx to be a brawl ex slot?

Also, pictures of his updates will be posted soon, and possibly a video.


Wow, that soon? I was half-hoping you'd say a few weeks because it's gonna be a while before I'm able to work on the sfx. If someone who knows their way around sfx hacks wants to work on it, they're welcome to do so for  the time being.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on May 07, 2014, 05:09:39 PM
Sounds good.

Post Merge: May 04, 2014, 05:44:21 PM
Hey guys. I just finished one of the Black Knights recolors. Here it is. It's Zephiel's over his black costume. I'll post the rest once I finish them. He wont have the bloody sword, that's just something I did for myself. Unless you want it.

Zephiel Black Recolor([url]http://i.imgur.com/pzKUo6Q.png[/url])
Fado Green Recolor
([url]http://i.imgur.com/cHZW9J7.png[/url])
Femn White Recolor
([url]http://i.imgur.com/UIRNsXF.png[/url])
Zelgius Red Recolor
([url]http://i.imgur.com/k5a0NeX.png[/url])
Ashnard Blue Recolor
([url]http://i.imgur.com/mShLtf7.png[/url])

Alright that's all of them. Tell me what you guys think when you have the time.

EDIT: I just uploaded the recolors to the Vault if anyone wants them.


Dude these are awesome, I didn't see these before. I'll make CSPs to go along with my others to match these guys. We may include bloody versions of BK as a bonus too.

Wow, that soon? I was half-hoping you'd say a few weeks because it's gonna be a while before I'm able to work on the sfx. If someone who knows their way around sfx hacks wants to work on it, they're welcome to do so for  the time being.


Honestly its taking us longer than we thought. We cant seem to get the freeze frame thing that happens when Chrom activates Aether and Crits from awakening, and I'd like to have it exact, but we may have to settle. We got the symbol for it activating down though, and the numbers that appear when you take damage in awakening as well. Ripped them straight from the game, in so many words.
I'll probably take up editing the rest of the sawnd file as well.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on May 07, 2014, 05:12:17 PM
Ripped them straight from the game, in so many words.

Since when were we able to rip stuff from 3ds games?

I know someone was importing a 3ds oot link, but I have no idea how he did it.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on May 07, 2014, 05:14:37 PM
lol "in so many words."

take a high res pic of awakening's damage font, cut it out, make it into a graphic :p
Got it saying critical too.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on May 07, 2014, 05:15:51 PM
lol "in so many words."

take a high res pic of awakening's damage font, cut it out, make it into a graphic :p
Got it saying critical too.

Mate... someone ripped 3DS OOT Link

Why are you still here and not scouring the ends of the earth trying to find the guy?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on May 07, 2014, 05:18:29 PM
lol true it would be cool to rip 3ds models, but I dont have the texturing skill or modeling skill to do much with the knowledge.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on May 07, 2014, 05:21:56 PM
Models often come with the textures themselves.

Rigging numbers and random effects like that isn't hard. You just bind it to one bone.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on May 07, 2014, 05:27:34 PM
I mean for quality. (Brushes the current Chrom model under the rug) Although I haven't played many 3ds games, the models I would be interested in would be the FE models, which have pretty poor models and textures. I also suppose rigging humans would be easier than rigging the pokemon I have tried to rig in the past. They just have such a small amount of verts, kinda repelled me from rigging lol.
I'll probably give it a shot again sometime though.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on May 07, 2014, 06:19:36 PM
Glad you like the new recolors. I still need to update them at least one more time though. Amarythe gave me advice to give some of them a bit more variety in colors. Or to at least change the gold hue in their armor a bit for each so they're not the same.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: pinipigbomb on May 09, 2014, 12:38:32 PM


Alright, thanks Revenant. Glad I was able to make a small contribution to this. About BrawlEx sfx, I THINK all you have to do is to make the PSA call on boss sounds and then change the corresponding boss's sfx to Chrom's. The issue is that bosses don't have very many sounds that are long enough to fully support character sounds. And from what I understand, Final Smash and Special Attack sounds can't be changed in the PSA program, but as I said before, I don't know much about programming PSA/movesets.
And one quick question: What is your method for creating sfx hacks? I simply replace the necessary .wav files in Super Sawnds and cut down on the Hertz size and shave off as much time from the sounds as possible.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on May 09, 2014, 12:42:04 PM
Alright, thanks Revenant. Glad I was able to make a small contribution to this. About BrawlEx sfx, I THINK all you have to do is to make the PSA call on boss sounds and then change the corresponding boss's sfx to Chrom's. The issue is that bosses don't have very many sounds that are long enough to fully support character sounds. And from what I understand, Final Smash and Special Attack sounds can't be changed in the PSA program, and as I said before, I don't know much about programming PSA/movesets.
And one quick question: What is your method for creating sfx hacks?
You have indeed that method, or you can do like Kyouma does and adding some of Chrom's SFX over unused Ike's SFX, putting the right IDs for Chrom and putting the sawnd file in the SD Card and playing with Chrom and Ike without sound issues.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: pinipigbomb on May 09, 2014, 12:45:42 PM
You have indeed that method, or you can do like Kyouma does and adding some of Chrom's SFX over unused Ike's SFX, putting the right IDs for Chrom and putting the sawnd file in the SD Card and playing with Chrom and Ike without sound issues.

Oddly enough, I've never heard of this method. How many of them are roughly as long as character sfx?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on May 09, 2014, 01:56:45 PM
Oddly enough, I've never heard of this method. How many of them are roughly as long as character sfx?
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202812 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202812)
Have an example.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: pinipigbomb on May 09, 2014, 03:55:54 PM
Oooh. How did he change the FS and Special Attack sounds?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on May 09, 2014, 05:30:53 PM
FS is in the SFX, no?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: PallaPal on May 09, 2014, 07:43:05 PM
I have to wonder how the KO and Star KO SFX are changed. Aren't they shared between cloned characters? I know they can be opened up and replaced as well, but can those actually be made different between clones?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: pinipigbomb on May 09, 2014, 10:22:46 PM
FS is in the SFX, no?

I think masterhandcrazyhand is implying the same thing, but last I heard; FS and Special- and apparently KO and Star KO SFX- can't be change via PSA. You can replace them with other sfx, but the specific ID (Or whatever is used to identify it) can't be changed.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on May 10, 2014, 04:31:57 AM
KO's and such, yes. Finals, maybe. Specials, no. You can change them in the sawnd file, but not their IDs... So yea.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Lito on May 12, 2014, 10:52:17 AM
Yo yo, I am back! So, what's this about SSBU Sheik because I would love to get rid of Zelsheik entirely.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on May 12, 2014, 06:03:24 PM
Indeed that is being worked on, but it probably wont become anything until after the Black Knight's V2 beta is released, which probably wont happen until after Chrom.  :'( Though depending on how long that takes we way reconsider.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Lito on May 15, 2014, 12:24:58 AM
Hopefully it won't be too many big changes, I would love to have her on P:M if possible or something. I don't play tourneys or online, just with friends and they love some of the simple stuff I add.

But yeah, I'm also really excited for Chrom and Black Knight, willing to test like usual.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: MegaBoy5000 on May 15, 2014, 03:29:58 PM
I am willing to test Chrom in my P:M build to see if it works though it may take me a few hours to do so


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Shun_One on May 17, 2014, 07:12:52 PM
To change KO, Star KO, and certain other SFX, you need OpenSA3 (Tabuu) and a Hex Editor.

Not entirely certain for what someone was wondering how to do this for, but I figure knowing it's possible could be of benefit.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on May 20, 2014, 06:23:38 PM
Still working on Chrom btw, i actually have progress to show now. The other guy that originally was supposed to be rigging became busy with life. So I ended up rigging. figured out why my rigs kept breaking though. Still some stuff to be done.

(https://dl.dropboxusercontent.com/u/38206781/al_140520_1409.bin.out.jpg)
(https://dl.dropboxusercontent.com/u/38206781/al_140520_1408.bin.out.jpg)
(https://dl.dropboxusercontent.com/u/38206781/al_140520_1410.bin.out.jpg)
Did a thing
(https://dl.dropboxusercontent.com/u/38206781/chromrender.png)

Hd with correct cape
(https://dl.dropboxusercontent.com/u/38206781/chromrenderhd.png)

Check out the progress on the new Chrom model! I have to say, Kaze is doing a fantastic job on him. He just looks so good! ;D


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Rosetta-Hime on May 21, 2014, 09:07:10 AM
Oh heavens, that Chrom.... It is so good looking.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on May 21, 2014, 09:41:50 AM
I know right?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Revan on May 23, 2014, 02:49:01 PM
Sorry I haven't been on in a bit fellas, I was on a mini vacation for the last week and I didn't bring my computer.
I know I have said this a million times now, but Chrom is almost completely finished. Pretty much just working on graphics, and then we need the a brawl ex version of his sawnd file, oh and of course the new model, but obviously that's almost finished.

Also I just saw this for the first time, dont know how its got past me this long. Kinda unrelated but pretty cool.
MHF-G「ファイアーエムブレム 覚醒」×「MHF-G」コラボレーションムービー (http://www.youtube.com/watch?v=_6UHYVugsxg#ws)

To change KO, Star KO, and certain other SFX, you need OpenSA3 (Tabuu) and a Hex Editor.

Not entirely certain for what someone was wondering how to do this for, but I figure knowing it's possible could be of benefit.


It's definitely good to know for when I make the brawl ex version of his sawnd file.

Check out the progress on the new Chrom model! I have to say, Kaze is doing a fantastic job on him. He just looks so good! ;D


I know, I'm in love. lol




Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on May 23, 2014, 03:18:30 PM
Wow, wasn't expecting to see them in that game. Not bad though. I can totally believe them teaming up to take down all them crazy monsters.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Akeno/Archer on May 23, 2014, 04:18:49 PM
Sorry I haven't been on in a bit fellas, I was on a mini vacation for the last week and I didn't bring my computer.
I know I have said this a million times now, but Chrom is almost completely finished. Pretty much just working on graphics, and then we need the a brawl ex version of his sawnd file, oh and of course the new model, but obviously that's almost finished.
That's some good news you brought back, huh?

Also I just saw this for the first time, dont know how its got past me this long. Kinda unrelated but pretty cool.
MHF-G「ファイアーエムブレム 覚醒」×「MHF-G」コラボレーションムービー ([url]http://www.youtube.com/watch?v=_6UHYVugsxg#ws[/url])
Ohh... There's even a MH version for Fire Emblem? The models looks pretty cool! I used to love these things, especially for the Monster Hunter X Fate/Stay Night... Awesome content...


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on June 13, 2014, 01:48:11 AM
A new awakening Roy is being worked on! He looks really good this time too.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Amarythe on July 03, 2014, 02:50:37 PM
I like how this custom Chrom model looks sooooo much better than the awful Monster Hunter models, lol. I mean, it's cool they're in the game and all, but they look atrocious.

Woah, who's working on Roy?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on July 03, 2014, 02:57:07 PM
Roy is being done by iwantgames. Doubt he's going to be finishing it soon, he has a lot of stuff on his plate

And we're waiting for Kaze to finish the model alongside whatever else he's doing at the moment.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on July 03, 2014, 02:58:54 PM
I think the Smash 3 team is, and IWantGames is helping with it somehow. Rigging maybe.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: TheStarThief on August 02, 2014, 03:57:50 PM
Work more on Chrom


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on August 02, 2014, 04:17:23 PM
Work more on Chrom

Wait


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Rosetta-Hime on August 02, 2014, 04:20:37 PM
Work more on Chrom
Wow, you sure are demanding aren't you. That'll get you a lot of negative attention here.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: TheStarThief on August 02, 2014, 04:37:25 PM
Im so sorry. I didnt mean to be so demanding. I am just really excited for the Chrom PSA to come out. And also Chrom is 90%and Im just saying they should finish it and release it. I am sure I wasnt trying to be demanding.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Lillith on August 02, 2014, 04:39:18 PM
Im so sorry. I didnt mean to be so demanding. I am just really excited for the Chrom PSA to come out. And also Chrom is 90%and Im just saying they should finish it and release it. I am sure I wasnt trying to be demanding.
I'm sure they're just occupied with life, everyone else is waiting, too.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: TheStarThief on August 02, 2014, 04:44:11 PM
Thank You


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: pinipigbomb on August 02, 2014, 04:45:09 PM
By the way, Revan, I'm free to work on Chrom's sfx at the moment. If there's anything you want me to edit, just say the word. However, I'm lacking a means to play Brawl, so I'll need someone to test any edits I make.
EDIT: You might want to update Chrom's 90% status. I can see how some people might get impatient.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on September 16, 2014, 12:36:58 AM
Hey guys... I know it's been like forever since you two have been on. I was just wondering if you dropped these projects of yours or not. I'm totally fine with it if you did. I wont hound you both to continue if you don't wish to. I wonder if that Chrom model ever got finished at all, I know it was close to being done too. Just checking in to see if you're both still around.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Archer(AkenoS3) on September 16, 2014, 05:40:18 AM
I think Revan has lots of IRL things to do... As for ShinyMammoth... Well... I dunno...


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Nao-chan on September 16, 2014, 04:47:37 PM
I see. Well I was just poking in to see what was up, that's all.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Archer(AkenoS3) on September 17, 2014, 05:46:54 AM
Yeah I know... I admit that I'm curious, too...


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: TheStarThief on September 27, 2014, 07:42:02 AM
I know there is a lack of time on this forum, but RevenantMammoth, may I be a playtester for the Chrom & Black Knight Movesets?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: pinipigbomb on September 27, 2014, 08:47:56 AM
I know there is a lack of time on this forum, but RevenantMammoth, may I be a playtester for the Chrom & Black Knight Movesets?
Chrom is supposedly in the near-completed stage; last I heard, they don't need testers anymore. Not too sure about Black Knight, though.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Archer(AkenoS3) on September 27, 2014, 11:11:37 AM
Actually, they need the new Chrom model, as for Black Knight, I think he was missing some attacks and that was it.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Large Leader on September 27, 2014, 12:11:19 PM
Actually, they need the new Chrom model, as for Black Knight, I think he was missing some attacks and that was it.

Chrom model hit a roadblock. Still working on it last time I checked.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Archer(AkenoS3) on September 27, 2014, 12:37:28 PM
Chrom model hit a roadblock. Still working on it last time I checked.
Yeah, I heard about it. And it seems that Revan has alot to do on his side. It's maybe the same for RevenantMammoth.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Ssisk on December 15, 2014, 08:05:52 PM
Although this fourm thread is mostly dead can you release the chrom PSA the way it is.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: pinipigbomb on December 15, 2014, 08:23:24 PM
Although this fourm thread is mostly dead can you release the chrom PSA the way it is.
There's a demo a few pages back. Though, progress on the PSA might resume, since the long-awaited model was finally released. Don't quote me on that, I really don't know otherwise.


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: Ssisk on December 17, 2014, 09:30:21 PM
There's a demo a few pages back. Though, progress on the PSA might resume, since the long-awaited model was finally released. Don't quote me on that, I really don't know otherwise.

Thanks, I found it but the link is dead. Could you re-upload it?


Title: Re: The Star Forge: Side Project - SSBU Sheik
Post by: pinipigbomb on December 17, 2014, 10:09:50 PM
Thanks, I found it but the link is dead. Could you re-upload it?
You're probably going to have to go to Shiny Mammoth or Revan for it. They didn't really want that demo to be publicly posted in the first place, and I wouldn't feel comfortable reuploading it without their permission. Sorry.