Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 [2] 3 4 5 ... 106
16  Super Smash Bros. Brawl Hacking / Model Imports / Re: Nanobud's Sanctuary: Venusaur RELEASED on: February 20, 2013, 10:49:34 AM
wait.. C3PO on... captain falcon?
was that a joke?
i ure hope it'll be on rob if it is made Im srs here
Maybe your thinking of R2-D2?
17  Super Smash Bros. Brawl Hacking / Model Imports / Re: Nanobud's Sanctuary: Venusaur RELEASED on: February 19, 2013, 08:36:15 PM
Ah ok...



*votes Itachi*
18  Super Smash Bros. Brawl Hacking / Model Imports / Re: Nanobud's Sanctuary: Venusaur RELEASED on: February 19, 2013, 04:15:59 PM
Question about the poll, who are you referring to as Omega?
19  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Royal_Blade's PSA Solitude - pg9 for Kratos and Lloyd videos, and New Poll. on: February 19, 2013, 12:06:06 PM
I'm currently animating Link's Jump Attack/Strike. So yeah, it's a ground chargeable move that when fully charged, Link does Jump Strike, if not charged, he'll do the jump attack as if it wasn't charged.

And if everything goes well, I shouldn't have to add new subactions. (while it isn't a real issue, it's just simpler to not have to add more things.)
20  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 16, 2013, 09:20:16 PM
Thinking about it, never heard of Pokemon REBurst. To keep things on topic here is something I'm working on.


inb4velen
21  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 15, 2013, 07:58:04 AM
For some reason, I thought Registeel was used for the torso...

It looks really similar.

It looks awesome nonetheless.

@joking: I believe they are, or at least some of them. Look at how MetaRidley's right index finger is bent.
22  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: February 13, 2013, 09:21:50 PM
i know, it's cuz of how weird brawlbox works when the rotation values are too high, i already fixed this, by "resetting" the rotation value to numbers between -360 and 360 xD
How did you rotate it?

The way brawl does it is to set the rotation to 360*(number of spin) and adjust the animation from that rotation.

The best example would be Link/Toon Link's Spin Attack. Use that animation for reference for spinning moves.
23  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Royal_Blade's PSA Solitude - pg9 for Kratos and Lloyd videos, and New Poll. on: February 12, 2013, 12:09:21 PM
I put the shield bash as a tilt because it works better.

Plus, I'm putting link's bow back in, so I had to move the shield bash. And F-tilt was the only sensible placement.

And I'll think about the chargeable Jump Attack > Jump Strike. I'll probably be a ground only charge sort of deal. I'll hold that idea for after.
24  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Royal_Blade's PSA Solitude - pg9 for Kratos and Lloyd videos, and New Poll. on: February 12, 2013, 10:55:21 AM
The thing is...

I don't want to do that because no other character has a move like that... I like to keep all of my movesets to be kept under the same constraint that vbrawl characters have.

Okay, I know that we can modify the movesets as uniquely as we want, but I don't want to grant one character an action that another can't perform. (Specials are a different case.)


And yeah, Shield Bash is the FTilt. Parrying attacks? Hmm... It can already deal damage, reflect projectiles, and has very low end lag. And plus, by default, two intercepting collisions will negate each other. I think that'd be too good for an f-tilt.


And I'll probably not do a chargeable Jump Strike because what would charging do? The charged version in twilight princess was useful for clearing enemies. There aren't that many enemies to clear.
Plus, playing against human players, it's quite predictable to see it coming. Since it works off being fully charged to execute.


And for Bombs, I have an idea:
Down Tilt will pull out bombs.
But if he had an item in his hand, he'll drop the item and pull out the bomb.

That way, you can constantly drop bombs by DTilting around the stage. That'd make an interesting fighting mechanic.
^ Potential Mind games.


And I just realized that I've been saying "Jump Strike" as "Jump Attack". So whenever I've said "Jump Strike" before, i meant "Jump Attack".
25  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Royal_Blade's PSA Solitude - pg9 for Kratos and Lloyd videos, and New Poll. on: February 11, 2013, 08:53:41 PM
So, I said that I'd think of a moveset for Aafyre's Kabutops, and I have.

It's not 100% done, but it's pretty much good to show off. And the throws are being kept secret.

Specials are shown first because some can influence his other moves.
Kabutops over Falco
Standard Special Move - "AncientPower": Kabutops crosses his arms and bends back before swinging them out, releasing a circle of energy forwards. AncientPower has a unique hitbox that is active along the edges of the cirlce. Easier to hit larger characters than smaller ones. Deals 6% with moderate knockback.

Side Special Move - "Giga Drain": Kabutops opens its mouth before firing a stream of energy forward which can heal Kabutops by 50% of the damage dealt, if any. (The beam is actually a projectile which, when it hits, heals Kabutops. Each bit of stream deals its own damage.) Deals a possible 8% total. (Conversely healing up to a possible 4% per use).

Up Special Move - "Surf": Kabutops rides on a wave of water which rises up before crashing downwards. Kabutops has restricted control on how the wave travels. Upon contact with the ground, Kabutops will land and apply strong base knockback and decent scaling to anyone infront of his landing position. Deals a total of 10%.

Down Special Move - "Swords Dance": Kabutops waves his arms around in a hypnotic fashion before swinging them outwards, having them glow, and increases the damage of his slashing moves. Each stack of Swords Dance grants 2% damage on the entirety of the move. He can use this move up to a maximum of 3 times. Whenever Kabutops dies, he loses all bonuses from Swords Dance. Can only be used on the ground.

Final Smash - "Vacuum-Cut": Kabutops' blades flash before slashing around, releasing blades of air around himself. Each blade deals up to 15% and pulls in nearby characters.

Neutral Attack - Kabutops slashes downward with one of his blades, then slashes downward with his other one. Can be chained continuously. Each hit deals 2% (+1%/2%/3% depending on stack of Swords Dance) with low knockback.

Dash Attack - Kabutops stalls for a moment, crossing his arms engulfed in energy. He then dashes forward, hitting the first thing he comes in contact with before stopping himself. Deals 8% with moderate base knockback and scaling.

Forward Tilt - Kabutops crosses his blades and slices outwards. Deals 6% (+2%/4%/6% depending on stack of Swords Dance) with okay knockback.

Up Tilt - Kabutops waves his blade above his head, slashing above himself. Deals 4% (+2%/4%/6% depending on stack of Swords Dance).

Down Tilt -

Side Smash - Kabutops plants his blades into the ground before kicking forward with both feet (using his blades to hold him up). Deals 10%~16%. With high base knockback and good knockback scaling.

Up Smash - Kabutops fires a yellow orb of energy into the air which will apply a pure vertical meteor smash to anyone who gets hit. Deals a set 5% but travels farther the longer it is charged. Because of how the move functions, characters hit will be brought to Kabutops.

Down Smash - Kabutops slashes around himself, hitting both of his sides at the same time. Each slash deals 5%~11% (+1%/2%/3% depending on stack of Swords Dance) with moderate knockback.

Neutral Aerial - Kabutops kicks his leg at a low angle. Deals 4% which semi-spikes airborne characters and causes hitstun w/o knockback on grounded foes.

Forward Aerial - Kabutops raises his right blade before slashing forward with it. Deals 5% (+2%/4%/6% depending on stack of Swords Dance) and has decent base horizontal knockback and good scaling. Has some noticeable landing lag.

Back Aerial - Kabutops points his hip behind himself and releases a burst of water from his tail. Hits 3 times, each hit deals 3%.

Up Aerial - Kabutops swings his left blade backwards and slashes above himself inversely of Marth's Up Aerial. Deals 5~6% (+2%/4%/6% depending on stack of Swords Dance) with some diagonal knockback with the initial swing, but has more vertical knockback otherwise.

Down Aerial - Kabutops faces beneath himself and crosses his blades before slashing outwards. Each blade deals 3% (+1%/2%/3% depending on stack of Swords Dance) and semi-spikes within a cone beneath him. Knockback is based on position of blades, initially they hit downwards, but shortly after, they angle out.

Also, I want to fix up my Hidden Link PSA to be more useful in combat. (Like if people want to actually fight with the PSA against other people) So I'm planning on doing the following changes:
Neutral Attack - Link jabs his sword forward, then slashes horizontally, then does an overhead slash. Deals 2%, 3%, then 3%. Low knockback properties on all attacks, can't kill. First hit is quick overall, and can lead into itself when jab canceled. The second and third attacks have a bit more ending lag, but not too much more. They all execute fairly quickly.

Forward Tilt - Link rams his shield forward, dealing 2% damage on impact and can reflect projectiles. Quick in execution, low base knockback, cannot kill.

Down Aerial - Deal significant damage (25%) to downed players. Normal damage has been reduced to 17% and 14% (for the later hitboxes). (I think this is in it already, but I have an idea to make it better)

Down Throw - Helm Splitter: Link holds the character in place and jumps up and slashes downwards at the character's head applying damage and knockback. Knocks characters at a downward angle. Works as a semi-spike at the ledge.

Standard Special Move - "Bow": Functions similar to Brawl Link's Neutral Special. But this one will have the arrows deal less damage when fully charged and increase the time it takes to reach full charge. The charged arrows will deal 7% and have some increased velocity to them. They'll also be fired from 0 degrees.

Side Special Move - "Jump Strike": Link jumps forward and then slashes with his sword in a front-arc motion (Think of Ike's F-Air). The slash deals 6% to anyone above Link, 8% to anyone infront of Link, and 5% to anyone under Link when he is slashing. The slash can occur sooner if A or B is pressed. The slash cancels upon landing on the ground.

Up Special Move - "Spin Attack": Link holds his sword back before swinging it around once with great force. If at 0%, it will deal additional damage and grant higher base knockback. Not chargeable. In the air, like on the ground, has Link spin around once, granting him some vertical and horizontal distance and similar damage properties of his grounded version. It has small start-up lag and some ending lag. Doesn't force Link into a helples state. Normal variant deals 13%, while the 0% version deals 20%.

Down Special Move - "Backslice": Link rolls around from his side, ending up facing the other direction. If B is pressed when Link reaches the end of his roll, then he'll perform a rising slice whilst twirling his body in a circular motion. The slash deals 9% with good base knockback and decent scaling.

However, I want to put Bombs back into the moveset. But I don't know where to put it...

I'm thinking either put the Bombs as the down special and move the Backslice to... somewhere... (Side Smash maybe?) I don't like this option because I like the Backslice in general and don't want to move it. But i may have to.

OR keep the Backslice as the down special but have bombs be active either via tilt or aerial attack. (Like Down Tilt or Neutral Air.)

What do you guys think?

EDIT: I'm also gonna change some of Link's attributes to make him a nimble fighter yet still keep his mid-heavy weight status.
26  Help & Tutorials / A/A Tutorials / Re: [Tutorial] How to do a "Special Grab/Throw" with Module! (Experts Only! BetaTut) on: February 11, 2013, 07:48:31 PM
Would we have to make a thrown animation for the other character?

I mean, for my character to perform a special grab, ALL other characters would need that special thrown animation right?

But I don't want to put work into giving EVERY character my person's grabbed and thrown animation. Is there a way to use someone else's grabbed and thrown animation?

What I'm trying to say is:
Could i use the generic grabbed/thrown animation but still make the move a special grab?
So I don't have to go through all of the other characters module files.

Unless I'm understanding this wrong...
27  Super Smash Bros. Brawl Hacking / Model Imports / Re: ShadowSnake's Imports: What should i import next? POLL on: February 08, 2013, 05:10:49 PM
Yeah... i don't take requests. But you will be glad to know that Spyro and Cynder are very high on my list now, so they will be done very soon.
I think they were just showing you a model you could use for Spyro.
28  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 08, 2013, 04:09:57 PM
A quicker way, I just figured out, is to check "No animations" when exporting the model. And if it doesn't T-pose, try one of the dozen "cutscene" animation models since the "battle" models are somewhat finicky.
Is that only with those models though?
29  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 08, 2013, 02:52:21 PM
For the Dissidia models, you can put them back into a proper T-pose if you use Noesis to export it to a DAE, then delete the animation data before importing.

(EDIT: Or if you don't care about the rigging, I think deleting the Skin modifier after importing does the same thing.)
Really?

I had no idea. Huh.
30  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 08, 2013, 11:54:24 AM
Did you reuse Marth's face for Alucard?

Cause he looks nice.

And the model as a whole as well.
Pages:  1 [2] 3 4 5 ... 106