Ok, I just got TMNT Smash-Up, and I've found out that the characters are also in .pac format. Thing is I've tried extracting it, and I've failed. So if anyone with any hexing knowledge, could be able to extract it (doesn't matter bout compiling it back), and show me what's been extracted (hopefully the textures), it'd be great.
I couldnâ€™t really think of a decent name so I just call him Commander Snake. Heâ€™s not really supposed to be another character, just another way (also a bit more melee orientated way) to play as Snake. Every move has been changed except for his grabs, floor and ledge attacks. I really canâ€™t be bothered making a change log since I did this a long time ago (finished it 3 days after PSA came out), and I canâ€™t remember all the specifics. So itâ€™s up to you to figure out what all his moves are :p
Iâ€™ve been trying to make him as balanced as possible, but Iâ€™ll need your help with that. If you play as him, could you post a comment on what you think needs to be changed? Itâ€™s so I can make a V2 which will be a lot more balanced than it is now. If you do post a comment on what needs to be changed could you follow this format:
Move: (Ftilt, upB, etc.)
What needs to be increased/decreased: (either trajectory, damage, knockback, range).
That will just make it easier for me to keep a track of what needs to be changed. Known bugs:
His entry animation: I canâ€™t seem to get rid of his suit graphic, so you still see his suit malfunction in his normal entry pose but heâ€™s not there (donâ€™t know how to fix).
Side B: If running while doing it you can slide of the stage and keep on the same height as the stage. All you can do is either teleport back to the stage or keep sliding off until you die. Not a major problem.
Taunts: All of his taunts share the last part of the animation, so that means my new taunts share all of the same animation at the end. This means they take a while to get through. I made the last part of each taunt make it look like heâ€™s reloading his gun, so itâ€™s like a FPS, because youâ€™re most vulnerable while reloading. Itâ€™s the best that I could do :p
Getting hit: If you get hit while you have the UPsmash missile silo, it will stay with you until you use a move with it again. Also if you get hit while doing his entry animation taunt you will stay invisible until you do the taunt again.
If someone knows how to fix these please tell me.
Download is in the STUFFZ folder in the released content over at Stack Smash.
So since all the bots were programmed too the characters original moveset, they should play really crap when you vs them right? Well that's what I thought as well.
As I was testing one of my textures, I happened too be playing a lvl 3 Snake bot with a custom moveset I made. Now the one move that showed me that bots had a knowledge of the custom moveset I gave him was his DownB. I replaced the mine move with a rocket blast (think Fsmash), and it was using it like a human would. I mean, he used it twice in a row. With a normal moveset he would of blown himself up (not even lvl 3's are that stupid). He even did a little combo on me which it finished of with a knee too me off the stage (maybe that one was a lvl 9 :S). Even then, a lvl 9 wouldn't do that with a normal moveset.
I know CPU's copy your moves after I while, but I haven't played enough with my custom Snake moveset for that too come into effect (I think).
So do you think CPU's have a knowledge of PSA? Are they adapting too the new way of fighting much quicker than we thought o_o?
Also I've also found out that with the custom movesets, my textures load faster. Yay!
Okay, I'm trying to make a donkey Kong texture, but every time I make it the outline comes up with a darker shade of yellow. I'm using a solid colour (for now so I can see where everything is), but it still comes up with the outline. Any ideas why this is happening, and how it can be fixed?
Here's a pic:
It's a +2 texture, and I'm trying to make all of the fur transparent. Transparency works, but if I put too much transparency on it makes it go black, so I have too leave a little bit of fur. And then it ends up like this.
I was wondering how many people replace the default costume for a character. Personally I don't, but that's because I want something new, and I usually choose what textures I'm gonna use based on how different they are from the original texture. But some people choose to keep the original, because it's like taking a character away. What do you guys do?
EDIT: Also what if it's a texture extremely close to the original (e.g. Melee Falcon), would you replace the default with that?
And what if it's a new suit for Snake (e.g. Gold and Black), would you consider that the default? It's the same person, but just a better looking outfit.
Okay this form of Lucario appears on some stages as it's default texture. It's pictures on it's face change as you move the camera around. Hence Rorschach.
Now this is why he's called Ditto. He takes his enemies textures and places it on himself. So technically there's an infinite amount of textures this one texture can have. Most of these pics were taken in the same battle. I'm not too sure how you get these on you, but it happens randomly while you're fighting. It sometimes appears form the start of the battle but it still changes in battle. So if you're fighting 3 other people you can change into all there skins or turn black. I've done some testing on this and you usually change texture if you die, and sometimes if you kill someone.So, I have no idea how I did this, but this is the first ever changing (and infinitely different) texture (even though it was a glitch), so you could start the battle as Sonic, but finish it as Mario! The Rorschach feature doesn't happen on all stages but the Ditto feature does, and changes more. And personally I like the Ditto feature more, it really freaks out your friends :p