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1  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Lloyd-over-Wolf: Revelations on: June 03, 2016, 05:40:36 PM
This is wicked; I love the idea of an entire community collaborating on this.

What I would like to see are people's ideas for renders. I will provide a download link to the lastest version of the mod, so you guys can mess around with him.
2  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Lloyd-over-Wolf: Revelations on: May 22, 2016, 10:29:01 PM
To me, the most important aspect to the renders is that it fits the quality of Brawls renders, and displays Lloyds personality.
We received feedback on our last render batch that not only were the swords on the wrong sides, but that it didn't properly express his personality. Perhaps it would be wise to hear the public's opinion on the pose.
3  Super Smash Bros. Brawl Hacking / Project Concepts / Project Lloyd-over-Wolf: Revelations on: May 20, 2016, 10:16:56 PM
Hey guys, tempesttime here.

Who am I?
For those who don't know, I created the new PSA for Project Lloyd-over-Wolf mod, which a few people have enjoyed. I designed the moveset (along with a few teammates), ported models, provided some rough animations, and created a ton of custom effects for the dual wielding swordsman we all love.

Introduction
It's been a long while since I've taken up the torch of updating Project Lloyd-over-Wolf (so long in fact, that I would have had to necro the last post we made to our project page). What can I say...we all get burnt out eventually.

Recently though, after having exhausted myself by PLAYING Smash 4, I felt that urge to make something again. Upon seeing Lloyds representation in smash 4, I knew what I had to do. I wanted to come back, with some more experience, and revamp the project...AGAIN!

Project Lloyd-over-Wolf: Revelations

Image rendered by SJS (needs to be updated)


DISCLAIMER
Now, I want to be clear about something, this IS NOT a simple update; this is a REVAMP.

To put it simply, the moveset I designed came from a place of wishing to celebrate the character, without properly introducing him into the context of smash. We wanted to cram every move he had in which, while it might have been cool, meant that we had to sacrifice some playability. I wish to change that with a fresh PSA which will serve to properly represent Lloyds personality and style, but also fit properly into the smash contender formula.


THE TEAM
Our current team consists of 2 people:
  • Lead Moveset Designer, Effect Modeller- tempesttime
  • Lead Animator- A friend of mine (tempest), who just graduated from college with a degree in 3D animation

Currently, I am seeking more people to assist with the following positions:
  • PSA coder(s)
  • Animators
  • Effect creators
  • CSP renderers

**If you are interested, please contact me via pm, and tell me your level of experience with modding in smash bros.


UPDATE- Friday June 3rd 2016
A few days have passed, and things are already underway:
- Plenty of people have expressed interest in creating renders, and other things, for the project
- Most of Lloyds moveset has been planned now [though it is still subject to change

On the topic of movesets...
SPECIAL MOVESET
Since more planning is going into smash moves, I have decided to present Lloyds special moves for now

Regular Special - Demon Fang


A few changes are being made to this move to make it a bit more balanced. I wrote most of the notes on the side of the image, but here they are in a legible format.
  • Bit of a longer startup animation, to reduce spam potential
  • Increased damage and knockback on the projectile, to increase reward for proper usage

Up Special- Tiger Blade


For those who have been following the project, you might remember that Lloyd's old Up special used to be a very awkward form of "omega tempest". I decided to replace this with "Tiger Blade" which is traditionally a vertical move. I was also inspired by Shulks, and Clouds recovery moves; I wanted to allow the player to choose if they want the move to act as a recovery, or as part of a combo. By pressing the special button a second time, Lloyd will drive any opponents in his path, into the ground.

Side Special- Tempest


I was absolutely astounded with the execution of Mii's in the new smash bros, and adored custom sets. The execution of this move was inspired by the tempest move Mii's were able to use. Charging Lloyds side special will result in a longer (and potentially more dangerous) Tempest arc. Unlike Mii's though, there will be either little, or no knockback when a collision is made with another player. (STILL BEING DECIDED UPON).

Down Special- Beast


Throughout the Tales series, Beast (or sometimes called Beastial Roar) has always been a move that's packed a punch. It is for this reason that I have yet to fully balance this move. I wanted it to be treated akin to Clouds Final Touch...a move which generated a massive knockback, but dealt little damage. However, unlike Cloud, Lloyd does not have a "limit break mechanic". While I would someday like to create an "Over Limit" mechanic, right now, I feel we can still accomplish something without it.
Here are a few ideas I had, which I want feedback on:
  • Using Beast on its own, takes a long time to execute. However, performing a combo will reduce the amount of time it takes to charge. This rewards you for making lengthy combos as Lloyd.
  • The player can only use Beast every so often. Upon using it, the player will have a cool down period, before they can use it again.


Thanks for following, and assisting with, the development of this project! We look forward to making something everyone will enjoy

Kindest regards,
The Tempest
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Leoct8's PSA place- Main attraction: Lloyd Irving 7.5 on: September 17, 2014, 11:42:30 AM
Fantastic work on this so far. He DOES feel much more playable, when compared to way back when. I want to see our mod become one of the top downloaded mods (community spotlight?)

It's humbling to also see that you appreciate the moveset I wrote for him. Perhaps we should make the Midair Down, have a meteor effect? Make it a much more vertical beast, and a combo finisher?

Also, I would suggest we bring the PM idea up with the PM team. I'm sure they would be interested.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: My MegaMan X Moveset. Back To Work! on: June 04, 2012, 03:17:16 PM
If you want I could look into making the model a projectile article.
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: My MegaMan X Moveset. Back To Work! on: June 02, 2012, 03:34:04 PM
Yo guys. For the effects I was wondering if you guys wanted a model with thickness, or one that's open for "Nova Strike."
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP on: May 21, 2012, 04:49:24 PM
Are you able to make models into particle effects? There should be a function in psa
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP on: May 21, 2012, 03:44:40 PM
On a bit of a side note, would you guys like any custom effects for your character? I think I can do that "Nove Strike" yellow flashy thing. I can also do the energy shots (maybe, if I had the ability to make particles out of my models I could make them look perfect)
9  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fonon Project - Model Imports [Current - Kid Trunks and Veigue] on: May 02, 2012, 09:16:30 PM
We might just release multiple versions of it. In my PSA, I'll add the other sword in so it appears during Celsuis Calibur. As for the other blue sword (I don't know what its called) I'm looking into ToH:TB for models right now. Hopefully I can rip it from there and use it (I think I mentioned this earlier).

I have made recolours for Veigue (btw, colour the Canadian way of spelling color...I wanted to clarify that because I will probably be saying that a lot). I need people to look into ripping the effect models from ToS2 for me. Innerscope and I managed to extract stalagmite (with animation) but we can't find anything else.
10  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fonon Project - Model Imports [Current - Kid Trunks and Veigue] on: May 01, 2012, 05:18:18 PM
The PSA for Veigue will be unique I can assure you. I am seriously considering multiple final smashes for him. His first skill, Zehhyoujin, will be his B move. That is all I can confirm for now.
I also aim to make the effect models for him. Hopefully someone is willing to help me code them in....please...

*edit- I will also look into Soul Calibur Legends to see if I can rip the soul edge from there.
11  Super Smash Bros. Brawl Hacking / Attacks and Animations / Project Ruca on: November 20, 2011, 03:27:14 PM
Project Ruca
Latest Version: N/A
Dedicated to the import of Tales of Innocence's main character, Ruca Milda.
The Team:
  • Tempesttime: Leader of the project
  • Innerscope: Animator and minor PSA coder.
  • SqLeon: PSA coder and model importer

Model Import Progress:
50%
Animation Creation Progress:
0%

The Planned Moveset (written):
Regular

attacks:
Three Regular Attacks

[A,A,A]:

Detailed Description:
  • Ruca Slashes with sword.
----------------------------------------------
  • 1st attack- Slashes once
  • 2nd attack- Slashes once
  • 3rd attack- Slashes again (like first one)
----------------------------------------------
Attack Type:
  • Slash
% Damage Inflicted:
  • 10-15%

Side Regular [side A]- Infliction:
Detailed Description:
  • Ruca slashes in a cresent moon. Once fully charged, slashes twice.
Attack type:
  • Slash
% Damage Inflicted:
  • 7-10%

Down Regular [Down A]- Coil (?):
Detailed Description:
  • ------
Attack type:
  • ------
% Damage Inflicted:
  • N/A

Up Regular [Up A]- --------:
Detailed Description:
  • ------
Attack type:
  • ------
% Damage Inflicted:
  • ------

Smash attacks:

Dash attack- Free Run slash (rename):[Side A while moving]
Detailed Description:
  • Ruca swings his sword up, slashing the enemy
Attack type:
  • Slash
% Damage Inflicted:
  • 4-7%

Side Smash- Infliction:
Detailed Description:
  • Ruca slashes in the shape of a cresent moon. Once fully charged, slashes twice.
Attack Type:
  • Stab
% Damage Inflicted:
  • 13-18%

Up Smash- Infernal Torrent:
Detailed Description:
  • Ruca Slashes from the ground up above his head and then behind him with a sword of flame.
Attack Type:
  • Fire Slash
% Damage Inflicted:
  • 9-13%

Down Smash- Havoc Strike:
Detailed Description:
  • Ruca smashes the ground infront of him with his sword.
Attack Type:
  • Slash
% Damage Inflicted:
  • 20-28%

Mid-air A:
Detailed Description:
  • Ruca slashes in a horizontal direction infront of him.
Attack type:
  • Slash
% Damage Inflicted:
  • 7%

Mid-air Down A:
Detailed Description:
  • ------
Attack Type:
  • ------
% Damage Inflicted:
  • ------

Mid-air Up A:
Detailed Description:
  • ------
Attack Type:
  • ------
% Damage Inflicted:
  • ------

Mid-air Forward A:
Detailed Description:
  • Ruca strikes opponents in front of him with a vertical slash
Attack type:
  • Slash
% Damage Inflicted:
  • 8%

Mid-air Back A:
Detailed Description:
  • Ruca swings his sword behind him to hit the enemy.
Attack type:
  • Slash
% Damage Inflicted:
  • 8%

Special Attacks:

Regular Special - Demon Fang:
Detailed Description:
  • Ruca fires a shockwave off from his sword
Attack type:
  • Projectile
% Damage Inflicted:
  • 4%

Side Special [Side B]- Blazing Tempest:
Detailed Description:
  • Ruca leaps in an arc, spinning with a sword coated with fire.
Attack type:
  • Fire and Slash
% Damage Inflicted:
  • 5-10%

Down Special [Down B]- Fire Magic:
Detailed Description:
  • Depending on the charge, Ruca will use different magic.
----------------------------------------------
  • 1st Charge- Fireball
  • 2nd Charge- Explosion
  • 3rd Charge- Meteor Swarm
----------------------------------------------
Attack type:
  • Fire and Knock back/down
% Damage Inflicted:
  • 10-25%

Up Special [Up B]- Razing Phoenix:
Detailed Description:
  • Ruca Leaps straight up into the air, coated with flames. Can be used as a recovery.
Attack type:
  • Fire smash
% Damage Inflicted:
  • 10-15%

Throws:

Forwards Throw- ------:
Detailed Description:
  • ------
Attack type:
  • ------
% Damage Inflicted:
  • ------

Backwards Throw-
Detailed Description:
  • ------
Attack type:
  • ------
% Damage Inflicted:
  • ------

Up Throw-
Detailed Description:
  • ------
Attack type:
  • ------
% Damage Inflicted:
  • ------

Down Throw-
Detailed Description:
  • ------
Attack type:
  • ------
% Damage Inflicted:
  • ------

Grab attack:
Detailed Description:
  • ------
% Damage Inflicted:
  • ------

Final Smash
Maou Shakumetsujin:
Detailed Description:
  • Ruca uses the power of Asura. He stabs through the opponent twice.

Downloads:
Moveset and Vertex: In Progress

Voice and Sound Effects: In Progress
12  Help & Tutorials / Help / Project Lloyd- Huge errors on: October 26, 2011, 05:12:17 PM
Hello forum.
I am from the Project Lloyd team and I was hoping that some one could help me out with a huge error.
I recently converted a gmo file of a sword (from ToVS) into a dae file (through a long series of events which resulted in me having to use Maya 2012 to export the obj [of the gmo] as a dae file).
By using Brawl Box, I managed to inject it into the fitwolf.pac file. I used Wii scrubber to replace the matching fitwolf.pac file with my modded one and then saved the changes. I ran project Dolphin and was able to play as Lloyd perfectly; no lag, crashes, or poly explosions.
I then put it on my SD card, like usual, and booted up my Wii. Everything loaded correctly, program wise. I went to training mode and selected my modded character (the one that had worked earlier), and pressed start to begin the match. When the game loaded, I noticed a bunch of problems:
  • His sword (the one that I had imported) did not appear when he faced right; only when he faced left
  • His second sword (in his other hand; not the imported one) did not appear at all
  • None of the other effects appeared when he attacked, ran, jumped, etc. (Demon Fang only appeared when he was facing Left)
  • When Lloyd attacked regularly while facing left, the one sword that did appear would disappear, reappear, disappear, and then reappear again
  • At the start of each match, there was a split second where Lloyd,s poly's exploded
  • When down special was used, at the end of the animation the game would crash and give the Game&Watch scream
  • The game was UNBELIEVABLY LAGGY

I am hoping that someone would have answer to this problem. The team leader and I have exhausted many options already, it would help if we could have some new ones to try.
Thank you all very much.
~The Tempest
13  Help & Tutorials / Help / Re: how can i use ocarina codes on riivolution? on: June 25, 2011, 11:02:10 PM
Ah...I had the EXACT same problem as you a while ago.
What is in your Riivolution folder on your memory card?
14  Help & Tutorials / Help / Character *.rel's for Riivolution Users on: June 25, 2011, 10:58:22 PM
Hello everybody.
I was wondering if someone could help me with character *.rel files. I have taken a look at other posts before I added another help post to the site, but I ended up having to as I have not found anything that seems to match my problem.
I have divided this post into two sections: the story, and the diagnosis. Hopefully this will make it less complicated for those who may not want to look at the story and see the diagnosis, or vise versa.

The story:
I downloaded SonicBrawler's Marth over R.O.B hack the otherday because I wanted to add another Marth character into the mix (here is a link to the download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19497). As I am a Riivo user, I placed the robot.rel in the module folder, and the rest of the the files in Robs fighter folder. I then plugged my card into the Wii and booted up the game.
It loaded like normal and everything seemed to be fine. I entered a training mode on a stage that I knew worked with an opponent I knew worked as well (as I have not modded them). Sadly, the game crashed and game me the "Game&Watch scream." I then pulled my memory card out of the Wii and put it in my PC. I noticed that in my particular modlauncher.xml, there was no directory to the module folder. I typed one up and I checked to make sure that it matched up with the other directories (so in theory it would work). I tried the game again, it crashed.

The diagnosis:
NOW! With all of that out of the way, I can state what I think is the problem. I believe that the directory (which I typed) in the modlauncher.xml is incorrect. I was hoping that someone would be willing to take a look for me to see if my modlauncher.xml is flawed, and tell me how to fix it (and if there is anything else out of place, even if its not related to this, please tell me as well).

As I would like this to perhaps be a reference for people who have the same problem, please don't fix the modlauncher.xml for me, just tell me how I should fix it or what I should type in (and if there are another problems you see that you have a solution too NOT relating to this, please PM me with the answer). 
Thank you all very much.
Here is the link to MY modlauncher.xml:
15  Help & Tutorials / Help / Re: Tifa PSA Alpha trouble on: April 26, 2011, 02:33:18 PM
There IS a topic for this but...
1. Make sure your modlauncher.xml has a directory to common.pac
2. Make sure your common.pac is in that directory
3. Replace the moveset IN THAT FILE with the one you want. (Make sure it is the character the moves are meant to go with)
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