Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 ... 17 18 19 [20] 21 22 23 ... 32
286  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room: A Preview after how many months...? on: March 02, 2013, 02:54:01 PM
I apologize for not saying anything sooner...

But for at least 2 weeks, I might not have any Internet connection...

Of course I can still do PSA work, but there will be little to no previews...

I'm currently working on the Xenomorph rig and some Raptor animations...

Sorry for the inconvenience.
Glad you two agree with my final decision.

As for Raptor, I might be putting him/her over Falco.

Sorry to hear you will be gone, but we will be here waiting for you Smiley
And omg Xeno AND raptor O..O
Well, lookie here, making room for them, done and...done XD
287  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Anivernage PSA Factory: Pc back!!!! Moveset plans added, #1422 on: February 28, 2013, 03:39:14 PM
I think skull kid should be over either peach, sonic, ike, marth or jiggz for portability reasons. On the other hand samus and bowser are very starved for good PSA replacements.
288  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kage's Inner Sanctum: I'm not dead on: February 26, 2013, 06:06:06 PM
All the more reason why I was upset when I couldn't get it to work in-game.

And rightfully so!
Me and my gang of brawl buddies are all still hoping that someone can somehow get it working.
289  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kage's Inner Sanctum: I'm not dead on: February 26, 2013, 09:31:10 AM
Why would you say anyone want to pick up where you left off on wolverine and rock lee?

Those 2 PSAs are done and have been released already.

Rock lee as far as I know is still early beta and Wolverine hasn't gotten his FS yet and a few animation changes that kage was planning on adding. How much change I don't know.
290  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info! on: February 25, 2013, 06:16:56 PM
Wow I can't believe I saw so wrongly <..< My apologies ABC, my eyes are playing tricks on me.
I am pleased to hear you added some range on her  Dair.
About the gfx, I think it will look pretty nifty once it is reduced in size and plaed longer down on her gun. I guess at the moment I don't have much else to say regarding it. Will there be more demos before your v1 release, or will you wait till you get that far?
291  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info! on: February 25, 2013, 04:47:04 PM
I'm sorry, I was trying to make a funny.
Anyways.
I am guessing you are planning on making her FS cancel out if she doesn't connect it at startup?
It would kinda suck having to watch it if you didn't hit anyone with it. The question might be silly, but I think it's better I ask it than wonder.
Also, about her..hmm, Down smash I think it was, where she rolls and elbow strikes.
I think it would be fitting if she finished with a single gunshot after the elbow had sent the opponent flying slightly, not talking big, just about as long as her normal attack range is. Just for better flow in gameplay.
The same with the side smash, finishing with one or two shots. I'm not saying it's a must, but I think it would fit in well with her overall gameplay.

By the way, have you heard anything more about her model?

I was thinking about the gfx you made for the gun and I am wondering if there is any way to make it smaller, like, at least 5 times as small.  That would look much more appealing because the gfx wouldn't look like the gun exploded Smiley
292  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info! on: February 25, 2013, 02:28:13 PM
About the Final Smash, Initially, the range was longer than what you have because I felt like it was too long, but now I'm getting things like "It's too short!" So I guess I better find a happy medium for that.

BOOM, head-shot! XD
293  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info! on: February 25, 2013, 10:24:41 AM
See, in my opinion the initial is pretty cool as is. If it were made to link better into the rest of the attack (change the knockback angles at individual points on the hitboxes so that hit enemies are pulled in more effectively, no matter when in the spin they're caught), and possibly given a slight range increase (they're guns, after all), it would actually work very well. It'd be neat to be able to hit enemies at a diagonal.

May I suggest a slight increase in knockback growth for the handguns in general? Her range isn't quite long enough to justify not being able to KO easily until 150%. Her Smashes especially could use the boost, and Down Smash could stand to have increased base knockback by just a little bit.
Also, Down Air's hitboxes are annoyingly vague, making it hard to connect. Either it needs bullets like all of her specials, or maybe your new gunshot GFX for the non-projectile moves will help identify the hitbox placement.

This, this is good advice. The initial is really cool indeed, and I wouldn't want to remove that either, just have it activate differently to make sure you don't have such a hard time capturing opponents in the FS.
I also agree on adding ranged bullets to her down air. I very much agree to that. No really, this is the one move that absolutely needs those bullets.
294  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Next Preview Video Uploaded + New Info! on: February 25, 2013, 09:39:07 AM
About the gfx, personally I thought it looked best as is, with only the bullet gfx you made. Too much fiery explosions and what not all over the place is just overkill I think. About her FS.  She could have something closer to that of link or marth, only that she rolls or runs forward and upon connecting with an opponent the FS starts. Don't make the reach so far that she will co straight off the screen though Smiley
295  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: rainbow dash v 0.9001 release on: February 23, 2013, 10:12:50 PM
Yeah I'm not a fan myself, but I cannot say that this isn't a really nice breath of fresh air into brawl. And lets face it, MLP has a big fanbase and the character is well enough known that even if I have never seen an episode of the show I know who she is. She belongs in brawl X3
296  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - 3rd Demo Released! on: February 23, 2013, 10:09:07 PM
yeah as long as the grenade hits it looked like pretty much a instant KO anyways, at least I don't think it needs to do that much damage as long as it has okay KO potential. I would rather you make the FS seem more "alive" and I have to agree on removing the helpless fall after it. Too often does she go way past her chance at recovery X3
297  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: rainbow dash v 0.9001 release on: February 23, 2013, 09:58:07 PM
Thanks, that's all the NB is supposed to do Tongue  it reflects projectiles and puts distance between you an your opponent (works well for edge guarding). The obnoxious flash is because of the sword trail and I am trying to get rid of it and the NB is supposed to have a rainbow tornado (mach tornado model)  but I am having trouble getting it to work

Oh XD
Here is an idea! : The kick she does where she kicks a cloud and lightning strikes..there is no cloud. Maybe you could use the cloud from Pikachus lightning? That would be fitting I think.
For her NB, how about she flies backwards, like one step and then does a somersault forward, of course a flying one, damaging anyone nearby?

You know, you could maybe use the mach tornado as her ground FS and her sonic rainboom as her air FS. Would fit nicely I think.
298  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - 3rd Demo Released! on: February 23, 2013, 09:41:07 PM
I do hope I can fix the problem by the Initial release. I think I'll make a progress video soon...

Sounds good Smiley
About the FS, I am wondering if perhaps you could make it so that when she shoots the opponents and the hitboxes connect, that the enemy would flinch a bit, to show that they are actually taking hits, not just be completely frozen until the fs is over? Like when she usually fires her gun.
299  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - 3rd Demo Released! on: February 23, 2013, 08:57:40 PM
Wow her pac has gotten huge v..v I can't use her with samus anymore, this saddens me. Don't really want to trade in one char for another.
I hope you get BB to save it.
I had no trouble using the FS from either side, it had the same result for me. I managed to catch up to two opponents in the FS, but not the third one. That is good enough for me, I mean, how often do you really have the chance to catch 3 opponents in your FS? Not often X3
Although I absolutely love her moves, animations and her FS, I will wait til she is compatible with my samus again before I use her. I didn't get why there was a samus.pac there at first, so I froze my wii like twice before figuring out she had too large pac <..<
300  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: rainbow dash v 0.9001 release on: February 23, 2013, 08:50:57 PM
Sweet, the FS is pretty cool I must admit. She seems to be more fluent in her attacks now but the neutral B does nothing as far as I can see.  It has hitboxes and they seem to push the enemy slightly away, but that's it. No damage or anything.
The rather large flash she does every time you move is rather annoying so that should probably be either removed completely or at least toned down significantly.
Besides those things, I'm really enjoying the update Cheesy
Pages:  1 ... 17 18 19 [20] 21 22 23 ... 32