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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: LavaLatte's Mods | SMRPG Geno for Project M! on: November 20, 2017, 09:43:53 PM
Love this! Really polished, good job!

Thanks dude, means a lot coming from you Cheesy
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: LavaLatte's Mods | SMRPG Geno for Project M! on: September 21, 2017, 10:04:26 AM
What a nostalgic face! I remember seeing the release of Echo Blade Sheik in the blog back in 2009 and that was one of the early things that brought me towards Brawl hacking. This Geno looks pretty polished, your experience shows through. I'm glad to see more from you. Welcome back!

Hey dude! Has it been eight years already?? I still remember vividly the day Phantom Wings released PSA and Phoenix Mario, and rushing to be the second one with a complete moveset. The magic is still there I guess Cheesy
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / LavaLatte's Mods | SMRPG Geno for Project M! on: September 20, 2017, 10:46:32 AM


Building off the work of previous developers (Dr. Flux, Southcraft, Starwaffle), Geno has been re-invented into the world of Project M! Equipped with new tools, movement options and projectiles, he hopes to bring a funky new pace to the Smash Bros. roster.

Download Links:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=214782

Included are two packs, one to place directly over Toon Link and one for BrawlEx use! This must be used in Project M and is compatible with both Dolphin and Wii. Both packs include instructions for installation.

Home base will be Smashboards! Feel free to post here but most updates will take place in that forum.
https://smashboards.com/threads/lavalattes-mods-smrpg-geno-for-project-m.450225/

Special Moves:
Neutral Special: Geno Blast
In Super Mario RPG, Geno would hold Y to charge up before raining down a stream of lights. In Smash, Geno can summon bolts of energy from the sky diagonally forward. If you hold down B, the number of bolts increases from 1 to 2 to 4. While it has limited uses in neutral on platform stages, it becomes a really strong edge-guarding tool against enemies recovering low.
https://gfycat.com/gifs/detail/CornyWhiteKite

Side Special: Geno Whirl
In Super Mario RPG, Geno launched a disk forward. If he followed up with a perfectly timed button press, the disk would deal 9,999 damage. I decided to aim for something a little softer - Geno’s whirl can fly straight-forward or at an angle. If it connects with an enemy or wall, the whirl will slow down and deal up to 3 weak hits that pull the character closer to you. At any time while the whirl is active, you can press B to detonate it and deal heavier damage. This is one of Geno’s most important tools in neutral that requires forward thinking to use effectively! You can choose to let the whirl fly and hope for a pull-in or rely on your timing to detonate for better damage.
https://gfycat.com/gifs/detail/CarefulUnfortunateGlobefish

Up Special: Rocket Launch
Geno’s Up-Special is Rocket Launch. Probably the simplest of his specials, Geno propels himself upwards, ending with a flip. Geno has slight left and right control and can fastfall right after the flip. The first hitbox is a soft meteor spike, and every hit afterwards pushes them sideways. You can press B during the animation to stop early - this will let Geno flip with the hitbox intact. The recovery itself is pretty vulnerable but the distance traveled is pretty substantial, so feel free to edge-guard deep if you know you’ll have time to recover safely.
https://gfycat.com/gifs/detail/MediocreSimpleBream

Down Special: Cannonball
On the ground, Geno uses his “magic cannon powers” to launch himself upwards at an angle, which can be slightly influenced left or right. In the air, he can only launch himself downwards. While flying Geno can use any aerial A move. If he connects with an enemy while the jump button is held, he will bounce off. Geno can air-dodge out of Cannonball starting from the ground only. In the air, Cannonball can be cancelled with a ledgegrab. This is one of those “make sure you don’t miss” type of moves that can really be punished with sloppy aim.
https://gfycat.com/gifs/detail/WeirdRipeArrowana

Final Smash: Geno Beam & Geno Flash
Finally, Geno’s Final Smash is a combination of his signature moves – Geno Beam and Geno Flash! After charging three red stars, Geno fires Beam forward, then Flash upwards at an angle. Geno Beam is the first move the star soul has access to in the original games, so I wanted its inclusion to be special. Inversely, Geno Flash is one of Geno's last and most powerful moves - I didn't want to choose between them, so I added them both!
https://gfycat.com/gifs/detail/WelloffSaltyAnole

Other Moves:
Dash Attack: Geno Boost
In the original game, Geno Boost increased Geno’s Attack and Defense stats. For Smash, Boost instead buffs Geno’s speed for a bit and pushes him forward. Geno Boost can leave the ground; if the move finishes in the air, Geno has slightly less endlag.
https://gfycat.com/gifs/detail/NeedyGrayHoverfly

More details to come soon, for now check these videos!
Geno Joins Project M! Mod Reveal Trailer
Geno Playtest III: Netplay vs. Szion Blue
4  Help & Tutorials / Help / Re: What Do People Use to Record Games? on: October 01, 2012, 07:25:49 PM
Awesome. Thanks for the tip!
5  Help & Tutorials / Help / Re: What Do People Use to Record Games? on: October 01, 2012, 02:23:55 PM
Would you happen to have a Youtube video that demonstrates the quality? I'm currently heavily leaning towards Dazzle because, well, it's affordable. =P
6  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Hardest Form of Modding? on: October 01, 2012, 01:25:40 PM
Seeing that I am [was?] strictly a PSA hacker, I guess that's all I can vouch for. Well, PSA, and what's involved in making a clean one.

Animation:
- The concept in itself is very simple...but very, very tedious. Days can be spent on only a handful of animations. The task is not inherently difficult, but the refinement and natural movement of the character is directly proportional to how much time you spend perfecting it. Not to mention matching the movements with the hitboxes coded for the character.

Code Work:
- I can account for over two years of learning PSA, from the first day of its release to retiring sometime in 2011. And with this "experience," I honestly believe it is the most difficult form of modding.

- Your first few months of PSA are spent experimenting. Learning how to code hitboxes, playing with graphics, changing subactions mid-move, it's like an introduction to CAD. It's incredibly fun when something goes your way.

- The next few months are spent learning how to fix bugs. Spotting that extra integer in your knockback parameter, finding your loop isn't functioning properly, realizing that there's some hidden coding you can't quite edit, and finding a way around it. Bug fixing is easily the most frustrating task involved in "PSA-ing", and can involve weeks of running around in circles trying to figure out exactly what went wrong.

- The rest of your PSA career is spent being inventive. You're learned and studied over a hundred different codes and the minute differences in using one over another. New codes are being discovered on a weekly basis, changing the realm of what hackers can achieve. How can I make this projectile curve? How can I make this string of moves connect properly? How can I make a fun, engaging, mechanically unique character without it being inherently broken?

- TL:DR PSA work requires an incredible amount of knowledge, dedication and experience to execute properly. It's what separates the good hacks from the legendary, timeless hacks. The sheer information pool required to be proficient blows all other forms of modding out of the hypothetical water. That's partly the reason why I fell in love with it  Grin

Just my [very large] two cents.

- .Fade
7  Help & Tutorials / Help / What Do People Use to Record Games? on: October 01, 2012, 12:58:16 PM
I'm considering recording gameplay of hacks, but I lack knowledge of how to record games and transfer the video files to my computer. To those who post videos to Youtube and such, what programs/devices do you use? Does anyone have an affordable option?

Thanks for your time. =]
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project: Weapon X - Preview Video Up!!! on: February 13, 2012, 08:42:17 AM
I'm personally looking forward to this cuz of those animations. Best of luck! Azn
9  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65b Released. on: January 29, 2012, 05:19:40 PM
^ I was just about to ask that. I keep accidentally corrupting my motion pacs. Is there any way to avoid this, or any clue what else could possibly trigger this?
10  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Stuffz: New Style-Scizor v2 Progress Video! on: January 29, 2012, 11:50:48 AM
that is not a random person that is .fade the creator of the naruto psa you should show more respect

Lawl, please don't XD I'm just an old-school hacker lurking the new-school forums. I checked out the falco.pac, there's no visible coding for the arwing, even in OpenSA2. So moving it reeeeeeeally far or trying your hand at changing it into something else is probably the best option.
11  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Stuffz: New Style-Scizor v2 Progress Video! on: January 28, 2012, 07:32:16 PM
I'd suggest changing the Arwing's animation to appear 5000 miles away. =)
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Eternal Yoshi's Character hacks - Mega Man beta released! on: March 06, 2011, 08:50:15 PM
That's what I 've been doing.
Prevents crashes, but cannot be charged.

BTW, Ra-Bit[1]... I don't know what it does, but it doesn't seem to do anything when put in the start of the Usmash or Dsmash.
How does Avatar Ness work then?
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Eternal Yoshi's Character hacks - Mega Man beta released! on: March 04, 2011, 04:30:52 AM
USmash - Yoyo
PSA:
112D8 - Up Smash Start Hitbox (AMKalmar)
11458 - Up Smash Release Hitbox (AMKalmar)

Dsmash - Yoyo
PSA:
11568 - Down Smash Start Hitbox (AMKalmar)
11648 - Down Smash Release Hitbox (AMKalmar)

Smashboards. =]
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Cloud Strife v0.5 Released! - Omnislash V5 Preview on: February 12, 2011, 07:25:20 AM
Hmmm....I'm having some problems as regards to the Ultima Weapon.  Since it's an article from the Ike COSTUME rather than the Ike MotionEtc.pac, I'd have to make it so that there is an animation for the Ultima weapon for literally every attack which would no only be laborious but would also massacre Ike's file space.

The other alternative was to make the sword an external graphic effect but that won't work either again due to file size constraints and animation stuff (in some animations, the normal sword is rotated at both the RHaveN and the SwordN, meaning that the rotation will look strange).

So the point is, there's no Ultima weapon.  Sorry guys Sad  However, there be a cool aura Smiley

Well, it depends. What do you plan to do with the Ultima weapon?
15  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Cloud Strife v0.5 Released! - Omnislash V5 Preview on: February 09, 2011, 03:08:14 PM
Are you using Throw Attack Collisions for the new Omnislash? If so, you're the first to ever do it Cheesy
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