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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ragna the Bloodedge on: August 25, 2009, 02:17:57 AM
Version 2.0 has been released! I redid the entire changelog, as the character has gone through A LOT of changes. Check the first post!
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ragna the Bloodedge on: August 12, 2009, 07:21:28 AM
You could try looking at attacks that act as grabs, like G-Dorf's Side-B. I dunno, I don't realy know how it all works since I can't actually use PSA.

But anyway, this is my favorite moveset so far, most everything else is just 'elemental' this or 'uber-powered' that.

That was actually the first thing I looked at. Tongue But with all of the unknown event IDs/parameters and such, it makes things difficult. I could get him to change animation no problem, but the throw collisions would never 'catch' the opponent. Still looking into it...

And I appreciate the praise. Smiley Hopefully, he'll only get better... xD
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ragna the Bloodedge on: August 11, 2009, 09:38:00 PM
my favorite moveset hack out of everyone ive tried on this site.... could you possibly help me figure out how to change the animations liek u did with ur UPsmash and attack 12???? i want to make movesets like this in the future. since ive gotten ragna it became my main Cheesy


Thank you. Cheesy

Changing attacks into new ones requires A LOT of trial and error(for the hitboxes mostly). For now,  if you're looking into changing animations, its as simple as putting the name of the animation you want in place of the animation name you are replacing. If you wanto know more,  just ask.

So I finally came around testing it.

Jab is interesting, the turnaround part kinda confused me but there's a system behind when he turns around and when not, right?

I like the concept of SideB, are you going to add more hits to it? And I think changing the required button press to B would be more convient, but that's your decission.

I'm looking forward what you'll be able to do with this in the future


Thanks for testing. Smiley

Jab is quite interesting lol. Yes there is an element of timing associated with it. Delaying your button presses will result in Ragna turning around. This was on purpose, and it adds to his uniqueness and his mixups/mindgaming ability. I do admit it DOES take getting used to, but its fun.

Current plans for Side be are to add an aerial portion to it. This has yet to be decided...unless someone knows how to create an aerial grab(this has been giving me trouble...). And yes, B would be more convenient, but I chose "A" so that you have to commit to your followup if you choose to do so.

Currently my issues are finding out how to do an aerial grab...and this post I made in the help section awhile back: http://kittycorp.freecp.net/index.php?topic=1242.0. This has been the most difficult and I've been hoping to figure it out...but no luck so far.

Thanks again for the critiques and I'll try and keep working on it when I can. Though the aforementioned roadblocks are halting progress somewhat... :/
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ragna the Bloodedge on: August 09, 2009, 11:13:02 AM
Awesome!!! but the links are broken
Thanks for pointing that out. That's what I get for copy/pasting and not rechecking everything >.>

Fixed.

Great work on this moveset. Haven't gotten around testing it but I've seen a vid of an earlier build and I must say that UpSmash really inspired to do something similar for my series' Ike.

SideB sounds interesting, I'll post my feedback once I've tested it.
Thanks for the feedback. I'll be looking forward to here what you and others have to say. Smiley
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Ragna the Bloodedge - Version 2.0 on: August 09, 2009, 08:36:14 AM
Original Post: http://www.smashboards.com/showpost.php?p=8212561&postcount=953

----------------------------------------------------------------------------------------------------
Ragna the Bloodedge
Version 2.0



Character concept by: Rykoshet
Coding by: Kirk

PAC DOWNLOAD

TEXTURE DOWNLOAD
As pictured above.

DEMONSTRATIONAL VIDEO

Courtesy of Rykoshet.

----------
This is my 2.0 release! A LOT has been changed from 1.0. I essentially re-coded every attack in attempt to fix some balancing issues, as well as add a lot of new things. So, here is a brand new changelog.
----------

Idle Stance
--Animation has been changed to Ike's Victory Pose #1.

Dodge Rolls
--Left and Right Roll Animations have been changed to Ike's Tripping Rolls(how he rolls getting up after tripping).

Jabs
--Jab1 Damage reduced by 1%.
--Jab2 Animation changed to Bthrow. 10% chance to trip.
--Jab3 Animation changed to Dsmash. First hit sends into the second. 30% chance to trip.
--One can hold "A" to perform the full sequence without delay.

Dash Attack
--Damage reduced by 1%.
--Added Darkness graphics to the blade.
--Increased IASA frame slightly.

Ftilt
--Animation changed to Tilt Item Swing. Slides forward when used.

Utilt
--Animation changed to Usmash Attack. Hits on both sides.

Dtilt
--Animation changed to Jab2. Acts like a poke. 5% chance to trip.

Fsmash
--Start/Charge Animations changed to Smash Item Swing Start/Charge.
--Tipper does more damage and knockback; very low trajectory with darkness effect. Has a cinematic Hitlag effect.

Usmash
--Start/Charge Animations changed to Dsmash Start/Charge.
--Attack Animation changed to Up Throw.
--3 Hit Attack. 1st hits behinds, sends to the front into the other 2 hits.
--Frontal hits deal more shield damage. Has a cinematic Hitlag effect. Last hit has darkness effect.

Dsmash
--Start/Charge Animations changed to Usmash Start/Charge.
--Attack Animation changed to Smash Item Swing Attack.
--6 Hit Attack. 2 frontal > 2 behind > 2 frontal. Last hit has darkness effect.

Nair
--Altered trajectory to be more horizontal(70 --> 55 degrees).
--Added IASA frame at frame 55.

Fair
--Tipper does 1% more damage, darkness effect, and x1.5 hitlag.
--Shortened autocancel frame from 45 to frame 35.

Bair
--Reduced damage by 2%.
--Added Darkness graphics to the blade.

Uair
--Animation changed to Ike's Final Smash Initial Hit.
--Reduced damage by 3% and reduced knockback.
--Tip of blade does 1% more damage, darkness effect, and x1.5 hitlag.
--Added Darkness graphics to the blade.
--Shortend autocancel frame from 53 to frame 51.
--Added IASA frame at frame 55.

Dair
--Darkness effect and x1.5 hitlag added to the spike tipper hitbox.

FThrow
--Animation changed to Heavy Item Forward Throw.

BThrow
--Animation changed to Heavy Item Back Throw.

UThrow
--Animation changed to Heavy Item Up Throw.

DThrow
--Animation changed to Heavy Item Down Throw.
--Upon first use, automatically sends opponents back into a regrab.
--Second time Dthrow is used, uses old Dthrow Animation.
--Second Dthrow knocks opponents into the floor. Acts as a tech chase.
--Reduced damage for both portions of Dthrow.

Eruption
--Removed ability to charge while grounded.
--If charging in the air, it will automatically release upon landing.
--Added IASA frame at frame 45 of the attack if airborne.
--Further changes still in progress.

Quick Draw
--Removed ability to charge.
--Attack Animation changed to Item Swing Jab(I.E. Beamsword). Has Darkness graphics around the fist as well as a Darkness effect. Has a cinematic Hitlag effect.
--Added condition for 'If "A" is pressed,' a followup attack will be performed.
--High Ftilt Animation used for followup attack. Has a Darkness effect.
--If used in the air, the followup attack will use Ike's Counter Animation instead.
--Changed helpless fall state to normal fall in the air.
--Additional follow attacks are planned for a future release.

Aether
--Super Armor adjusted. Begins on frame 5, ends when sword is released.
--Added Auto-Snap on the way up(frame 26 after sword is released).
--Altered trajectory of first hit to be more horizontal(~90 > ~75 degrees).
--Added a Button Pressed Condition(X/Y).
--If Button Pressed Condition is met, if Forward, Up, or No Direction is inputted, a Forward Spiral is performed. If Back or Down is inputted, a Backwards Flip is performed.
--In either case, if 'A' is pressed, a followup plummeting spike attack is performed. If 'B' is
pressed, a followup attack is performed using Ike's Uair Animation, coupled with a momentum shift in the opposite direction.
--'B' Followup attack is still under construction(Needs improvement to make this option more useful.)
--This entire event series is still under construction, naturally. There are a few graphical bugs here and there, and are planned to be fixed in a future release.

Counter
--Start Animation(grounded) changed to Ike's Victory Pose#2.
--Counter activation frames adjusted.(11-33 --> 6-28).
--Upon successful counter, action is changed into a grab.
--Aerial Counter is still under construction.
--Further ideas and renovations are planned to be implemented in the future.

Attributes
--Running Speed increased slightly(1.371 --> 1.5).
--Uair Landing lag decreased slightly(18 --> 14).

----------

So there you have it. Comments, critiques, criticisms, etc. are welcome, as usual. Please let me know your opinions or if you find any bugs so that I can help better Ragna in later versions.

Enjoy!
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