Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 ... 12 13 14 [15] 16 17 18 ... 115
211  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman Fixing in progress... on: September 21, 2013, 10:29:11 AM
Can't wait!

Man, you really do work fast.
Thanks, i just enyoy what i do Smiley
212  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman Fixing in progress... on: September 21, 2013, 06:28:21 AM
I'll take a look at it. If not, you might have to give it another characters AI. You could also compare AI's to other characters to try and develop the best one you can get
Hey thanks Smiley
Btw the next video preview will have sounds! yay-
Big announcement
The next video will be release video! Stay tuned this week Smiley
213  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Villager Joins the Brawl! -Video Preview added to OP- on: September 21, 2013, 03:56:06 AM
I like where this is going Smiley maybe soon we can have Villager vs Megaman Smiley
214  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman Fixing in progress... on: September 21, 2013, 03:18:05 AM
I know, the artibutes is not done yet, but it will be.

Post Merge: September 21, 2013, 05:28:00 AM
Well. I didn't understand a [censored] about AI Script so..
215  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman Fixing in progress... on: September 20, 2013, 04:24:53 PM
This... This is the story of my life xD

Lol but what's left to finish for Megaman?
look again xD
216  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman Fixing in progress... on: September 20, 2013, 04:18:17 PM
Long time no see SouthCraft. Yeah, I have been gone for a while, but I kept an eye out for good PSA's every so often. I happened to stumble upon Megaman and how you were creating it so I had to stick around and see the progress. I am actually gonna start brawl hacking again which is great news too.

Anyways let me stay on topic lol. Megaman sounds like it came a long way and I'm glad to see that it's almost done. I would give feedback, but I don't have it AND everyone else already gave productive feedback as well. All I can say is, Great Work SC and can't wait to use this:)
Well this is great news! im glad you figured it out, as i did.
haha Guess I'm not. We all love what you're doing and want it to be as good as it can be. Me being a jerk isn't gonna do that.

Okay, that makes sense. It's not a huge deal.

By the way, once the project starts wrapping up, you should really consider getting some modules working, and if you'd ever consider it, a P:M version. It's already going to be basically done if you make it similar to SSB4, minus dashdancing and stuff. People are flipping out about the new clone engine and have been mentioning Mega Man like crazy. You'd probably be hailed as king (by me, even) if you made a version over ROB or someone like that.
KingSouthCraft?? lol. I think if someone knows how to do that it's SonicBrawler. And my type of brawl is no tripping. I hate the tripping, its so useless. Its ok for funny characters like Deadpool but not Real Heroes like Mario, Link, Pit Etc. They never tripped in their games so its no use they should in brawl. but yeah thats how much i raged when my character tripped for the first time..... OFF TOPIC ALERT!

Post Merge: September 20, 2013, 04:23:29 PM
Pretty much whats left is:
SFX
AI
CSS stuff
Balancing
Video.
For V1. But tomorrow i will be busy all day most likely, so.. Don't get mad at me if this doesn't happend. Its just a chance. It might be released V1 this week. If we get the SFX pack done and the side smash gfx fixed
217  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman Fixing in progress... on: September 20, 2013, 03:57:20 PM
There's a thing where you can edit the script of the AI to match the PSA. That will fix one problem.
Haven't seen you in a while. Ill check it out.

Warning: huge block of text. Hope you find this useful.
Note: My opinions, while possibly influenced by my preference for Project: Melee over vBrawl, are meant to reflect what I think should be changed for vBrawl play. Game-play and testing to form my conclusions were done against level 9 Mario. By the way, I'm deliberately trying to be really tough on everything to make sure it's as good as it can be for the final version, so no hard feelings, okay?

AAA/”Jab”: As Chaos_Knight said, being able to fire each shot manually would be great. Non-Buster arm is sort of messed up during the shooting.
Side-Tilt: Same as Jab except the start and stop animations seem a little too sudden.
Up-Tilt: I really, really like it. It might be better if it could go just a little higher and/or had some effect, but I'm not sure.
Down-Tilt: Animation is solid. It might benefit from going a little further, but I wouldn't go crazy with it.
Dash Attack: A couple problems here. The move lasts too long IMO, and there's a lot of end-lag for a dash attack. I also get this quick yellow flash across the left hand side of my screen right before the tornado goes away.
Ledge Attack: Not sure if it's from Ness or not, but it's good until we know the real one.

Side-Smash: Aside from the effects needing some custom work, I think the range could be upped a little. The “overheating” gets a little too large. I think whatever property makes the hit “electric” when it hits a person could just be made to be like a normal hit, to match the pellets. To balance the move, it might be best to put a little more start-lag in, which could maybe look like a smaller version of the charge. That sounds like a lot of problems, but I think this move has the most promise.
Up-Smash: The regular yellow flashing doesn't show up during the charge. The two prongs from SSB4 aren't there (although I'm pretty sure you mean to add them, since neither is the hand). Should probably have more start-up lag. Since it's an electric overcharge, it should probably do something to “taze” the opponent (to make this balanced, I recommend just having opponents stay in the attack the whole time if it connects, rather than stun them afterward.). The model's shoulders bend in an odd way during the charge.
Down-Smash: The yellow flashing doesn't show up during the charge. Mega Man should look down during this attack, and have the fire come from his hands rather than the ground (or however you can make it look like that).

Neutral-B: Is it meant to operate like the SSB4 move or just go straight? If so, I assume this is just a WIP. If not, I think it's too OP of a move, since it can fly on forever and is pretty fast. I would slow it down in either case. The model gets messed up in the shoulder during the throw, and he should be looking towards the blade when he throws it. His Buster becomes a real hand in the new game so he can throw it.
Side-B: This moves pretty fast but was always a great idea. If it got slowed down, and you could reduce the knock-back of the bombs so it's not as crazy as the original item, you're set.
Down-B: I don't think it does anything defensively right now, but it should be able to protect him from one hit or so. Otherwise, it's good.
Up-B: Roll model needs improvements, but that's minor. Mega Man does a really unnatural stop and flip at the top of the jump, but it could probably be easily fixed if he started flipping earlier. There should be some freedom to move left or right during the jump.

Neutral-Air: There's a little more start-up lag here compared to the other buster shots, which I think is unnecessary.
Forward-Air: One of my favorite parts. I don't see any problems as of now.
Back-Air: Too slow all around, and the effect is too big. Has potential, though.
Up-Air: It was really hard to test this without someone to test with, so this could be somewhat off. I think it's too slightly too slow, and should last a little longer.
Down-Air: Probably my favorite part of all this. I think it might be better with some smoke or something from the wrist so it's more obvious that he shot his hand, but that's a minor nag. For balancing, it could use a tiny bit more start-up lag, since it could get pretty OP. Good job.

Grab: Should probably hold them like the Guts Man power up does in SSB4.
Pummel: Maybe you could do something kind of like Donkey Kong's pummel?
Forward-Throw: not sure
Back-Throw: not sure
Up-Throw: not sure
Back-Throw: not sure

Idle Stance: Needs more life (even for a robot). He could slightly sway or something.
Min Walking: He does this tiptoe thing, which I think is from Ness. Could probably go, but I don't know what should replace it.
Medium Walking: Fine with me.
Max Walking: His body should probably face more forwards. The shoulders get messed up.
Dashing: Might benefit from a new animation, but it's not bad. His speed seems about right.
Aerial Speed: Too floaty. Mega Man was known for tight platforming, so getting his aerial control down is so essential. His aerial game should be one of the best IMO.
Jump: Speed and height seem good to me. Might want to face forward more like the walking pose.
Double Jump: Could use a different animation than the first jump, but it's not that important.

Side-Taunt: I don't get it. haha
Up-Taunt: Looks like it would be cool, but there's that explosion of blue.
Down-Taunt: Perfect minus the effect.

Model: Pretty darn good. The expressions/eyelids could use some touch-up, though. If his eyes could be made to move, this would bring a lot of life to him by allowing him to look at the things he's shooting or throwing.

Hanging from Ledge: Needs to use two non-Buster hands, or could hang with one hand.
Shielding: Too low on body, and he needs a pose for it.

Playstyle: Very projectile based (obviously). I think his strength is in his aerial game and weapons. He's gonna turn out to be awesome.
Rating: 7/10 current, 10/10 potential
EDIT: I didn't really do any hitbox testing. I can try and do it tomorrow, but I've got to get some more things done today.
wow this is really helpfull feedback, i see your not one of these c*nts i was talking about. the only thing is, the rush model has to be low poly because if not it is 200kb! and that is more than the PSA file of Sheik. which is massive for a model.
218  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman Fixing in progress... on: September 20, 2013, 03:10:13 PM
Ah yes GTA 5, honestly I'm getting a little tired of seeing so many let's plays of that game being recommended to me. Anyways I think Mega Man is coming along really nicely by the feedback, look forward to the release of the beta, and another blue man but again we already know about that. lol
yeah that other blue guy....
Sonic right? Jk
why did you open this?
219  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman sent to testers! And 200th page reached!!! on: September 20, 2013, 02:54:36 PM
Pretty much what SonicBrawler said.

Though a few things:

AAA, it should be firing 1 shot per button press, not 1 and fire 3 at once.
Crouching animation needs to be changed.
Side-B seems a bit too fast imo.
As a CPU his AI seems pretty bad imo, even with the lvl 16 code. I just watched a CPU fight between him and Mario. Mario won.
And of course, the model exploding when he does N-Taunt.

But overall, a great PSA.

Btw, do you have someone making CSS stuff? Because I was in the middle of making CSPs for my and GBC's Megaman recolors and I thought I'd lend you mine for release.
I know the aI is crap, he still thinks he has pk tounder... and i don't know to be honest. KTH is leading the project so if he's doing it or Dot or even GBC only he knows. I can't ask him right now be cause he is sucked into GTA V at the moment
220  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman sent to testers! And 200th page reached!!! on: September 20, 2013, 02:12:57 PM
My review on teh PSA

aaa- good

dash attack- love it

side tilt- love it
up tilt- animation is a bit odd at the end
down tilt- brilliant

a air- good
forward a air- good
down a air- good
up a air- closed eyes look odd
back a air-  good

up smash- animation and gfx look really odd.
down smash- animation looks odd
side smash- really good

n b- good
side b- having more than 1 is a little bit OP
down b- eyes look weird when using this move. good other wise
up b-  good

of course needs a final smash

etc-

up taunt he stretches across the screen
remove gfx on down taunt

over all a good psa. i am totally using this

Over all 9/10
thanks, how did you manage to review the psa so fast? i mean i sent you the files on mediafire 3 secs ago? so far i got
on the metal blade (ground) he doesn't have the blade on his hand, in air he got it
- make megaman shoot a bit faster on his neutral attack
- make all the air attacks faster except for the down air
- make the up air spawn closer to the hand and have it do a bit more hits
- fix the side smash pose as well as make him shake a bit while charging
- change the mvc taunt to the megaman 7 taunt
- have the jump be less floaty
- up taunt he stretches across the screen
- remove gfx on down taunt
- change animation on Up, down smash and up tilt
- Get a good AI for him
- Balance the PSA
- make the sfx
Feedback from Leon Exodio, SonicBrawler, GBC, KTH, Myself
221  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman sent to testers! And 200th page reached!!! on: September 20, 2013, 11:50:14 AM
Okay, that makes sense. I'll try using your stuff first and maybe try extracting it to my stuff later. If I figure it out, I'll probably write the .txt and send it to you, because I'm sure some people would get confused.
its a BETA and that doesn't need to be perfect. But at Final release it does Wink
222  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman sent to testers! And 200th page reached!!! on: September 20, 2013, 11:43:08 AM
That's all in the common3 and can be transferred to other ones, though, right?
just extract replace everything but the models if you already have some other. Because it does so the bomb only does 5-10 damage instead of 18-23 damage
223  Super Smash Bros. Brawl Hacking / Model Imports / Re: GBC and Dot's Derp: Oh yeaaaah....it was GBC's Birthday #Forever Alone on: September 20, 2013, 11:09:41 AM
Yeah happy late birthday. I got something i want you and Dot to test if you check the Pm.
224  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman sent to testers! on: September 20, 2013, 11:07:02 AM
If you're still looking for testers, I'm able and willing.
no im sorry, the testers are chosen.
225  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SouthCraft's Forest of Doom: Megaman sent to testers! on: September 20, 2013, 09:59:25 AM
Oh, okay. For the final product, I think there should be a .txt explaining how to put the Crash Bomber stuff into someone else's common3. I'm using a pretty basic set to test your stuff but otherwise I'd need to insert it manually.

Congrats!

Applause Crowd Cheering sound effect
wait its not only model its an item PSA aswell
Pages:  1 ... 12 13 14 [15] 16 17 18 ... 115