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241  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Upcoming PSAs Chrom Final Beta Released on: February 12, 2014, 06:34:24 AM
Lol HD. I love how you pop into people's threads with collab material.

I shoulda subbed this some time ago, this stuff's good.
242  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 11, 2014, 08:02:21 PM
LMFAO, goes absolutely perfect with the Raptor PSA. xD

I'll get this in the preview ASAP. Wish you'd of used the F-Smash at least once, but trust me, I know how hard it is to remember your ground-game with his PSA, haha. Lovin' the BAir abuse, ha.
243  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 11, 2014, 07:24:34 PM
You should remove the dust GFX from the Jab. While you're at it, try using the SFX and GFX of Attack11 and Attack12 from vBrawl Charizard.
Noted. This should be simple.

Dash Attack should have a bit less startup (use a Frame Speed Modifier code of 1.25 until the collisions start, then put in a FSM code of 1). It should also have less fire GFX (as it's a bit laggy) and maybe a red flash effect until the collisions terminate.
To be honest, I added 3 frames of lag since the last update. taking those out should do the trick, it was a rather unnecessary change, haha.
ALSO, yes, less fire. Can you believe the initial beta of Charizard had TWICE as much fire? xD I had no frame of reference for what I was doing, lol.

Side Smash should have a "sex kick" effect to it. Or you should decrease the distance Charizard gains when using it. Also, the "Critical" effect should have a single hit, not multiple hits.
Sex Kick? You mean that stupid NAir move. Do you mean to say it's hitbox should be super powerful initially, and then have less knockback afterword? I admit the F-Smash has a tad too much knockback right now, so that might be a good idea.
BUT, concerning the critical?... I agree and disagree. After playing the hack for a good couple o' hours, I can agree that the current critical is inefficient. So far I've only landed a full critical once. However... a single hit would be CRAZY OP. You've got to remember, I'm functioning strictly on in-game Pokemon mechanics. A critical has to deal 28% total.

...But I think there's a compromise here. Four hits is way too unpredictable, but one hit is way too powerful. So... I'm gonna see how two hits of 14% works out. I think the results should be pretty sound.

Back Air has too much range. Decrease the size of the hitboxes a bit. You can hit foes that are in front, behind, and above you.
Deeeeefinitely taken note of that little bug, haha. The size changes should work; I'll reference the attack in Brawl Box 68.b to see what's up with those silly backward hitboxes.

Forward Air and Back Air should have a sour spot (area that does less damage). Because 16 and 14 Damage for all hitboxes it a bit much.
...Like I said earlier, I've got to keep it strictly based on Pokemon mechanics. I'm a total purist, lol.
In fact, I gave both moves a lag nerf of like, 9 frames. That's a pretty big deal. And, considering the air-borne nature of this hack, the moves get stale pretty quick.

I'll down the knockback and possibly slow the attack(s) down even more.

Back Air should get a slight increase in damage. Its start up lag is higher than Forward Air.
I know for a fact that the BAir is 4-5 frames quicker than the FAir.

One way you could balance out the flight mechanic is be reducing Charizard's knockback resistance (weight attribute). Another thing you could do (though this would be incredibly OP, but fun) is allow verical movement.
Due to the current bug making Charizard's upward resistance much weaker (he hovers a tad during Damage animations), the weight change you suggest is... basically already applied, no matter what I do. o_o

I hate this stupid bug. I have a "Move Character" effect on every single aerial damage animation, and I have all of the animations moving downward at a steady pace. No matter HOW far downward I make the animation, the bug persists! Tsk. Momentum SubActions may be the answer.

...I've tossed the Vertical Movement idea around. Ultimately... I think it would be just the tiniest bit too OP. The nerfing I'd have to do to compensate would make the hack much less fun. ...That, and I'm not particularly sure how I would could this.

Animations: I know wings are difficult to Animate, though look at Charizard's Animation in X/Y (assuming you have X/Y). Try to make something similar for your falling Animations.
...Technically, they were loosely based off of those animations. As Lito confirmed, I don't have the game; but YouTube has what I need for that. I'll see what I can do.

I might make a video for this. Keep it up. \o0o/
!!! Yes please! My normal video-guy is... inactive as of late, haha. Some footage would increase my download count help people see what this is all about.
244  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 11, 2014, 05:38:19 PM
^ I'm lyk 110% sure there is. I can't find it right now though.

Aaaaaaand that being said, Charizard 38.10% is ready for download!! Everybody's suggestions have been entertained, along with various technical fixes, and the results are quite lovely.

- Completely new Fall animations. Now they loop perfectly. Looks MUCH better.
- Sound effect bug fixed: the Fall animation would play the wing-flap SFX once, and then stop. A simple Set Loop command patched things up.
- Fast Fall speed now a tad faster. Lito, you should be pleased.
- FallSpecial speed also increased. Meaning, after an Up-B, you hit the ground faster. You do stop flying, after all!
- Hidden Fire-Flag in Rage (DTilt) deleted. Had no idea it was there, lol
- Slash effects added to Scratch, as per KJP's suggestion/reminder
- Completely new Dash animation, as per KJP once again
- Touch-ups on Back Air animation


And the finishing touch... SLASH is now Charizard's new F-Smash!

Now, balancing this move took some serious brainstorming on my part. Its ATK power in Pokemon is 70, which translates to 14% in Smash. That's a fairly weak F-Smash... BUT, the move ALSO has an increased critical hit rating, and I really wanted to incorporate it. Trouble is... that critical translates to 28% in Smash. That's a crazy powerful F-Smash.

SO. Here's what I did: I made his normal F-Smash a one-hit 14% attack, with moderate speed and great range.

BUT, using A Bloody Canadian's Luck-Based attack tutorial, I was able to allow a 25% chance that the move would be a critical hit. So as to avoid making the move craaaaazy OP, instead of making it a one hit 28% move, I made it a move with 4 consecutive hits! The first three deal 4%, 12% in all, and the final hit deals 16%. 28% total. And, in order to compensate for the additional power, I added about 6 frames of lag to the critical animation. This way, you get all the sweetness of a legitimate critical attack without the broken-ness you'd expect!

You'll know you're hitting a Critical when you see Charizard flash white several times.

Have fun guys! I worked real hard on this stuff!!
245  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 11, 2014, 08:25:27 AM
All that really needs to be done is Animation touchups. The falling Animations should always have a loop to them. Your current fall animations snap back to Frame 1 after the Animation end.
Yes, the Fall looks a tad strange.
...However, in PSA the SubActions are already set to Loop. :/ Meaning, I have to make the edits manually... Gah, what a pain. Making that animation "acceptable" for release was hard enough as it is, haha.

The arm on the Back Air could use some touch ups.
Really? Yeah, I suppose I could always improve it.

Dash Attack doesn't really look like a flame charged tackle. Why not use the Animation Charizard uses for Dash Attacking with a Battering Item? You should also make the self damage happen only if the move hits, because it's too punishing to the user if it misses.
Good suggestion. I figured the current animation was okay since the flames largely obscure what he's doing, but that's amateurish, haha. I like this idea a lot, thanks.
But I gotta disagree on the last point. We're talking about a Dash Attack with the potential to do... 24% damage. Not to mention a fair amount of range. That's pretty intense, and the damage of 8% is a good way to encourage people not to abuse the move, to be sure it's not gonna miss. PLUS, as far as I'm concerned, an attack that's "too damaging" is a good thing for a character with a relatively broken Flight mechanic. (The damage also compliments Rage in a funny way, haha. See yourself at 160%? Want that extra 2% on Rage? Just do a flare blitz, haha. The trade off is stupid, I know, haha)
However, I may take this into account: You see, in Pokemon, the recoil does in fact only register only based on the damage you actually dealt, as per your suggestion. I overlooked this "True" aspect of the attack for the sake of nerfing the attack, I'm afraid.

The Jab should have a Slash effect SFX.
Ah, so that's what was making it so bland, haha. I knew something was missing. I have a tendency to neglect GFX/SFX stuff every now and then...

The whole flying gimmick seems rather OP.
It certainly seems that way and for now you're probably right.
That's why I'm trying to make his Air Game, his overall game in general muuuuuch worse than before. This is going to be an extremely delicate process, but I'm determined and convinced that it is possible to make a flying character not OP.

Overall. this PSA does have potential. Keep it up.
Niiiiice, thanks man. Hearing that from a PSA master is good encouragement, haha. This will be updated soon.
246  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 10, 2014, 10:31:29 PM
You got me in a lot of spots, however anyone with a good eye and a quick character can literally keep up airing and waiting for Charizard to get back down before they send him up like a balloon.
Yes; half of that is due to the "bug" currently making him hover slightly when damaged, and the other half is due to insufficient fast-fall gravity. These shouldn't be to hard to fix though, so don't worry.
247  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 10, 2014, 08:20:33 PM
One thing I have against it is the disadvantage the flying has. It makes him very easy to combo because he doesn't fall fast. If there is some way to make his fast fall... faster, that'd be great.
Actually, heavy characters are easy to combo. It's his lack of gravity that makes him so agile. That, coupled with his insaaaaane Air Speed. He can dodge anything without even pressing the L/R buttons, lol
Also, any potential disadvantages are literally shattered by the new flying mechanic. As a matter of fact, I had to nerf the hell out of him in order to keep this PSA relatively balanced. His air game is WAY slower now, even a smidgen less powerful.

...But, yes, I should make him the tiniest bit heavier, haha. So technically you're right.

Y'gotta understand, perpetual flight is a MASSIVE boost to a character's game. They have access to almost every part of the playing field, they can dodge just about everything, and on top of it all it increases their recovery abilities by lyk 10000.1%. So naturally, any "downsides" to this hack are really meant to balance out an otherwise insanely broken mechanic.

Other than that... Holy crap this is freaking awesome.
I KNOW RIGHT? I can't stop playing as him!!
248  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 10, 2014, 07:32:35 PM
WILD CHARIZARD APPEARED!

True Charizard [33.33%] is now in the Vault, and boy oh boy is this hack a real doozy. This may just be my best work yet... and it's easily the hardest thing I've ever coded! I had to learn a whoooooole new bunch a tricks to give you this hack, lemme tell ya. You'll NEVER look at Charizard the same again.

Here's the run-down. You ready? Because I don't think you're ready.

EVERY single attack is based PRECISELY on the way it functions relative to the Pokemon universe. Relative, mind you: An attack with 40 Power? In Smash, I would translate that as 8%, about 1/5 the initial number. However, all the attacks adhere to this principle.
And that's not all. Certain special requirements are ALSO included, mainly for attacks like Flare Blitz and Rage. Read on for the big details:

- Charizard can now FLY. Upon taking to the air, you are constantly gliding. While you continuously fall at a very small speed, you're still giving an insane amount of Aerial maneuverability. Fast-falling, while slower than before, will help you reach the ground when you want to stop flying about.
- Jab changed (back) to Scratch. Each scratch (2) does 4%.
- Dash Attack changed to Flare Blitz. A massive, awesome, flaming tackle that's so intense it hurts you! There are a total of 12 hits to land, and if you rack them all up you deal 24%. BUT, be warned: every time you use this move, you take 8%*! That's a recoil of 1/3!!
(*NOTE: The 8% doesn't come all at once. Every time one of the 12 hitboxes happens, you also take .67% damage. So if somebody stops your attack, you only take as much damage as you dealt)
- Down Tilt changed to Rage. Now this move is interesting: it's attack power raises based on the amount of damage you've taken! You max out once you've reached 200%. Your attack power is raised in 6 stages:
1. 0-32%: 4%
2. 33-65%: 6%
3. 66-99%: 8%
4. 100-132%: 10%
5. 133-165%: 12%
6. 166-199%: 14%
7. 200%: 16%
Also, with each consecutive power boost, you'll see a slight difference in the Flash Overlay of the attack. Meaning, initially you look pink. Halfway through, you look red. Most-way through, you look dark red, and all the way through you look totally black. The Hitstun of the attack ALSO rises based on your percentage. Yeah; I got REAL thorough with this one, haha.
- FAir changed to Dragon Claw. It does 16%, just like before: but now, the attack has a blue-flame effect, just like how Dragon attacks are in Pokemon. Also, the move is slower to accommodate for the otherwise broken flight mechanic.
- BAir change to Shadow Claw. It's basically the Fair, but with faster speed, an altered animation, and a purple/dark effect. Deals about 14%. Also, it has an upward Trajectory, as opposed to the FAir's forward one. It's definitely unique; give it a go.
- Aerial Neutral Special animation changed. Check it out. Wink You'll love using Flamethrower while airborn, trust me.
249  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 10, 2014, 02:50:54 PM
Have you tried to get the defensive collisions to work?
The whole .pac got corrupted, remember? I'm putting Ganondorf on the back burner for a little while, haha. Right now I'm absolutely mesmerized by the progress I've made with Charizard.

Seems you got me there. Alternatively you could make it his standard special Brawl Minus style.
And replace his Fireball? Lol

Mario's Hammer becoming his F-air would be amazing. Maybe you could do something like Brawl Minus did with Ness and make a taunt trigger Hammer attacks, so then F-smash could be Fire Hand and Hammer, just through Taunt triggers.
...That's actually a pretty brilliant idea. Lito, your hope for the hammer may be renewed after all. This could also be a nifty way to de-clone Mario and Luigi, since there movesets will be largely the same. With Hammers, I can get creative since there aren't many "True" moves to emulate.

(I'll get to your Wario suggestions later! He's kind of low priority... Absolutely love the Shake Pummel idea tho. Somebody else already pitched it, as a matter of fact)
250  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 09, 2014, 04:11:51 PM
I'd actually think that his Fire Hand animation would make much more sense as a quick F-Tilt. The Hammer just feels more powerful. I mean he literally SLAMS a giant hammer down his opponent. Plus in the games the hammer is chargeable. It would feel twice as true if you ask me.
Actually, a quick Fire Hand wouldn't make any sense; unlike the hammer, which is sometimes chargeable, the Fire Hand always demands a charge.

I'm not using Brawl's "Fire Hand" animation either, by the way. That I could see as an F-Tilt. But this animation will be modeled right after it's M&L sprite animation.
251  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 09, 2014, 02:48:55 PM
Progress on Charizard is moving incredibly smoothly. I was having some trouble with his Dash Attack earlier, but hoooooooooooly [censored] is this an awesome move. This is quickly becoming one of my most creative and unique PSAs.

I was hoping to see Mario's traditional hammer smash as his side smash, but you're the PSAer. Good Luck to you mang.
See, that's what you'd expect, isn't it? Trouble is, then I'd have nothing to replace his boring Ftilt. And, then I wouldn't be able to include his Fire Hand animation from the M&L series.
252  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 09, 2014, 12:34:25 PM
You should be able to copy and paste bone positions just fine. Don't know what the problem here is.
For some reason my computer reacts strangely to different versions of BB. For example, in v68, every time I hover over a bone the entire previewer turns blue. It's pretty stupid.
Things seem to change when I've download it from a different computer, and upload it to mine, I might try that later.
253  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 09, 2014, 12:23:10 PM
Don't worry about it man, lol. Thanks for the advice, but without copy/paste bone animating, I'll do this the old fashioned way. I still don't understand why they'd take the PSA editor out of the latest BB... it seems like such a good asset. :|

This DOES however give me access to your Sheild Bash code, so don't think this was a big waste of time, haha. I got this.
254  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 09, 2014, 11:52:08 AM
I'm still waiting for Mario. I really hope you incorporate his hammer.
The hammer will probably be the last change, aside from Special stuff. I need a model importer for that. I plan on using it for his BAir and FTilts. Same with Luigi.
Mario hasn't been worked on due to minor complications with getting rid of Dr. Mario. But, I know for sure what to do now. Mario deserves some serious attention.

0.68b is the latest version that can PSA
You right click the subaction and go down to rename.
There is no secret, mate.
Apparently not. Once again, right clicking does nothing. I downloaded 68b fresh too.
In fact, it won't let me copy/paste bone positions either, meaning it's worthless as an animator. I think I just ought to go the traditional way... despite how useful seeing the hitboxes in action would be.
255  Super Smash Bros. Brawl Hacking / Project Concepts / Re: True Series Project Thread (ROY! ROOOOOY!!! [62.5%]) on: February 09, 2014, 08:18:50 AM
Thanks a ton HeavyD88. Lol at the phone pics, you could have just hit Print Screen lolololol

Alright then,I like P:M and all,it's that neither of my brothers like it so we play vbrawl and sometimes minus.Which I like anyway and more hacks are vbrawl then P:M.

Still can't wait for next P:M clone engined character.
I assume your brothers are much younger than you, haha.

Yeah, me too. Personally, I've got my money on K. Rool. In part because it's almost certain he won't be in Smash 4 (licensing issues with Rare), and the P:M team has specifically stated they're trying to avoid a clone of the new game. In fact, that's why Mega Mewtwo, Charizard and Lucario weren't an alternate costume...

I hope they put in K. Rool so that I don't have to.
...OH what a giveaway!

Do you plan on doing every character?
Yep. As Scout confirmed, as it is with the Nostalgia Series, so will it be with the True Series. In fact, both projects are actually designed to go as a set. Which leads me to a small announcement: As soon as every main costume for each character is edited, and as soon as each character gets at least 3 PSA edits, both Projects and threads will become merged, and the whole thing will be called "Super Smash Bros. All Stars".

Some of you already knew this, but I thought I'd fill in the new people eyeing the thread.

...Oh, and actually, it may be misleading to say each character will receive a PSA edit. You see, the point of this project is to emulate exactly what the characters did in-game; to replace all the needlessly "unique" material Sakurai threw in (such as Mario's NAir). But, honestly Sakurai did get some characters 100% right. Such as King Dedede.

I know that everything I've released so far has almost everything changed, but that won't be the case for every character by any means...
1/4th of the cast will be entirely changed.
Another 1/4th of the cast will be about half changed.
Another 1/4th of the cast will be about a quarter changed,
And the rest will have anywhere from 0-3 edits.

Post Merge: February 09, 2014, 09:31:10 AM
Alright Heavy, I've got everything in BrawlBox ready. I see the Animations and the Moveset and everything. I thought you were saying every BB build AFTER 68b would support it. Why would they get rid of the moveset edit feature anyhow? But I got just one last problem...

...There's no way to change the name of the SubAction (as far as I know). 0_o Y'know, such as changing NONE to Attack12, for example. I've tried right clicking, double clicking... other... clicking... Nothin'. Haha, this is so basic.
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