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196  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Yaridovich Update on: January 25, 2013, 03:48:59 PM
I'd only make it if I could come up with a fun and interesting concept to go with it. I'm not a big fan of those stages where they are completely static and only have a flashy background as their main feature. As iconic as it might be to some, it would be a relatively bland place to fight.
Hm...

Well, for a touny banned as hell stage.

You COULD make it based on that part where you can go down the tree trunks. And can fight underground, as well as above ground...

...

But... Hm... That would have some SERIOUS "cave of life" issues... But eh, do what you want.

Geno and that area are... While interesting, a bit overrated. I can wait. I'd rather have some other memorable areas/characters from that game.
XD
197  Super Smash Bros. Brawl Hacking / Stages / Re: ItalianStallion's Stages [Hidden Oasis v3 RELEASED!] January 21st 2013 on: January 24, 2013, 10:24:02 AM
Alright, I just did a video for the stage.
Brawl Stage Showcase: Hidden Oasis V.3 Released!

I hope everyone likes it. Smiley
198  Super Smash Bros. Brawl Hacking / Model Imports / Re: [General] Custom made models on: January 22, 2013, 09:39:51 AM
used the effect "stroke" to make a lineart on the eyes o.o
can try to redo that and make it softer
I don't think you need to.

Just alter it a bit. There should be a blur brush, or something. This should basically add more depth to the line art.


Also, for getting started with the other textures... You can borrow things from other characters. Even things from other games. Just make them fit in. That's what I do when trying to texture.
199  Super Smash Bros. Brawl Hacking / Model Imports / Re: Aafyre's Unorganized Mess - Machamp! on: January 22, 2013, 07:40:42 AM
should i ask why he has human color? and without a psa its a shame its second arms will just be there lol also snoopy said each arm has 2 finger bones? you should rigg 4 finngers to one bone and the thumb to another so he can make fits to whoever is going to rigg that
Just to answer that first question... He's not textured yet.
200  Super Smash Bros. Brawl Hacking / Model Imports / Re: [General] Custom made models on: January 22, 2013, 07:15:34 AM
Hm...

The eyes' textures look kinda pixely.

Try using... Maybe the blur brush on the outer part of the eyes? That might soften them up.
201  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ridley Final Version got a mini update on: January 21, 2013, 09:45:56 AM
ridley has  a dead sound from his boos battle like 4 seconds long the problem isnt the id the problem  is where to replace it on the .pac since i its not on the subactions its probably something hardcoded wich reidrects to a hidden sfxid or something
Hm... I wonder if Eternal Yoshi would be able to help with this question?

Anyway though... I guess that's not a big deal right now. I think focusing on fixing up the problems I mentioned would be higher priority. The death sound can come in the finalizing phase. When everything else is sorted out.
202  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ridley Final Version got a mini update on: January 21, 2013, 09:16:01 AM
not that simple since there isnt a dead animation so its sound id isnt on the subactions most likely
Well no. But my guess is. All the Ridley sounds are bunched together. Just in hex keep moving up, or down the sounds list near the "roar" sound.
203  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ridley Final Version got a mini update on: January 21, 2013, 06:51:23 AM
if i know where the dead criyes are i would but i dont know where they are :S
Hm... I'd say test it. Make a test Ridley, that does his idle 2 over and over. Then keep replacing the sounds until you find the value? You're bound to encounter it at some point.
204  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ridley Final Version got a mini update on: January 21, 2013, 05:51:13 AM
Hm... I feel like you ignored most of the feedback I gave...

Up air doesn't seem too different. Ridley's still got too much of a grab range. He can still chain grab. Up smash still seems kinda like it has too little lag... Not sure if it's start up, or end lag. I'm afraid if there's too much end lag though, he might be punishable, even if he lands it right at 0%... Perhaps if it has more base knock back on the last hit, but less overall growth to balance it out? So it kills at the current percent. But knock the foe higher at 0%?

Also... Side taunt lacks a roaring sound. It should be the roar from the up taunt.


...I just thought of something too... Is it possible to change Ridley's death cries? Bah... I guess if that was possible, it would have already been done...

Anyway. Please take this feedback, and my past ones into consideration when you update this again.
205  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ridley Final Version got a mini update on: January 20, 2013, 06:21:46 AM
this?

well i dont know wich sound cronny changed for the foward throw i liked mine i guess i can change it back

guess i could give claw gfx  and the down smash sound on the arm swing

i m really not good with wind or dus gfxs since i have no idea how they are controlled

well i had to cut back on the downB gfx becuase of lag so adding another fire gfx will probably lag again, when we learn everything about reff i can make it look like metaridley frieball from its boss battle since  it has a fire aura surrounding the ball wich is reff and we dont know how to get it.

i will take out ridley third grab hitbox that should make him less of a graber like it was before.
That, and this.


*Editing out some of this, just to get to the bigger picture.*

...And now for an edit. His side throw can chain grab even in the released version. But only twice on Meta Knight.

To fix this... Yeah, more base knock back, a bit less growth to compensate... I'm not gonna lie. I feel REALLY dumb for not seeing this sooner... I'm very VERY sorry.

And his down throw also can chain grab... MAN I feel stupid for not noticing this... It works pretty much like Dedede's chain grab too. So... A knock back growth increase might remedy this. MAYBE a SLIGHT chain grab wouldn't be that bad, if it only hits twice at 0%. Dealing 18% damage. Then it doesn't work after that?

Up air, as I thought, DOES have a MUCH larger hit box. In the released version. It hits the foe near Ridley's head. In Crony's, it hits with the wings... And still has as much kill power as the released version... And the hit box is out as long as the released version, so you can pretty much fall on a jumping (or falling) foe, while doing up air. And possibly kill them with it.

Up smash might need a tad bit of end lag, or start up lag. Since it is fast, and has a very large set of multi-hitting hit boxes.


Now then. I should mention some good things about this update. It seems like you fixed the up B animation in the process. So it looks more natural when he goes into the glide state. I think in both this version, and the released version, you can do a few ledge shenanigans by letting go of the ledge while holding it. And doing another up B as soon as you can. But there's not hit box during the up B, and he's not always invincible during this. So it's no big deal.

And the graphic changes are all rather nice. The projectiles being absorb-able is a welcome addition.

*More editing out stuff*

206  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ridley Final Version got a mini update on: January 19, 2013, 11:58:33 PM
Okay, so now Ridley has two taunts, out of the needed three.

Very nice looking I must say.


Also, Carnage. Did you see my feedback a page back? In the spoiler tag? There's some things that need fixing even in the main build. Not just Crony's.
._.
207  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ridley Final Version got a mini update on: January 19, 2013, 02:26:43 AM
Alright. Down throw, and forward throw look better now.

Although... The sound effect for forward throw seems odd. Sounds more like he's shocking the foe now. Rather then grinding them through the ground.

The claw GFX... Not sure about. Since this makes it more obvious that the first two hits of AAA are ripped from Charizard. I wouldn't mind as much if the animations were altered. I also wonder what the forward smash would look like with the GFX. And since we're in the "polishing phase"... Maybe forward smash should have a more pronounced sound when used? I think what it has now, and the sound down smash has when it's used, for when he swings his arm.

And up tilt... Perhaps it should have a little bit of the dust GFX? Well, one of them anyway. Look at say... Marth's up tilt. Reference that, except the dust should go the other way. Since his tail is swinging forward, rather then behind him like Marth using his sword.

Might as well go full nitpick mode here with the GFX. But I wonder if down B's projectile GFX can look better?
Keeping the model, and how it grows, but also have a normal fire GFX that grows with it? If that's not possible. It's alright. Since the neutral B was annoying for Carnage to program. And it had a lag issue at one point in development. So again, this was a simple nitpick. It doesn't need to be changed if it might mess up the move in any way.


I should note why Ridley's grab range is too much though. He has as much grab range as Toon Link... Toon Link's has a lot of end lag, Ridley's does not. The only thing outside of projectiles with the range of Ridley's throw, is his AAA combo. And keep in mind, grabs are unblockable. You can only spot dodge it. And considering how quick it is. Along with how much range it has... This might not always be easy. Furthermore. Ridley has VERY powerful grabs. Including up throw, which can kill Mario at 152% damage on Smashville.

With these (save for the nitpick). And the other changes I suggested in my previous post's spoilers... And the unchanged animations being changed. This should be a good update.
208  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ridley Final Version got a mini update on: January 17, 2013, 11:48:13 PM
Okay, just tested this build.





As you can see... Yes, the neutral B can now be absorbed. Reflectors also... While not REFLECTING, they nullify the projectile. So Ridley's projectiles are more fair then most PSAs at least.

However...


This is his grab range.

I felt his original grab range was just fine. It just needed an animation to better suit it... Like a claw swipe.

Similar to Bowser's side B. But at the same speed as this current throw, and more... Vicious, and aggressive.

...And now for an edit. His side throw can chain grab even in the released version. But only twice on Meta Knight.

To fix this... Yeah, more base knock back, a bit less growth to compensate... I'm not gonna lie. I feel REALLY dumb for not seeing this sooner... I'm very VERY sorry.

And his down throw also can chain grab... MAN I feel stupid for not noticing this... It works pretty much like Dedede's chain grab too. So... A knock back growth increase might remedy this. MAYBE a SLIGHT chain grab wouldn't be that bad, if it only hits twice at 0%. Dealing 18% damage. Then it doesn't work after that?

Up air, as I thought, DOES have a MUCH larger hit box. In the released version. It hits the foe near Ridley's head. In Crony's, it hits with the wings... And still has as much kill power as the released version... And the hit box is out as long as the released version, so you can pretty much fall on a jumping (or falling) foe, while doing up air. And possibly kill them with it.

Up smash might need a tad bit of end lag, or start up lag. Since it is fast, and has a very large set of multi-hitting hit boxes.

Now then. I should mention some good things about this update. It seems like you fixed the up B animation in the process. So it looks more natural when he goes into the glide state. I think in both this version, and the released version, you can do a few ledge shenanigans by letting go of the ledge while holding it. And doing another up B as soon as you can. But there's not hit box during the up B, and he's not always invincible during this. So it's no big deal.

And the graphic changes are all rather nice. The projectiles being absorb-able is a welcome addition.

One more thing... I have a suggestion. Down throw's GFX... Is it possible to make it look more like he's roasting the foe? And not both the foe, and his head?
XD

Also, forward throw... Perhaps you can use the sparks from the dash attack on this? Instead of a bunch of normal hit sparks? That might look better.

Other then these things I mentioned. It seems like he's alright. I just can't believe I missed such balance flaws in the original release...
209  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ridley Final Version got a mini update on: January 17, 2013, 02:26:48 PM
I still say the grab range was acceptable before... It needed an animation that fit it better. But it didn't allow for chain grabs.

I will give this update a try later, I'm too tired to right now... Though shouldn't you have made the neutral B projectiles also be able to be absorbed? That would make sense.

(Though I thought you couldn't make fake projectiles work like real ones...?)
210  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ridley Final Version got a mini update on: January 17, 2013, 09:59:49 AM
i told crony that since ridley is 1.4 in psa his grab hitboxs are also grown by 1.4 wich makes him an OP grabber  which can grab without end lol i letted the old grab hitboxes stay like they were becuase of that


Alright. Good.

Only thing left for these minor touch ups... Would be animations for the rest of the taunts. Victory poses. And MAYBE a grab animation to match it's grab box? Maybe he can grab the foe with his claws, rather then his mouth?

Also, the reason I said this version of the up smash should be slower? The one in Crony's build gives you an INSANE amount of control over platforms above Ridley. Sure, it is punishable... But when below a platform. I bet it could give players a bit of a tough time... I might have to test that further.

It should also be noted that one of the hits, even hits foes below the highest platform on Batttlefield, from the main platform. It also has a bit of a Hurricane Kick like attribute. Low moves won't hit Ridley while he's spinning.

Also, make sure you look through this build before releasing it... There's likely changes that I haven't found yet... I feel like something is different with up air, like the hit box is bigger, and lasts longer, which seems a bit too easy to hit with now... But I could be very wrong about this. I might have to get out the ZSS version to compare at a later time. Tongue
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