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16  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: December 17, 2015, 11:51:02 PM

It baffles me that theres a FF remake in production, and they couldn't use clips from that in smash 4.

Probably because it's nowhere near done? .-.
17  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread on: December 07, 2015, 05:46:42 PM
Flaming Meteor Smashes. This I've got to see.

Indeed. *Whistles* Would love to see that.
18  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: November 20, 2015, 07:58:18 AM
TIME TO F-SMASH ALL THE THINGS. ...Again.

Also, item jab 'cause it is different.


...Other things are different, but, they're mostly just minor things, like extending the first animation of Dancing Blade by 20-ish frames with no real change to the actual animation.

Next up are probably revamps to the other item things.


*Claps* Nice F-Smash Kitsu! It looks really good. I don't see anything that needs critiquing on it.

The Item Jab animation too on Lucina.
19  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 24, 2015, 07:49:01 PM
Long long ago I imported the model of Classic Roll from TvC... and never released it on the vault, but instead kept it as a downloadable on my thread. I then vowed I would make a better Roll model and make that my true release... but that day never came...

UNTIL NOW!



Where's that [censored] theme song?
20  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: October 17, 2015, 09:05:47 AM
^ It's a video game... and a cartoony one at that. Not everything needs to be super realistic with the movements.

Quoted for truth. Exaggeration makes for good animation.
21  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: October 06, 2015, 08:30:14 AM
I'M STILL DOING THINGS TOO. I SWEAR ;_;

Lucina/Marth's new useless meteor smash. I like the animation, and I like that it's a little faster, but I don't like how useless it actually is at its job.

Still a bit funky, but i'll fix that later... ...maybe.


I know you probably noticed these, but I wanted to point them out for others, most of it looks good though:

- The way her sword arm moves is kinda weird after the slashing motion. Her arm snaps into a 90 degree angle bend, removing that would probably smooth that out.

- Her left hand rotates for no discernible reason after the slash. It seems out of place. You probably need a keyframe there.

I don't see any other things to point
22  Super Smash Bros. Brawl Hacking / Model Imports / Re: Dr.'s Model Imports on: September 08, 2015, 08:45:04 PM


That is awesome sir.
23  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: September 08, 2015, 08:53:56 AM

MOAR RANDOM CHANGES.
Changed up 4th side/down a bit, but kind of negligible compared to even 2nd up so no point showing them off, eh.
Also did a thing on the 3rd up, the only animations that was changed up completely and I love its new animation, haha.
ANYWAY.

The return motion in the last 7-8 frames needs to definitely be touched up... Well, the whole thing does, but the last few frames irk me the most.


Well... I can point a few things out from this.

- Lucina's feet are sliding back into the idle position during the return sequence rather than taking a step or two. This would probably help if you can make her do it quickly.

- The end of the sword swing could be exaggerated a little bit more, to show the weight of the Falchion, like have her wrist shift so the angle she's holding it changes slightly in the direction of the swing. at the end of it's arc. You could also have her arm straighten out at the end of the swing as well.

- When Lucina finishes her swing, her left arm comes up, you could have her hold it in place for about 3-4 frames before having her swing it in the direction she turns to return to idle stand. It'll desynch her arm from the rest of her body's movement and make the animation much more lively.

You're doing really well though. Keep it up! • w •
24  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: August 30, 2015, 03:08:42 PM
I've had nothing but bad experiences when I try using it more then I have, I may just be unlucky, or using it terribly or whatever, but this is a big contender to lack of motivation.

Using the Hip Node is tricky, but it's worth mastering.
25  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: August 29, 2015, 10:02:54 AM
iHaha, I dunno why, I just wanted to fit in a shield too in there somewhere-- but was also kind of a reference to Zero, with his boomerang shield thing (Can't recall its name, ech) Hm, maybe, though.

Well, the reason the Shield Boomerang works is because it's literally made from Zero's Z-Saber being activated from both ends and spun at high speeds. So it's like a disc. The Great Lord shield isn't shaped like a disc, so Lucina throwing her shield doesn't seem like something she would do.

-if you want a Zero reference. You could make the Down-Tilt into a multi-hitting somersault slash with multiple vertical revolutions, or do something similar with her Up Special on the downward attack.
26  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: August 29, 2015, 09:29:58 AM
If I may:

The shield attacks seem like an awesome idea, but a few things I'd like to note.

- A Shield Bash seems a bit strange for a Down Smash, I'd think that'd be more of an F-Tilt or Forward Smash.

- The Up Special seems like a cool take on the Mii Brawler's Soaring Axe Kick. I like it.

- The only problem with the idea of the Back Air pushing her backwards is that more often than not, she won't have her back facing the stage when she's off the ledge, which makes the idea of it being used for recovery like that counter productive. Unless it moves her forward instead, like ROB's Back Air does.

- Forward Tilt being a shield throw isn't advisable I think, she's not Captain America after all. Could it be a swipe with her shield arm instead? Kinda like how Sword and Shield users in Monster Hunter have an attack function where they perform a swiping melee hit with their shields?

Maybe even have it be a two stage attack where she performs a swipe with her shield arm, then performs a very short range shield tackle or a slash or thrust with Falchion?

I like a lot of your Decloning ideas though, Kitsu. Very creative.

if I may add one or two?

- Nair is a single hit where she spins around in place once using Falchion?
- D-Tilt is a slash instead of a thrust, or a thrust similar to the third hit of Link's Jab in Smash 4?
- U-Tilt is an uppercut slash that makes her take a step forward?
27  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 21, 2015, 10:27:39 PM
I could do that, however, when I said I liked Melee Peach better I meant the actual model. I could change the textures of brawl Peach in my sleep, however, the model is the part that I love so much about Melee Peach. I think Melee Peach's model has much more "personality"! I hope I understood what you were trying to say.

@SMF1 - So... any plans on making a motion.pac that has the melee umbrella? Please!
IMO the style clashes with Brawl entirely. At least update the textures or swap the head out or something...
28  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 20, 2015, 10:14:48 PM
Yes! I've been waiting for a good import of Melee Peach! There's one on the vault, but it has some minor rigging issues along with a big normal problem. One question... It may just be me, but her face looks really wide and her lips very big. Is it just me?

P.S. In my opinion Melee Peach is better than Brawl Peach, and I don't even play Melee that much. I just always liked the look of Melee Peach more, so I'm looking forward to this.

Here's an idea... Update Brawl Peach with a Brawl-Style version of her Melee look.
29  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: August 11, 2015, 09:12:03 PM
Sadly, I have to agree, Kitsu. Far too static, and not very fluid at all.
30  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 11, 2015, 07:35:36 PM
More progress on Rusty. He's looking pretty nice in my opinion.

So, since no one mentioned me not posting a pick of my new shader/material I'll just post it.
As anyone who has done specs knows you get one spec per object... Well you used to.
My shader/masterial allow you to have two completely different specs on a single object.
That means 2 unique spec textures and 2 unique highlight textures for a single object. Do you think this could be useful?



For metallic objects, I see this will be massively useful if people use it correctly.

The main reason for that being the purpose of specular lighting textures in Brawl is to give a kind of detail enhancement. Falcon being the perfect example of this. Metallic characters like Samus and ROB benefit, as you can now put a diffusion style or "noisy" specular underneath the chrome shine, like what Samus has.

I can see this being used for stuff like panel-lines, grooves, and giving specularity to other things like Link's gauntlets.
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