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211  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: Turbo Mode Contest and Alt Costume Tuesdays! on: July 22, 2014, 05:12:13 PM
Yeah, what could possibly look similar in these two pictures? I can't put my finger on it...

http://i.imgur.com/ZEkT1Iv.jpg




-and it seems to me that you are entirely missing the point of Mia's honest critique, as you have just made so perfectly clear to me thusly.

Yeah, we get it. The pose is similar, the armor is similar. Compare the Sigurd alt to Ike's Hector alt.

Being entirely honest: the modeling quality itself is great. When you compare the two alts however. The Hector alt just comes off as something lesser by comparison despite it's fantastic quality. Miacis wasn't critiquing just the inaccuracy of a couple parts of the model. He was critiquing the inconsistency between the two alts.

I can understand artistic liberties, but if you're going to make the Sigurd alt basically a perfect replica, why not do the same for the Hector alt?

Another thing, which is something I think the PMBR as a whole doesn't understand: Everyone here who is giving you critiques treats you as a professional team because you output alts like these, especially the custom modeled ones with a professional level of quality that matches or even rivals Nintendo's aesthetics for Brawl. So for those of us with a more discerning eye, we judge it as such.
212  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: Turbo Mode Contest and Alt Costume Tuesdays! on: July 22, 2014, 04:50:21 PM
I'll address this first. I think you're ging over the fact that many of us, especially the texture artists/modelers, are part of the KCMM community itself. I can't speak for people like ds22 or Dant, but StarWaffle, Nano, Spex, and I are members of this community. So dude, we like hearing your feedback.


Well, to be perfectly honest with you, Pik. I don't think everyone on the PMBR shares your sentiment.

I personally have a problem when two of the people who are essential to a project view a community some of their members were a big part of and basically point at it and call everyone trash. How you can still stand to associate with such people is something I find hard to comprehend.

I find it even harder to comprehend that the majority of you who were KC:MM members before becoming really involved in the PMBR don't seem to bat an eye to it, and some of you even go so far seeing the KC:MM community the same way DS22 and Dant do. For what reason? Just because of the actions of one admin, or maybe an Admin and one member? Surely you see the folly here.

-if you and the rest of the art team are okay with taking feedback, be positive or negative, then alright. I believe you. Based on past actions from others in your fold, however, it seems some would rather be free of criticism or scoff at it.
213  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: Turbo Mode Contest and Alt Costume Tuesdays! on: July 22, 2014, 10:07:37 AM
Not bad. Not bad at all.
214  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 21, 2014, 02:17:03 PM
I've been gone for awhile, but how the [censored] do I get the wireframe off of him in BrawlBox? Im srs here




I'm pretty sure that's a texture thing.
215  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Akeno's PSA Store : Saber on hold, back on Ryuko!! on: July 21, 2014, 09:21:10 AM
I agree, take all the time you need. Help him through it at every opportunity. He needs comfort from a good friend, like you.
216  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 15, 2014, 04:18:45 PM
I've been somewhat lurking that thread. Some cool, beautiful stuff coming out of it.

Things like Kyouma, Rosetta, and ShadowLuigi have done (those whose I've seen so far) are the kind of things I'd like to see more of around here. Creative works of art.
217  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 15, 2014, 04:12:16 PM
Originally for a contest, but was not able to finish in time due to the amount of work I have left to do on this.




Like I said in the thread. I encourage you to finish it anyway! It was coming along really nicely!
218  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fire Emblem model importing thread - Awakening Marth v2.0 on: July 14, 2014, 10:11:56 AM
Lucina was very much expected, very excited for that. Not excited that she's probably just a clone.

Now, Robin, that was the real wild card. Not to mention, a a pretty bad choice. Don't get me wrong; a magic swordsmen is a pretty wicked concept, but it doesn't change the fact that Chrom deserved the spot.

The last few reveals were pretty lackluster, IMO.

Chrom deserving the spot is debatable no matter how you slice it. I find a magic swordsman more interesting than just another plain swordsman. Robin was a better choice IMO.

-but I know you'll try to twist Chrom being the better choice as fact, so with that, I'll just drop out of the thread at the speed of the internet.
219  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: July 13, 2014, 01:56:33 PM
Havok data? O.o
220  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.02 patch on: July 12, 2014, 08:12:09 PM

Nobody said our CE was cumbersome or badly coded, or took surgical precision to edit(lol) you inferred all this from EY saying only 2 people knew how it worked and it took a long time to edit, but believe me adjustments to our CE is not the bottleneck to churning out new characters faster, PSA coding, animating and balancing them to professional standards is

You're right. I did infer that all from what EY said. Cause it's the thing that makes the most sense to me. Exactly how long does each edit to the Clone Engine take you? That would give some perspective to things, wouldn't you agree?

It taking so long to work on the Clone Engine's code means there's something not quite optimal with the way it was constructed, the way I see it. Sure, I fully admit that I couldn't do it better, but the thing is, for each new slot or thing that utilizes the CE, you guys needs to edit what's already there and add new code, and the way Eternal made it sound to me, it takes you guys a headache of a time to get it all done in a timely manner.

I mean. What would you rather have? A set of code that is easy, streamlined, and simple to edit while being coded solidly, or something that takes you an adventure and a half to edit all the things you need in, when that time could've been allocated to something else going toward the project?

As I said, being harder to edit doesn't necessarily make it more solid. It just makes your jobs take longer than they need to...and while people aren't complaining about how long it's taking to get your stuff done, I think some of you would like to get these updates out faster than your current pace.
221  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.02 patch on: July 12, 2014, 04:38:16 PM
Allow me to (try to) explain, Mia.

The first video is relevant because of the mechanics of the characters in the game, and because of what Project M's goal is: to be a more competitive fighting game, rather than a Party Fighter. This also ties into the fact some things in Melee were brought back into Project M. Mechanics most people outside of competitive play have never heard of, don't understand very well, or have never had them adequately demonstrated or explained. Not to mention the deceptive complexity of some of the mechanics.

The third video: Depth vs Complexity, is relevant to Project M because of how the competitive community, the people this fan-made mod is mostly focused toward, are pretty much obsessed with the idea that Melee has a lot of depth, and it's relevant Project M will be mostly scrutinized for it's perceived depth compared to Melee, Brawl, and Smash 4.

The last video, Counter Play, is another important aspect because it's something that is -or should be- part of any game with any competitive type of play. It's especially relevant to fighting games because it deals with options that players have to counter an action beset upon them by the opposing player or players.
222  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Streaming T-Rex Work. on: July 12, 2014, 11:12:18 AM
I would.

I like helping with the animations.
223  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.02 patch on: July 12, 2014, 10:49:35 AM

Four videos I think are very relevant to Project M as a game. I looked these over last night and I think as subjects of discussion, these are very recommended to watch. The last one I think I is also very relevant to Fighting Games in general.
224  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Streaming T-Rex Work. on: July 12, 2014, 09:27:41 AM
Glad to be of help during the making of the Wait2. : )
225  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 09, 2014, 11:36:03 PM
Need more Robot Masters in the Vault, So here is my Crystal Man WIP.




I see Zero or X was used as the base instead of making it from scratch. Not bad all the same, but I think you'd be better off using an Emerald Texture-like effect for the Crystal Balls.
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