Is it possible for the winner of a stock match to be determined by the same criteria for a timed match? I'm not sure how much editing has been done in regards to this, but it would be an interesting method of gameplay.
One advantage is that it punishes camping players that don't bother attacking, but survive until the end. Just as in a timed match, those with the same score at the end would fight in a sudden death match.
Feel free to discuss the implications of such a mode. I'd appreciate it if someone could say whether or not it's possible, or (even better) if someone is willing to step up and make it.
Aafyre, for the sake of fairness, you should make another poll with just Sub-Zero, Groudon, and Banjo. Being that there are a majority of "wasted" votes that went towards other choices, those people should have a chance to influence the PSA choice. Sub-Zero or Banjo could easily win, assuming there are enough people with that PSA as their secondary choice.
-------- I will admit, I'm a bit biased against Groudon (although I'd still suggest another poll regardless). To me, Groudon seems like more of a novelty PSA that isn't extensively enjoyable. Having such a large character is always going to present problems, regardless of how much balancing is attempted. The two other leading poll choices, to me, present more potent opportunities for a fun PSA.
You could also argue that the Pokemon series is over-represented... why not have some variety and support another videogame?
Actually, only some of the hacks will desync. On the Brawlvault, there should be a "Wifi safe" description for hacks that will not desync. Retextures never mess up wifi; however, some vertex edits do since they edit bone properties (which affect attacks). Obviously, any altered PSA will desync wifi. This is all assuming you're playing someone on wifi without the same exact modifications.
This is amazing so far. Personally, I know nothing about DMC, but I really admire the uniqueness in the moveset so far. The animations and everything look great so far, and I really look forward to seeing the finished product.
Through reading the comments and watching the video, I do have a few suggestions. There's been talk about reducing the potency of the neutral-b move. Personally, I think the rapid gunshots can work if they have no knockback whatsoever (think of Fox's b move). The final, larger shot could have some knockback (maybe the power of an uncharged to medium charged vBrawl side smash for the average character). You could keep knockback on the first two shots perhaps, just to keep some of the move's original purpose.
Anyways, I can't decide whether to try out the PSA or wait till the next version/release. Not to rush you, but do you think you'll have the next version up within a few days, or will you try to make a bunch of changes before the next upload?
edit: I downloaded it and tried it out =) anyways, I look forward to your continued work on it.
Comments: For the backwards dodge, you might want to bring up her right knee a bit more. From the preview, it looks rather static. Maybe even point her right foot downwards a bit more to exaggerate it. As well, I dislike how much her left leg slides along the floor. I'd either make her do more of a jumping move, and/or extend her leg out farther.
The jump animation is my least favorite so far. The jump is too smooth, and the movements don't start off fast enough. Also, make sure to get the curve of her back correct. From the original animation, her back bends around the time she reaches the peak of the jump.
For the side tilt, since she has her weight on her back foot at the beginning, maybe make her front foot glide forward (a few inches above the ground) as she steps forward using her back leg. I think it should be more of a stepping motion than just a twisting of her legs.
For the forward smash, have you thought about having the charge animation with her hands in front of her, instead of behind and above her head? It would stay more true to the original, and make the animation look less like a copy of Lucario's special. (I'm assuming that because the animation starts with her hands behind her, that you're planning on making the charge end in that position).
For the up smash, something about her head movement is bothering me. It seems to jerk upwards during the second kick, whereas the original has a smooth rise-and-fall movement. I'm not sure if it's too hard to understand what I'm saying or to fix it, but whatever.
Otherwise, the animations look great. I really must commend you on how nice they look so far. Keep up the amazing work!
I'm working on a stage right now, and it's going to be animated. I was wondering if you can move collisions in the Z direction to make them appear/disappear. Does that work, or do you have to use another method entirely?
Probably not, to be honest. (I really should update this thread)
You may not have noticed, but I've been lagging behind on releasing anything new. I started to work on a vertex of pikachu into a hamster; there are issues exporting it, and it's pretty much on hold until I find a better way to do so.
I'm planning on making an original stage however. I'm doing all the textures from scratch, like my character hacks, so it'll take some time. When summer comes around though (since I'm out of school) I'll probably be able to work faster.
Edit: Just updated the OP. To any forum mods that think Perogie necroposted: disregard it. I was going to update this thread eventually with my new stage progress. Consider his post simply a catalyst for the inevitable.
Edit 2: I put a preview of the stage's layout in the OP. I drew that in lunch when I was bored . I also listed pretty much everything needed for me to finish the stage, in terms of vertexing and creating textures.
models actually use the format .mdl0 in Brawl. To get a model from another game into brawl, it needs to be imported. Many Wii games have mdl0 files that can be imported; however, games with .dae models have recently been figured out. http://forums.kc-mm.com/index.php?topic=17547.0
What you're asking for is impossible at the moment, since.mdl0 files are only used by wii games. Perhaps in the future, other formats will be able to be imported, but for now, anyone wanting to make a Halo hack has to do it custom style.
I honestly don't know too much about all this stuff, but this post is a gathering of all my knowledge from poking around the forums. If anyone has additional information, please post.
I'm thinking of doing my own stage hack. For most of the stage, the stage builder block method seems simple enough. However, for models that need more vertices, what should I try using? Certainly I could break up the shape into a bunch of smaller ones, but that would take forever to do, and the textures might be skewed off in some cases. Are there certain models best to use as a base (before vertex editing) when making more organic shapes?