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271  Help & Tutorials / Help / Re: Programmers Needed on: December 10, 2010, 07:32:43 PM
Most people would want to be able to work with Photoshop's tools and effects. Essentially you would have to make some way for Photoshop to open up a .mdl0 and be be able to color it based on where the polygon is and the camera's position.
In all seriousness, this would probably take some extremely advanced programming; not to mention it would probably have to be implemented into Photoshop and not Brawlbox.
272  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Animator(s) needed for new weapons for Snake. on: December 10, 2010, 07:21:32 PM
For the sake of simplicity, we could make him Fire the RPG-7 depending on the angle of the Smash attack.

Low angled Fsmash = Normal Fsmash
Normal angled = Straight forward
Up Angled = Fires upwards(If Possible)
This sounds neat. I think the up angled one should be upwards at like a 30 degree angle or so. Making it too high up or straight up would be a bit unbalanced.
Pretty much, I see the RPG (forward) working like Samus's forward b; it shouldn't have deadly knockback and takes a bit of time before you can use it again to prevent spamming.

I guess the main issue is what happens when the RPG is charged up. Would it travel faster? Give more damage? Have a larger hitbox?
273  Super Smash Bros. Brawl Hacking / Stages / Re: ForOhFor's Stage Forge [Fairy Fountain OoT preview! Capture the flag stage?] on: December 10, 2010, 07:10:30 PM
Basically, there's a flat plain with 2 castles on it, facing each other. At the top of these castles are two flags. You have to hit these flags to "Get" them (hopefully only one hit will be needed, if I can modify that) then run back to your own castle, hit a switch on the bottom floor that has had a barrier around it lifted when you get the flag, and that's how one team gets a point. A large "Team X got a point" sign will appear at the middle line when this happens.

Like it? No?
That sounds really neat in my opinion. There aren't any stages like that or even similar to it and I think it would be really unique and awesome.

Another idea; would making a soccer field interest you? Making a point system would be hard for that specifically, but if someone made a stage that looked like a soccer field with goals and stuff, then that would be really awesome.
274  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Animator(s) needed for new weapons for Snake. on: December 09, 2010, 08:33:29 PM
The Silly animators didn't drawl all of his weapon that's on his hoister, so he can't use that.
Replace side B with the socom instead.

I see where you're going. Maybe replacing his side B with the SOCOM is better, like you said.
If we are replacing his Nikita with the SOCOM, maybe we could use the Nikita bullet as the shell that pops out of the gun while firing it.

We could vertex the Nikita bullet into a tiny bullet shell, using textures that Friedslick sent me from MGS TTS.
If we play around with PSA, we could cause it to pop out of the back of the gun when firing it.  
This sounds perfect.
275  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: AdfroMan's hacks (Top Hat Pikachu & Top Hat Bowser Added) on: December 09, 2010, 08:26:52 PM
nice job, once again.

It'd be funny if you got the Dasdonkey Team's permission to use the mexican pikachu's mustache and applied it on the top hat pikachu (or maybe just recreate the mustache if it's not technically possible).
276  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Animator(s) needed for new weapons for Snake. on: December 08, 2010, 07:46:08 PM
ofcourse i support this,hmm should the damage be from 8%-12%?

Yeah, we want to keep it all balanced ^_^

His SOCOM should fire invisable hitboxes that cause the slipping effect. Damage should be around 4%-5%, and the knockback (In air) should be decent. It's range should be infinite.
You should be able to abuse the move as fast as Fox can abuse blaster.

I'm looking at Fox's Nuetral B PSA and Snake's Nuetral B PSA. Actually, this stuff looks possible.
Make a spammable gun move that trips? That seems excessive. Make it do a small amount of knockback, or maybe even no flinching like fox's b.
 
possibilities:

1. include knockback, but make snake need to "reload" or pause for a moment. Knockback would make the gun feel more realistic since there is a more tangible effect of the gun, and not an invisible hitbox with no flinching.
Pretty much snake's gun would be similar to falco's, except he can fire up to three shots or so before pausing to reload. The shots should probably be at a faster pace than falco's though, but not quite as fast as fox's firing rate.

The main problem I see is preventing a spammable weapon that makes it easy to lock an enemy into a chained attack; the reload time, distance, etc must be planned to prevent this.

2. Snake has to take some time to aim it before firing; this could make the move more fair but still worth using. He would also be able to fire it at a faster rate.

3. No knockback; Snake fires his gun similar to fox's b.
The main thing is to make the bullet look like it's hitting something; including a simple puff of smoke when the hitbox connects would work sufficiently. Otherwise, the move would seem like Snake pretending to fire a gun that magically gives damage.
Pretty much, just make it look decent despite the lack of an article for the bullet.

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Personally I think an infinite range is a bit unfair. Make it about the range of fox, falco, or wolf's laser. The shots are probably going to move very fast, and it wouldn't be fair to be able to hit someone on the other side of Hyrule Temple as if you're right next to them; it would be like allowing ROB's laser to fire as frequently as fox's.
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Phew. Long post. Hope it's easy to understand.
I personally like the 3rd possibility with no flinching, similar to fox's. Tell me what you think, and if you have any other possibilities please share them.
277  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Animator(s) needed for new weapons for Snake. on: December 07, 2010, 10:02:19 PM
Snake definitely needs a pistol. I think anyone can agree with that.
I kinda agree with Starwaffle about not replacing the grenades, but I do see the advantage animation-wise in allowing him to aim the gun. That would be really neat if it worked out.
278  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Hacking Starter Pack: Super Smash Bros. Clash: Spider Man Added, Items accepted on: December 05, 2010, 10:52:21 PM
u should check beyondyou, akari_un, aafyre, johnclb, and im probably forgetting sum of the vertex gods...

seriously, aafyre has probably got the best vertex hacks around...
Speaking of which, Banjo and Kazooie could replace Mario. The desire for a PSA is so high that it's pretty much guaranteed to be made; however, it does need some color options.
If Aafyre's okay with it then Banjo would be great for Mario.
279  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: AdfroMan's hacks (WaLuigi Added, Top Hat Diddy Added) on: December 01, 2010, 10:31:00 PM
Hey mariofan, remember when we were working on those tux hacks for a while?
We should just leave everything up to him. Cool
Because he's amazing.
Yep.
I mean, I don't mind doing some textures. I'm pretty sure he's more on the vertexing side of things; he just applied an old tuxedo diddy texture over his new one, and changed the hat texture.
I might do a tuxedo Ness sometime, since his model is rather basic texture-wise.
280  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Hacks by BeyondYou: Lyn RELEASED, December 1st on: December 01, 2010, 09:36:11 PM
Lyn looks amazing BeyondYou. Nice work!
281  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Aafyre's Vertex and Texture thread (11/30) *Banjo v1 is out!* on: December 01, 2010, 09:34:47 PM
Wow Aafyre. I'm shocked in amazement.
First you made an awesome Boba Fett, and now Banjo? He looks perfect... it's amazing that you're able to do this. You're seriously one of my favorite hackers. Keep up the great work.
282  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: AdfroMan's hacks (WaLuigi Added, Top Hat Diddy Added) on: December 01, 2010, 09:27:47 PM
waluigi actually looks really good for being over luigi.
and nice work on top hat diddy, he looks awesome.
283  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Pik's Pixel Joint. on: December 01, 2010, 09:22:45 PM
How goes Other M Zamus? It looks pretty much complete, but after all I'm not making it and it could still need some work. Can't wait for it though.
284  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Hack Pack: Super Smash Bros. Brawl Christmas on: December 01, 2010, 09:19:19 PM
TARGET posted some Christmas rock arrangements. They're rather decent.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=14134
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=14135
285  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Is it possible to have two movesets for one character? on: November 19, 2010, 02:01:26 PM
I heard you rename a move set file so its named like the textures and as long as you don't have two different move sets for the same character on the battlefield it doesn't freeze.

Not sure if it works though.
You have to have some codes for this to work. I think it's called the Alternate Moveset Loader or something similar. Pretty much, you include a copy of the pf file and it loads the alternate set of files from there when a button combination is held (on the css screen).
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