Alright, then, explain WHY you get the "failure" sound effect when playing with the Wiimote or Wiichuck. Isn't that pretty much saying "you're not allowed to play with the controller type you like"?
That is called a joke. Even my friend who barely plays Smash anymore and played with a Wiimote and Nunchuk combination didn't feel anal about it. Infact, we were sitting there laughing about it. How you could have possibly drawn that conclusion is beyond me.
It may even be a case of artist's block. You may think your animations are getting worse because your eye is getting significantly better. I'm subbed to this dude on Youtube that recently made a vid talking about it. Here it is:
Indeed FSM is awesome. Startup specifically was the problem there. Just have an FSM of about 1.5 to 2 for the first 20 odd frames (before he enters the spin) since no dash attack is that slow (except maybe Dedede's).
You're right, four legged runs are quite hard. Here's a couple of tricks though:
1) Do not make both of the front limbs/back limbs land onto the ground at the same time. Let's say you're trying to make him run like a wolf, his two left (or his two right) legs should be on the ground when he lands (the front leg landing first then the back leg landing at the point where he's the most stretched) and the two other legs should be far infront and far behind him.
2) Different sections of his body need to arc up and down at different times. For example when his hind legs are both on the ground that is when his pelvis is lowest and when his two front legs are on the ground that's when the chest is lowest. Important thing to note is that the pelvis will move more than the chest since it's what does the most work.
3) Try not to jerk any movements. His chest for example jerks down when he lands. The overall movement should be fluid.
I might make a visual example to help you out. It's a decent start though.
A simple topic posing a simple question. Which is the most difficult?
As somebody that does it probably more than almost anyone else on this site, I'd have to say animation. The concept of it isn't hard to grasp at all. Or you're doing is moving a ragdoll in a space and time frame. Anyone can do it (much like texturing) but few can do it well and it's hard to get good at. I've been making animations for around two years now and I've still a lot to learn.
Learning and appreciating what makes a good animation is hard. Then of course is the fact that it's rather unrewarding for how time consuming it is. Fun fact, I spend the vast majority of my time making the animations for my movesets, despite the fact that the PSA stuff is what I find more drawn out and tedious. However, it's the one form of modding you literally cannot do on its own for two reasons:
1) You can't release one animation for one character no matter how long or impressive it is. For example, the Deadpool MC Hammer dance I did took me 2 and a half weeks to make (working EVERYDAY). Longer than the vast majority of textures, vertexes, imports heck even a good few movessets), but it's no where near substantial enough to release on its own.
2) If you make a set of animations for a moveset, you have to (or have to have someone) edit all the frame data of the attacks in PSA or an equivalent moveset editor so that the mod actually works well.
I agree. There have been a lack of decent hacks recently. We have plenty imports imo, but we lack more good stages and PSAs(SDo0m D: D: D:).
To be perfectly honest, there have been a few reasons why I haven't been making any.
1) They take too long to get to a standard that I want 2) This year is my final year at school and it's a busy one. 3) Whatever time I have for modding/animating is usually dedicated to Project:M 4) Lack of motivation to make movesets. Especially once I get past the animation stage and move onto the PSA part. It just starts getting rather tedious from there, particularly having to deal with any glitches that are bound to crop up. That's kind of what I'm enjoying about focusing on P:M stuff. I know I don't have to PSA much at all since better coders will do it.
Noah is right, nobody starts with something perfect.
I'd have to agree with this as well. Even the best start rather lowly. But what makes the best stand out his how they learn from their initial efforts and how they strive to improve, as well as demonstrating from their initial works that they are willing to invest some time into trying to make something awesome.
I actually like that idea you just suggested. Maybe the people approving the hack could also give it a # rating that's posted next to the hack to inform the down loaders and the creator about the quality of the hack. However the hack would still have to get through the GENERAL judgement just to see if it gets put on the vault first. Then the rating would be for after that. So the rating would start at like 5 and go to 10. There would be no 0-4 because every hack that's approved would be at least DECENT which would be about a 5. But then again like SJS said, that's restricting submition rights sooo......
This idea has been posed so many times. It's never going to happen.
Personally I don't see how the quality has dropped. There have always been [censored]ty hacks. It's not that quality has dropped, it's that it's easier than ever to make good mods and as a result there is less of a reason for them to be [censored].