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46  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project:Gotenks : updated Progress on the moveset on: September 17, 2011, 03:59:16 PM
^ im not gonna use boo, im using gotenks. i just need to fix the texture is all XD
47  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 17, 2011, 03:28:36 PM
Does this Lloyd have the Beast Graphic? and the ability to do Rising falcon, then Beast Combo =3????

Cause i like to Rising Falonc, then Immediatly Use beast as he slides.

yeah im using the beast model that was made for the lloyd psa over wolf which is really perfect XD...this psa seems easy to do now that im more experienced :-)
48  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project:Gotenks : updated Progress on the moveset on: September 17, 2011, 03:17:12 PM
cool Cheesy

so which graphic/model of lucas are you ok with losing for the ghost?
49  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project:Gotenks : updated Progress on the moveset on: September 17, 2011, 03:15:14 PM
Bumping
this project is not canceled but still abit on hold cuz we are waiting for DivineOverlord to fix a texture on Gotenks Ghost (it sounds like it dont take much time but we have waited afew days now for that):
http://forums.kc-mm.com/index.php?topic=20198.msg674368#msg674368


lol ill try to get it done tonight when i get back from johns incredible pizza XD
50  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 17, 2011, 03:11:04 PM
its  not 100% done, more like 70% lol
51  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 15, 2011, 01:56:01 PM
who's judith? I've been looking for a female combo character for a zelda psa lol
52  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 15, 2011, 02:03:55 AM
^ its no biggy. I might get back to sephy. I've been working on Lloyd Irving (over pit) during my leisure time.




XD
53  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 14, 2011, 06:00:31 PM
:af:oh and just in case, dont forget about the win3 wait. if you look at it, he slides back and forth. i found out it had to do with a negative going to a positive on the XRotN bone. im not sure if it has to both be on positive or both negative, but that's the reason why he slides.

you must be using the left handed version. everthing is good in the right handed one. I rushed though the left handed version animations since there's just too much work having two versions.

True... Well, I think he'll be pretty much done, about 99.9% done. He'll most likely be balanced and all that.

So yeah, just make those last few changes, and he should be done.

Just make sure you use Mario as a test dummy, and test how each move kills in training mode.


I feel its pointless to continue my part in updating him since satisfaction is never achieved lol just saying...so yeah, I'll leave that to hollow, BBB, or tormod to do it.
54  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 14, 2011, 05:54:14 PM
^ programming wise? lol. I dont think you'll ever be satisfied XD. after all, there's no perfect PSA.
55  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 14, 2011, 05:15:20 PM
Okay, I notice Octoslash's charge taunt is too quick, it should be about 3 seconds... Although Octoslash is weaker then I expected too. Doing only 19% damage, and not killing until high percentages. XD

He still has crazy air movement, since he can still weave back and forth... The jump height, and fall speed don't need changing, just the air control... Maybe make it like Ike's? Or Snake's?

His up smash is still too weak, it needs more kill power I believe. It killed Mario, on Final Destination at about 140%, it should be 125% or so. It also has hardly any range at the top... It should be an anti air move honestly...

The fire pillars can still be interrupted by another attack.

Heartless Angel's damage boost is nice, but it would be nice if he could use A button aerials after it's animation is done, more so now then before, since the foe doesn't even flinch now, there for, even if you hit with it, you're not 100% safe.

...

Okay, now I feel bad for finding some flaws in this version... Lets move onto some good points in this version, shall we?

The new back air seems pretty nice actually, it's a bit harder to land then his other aerials, but has good kill power.

The new back throw animation's pretty nice actually, he looks cool doing it now. Tongue

The dash attack's animation looks much better. And the move itself is better now too.

The new forward smash is great, it animates pretty well, and functions like I would have thought, nice work there. The only thing it needs, is a slight bit more kill power, maybe... Hm... It has slow start up... But it's pretty safe end lag wise... 125%? ...Again, I'm sorry I'm saying this needs one more change... When I said 155%, I was thinking based on the old one, the one that was near instant, and had damn good range. This new one though has way less range, but I like it SO much more then his old one. Just a little knock back fix, and it's all good.

I see Hell's Gate got that power boost I wanted, nice, very nice.


Edit: Erk... One of his win animations makes him move oddly... Like he slides, then pops back into place, then slides again... Rinse, repeat.





i can do one more update today, only damage and hit box edits though....are these the only things need fixing?
56  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 14, 2011, 02:18:41 AM
^ oh nice lol
57  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V5.0 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 14, 2011, 01:48:42 AM
^ I seee.



by the way, why is there 2 dissidia games? theres one regular one and then there's the ducideum one. I was gonna buy it but I don't know why there's two versions @_@
58  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 12, 2011, 07:59:56 PM
wait if i recall correctly, did you say that you made a b-air for sephy already?

yeah, i based it off the one you made, i just revamped the animation.


Did you change the Up Throw? High knockback, no knockback growth, low damage?
Everything sounds good though...

it currently has a good amount knockback (in v4.4) u sure you want more?



















version 5.0 released

-use up taunt to activate Octo-slash as a side Smash otherwise he does one slash.

-I revamped all animations
-Edited hitboxes and damages
-Made new back air, down throw, and octo-slash animations
-more ++++
59  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 12, 2011, 04:18:49 PM
I'm gonna release version 5.0 tonight. I won't be updating this again for a long time lol I'll release it as "Final Version?"
60  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KH2/FF7/DIS Sephiroth V4.4 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues on: September 12, 2011, 10:11:23 AM
So, in other words, for it to work the way I said (after the utaunt, if first slash connects, it'd hit with the other 4 hits, and if it doesn't connects, it'd go back to being the normal fmash after getting back in position from not connecting the slash), the first slash of the normal fsmash would need to be the same first slash of the octaslash? If this is what you're saying, I'm fine with it, it could work out somehow, OR, we could have the normal fsmash be 2 slashes like Link's and that'd also make octaslash work the way I said?

yeah but I already made a new slash animation based off dissidia, i don't wanna go back and work on forward smash again when I already finished it. XD
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