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2611  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ninja Mario 70% Done - Looking for Team Members - Need Help!!! on: November 16, 2011, 11:38:02 AM
Is there like a thread with a list of teams? Cause I've never heard if that one. Granted I don't poke around this site much besides the A/A  and A/A help threads and the vault if course.

But if you're willing to help, I'll email you what I have and when its all done, I'll put you in the collab.
2612  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ninja Mario 70% Done - Looking for Team Members - Need Help!!! on: November 15, 2011, 11:43:33 PM
Well how good are you at psa? Until I learn myself, I'd like someone who was knowledge able enough to co-work with me on projects so they can be released faster.

I hate when interesting projects end up taking so long that interest dies down. So I'd like to keep that from happening with my projects.
2613  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kagemaru's Humble Beginnings - Custom Animation/PSAs - Need Help!!! on: November 15, 2011, 02:24:11 PM
Would you like to help? I can email you the animation of what I have so far. Right now I'm editing the Attack 13 but pretty much the only real issue is the AttackHi4 (Up smash).
2614  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kagemaru's Humble Beginnings - Custom Animation/PSAs - Need Help!!! on: November 15, 2011, 12:45:44 PM
When I said it moves, I meant he doesn't leave the ground and teleports slightly to the direction I wanted him to go. Not even the full distance.

I tried giving him the PSA characteristics from his UP-B Move, but that only made him teleport faster.
2615  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kagemaru's Humble Beginnings - Custom Animation/PSAs - Need Help!!! on: November 15, 2011, 12:20:49 AM
Cool, I have that PSA downloaded already, I'll just open it up and see whats going on, but I don't really know where to look.

I play tested it, and he DOES move, but he only moves a short distance away and it doesn't go very far.
2616  Super Smash Bros. Brawl Hacking / Attacks and Animations / Ninja Mario 70% Done - Looking for Team Members - Need Help!!! on: November 14, 2011, 09:24:42 PM
It took a while, but I'm finally starting on my custom hacking swag. So my first hack is:

Ninja Mario with credit to Vee Lucifer for the Texture,  Vitinho and shadowbrawler for the re-colors, and Riki Li for a few of her animations and inspiring me to start my own hack.

Here is what I've Completed thus far:

Done, Working on, Haven't started.
These only apply to the Animations, not anything else.

Entry: A whirlwind entry. For anyone who watches/reads Naruto, similar to how Kakashi/Sasuke entered the Chuunin exam before Sasuke fought Gaara. What I have in mind so far is to take a little bit of Link's entry animation for the wind effect.

Jumps: 2 jumps. If someone would like to help me with it, I'd rather give him 3. They are all flips of come kind.

AAA: Jab, Jab, Slash: A standard 3 hit attack, two punches followed by a slicing cross chop.

^ Tilt:  A backflip kick. Similar to Mario's Up-Air or Fox's Up-Smash.

^Air: Backflip kick, no change from Mario's.

>/< Tilt: Side Kick. This kick, I like. Ricki Li did this one, and I happen to like the effect she gave it. It drags your target into you. Nice for combos so I'm keeping it.

< Air: Aerial drop kick. No change from Mario.

V Air: A leg drop. It will be a short range meteor that also doubles in sending Mario higher. Like... psudo footstooling.

V-Tilt: Sweep Kick. A down kick that auto-trips your opponent. I like the effect(credit to Ricki Li), but when I get around to messing with the PSA portion, I may end up lowering the chance of that happening.

Up Smash: Shoryuken: Raises higher in the air if you charge longer. (Fire Effect). I need help with this one. Currently, in-game, he wont jump. In brawl box, he does exactly what I want him to do, but in game he doesn't leave from his location.

What its SUPPOSED to do is quite true to the name. A Shoryuken that lifts him up pretty high into the air and moves him forward a bit. It should be nice for air combo-chasing.


Down Smash: Explosion. He throws down a flash bang that sends the surrounding opponents flying. Ever played Soul Calibur? Taki is the inspiration for this move. Throwing down a smoke bomb, an explosion happens that sends opponents flying. Good for knockback, low damage/killing potential, manily for air combo starting. So far, I'm just starting the animation of throwing down the smoke bomb.

Side Smash: Vanish strike. He makes a ninja pose and vanishes from one side to the next, anyone in his path will be dazed before sent flying. The move looks similar to Fox's side-b but its not as long. The animation is done, I just need to do the PSA work on it.

N-B: Shuriken throw. Instead of fireballs, he throws a shuriken that travels straight. I was thinking that if I could find someone to texture Mario's fireballs to look like Shuriken, this would be much better, or if that wasn't possible, I'd keep it as a fireball and enlarge it to make it similar to the Fireball Jutsu from Naruto.

N-B Air: Shuriken throw. Instead of fireballs he throws a shuriken diagonally downward. Same as above, but diagonally down.

Up-B: Ninja Art Ground/Air: Wind Walk: A fast teleport upward with some wind effect thrown in. Slashing effect to those who get hit.  I'm actually open to suggestions on this one.

Side-B Ground/air: Arc Jump, in middle of jump, throw shuriken down. Similar to ZSuits down b move however, his will have an attack at about 3/4 of the way through the arc, aiming into the center of the arc he is jumping over. Its an evasive/counter move.

Also taking suggestions if anyone has them for splitting the Side b ground and air into two different moves.



Down B Ground: Vanish Strike: A counter move where whoever strikes him gets dazed for few seconds as he vanishes out of the way. A simple counter/evasive move. I'll probably have to make a false counter, but he wont actually attack back. And I'm thinkin about taking the 'daze' part out to keep it fair.

I AM ACCEPTING HELP/SUGGESTIONS FROM ANYONE WHO IS KIND ENOUGH TO OFFER. Join me as I start my humble beginning to Brawl Hacking.

[size=15]To-Do List[/size]

Nightcrawler - Shiek - Need Model
Moveset to be posted soon

Deadpool - Snake
Moveset to be posted soon

Cammy - Zero Suit Samus
Moveset to be posted soon


2617  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ Sora Moveset fixes, then revising knuckles on: November 14, 2011, 12:33:29 AM
Quote
-Sora Moveset-
Legend: Attack Cut Alt
•   AAA – Standard 3-hit combo > Maybe add cancel to ^Smash @ AA> Press B @ end> Explosion-like attack - Stupid animation issues >:
•   >Tilt – Chain rave
•   ^Tilt – Aero
•   vTilt – Ice Storm
•   >Smash – Fire Edge >If you press B at the beginning>Firaga
•   ^Smash – Rising Strike>Press B at beginning> Thunder•   vSmash – Stun Impact> Press B at beginning>Blizzara (what? That doesn’t make sense? Tell me, what is gannon/Capt. Falcon’s vB?)AERIALS
•   N-air – Single aerial strike>Press A at end> 2nd strike>Press A at end>3rd Strike
•   <air – Same. I’m willing to take any suggestions, but I think it is okay.
•   >air – Horizontal Slash
•   ^air - Same. I’m willing to take any suggestions, but I think it is okay.
SPECIALS
•   N-B – Strike Raid / Judgment Triad
•   >B – Zantetsuken    Slapshot -  vExplosion
•   vB – Retaliating slash (Anim. Edited)
•   ^B - Aerial Spiral
•   >B (air) – Glide


After finally playing it for a while, I've gotten enough playtime with it to feel comfortable giving a review of it. It may be a bit late, but forgive me.


Movement:
You should edit the Dash Start to look more like the Run because right now, it starts off as Marth's, and then changes to your custom one. As far as the custom run goes, its perfect. I wouldn't touch it.

The jumps... a bit high, but thats ok for Sora. However I would slow down the rotation of the second jump, mainly because the stop is a bit too sudden, so it makes the fluidity of the jump lose some luster. Its perfect as far as how Sora jumps in the game, but its a bit to fast on the spin. Either that, or add a few more frames to the end of it to make it seem not so sudden.

Back dodge: its fine for the most part, however you should fix the last couple of frames of it so that he doesn't assume Marth's standing pose at the end. If you slow it down, you'll notice he sheath's the key blade in the middle of it then rolls. This is probably due to you not editing the Guarding guard wait animation.

Forward dodge: similar problem with the this one as the back dodge. Looking closely at it, it looks like the animation for when Marth is getting up after being tripped. Which is fine and dandy, but you should edit the keyblade to where it stays in his hand. (Also, this may be a bit nit picky, but you' have a few frames missing in the middle of the roll making it look like his legs go through his body. It looks fine as long as you're not zoomed in. Feel free to ignore this part)  The main issue is the last couple of frames of the roll. At the end of the roll, he ends standing like Marth does, just a few minor edits to make him go into your custom wait and that should be fixed right up.

Down dodge: similar to the above two as it seems to be using Marth's original animations for the first few frames. In this case, it seems to be all the frames. not so much a problem... but he sheath's the keyblade. Thats the only issue with it.

Blocking: This is a connecting problem to the dodging things i mentioned. Basically, its Marth's animations so he sheath's his keyblade. A custom animation for that would make it look much more like Sora. Its been a while since I played any KH game, the most recent being 365 and 1/4 days, but I do think you could block in that one. Perhaps checking that out for a reference (if you haven't already) would help.

Air Dodge: Its Marths. Keep it, change it, looks fine either way. It works for Sora too.

Attacks:


AAA: The last hit seems to be lacking something. Like you wanted him to do an extra attack, but he just stops. So far, the move reads like a 4 part attack, but the last hit, (the one where he turns around) I feel like it would be better extended a bit. Or even replaced all together with a move that looks like it follows up from the last attack (the dashing one)

>Tilt: Chain Rave really needs to be a multi hit move. The animation for it is really too good for it not to be one.

^Tilt: Its fine. It would be cool if it was multi hit though.

V Tilt: Oh how this has been my least favorite animation. Many things would be better then this... personally, a horozontal spin like Link's up-b would suit this just fine. But sorry, this is an ugly move.

>Smash: I like it. You have to position yourself just right or you could end up flying over your opponent too. Not a bad move. What would be cool is if the longer you charged it, the further he jumped. Just an idea.

^Smash: It doesn't look very 'up-smash' like. To be honest, it looks like Marth's side-tilt. As far as the hit boxes go, they start a bit too early. It literally starts before the swing. If someone is close enough, they could actually get hit by the elbow. The hitbox itself is actually the entire length of the swing. In my opinion it lasts to long and for an up smash its got horrible vertical knockback. It didn't send C-Falcon flying 2bodies high until 80-90 range damage. Perhaps switch the animation out with Link's up-tilt or make your own, but as far as this one goes, it looks like a second forward smash.

N-Air combo: The connection is two slow. The opponent is usually out of the combo by the time you can connect the other two hits. Holding the a button also seems to be the easiest way to use the move, because pressing it is to hard to time. That plus if you use the N-Air at the right time in the jump, you go higher up. Problematic for aiming. As far as the actual movement goes, the third hit ends to abruptly. Perhaps add a frame or two to make it look like a smoother transition into the falling.

< Air: How about a backward slash similar to Toon-Link's. That + perhaps a shot of magic shoots out, or the blade itself has a magic effect. Something not taken from the game exactly. The back hit could perhaps deal fire/lightning effect or freeze your opponent when hit. And the 'turning around' thing he has going is unique to brawl so thats cool. Only two characters that I know of have moves that turn them like that, and its Kid Buu and this Sora. Also, the same problem as the N-Air, the last couple of frames could look smoother in transition to the falling animation.

> Air: This slash is fine, but as long as you're taking suggestions, in my opinion, the VAir would be better suited for this.  The hitboxes on it make it better suited for a forward air instead of a down air.

V Air: This move is a meteor correct? Majority of the move is not. A good portion of the move is a minor slash, the sweet spot for the meteor is really small, and the hit box for a lot of the move is actually very close to his body. Standing next to C.Falcon, the move didn't actually hit him until the blade was at Sora's Shoes. The hit box is actually really small, as standing half a body away from C.Falcon (the character i tested this on most of the time) it didn't hit him. The blade whooshed right passed him.  My opinion on this is that it would be cool to have a downward stabbing move, or perhaps a move like his aerial finish, where he stabs his blade into the ground and balls of light pop up (except for without the balls of light.) It could even make him pop up a bit when he hist someone with it.

^ Air: If you're gonna change it, maybe a slight aerial twist that has multi-hits. Like 1/2-1/4 of link/toon links up b that just hits a few times while slightly going up. Not enough to make much of a difference movement wise, but just a little bit. Sora's a very mobile aerial fighter so it fits.


Specials:

NB: I like strike raid. its fast, and the end lag isn't bad. perhaps, changing it to where charging it makes it go further along side more damage.

>B: I think I was testing slap shot. (I know it wasn't explosion) If this is the one where he just sends the blade out horizontally in one strike, then increase the distance it has just a tiny bit. The range on is is horrid. Also, switch that, for his >Tilt  because its terribly lack luster for a special. The side tilt would make an amazing looking special in comparison.

VB: Man... I'm sorry but that counter stance is just... not good. If you're going to have a counter, is it possible to change it to reflect? Instead of slashing, little shards of stuff come out and do the damage instead. Its a nice way to fit more of his magic in there.

>B Air: Gliding is fun, to bad he's not Pit so you can control it. Not a problem, however it would be GREAT if you could jump out of it. A misplaced Glide and you'll fly your way to your doom. I know you can attack out of it, but jumping should really come first. That or dodge out of it...


The taunts, his taunts are fine, but perhaps a special taunt? His up taunt could be made into using cure. Just +10HP back and some shiny effects and bam. More like Sora.

--------------------------

All in all, I like it and I think it has a LOT of potential. Just a few things need to be worked on to make it more smooth looking. As it is now, its pretty stiff looking and a lot of the hit boxes could be fixed, but I believe it has great potential.


Please don't be upset with the critique I've given. I know you have put a lot of effort and hard work into this and some of what I said could be considered nit picky, but its the little things like a frame or two out of place that are the difference in professional looking, and just another PSA someone did.
2618  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mariodk Projects: Goku updates WIP (cuz of new import) on: November 12, 2011, 07:23:38 PM
I've got ample time to beta test if need be but this list seems to be harder to get on then the one I was on for Kid Buu beta testing... so I wont stress it as much.

Anyway, the new import looks great, and I expect a great PSA to accompany it.
2619  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu V1.5 RELEASED+New Moveset Added - Tekkaman Blade on: November 09, 2011, 11:41:42 AM
Thats why I never asked...

I actually don't even check the vault often because GOOD stuff only comes out every couple of weeks to a month.

2620  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu V1.5 RELEASED+New Moveset Added - Tekkaman Blade on: November 07, 2011, 08:32:52 AM
Those too...

Its not like I don't love the PSA. Sheik was my second favorite character and I haven't once thought of taking Spider-Man off her, but when I compare the animation quality to V.Joe, or Kid Buu, I realize that it could be better.
2621  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu V1.5 RELEASED+New Moveset Added - Tekkaman Blade on: November 06, 2011, 11:23:00 PM
The Tekkaman texture looks great and Pit's been needing a good and completed PSA. I had high hopes for Sora, but EY and Murphey's Law didn't seem to get along to well.

But I don't doubt that SDoom is gonna shock us all again with his amazing PSA work.


Oh how I dislike Waluigi though. >_>; No offense to the people who made him or like him, but cooler things could be worked on then that (I don't particularly like Wario either) I'm personally waiting on SDoom's Zero... and out of sheer desire, I wish he'd revamp Spiderman's moves. Love the psa as a whole but the smashes are blocky and slow.


aaaaaaaaaaaanyway


Tekkaman... the texture is amazingsauce and since SDooms is workin on it... I'm sure the moveset will be bad ass too.
2622  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu Test Build SENT - NEW SPECIALS PREVIEW pg 351 on: October 09, 2011, 03:25:25 AM
Sadly I'm not a fan of the move failing because I can't press a button fast enough.

I'd much prefer the way it was previously over having to constantly press a button just to get a move to work.

As for the Side-B... Why does it need more start up lag?

Also, sadly, I didn't get to finish the video because my phone and youtube decided to not agree with each other at 27 seconds, so I only saw the throwing of the Shocking Ball. But thats my main concern anyway...

Moves failing... I've never liked that idea. Its right there next to tripping. Yes, you can control this move from failing, but being forced to repeatedly press the same button over and over is one of the most annoying things that has ever been put in games.

Granted, if you're gonna keep that that way, I'll still be replacing Lucario with Kid Buu, but I prolly wont ever use that move except to pressure people who are trying to come back from off the board.
2623  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu Test Build SENT - NEW PREVIEW VID AND PICS pg 346 on: October 05, 2011, 02:02:37 PM
Or I could go for the much more time efficient, easier and more practical solution of changing the AI

In response to this, I thought of an idea that could correlate with the other idea that I just did.  How about, once it gets to a certain speed, Kid Buu can start glowing pink.  If you press A instead of B, he could burst the Shocking Ball in his hand and instead release the Human Genocide attack around himself to act as a lowish damage defensive move.  That way, you can have a level of unpredictability.  And it would be both more interesting and easier to code (imo).
 

That... I like.

So long as you can make it work... have at it.
2624  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu Test Build SENT - NEW PREVIEW VID AND PICS pg 346 on: October 04, 2011, 10:10:01 PM
Why dont you keep the ball the same as lucario but with different animation. That way the ai doesn't do that. I had that problem too but I just got closer and it stopped.

 SdoomDo you mind answering my other post? Id like to know and my phone limits me quite a bit so forgive me if you already answered
2625  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu Test Build SENT - NEW PREVIEW VID AND PICS pg 346 on: October 04, 2011, 08:46:39 AM
If you can get it to work that would be fine.
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