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31  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: September 14, 2015, 03:27:01 PM
@Calypso: Yeah, my bad on that. I realize it's funny to put a screen showing a model with something over the model. I took various screenshots, and, at first, I was going to use another one, but it turned out it I didn't quite like it, so this was the one that remained. I'm glad you appreciate how it looks, considering how I had to reduce its quality to fit in a Brawl model Tongue Not even counting the lack of bump maps, of course.

@Zutox: Nah, I didn't. Just the progress that has been sluggish. Sure, once it comes to testing, I'd like you to test it Smiley Thanks for the offer. I agree, he has a lot of different moves, and they are a nice source of inspiration. I'll probably do something counter-like, but I won't guarantee any fancy grabs though. Messing with grabs is always a pain Tongue. I also like the idea of the Flamethrower, I'll definitely think about it. Although what Calypso says is true, I still find this quite fitting.

@Calypso again: Yeah, there are a lot of weapons to be used. A limiting factor, however (and unfortunately) is the free space in the files. The rocket launcher is already something that I had planned on using, so this one is guaranteed. I also plan to use the magnum as well. Well, that is considering I'll have enough free space for all that. The orbital laser is a nice idea too, I didn't think about that, nor the gatling gun, actually. We will see what can be done in due time.

Anyway, the plan is to use quite a bunch of different weapons and to create a different style of gameplay, more or less resembling the third person gameplay in the first three games in terms of weapons. Obviously, this doesn't mean the Brawl elements won't be present, just that it will be a little different. Well, those are only ideas for now, who knows what kinds of problems I'll find when trying to do that.
32  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - New Project on: September 12, 2015, 05:07:28 PM
So, here is a bit of progress on Chris. Lately, I've been gathering some alts for him. I realize progress is already way too slow, but once I finished those imports, I realized BB, 3DS or Maya (or maybe all of them?) somehow screwed the normals of most of my models. That surely slowed me quite a bit.
Don't mind the shadows you see there. They are crushed shadows of Luigi and don't really matter now.
Here is one of them, Chris Casual:

Chris Casual

I've also put screens of two more alts, and they are in the first page, in the last section, dedicated to Chris. There are more alts to come, and when they do, I'll mention it here. The full collection of screenshots will be always at the first page.
33  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - New Project on: July 27, 2015, 07:57:51 PM
@PseudoTypical
That's nice to read Smiley I'll talk to you by pms when I start doing this, then. But I'm a total noob when it comes to those changes, so I'll rely 100% on your judgement. There is also another thing which I realized not long ago: most of the times, I've recklessly used any variable that seemed to work, and I'm not sure what works on vBrawl will work on project m. If it doesn't, I'm afraid there is not much I can do, since it would be a hell of a work to correct all the variables used.

@HypnotizeOverdrive: Yeah, I suppose it is. I'm glad you liked the other ones. It's always cool to make each PSA unique with creative (or crazy, if you wish) ideas  Cool

@Calypso: Yeah, I know what you mean. I can't say I, myself, expected that either. But that's just how life works, with imprevisibility. Thanks for you offer, when the time comes, I'll like to have all that stuff which I don't really have the patience/skills to do. He will be over Snake due to his articles, most likely to be used with BrawlEx, although I'm not yet sure about what I'm going to do with his sounds. I won't replace Snake's sounds, so I'll most likely use the sound bank of one of the characters I don't use. I realize that this is not exactly a nice approach, but, since we can't add sound banks, there is not much I can do. Also, yeah, I've played the games he appeared in. It's a nice box of resources. I'm glad you think the model is good looking, since it is actually much worse than it is in RE5 due to the lack of bump maps and proper specular maps (although some objects do have specular maps).

@Draco: not really, most of the moves are based on his appearances in RE5 and RE6.

@highonphazon: Glad to know you enjoyed it. Hopefully this time the same will happen  Cool
34  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - New Project on: July 23, 2015, 06:43:43 PM
Interesting, I didn't think that guy would be that unknown. He is Chris Redfield (yeah, not really that random, I guess) from Resident Evil.

Here is an image of what he looks like in that game:

@zutox
Though this is a new project, I didn't forget the monster.

@pseudotypical
I remember your name from smashboards. I'll take this chance to say I didn't forget I said I could convert koopa to project M. I didn't appear there anymore firstly because I was busy with other things, but mainly I don't have knowledge about project M enough to do that. If I am to do that, I'll possibly require help of someone there who plays it so this person can help me. I don't even know what changes will occur automatically due to codes or whatever else they have changed there. I just know they don't like hitlag and slow falling characters. Tongue
Just saying this because I don't want to look like those people that make a thread with 2 or 3 posts and just disappear forever. I hate when people that.
35  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - New Project on: July 23, 2015, 02:48:06 PM
So, here is a more revealing screenshot of the new project mentioned ages ago. Things have been going sluggishly, as always, but this model is already in game and working. If everything goes alright, this is supposed to have various different models, including some other outfits used by him in different gameses.

36  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - New Project on: June 26, 2015, 03:33:01 PM
@zutox, calypso (if you both are still out there)

Sent an update version now. I finished the throw, the final smash and a good chunk of the soundpack. I had a bug with the fs that's hopefully fixed, but tell me if it freezes. No taunts yet.
37  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 26, 2015, 08:58:58 AM
Is "Necro Posting" a thing here in the workshop?

Anyway,
I've been working on this and it still needs some fluid looping...
I don't know if I can do these animations alone.





I'll tell you the way I do those kind of animations. May not be the best way, but it works for me. You must imagine your animation's movement like a sine wave. This animation has an average point where she floats, and you should make that point your first and last frame, so it will help making the interpolation smoother.
For example, let's say this animation has 60 frames, and her average Y position is 5. You must make her translate the same amount in +Y and in -Y in the same amount of time, considering the loop. So you would have to make this:
Frame 01: Y = 5
Frame 15: Y = 8 (=5+3)
Frame 45: Y = 2 (=5-3)
Frame 60: Y = 5

This works with several bones, translations and rotations. You should never start in one of the extremes (Y=8 or Y=2), or this kind of stuff may happen. Well, not that you can't, but you must be aware of how you'll have to animate it to make things smoother. What she is doing is Y=2, Y=5, Y=2, Y=5. The movement graphic would be full of peaks. That's what you are seeing there, an abrupt change.
And, obviously, this depends on what you want to do. Not sure if I explained well this.
38  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - New Project on: June 08, 2015, 12:04:36 PM
I abbreviated guardian of insanity as GoI.
I removed the link because the beta lost its purpose since I cancelled the releasement. But you gave me ideas, so I'll send you a more update version than that beta as soon as I finish the throws.
39  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - New Project on: June 07, 2015, 11:51:14 AM
Substituting GoI as my next possible release, here is my new project:

40  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Guardian of Insanity / Blob Beta Released on: May 25, 2015, 06:18:31 PM
I said this model was bigger than Baphomet, even without extra characters. The anchor and the hook are the only objects that should be invisible. But when disabled, they don't consume frames. The model itself is pretty heavy, there's not much I can do about that. But the anchor shouldn't be appearing out of nowhere. What did you do to make that happen?

I can't remove the anchor.  Tongue It's part of the character itself and I used it a lot to get rid of it. I bet you don't know how much harder it is to animate a chain than a static object.  Cool

I'll take a look on the jump and f-smash. I'm also not liking very much the way it is now.

I never coded a grab attack before. On this case, it's probably better to not grab, just use the hook to pull the opponent because it will still give a chance of escaping this attack.

Neutral B was suggested by Calypso. It's % based. You can "detonate" it, or if you get it, but the hit is not strong enough, it should detonate on its own, though you will take the damage. If you use it before the time limit ends, you won't get damaged. Just like Ike's special N.

My idea for the grounded up-special was to not let it that spammable. That's why it's pretty weak. It's more like to frustrate your opponent than KO or cause damage.

Side special is too powerful indeed. I'm surprised it worked so well, concerning how it aims at the opponent. Problem is his legs are kinda too slim when compared to his upper body. That doesn't help with seeing the movement.

I'll (almost) finish the soundpack with the final smash. Things will be much better after that. Unless you don't use sounds, I forgot if it was you who told me that once. I'd rathe rhave no sounds than pikachu's voice, at least.
41  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Guardian of Insanity / Blob Beta Released on: May 24, 2015, 11:38:20 AM
I just tried him out. Not for very long but I have a little feedback.
His F-smash seems only to be able to hit on the tip of his anchor, making him very vulnerable if he is close to his opponent, and he seems to have a harder time hitting smaller characters.

His N-B is cool, but I would have liked that he didn't flash while doing the attack.

There seems to be something strange happening when he goes from jump to falling animation, kinda jerky?

I have had him T-Pose randomly, but I couldn't make it happen again so I am not sure what made him do that. Haven't had any crashes yet at least Cheesy

That's the kind of weakness I meant in the download. I though that attack was too powerful and needed some drawback. Same with up smash. It's strong, fast and has a long range, but very hard to hit if your opponent is not above you. I can make him hit in the whole anchor extension, but will have to reduce the attack's power.

The N-B flash is remains of something left there from pikachu. I'll have to clean the pac later.

Animations also have problems, like I mentioned. I didn't play with it fully yet.  Cool

Since you were the only person that said something, I'll keep you updated with the psa while I finish it. It's good to have a second opinion because I'm really not used to brawl balancing. And as I didn't start making the alternate attacks yet, if you have any ideas, just tell me.  Smiley  I've got a problem with the fs that's giving me some headaches and delaying my progress.

As for the others, I'm cancelling the release of this psa. Maybe not forever, but who knows. The beta's attention was worse than terrible. When I have my next work, I'll mention it here.
42  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Released on: May 19, 2015, 03:10:23 PM
I had to remove that "creepy" word from my other post. It looks extremely noobish if you don't realize that's a link.  Tongue KJP, I copied the same structure from my videos of the first page, that seems to have solved the problem. For now, at least.

Just submitted the beta I mentioned before. My testing time was near zero, don't know how many bugs this can cause. Like I also mentioned, this is to see if I should release this or not. I explained everything in my other post, won't be repeating myself again.
43  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Released on: May 11, 2015, 06:01:14 PM
Heya(ll). Gotta start this explaining myself again.
Like I mentioned before in Drogoth's thread, after I joined smashboards, I noticed how the posts here are more valuable to me than I thought they were before. Since most of you here know how brawl work and know what is hard and what is easy to do, you automatically appreciate things they don't there. I mainly noticed this because Koopa, which here was my most unsuccessful work here, is the only psa required to be converted to project M in smashboards. In the other hand, Baphomet was generally well received here and there, they don't even want to see it because he doesn't belong to any game franchise.

The result of this is that I'm feeling a bit better. I accept that that most players moved from vBrawl, and I possibly would have done the same if I didn't change my roster so much to this day. I admit playing the original brawl, without any changes, is not exactly fun anymore... since a pretty long time ago. Most users don't know how to make their changes and don't want to know, and that's understandable. A hobby for someone can easily be seen as boring work for another person. That's probably the main reason for so many people leave vBrawl, not to mention the new smash game's release.  
But as I'm still here, even if I really convert anything to project m, I'll always give priority to any critics coming from this board.

The main reason I joined smashboards was because I was going to cancel every future releases. Fortunately, they made me realize the value of the few reviews I got here, so thanks everyone who posted one. However, I've also realized those polls "you want this char?" are useless, because if you want, you'll say yes. If you don't want, you won't bother to vote, because you don't care about it anyway.

So, at least for now, I'm not cancelling anything. What I'm probably going to do about that monster I posted weeks ago is release a beta or something like that, meaning the testing phase will be shortened a lot, meaning there will be problems and bugs for sure. By people's reaction about the beta, I'll know if they want it and if I should release it when fully finished. If I feel the reaction is not favorable, at least it will save me a good chunk of work.
In few words, after the beta is released, the psa can be cancelled at anytime until it's fully released. In this case, I'll move into something else after I finish this one. I might apply this process for all my works from now on.

Yes, that's me feeling better.  Roll Eyes If you're thinking something bad about me right now, I said I was going to give up releasing everything, but I still managed to do this one last effort, so I hope people understand that.

Alright then... just in case I don't ever anything again, I'll share this with you guys:
<a href="http://www.youtube.com/watch?v=Yno4TNKyyUo" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=Yno4TNKyyUo</a>

It's intros and ending I've made during all my hacking time. They are related to my psas somehow. Not directly, but they are. It actually helps me finding inspiration, in a way. The name was suggested by youtube viewers, so it's obviously creepy.
Don't  watch it if you don't like this stuff. It's supposed to be a distraction, not a nightmare.
44  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Large Leader's PSA's™: Closing! on: May 04, 2015, 10:12:56 PM
Our goals are not so different, then. But my main problem is that I usually have too much ideas, and I want to make all of them, but I admit making all those alternate attacks (which are not always welcome) and alternate final smashes (never are) are extremely time consuming. I don't rush in making them, but they make me skip details like bad transitions, and many small details can make your work look bad. Also that makes me feel a bit bad because I now I could finish 2 psas during this time instead of making one with too much stuff.

Still, it may be good if you release what you have. Maybe you can find people to assist you finish those works easier.
45  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Large Leader's PSA's™: Closing! on: May 04, 2015, 11:38:11 AM
Thanks, and I saw your thread on SB. It's a shame you aren't getting much feedback on vBrawl anymore. But that's the way life works, I suppose.
From the few posts I've got there, I already started valuating much more the few replies I've got here, because there, most don't know how brawl works and they don't want to. They just want the results, so they don't care about saying your work is bad or not, and don't care how hard or how much work you will have by fixing/improving anything.
I'm saying that if it's something like this that's getting on your nerves, you really shouldn't care about. The only thing that keeps me hacking brawl are my ideas I want to turn real, not if people will approve it. Of course I would like more if I could make things more interesting for the others, but I can't do that if it will make me unhappy. In my case, that would be making more famous and representative characters of more recent games. You don't have this huge problem, at least.
I won't try to change your mind about stopping, but if somehow it helps you finish anything else, it was worth posting this. I really feel this place is dying, so anything to make it live a little longer is welcome.
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