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1  Help & Tutorials / Help / Running Brawl With WiiFlow on: August 01, 2013, 08:24:39 PM
So I've decided to back up all of my Wii games to prepare myself for when my disc drive inevitably goes kaput, and I've managed to get mostly everything working fine.

However, Brawl doesn't seem to work quite as well as everything else. Every time I try running it through WiiFlow, the game boots up, stays running, then tells me to insert the Brawl disc into the disc drive. What's ironic is that even if I have the disc in, I still get the error.

Since this is a Brawl modding website, surely someone has encountered something similar and knows how to fix this issue? For the record, Metroid Prime Trilogy has a similar issue where it plays for a little bit, then crashes, but I don't think it's an issue with dual-layered discs since Other M works perfectly fine (albeit with a little bit of lag).

I've tried installing a bunch of IOSes, but nothing has seemed to resolve this issue. Any advice?
2  Help & Tutorials / Help / Alternatives to Wiiscrubber on: April 16, 2013, 07:08:40 PM
Well Wiiscrubber decided to be lousy and keel over and die, so now I can't test anything. Does anyone know if there exist any other programs that have a similar function that I can use to inject stuff into an ISO?
3  Help & Tutorials / Help / Animation Appender on: December 01, 2012, 10:43:06 PM
What is up with that thing.

Seriously.

I've gotten it to work maybe once, but I haven't gotten it to work since.

Is there some sort of trick to getting it to work or something? Is anyone else able to get it to work consistently?

Any help would be looovely.
4  Help & Tutorials / Model Tutorials / ~A Guide to Kirby Hats~ on: February 03, 2012, 06:43:17 PM
Hi.

A few people were asking me how I make Kirby Hats. So I decided to throw this little guide together for y'all.

This guide will help you import your very own Kirby Hats. To do this, you will need:

-3DS Max
-BrawlBox v0.65 or later
-The file for the Kirby Hat of the character you will be replacing (FitKirbyCharacter00.pac)
-FitKirby00.pac
-The model of the hat you want to make
-A
soul of silver or a heart of gold (optional)

Now that you have acquired all of these things, you are ready to start.

Let's begin.


~Step One: Getting to Know Your Model~

To begin, open up the file for the Kirby Hat you will be replacing in the latest Brawl Box.

Hopefully you know how Brawl Box works, as it is an essential tool. If not, here's what it looks like when you open it:


If you have no clue how Brawl Box works, stop here and take the time to get used to the program. Once you feel confident with Brawl Box, continue.

Now, go ahead and preview the Hat model.

I will be using Ness's hat in this example.




Why are we in the model previewer, you ask? Well, Before rigging your hat model to the original model's bones, you'll want to know what each bone does.

This may seem trivial, but it is important because every hat is different.

Now select one of the animations in the top right. It doesn't matter which one you pick, since you won't be saving anything at this point. You will want to do this so that you can move around the different bones to see what they do.

Once you have an animation selected, go ahead and select a bone. Most hats will only have about two or three, but some hats, such as Ike's, will have multiple bones that will control different things.

Go ahead and move each bone around, and note what each bone does.

Once you know what every bone does, close the previewer, as you won't be needing it for the time being.

Right click on the model, and export it as a DAE file. Be sure to save it somewhere you'll remember.




Once this is done, open up FitKirby00.pac in the latest Brawl Box and export the Kirby model as a DAE. Save it in the same place as the Hat for easy finding.

Now that you have your DAEs, it's time to start doing some actual work.


~Step Two: Working in 3DS Max~

Let me begin this step by saying that if you don't know how to use 3DS Max..... learn how to as I will not be going over specifics.

Ok? Ok.

Now, open up 3DS Max and import the DAE you exported from Brawl Box.





*Note: I will using the perspective viewpoint for this tutorial because it's the easiest for me to work with.

Select everything in the scene (bones, polygons, etc), right click, and select Freeze Selection.


Now that that's frozen, import FitKirby00.DAE into the scene.

Once he's in the scene, select all of his bones and delete them. You will not need them.

This next step is important: select Kirby's polygons, and position him so that the hat fits snugly on his head.
Try to fit it to his as best as you can.



Like so.

Now that Kirby is in position, select all of his polygons, right click, and select Hide Selection.

Right click again and select Unfreeze All. Select the hat polygons and go ahead and delete them, you won't be needing them anymore.

Right click and select
Unhide All. Select everything in the scene, right click, and select Freeze Selection again.

Everything is now in position.









*Note: You can apply Kirby's textures to his body if you want a refrence, but it isn't necessary. I'm not sure why Max decided to display the textures halfway through, but whatever. >_>[/b]

Now that everything is where you want it to be, import the model of the hat you want to make.

I will be remaking the Animal Crosser hat in this guide.

But the female version. Just to spice things up.

If you're super lucky or something, the hat will import right onto Kirby's little head and fit perfectly and you won't have to do any work.

Unfortunately, we live in the real world. As such...



You will have to fix a few things up.

At this point, I don't have anything to tell you except to make the hat fit. I know how unhelpful that sounds, but really it's just a matter of moving the hat around in Max and positioning it on top of Kirby's head.

Like so:



Don't mind the textures, they're just they're to make it easier to see the difference between the hat and Kirby. Grey on grey doesn't exactly help.

Once you have your hat positioned, unfreeze everything and delete Kirby. You will not be needing him anymore.

You should end up with something like this:


All that's left to do is to rig the hat to the bones using the notes you took on the bones at the beginning of the tutorial as a guide.

Tip: Before adding a skin modifier, add a Smooth modifier. Adding a skin modifier will sometimes make the model look blocky, so adding a Smooth modifier will prevent that.

Once it's all rigged, export the hat as a DAE. Save it where you will remember.

Now it's time to finish up.


~Step Three: Getting Your Hat Into Brawl Box~

Open up the latest version of Brawl Box, and create a new BRRES.

Right click the BRRES, go to
Import, and select Model.

Select your DAE, and click Ok at the screen that pops up.







*Note: If you want the metals to work out nicely, select Force Float at this step, then go back and use the Auto-Metal feature.

Save the file somewhere you'll remember. Then export the model as a .mdl0 in the same place for easy finding.

Now open up the file of the original Kirby Hat (FitKirbyCharacter00] in Brawl Box. Open up the BRRES containing the model.

Right click it, and select
Replace. Select the .mdl0 of your hat and click Ok.


Now open up the BRRES that contains the model's textures and delete all of them. If there are any palettes, delete those as well.

Then right click the BRRES, go to
Import, and select Texture.

Import each texture, and make sure that they are in CMPR format.






All that's left to do is save it and test it out!

~Some Important Things To Note~

First off, this is just a guide. There is no one way of making a Kirby hat (since it's really easy), this is just my method of doing it.

Secondly, you will have to add metal textures to the hat. A tutorial for this can be found here.

Third, make sure you export it using the right units (usually centimeters). To check to see if the hat is the right size, preview it in Brawl Box and look at TopN's scale on frame zero. It should be scaled to one. If it isn't, change your exporting options so that it exports as the right size. Otherwise, you won't be able to see it in-game because it will be inside Kirby's head.

Trust me. Im srs here

Also, if you are having problems with the smooth modifier, it may be beneficial to try the HSDS Modifier instead, as recommended by Pervy.

Lastly, and most importantly,
you will probably not get it right the first time. Using Kirby as a base gets it in the right spot around 80% of the time. However, this requires a lot of trial and error, so be ready to move around the hat to get it just right.

Well, that's it for this guide. Sorry if it was a bit long-winded, I just wanted to be as detailed as possible.

Feel free to post any questions you have here.

Good luck on making your hats!
5  Help & Tutorials / Help / Texture Issues on: October 14, 2011, 03:59:33 PM
Mmk, so I've been fooling around with a stage textue for quite a while now, and I can't seem to find a way to fix this:


Basically, I need that purple texture removed and that black part removed.

I examined it in Brawl Box, and it appears that both the black texture and the purple highlight are controlled by the same thing, but they don't have their own texture.

Trust me, there's nothing purple in the TextureData. I checked. :|

Would anyone be able to help me get rid of these two things? I can supply the stage .pac if needed.

Any help would be appreciated.
6  Help & Tutorials / Help / PokePark Model Rips on: October 04, 2011, 04:01:50 PM
Yo.

So yeah, as the title implies, I'm in the need of a few Pokemon models for use in a stage. Specifically, I need Venusaur and Blastoise.

It would also be much appreciated if they were hexed to work in-game and if some of their animations were included. Though the animations aren't necessary. /:

Can anyone help me out here?
7  Help & Tutorials / Help / Vertexing Boss Characters on: September 09, 2011, 04:32:43 PM
It's just something I was curious about.

I was trying to make a .dae for Rayquaza, but AiS simply refuses to work with me.

Is there something special that I need to do to get Rayquaza into 3DS Max? Or is it just not possible?

Also, if this is in the wrong section, I kindly ask that a mod/admin move it to the correct place.
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / The Mother of all Samus Hacks - New Animations! See Pg. 91 Reply #1363 on: July 22, 2011, 10:48:45 PM
See what I did there?

*ahem*

Anyway, I present to you....


~Project Other M Samus~


In a nutshell, this project's goal is to make Samus more like she was in Other M.

Namely, make her much more agile and mobile. And a lot more physical as well.

So what changes will be made? Here's a tentative list of everything that will be modified.


~Change List~

-Samus has all of Zero Suit Samus's attributes, such as her run and jump velocity.
-Goes into Morph Ball Mode when crouching.
-It would be lovely if we could give her the ability to "crawl" so we can make her roll around in Morph Ball Mode, but seeing as how Samus has a pretty low filesize limit, this may not happen.
-Tweaked animations. For example, using Captain Falcon's run animation in place of her own.
-Total PSA and animation overhaul

We're probably changing more than this, but some of the things may have slipped my mind. /:

So how different will her moveset be?


~Moveset~
*Keep in mind that this moveset is tentative and subject to change*

AA Combo: The Same

Side Tilt: Grapple Whip (Samus uses the grapple beam as a whip. Can be angled up or down)
Down Tilt: Morph Ball Bomb
Up Tilt: The Same(?)

Side Smash: Missle (Fully Charged shoots Super Missiles, non-full charged shoots Homing Missiles. Can also be angled)
Down Smash: 5-Bomb Drop
Up Smash: The Same (Hopefully not for long, this really needs to go)

Neutral Air: Samus uses her Grapple Beam as a whip and spins around.
Forward Air: Samus double kick's the air infront of her.
Back Air: The Same
Down Air: The Same
Up Air: The Same

Neutral B: Charge Beam (The difference here being that she fires weak shots that don't make the foe flinch, and can be charged while holding B. Able to move around with charge, if possible)
Side B: Screw Attack (Horizontally, this time. Think MP2/MP3)
Down B: Power Bomb (Works like Ganondorf's UTilt. It auto charges then releases a large dome of energy which will deal roughly 20% or so. Unleashing the energy deals 10% to Samus herself.)
Up B: Shinespark

Down Throw: Overblast. Samus flips the charater onto the ground then fires her beam at them. Damage varies depending on the active beam and the charge that it's at.

Forward Throw: Samus spins around slightly crouched and stretches out he leg and kicks the character in the upper torso. 8%

Back Throw: Lethal Blow. Samus spins around the character pulls and blasts the character from their back. Again, damage varies on the beam and it's current charge state.

Up Throw: Samus lays on her back and double kick's the character straight up. 9%

Final Smash: Uh.....

So who all is working on this project?


~The Team~

-Me
-Royal_Blade
-Aether
-Weyard
-Eira
-Pride
-xZedekiel
-Ultraxwing
-SDoom
-beatthat

Basically, anyone who contributes in a positive way, be it simple consultation, PSA or animation, or testing.

So that's that!

Interested? Intrigued? Annoyed? Disgusted?

We want feedback!

If you have any suggestions, we would appreciate it if you would leave a comment detailing any ideas or issues you have. Just keep it constructive people.

Also, if you have any ideas as to how the moveset can be improved upon, that would be lovely~


~Progress~

So, you don't think we're making progress, eh?

Well, I only have one response to that.

Also:

<a href="http://www.youtube.com/watch?v=rs_RP2Fr8o4" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=rs_RP2Fr8o4</a>


~To-Do List~

Red means it hasn't been done yet.
White means it has been completed.

Think you can handle that?

1. Fix the N-air (including GFX glitches)
2. Change the flags of the up smash (and GFX to common screw attack)

3. Get rid if z-air completely. Make her dodge instead.
4. Make samus' gun not expand in taunts/etc.
5. Make Samus not turn into ZSS (done via code)
6. Edit SFX
9  Help & Tutorials / Help / F.) You're a GIMP on: July 19, 2011, 09:24:46 PM
Excuse the reference.

But I'm curious.

Lately, I've been wanting to nourish my artsy side, and I've been trying to familiarize myself with GIMP.

So I was just wondering if anybody had tips on how to use it and stuff.

You know, like whether there are certain tools I should be aware of, and how to properly use them.

Or if I am simply wasting my time with GIMP. For the record, I got it simply because it was free, contrary to Photoshop. >_>

.... I hope I'm not being too vague here. XD If I am, let me know.

Any help anyone has to offer would be greatly appreciated. :]
10  Help & Tutorials / Help / Project M CSS on: June 21, 2011, 07:29:31 PM
Okay.

So you know how the Project M demo is designed to have a character selection screen that displays only the characters they have modified?

Well, how would you revert it back to normal?

I assume that it has something to do with the GCT, so would I have to delete certain things out of it?

All I want to do is to change it so that it shows all the characters. Including the separate Pokemon, Sheik/Zelda, and Samus/ZSS.

Any help would be appreciated.
11  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Ridley's Lair: Hats on: December 04, 2010, 12:48:05 AM
¡Ridley's Lair!

Well! Seeing as how I have a few projects going on, I decided to keep one big master thread to keep track of everything I have or will have!

Here, one can find information and keep track of progress of any hacks I am currently working on.

~Stages~

Geothermal Plant - Complete

Moonlight Stadium - Complete

Phase 9 (The Queen's Lair) - Near Completion
<a href="http://www.youtube.com/watch?v=OEuEcB-eUQc" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=OEuEcB-eUQc</a>

~Characters~

Ridley - On Hold Indefinitely
AA: Two claw swipes, right and left. A bit like Bowser's AA, but faster, weaker, and can cancel into his side tilt. 3% first hit, 5% second hit.

Side Tilt: A large slash across the body. Decent power and knockback, fairly slow. 12%

Up Tilt: Ridley crouches and sweeps his tail upward. Similar to Marth's up slash in look and functionality, good for juggling. 11%

Down Tilt: A low poke with his tail. Pitifully weak if the opponent is struck with the broad part of his tail, but powerful if the tip connects. Good range, good for spacing. 6% if hit with the tail, 15% at the tip

Dash Attack: Lunges forward and tackles the foe head-on. Simlar to Snake's dash, Ridley can go straight into his crounch and throw a down tilt as soon as the animation finishes. 8%

Side Smash: Similar to Charizard's forward smash in appearance, Ridley steps forward and swipes upward with his wing. Strong, decent knockback. 26% when fully charged

Up Smash: Breaths a spray of fire, similar in functionality to Mewtwo's up smash. Hit's 5 times, the 5th hit being the strongest. 2%-2%-3%-5%-21% when fully charged.

Down Smash: Ridley swings his tail around. Slow, but powerful if the tip connects. If the foe is struck by the base of the tail, the attack will simply trip the opponent. 10% if hit with the tail, 24% if hit with the tip

Nair: Tucks himself into a ball and does a flip, similar in appearance as Charizard's nair with sex-kick properties. However, towards the end of the animation, Ridley flicks his tail downward. If the tip connects, the opponent will be lightly sent downward. Not exactly a meteor smash, but similar in functionality. 11% for the normal attack, 5% if hit with the base of the tail, 13% if hit with the tip.

Fair: A quick, overhead slash. Weak, but little to no landing lag. Good for approaching and setting up for a smash attack. 10%

Bair: A quick backwards flick of his tail. Again, weak if hit with the base of the tail, but frightening if the tail connects. 6% at the base, 15% at the tip

Uair: Similar to Charizard's up tilt in appearance, Ridley quickly thrusts the pointy bits of his wings upward. Weak, good for juggling. 9%

Dair: Ridley plummets down until he hits the stage. If he lands, a slight shockwave will be sent out around him. Goes straight through aerial opponents, considerable landing lag. 10% dealt to aerial opponents, 12% dealt to grounded opponents.

Glide Attack: Does an upward slash, putting the foe directly above him. Weak, but can be followed directly by an up air attack. 8%

Grab: Grabs them. With his hands.

Pummel: Strikes them in the face with the tip of his tail

Forward throw: Goes for a homerun by striking the opponent with a bat-like sweep of his tail. 12%, good knockback

Back throw: Impales the target with his tail, then flicks them backwards. 4% stab, 7% throw

Up throw: Slowly ascends upward, doing damage to the opponent as he ascends, similar to how he'd grab Samus and damage her in Super Metroid. Finishes by plummeting and slamming the opponent on the ground. Hits 5 times, each dealing 1%. The final hit does 7%. Good knockback

Down throw: Slams the foe downward with his tail. Similar in functionality to Mewtwo's down throw. Can be used to chain grab the opponent at low percentages. 11%

Neutral B: A three-stage charge attack.
   First stage: Acheived by simply pressing B. Fires 3 or four small fireballs in front of him, each dealing 3%. Also lightly juggles the foe.
   Second stage: Fires a stream of plasma from his mouth. Hits ten times, the first nine dealing 2% and the last dealing 8%. The last hit does decent knockback.
   Third stage: Launches a large fireball. Does massive damage and knockback, and multiple foes can be caught in the large blast radius.

Side B: A forward dash, similar in functionality to Ike's side B. However, unlike Ike's, he flies right through multiple opponents, and goes forward until the attack ends. Effective for horizontal recovery, but puts him in free fall. Does 20% fully charged.

Down B: Flaps his wings like a madman. Does light damage and almost no knockback, allowing the foe to be smacked with his wings a few times. There's also a light windbox in front of him, which can be put to obvious uses. 4% per hit, maybe about 5 hits

Up B: Ridley leaps up into the air and lands where the player directs him. Send out a shockwave upon landing, stuns enemies that are not close enough to be hit by the shockwave, but not retardedly far. Similar to DDD's up B, but can strike the opponent while he's ascending, as well as descending. 15% dealt while in the air, 18% shockwave, 4% stun

Final Smash: Ridley flies offscreen for a moment, then flies across, doing a massive bombing run. Each bomb deals around 15%. Similar to PK Starstorm, but more concentrated. Ridley flies across the screen twice before the Final is over. Heavy knockback, but not a OHKO.

~Misc~

-Has four jumps
-Heavy, but fairly light for a heavy character (relatively easy to knock away)
-Decent air mobility, more mobile than Mario, but less so than Wario
-Shield lasts a bit longer than usual

Rundas - On Hold Indefinitely


Moveset:

*Note: This moveset is written up using Mario as the standard, with a 5/10 rating being the standard*

Weight: 7/10
Speed: 5/10
Air Mobility: 6/10
Average Strength: 7/10


~Normal Attacks~

A: A somewhat slow, diagonal swipe across the body. 2%, low knockback (so as to connect with the second hit)
AA: A horizontal dual-slash in front of him, similar to Pit's Side Tilt. 3%, low but decent knockback

Side Tilt: An upward spinning slash, hits twice. 4% on both hits, decent knockback on the second hit.

Up Tilt: An upward-sweeping slash with both blades, comes out decently fast. 5%, low enough knockback to be useful for juggling or connecting with an aerial.

Down Tilt: A low stab with both blades. 4%, potential to trip.

Side Smash: A cross-chop. Comes out decently fast, similar to Falco's. 12% uncharged, good kill potential.

Up Smash: A combination of Pit's and Ike's. Swings his first blade up and across, then finishes by a second stronger swing with his second blade. 6% for the first hit, 8% for the second hit uncharged. Good knockback on the second hit.

Down Smash: He crouches down and spins on a pool of ice (to reduce friction, dur hur) with both blades extended. Hits three times. 4% for first two, 6% for the last hit. Slightly drags the opponent in, good knockback.

Neutral Air: A decently fast spin, similar to Lucario's. Hits twice. 4% for both hits.

Forward Air: Raises both arms above his head, then swings down with both and does a flip. Potential to spike. 11%

Back Air: A simple kick. Good knockback. 9%

Up Air: Does an upwards flip kick.Good knockback. 10%

Down air: Similar to Ness's, shoves his leg down with force. If he connects, he bounces upward slightly. Spikes. 10%


~Specials~

Neutral B (ground): Shoots a large chunk of ice. If the button is pressed twice, he shoots two. Freezes. 12%

Neutral B (air): Automatically shoots two chunks of ice. 12%

Side B (ground): Sends a wave of ice across the floor in front of him. If it connects, it freezes the opponent. 11%

Side B (air): Slides quickly along a path of ice. If it connects, it does not send him into free fall. If it doesn't, he goes into free fall. Can only be used once in air regardless. 13%, good knockback.

Down B (ground): Strikes the ground, causing to stalagmites to quickly rise from the ground. Slow, but powerful, excellent knockback. 15%

Down B (air): Dives at the ground. Upon impact, causes to stalagmites to rise with the same effect as above.

Up B: Similar to Squirtle's, but on a path of ice. Last's longer, goes farther, is a little faster, only hits once. 10%


~Final Smash~

Cryokinesis: Rundas shoots two beams of ice into the sky, causing it to rain large ice picks. Similar in functionality to PK Starstorm... but ice.


~Model Imports~

Kirby Hats
Roy



Rosalina



Animal Crosser



Viewtiful Joe



Dixie Kong



Assault Falco



CoD Ray Gun



Pokemon Trainer



Hydreigon Cosplay



Whipvine Ivysaur



Peachu



Assault Weapon Pack





~Videos~
If you would like to see videos of my hacks, come on over to this YouTube channel!

Gamma Ridley's YouTube Channel
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Samurai Goroh v0.1 on: November 05, 2010, 09:38:10 PM



Samurai Goroh, Captain Falcon's long-standing rival bounty hunter, has finally joined the Brawl!

Originally the first project I intended to start, I have finally gotten around to... starting! Considering he's probably the number one character who I felt should have been playable, he will be taking priority over Mew, as I feel much more motivated for Goroh than I do Mew. Mew will, however, be completed. Eventually.

~~~TO DO LIST~~~
  • Get the model working over Ganon (HUGE thanks to Snoopy and his guide)
  • Fix the tiny-shield glitch
  • Fix the stretched-when-thrown glitch
  • CSP Portraits
  • Alternate costumes
  • Fix the glitchy hurtboxes
  • Start the moveset
  • PSA work

Completed
In progress
Not yet started

~~~TENTATIVE MOVESET~~~
Specials:
Neutral B - Fiery Sting
Press B once and Goroh stabs forward with his sword, sending out a flame "spear," if you will. Can be charged. At full charge, he stabs, then swings his sword upwards to send out a wave of flame. Will probably use C. Fal's item swing animation.

Side B - Samurai Slash
Goroh rushes forward, swinging his sword like a mad man. A simple move, it will probably be able to cover ground, but might not be useful for recovery. Will use Goroh's run animation from the Assist Trophy.

Up B - Rising Sun
Goroh launches himself upwards, spinning in an upward drill-like fashion, with his sword extended. Surrounds himself in a spiral of flames, and hits multiple times with flame damage. Will use Wario's Up B animation.

Down B - Sumo Stomp
Goroh raises his foot high, then slams it with tremendous force, causing an "earthquake" in front of him with multiple disjointed hitboxes. Similar to the Cloud PSA's Down B attack, with rock/dirt effects rather than dust. Might be a custom animation.

*Names are subject to change.*

~~~IN-GAME PICS~~~















~~~VIDEOS~~~
<a href="http://www.youtube.com/watch?v=lOTjdIS7OyY" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=lOTjdIS7OyY</a>

~~~DOWNLOAD~~~
None until a satisfying amount of work has been completed.

Unless I decide otherwise.  Tongue



WILL BE UPDATED!!!
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Mew - v0.4 In Progress on: October 04, 2010, 05:54:04 PM



Mew, the most legendary of all Pokemon, has joined the Brawl!


Uhhh yeah! Project Mew has been in developement for, oh say, six months, mainly by my lonesome, but not without any help at all of course. However, progress is a liiittle slow. As you can tell, it's not exactly complete yet, but it's getting there!

~~~TO DO LIST~~~
  • Get the model working over Pikachu
    (Thanks to Serrix for adding the necessary amount of bones and Snoopy for fixing the invisibility glitch)
  • Fix the tiny-shield glitch
  • CSP Portraits (Thanks to Franco159487)
  • Fix the stretched-when-thrown glitch
  • Alternate costumes (Thanks to sageof6paths for Shiny Mew and diegoforfun for the Dark Mew texture)
  • Fix the glitchy hurtboxes
  • Finalize the moveset
  • PSA work (Special thanks to DivineOverlord for offering his assistance)
  • Custom Sound Effects

Completed
In progress
Not yet started
Unsure if it'll even happen

~~~Moveset as provided by Get a Load of This!~~~
Each stat is scored out of 10 points.
Size – 2/10 – Around Pikachu size.
Weight – 3/10 – Not very weighty.
Walk – 2/10 – One of the slower ones in the game, Mew's just doing breast strokes through the air.
Run – 3/10 – Not much better. Does quick somersaults forward.
Power – 3/10 – Mew's not really trying.
Attack Speed – 5/10 – Some moves are rather sluggish.
Range – 8/10 – Good range on almost all attacks, however...
Priority – 8 to 2/10 – Disjointed hitboxes to the umpteenth degree, but a pittiance if it's attacking physically.
Air Speed – 5/10 – Yeah, slightly faster to jump than to run.

Two jumps that travel incredible distances, but are actually very slow to rise.

Mew's general playstyle revolves around the fact that it's NOT trying. Mew is one of the legendary Pokemon. There is no equal on the Smash roster, period. For this reason, it dances around and moves very lazily, almost as if it is bored. Being hit does not appear to hurt Mew, it simply strikes a relaxed pose. Tripping just has it sitting down. Being floored leaves it reclining. For this reason, several of Mew's attacks don't actually deal any damage. Instead, Mew play relies on racking up damage with those moves that DO deal damage and then hitting with one of its non-damaging attacks, with knockback and keeping the opponent down with windboxes, to score a KO. It doesn't have much in the way of KO potential, so toying with the opponent to keep the damage high and keep them from recovering is nessicary.

Wait1 – It's just sort of floating there, bobbing up and down.
Wait2 – It rocks back and forth
Wait3 – It bounces up and down before coming to rest

Jab – Mew strikes what looks like a boxing position before striking a left jab. The hitbox is actually disjointed, hitting about the distance of Ike's f-tilt. Attacking again results in a right uppercut, sending the enemy a set distance into the air, which equates to about the distance from the floor of Battlefield to the space between the middle platforms and the top one. Both hits do 3%.

F-Tilt – Mew quickly goes barreling at its foe, arms widespread. This move extends about the length of a Battlefield platform. If it hits, it causes 10% and floors both it AND the enemy.

U-Tilt – Mew hides its face as a few hearts float out of it that can stun the foe if they connect. Does 4% damage. Has end lag.

D-Tilt – Mew strikes a pose, which causes a bright light to eminate from it and cause tripping. There is an initial start up lag. It causes 7%.

F-Smash – Mew appears to yawn. After this, the opponent is knocked away. The move does not cause any damage, but is a strong launcher. Cannot usually kill by itself, however.

D-Smash – A long distance shockwave that knocks anyone around it to be popped into the air, during which it appears to be mimicking a curtsey. Basically exists to set up for its aerials, and is sluggish to start up.

U-Smash – Looks up, before waving its arms, which causes anyone above it about a Zelda away to be knocked around in random directions before being launched like a pinball. Hits 6 times for 2% each, 3% if charged.

Dash Attack – A barrel roll.  AWESOME 2.0!

N-Air – A mimickry of Mewtwo's old N-Air, except with heart effects. Lasts a long time. 1% per hit and shout deal about 9%.

F-Air – Mew waves to its opponent, pushing them away with a windbox. The closer it is, the stronger the windbox. The attack also knocks the enemy back if they're close enough. This gives them back their third jump, if they had one. This is just to avoid edgeguarding being TOO easy.

B-Air – It wiggles its tail at the opponent. This is functionally similar to its F-Air, except it hits downwards at a 45% angle and has less range.

U-Air – Mew creates a windbox above it that actually pulls foes TOWARD it before loosing a shockwave that puts a flower on an enemy's head. It gives a nod of approval.

D-Air – It mimics a plane crash, arms extended and barrel rolling towards the ground. If it hits something, it gets pushed downwards into the rest of the attack. If it hits the ground, it creates a weak explosion and looks as if it is laughing, causing moderate knockback and 7% damage. If it doesn't hit anything, it stops after a certain distance. The actual descent does not hurt anything.

Grab - BIG HUG, short ranged.
Pummel – Squeezes the opponent tight. Is as fast as Lucario's and does 1% a hit.
F-Throw – It plants a kiss on the enemy that stuns them, before backpedaling a short distance, waving and then launching them strongly, dealing no actual damage. This actually does have kill potential around 150%.
B-Throw – Gives the foe a hard stare before tossing them away and shrugging. Deals about 6%.
U-Throw – Gets very close to the foe before punching them hard, where the stomach would be. Launches straight up and does about 12%.
D-Throw – Mew sits on the opponent for a while, invincible the entire time (in case of free for alls) and does a front flip that ends with it kicking the foe in the head. Leaves the foe on the floor and does 8%.

Get Up - It spins around and then strikes a bow, its tail stretched out and deals 3%.

Neutral Special - Swift- Creates a star a short distance in front of Mew, that stays stationary and harmless. Pressing the B button again afterwards then fires the star forward at the speed of Falcon's dash, doing about 7% with minimal, low angled knockback. Useful as a trap to set up another attack or break out of a combo if placed correctly.

F-Special – Telerush - Simply, Mew dashes forward like a missile, anything near it will be dragged along with it in a windbox. Travels about 1/3rd of Battlefield. Does not put it in freefall.

U-Special – Barrier - Purely defensive, Mew puts up a bubble around it that renders it impervious. It pops after about a second, tripping anyone near and creating a small windbox away from it.

D-Special – Metronome - Has four random effects. The first makes Mew rush forwards doing a powerful kick, which does 15% with killing potential if it hits and dealing Mew 7% if it misses. The second has Mew going stiff and falling to the ground, striking anything in its way and giving it invulnerability, which causes 10% if it hits. The third makes it stall for a moment before shooting a short ranged ball of electricity that deals 15% and larger knockback, and the fourth has it setting off an explosion that causes both it and whomever it hits to recieve 25% damage. This move has the potential to be Mew's most powerful attack, but may also hinder it.

Final Smash – Psychic - Mew holds nothing back for this move. First, it holds out its hand which does a short ranged darkness effect. If this hits, the screen goes black, and Mew hits the opponent forty times dealing 40%. The screen then lights back up, Mew gives the foe a quick poke, and the opposition is launched like crazy, usually a OHKO.

Taunts:
Up – Flies around in different directions, starting with a backflip.
Side – Turns, hides its face and flicks its tail in front of it. This is basically Luigi's kick taunt in function.
Down – Grabs and plays with its tail.
Results Screen:
Victory 1 – Hides its face and wiggles its feet, laughing.
Victory 2 – Sitting, it cleans its face for a moment and then looks at the screen.
Victory 3 – Falls asleep lying on its belly, with its body parallel to the screen and its head turned away from it.
Lose – Lounges about, waving its tail around.
*SUBJECT TO CHANGE*

~~~IN-GAME PICS~~~






~~~VIDEOS~~~
<a href="http://www.youtube.com/watch?v=knRUBUl0hI8" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=knRUBUl0hI8</a>


<a href="http://www.youtube.com/watch?v=eJdoTqX4P9s" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=eJdoTqX4P9s</a>
(Mew v0.3.5)

<a href="http://www.youtube.com/watch?v=GMGGei6T_fg" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=GMGGei6T_fg</a>
(Mew v0.3)

<a href="http://www.youtube.com/watch?v=v1iK4cou1FU" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=v1iK4cou1FU</a>
(Mew v0.2)

<a href="http://www.youtube.com/watch?v=q6uJxTd2sDU" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=q6uJxTd2sDU</a>
(Mew v0.1)

~~~DOWNLOAD~~~
http://www.mediafire.com/?765bn8tb79ls9

Goes over Pikachu

~~~WEBSITE~~~
If you like Pokemon related hacks, come to this website!
http://superpokebrosbrawl.camelscrew.com/forum.htm

It's a new site, and by new I mean made-yesterday new, so give it a shot. If you have Pokemon-related hacks, feel free to post them there!

If you look for the Mew thread, however, you may be slightly disappointed to see that it has the same format as this one here. Sorry for the lack of creativity, but I am not about to re-type a whole flippin' essay on Mew.  Tongue


WILL BE UPDATED!
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