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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 347769 times)
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Amarythe
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    « Reply #405 on: February 09, 2014, 12:23:10 PM »


    Don't worry about it man, lol. Thanks for the advice, but without copy/paste bone animating, I'll do this the old fashioned way. I still don't understand why they'd take the PSA editor out of the latest BB... it seems like such a good asset. :|

    This DOES however give me access to your Sheild Bash code, so don't think this was a big waste of time, haha. I got this.
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    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

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    « Reply #406 on: February 09, 2014, 12:25:40 PM »


    BlackJax was planning to make Ikarus, which would have been what Brawlbox 0.68b is except with more capabilities.

    He retired from Brawlbox and Ikarus, so they were never finished.

    You should be able to copy and paste bone positions just fine. Don't know what the problem here is.
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    « Reply #407 on: February 09, 2014, 12:34:25 PM »


    You should be able to copy and paste bone positions just fine. Don't know what the problem here is.
    For some reason my computer reacts strangely to different versions of BB. For example, in v68, every time I hover over a bone the entire previewer turns blue. It's pretty stupid.
    Things seem to change when I've download it from a different computer, and upload it to mine, I might try that later.
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    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
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    « Reply #408 on: February 09, 2014, 01:59:52 PM »


    I was hoping to see Mario's traditional hammer smash as his side smash, but you're the PSAer. Good Luck to you mang.
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    Amarythe
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    « Reply #409 on: February 09, 2014, 02:48:55 PM »


    Progress on Charizard is moving incredibly smoothly. I was having some trouble with his Dash Attack earlier, but hoooooooooooly [censored] is this an awesome move. This is quickly becoming one of my most creative and unique PSAs.

    I was hoping to see Mario's traditional hammer smash as his side smash, but you're the PSAer. Good Luck to you mang.
    See, that's what you'd expect, isn't it? Trouble is, then I'd have nothing to replace his boring Ftilt. And, then I wouldn't be able to include his Fire Hand animation from the M&L series.
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    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

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    « Reply #410 on: February 09, 2014, 04:08:13 PM »


    I'd actually think that his Fire Hand animation would make much more sense as a quick F-Tilt. The Hammer just feels more powerful. I mean he literally SLAMS a giant hammer down his opponent. Plus in the games the hammer is chargeable. It would feel twice as true if you ask me.
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    « Reply #411 on: February 09, 2014, 04:11:51 PM »


    I'd actually think that his Fire Hand animation would make much more sense as a quick F-Tilt. The Hammer just feels more powerful. I mean he literally SLAMS a giant hammer down his opponent. Plus in the games the hammer is chargeable. It would feel twice as true if you ask me.
    Actually, a quick Fire Hand wouldn't make any sense; unlike the hammer, which is sometimes chargeable, the Fire Hand always demands a charge.

    I'm not using Brawl's "Fire Hand" animation either, by the way. That I could see as an F-Tilt. But this animation will be modeled right after it's M&L sprite animation.
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    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

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    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #412 on: February 09, 2014, 04:25:24 PM »


    Sorry BB isn't working correctly for ya. I tried. I use .68b for PSAing and .71 for animations. That's the most recent build and it works rather well.
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    « Reply #413 on: February 09, 2014, 04:33:05 PM »


    What do you have planned for Wario? Cuz I have a few ideas...

    Smoother idle stance, and new Wait animations.
    Reworked running animations and jumping animations, different than that of the existing P:M ones.
    New crawling animation.
    A third jab/Attack13 - Headbutt from Wario World.
    Dash Attack - Roll/Somersault from Wario Land games.
    U-throw - Piledriver from Wario World.
    D-air - Unchanged, but he does a frontflip first and appears more crouched into a ball.
    Pummel - Shaking coins out of the opponent from Wario Land Shake It.
    Bite - Inhales to vacuum opponents in front of him, like in Wario World.
    F-air - Smooth animation and make it look more like SM64's.
    Shoulder Bash - Could use better animations more reminiscent of the games. Perhaps jumping could turn the attack into the corkscrew from Wario World (where he somersaults through the air.)
    Wario Waft - Add an explosion effect.

    I feel like U-air, N-air and B-air might be due for some changes.

    I have quite a few animations already done that you can use.

    See, that's what you'd expect, isn't it? Trouble is, then I'd have nothing to replace his boring Ftilt. And, then I wouldn't be able to include his Fire Hand animation from the M&L series.
    Mario's Hammer becoming his F-air would be amazing. Maybe you could do something like Brawl Minus did with Ness and make a taunt trigger Hammer attacks, so then F-smash could be Fire Hand and Hammer, just through Taunt triggers.
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    « Reply #414 on: February 10, 2014, 01:45:56 PM »


    Have you tried to get the defensive collisions to work?
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    « Reply #415 on: February 10, 2014, 02:02:15 PM »


    Actually, a quick Fire Hand wouldn't make any sense; unlike the hammer, which is sometimes chargeable, the Fire Hand always demands a charge.

    I'm not using Brawl's "Fire Hand" animation either, by the way. That I could see as an F-Tilt. But this animation will be modeled right after it's M&L sprite animation.

    Seems you got me there. Alternatively you could make it his standard special Brawl Minus style.
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    Amarythe
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    « Reply #416 on: February 10, 2014, 02:50:54 PM »


    Have you tried to get the defensive collisions to work?
    The whole .pac got corrupted, remember? I'm putting Ganondorf on the back burner for a little while, haha. Right now I'm absolutely mesmerized by the progress I've made with Charizard.

    Seems you got me there. Alternatively you could make it his standard special Brawl Minus style.
    And replace his Fireball? Lol

    Mario's Hammer becoming his F-air would be amazing. Maybe you could do something like Brawl Minus did with Ness and make a taunt trigger Hammer attacks, so then F-smash could be Fire Hand and Hammer, just through Taunt triggers.
    ...That's actually a pretty brilliant idea. Lito, your hope for the hammer may be renewed after all. This could also be a nifty way to de-clone Mario and Luigi, since there movesets will be largely the same. With Hammers, I can get creative since there aren't many "True" moves to emulate.

    (I'll get to your Wario suggestions later! He's kind of low priority... Absolutely love the Shake Pummel idea tho. Somebody else already pitched it, as a matter of fact)
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    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #417 on: February 10, 2014, 04:54:59 PM »


    The whole .pac got corrupted, remember? I'm putting Ganondorf on the back burner for a little while, haha. Right now I'm absolutely mesmerized by the progress I've made with Charizard.
    And replace his Fireball? Lol
    ...That's actually a pretty brilliant idea. Lito, your hope for the hammer may be renewed after all. This could also be a nifty way to de-clone Mario and Luigi, since there movesets will be largely the same. With Hammers, I can get creative since there aren't many "True" moves to emulate.

    (I'll get to your Wario suggestions later! He's kind of low priority... Absolutely love the Shake Pummel idea tho. Somebody else already pitched it, as a matter of fact)

    What Brawl Minus did was that if you held his B then you would do Firehand instead of Fireball. But I do like the dual moveset better actually. Go for it.
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    Amarythe
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    « Reply #418 on: February 10, 2014, 07:32:35 PM »


    WILD CHARIZARD APPEARED!

    True Charizard [33.33%] is now in the Vault, and boy oh boy is this hack a real doozy. This may just be my best work yet... and it's easily the hardest thing I've ever coded! I had to learn a whoooooole new bunch a tricks to give you this hack, lemme tell ya. You'll NEVER look at Charizard the same again.

    Here's the run-down. You ready? Because I don't think you're ready.

    EVERY single attack is based PRECISELY on the way it functions relative to the Pokemon universe. Relative, mind you: An attack with 40 Power? In Smash, I would translate that as 8%, about 1/5 the initial number. However, all the attacks adhere to this principle.
    And that's not all. Certain special requirements are ALSO included, mainly for attacks like Flare Blitz and Rage. Read on for the big details:

    - Charizard can now FLY. Upon taking to the air, you are constantly gliding. While you continuously fall at a very small speed, you're still giving an insane amount of Aerial maneuverability. Fast-falling, while slower than before, will help you reach the ground when you want to stop flying about.
    - Jab changed (back) to Scratch. Each scratch (2) does 4%.
    - Dash Attack changed to Flare Blitz. A massive, awesome, flaming tackle that's so intense it hurts you! There are a total of 12 hits to land, and if you rack them all up you deal 24%. BUT, be warned: every time you use this move, you take 8%*! That's a recoil of 1/3!!
    (*NOTE: The 8% doesn't come all at once. Every time one of the 12 hitboxes happens, you also take .67% damage. So if somebody stops your attack, you only take as much damage as you dealt)
    - Down Tilt changed to Rage. Now this move is interesting: it's attack power raises based on the amount of damage you've taken! You max out once you've reached 200%. Your attack power is raised in 6 stages:
    1. 0-32%: 4%
    2. 33-65%: 6%
    3. 66-99%: 8%
    4. 100-132%: 10%
    5. 133-165%: 12%
    6. 166-199%: 14%
    7. 200%: 16%
    Also, with each consecutive power boost, you'll see a slight difference in the Flash Overlay of the attack. Meaning, initially you look pink. Halfway through, you look red. Most-way through, you look dark red, and all the way through you look totally black. The Hitstun of the attack ALSO rises based on your percentage. Yeah; I got REAL thorough with this one, haha.
    - FAir changed to Dragon Claw. It does 16%, just like before: but now, the attack has a blue-flame effect, just like how Dragon attacks are in Pokemon. Also, the move is slower to accommodate for the otherwise broken flight mechanic.
    - BAir change to Shadow Claw. It's basically the Fair, but with faster speed, an altered animation, and a purple/dark effect. Deals about 14%. Also, it has an upward Trajectory, as opposed to the FAir's forward one. It's definitely unique; give it a go.
    - Aerial Neutral Special animation changed. Check it out. Wink You'll love using Flamethrower while airborn, trust me.
    « Last Edit: February 10, 2014, 07:35:03 PM by Amarythe » Logged


    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #419 on: February 10, 2014, 08:12:38 PM »


    One thing I have against it is the disadvantage the flying has. It makes him very easy to combo because he doesn't fall fast. If there is some way to make his fast fall... faster, that'd be great.

    Other than that... Holy crap this is freaking awesome.
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