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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 347804 times)
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    « Reply #30 on: July 29, 2013, 09:58:59 PM »


    I know for a fact that your backflip is Ike's.
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    « Reply #31 on: July 29, 2013, 11:16:09 PM »


    I know for a fact that your backflip is Ike's.
    It is. I was only talking about attacks. When talking about start up and end lag I assumed you were talking about attacks. Regardless I know this needs to be sped up. or rather just cleaned up in general.
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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 #32 on: July 29, 2013, 11:52:38 PM »


    I guess I just have to experiment with Helm Splitter a little more. And I think the main difficulty with comboing with DAttack is that it only seems to work if you hit with the end of the move, which is a little more difficult to land. Earlier and the opponent goes way behind you, and while I've landed a pivot grab off that once it seems to be really inconsistent. Maybe having the initial hitbox link into the end hit would make it easier? Still awesome move without it, though.
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    « Reply #33 on: July 30, 2013, 08:56:52 AM »


    Definitely, the Helm Splitter won't let you down. Just learn to space it properly and it's a huge asset.

    Are you talking about Link's Down Tilt? Yeah, right now it's a little... well, it's fine right now. The trouble IS, I've been trying to make it function like Ness's Down Tilt. It's not working like that for some reason... despite copying ll the knockback/hitbox/trajectory codes. T_T

    But as of the True PSA, your making Link have the Skyward Run, does that mean he will be Skyward Sword Link or he will just have Skyward Link run?
    Lol. Like I've made clear about the True project at least twice before... and in the OP...

    He will be Zelda II Link.
    And Ocarina of Time Link
    And Twilight Princess Link.
    And Skyward Sword Link.

    Although running animations like that aren't seen in the prior three games, the most contemporary animations from any given game will typically take precedent. In the same sense, you wouldn't take out his Up Air when making a Skyward Link just because it only appears in Zelda II.
    « Last Edit: July 30, 2013, 09:12:20 AM 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 #34 on: July 30, 2013, 10:32:53 AM »


    DAttack is an abbreviation for Dash Attack. Sorry if that was unclear. When I talk about Down Tilt, I always use the abbreviation DTilt.
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    « Reply #35 on: July 30, 2013, 10:57:55 AM »


    OH Okay, yeah that makes a lot of sense. I've noticed the same thing about the move. That puts a lot more perspective into you qualms about it; namely, why you didn't think it had a 45 degree angle. Despite the fact that each hitbox is given a 45 degree angle, my theory is that the way the bones are positioned during the attack (he's rolling around, the bone angles are constantly changing...) makes the trajectory really random.

    I wanted to avoid giving the move a straight upward trajectory like it originally had (because that makes little sense) but from a competitive, flowing-playstyle perspective, I feel that's probably the best bet. When I was first testing the move with that trajectory the combos were basically flawless.
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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 #36 on: July 30, 2013, 11:20:48 AM »


    (he's rolling around, the bone angles are constantly changing...) makes the trajectory really random.

    TopN bone is crying in a corner right now
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    « Reply #37 on: July 30, 2013, 11:48:56 AM »


    Elaborate. I wanna make this hack as efficient as possible so any constructive feedback is very much appreciated. If you could possibly explain specifically what would need changing, I'd be VERY appreciative. And thanks a ton drogoth, you're perspective and support has been really, really awesome so far.

    Can you guys believe I only started PSA hacking like... maybe a week ago? xD
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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 #38 on: July 30, 2013, 11:51:46 AM »


    TopN bone rarely moves if anything, regardless of model position if I remember correctly.

    Or if you're worried about it, just use HaM or EyeYellowM or ThrowN as hitbox bones and then reposition them as needed.
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    3. ... You seriously don't know who Clinton is?
    Quote from: Haseyo
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    « Reply #39 on: July 30, 2013, 12:02:33 PM »


    (this post is useless. The forum wasn't showing what I had posted, so I posted it again).

    ._.
    « Last Edit: July 30, 2013, 01:17:10 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 #40 on: July 30, 2013, 01:20:16 PM »


    Definitely, the Helm Splitter won't let you down. Just learn to space it properly and it's a huge asset.

    Are you talking about Link's Down Tilt? Yeah, right now it's a little... well, it's fine right now. The trouble IS, I've been trying to make it function like Ness's Down Tilt. It's not working like that for some reason... despite copying ll the knockback/hitbox/trajectory codes. T_T
    Lol. Like I've made clear about the True project at least twice before... and in the OP...

    He will be Zelda II Link.
    And Ocarina of Time Link
    And Twilight Princess Link.
    And Skyward Sword Link.

    Although running animations like that aren't seen in the prior three games, the most contemporary animations from any given game will typically take precedent. In the same sense, you wouldn't take out his Up Air when making a Skyward Link just because it only appears in Zelda II.
    Honestly I don't ever remember you even saying this. But anyways I would like to see how you put him together. This was Fusions original idea for Link but switched.

    Elaborate. I wanna make this hack as efficient as possible so any constructive feedback is very much appreciated. If you could possibly explain specifically what would need changing, I'd be VERY appreciative. And thanks a ton drogoth, you're perspective and support has been really, really awesome so far.

    Can you guys believe I only started PSA hacking like... maybe a week ago? xD
    The PSA stuff they have now we old PSAers didn't have in the past. Asynchronous and synchronous timers were just called Timers back then. Everything was undefined even making a collision in the past was hard. Now its so easy we old PSAers can go more in depth though, with hexing articles. But all in all PSA isn't really hard to learn the basics for, what is hard is setting graphics via LA-Float and RA-Bit with Sub Routines and loops. Actually going to the Specials Tab and editing them instead of just making moves 3 parts. using cases and If statements to control your actions. It gets complicated but I believe you will figure it out.
    « Last Edit: July 30, 2013, 01:26:26 PM by OmegaS3 » Logged


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    « Reply #41 on: July 30, 2013, 03:48:09 PM »


    Honestly I don't ever remember you even saying this. But anyways I would like to see how you put him together. This was Fusions original idea for Link but switched.
    Lol, it's been said every time you asked me "are you making [character] based on his appearance in [this game] or [that game]?" Every time I kept telling you both. And maybe it's not clear enough a statement, but the first sentence of the OP indicates this. 100% faithful to in-game abilities... all games they appear in. I also said it when I told you "that's the main difference between Project True and Project Fusion".

    Important question: Who made that spin attack animation in your Skyward Link? My updated Link is using the animation for his Down Smash and I need to know who to credit before I release the piece.
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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 #42 on: July 30, 2013, 04:06:39 PM »


    Lol, it's been said every time you asked me "are you making [character] based on his appearance in [this game] or [that game]?" Every time I kept telling you both. And maybe it's not clear enough a statement, but the first sentence of the OP indicates this. 100% faithful to in-game abilities... all games they appear in. I also said it when I told you "that's the main difference between Project True and Project Fusion".

    Important question: Who made that spin attack animation in your Skyward Link? My updated Link is using the animation for his Down Smash and I need to know who to credit before I release the piece.
    Its not that simple, you must collab the members of the team I collabed and credit the memebers of the team I credit if you use it. 3 People worked on those spin attacks. Kienamaru, Kagamaru and I.

    Also you didn't STATE what ingame Link was from. So now we know.
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    « Reply #43 on: July 30, 2013, 04:34:08 PM »


    Its not that simple, you must collab the members of the team I collabed and credit the memebers of the team I credit if you use it. 3 People worked on those spin attacks. Kienamaru, Kagamaru and I.
    There's one spin attack. Just to make sure; You're telling me three different people contributed changes to that one move? That you, Kienamaru, and Kagamaru all traded the MotionPac around and made edits to that one animation?

    I'm definitely not saying I don't believe all three of you worked on it, I'm just double-checking. I'm only going to collab people who touched the unoriginal material I'm using, As was the case with drogoth's Run animation.
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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 #44 on: July 30, 2013, 04:52:49 PM »


    There's two spin attacks; one left to right, the other right to left.
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