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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 134509 times)
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Akeno/Archer
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    « Reply #75 on: August 01, 2013, 07:15:48 PM »


    ...Because then he wouldn't have his Down Air, which is a move that stays true to his games!
    True...
    Owell, things you're making are interesting. Keep going!
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    "Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
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    « Reply #76 on: August 01, 2013, 10:26:28 PM »


    Ew, no way I'm gonna do that. I changed the animation specifically BECAUSE Link's Up B looks literally NOTHING like the Spin Attack from any Zelda game ever. In the games, he spins once and that's it. In Brawl, he spins and spins and spins and spin and spins and it just stupid.

    Think about this for a second: Have you ever wondered why Link's Up B looks nothing like his traditional spin attack? It's because Sakurai needed it to look that way in order for it to make sense as an Up B. He decided this before tether recoveries were a thing, and kept it that way even after tether recoveries showed up because for some reason he's waaaaay too afraid to change the original cast in the ways they truly should be (hence the whole point of the True series).

    But, one last thing. By the final version, Link will, provided you charge the attack fully, spin around THREE times instead of one, Like he does in Ocarina of Time. Expect a fire effect as well.
    No no, it's perfectly fine. Any commentary is good, it helps me generate ideas.
    Wow, it really has been way too long since I last played a Zelda game. But I'm pretty sure I remembered WW Link at least spinning multiple times. In fact, isn't the PM up B while grounded based on it? With the moving during the spinning and all?
    And yeah, I know you're right on the DSmash thing, I'm just irrationally bothered by it. More so with Ike's, but it doesn't really matter for either and idk why I even bothered posting it.
    Also, psyched for high hitlag Shield Bash.
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    « Reply #77 on: August 02, 2013, 12:51:13 AM »


    Hey Amarythe, is there any way to change Toon Links Pegasus Boots attack to keep going indefinitely until you cancel out of it? I've tried to change it myself, but it just stays the same. :/
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    Amarythe
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    « Reply #78 on: August 02, 2013, 05:50:59 AM »


    Wow, it really has been way too long since I last played a Zelda game. But I'm pretty sure I remembered WW Link at least spinning multiple times. In fact, isn't the PM up B while grounded based on it? With the moving during the spinning and all?
    And yeah, I know you're right on the DSmash thing, I'm just irrationally bothered by it. More so with Ike's, but it doesn't really matter for either and idk why I even bothered posting it.
    Also, psyched for high hitlag Shield Bash.
    In Wind Waker, link ONLY spun around multiple times provided you charged the attack at length. Similar to what I mentioned about Link's Down Smash in an earlier post, a fully charged Toon Link Down smash will have this feature. It''ll also have really good mobility and an electrical effect.
    Yeah, Ike's Down Smash is rather unconventional; but it definitely does what it's intended. In Smash Bros, unconventional is good provided the move works as it's supposed to. That's what sets certain characters apart from other in terms of uniqueness.


    Hey Amarythe, is there any way to change Toon Links Pegasus Boots attack to keep going indefinitely until you cancel out of it? I've tried to change it myself, but it just stays the same. :/
    This was the original plan for the move. I also had a little trouble making it work and considered what we have good enough for release; for the moment. I think I can solve this problem by merely adding more frames to the animation.
    Of course, for Version 1 the main focus is always to make the hack look presentable and provide a teaser of a few of the main features. The Pegasus Run works, but is somewhat unpolished. For example, I plan on adding appropriate "dash" graphic effects to the lag that proceeds the attack. Smiley

    Right now Link's Helm Splitter actually doesn't even have a sound effect, lololololol
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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 #79 on: August 02, 2013, 01:43:47 PM »


    Ah, okay. Then I shall eagerly wait for those updates along with more of your "True" hacks. Cheesy
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    « Reply #80 on: August 03, 2013, 12:06:32 AM »


    Subscribing to this thread.
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

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    Amarythe
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    « Reply #81 on: August 03, 2013, 08:32:15 AM »


    Awww yeah.

    Has anybody noticed the novelty in the minor differences between Link and Toon Link yet? You may have noticed... Link is based primarily on his 3D appearances. Toon Link, however, is centered around the 2D games. Nifty stuff, amirite?

    This will become much more apparent when I edit the specials.
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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

    Akeno/Archer
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    « Reply #82 on: August 03, 2013, 09:31:49 AM »


    Will you add some effects to Tink's boomerang? Like in A Link to the Past?
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    "Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
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    « Reply #83 on: August 03, 2013, 09:50:35 AM »


    Tink's DAttack is glitching out on me. In almost any situation when  I try to input it, he just runs in place for a moment and then does nothing. No forward momentum, no hitbox, no cool animation, nothing. However, it will do something if I do it instantly from idle by near simultaneously hitting forward to run and down on the C Stick to attack. Unfortunately, it still is glitchy then, since it moves forward at insane Sonic-esque speeds with little to no startup for a very large distance, has a multi hitting hitbox in front of him, and combos into anything imaginable at any percent, and I rather doubt it's meant to be that broken.
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    Akeno/Archer
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    « Reply #84 on: August 03, 2013, 11:11:35 AM »


    Dtilt or DSmash?
    But in the 2 cases, open it in PSA, check out the SubAction for the attack, open the Animation Flags, and check out if "Moves Character" is activated... If it isn't, then click on it...
    Hope it helps...
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    "Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
    Best color, most stars, and least amount of power. The good life.
    Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.

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    « Reply #85 on: August 03, 2013, 12:11:30 PM »


    Dash Attack actually. You can't DTilt or DSmash while running. I should probably stop using that abbreviation since no one understands me when I use it lol. And I have a Mac and so far have failed at using Wine, so I don't have PSA.
    Also, Nair with Toon Link makes for a really cool cross up, as well as a nice edge guard  when facing away from the one recovering. It also does really well against someone who tries to dodge your attacks, since it lingers long enough to hit them. Haven't comboed into it much, but I think its very possible. Seems much more useful than Link's for some reason, idk why. Funnily enough, it's the total opposite with Fair. With increased speed, and no forward momentum,  I've been using Link's fair as a secondary finisher to DSmash, as an onstage edge guard, and to punish dodging, while his Nair seems to be completely outclassed by it. Conversely, Tink's Fair seems so small and pathetic that I always just use Nair.
    Btw, here's a few models you might want for Luigi.
    Various Vacuum models:
    http://www.models-resource.com/search/?q=Poltergust
    And his flashlight:
    http://www.models-resource.com/gamecube/luigismansion/sheet/6062/
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    Amarythe
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    « Reply #86 on: August 03, 2013, 01:07:48 PM »


    Will you add some effects to Tink's boomerang? Like in A Link to the Past?
    You can read the OP to find out what changes I have planned for any given character (except Meta Knight, right now). But yes; if you smash the stick the boomerang will be red and will fly twice as far. Hopefully I can program this in.

    Tink's DAttack is glitching out on me. In almost any situation when  I try to input it, he just runs in place for a moment and then does nothing. No forward momentum, no hitbox, no cool animation, nothing. However, it will do something if I do it instantly from idle by near simultaneously hitting forward to run and down on the C Stick to attack. Unfortunately, it still is glitchy then, since it moves forward at insane Sonic-esque speeds with little to no startup for a very large distance, has a multi hitting hitbox in front of him, and combos into anything imaginable at any percent, and I rather doubt it's meant to be that broken.
    So I re-downloaded the file so I could double check if the mediafire file I posted is glitching out the Pegasus Boots... and... for some reason my SD card is corrupted as balls right now so I can't play the game. I have to buy a new one, which is alright 'cuz I was in the market for a 2Gig anyway.
    Again, I have no idea why this is. MY Toon Link Pegasus Dash has been working PERFECTLY fine. Are you sure you're not just canceling the move by pressing a button or moving the joystick? May I remind you, the move cancels into LITERALLY ANYTHING.

    But despite all that, I think I have a solution. I can't do much about it until my SD card starts working again.

    Also, yes, as it stands the move is broken but not for the reasons you stated, and those things certainly aren't "glitches". The ONLY reason the move is broken right now is on account of it's current power.
    The attack DEFINITELY has significant startup, it's a very slow move. The multi-hitbox actually makes it easier to DI out of. The reason why it being able to combo into basically anything isn't cheap is because... the move is insanely predictable. You can see it coming from a mile away. If you get caught up in the Pegasus Dash, you basically deserve to be comboed.

    I think Toon Link's NAir is better because it might be slightly faster. But yeah, Toon Link's FAir is just pathetic, lol. I... don't know what to do about it aside from increasing the size of the hitbox.
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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

    Akeno/Archer
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    Blog Curator
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    « Reply #87 on: August 03, 2013, 04:47:07 PM »


    You can read the OP to find out what changes I have planned for any given character (except Meta Knight, right now). But yes; if you smash the stick the boomerang will be red and will fly twice as far. Hopefully I can program this in.
    So I re-downloaded the file so I could double check if the mediafire file I posted is glitching out the Pegasus Boots... and... for some reason my SD card is corrupted as balls right now so I can't play the game. I have to buy a new one, which is alright 'cuz I was in the market for a 2Gig anyway.
    Again, I have no idea why this is. MY Toon Link Pegasus Dash has been working PERFECTLY fine. Are you sure you're not just canceling the move by pressing a button or moving the joystick? May I remind you, the move cancels into LITERALLY ANYTHING.

    But despite all that, I think I have a solution. I can't do much about it until my SD card starts working again.

    Also, yes, as it stands the move is broken but not for the reasons you stated, and those things certainly aren't "glitches". The ONLY reason the move is broken right now is on account of it's current power.
    The attack DEFINITELY has significant startup, it's a very slow move. The multi-hitbox actually makes it easier to DI out of. The reason why it being able to combo into basically anything isn't cheap is because... the move is insanely predictable. You can see it coming from a mile away. If you get caught up in the Pegasus Dash, you basically deserve to be comboed.

    I think Toon Link's NAir is better because it might be slightly faster. But yeah, Toon Link's FAir is just pathetic, lol. I... don't know what to do about it aside from increasing the size of the hitbox.
    I'd like to see mah boomerang becoming red Laugh
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    "Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
    Best color, most stars, and least amount of power. The good life.
    Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.

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    « Reply #88 on: August 03, 2013, 05:11:29 PM »


    While it may well be balanced if it did have significant startup, it certainly doesn't on my end- it's almost instant. So that does seems to be a bug. And I'm sure I'm not canceling it with anything- all I do is hold forward to dash, down on the C Stick/A to attack, but nothing happens if its not during the initial dash.
    For Fair, maybe being able to act out of the falling animation would help? Without bomb jumping, you can't recover at all from using it off stage, while Link's is a pretty reliable tool that can be easily survived. Onstage edge guard, you'll always want reverse Nair or DTilt, and I don't think Fair will ever be able to take over that niche. At least with much higher IASA, you can live, and possibly even combo with it if the knockback is adjusted.
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    Amarythe
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    « Reply #89 on: August 03, 2013, 05:44:41 PM »


    That's so strange... damn, I wish my SD card was working. I've NEVER had any problem whatsoever with the Pegasus Boots. I've already heard two accounts of this move glitching; Can someone please confirm for me that the move IS working properly? It seems to be working for some and not for others which... kind of defies explanation... you'd think it would be one or the other.

    You actually can recover when using Toon Link's FAir offstage... but it's a lot harder than with Link, I understand. A part of it is the fact that Project M made Toon Link way heavier which... I don't understand since they were trying to emulate Melee's Young Link... regardless, your qualms are legitimate and I'm hoping to fix this up for the next release.

    Cutting off a bunch of frames from the move's end lag should help out, in addition to some gravity adjustments and possibly an earlier "allow interrupt" subaction command (which you suggested). I hate to make the animation shorter, because in comparison to Link it ALREADY ends much sooner than Link's (believe it or not) and that contrasts with the way it works in the games. However, I understand that staying faithful to the games shouldn't necessarily take precedence over practicality.

    OH, and another thing. By the time Toon Link gets the Hookshot, this actually won't be a problem. You see, at that point his recovery will be muuuuuch better. In the meantime though, I'm going to give his Up B a boost (which is RIDICULOUS because, again, Project M made his recovery terrible despite trying to copy Young Link, who had way better recovery than Link if I recall).

    But one thing's for sure, I'm glad someone came forward and said that they think Link's (normal, not Toon) FAir is a good move, because personally I've found it rather tough to use. I think I've just been having bad luck though; from a theoretical perspective, the move sounds really nice.
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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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