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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 177753 times)
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GigasOverlord
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« Reply #135 on: August 23, 2013, 04:32:48 AM »


Yeah, Bowser's run would be probably the best thing to happen ever. I hope it isn't too insurmountable to fix. Also, would it be possible to rip Meta Knight's dash animation out of this and use it in vanilla P:M? It looks so good, but I can't take slow D-Air.
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    « Reply #136 on: August 23, 2013, 05:08:52 AM »


    But when you insert a new frame before and paste the animation you copied. Then before you click play, delete the frame you just pasted. Now Bowser does Squirtle's Fair and isn't squished up. This you probably already know about, as I seen your Ike new attack that looks like Marth's.
    I actually DIDN'T know that, wow. Marth and Ike simply have such similar models that all I have to do is make really minor adjustments after replacing the animation.

    Yeah, Bowser's run would be probably the best thing to happen ever. I hope it isn't too insurmountable to fix. Also, would it be possible to rip Meta Knight's dash animation out of this and use it in vanilla P:M? It looks so good, but I can't take slow D-Air.
    What with the advice Omega just gave me, this Bowser thing could be easier than I thought.

    Tell ya what, I'll try and just fix up the speed of the DAir for the next update. Are you unhappy about the slow start-up or the reduced falling speed of the move? I'm trying to get rid of that last hitbox which sends the opponent upward...
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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 #137 on: August 23, 2013, 06:23:08 AM »


    I actually DIDN'T know that, wow. Marth and Ike simply have such similar models that all I have to do is make really minor adjustments after replacing the animation.

    The thing to remember is that with Marth and Ike, their swords become disaligned after that type of change. You have to manually edit it so that it's pointing in the right direction.

    Simply put, the concept that Omega is trying to tell you about is this.

    1. Get the animation you want from Squirtle
    2. Put it in Bowsers' motionetc
    3. Open FitBowser0X.Pac and the motionetc
    4. Go to the animation
    5. Copy frame 0 and paste it onto frame 1
    6. Make a frame right before Frame 1 (press insert on Frame 1)
    7. Delete the old Frame 1 (which is now Frame 2)
    8. If done correctly, the animation won't require further changes and will look nicely. If not go to step 9.
    9. There are cases that even if you do it correctly, the model becomes deformed before finally transitioning into the animation you want/where it starts. In that case you want to copy the frame in which the model first achieves the form that it has to.

    For example. let's say that when you do the Squirtle dropkick for Bowser using this method, his model screws up until frame 8. You'd then copy Frame 8 and paste it onto not only Frame 8, but Frame 1 as well. Then you'd delete the frames until Frame 8 is the new Frame 1.

    That's when you're done.

    There are probably a few steps you could skip, but this is by far the safest way to do it.
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    « Reply #138 on: August 23, 2013, 10:26:57 AM »


    The thing to remember is that with Marth and Ike, their swords become disaligned after that type of change. You have to manually edit it so that it's pointing in the right direction.

    Simply put, the concept that Omega is trying to tell you about is this.

    1. Get the animation you want from Squirtle
    2. Put it in Bowsers' motionetc
    3. Open FitBowser0X.Pac and the motionetc
    4. Go to the animation
    5. Copy frame 0 and paste it onto frame 1
    6. Make a frame right before Frame 1 (press insert on Frame 1)
    7. Delete the old Frame 1 (which is now Frame 2)
    8. If done correctly, the animation won't require further changes and will look nicely. If not go to step 9.
    9. There are cases that even if you do it correctly, the model becomes deformed before finally transitioning into the animation you want/where it starts. In that case you want to copy the frame in which the model first achieves the form that it has to.

    For example. let's say that when you do the Squirtle dropkick for Bowser using this method, his model screws up until frame 8. You'd then copy Frame 8 and paste it onto not only Frame 8, but Frame 1 as well. Then you'd delete the frames until Frame 8 is the new Frame 1.

    That's when you're done.

    There are probably a few steps you could skip, but this is by far the safest way to do it.
    Thanks for the back up brah  Grin
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    Amarythe
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    « Reply #139 on: August 23, 2013, 05:59:05 PM »


    The thing to remember is that with Marth and Ike, their swords become disaligned after that type of change. You have to manually edit it so that it's pointing in the right direction.
    ^ Those are the "minor adjustments" I was talking about. I really loved using Marth as a base for Ike because adjusting the sword was really easy and the rest of the model looked pretty good.

    Ooh, and thanks a bunch for that in-depth info. This should be really useful...

    - EDIT -

    I forgot to mention! I have something really nifty in store for Meta Knight's wings...!
    « Last Edit: August 23, 2013, 06:18:12 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

    GigasOverlord
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    « Reply #140 on: August 23, 2013, 07:31:26 PM »


    No, it's not the properties of the D-Air that I find weird. I'm trying to not sound like a jerk, but I really enjoy slight cosmetic things that you're making, while not trying to screw around with the regular version of P:M. I run a lot of tournaments with classic Nintendo gamers that enjoy callbacks in Smash. I don't want to force them to relearn a character that they've been honing in practice. I'd just really enjoy small animation edits that make a character more "true" to their canon without changing their moves.

    The point being, would it be possible to take cosmetic things that you've added to True characters and put them into vanilla P:M? Things like Meta Knight's dash, looking up when flying, Bowser's soon to be dash, things like that? I'm not sure if Meta Knight's dash animation is dependent on his size in Tru, so I'd figure I'd ask.
    « Last Edit: August 23, 2013, 07:34:04 PM by GigasOverlord » Logged

    Amarythe
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    « Reply #141 on: August 24, 2013, 06:56:04 PM »


    No, it's not the properties of the D-Air that I find weird. I'm trying to not sound like a jerk, but I really enjoy slight cosmetic things that you're making, while not trying to screw around with the regular version of P:M. I run a lot of tournaments with classic Nintendo gamers that enjoy callbacks in Smash. I don't want to force them to relearn a character that they've been honing in practice. I'd just really enjoy small animation edits that make a character more "true" to their canon without changing their moves.

    The point being, would it be possible to take cosmetic things that you've added to True characters and put them into vanilla P:M? Things like Meta Knight's dash, looking up when flying, Bowser's soon to be dash, things like that? I'm not sure if Meta Knight's dash animation is dependent on his size in Tru, so I'd figure I'd ask.
    Ha! Don't worry about "sounding like a jerk". Almost every character is going to see drastic changes, and as such criticism is not only expected, but appreciated.

    But... I'm afraid a "cosmetic only" version won't be released until the FINAL versions are released. Sorry, but the simple truth is... this hack series is WAY too demanding, WAY too time consuming for me to focus on anything but the hacks themselves. A cosmetic version will have to wait until the very end, I'm afraid.

    But I should mention... if your tournament base is so "classic", so appreciative of Nintendo "call-backs", wouldn't you suppose they'd really love the changes I'm making here? Just think about it.

    And I know what you're thinking: "The movesets are still too different." Well, through trial-and-error testing of my hacks, I can reassure you: these hacks are really NOT that tough to get used too. I've only been working with my new Meta Knight for like, 5 days max and I'm ALREADY used to his new moveset. You see, even though I'm changing the properties of certain moves, I really am trying my very hardest to keep the playstyle feeling "natural".

    What I would suggest? Spread the word about my hacks. Get in touch with your tournament following, and urge them to check out my work. If they get used to the True series, they'll be able to come to your tournaments ready to kick some serious ass.

    Other than that, I can't tell you much. You're going to have to make these "cosmetic" versions yourself if you want them that badly. Learn a thing or two about Brawl Box, and trust me, it won't be hard to do. I'm afraid I have way too much on my plate to do it myself. Sorry. :C

    Aaaaand on that note... UPDATE!
    True Meta Knight Version 2 has been released in the vault!

    Full change list:
    JAB - Graphic fixed.
    DASH ATTACK - Changed to Drill Rush
    FORWARD SMASH - Animation change.
    UP TILT - Meta Knight no longer spins around.
    UP SMASH - Animation change.
    DOWN TILT - Now a sweeping kick.
    DOWN SMASH - Now a SUPER WICKED AWESOME Fiery Spin attack. Needs Tweaking
    UP AERIAL - Now an upward stab.
    AND AN ALL NEW UP TAUNT! CHECK IT OUT!!

    Like I mentioned in the last post, his Forward Tilt and Forward Special probably weren't going to change for this hack... and they didn't. To make up for it, I threw in a new Forward Smash and Up Aerial! Nice!!

    EDIT
    I just realized... I didn't edit Meta Knight's wings like I said I would! Hold on, I'm gonna change that as quick as I can...
    « Last Edit: August 24, 2013, 09:02:37 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

    GigasOverlord
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    « Reply #142 on: August 25, 2013, 04:46:41 PM »


    Okay. To clarify my question, since you didn't answer it and maybe I didn't phrase it right. "Is it possible to just move the animations from True to P:M?" I know my way around BrawlBox, so that isn't an issue. I'm just wondering if it's really that simple.
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    Amarythe
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    « Reply #143 on: August 25, 2013, 07:33:09 PM »


    Okay. To clarify my question, since you didn't answer it and maybe I didn't phrase it right. "Is it possible to just move the animations from True to P:M?" I know my way around BrawlBox, so that isn't an issue. I'm just wondering if it's really that simple.
    I did answer your question. Look below:
    Other than that, I can't tell you much. You're going to have to make these "cosmetic" versions yourself if you want them that badly. Learn a thing or two about Brawl Box, and trust me, it won't be hard to do. I'm afraid I have way too much on my plate to do it myself. Sorry. :C
    But I'll be more thorough.

    1. Open up Fitmetaknight00 in Brawl Box.

    2. In the Edit tab, click the option "preview".

    3. In the Advanced Editor that opens up, open up the Fitmetaknightmotionetc.pac which comes with my "True" hack.

    4. Go to each change you want transferred into Brawl, and right click it. Pick "Export" and name it something you'll remember. Here, I'll even give you a list of all the changes that are purely aesthetic: Run, JumpAerialF, JumpAerialF2, JumpAerialF3, JumpAerialF4, JumpAerialF5, AttackHi3, AttackAirHi. Here's a list of things that are only slightly different, to the point where it probably doesn't effect gameplay much at all: AttackS4Hold, AttackS4, AttackS4Start. (Attack S4 has slightly better range than before, it's not something about his moveset which you have to "learn", which, I understand, is your main concern).

    5. Exit out of Advanced Editor. Then click the Edit tab, and click "preview" once again.

    6. Now, instead of opening MY motionetc.pac, open up the original Fitmetaknightmotionetc.pac which corresponds with the P:M 2.6b file.

    7. Now, right click what animation you want to change. Click "import" and select the animation file you exported from my True hack, which corresponds with the current animation.

    8. Click "Save", and put the P:M motionetc.pac in your SD card.

    Wallah.
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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 #144 on: August 25, 2013, 11:30:57 PM »


    Okay. Thank you so much. I just hope that I didn't trouble you too much.
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    Amarythe
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    « Reply #145 on: August 26, 2013, 05:12:37 AM »


    Nah nah nah, donworryboutit. I'm glad to help, and I totally understand why more competitive types would like mere aesthetic changes. Issallgoood.
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    We need:
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    « Reply #146 on: August 30, 2013, 11:55:53 AM »


    So I tried out True Link. Awesome job on it! I'm probably going to shoot for Metaknight next. :3

    SSB Project M: True Link V1.5 PSA
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    « Reply #147 on: August 31, 2013, 11:06:48 AM »


    Nice, thanks for the video! D00d, Meta Knight is pretty nifty. I hope you like it.

    As for the True Projects next step...
    I think I'm going to touch up Meta Knight, give him some serious tweakage.
    His Forward Smash needs a touch more forward momentum, and might just be a little too powerful. His Up Smash needs forward momentum, and might just be a little too weak. I need to add that feature to his wings still (I'm keeping it secret until release)... His Down Smash has no "Kill" hitbox at the end of it, it needs way more knockback and forward momentum. I also figure I should lower the range of his new UAir. That, and a bunch of little other things.

    In addition to those changes, I'm going to add all of the changes include in the 2.6 change list.

    After that I'll make similar tweaks to every hack currently released. There are a couple of minor problems in each of them. Then I'll get working on True Mario, True Lucas, and a cool teaser hack for Donkey Kong.
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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!

    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 #148 on: September 02, 2013, 09:46:38 PM »


    I really like this Metaknight PSA. I feel like I'm playing Superstar Ultra again. lol Can't wait to see what else you guys end up doing Smiley Thanks for the memories. heh heh

    SSB Project M: True Metaknight V2 PSA
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    « Reply #149 on: September 03, 2013, 02:09:50 AM »


    I made an account just so I can tell you this, so I hope you listen Smiley

    I'm loving this whole project. Breathes new life into characters.

    So far besides Bowser I've gotten Toon Link, and he is great! However, his dash attack (Pegasus Boots?) is extremely odd to use. In order to successfully use it, you have to dash, press A, instantly let go of the control stick, and then a couple seconds later he will finish his attack. It took me 10 minutes to figure that out, and it is still very awkward to do. Could you possibly make it so the attack will be successful regardless of whether I'm holding down the control stick? When I would (naturally) hold down my control stick while I was dashing, he would just run in place and then the second half of the attack would cancel out.
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