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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 134664 times)
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Amarythe
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    « Reply #165 on: September 11, 2013, 06:36:02 AM »


    Can't Wait how you'll handle DK, he's probably the least like his games out of the original 12 (not including Falcon because he hasn't appeared playable outside of the Blue Falcon outside of Smash Bros.)

    You're in luck. I've been busy preparing a minimal True DK hack soon. I was producing this in tandem with True Captain Falcon and True Samus hacks, but none of the three hacks have seen a release on account of frustrating bugs.

    DK's will be the easiest to fix though. Expect new FAir and Jab attacks!

    I actually know why that is. The PM movesets are all missing DownU3 and DownD3 animations, which causes them to go into a T-Stance when hit while they're lying on the ground.

    Woah woah woah, seriously? Interesting... do you have any suggestions as to how one might go about fixing this? Would I simply re-import the missing animations into the motion.pac, or would I also have to employ PSA? That is, assuming you even have an answer...

    Also, may I make a suggestion for your True Bowser? Going off of GigasOverlord's Bowser's Inside Story references, can you possibly make it so that Bowser goes into his Fury mode when he's taken a lot of damage?

    I'll take it into serious consideration.  I've never played Bowser's Inside Story (I really want to though), so I'd have to do my research first. It sounds like an interesting idea, I'm just worried about balancing issues.

    I want to say that this project is a great project you have going on. Also I wanted to say that Bowser's stance needs a little adjustment cause it looks a little weird. Maybe it needs to be tweaked to kind of like in this picture: http://s834.photobucket.com/user/KTH-SSBB/media/SSBB%20Pics/Bowser%20Wii%20U/RSBE01-1_zpsedb49efa.png.html?sort=3&o=6 (KTH & Nanobuds made the SSB Wii U bowser model maybe they could help with his idle stance also). Also do you plan to add Bowser's running animation from SSB4 also? Because his standard running animation never made any sense to me from Melee to Brawl. (I mean seriously WTF is he doing XD)? I'm not a critic I'm just a person who makes suggestions. Also do you think Bowser's fury mode from M&L: BiS can be incorporated as his final smash? Cause someone else posted this suggestion of it being incorporated and it sounded amazing.

    Thanks! Yes, Bowser's stance needs a little work. I wonder... about that picture you posted. It probably isn't, but it MAY be my True Hack. It could even be my hack with a few simple alterations. I'll have to ask KTH myself, since they're his pictures (and I'd like to use the stance myself, with credit of course). Bowser's run is certainly planned for the game. I actually have a "working" hack on my SD with Bowser's run, but the animation is of relatively poor quality right now (and certain graphical/sound effect changes are due).

    Just a few things to say here. I LOVE these movesets, but I want to ask a few things. While I  like the idea of mixing Toon and Young Link into a simple Classic Link, The moveset seems to not have much from post-Wind Waker Toon Link.

    I've never played any Toon Link game which is not Wind Waker, and DS games are EXTREMELY hard to research because there is often no easily found video footage for them. Could you go into great detail about Toon Link's attacks in these games, preferably his sword strikes?

    Also, I came up with a small visual edit idea for Captain Falcon. In his final smash, maybe it would be welcome to have him bump into the track's walls on the way to hit his victims. Like many a first-time F-Zero player.(haha)

    Haha, that's a funny idea but I'm afraid I won't be using it. Final Smashes won't be touched at all really... I don't play with Items on, ever, and as such Final Smashes are not a necessity for these hacks. They may be altered when all's said and done. Bu in any case, while your idea is funny, it's not necessarily "true", meaning there's little reason for me to do all that work to make it happen, haha.

    As far as Bowser goes, one (possibly unpopular) suggestion. It'd be a bit more accurate to replace his Up-B with a sort of '"Great Leap." In every Mario game, (mostly) Bowser goes upward by jumping, sometimes at near impossible heights. Anyways, i'm gonna cut myself off to avoid a giant wall of text here.

    Oh no, don't worry about this being potentially unpopular. Bowser WILL see this change; his new Up B will function quite like Dedede's and look like his current Down B (the Bowser Bomb).
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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:
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    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #166 on: September 11, 2013, 10:50:53 AM »


    I'm looking into Toon Link's games at the moment, but I have a quick question.
    How are you going to go about True Wario? Wario Land/World, WarioWare, or a mix of both?
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    « Reply #167 on: September 11, 2013, 05:07:16 PM »


    Well, since I didn't know how to add the animations back into the motionetc.pac, I simply changed the PSA's to call for DownDamageU and DownDamageD instead of DownDamageU3 and DownDamageD3, respectively. So now the PSA shouldn't try to use an animation that isn't there. The subactions should be around AC to B6. And yeah, I messed up the animations' names.
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    « Reply #168 on: September 13, 2013, 04:13:37 AM »


    Fury mode shouldn't be too hard to do. Most likely scale the defense lowering far higher than that of the damage buff; maybe a 15-20% buff to a 50% weakening. It'll make it harder for Bowser to relentlessly advance, because having more damage makes his armor worse. He hits and moves like a truck anyways, what's a little less defense for a bit smarter play?

    For DK, having his idle from Donkey Kong Country where he just ape noises and rapidly pounds his chest would be great. Aside from that, making his current Dash Attack actually increase inertia when hitting opponents would be just magnificent. It is the only thing that is missing from the current P:M dash attack, but I don't know how hard that is to code. Making it JC-able and changing the knockback to slightly more diagonal would just be dandy.

    DK's Fair is fine, but it just needs to be more like DK64's air attack in which it is weaker, comes out fast, and is a weaker meteor. It would make it less forgotten in the minds of DK players in stead of B-Air or a safe U-Air.

    In all honesty, DK's Jab is fine. The only thing I would change it to would be Chunky Kong's jab combo from DK64, because that worked like a charm. That being said, I skipped from DK64 to DKCR, so I don't know anything about the GC games.
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    Amarythe
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    « Reply #169 on: September 14, 2013, 04:51:45 PM »


    Some news on my current progress and an update!

    True Meta Knight [53%] has been released!

    OK, I've got a new system for my hacks. Now, each update will be named after the calculated amount of progress. In other words, there are a total of 30 changes I have planned for Meta Knight... and I've finished 16 of them. He's roughly 53% completed. This next Update also come with a texture hack included! I've made a Meta Knight based on his appearance in Return to Dreamland.

    - Changelist -
    SIDE SMASH - Balancing (Weaker)
    UP SMASH - Balancing (Stronger)
    DOWN SMASH - Much Better Hitboxes
    NAIR - Now a 2 Spin Slice
    Minor GFX/SFX tweaks

    For those of you wondering... currently the other hacks in the series are at these percentages:
    Link - 34%
    Toon Link - 21%
    Ike - 52%

    But I'll be releasing these hacks again with certain tweaks, balancing fixes, etc.

    I've found a way to fix the bug I was talking about earlier, and once I've done that I'm going to release a version of Project M... with Brawl's full roster (Samus, Yoshi, Kirby, Ice Climbers, Olimar...). All these Brawl Characters will have certain Properties (gravity etc.) edited in PSA so that they aren't totally awkward when facing everyone in Project M.

    Captain Falcon and Samus are being scrapped for now, I have to re-do them entirely. My Teaser Donkey Kong hack is going to be finished very soon though. For some reason the third Jab I have planned isn't working. I've started a little something with Ganondorf though...
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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 #170 on: September 14, 2013, 05:08:03 PM »


    Donkey is a jackass for the Attack13... YYou have to force it to make it happen... Or use a code...
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    « Reply #171 on: September 14, 2013, 05:31:34 PM »


    I've found a way to fix the bug I was talking about earlier, and once I've done that I'm going to release a version of Project M... with Brawl's full roster (Samus, Yoshi, Kirby, Ice Climbers, Olimar...). All these Brawl Characters will have certain Properties (gravity etc.) edited in PSA so that they aren't totally awkward when facing everyone in Project M.

    Captain Falcon and Samus are being scrapped for now, I have to re-do them entirely. My Teaser Donkey Kong hack is going to be finished very soon though. For some reason the third Jab I have planned isn't working. I've started a little something with Ganondorf though...
    Glad I checked back in here. You figured out how to get past the blocks P:M put in place for the characters? If so, that's amazing, but in case you didn't know, P:M will allow you to select a locked character on a modified CSS, but when you go to play as them, it makes you play as Mario.

    Really curious to see what you'll do with Ganon (and Sonic, if he's being considered). I also have this one annoying, yet small issue with this MotionEtc file (not one of yours). Mind if I pm you about it?
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    « Reply #172 on: September 14, 2013, 10:59:58 PM »


    I've found a way to fix the bug I was talking about earlier, and once I've done that I'm going to release a version of Project M... with Brawl's full roster (Samus, Yoshi, Kirby, Ice Climbers, Olimar...). All these Brawl Characters will have certain Properties (gravity etc.) edited in PSA so that they aren't totally awkward when facing everyone in Project M.
    What method did you use? I'm curious to know, so that perhaps I don't have to manually go and edit every single Project M PSA.
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    Amarythe
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    « Reply #173 on: September 15, 2013, 09:47:04 AM »


    What method did you use? I'm curious to know, so that perhaps I don't have to manually go and edit every single Project M PSA.
    Actually, the method you're describing is even faster than the one I intend on using. Going into PSA and merely inputting the name of the other animation is (relative to most hacking) not very time-consuming at all.

    The method I'm using, while a little more time consuming, is hopefully more efficient, and uses BrawlBox alone. All I have to do is export the missing animations from the original Brawl fitmotionetc.pac, import them into the P:M True fitmotionetc.pac with the proper name, and wallah. The glitch is solved for that character. but I have to do this a good 30 times...

     
    Glad I checked back in here. You figured out how to get past the blocks P:M put in place for the characters? If so, that's amazing, but in case you didn't know, P:M will allow you to select a locked character on a modified CSS, but when you go to play as them, it makes you play as Mario.

    Really curious to see what you'll do with Ganon (and Sonic, if he's being considered). I also have this one annoying, yet small issue with this MotionEtc file (not one of yours). Mind if I pm you about it?
    I've figured it out, yes, but the whole system isn't flawless.

    My hack set is just Brawl with Project M fitmotion.pac and fit.pac files. This means:
    - Random no longer has a 5x chance of picking Mario (admittedly the P:M team fixed this)
    - Project M's L-Canceling is not included... to make up for it, my GCT has an older "L-cancel" code that is decent, but not as polished as there's.
    - Project M's Dash Dancing is not included... but I think there are codes for this out there.
    - Tripping WAS in the game, but I've already fixed this.
    - Brawl's Aerial Dodge mechanics are now in the game. But see... although there are plenty of Melee Ar-Dodge/Wave Dash codes out there, I may choose to keep this as is. Maybe, maybe not. Any thoughts on this?
    - Brawl's backwards ledge-grabbing is reinstated into the game. Now, I have no known way of fixing this... but again, this a feature I may just leave as is. Thoughts?
    - Brawl's Up-B auto ledge-grab feature is reinstated. Now, THIS feature really annoys me and I want to change it, but I don't know any codes for it. I think I can fix it through PSA though.
    - Footstool jumping is back, which I find rather annoying... AND, there are no known codes for disabling it.
    - Project M's menu and stages are not included. This will be made up for with my own custom layouts and personal stages. I'll even, unlike P:M, be including a FULL music set. There will be different downloadable versions of the Project that don't include stages or music, so you don't have to waste time with files you don't want.



    And yeah, go ahead and PM about your motionetc.pac issue. But I should mention... the high(ish) quality of my hacks is rather misleading, as I am in fact a rather new hacker who only started toying around with animations and such merely a month ago. In short, don't be surprised if I can't help you.
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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 #174 on: September 15, 2013, 10:31:00 AM »


    I have an idea for Bowsers new side smash move instead of that head-butt he does to try to impale his opponents with his horns. Instead he does this:
    Mario & Luigi: Bowser's Inside Story - Midbus | Episode 5
    that charge punch he does at 5:15 in Mario and Luigi: Bowser's inside Story in battle. I think that would better fit him than a head-butt.
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    « Reply #175 on: September 15, 2013, 10:42:50 AM »


    I've figured it out, yes, but the whole system isn't flawless.

    My hack set is just Brawl with Project M fitmotion.pac and fit.pac files. This means:
    - Random no longer has a 5x chance of picking Mario (admittedly the P:M team fixed this)
    - Project M's L-Canceling is not included... to make up for it, my GCT has an older "L-cancel" code that is decent, but not as polished as there's.
    - Project M's Dash Dancing is not included... but I think there are codes for this out there.
    - Tripping WAS in the game, but I've already fixed this.
    - Brawl's Aerial Dodge mechanics are now in the game. But see... although there are plenty of Melee Ar-Dodge/Wave Dash codes out there, I may choose to keep this as is. Maybe, maybe not. Any thoughts on this?
    - Brawl's backwards ledge-grabbing is reinstated into the game. Now, I have no known way of fixing this... but again, this a feature I may just leave as is. Thoughts?
    - Brawl's Up-B auto ledge-grab feature is reinstated. Now, THIS feature really annoys me and I want to change it, but I don't know any codes for it. I think I can fix it through PSA though.
    - Footstool jumping is back, which I find rather annoying... AND, there are no known codes for disabling it.
    - Project M's menu and stages are not included. This will be made up for with my own custom layouts and personal stages. I'll even, unlike P:M, be including a FULL music set. There will be different downloadable versions of the Project that don't include stages or music, so you don't have to waste time with files you don't want.



    And yeah, go ahead and PM about your motionetc.pac issue. But I should mention... the high(ish) quality of my hacks is rather misleading, as I am in fact a rather new hacker who only started toying around with animations and such merely a month ago. In short, don't be surprised if I can't help you.
    Wow, that's actually an amazingly simple solution. I can't believe this is the first time I've heard of it. Personally, I'd rather have everything as close to how P:M has it now as possible, but I'd deal for a while. Music set sounds awesome, by the way. As for the menus and stages, why not just put them in manually? I can do it myself it I really wanted to, but considering your audience is mainly people who play P:M, I'd bet that they would want those stages as they are.

    That's totally fine; thanks.
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    Amarythe
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    « Reply #176 on: September 15, 2013, 01:01:11 PM »


    I have an idea for Bowsers new side smash move instead of that head-butt he does to try to impale his opponents with his horns. Instead he does this:

    that charge punch he does at 5:15 in Mario and Luigi: Bowser's inside Story in battle. I think that would better fit him than a head-butt.
    Already planned.

    Wow, that's actually an amazingly simple solution. I can't believe this is the first time I've heard of it. Personally, I'd rather have everything as close to how P:M has it now as possible, but I'd deal for a while. Music set sounds awesome, by the way. As for the menus and stages, why not just put them in manually? I can do it myself it I really wanted to, but considering your audience is mainly people who play P:M, I'd bet that they would want those stages as they are.
    I haven't tested the solution with any character yet, so it's not confirmed, but I really can't imagine why this won't work.

    And as much as I love Project M, I feel like certain elements from Brawl MAY have improved from Melee... I did enjoy being able to grab the ledge from behind in Brawl, and I may just prefer Brawl's Air Dodge system.

    But again, it's up in the air. For the sake of appeasing old P:M fans, Melee's Air Dodge/Wave Dashing will probably make the cut. But I think I like the double-sided ledge grab as is.

    The point of having several different version of my hack set is convenience for my audience. This "True" hack series is Moveset based. My other hack series, "Nostalgia", is Texture based. When both series are adequately completed, I intend on releasing a "hack-pack" for each of them... with additions like music, stages, menus etc. You already know. But you see, some people are only going to want the textures, others will only want the movesets, and some people might want all the content together, pre-packaged and ready for their SD card. I'm giving each part of the project it's own respective codename so that when the whole package is ready, it'll be easier to navigate all the different versions of the hack-pack. Projects "True" and "Nostalgia" (along with one other Stage/Music Project that remains unnamed) will eventually culminate into what I like to call "Super Smash Bros. All Stars".

    Even though I can imagine many people are perfectly capable of just taking whatever they want from my hack pack and putting it into their hack set however they like, I have to acknowledge the fact that their are many people who either can't do this very easily or would simply rather not go through all the work. ALSO, there are bound to be certain things about my hack that only I would really know about (involving module files, or custom songs that only make sense if you're playing on some of my hacked stages), meaning it would be best if I customized each version of my hack to accommodate the unique wants/needs of every potential fan of the series.

    OH, and you can trust my music selection to be REAL nice. I'm going very in-depth with this feature, and I can assure you all I have excellent taste. I found Brawl's music somewhat disappointing... Not because it's bad, but because there's a lot of MUCH BETTER music from Nintendo's history. I figure Music is one of the last things people ever get to hacking, so having a ready-to-download Music (or Music/Stage) hack should be pretty awesome, no?
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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 #177 on: September 15, 2013, 01:21:57 PM »


    I haven't tested the solution with any character yet, so it's not confirmed, but I really can't imagine why this won't work.

    And as much as I love Project M, I feel like certain elements from Brawl MAY have improved from Melee... I did enjoy being able to grab the ledge from behind in Brawl, and I may just prefer Brawl's Air Dodge system.

    But again, it's up in the air. For the sake of appeasing old P:M fans, Melee's Air Dodge/Wave Dashing will probably make the cut. But I think I like the double-sided ledge grab as is.

    The point of having several different version of my hack set is convenience for my audience. This "True" hack series is Moveset based. My other hack series, "Nostalgia", is Texture based. When both series are adequately completed, I intend on releasing a "hack-pack" for each of them... with additions like music, stages, menus etc. You already know. But you see, some people are only going to want the textures, others will only want the movesets, and some people might want all the content together, pre-packaged and ready for their SD card. I'm giving each part of the project it's own respective codename so that when the whole package is ready, it'll be easier to navigate all the different versions of the hack-pack. Projects "True" and "Nostalgia" (along with one other Stage/Music Project that remains unnamed) will eventually culminate into what I like to call "Super Smash Bros. All Stars".

    Even though I can imagine many people are perfectly capable of just taking whatever they want from my hack pack and putting it into their hack set however they like, I have to acknowledge the fact that their are many people who either can't do this very easily or would simply rather not go through all the work. ALSO, there are bound to be certain things about my hack that only I would really know about (involving module files, or custom songs that only make sense if you're playing on some of my hacked stages), meaning it would be best if I customized each version of my hack to accommodate the unique wants/needs of every potential fan of the series.

    OH, and you can trust my music selection to be REAL nice. I'm going very in-depth with this feature, and I can assure you all I have excellent taste. I found Brawl's music somewhat disappointing... Not because it's bad, but because there's a lot of MUCH BETTER music from Nintendo's history. I figure Music is one of the last things people ever get to hacking, so having a ready-to-download Music (or Music/Stage) hack should be pretty awesome, no?
    As far as I understand, it was just the .gct, so with that out of the picture, it would have to.

    Yeah, I don't think the ledgegrab thing is going to bother people too much, so I'd say that's a good plan.

    Oh, I see. I didn't know you were planning to make menus/stages. Of course you should put those in when you get there, at least for the All Stars pack. It might move things along faster if you were to use the P:M stuff for earlier versions, though.

    Making it easier never hurt. That's why I had said the people would probably prefer to have those P:M stages initially, because I didn't know you would be putting in your own. I figured it'd just be a template or something.

    Totally. Music's something I've neglected for a long while, too. Can't wait to see what you put together.
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    « Reply #178 on: September 15, 2013, 02:15:11 PM »


    Ok, so... I'll make the new versions of the True Hacks series as I said a while ago, I didn't really get into it since school started... But next weekend, expect something new for Toon Link.
    He'll be really... Let's say... Interesting... Evil
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    « Reply #179 on: September 15, 2013, 02:51:18 PM »


    Actually, the method you're describing is even faster than the one I intend on using. Going into PSA and merely inputting the name of the other animation is (relative to most hacking) not very time-consuming at all.

    The method I'm using, while a little more time consuming, is hopefully more efficient, and uses BrawlBox alone. All I have to do is export the missing animations from the original Brawl fitmotionetc.pac, import them into the P:M True fitmotionetc.pac with the proper name, and wallah. The glitch is solved for that character. but I have to do this a good 30 times...
    The way you say it makes it seem like it'll take ages to do all that... Now I'm wondering, why the heck did the PM do that? Was it intentional or an accident? Hmm... Anyways, can't wait to see all the new True movesets, and I'm really excited for that All-Stars pack of yours.
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