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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 134414 times)
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Amarythe
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    « Reply #360 on: January 29, 2014, 07:55:06 PM »


    Nahhh man, it's good. When I say "Test" I mean, review it in-game from an artistic perspective, haha. I would only really trust myself with that, lol.
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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 #361 on: January 29, 2014, 08:24:11 PM »


    Need a rim lighter?
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    Amarythe
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    « Reply #362 on: January 29, 2014, 09:15:14 PM »


    Need a rim lighter?
    ...Oooh, I really like the sound of this.

    Just give me some time and I'll hit you up with a list of everything worth Rim Lighting. This could potentially include some of my material which is, as of yet, unreleased.

    I hate Rim Lighting things myself because 50% of the time I run into some stupid problem, haha.
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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

    Nezha the Scout
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    « Reply #363 on: January 30, 2014, 09:39:56 AM »


    ...Oooh, I really like the sound of this.

    Just give me some time and I'll hit you up with a list of everything worth Rim Lighting. This could potentially include some of my material which is, as of yet, unreleased.

    I hate Rim Lighting things myself because 50% of the time I run into some stupid problem, haha.

    Well, I finally learned all the tricks to make a nice, unglitchy rim light. So I'm your guy!
    Just PM me the stuff and any other details.
    « Last Edit: January 30, 2014, 09:43:24 AM by Scout » Logged


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    « Reply #364 on: January 30, 2014, 11:34:30 AM »


    Nahhh man, it's good. When I say "Test" I mean, review it in-game from an artistic perspective, haha. I would only really trust myself with that, lol.
    Oh, that's what you meant. I see. I thought you were talking about his moveset. If it's PSA testing you're looking for, I'm totally willing to help with that. But I can understand that might take a while considering how much you have to get done with just the characters alone first.
    « Last Edit: January 30, 2014, 11:36:57 AM by HeavyD88 » Logged

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    Amarythe
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    « Reply #365 on: February 07, 2014, 10:08:13 AM »


    Alright kiddies, I think I'm back to PSAing for a bit. Got some maaaaassive texture updates for Nostalgia, but I've been pampering that aspect of the project too much lately. These PSAs are LONG overdue for a makeover.

    That said, my goal is to release Ganondorf by the weekend's end, at least.

    ...But I'm afraid, HD88, I was unable to figure out jack squat about Key Frames, lol.
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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 #366 on: February 07, 2014, 10:15:25 AM »


    ... What's the problem with keyframes?
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    Amarythe
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    « Reply #367 on: February 07, 2014, 11:00:19 AM »


    To make Ganon's cape follow the animation, I need to add a bunch of key frames. Correct?

    I see nothing in the preview animator that will let me do 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!

    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 #368 on: February 07, 2014, 11:09:21 AM »


    As soon as you move a bone, that bone is a keyframe. The frame ITSELF won't become a keyframe, but the frame that the specific bone is in will become a keyframe.
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    In other words, LURK MORE.
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    3. ... You seriously don't know who Clinton is?
    Quote from: Haseyo
    If only hacking Brawl paid bills.
    Quote from: Nanobuds
    O snap
    Quote from: DrPanda
    But you are in a Smash Bros. thread.
    You can't have an opinion here.

    Amarythe
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    « Reply #369 on: February 07, 2014, 11:18:22 AM »


    ...According to that description, the work I just did on his NAir and Jab should show up the way I want them in-game. I moved the cape-mantle bones in nearly ever frame. I have a gut-feeling it won't though... testing it now.

    Post Merge: February 07, 2014, 12:00:42 PM
    It looks... decent. Kinda. It's not the exact same as in BB, but it follows the animation in a way. I think it's... sufficient for a release, maybe, but it's definitely not 100% satisfactory.
    « Last Edit: February 07, 2014, 12:00:42 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 #370 on: February 07, 2014, 01:47:39 PM »


    ...According to that description, the work I just did on his NAir and Jab should show up the way I want them in-game. I moved the cape-mantle bones in nearly ever frame. I have a gut-feeling it won't though... testing it now.

    Post Merge: February 07, 2014, 12:00:42 PM
    It looks... decent. Kinda. It's not the exact same as in BB, but it follows the animation in a way. I think it's... sufficient for a release, maybe, but it's definitely not 100% satisfactory.
    Yeah that part of it is tricky to get right. I still don't know how it works 100%.
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    You turned into a real boring [censored] while I was away. -Yoko

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    Amarythe
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    « Reply #371 on: February 08, 2014, 02:35:30 PM »


    I canNOT for the life of me figure out how to add Reflector flags to an attack. I'm using this thread as a reference, but everything I've tried leads to nothing.
    http://smashboards.com/threads/salute-to-the-flags-the-hitbox-flag-directory-upd-jul-23-13.286748/

    If anybody can look this over and help me generate some ideas, I'd be super thankful. I'm hoping to have the reflecting properties included in the next release.
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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 #372 on: February 08, 2014, 02:56:43 PM »


    I canNOT for the life of me figure out how to add Reflector flags to an attack. I'm using this thread as a reference, but everything I've tried leads to nothing.
    http://smashboards.com/threads/salute-to-the-flags-the-hitbox-flag-directory-upd-jul-23-13.286748/

    If anybody can look this over and help me generate some ideas, I'd be super thankful. I'm hoping to have the reflecting properties included in the next release.
    Look at Mario's cape (Side B)
    that's not an offensive collision that you need, but DEFENSIVE collision.
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    Amarythe
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    « Reply #373 on: February 08, 2014, 03:07:59 PM »


    Look at Mario's cape (Side B)
    that's not an offensive collision that you need, but DEFENSIVE collision.
    Yes, so I've read. I've found a thread that establishes the same thing. However, I feel as though it might also... reverse the opponent, as in, with the "cape" flag. Which would inherently eliminate the attack's knockback (and that's a problem). Probably not, though. I'll play around with the suggestion and see what I can come up with. Thanks for the feedback.
    « Last Edit: February 08, 2014, 03:08:50 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 #374 on: February 08, 2014, 03:19:53 PM »


    Yes, so I've read. I've found a thread that establishes the same thing. However, I feel as though it might also... reverse the opponent, as in, with the "cape" flag. Which would inherently eliminate the attack's knockback (and that's a problem). Probably not, though. I'll play around with the suggestion and see what I can come up with. Thanks for the feedback.
    You're welcome
    No. That's the Offensive Collision in the SubAction that reverses the character, not the defensive.
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    Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.

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