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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 134506 times)
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Amarythe
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    « Reply #420 on: February 10, 2014, 08:20:33 PM »


    One thing I have against it is the disadvantage the flying has. It makes him very easy to combo because he doesn't fall fast. If there is some way to make his fast fall... faster, that'd be great.
    Actually, heavy characters are easy to combo. It's his lack of gravity that makes him so agile. That, coupled with his insaaaaane Air Speed. He can dodge anything without even pressing the L/R buttons, lol
    Also, any potential disadvantages are literally shattered by the new flying mechanic. As a matter of fact, I had to nerf the hell out of him in order to keep this PSA relatively balanced. His air game is WAY slower now, even a smidgen less powerful.

    ...But, yes, I should make him the tiniest bit heavier, haha. So technically you're right.

    Y'gotta understand, perpetual flight is a MASSIVE boost to a character's game. They have access to almost every part of the playing field, they can dodge just about everything, and on top of it all it increases their recovery abilities by lyk 10000.1%. So naturally, any "downsides" to this hack are really meant to balance out an otherwise insanely broken mechanic.

    Other than that... Holy crap this is freaking awesome.
    I KNOW RIGHT? I can't stop playing as him!!
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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!

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    « Reply #421 on: February 10, 2014, 09:42:55 PM »


    Actually, heavy characters are easy to combo. It's his lack of gravity that makes him so agile. That, coupled with his insaaaaane Air Speed. He can dodge anything without even pressing the L/R buttons, lol
    Also, any potential disadvantages are literally shattered by the new flying mechanic. As a matter of fact, I had to nerf the hell out of him in order to keep this PSA relatively balanced. His air game is WAY slower now, even a smidgen less powerful.

    ...But, yes, I should make him the tiniest bit heavier, haha. So technically you're right.

    Y'gotta understand, perpetual flight is a MASSIVE boost to a character's game. They have access to almost every part of the playing field, they can dodge just about everything, and on top of it all it increases their recovery abilities by lyk 10000.1%. So naturally, any "downsides" to this hack are really meant to balance out an otherwise insanely broken mechanic.
    I KNOW RIGHT? I can't stop playing as him!!

    You got me in a lot of spots, however anyone with a good eye and a quick character can literally keep up airing and waiting for Charizard to get back down before they send him up like a balloon. That was my experience with playing with my brother and we both gave him a shot. Quite possibly it could just need some getting used to. I'm spreading this around my friends to see what they say.
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    « Reply #422 on: February 10, 2014, 10:14:14 PM »


    Damn Amarythe! Very nice job on this one. He looks amazing. I'll definitely have to try him out!
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    « Reply #423 on: February 10, 2014, 10:31:29 PM »


    You got me in a lot of spots, however anyone with a good eye and a quick character can literally keep up airing and waiting for Charizard to get back down before they send him up like a balloon.
    Yes; half of that is due to the "bug" currently making him hover slightly when damaged, and the other half is due to insufficient fast-fall gravity. These shouldn't be to hard to fix though, so don't worry.
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    Super Smash Brothers: All Stars is currently looking for new recruits!
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    « Reply #424 on: February 11, 2014, 05:37:24 AM »


    Do you mean that the Charizard you just uploaded is for Project M only?
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    « Reply #425 on: February 11, 2014, 06:29:19 AM »


    Do you mean that the Charizard you just uploaded is for Project M only?
    I'm pretty sure all his PSA work will be for Project M. It's what he's basing this whole series of hacks off of. Well for the most part anyway.
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    « Reply #426 on: February 11, 2014, 07:31:23 AM »


    So I gave your "True Charizard" a try.

    It's okay so far.

    All that really needs to be done is Animation touchups. The falling Animations should always have a loop to them. Your current fall animations snap back to Frame 1 after the Animation end.

    The arm on the Back Air could use some touch ups.

    Dash Attack doesn't really look like a flame charged tackle. Why not use the Animation Charizard uses for Dash Attacking with a Battering Item? You should also make the self damage happen only if the move hits, because it's too punishing to the user if it misses.

    The Jab should have a Slash effect SFX.

    The whole flying gimmick seems rather OP.

    Overall. this PSA does have potential. Keep it up.
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    « Reply #427 on: February 11, 2014, 08:25:27 AM »


    All that really needs to be done is Animation touchups. The falling Animations should always have a loop to them. Your current fall animations snap back to Frame 1 after the Animation end.
    Yes, the Fall looks a tad strange.
    ...However, in PSA the SubActions are already set to Loop. :/ Meaning, I have to make the edits manually... Gah, what a pain. Making that animation "acceptable" for release was hard enough as it is, haha.

    The arm on the Back Air could use some touch ups.
    Really? Yeah, I suppose I could always improve it.

    Dash Attack doesn't really look like a flame charged tackle. Why not use the Animation Charizard uses for Dash Attacking with a Battering Item? You should also make the self damage happen only if the move hits, because it's too punishing to the user if it misses.
    Good suggestion. I figured the current animation was okay since the flames largely obscure what he's doing, but that's amateurish, haha. I like this idea a lot, thanks.
    But I gotta disagree on the last point. We're talking about a Dash Attack with the potential to do... 24% damage. Not to mention a fair amount of range. That's pretty intense, and the damage of 8% is a good way to encourage people not to abuse the move, to be sure it's not gonna miss. PLUS, as far as I'm concerned, an attack that's "too damaging" is a good thing for a character with a relatively broken Flight mechanic. (The damage also compliments Rage in a funny way, haha. See yourself at 160%? Want that extra 2% on Rage? Just do a flare blitz, haha. The trade off is stupid, I know, haha)
    However, I may take this into account: You see, in Pokemon, the recoil does in fact only register only based on the damage you actually dealt, as per your suggestion. I overlooked this "True" aspect of the attack for the sake of nerfing the attack, I'm afraid.

    The Jab should have a Slash effect SFX.
    Ah, so that's what was making it so bland, haha. I knew something was missing. I have a tendency to neglect GFX/SFX stuff every now and then...

    The whole flying gimmick seems rather OP.
    It certainly seems that way and for now you're probably right.
    That's why I'm trying to make his Air Game, his overall game in general muuuuuch worse than before. This is going to be an extremely delicate process, but I'm determined and convinced that it is possible to make a flying character not OP.

    Overall. this PSA does have potential. Keep it up.
    Niiiiice, thanks man. Hearing that from a PSA master is good encouragement, haha. This will be updated soon.
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    We need:
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    « Reply #428 on: February 11, 2014, 01:57:50 PM »


    Yay!

    I wonder if I can give charizard his own slot in vbrawl...
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    « Reply #429 on: February 11, 2014, 04:22:14 PM »


    Yay!

    I wonder if I can give charizard his own slot in vbrawl...
    Isn't there 2 codes for that? Like... You add a code for separating him from PKMN Trainer and separated FS, or ASF1nk's code... I don't remember if it works for them though...
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    « Reply #430 on: February 11, 2014, 05:38:19 PM »


    ^ I'm lyk 110% sure there is. I can't find it right now though.

    Aaaaaaand that being said, Charizard 38.10% is ready for download!! Everybody's suggestions have been entertained, along with various technical fixes, and the results are quite lovely.

    - Completely new Fall animations. Now they loop perfectly. Looks MUCH better.
    - Sound effect bug fixed: the Fall animation would play the wing-flap SFX once, and then stop. A simple Set Loop command patched things up.
    - Fast Fall speed now a tad faster. Lito, you should be pleased.
    - FallSpecial speed also increased. Meaning, after an Up-B, you hit the ground faster. You do stop flying, after all!
    - Hidden Fire-Flag in Rage (DTilt) deleted. Had no idea it was there, lol
    - Slash effects added to Scratch, as per KJP's suggestion/reminder
    - Completely new Dash animation, as per KJP once again
    - Touch-ups on Back Air animation


    And the finishing touch... SLASH is now Charizard's new F-Smash!

    Now, balancing this move took some serious brainstorming on my part. Its ATK power in Pokemon is 70, which translates to 14% in Smash. That's a fairly weak F-Smash... BUT, the move ALSO has an increased critical hit rating, and I really wanted to incorporate it. Trouble is... that critical translates to 28% in Smash. That's a crazy powerful F-Smash.

    SO. Here's what I did: I made his normal F-Smash a one-hit 14% attack, with moderate speed and great range.

    BUT, using A Bloody Canadian's Luck-Based attack tutorial, I was able to allow a 25% chance that the move would be a critical hit. So as to avoid making the move craaaaazy OP, instead of making it a one hit 28% move, I made it a move with 4 consecutive hits! The first three deal 4%, 12% in all, and the final hit deals 16%. 28% total. And, in order to compensate for the additional power, I added about 6 frames of lag to the critical animation. This way, you get all the sweetness of a legitimate critical attack without the broken-ness you'd expect!

    You'll know you're hitting a Critical when you see Charizard flash white several times.

    Have fun guys! I worked real hard on this stuff!!
    « Last Edit: February 11, 2014, 05:40:40 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!

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    « Reply #431 on: February 11, 2014, 06:22:22 PM »


    For your Charizard Update...

    You should remove the dust GFX from the Jab. While you're at it, try using the SFX and GFX of Attack11 and Attack12 from vBrawl Charizard.

    Dash Attack should have a bit less startup (use a Frame Speed Modifier code of 1.25 until the collisions start, then put in a FSM code of 1). It should also have less fire GFX (as it's a bit laggy) and maybe a red flash effect until the collisions terminate.

    Side Smash should have a "sex kick" effect to it. Or you should decrease the distance Charizard gains when using it. Also, the "Critical" effect should have a single hit, not multiple hits.

    Back Air has too much range. Decrease the size of the hitboxes a bit. You can hit foes that are in front, behind, and above you.

    Forward Air and Back Air should have a sour spot (area that does less damage). Because 16 and 14 Damage for all hitboxes it a bit much.

    Back Air should get a slight increase in damage. Its start up lag is higher than Forward Air.

    One way you could balance out the flight mechanic is be reducing Charizard's knockback resistance (weight attribute). Another thing you could do (though this would be incredibly OP, but fun) is allow verical movement.

    Animations: I know wings are difficult to Animate, though look at Charizard's Animation in X/Y (assuming you have X/Y). Try to make something similar for your falling Animations.

    I might make a video for this. Keep it up. \o0o/
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    « Reply #432 on: February 11, 2014, 06:41:04 PM »


    Me and Ama talked and I know he lacks a 3DS. With that said I'll give a try, I appreciate the changes you did man.
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    « Reply #433 on: February 11, 2014, 07:24:34 PM »


    You should remove the dust GFX from the Jab. While you're at it, try using the SFX and GFX of Attack11 and Attack12 from vBrawl Charizard.
    Noted. This should be simple.

    Dash Attack should have a bit less startup (use a Frame Speed Modifier code of 1.25 until the collisions start, then put in a FSM code of 1). It should also have less fire GFX (as it's a bit laggy) and maybe a red flash effect until the collisions terminate.
    To be honest, I added 3 frames of lag since the last update. taking those out should do the trick, it was a rather unnecessary change, haha.
    ALSO, yes, less fire. Can you believe the initial beta of Charizard had TWICE as much fire? xD I had no frame of reference for what I was doing, lol.

    Side Smash should have a "sex kick" effect to it. Or you should decrease the distance Charizard gains when using it. Also, the "Critical" effect should have a single hit, not multiple hits.
    Sex Kick? You mean that stupid NAir move. Do you mean to say it's hitbox should be super powerful initially, and then have less knockback afterword? I admit the F-Smash has a tad too much knockback right now, so that might be a good idea.
    BUT, concerning the critical?... I agree and disagree. After playing the hack for a good couple o' hours, I can agree that the current critical is inefficient. So far I've only landed a full critical once. However... a single hit would be CRAZY OP. You've got to remember, I'm functioning strictly on in-game Pokemon mechanics. A critical has to deal 28% total.

    ...But I think there's a compromise here. Four hits is way too unpredictable, but one hit is way too powerful. So... I'm gonna see how two hits of 14% works out. I think the results should be pretty sound.

    Back Air has too much range. Decrease the size of the hitboxes a bit. You can hit foes that are in front, behind, and above you.
    Deeeeefinitely taken note of that little bug, haha. The size changes should work; I'll reference the attack in Brawl Box 68.b to see what's up with those silly backward hitboxes.

    Forward Air and Back Air should have a sour spot (area that does less damage). Because 16 and 14 Damage for all hitboxes it a bit much.
    ...Like I said earlier, I've got to keep it strictly based on Pokemon mechanics. I'm a total purist, lol.
    In fact, I gave both moves a lag nerf of like, 9 frames. That's a pretty big deal. And, considering the air-borne nature of this hack, the moves get stale pretty quick.

    I'll down the knockback and possibly slow the attack(s) down even more.

    Back Air should get a slight increase in damage. Its start up lag is higher than Forward Air.
    I know for a fact that the BAir is 4-5 frames quicker than the FAir.

    One way you could balance out the flight mechanic is be reducing Charizard's knockback resistance (weight attribute). Another thing you could do (though this would be incredibly OP, but fun) is allow verical movement.
    Due to the current bug making Charizard's upward resistance much weaker (he hovers a tad during Damage animations), the weight change you suggest is... basically already applied, no matter what I do. o_o

    I hate this stupid bug. I have a "Move Character" effect on every single aerial damage animation, and I have all of the animations moving downward at a steady pace. No matter HOW far downward I make the animation, the bug persists! Tsk. Momentum SubActions may be the answer.

    ...I've tossed the Vertical Movement idea around. Ultimately... I think it would be just the tiniest bit too OP. The nerfing I'd have to do to compensate would make the hack much less fun. ...That, and I'm not particularly sure how I would could this.

    Animations: I know wings are difficult to Animate, though look at Charizard's Animation in X/Y (assuming you have X/Y). Try to make something similar for your falling Animations.
    ...Technically, they were loosely based off of those animations. As Lito confirmed, I don't have the game; but YouTube has what I need for that. I'll see what I can do.

    I might make a video for this. Keep it up. \o0o/
    !!! Yes please! My normal video-guy is... inactive as of late, haha. Some footage would increase my download count help people see what this is all about.
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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 #434 on: February 11, 2014, 07:59:23 PM »


    !!! Yes please! My normal video-guy is... inactive as of late, haha. Some footage would increase my download count help people see what this is all about.

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