Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 40 41 42 [43] 44 45 46 ... 56
Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 178557 times)
0 Members and 1 Guest are viewing this topic.
Amarythe
Supreme Kitten
********
Offline Offline

Posts: 654


Super Smash Bros. All-Stars Developer

  • Awards Favorite'd Super Saiyan Topic Heart Container Famous Hacker Pin Collector

  • View Profile Awards
    « Reply #630 on: April 03, 2014, 06:30:25 PM »


    That Mario is amazing!

    With his textures and his model looking more like the SMB series Mario, Will you be re-doing his running/jumping animations to match, say Super Mario 3D World?
    Thanks man! Although you should thank the Smash 3 team, KTH and Rage83. I mainly took there would and mashed it together. But hey, my Super Mario 3D World textures will be his default texture soon, so my work will be involved soon. Wink

    Running and Jumping animations are planned, yes. Unfortunately, I don't have a Wii U or this game yet, so... aside from videos potentially, I have no frame of reference. It'll happen though.

    For the run, I was mainly thinking of... well, you know how in Smash Mario lunges forward while he's running? I was gonna make his back more "straight up" while running. I assume his SM3DW run is kinda like that?
    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

    andalsoandy
    Mega Kitten
    *****
    Offline Offline

    Posts: 109



    View Profile Awards
    « Reply #631 on: April 03, 2014, 08:22:17 PM »


    Thanks man! Although you should thank the Smash 3 team, KTH and Rage83. I mainly took there would and mashed it together. But hey, my Super Mario 3D World textures will be his default texture soon, so my work will be involved soon. Wink

    Running and Jumping animations are planned, yes. Unfortunately, I don't have a Wii U or this game yet, so... aside from videos potentially, I have no frame of reference. It'll happen though.

    For the run, I was mainly thinking of... well, you know how in Smash Mario lunges forward while he's running? I was gonna make his back more "straight up" while running. I assume his SM3DW run is kinda like that?

    Yeah, exactly. He has a few different runs in the games though. SM3DW has him hold his arms inward and not really move them (at least when he's running fast) kind of like SMB2, while Galaxy and 64 has him move his arms beside him.
    SM3DW/SMB2: (he doesn't really move his arms.)
    http://www.mariowiki.com/File:Mario_Artwork_%28alt%29_-_Super_Mario_3D_World.png
    Galaxy and 64:
    Super Mario 64 Fan Remake - VLog1 - Blender Game Engine

    Logged

    Amarythe
    Supreme Kitten
    ********
    Offline Offline

    Posts: 654


    Super Smash Bros. All-Stars Developer

  • Awards Favorite'd Super Saiyan Topic Heart Container Famous Hacker Pin Collector

  • View Profile Awards
    « Reply #632 on: April 03, 2014, 08:55:55 PM »


    I'm juggling around some ideas involving giving him slot specific runs and jumps.

    I've also made the decision to go with Luigi's Melee model. I'm considering doing the same for Sheik as well.
    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

    andalsoandy
    Mega Kitten
    *****
    Offline Offline

    Posts: 109



    View Profile Awards
    « Reply #633 on: April 04, 2014, 12:41:44 PM »


    I'm juggling around some ideas involving giving him slot specific runs and jumps.

    I've also made the decision to go with Luigi's Melee model. I'm considering doing the same for Sheik as well.
    Maybe you should vertex Wario too just to look a little more Melee-esque.
    Logged

    Amarythe
    Supreme Kitten
    ********
    Offline Offline

    Posts: 654


    Super Smash Bros. All-Stars Developer

  • Awards Favorite'd Super Saiyan Topic Heart Container Famous Hacker Pin Collector

  • View Profile Awards
    « Reply #634 on: April 04, 2014, 02:42:25 PM »


    Maybe you should vertex Wario too just to look a little more Melee-esque.
    That sounds like a lot more work than it's worth!

    ...In large part because I don't really think I could do that, ha. A rip of SSBM's trophy might do the trick, but again, model imports and ripping and the lack are outside of my repertoire.
    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

    andalsoandy
    Mega Kitten
    *****
    Offline Offline

    Posts: 109



    View Profile Awards
    « Reply #635 on: April 04, 2014, 04:32:01 PM »


    That sounds like a lot more work than it's worth!

    ...In large part because I don't really think I could do that, ha. A rip of SSBM's trophy might do the trick, but again, model imports and ripping and the lack are outside of my repertoire.
    Makes sense.

    Though textures never really seem to do the trick with Wario. idk, he just needs a few touchups here and there on his model.

    ANYWAY, BACK TO MARIO...

    Can you re-post his planned moveset?
    Logged

    Amarythe
    Supreme Kitten
    ********
    Offline Offline

    Posts: 654


    Super Smash Bros. All-Stars Developer

  • Awards Favorite'd Super Saiyan Topic Heart Container Famous Hacker Pin Collector

  • View Profile Awards
    « Reply #636 on: April 04, 2014, 05:06:56 PM »


    This is a quick rundown of the non-Hammer moveset:

    Miscellenious   
    Change Wait Animation
    Change Run Animation
    Add Triple Jump
    Add Skid-Jump
    Add Crouch Jump
    Add Running Jump
    Add Crawl
    Change SwimF Animation

    Jab - NONE
    Side Tilt - NONE
    Dash Attack - Lunge Tackle (SM64)
    Side Smash - Fire Hand (M&L:SS)
    Up Tilt - NONE
    Up Smash - NONE
    Down Tilt - Slide Kick (SM64, Run+Z+B)
    Down Smash - NONE
    NAir - Spin Jump (SMW)
    FAir - Lunge Dive (SM64, Run+Jump+B)
    BAir - NONE
    UAir - Jump Kick (SM64)
    DAir - Ground Pound
    Special - NONE (Faster, weaker, more range, limit to 2 fireballs)
    Side Special - Koopa Shell Kick
    Up Special - Cape
    Down Special - Galaxy Jump
    Grab   - Lunge Grab
    Pummel - NONE
    Forward Throw - Heavy Toss
    Back Throw - NONE
    Up Throw - NONE
    Down Throw - NONE
    Side Taunt - Peace Sign
    Up Taunt - Old Side Taunt
    Down Taunt - Hammer Toggle
    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

    andalsoandy
    Mega Kitten
    *****
    Offline Offline

    Posts: 109



    View Profile Awards
    « Reply #637 on: April 04, 2014, 08:40:43 PM »


    This is a quick rundown of the non-Hammer moveset:

    Miscellenious   
    Change Wait Animation
    Change Run Animation
    Add Triple Jump
    Add Skid-Jump
    Add Crouch Jump
    Add Running Jump
    Add Crawl
    Change SwimF Animation

    Jab - NONE
    Side Tilt - NONE
    Dash Attack - Lunge Tackle (SM64)
    Side Smash - Fire Hand (M&L:SS)
    Up Tilt - NONE
    Up Smash - NONE
    Down Tilt - Slide Kick (SM64, Run+Z+B)
    Down Smash - NONE
    NAir - Spin Jump (SMW)
    FAir - Lunge Dive (SM64, Run+Jump+B)
    BAir - NONE
    UAir - Jump Kick (SM64)
    DAir - Ground Pound
    Special - NONE (Faster, weaker, more range, limit to 2 fireballs)
    Side Special - Koopa Shell Kick
    Up Special - Cape
    Down Special - Galaxy Jump
    Grab   - Lunge Grab
    Pummel - NONE
    Forward Throw - Heavy Toss
    Back Throw - NONE
    Up Throw - NONE
    Down Throw - NONE
    Side Taunt - Peace Sign
    Up Taunt - Old Side Taunt
    Down Taunt - Hammer Toggle

    I like it so far. I think a few changes are due because some moves don't seem like they'd be mapped to the proper button combinations (i.e. D-Tilt.)

    D-Tilt should be his old D-Smash.
    N-Air should be his SM64 Jump Kick.
    U-Air should be an upward punch, as if he were hitting a brick above his head.
    B-Air should be his old F-Air.
    D-Smash and U-Smash could be more unique looking Fire Hand attacks.
    U-Throw should be animated to look like he's kicking you up similar to when he throws a shell or something upward in SMB3/SMW.
    Logged

    Amarythe
    Supreme Kitten
    ********
    Offline Offline

    Posts: 654


    Super Smash Bros. All-Stars Developer

  • Awards Favorite'd Super Saiyan Topic Heart Container Famous Hacker Pin Collector

  • View Profile Awards
    « Reply #638 on: April 05, 2014, 07:36:14 AM »


    I like it so far. I think a few changes are due because some moves don't seem like they'd be mapped to the proper button combinations (i.e. D-Tilt.)
    The button combinations listed in the parenthesis are not for Smash, they were to help clarify what moves from what games I was talking about.

    On the other hand, if your suggesting that the D-tilt I listed wouldn't feel real right as a D-Tilt, I'd have to disagree. Sliding kicks for crouching attacks are a popular staple in many fighting games, and it worked pretty well for my Meta Knight.

    D-Tilt should be his old D-Smash.
    No. Because then, not only do I have to get rid of the new D-tilt, but then I have nothing canon for his D-Smash. (I'll address your D-Smash suggestion when I come to it)

    N-Air should be his SM64 Jump Kick.
    The Jump Kick was the very first thing I tried out when I started hacking. I mapped it first to the FAir, then the NAir, and now the UAir. There are very specific reasons for this.
    I can't make it the NAir because I need that for the SMW jump, which is definitely going into the game. The SMW jump can't be mapped to the DAir because of the Ground Pound.
    Then, I can't use it for the FAir because then I'd have to get rid of the planned air-lunge-jump attack thing from SM64.
    And if I don't use it for the UAir, then his attack is a Captain Falcon/Kirby/Ganondorf/ZSS clone (I'll address your UAir idea). The move makes a lot of sense as a UAir. His foot aims upward, the move makes him hover, it's a pretty reasonable UAir.

    Using this mapping, I've been able to apply the maximum amount of new canon aerial attacks to his moveset, and that's a big priority.

    U-Air should be an upward punch, as if he were hitting a brick above his head.
    I see where you're coming from, but technically this isn't a real move. Mario breaks blocks by simply jumping. I entertained the idea back when I didn't have a UAir planned, but it would be awkward to animate (since it looks so much like his jump) and I have a much better UAir planned anyway.

    B-Air should be his old F-Air.
    In the first beta of Mario, this was actually the case.
    I felt it was too slow and felt strange. However, making it faster and slightly weaker is definitely an option. I think I'll give this a go.

    D-Smash and U-Smash could be more unique looking Fire Hand attacks.
    The D-Smash is already canon, so it's not negotiable.
    As for the U-Smash, it's an interesting concept... but, there's nothing canon prompting me to make the change. The headbutt is pretty unique on its own. Unless you can find me a canon instance of a U-Smash-esque fire-hand attack (or any other attack for that matter) I can't do it. The project doesn't really overstep its boundaries when it doesn't have to.

    U-Throw should be animated to look like he's kicking you up similar to when he throws a shell or something upward in SMB3/SMW.
    This is a really good idea. His throws are a little empty, so I'm loving this one, haha.
    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

    andalsoandy
    Mega Kitten
    *****
    Offline Offline

    Posts: 109



    View Profile Awards
    « Reply #639 on: April 05, 2014, 06:23:45 PM »


    The button combinations listed in the parenthesis are not for Smash, they were to help clarify what moves from what games I was talking about.

    On the other hand, if your suggesting that the D-tilt I listed wouldn't feel real right as a D-Tilt, I'd have to disagree. Sliding kicks for crouching attacks are a popular staple in many fighting games, and it worked pretty well for my Meta Knight.
    No. Because then, not only do I have to get rid of the new D-tilt, but then I have nothing canon for his D-Smash. (I'll address your D-Smash suggestion when I come to it)
    The Jump Kick was the very first thing I tried out when I started hacking. I mapped it first to the FAir, then the NAir, and now the UAir. There are very specific reasons for this.
    I can't make it the NAir because I need that for the SMW jump, which is definitely going into the game. The SMW jump can't be mapped to the DAir because of the Ground Pound.
    Then, I can't use it for the FAir because then I'd have to get rid of the planned air-lunge-jump attack thing from SM64.
    And if I don't use it for the UAir, then his attack is a Captain Falcon/Kirby/Ganondorf/ZSS clone (I'll address your UAir idea). The move makes a lot of sense as a UAir. His foot aims upward, the move makes him hover, it's a pretty reasonable UAir.

    Using this mapping, I've been able to apply the maximum amount of new canon aerial attacks to his moveset, and that's a big priority.
    I see where you're coming from, but technically this isn't a real move. Mario breaks blocks by simply jumping. I entertained the idea back when I didn't have a UAir planned, but it would be awkward to animate (since it looks so much like his jump) and I have a much better UAir planned anyway.
    In the first beta of Mario, this was actually the case.
    I felt it was too slow and felt strange. However, making it faster and slightly weaker is definitely an option. I think I'll give this a go.
    The D-Smash is already canon, so it's not negotiable.
    As for the U-Smash, it's an interesting concept... but, there's nothing canon prompting me to make the change. The headbutt is pretty unique on its own. Unless you can find me a canon instance of a U-Smash-esque fire-hand attack (or any other attack for that matter) I can't do it. The project doesn't really overstep its boundaries when it doesn't have to.
    This is a really good idea. His throws are a little empty, so I'm loving this one, haha.

    Most of the D-Smash changes came from the fact that his D-Smash didn't need to be a charged attack, and that a lot of other moves could potentially take it's place. D-tilt just doesn't feel like it should be a sliding attack. Idk. I guess Mega Man slides, so whatever.

    The Jump kick situation sounds like it makes sense. I mean if you tested it and all it it doesn't feel right, by all means change it. (Also if I had noticed you made the Spin Jump from SMW an attack, I wouldn't have said anything, lol I skimmed that. Can you make it so you bounce off opponents when using it?)

    See if you can incorporate this into being an attack: http://www.mariowiki.com/Somersault
    It could be B-air, U-smash, U-tilt, D-smash... idk.
    Logged

    Rosetta-Hime
    Holy Kitten
    *
    Offline Offline

    Posts: 1142


  • Awards Heart Container Dedicated Hacker >9000 Famous Hacker King for a Day

  • View Profile Awards
    « Reply #640 on: April 05, 2014, 06:30:59 PM »


    Aha! A fault in your reference! It says only Mario, Luigi, Yoshi, and Wario can o this move, but Rosalina, Princess Peach, and Toad can do it as well! Therefore, it is irrelevent! Haha, I'm just kidding. I would love to see this implemented somehow, though.
    Logged

    andalsoandy
    Mega Kitten
    *****
    Offline Offline

    Posts: 109



    View Profile Awards
    « Reply #641 on: April 05, 2014, 06:35:10 PM »


    Aha! A fault in your reference! It says only Mario, Luigi, Yoshi, and Wario can o this move, but Rosalina, Princess Peach, and Toad can do it as well! Therefore, it is irrelevent! Haha, I'm just kidding. I would love to see this implemented somehow, though.
    Lulz

    It's a wiki, ya know. Go ahead and edit it.
    Logged

    Amarythe
    Supreme Kitten
    ********
    Offline Offline

    Posts: 654


    Super Smash Bros. All-Stars Developer

  • Awards Favorite'd Super Saiyan Topic Heart Container Famous Hacker Pin Collector

  • View Profile Awards
    « Reply #642 on: April 05, 2014, 07:04:42 PM »


    Most of the D-Smash changes came from the fact that his D-Smash didn't need to be a charged attack, and that a lot of other moves could potentially take it's place. D-tilt just doesn't feel like it should be a sliding attack. Idk. I guess Mega Man slides, so whatever.

    I can't conceive of a canon move that could possibly take it's place.
    The main appeal behind the move is the fact that it functions perfectly as a D-Smash.

    The Jump kick situation sounds like it makes sense. I mean if you tested it and all it it doesn't feel right, by all means change it.

    Already 90% done, tested, and it feels great!
    Still having trouble making the slight hover effect feel juuuuust right tho.

    (Also if I had noticed you made the Spin Jump from SMW an attack, I wouldn't have said anything, lol I skimmed that. Can you make it so you bounce off opponents when using it?)

    Wink

    THIS is easily the moveset's primary feature. I haven't QUITE gotten the coding right yet, but I'm making some major breakthroughs. But even so, I'm running into really, really complicated problems with implementing this feature. I'm 100% determined to do it!

    I got a bounce working properly earlier today, but then after toying with the coding it stopped working. Even reverting the code back to what it was wouldn't help >_>

    See if you can incorporate this into being an attack: http://www.mariowiki.com/Somersault
    It could be B-air, U-smash, U-tilt, D-smash... idk.

    That's... way too extreme!
    I'm already implementing it as a jump though, after skidding.
    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

    Rosetta-Hime
    Holy Kitten
    *
    Offline Offline

    Posts: 1142


  • Awards Heart Container Dedicated Hacker >9000 Famous Hacker King for a Day

  • View Profile Awards
    « Reply #643 on: April 05, 2014, 08:37:47 PM »


    I'm already implementing it as a jump though, after skidding.
    That sound amazing Im srs here
    Logged

    andalsoandy
    Mega Kitten
    *****
    Offline Offline

    Posts: 109



    View Profile Awards
    « Reply #644 on: April 06, 2014, 01:06:28 AM »


    I can't conceive of a canon move that could possibly take it's place.
    The main appeal behind the move is the fact that it functions perfectly as a D-Smash.
    Already 90% done, tested, and it feels great!
    Still having trouble making the slight hover effect feel juuuuust right tho.
    Wink

    THIS is easily the moveset's primary feature. I haven't QUITE gotten the coding right yet, but I'm making some major breakthroughs. But even so, I'm running into really, really complicated problems with implementing this feature. I'm 100% determined to do it!

    I got a bounce working properly earlier today, but then after toying with the coding it stopped working. Even reverting the code back to what it was wouldn't help >_>
    That's... way too extreme!
    I'm already implementing it as a jump though, after skidding.

    I've been thinking... Maybe his crouch flip could be his U-smash (or U-tilt,) and he could hop a shorter height and kick backwards while flipping? I'll see if I can animate it and send it to you.

    His B-Air could also be Lucas's B-air from vBrawl and P:M since it looks so much like his pivot dash flip or whatever (when he backflips after running and turning around.)

    Just a thought.
    Logged

    Pages:  1 ... 40 41 42 [43] 44 45 46 ... 56
    Print
    Jump to: