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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Nuke on December 02, 2010, 01:39:00 PM



Title: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Nuke on December 02, 2010, 01:39:00 PM
(http://i56.tinypic.com/npm7hl.jpg)ZERO  (http://i56.tinypic.com/npm7hl.jpg)
(http://i56.tinypic.com/5xj4hl.jpg)
PROJECT UPDATES!!
Currently Working On: : ATTENTION!! WE NEED ANIMATORS URGENTLY!!!....... NUKE: Dash....Velen: Attack 1,2,3...        :happy: To Know Whats Completed Check Below vVv :happy: *Completed So Far, Status Bar Added Below*                                               Follow us on Twitter :af2:... Im Kidding XD
MOVESET
Size:  Zero is a little taller than Fox is.

Weight :  He is also a bit weighty due to his armor and body shape.

Walk : He has a moderate walking speed, cautiously moving forward.

Run : He is an average runner.

Power : Some of his attacks hit hard.

Attack Speed : He focuses on using swift attacks some of the time, and slower, more powerful ones
in other places.

Range :His Z-Saber gives him quite a bit of range.

Air Speed : Zero's special Air Dodges give him some aerial mobility. Especially if you're SHAD'ing.

Jabs:  Z-Combo - Zero's infamous Triple Slash attack. First a vertical cut, then a horizontal cut, then a vertical saber smash (non-MMZ). 1-2-(2,2,2)%

F-Tilt: Hilt Whip: Zero takes his saber, but leaves it inactive as he whips the butt of the hilt out in front of him before returning it to his back, pressing A after the first hit will make him activate the saber and slash to the left for more damage, but more endlag in return. 5, 4%

D-Tilt: Low Kick: Zero will whip out his right leg in a sweep like he is trying to trip up the competition. This will send the opposing character high into the air at higher percents (around 135 - 160%). 6% Special: This move can be performed out of an Initial Dash to perform a short-range sliding kick.

U-Tilt: Reishouken: Zero will perform a weak punch with his left hand, then follow up with a brutal uppercut by pressing the A button after the first attack hits. Has a sweetspot 4/6 of the way through the uppercut. 2% 7%

Dash Attack: Hikoashi: Zero will perform a flying roundhouse kick forward. Does moderate KB that get's nasty around 200%. 9%

F-Smash: Saber Combo - Zero performs a slash to the left before [censored]ing back his arm and lunging forward a little bit, thrusting his saber forward. 2 hits. - 5, 7%

D-Smash: Ground Spin - Zero uses his leg that is bent against the ground, and uses it to spin himself around twice while slashing with his saber. Four hits, two front, two back or four in the middle. 4, 4, 4, 2%

U-Smash: Half Moon Shaver - Zero slashes above himself in a perfect 180 degree arc. 14%

Nair: Double Dragon - Zero kicks out twice, works similarly to Link's Nair, with the exception of fire damage. 4, 4%

F-Air: Aerial Slash - Zero does his aerial attack from the X games. Three-hits. 1, 2, 2%

D-Air: Skull Crusher: Zero will raise his saber over his head, and swing it down, and then hold it out for as long as A is head before putting it away. The middle and end of the swing have sweet spots, with the middle of the swing being a mediocre Meteor Smash. Can be combo'd into by Nair and Fair, but not U-air, Bair, or itself.

U-Air: Red Demon Spike - Zero does a motion similar to Mario's U-tilt and thrusts his saber above him. 4%

B-Air: Counter Cut: Zero will quickly turn about and slash in mid-air, pressing A will make him perform another one with less hitstun and range.

Neutral B: Z-Buster - Zero's Z-buster can be used in one of two ways: Firing normally or Charging. Firing normally makes Zero generate Samus' Charge Shot graphic, and he can fire of one shot per- 3/4 of a second consecutively with a maximum of three on screen at once. Charging to Level 2 will result in a medium-sized Chaos Spear graphic to be generated, and more damage dead. Level 3 will result in firing off a large Duon Shot. The final charge level consists of two Charged Buster shots an a Slash Wave. Almost every move Zero has can combo into the buster.

Uncharged - 4%, First Charge - 12%,  Full Charge – 18%

Side B: Hienkyaku/Dash: Zero will dash forward a considerable distance, and while on the ground, Zero can dash diagonally into the ait if the Analog Stick is diagonal while pressing Side B. Also, if Side B + A is held, Zero will instead perform Dash from MM Xtreme, where he dashes forward with with his Saber held out. Dash can also be performed in the air, but it can't be used diagonally. Both will go through the opponent, but can be stopped mid-dash into and attack if B+A were not held. Both moves can go through their opponents, like Fox Illusion can, but only Dash does damage in passing.
10%

Some moves will combo into and out of Hienkyaky/Dash, others won't.

Zero's Dair, Z-Buster, and B-air can't combo into or out of it.

Zero's U-Throw, F-Tilt, F, and D-Smashes can't combo into it, but can conversely combo out of it and into them.

Everything else can combo into it and out of it.

Down B (Ground): Earth Gaizer: This move charges the same way as Wario Waft: over time. Each charge level makes for a bigger attack. The last level being the strongest. First Charge 7% Second 14%, Final 21%

Down B (Air): Danchien (Quake Blazer): Zero brings his saber above, then streaks downward with a firey red saber, making an explosion on contact with the ground. Multiple hits with a Max. of Six, 2.5% per hit.

Up-B (Ground): Rising - Zero will perform his Rising technique from the Mega Man Xtreme games, an anti-air attack. Does 13% Damage, and a small – Moderate vertical KB upwards.

Up-B (Air): Hyouryuushou - Zero will spin around (either in place or left or right) while generating an icy tornado.

Grab: Zero grabs for the enemy with his left hand.

G-Jab: Zero socks his victim in the head with his right fist. Damage 2%.

F-Throw: Zero punches victim in the stomach with his Buster, then discharges it, sending them flying. Damage 6% with a small – moderate KB in both Directions.

B-Throw: Zero does a side-snap ( a type of kick) and sends the victim flying back behind him. Damage 4% with Moderate KB.

U-Throw: Zero throws the opponent into the air and fires off a Charged Shot. Damage 8%. Can kill.

D-Throw: Zero slams the victim onto the ground the slashes them with his Z-Saber. Damage 7%, Cannot kill and has no KB, Downs the opponent.

F-Dodge: Zero dashes forward, then spins around to face the opposite direction.

B-Dodge: Zero performs a reverse Dash.

Spot Dodge: Zero sidesteps quickly.

FS (New Proposal): Genmurei: Zero charges energy into his Saber before unleashing a giant slash wave that goes through everything (meaning it is not stopped by the stage's topography). Anyone who is not shielding when this FS is used will be KO'd instantly, and anyone who shields will instantly have it broken.

or

Genmurei (Proposal Two): Zero flies up above the stage in the center. Then stays there before spinning vertically, unleashing waves of projectiles from his Saber eight times, bombing the stage below himself with them before dropping back down to the stage. This attack does moderate damage high KB.
------
Special Characteristics (currently only Proposals):

Initial DASH: Zero's initial dash (If the control stick isn't held) causes Zero to perform a mid-range Dash (kinda like the Eldrian PSA except a slightly shorter distance).

Hienkyaku Jump: Zero's second jump is the equivalent of Falco's initial jump.

Zero Combo: Zero's Buster gets a fourth charge level where he fires off two Charged Shot and follows up with a slash wave.

Rising: Yet another move from MM Xtreme makes it's debut into Brawl. Zero will lunge forward slightly before going into a Rising uppercut slash. Like the Side B and Neutral B, Rising can be combo'd into out and out by some moves. Does three-five hits depending one how early it connects.
3,3,5% or, 2, 2, 3, 3, 5%



WHAT EACH MEMBER IS WORKING ON:
Velen:
Attack 11 -13, Special up
NUKE:
Dash – Fall Special F

TO DO:
Landing Fall special – Rebound, Attack Dash – Ladder Wait

COMPLETED:
Wait 1-Walk Slow

CURRENTLY HIRING:
Animators

ATTENTION TEAM MEMBERS!
When going to release a file to the team, make sure to PM it… DO NOT post it..

VIDEOS:
*Still In Progress*

 DOWNLOAD LINK:
*Still In Progress*

COMPLETED:
[][][][][][][][][] 20%


Title: Re: *MEGAMAN ZERO* A.K.A. Project Zero
Post by: SiLeNtDo0m on December 02, 2010, 01:45:50 PM
O.O I already can't wait!!  I also have a suggestion.  Do you think you could also somehow do Zero's Rekkoha move?  He could either do the one from Tatusnoko vs Capcom where the beams come down across the stage at an angle, or the one from Marvel vs Capcom 3 where they come directly downwards at one point.

Also, his damage seems really low o.O I know this is definately supposed to be balanced, but not even the weakest characters in the game do 8% on a smash attack.


Title: Re: *MEGAMAN ZERO* A.K.A. Project Zero
Post by: Nuke on December 02, 2010, 02:36:59 PM
I Think the second one would be easier to do... but Im not so sure what we will decide at the end.... We really need more animators.... >.> i just tested it out and i need to switch the movement to another bone... What bone makes a character move?


Title: Re: *MEGAMAN ZERO* A.K.A. Project Zero
Post by: SiLeNtDo0m on December 02, 2010, 02:37:42 PM
I Think the second one would be easier to do... but Im not so sure what we will decide at the end.... We really need more animators.... >.> i just tested it out and i need to switch the movement to another bone... What bone makes a character move?

Trans N methinks :-\


Title: Re: *MEGAMAN ZERO* A.K.A. Project Zero
Post by: Soul Nami on December 02, 2010, 02:38:36 PM
Hello team.
I've come back with good news.

My animations are coming a long VERY nicely.
My estimated release for both animation is 2 weeks, because I still need to comfort my family.

I like the new thread, by the way. :)
I Think the second one would be easier to do... but Im not so sure what we will decide at the end.... We really need more animators.... >.> i just tested it out and i need to switch the movement to another bone... What bone makes a character move?

Trans N methinks :-\
Correct.


Title: Re: *MEGAMAN ZERO* A.K.A. Project Zero
Post by: Nuke on December 02, 2010, 02:44:02 PM
I Think the second one would be easier to do... but Im not so sure what we will decide at the end.... We really need more animators.... >.> i just tested it out and i need to switch the movement to another bone... What bone makes a character move?

Trans N methinks :-\
I Think your right... But... If only i knew which bone that was O_o.... The bones have different names thats why...

@Soul Zero: Do you think you can send me what you have so far plz... And Thanks :)... Ill combine what we have so far and send it to you and velen...

Currently im gonna finish the minor animations to walk middle and fast then im gonna T-Stance all the animations that havnt been work on yet...


Title: Re: *MEGAMAN ZERO* A.K.A. Project Zero
Post by: Soul Nami on December 02, 2010, 02:46:16 PM
I Think the second one would be easier to do... but Im not so sure what we will decide at the end.... We really need more animators.... >.> i just tested it out and i need to switch the movement to another bone... What bone makes a character move?

Trans N methinks :-\
I Think your right... But... If only i knew which bone that was O_o.... The bones have different names thats why...

@Soul Zero: Do you think you can send me what you have so far plz... And Thanks :)... Ill combine what we have so far and send it to you and velen...
Not now.
I don't have time right now, I only have a few minutes.

Also, the bone that moves him is the very FIRST bone of the list when you are animating.


Title: Re: *MEGAMAN ZERO* A.K.A. Project Zero
Post by: Nuke on December 02, 2010, 02:47:15 PM
Ok... Thanks :)


Title: Re: *MEGAMAN ZERO* A.K.A. Project Zero
Post by: Velen on December 02, 2010, 03:00:51 PM
Like I said. I won't be focusing on Zero until after Finals.

As for Rekkoha, I wanted to avoid using it as a special since TvC, MvC3, and a Hollow's Omega Zero all use Rekkoha as specials. So we'll (if everyone agrees) keep it open as a Final Smash option.

In the simplest possible terms to avoid being long-winded:

We're just making a Zero. Not any specific kind of Zero, just a Zero.

Love the new OP, Nuke! =)


EDIT: I just got another idea for the Grounded Down B. Hold on...


Title: Re: *MEGAMAN ZERO* A.K.A. Project Zero
Post by: lYIaXeD OuT on December 02, 2010, 05:48:14 PM
why cant Raikousen be the grounded side B? isnt it possible to make his dash move be like a double tapping the joystick or something?

EDIT: w8 a sec why would you want to be able to angle the raikousen down (as said in the move list above) if it can only be preformed grounded? you cant go down anymore...and another thing for the Hyouryuushou, is it possible to have the animations for an ice attack without it actually freezing the opponent?


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 02, 2010, 07:13:10 PM
why cant Raikousen be the grounded side B? isnt it possible to make his dash move be like a double tapping the joystick or something?

EDIT: w8 a sec why would you want to be able to angle the raikousen down (as said in the move list above) if it can only be preformed grounded? you cant go down anymore...and another thing for the Hyouryuushou, is it possible to have the animations for an ice attack without it actually freezing the opponent?

If you read above, that was an idea, GaLoT however found it to be a bad idea (and he is good at coming up with PSA concepts, so I'm taking his advice). Besides, if we want (and if we haven't made the animations yet) we could switch Hienkyaku and Raikousen.

Though the main reason I switched it is because I took inspiration from one of Zero's Command Arts in MvC3 (Where Raikousen can happen in place of Sentsuizan). Raikousen and Hienkyaku's functions aren't set in stone (and neither are their Special B positions) yet, so they could change if it is suggested.


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on December 02, 2010, 10:25:26 PM
ah yes i can see your idea. And i suppose it would be more useful to have the dash move be on the ground anyways. It has a better feel if it was on the ground. And forget about that slanted thing I said. I misread it and for some reason got mixed up thinking Raikousen was a ground attack making the downwards slant useless but that isnt the case. But back to the Hyouryuushou thing. Is it possible to have the icy animations and ice damage without actually freezing your target?


Title: Re: Official *Project Zero* Thread
Post by: Nuke on December 02, 2010, 10:42:42 PM
I'm pretty sure it can be.. I think it either has to do with the knockback or hit percentage.. But it should be possible..


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on December 03, 2010, 01:20:32 PM
That sounds more reassuring. It would make that attack look allot better if it DID have that icy blast animations. But without making it freeze people. Because like all of us we wouldnt want zero being cheap, but still be cool. Hey and Nuke, are you going to make another post for your progress or are you leaving it in the "completed spoilers box"?


Title: Re: Official *Project Zero* Thread
Post by: Eternalshadow on December 03, 2010, 03:51:13 PM
omg ...so much progress XD...keep it up  ppls ......yayness


Title: Re: Official *Project Zero* Thread
Post by: Nuke on December 03, 2010, 04:04:54 PM
I will do both.. i will post " UPDATE".. and add my completed work on the completed spoiler.. and i will update what im working on the scrolling text.. I want to make this thread as informative and as user friendly as it can be.. if you see that things have stayed the same then its for two reasons..one at working.. or two im still working on it.. :)


Title: Re: Official *Project Zero* Thread
Post by: Bush on December 03, 2010, 09:09:23 PM
Im going to teach myself how to animate so I can help you guys out. =]


Title: Re: Official *Project Zero* Thread
Post by: Nuke on December 03, 2010, 11:12:10 PM
That would be awesome Naso :D... I can get a lot done but currently I'm the only one.. But it's ok :D.. At least I got some if the hard walking done.. Although I had forgotten about the walking with special items like the scope gun and hammer.. O-o..


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on December 06, 2010, 04:09:55 PM
wow so already 10% done. well considering how long this has been going on its not that much but soon enough it will grow. So who is going to be taking special attacks animations? Its a pretty big job.


Title: Re: Official *Project Zero* Thread
Post by: Nuke on December 06, 2010, 07:35:16 PM
Now with soul zero back it should be more complete..


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 06, 2010, 09:14:53 PM
Now with soul zero back it should be more complete..

For a testing phase, yes. A complete release. No.

As soon as finals week is finished (which is next week). I'll be able to work on Zero.


Title: Re: Official *Project Zero* Thread
Post by: Nuke on December 06, 2010, 10:17:32 PM
Now with soul zero back it should be more complete..

For a testing phase, yes. A complete release. No.

As soon as finals week is finished (which is next week). I'll be able to work on Zero.
Sounds good to me =D


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on December 09, 2010, 04:32:38 PM
w8 so who at the moment (right now) is working on the project.


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 09, 2010, 06:04:54 PM
w8 so who at the moment (right now) is working on the project.

Right now -as far as I know- it's just Nuke by himself right now.

Classes for next semester doesn't start up for me until Jan 18 (well, Jan 5 if you count Driver's Ed). So I have tons of time to work on Zero whenever I get the chance after Finals.


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on December 09, 2010, 08:44:04 PM
w8 so who at the moment (right now) is working on the project.

Right now -as far as I know- it's just Nuke by himself right now.


Classes for next semester doesn't start up for me until Jan 18 (well, Jan 5 if you count Driver's Ed). So I have tons of time to work on Zero whenever I get the chance after Finals.

Velen, how much do you expect to get done over the break?


Title: Re: Official *Project Zero* Thread
Post by: Nuke on December 09, 2010, 11:31:40 PM
Why did you quote Velen and not say anything?.... O now I see.. You typed it in the wrong place... If you can just fix it ^_^..


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 10, 2010, 06:44:56 AM
w8 so who at the moment (right now) is working on the project.

Right now -as far as I know- it's just Nuke by himself right now.

Velen, how much do you expect to get done over the break?

Classes for next semester doesn't start up for me until Jan 18 (well, Jan 5 if you count Driver's Ed). So I have tons of time to work on Zero whenever I get the chance after Finals.

Depends on if I don't sleep half the time most of my days.


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on December 10, 2010, 07:44:53 AM
Well as an estimate?


Title: Re: Official *Project Zero* Thread
Post by: Nuke on December 10, 2010, 08:06:13 AM
Well it kinda hard to put a deadline due to the different animations... some are really easy... but others take a lot of time.... and then at the end everyone has to agree it looks good... im not gonna be able work on it for a while due to work and different things i have planned for next week... after that, which should be the last week of december ill start again...


Title: Re: Official *Project Zero* Thread
Post by: Nuke on December 13, 2010, 05:37:56 PM
CURRENTLY NEED ANIMATORS!!!


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 18, 2010, 09:59:45 AM
Project Update!

Well, a minor one.

I have started using the new modset with Zero, and I have learned a few things about his model and the modset.

Modset Notes:
- From certain angles, the rotation "ball" will make parts snap up and down, left and right. This is especially true with the hip bone.
- Turning on the floor makes any special textures (ones for visual effects on the model and such) become visible meshes and can be extremely annoying.
-Rotation works great, it's nice and smooth. I could get used to this.

Zero Notes:
- Zero's extra textures become visible meshes when floor is active.
- Zero's arm bones DO NOT like being touched from most angles. I've managed to make his collar bone spin around like crazy, but after a bit of trial and error, it worked out. It's be a while before I am used to working with Zero in 4.1, but I think I can do it.


Title: Re: Official *Project Zero* Thread
Post by: fighter20brawler10 on December 18, 2010, 10:07:09 AM
Can't wait for it to be done


Title: Re: Official *Project Zero* Thread
Post by: Anti-Sora on December 18, 2010, 10:28:28 AM
jeebus christ i used a old zero psa by some guy who's name starts with a K or H sorrry i forget...anyway i love how it is but the omega psa by hollow is a little oped it's cool though. is this one gonna be oped [Overpowered]. because i like having all my hacked characters fair so its like their really characters xD.


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 18, 2010, 10:36:15 AM
jeebus christ i used a old zero psa by some guy who's name starts with a K or H sorrry i forget...anyway i love how it is but the omega psa by hollow is a little oped it's cool though. is this one gonna be oped [Overpowered]. because i like having all my hacked characters fair so its like their really characters xD.

No, we're gonna try to balance this one out.


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on December 18, 2010, 10:44:07 AM
ah first day of break, now you will be able to get some real work done?

EDIT:THIS IS NOT IMPORTANT! in the moves list tab on the front page when describing zeros neutral B (Z buster) towards the end it says "and more damage dead" I think you men't to say dealt?


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 18, 2010, 11:39:59 AM
ah first day of break, now you will be able to get some real work done?

EDIT:THIS IS NOT IMPORTANT! in the moves list tab on the front page when describing zeros neutral B (Z buster) towards the end it says "and more damage dead" I think you men't to say dealt?

Yeah, I did. *sniffs due to cold*


Title: Re: Official *Project Zero* Thread
Post by: SiLeNtDo0m on December 18, 2010, 11:41:14 AM
jeebus christ i used a old zero psa by some guy who's name starts with a K or H sorrry i forget...anyway i love how it is but the omega psa by hollow is a little oped it's cool though. is this one gonna be oped [Overpowered]. because i like having all my hacked characters fair so its like their really characters xD.

You mean Eldiran?  Because that's who made the first and original Zero PSA :P


Title: Re: Official *Project Zero* Thread
Post by: Anti-Sora on December 18, 2010, 11:54:10 AM
jeebus christ i used a old zero psa by some guy who's name starts with a K or H sorrry i forget...anyway i love how it is but the omega psa by hollow is a little oped it's cool though. is this one gonna be oped [Overpowered]. because i like having all my hacked characters fair so its like their really characters xD.

You mean Eldiran?  Because that's who made the first and original Zero PSA :P

Im not sure >.< but the psa was pretty cool regardless


Title: Re: Official *Project Zero* Thread
Post by: Soul Nami on December 18, 2010, 12:54:06 PM
Nuke, you didn't tell Velen I quit, yet?
Well, I quit the project because, no file sharing websites work for me. At all.
Whenever I try to upload a file, it never lets me upload.

So, I'm done with hacking brawl... T_T"; probably forever.

But I can still help you guys out with bones, resizing, and direction help.
And plus, don't forget to credit me for the resized model. ;D


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on December 18, 2010, 03:43:58 PM
Nuke, you didn't tell Velen I quit, yet?
Well, I quit the project because, no file sharing websites work for me. At all.
Whenever I try to upload a file, it never lets me upload.

So, I'm done with hacking brawl... T_T"; probably forever.

But I can still help you guys out with bones, resizing, and direction help.
And plus, don't forget to credit me for the resized model. ;D

NOOOOOOOOO. You cant quit. Your a major part of the team. Let alone this site all together.  Are you sure theres no way to get your files up on those sites?


Title: Re: Official *Project Zero* Thread
Post by: Soul Nami on December 18, 2010, 04:36:02 PM
Nuke, you didn't tell Velen I quit, yet?
Well, I quit the project because, no file sharing websites work for me. At all.
Whenever I try to upload a file, it never lets me upload.

So, I'm done with hacking brawl... T_T"; probably forever.

But I can still help you guys out with bones, resizing, and direction help.
And plus, don't forget to credit me for the resized model. ;D

NOOOOOOOOO. You cant quit. Your a major part of the team. Let alone this site all together.  Are you sure theres no way to get your files up on those sites?
Nope, I can't.
All my other friends are driving distances, I will drive or walk over there just to upload a couple of files.

I have every falling animation done, but, there's nothing to do with them now.

Good luck to the team!
If you guys need help, I'll be there for you guys!

~s o u l z e r o


Title: Re: Official *Project Zero* Thread
Post by: SiLeNtDo0m on December 18, 2010, 04:50:57 PM
Dang I really wish I could help you guys out.  But alas I have far too much to do at the moment.  I've got Shadow, Deadpool and another secret animation project that I'm working on for one of the KC-MM users (but he doesn't know it yet :P). 

This coupled with the fact that I have to revise through the Chirstmas holidays means that I'm a very busy bee :-\


Title: Re: Official *Project Zero* Thread
Post by: CutterKirby64 on December 18, 2010, 09:51:00 PM
it's been a long time since I heard of this project xD
So, he still going over R.O.B?


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 18, 2010, 10:38:42 PM
it's been a long time since I heard of this project xD
So, he still going over R.O.B?

No. He is going over Link.


Title: Re: Official *Project Zero* Thread
Post by: Anti-Sora on December 18, 2010, 10:48:45 PM
he always will be best on link. :) unless the one on donkey kong gets fixed.


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 18, 2010, 10:53:15 PM
he always will be best on link. :) unless the one on donkey kong gets fixed.

Again. Not using the vertex.


Title: Re: Official *Project Zero* Thread
Post by: Anti-Sora on December 19, 2010, 07:04:06 AM
he always will be best on link. :) unless the one on donkey kong gets fixed.

Again. Not using the vertex.

just to clear your only making the Psa?


Title: Re: Official *Project Zero* Thread
Post by: Soul Nami on December 19, 2010, 07:16:35 AM
he always will be best on link. :) unless the one on donkey kong gets fixed.
:>.>palm: It's an IMPORT.
They can slide this to Donkey Kong if they need to.

It's a character model from another game. Don't you read the OP?


Title: Re: Official *Project Zero* Thread
Post by: Anti-Sora on December 19, 2010, 08:51:52 AM
O.o ohhsss





Hidden text: Anyone who sees this Pm me and you get a cookie


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 19, 2010, 09:50:11 AM
Project Update: Zero's Squat and SquatRv Animations are completed. Moving onto redo the Jabs to make them more like their game counterparts.


Title: Re: Official *Project Zero* Thread
Post by: fighter20brawler10 on December 19, 2010, 10:12:27 AM
Whatever happened to the last import this guy said he was gonna do?


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on December 19, 2010, 10:39:04 AM
Project Update: Zero's Squat and SquatRv Animations are completed. Moving onto redo the Jabs to make them more like their game counterparts.

Good job so far Velen. You ARE making it so he can wall slide, like in the games correct? And are there any other special abilities you guys are giving Zero? Like crawl, wall jump, wall stall, etc?


Title: Re: Official *Project Zero* Thread
Post by: Nuke on December 19, 2010, 10:58:05 AM
 I think for the crawl it has to be over some one that has that ability... The other stuff should be do able...


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 19, 2010, 10:58:13 AM
Project Update: Zero's Squat and SquatRv Animations are completed. Moving onto redo the Jabs to make them more like their game counterparts.

Good job so far Velen. You ARE making it so he can wall slide, like in the games correct? And are there any other special abilities you guys are giving Zero? Like crawl, wall jump, wall stall, etc?

Wall slide we can try to do. Crawling is a no-no. Since Wall Sliding is basically Wall Clinging, there will be no Wall Clinging where he stays in place. He will be able to Wall Jump (as he does in the games, just like X).

Right now. I am the only one working on the project. Nuke has taken a trip to NY, and soulzero dropped from the project due to uploading problems.

As another update: Attack11 has been redone, though it may need revision. F-Tilt was started. Also set up AttackLw and EscapeF and B Animations to be worked on. I'm taking a small break for now, but will pick it up later today.


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on December 20, 2010, 12:26:19 AM
Well of course Zero would not be able to crawl but I was just useing that as an example. Anyways the wall sliding is a go. You seem to be on a roll although this seems like way too much work for two people, one at the moment. How do you expect to get all this done. And BTW who will be working on the PSA once all the animations are done?


Title: Re: Official *Project Zero* Thread
Post by: Velen on December 26, 2010, 06:55:52 PM
I dunno at this point. We'll have to enlist someone.


Another Update: I've taken it upon myself to make new Jumping animations for Zero (as well as falling animations). The F-Tilt is done, and I tried to start the D-Tilt, but making Zero do a sweeping kick similar to Sonic / Mario is proving to be tough. So I think I'll do the Mario D-Tilt adaption for simplicity's sake.

EscapeB has been started, currently having Zero do a quick backward Dash. I think I'll have him land on his feet and skid before getting back up.

EscapeF will consist of a forward Dash where he'll land, and then use his foot to kick and spin himself aroud before doing a short skid and getting back into Wait1.

The AerialEscape animation will consist of Zero doing a somersault.

Lastly, I once again redid Attack11, making it look closer to the animation from the games. Attack12 will come next. I'll try to get as many done as spossible before I have to go back to classes on the 18th of Jan.

BTW. Happy be-lated Christmas everyone, I won't be home till Wednesday, so Happy New Year too!


Title: Re: Official *Project Zero* Thread
Post by: Velen on January 01, 2011, 02:23:16 PM
UPDATE:

This has to do with what we're going to do about Zero's textures.

Zero has three sets of textures, that means two of them can be used for something related to his body, and two-no, three more we can use for the face.

There is also something else we have to focus on later: fixing polygons.

When Zero's model got resized, some parts of Zero's polygon's got their shape outright destroyed, while other places got more minor disfigurement. We should think about taking the original model, as well as our resized one, and try to fix the damage to the model's shape, as they will be extremely noticeable in game, especially if the game is paused.

So here is what I think we need to contemplate doing sometime during the project.

1. We go into 3DSMAX and attempt to repair the damage done by the Model Resizer program. The parts with the notable damage are the "ears" and the "ankles", the bottom portion of the face however, is also disfigured, as -when viewed in BrawlBox up close- there is a noticeable hole in the nose. There are also holes in the helmet on various places that need repair, and the helmet itself has some deformation of it's original shape. (Like the head crystal being wider than the original).

2. We ask around, or try to find out for ourselves if there is a way we can make the extra textures act as masks or spc textures. If not, we make the S and W textures fully transparent and turn them off.

3. We take the any textures related to the eyes and mouth and use them to make Zero have expressions since we apparently don't have them from TvC. This is a simple Photoshopping or GIMPing job, so it shouldn't be too much trouble.

Oh, there is one more thing that needs doing when the initial animations are completed.

4. Z-Saber Animations: The Z-Saber's blade is shown to flex and curve because of the nature of the blade's construction (It's basically a lightsaber). As such animations for the Z-Saber will need to be done for the attacks Zero uses it in. This shouldn't be too hard since it's bone structure is the same as the ones on Zero's model that are attached to his hands. My only concern with this is how it would affect the FitLink.pac...

I'll be doing some Zero animations today, so I'll tell you later what I have gotten done, if any.



Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on January 02, 2011, 02:10:44 PM
does sound like too much work. By the time this whole zero thing is finished, is there going to be any files that are need to go in numerous places? Or is it going to be easily limited to the pf/fighter/character folders?


Title: Re: Official *Project Zero* Thread
Post by: Velen on January 02, 2011, 03:12:20 PM
does sound like too much work. By the time this whole zero thing is finished, is there going to be any files that are need to go in numerous places? Or is it going to be easily limited to the pf/fighter/character folders?

It's safe to say it will all go in the Fighter folders. However, if we decide to do CSPs and IBP (In-Battle Portraits) (Which we probably will) I'll go ahead and do a full recolor pack for the TvC Zero with the following recolors.

- Original Zero
- X-Buster Zero (MMX Colors, like in MvC)
- Absolute Zero (Absolute Zero colors from MMX: Command Mission)
- Omega (Not Omega Zero, but Omega's colors from his first appearance)
- Zero Nightmare

Then we could do a SoldierSpecialty Pack

- Camoflauge Zero
- Marines Zero
- Big Red One Zero
- Navy Zero
- Air Force Zero

and perhaps...A Silly Specialty Pack?

- Female Zero (Eye Texture change + Brighter Armor)
- Rainbow Zero
- Zombie Zero
- Zambo
- Ninja Zero

Sorry, just milling out ideas.


Title: Re: Official *Project Zero* Thread
Post by: fighter20brawler10 on January 02, 2011, 03:50:22 PM
I wonder if this will actualy get done. i really have my hopes up for this


Title: Re: Official *Project Zero* Thread
Post by: Nuke on January 02, 2011, 03:52:10 PM
Seeing how far we are in the animations I say we are.... It's just very time consuming.. DX


Title: Re: Official *Project Zero* Thread
Post by: Velen on January 02, 2011, 06:04:36 PM
Seeing how far we are in the animations I say we are.... It's just very time consuming.. DX

Yeah, even with BB Modset 4.1, you have to refine the animations too.


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on January 02, 2011, 07:27:13 PM
does sound like too much work. By the time this whole zero thing is finished, is there going to be any files that are need to go in numerous places? Or is it going to be easily limited to the pf/fighter/character folders?

It's safe to say it will all go in the Fighter folders. However, if we decide to do CSPs and IBP (In-Battle Portraits) (Which we probably will) I'll go ahead and do a full recolor pack for the TvC Zero with the following recolors.

- Original Zero
- X-Buster Zero (MMX Colors, like in MvC)
- Absolute Zero (Absolute Zero colors from MMX: Command Mission)
- Omega (Not Omega Zero, but Omega's colors from his first appearance)
- Zero Nightmare

Then we could do a SoldierSpecialty Pack

- Camoflauge Zero
- Marines Zero
- Big Red One Zero
- Navy Zero
- Air Force Zero

and perhaps...A Silly Specialty Pack?

- Female Zero (Eye Texture change + Brighter Armor)
- Rainbow Zero
- Zombie Zero
- Zambo
- Ninja Zero

Sorry, just milling out ideas.

Are you going to make a package for each section you just named? or pick 5 out of them all and make one package?


Title: Re: Official *Project Zero* Thread
Post by: Velen on January 02, 2011, 10:16:13 PM
does sound like too much work. By the time this whole zero thing is finished, is there going to be any files that are need to go in numerous places? Or is it going to be easily limited to the pf/fighter/character folders?

It's safe to say it will all go in the Fighter folders. However, if we decide to do CSPs and IBP (In-Battle Portraits) (Which we probably will) I'll go ahead and do a full recolor pack for the TvC Zero with the following recolors.

- Original Zero
- X-Buster Zero (MMX Colors, like in MvC)
- Absolute Zero (Absolute Zero colors from MMX: Command Mission)
- Omega (Not Omega Zero, but Omega's colors from his first appearance)
- Zero Nightmare

Then we could do a SoldierSpecialty Pack

- Camoflauge Zero
- Marines Zero
- Big Red One Zero
- Navy Zero
- Air Force Zero

and perhaps...A Silly Specialty Pack?

- Female Zero (Eye Texture change + Brighter Armor)
- Rainbow Zero
- Zombie Zero
- Zambo
- Ninja Zero

Sorry, just milling out ideas.

Are you going to make a package for each section you just named? or pick 5 out of them all and make one package?

All of them...if I want.

With Nuke leaving for a time though, that leaves me being the only one active on the project right now...


Title: Re: Official *Project Zero* Thread
Post by: Velen on January 03, 2011, 01:30:02 PM
UPDATE:

Bad news guys, due to Nuke leaving for personal reasons, the Zero Project is postponed. If anyone wants to take over animations we need finished, and can do it well, you're welcome to it.

We need someone to take care of the Damage animations, as well as Item related animations. If you can do this for us, it will be greatly appreciated, and then you may do any others.

NOTE: Any animations related to specials are off-limits. I intend to see to them myself. You may do Smashes and Aerials, or any of the tilts if you like.


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on January 03, 2011, 10:01:31 PM
why would someone else need to take over? Are you leaving as well?


Title: Re: Official *Project Zero* Thread
Post by: Velen on January 03, 2011, 10:54:45 PM
why would someone else need to take over? Are you leaving as well?

No, I'm not. I'm saying I need more animators, but I'm not letting someone else take the ones he chose to do.


Title: Re: Official *Project Zero* Thread
Post by: lYIaXeD OuT on January 12, 2011, 05:52:18 PM
how much more progress have you guys gotten over the period of no posts?


Title: Re: Official *Project Zero* Thread
Post by: Velen on January 12, 2011, 07:36:49 PM
how much more progress have you guys gotten over the period of no posts?

Look. I told you. It is postponed.

When I say something is postponed, it means no work is being done. Right now it is due to lack of able and willing people to help with the project.

The more people we have who can do things, the faster it is bound to get done.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Nuke on January 13, 2011, 07:04:31 PM
Due To The Low Amount Of Staff We Have We are Looking For More People To Help Us Complete This Project.... If You are Intrested Let Us Know... Thank You..

- Velen / Nuke


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: TheShyGuy on January 13, 2011, 07:12:56 PM
Whats the progress?


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 13, 2011, 07:23:25 PM
Whats the progress?

As it stands, we have quite a few animations done for a project where all the animations are from scratch. I dunno what Nuke has finished at this point, but the last time he gave me the latest version of his FitMotion, he had completed:

-New Wait2 and Wait3
-Finished WalkSlow, Middle, and Fast.

He also refined the Wait1 I had made (remember, this is since the last time he handed me a copy).

As for me, here is what I have completed so far.

-The original Wait1
-Attack11
-Attack12
-AttackSWS (F-Tilt)
-AttackLw (Thinking about redoing it)
-SpecialNStart
-SpecialNLoop
-SpecialNEnd
-Squat
-SquatRv
I also got started on the Jump, Escape, and was thinking about redoing the D-Tilt to make the animation better.



Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: TheShyGuy on January 13, 2011, 07:50:38 PM
i might help animate when im done helping out ssj. So if you guys still need some help, ill be free later.

-uhh not to be nosy...but uh nevermind lol...eh was gnna ask something..changed my mind lol


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 13, 2011, 07:51:14 PM
i might help animate when im done helping out ssj. So if you guys still need some help, ill be free later.

-uhh not to be nosy...but uh nevermind lol...eh was gnna ask something..changed my mind lol

Nosy's fine, go head.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: TheShyGuy on January 13, 2011, 07:53:08 PM
wow quick response....

i was wondering how good the animations were lol. And maybe a preview of one of em.  Not trying to say i dont think your good or put anyone down...just dont kno many good animators. And if i help out, i dun wnna be doing too much refining...especially for soo many animations.

edit:...forget about it lol...ill help out when im done with ssj


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: TheShyGuy on January 13, 2011, 07:59:47 PM
lol...you always respond right after i edit my posts...and k


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Nuke on January 13, 2011, 08:00:21 PM
Hmm good to have more help :)


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: SmashClash on January 13, 2011, 08:16:20 PM
How did my Naruto thread get more views than this in a short amt. of time, I'll never know.

Is there room for a texturer?

I'm gonna learn PSA, btw.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: TheShyGuy on January 13, 2011, 08:21:22 PM
lol...ur gnna make me work a bit to see the animations..but its fine. Thnx to the bb source code i can...well i tell u in a sec if i get it to work lol..

source code of BB = win...nice animations ill help when im done


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Rayn on January 13, 2011, 08:38:16 PM
I might be able to help with animations after I'm done with my current project (secret)


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on January 13, 2011, 08:55:49 PM
ah sounds like you guys are getting things back together.  BTW Velen are you ever going to show a gif of at least one of the animations you have made so far on this forum?


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 13, 2011, 09:12:00 PM
How did my Naruto thread get more views than this in a short amt. of time, I'll never know.

Is there room for a texturer?

I'm gonna learn PSA, btw.

Yeah there is, if you want. I think I'll collaborate with you on making a texture pack.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Nuke on January 13, 2011, 09:23:26 PM
More People? :happy:


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: SmashClash on January 13, 2011, 09:35:05 PM
How did my Naruto thread get more views than this in a short amt. of time, I'll never know.

Is there room for a texturer?

I'm gonna learn PSA, btw.

Yeah there is, if you want. I think I'll collaborate with you on making a texture pack.
Lets do it.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 13, 2011, 09:51:17 PM
How did my Naruto thread get more views than this in a short amt. of time, I'll never know.

Is there room for a texturer?

I'm gonna learn PSA, btw.

Yeah there is, if you want. I think I'll collaborate with you on making a texture pack.
Lets do it.

*Transforms into Vulturon from MMZXA.*

OH~ YEAH~!


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Akiba Red on January 14, 2011, 09:47:44 AM
Me can make animations if youse still hirin'.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 14, 2011, 09:48:55 AM
Me can make animations if youse still hirin'.

How good are you at them?


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Akiba Red on January 14, 2011, 09:49:41 AM
Me can make animations if youse still hirin'.

How good are you at them?
Sort of, but I'm kinda lazy though. :P


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 14, 2011, 09:51:34 AM
Me can make animations if youse still hirin'.

How good are you at them?
Sort of, but I'm kinda lazy though. :P

*Not quite convinced.*

You and TheShyGuy are going to need to send me an example of your animation abilities then. |<


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Akiba Red on January 14, 2011, 09:52:35 AM
Me can make animations if youse still hirin'.

How good are you at them?
Sort of, but I'm kinda lazy though. :P

*Not quite convinced.*

You and TheShyGuy are going to need to send me an example of your animation abilities then. |<
Okie then.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Nuke on January 14, 2011, 12:45:57 PM
Velen send me a copy also.. I'll like to see their work also.. >.>


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 14, 2011, 01:13:42 PM
Velen send me a copy also.. I'll like to see their work also.. >.>

Very well. Will do...If either of them can get it done by today...>.>


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Akiba Red on January 14, 2011, 02:57:02 PM
....Today? I'm quit. :notimp:


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 14, 2011, 03:19:33 PM
....Today? I'm quit. :notimp:

I'm saying it would be nice if you could do it today., cause it lets us assess your ability as an animator faster.

Do you use Modset 4.1?


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Akiba Red on January 14, 2011, 03:30:24 PM
Nah, too glitchy. The bones just spaz randomly when I do.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 14, 2011, 08:45:39 PM
Nah, too glitchy. The bones just spaz randomly when I do.

That's not a big problem, when the rotations have a huge spike, try adding or subtracting 200 from the value. It's actually really easy to figure out, even if it's just as time consuming to fix them as planning the animation itself.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Akiba Red on January 14, 2011, 09:27:58 PM
Nah, too glitchy. The bones just spaz randomly when I do.

That's not a big problem, when the rotations have a huge spike, try adding or subtracting 200 from the value. It's actually really easy to figure out, even if it's just as time consuming to fix them as planning the animation itself.
K then. I'll try tomake an animation tomarrow doing that. Should I make a Zero animation with the TvC model?


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 14, 2011, 09:45:52 PM
Nah, too glitchy. The bones just spaz randomly when I do.

That's not a big problem, when the rotations have a huge spike, try adding or subtracting 200 from the value. It's actually really easy to figure out, even if it's just as time consuming to fix them as planning the animation itself.
K then. I'll try tomake an animation tomarrow doing that. Should I make a Zero animation with the TvC model?

You can make it with whatever you want. Zero, Ganondorf, Sonic, Mario. Doesn't matter. So long as it is a character animation.

Hell, you could make a character do a taunt for your animation if you like (which will have no holding on what animations we'll assign you/ that you can choose to make).


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Bush on January 14, 2011, 09:57:56 PM
The only help i can offer is making high quality videos and pictures


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 14, 2011, 10:11:54 PM
The only help i can offer is making high quality videos and pictures

Well...How would you like to to make a video for the Alpha once everyone exports their animations for a main Fit-Motion.pac?

For the Alpha. What we mainly need is all the animations needed for basic functions, as well as a couple attack animations to check for potential problems. Here is what I think.

We should have:

-The Jabs
-1 tilt
-1 smash
-1 aerial
- the grab and grabjab
-1 throw
-1 special
-1 set of item re-lated animations.

This way we can check for potential errors with the TvC Model, as well as see about the occurrence of potentially time-costly bugs and glitches.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Nuke on January 18, 2011, 09:57:38 PM
I just wanted to make it clear that I'm active again and I will continue animating zero... The animation I was working on was the dash... After that's done I can speed up.... Project zero is alive and kicking :D


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Nuke on January 18, 2011, 10:12:28 PM
Reminder: anyone that would like to help in the animation please PM us a small preview of what you can do.. Thank you...

-Nuke/Velen


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: TheShyGuy on January 18, 2011, 10:27:16 PM
some of the animations on sasuke by ssj are made by me...

s3s, attack(11,12,13),s1(side B),s4s and hi4....if you dun wnna dl  the motion just ask n ill upload the animations sep.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Nuke on January 19, 2011, 10:00:34 AM
Could you add the link to that project please... That way I can look at it quicker..


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Velen on January 19, 2011, 10:16:14 AM
Could you add the link to that project please... That way I can look at it quicker..

I already previewed him. I'll send you the link though, Nuke.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Nuke on January 19, 2011, 11:47:04 AM
I just saw them... :notimp:

Mr. Shyguy...  :>.>:

YOUR IN! :af:


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: IWasAPerson on January 20, 2011, 05:49:22 PM
Are you guys still looking for animators? 'Cause I can help you guys out with that. I've been working more and more on animations recently. I know my low post count probably doesn't help my case any, but I want to help out with this project any way I can. If you want me to PM you guys a couple of anims I did, then I definitely can.

BTW, does the model you're using still have the odd TvC bone structure that was in the Zero Community Project download, or have you changed the bones in the Zero model? Just wondering.


Title: Re: Official *Project Zero* Thread (NOW HIRING) (ACT NOW!)
Post by: Nuke on January 20, 2011, 06:01:59 PM
Hmm velen should be able to answer your question on the bones... As far as the animation.. send me a demo :)


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: IWasAPerson on January 20, 2011, 07:36:43 PM
Nuke, check your pm's. Velen, if you want a copy I'll send it to you too.

Funny thing happened, though...When I opened up another animation I was going to send to make sure that everything was good, it was completely wrecked. Like, bones were going where they weren't supposed to and the animation imploded at the end. Fortunately the first anim didn't do that and I backed it up. That's what I sent off to you (fortunately).

Fortunately for me I have a 3/4 finished copy of the bad animation and I remember what I had done for it, so I'll try and fix it so I can send it to you too. Sorry about that...


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on January 20, 2011, 07:58:52 PM
Nuke, check your pm's. Velen, if you want a copy I'll send it to you too.

Funny thing happened, though...When I opened up another animation I was going to send to make sure that everything was good, it was completely wrecked. Like, bones were going where they weren't supposed to and the animation imploded at the end. Fortunately the first anim didn't do that and I backed it up. That's what I sent off to you (fortunately).

Fortunately for me I have a 3/4 finished copy of the bad animation and I remember what I had done for it, so I'll try and fix it so I can send it to you too. Sorry about that...

It probably happened due to interpolation spikes. The easiest way to fix these spikes is comparing the difference between the rotations on the bones between the two frames. If the difference is 100-150+, then check the former of the two keyframes, look at it's rotations, then find the next least or next greatest number that makes the position on the latter keyframe the same.

Same thing happens with Zero's animations when I animate him. Things will sometimes go all over the place, and fixing them is sometimes as simple as subtracting or adding a couple hundred degrees.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: IWasAPerson on January 20, 2011, 09:55:56 PM
Nuke, check your pm's. Velen, if you want a copy I'll send it to you too.

Funny thing happened, though...When I opened up another animation I was going to send to make sure that everything was good, it was completely wrecked. Like, bones were going where they weren't supposed to and the animation imploded at the end. Fortunately the first anim didn't do that and I backed it up. That's what I sent off to you (fortunately).

Fortunately for me I have a 3/4 finished copy of the bad animation and I remember what I had done for it, so I'll try and fix it so I can send it to you too. Sorry about that...

It probably happened due to interpolation spikes. The easiest way to fix these spikes is comparing the difference between the rotations on the bones between the two frames. If the difference is 100-150+, then check the former of the two keyframes, look at it's rotations, then find the next least or next greatest number that makes the position on the latter keyframe the same.

Same thing happens with Zero's animations when I animate him. Things will sometimes go all over the place, and fixing them is sometimes as simple as subtracting or adding a couple hundred degrees.

Well, I've had to deal with the interpolation problem before, and it definitely wasn't that. Comparing what i had before to what I re-did, I cut a few corners before that I shouldn't have before and the animation came out way better.

Anyway, check your pm's. I'm uploading the second animation.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on January 23, 2011, 03:14:57 AM
hey btw on the front page when it says the percentage complete, is that talking about the total project? so its 20% done from being released?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: SiLeNtDo0m on January 23, 2011, 03:22:47 AM
hey btw on the front page when it says the percentage complete, is that talking about the total project? so its 20% done from being released?

I don't think so.  Considering that they've just done a few animations so far and still have all the PSA stuff to do as well.  Not to mention that because of the fact that this is a model import they need to do loads of glitch fixing too.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on January 23, 2011, 03:27:30 AM
hey btw on the front page when it says the percentage complete, is that talking about the total project? so its 20% done from being released?

I don't think so.  Considering that they've just done a few animations so far and still have all the PSA stuff to do as well.  Not to mention that because of the fact that this is a model import they need to do loads of glitch fixing too.

Problem is, we don't know if Zero has any notable glitches yet.

However, once everyone has finished enough animations for an Alpha, we'll need to go through and delete unnecessary keyframes, cause the new BrawlBox's Clean feature is faulty and doesn't work anymore.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: SiLeNtDo0m on January 23, 2011, 03:46:23 AM
hey btw on the front page when it says the percentage complete, is that talking about the total project? so its 20% done from being released?

I don't think so.  Considering that they've just done a few animations so far and still have all the PSA stuff to do as well.  Not to mention that because of the fact that this is a model import they need to do loads of glitch fixing too.

Problem is, we don't know if Zero has any notable glitches yet.

However, once everyone has finished enough animations for an Alpha, we'll need to go through and delete unnecessary keyframes, cause the new BrawlBox's Clean feature is faulty and doesn't work anymore.

I never noticed that "Clean" option.  Does it literally remove loads of unnecessary key frames (so say if I copied and pasted an animation directly, would it delete any unneeded scale and translation key frames etc?)


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Soul Nami on January 23, 2011, 06:03:18 AM
Oh yes, I have a glitch fix problem for you guys. ;)
Whenever Zero switches Wait animations, ((e.g: Going from Wait 1 to wait 2)) a texture glitch shows up for one second, with stretched EXTREMELY stretched polygons.

To fix this, you have to change Zero's texture 'Types.'

I'm not sure what the type of texture it SHOULD be, but first try Link's texture type on Zero's textures types, and lets see what happens.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on January 23, 2011, 12:30:24 PM
hey btw on the front page when it says the percentage complete, is that talking about the total project? so its 20% done from being released?

I don't think so.  Considering that they've just done a few animations so far and still have all the PSA stuff to do as well.  Not to mention that because of the fact that this is a model import they need to do loads of glitch fixing too.

Problem is, we don't know if Zero has any notable glitches yet.

However, once everyone has finished enough animations for an Alpha, we'll need to go through and delete unnecessary keyframes, cause the new BrawlBox's Clean feature is faulty and doesn't work anymore.

I never noticed that "Clean" option.  Does it literally remove loads of unnecessary key frames (so say if I copied and pasted an animation directly, would it delete any unneeded scale and translation key frames etc?)

It does so in V0.62B, but in later versions, it doesn't work.

That's exactly what it does.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on January 29, 2011, 06:27:09 PM
I see there havent been any posts in quite a while now.  everything going okay with the project?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: OmegaMalkior on February 10, 2011, 12:18:35 PM
Is this project going to be completed?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 11, 2011, 07:39:30 AM
Well they havent posted in a really long time but im sure they have been working hard. I hope =\


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Psycho Philia on February 11, 2011, 07:52:12 AM
It will probably be completed, but don't expect this project to be completed then released before a long time. I'm not complaining at all, but these are the facts, they don't have enough persons to help with this project, so I suppose it will take much more time.... So, you'll have to be patient.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 11, 2011, 04:02:28 PM
It will probably be completed, but don't expect this project to be completed then released before a long time. I'm not complaining at all, but these are the facts, they don't have enough persons to help with this project, so I suppose it will take much more time.... So, you'll have to be patient.

You got a hole-in-one right there.

Only Nuke and I are the known active people on this project, IWasaPerson is helping us, but he hasn't spoken a word since the last time he contacted me.

That and College and other things have taken my attention (as well as a lack of motivation to finish any animations) and I also have side projects not related to the project I'm focusing on.

It'll be a while before we get much more done, as much as I hate to say it.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: IWasAPerson on February 11, 2011, 05:23:51 PM
As for why I haven't said anything, busy college is busy. And I just got my Wii back last week fortunately. I was waiting to hear your input on the anim I did but otherwise I've had to focus on a lot of other stuff.

Long story short, I'm going to get back to work on this but I'm almost in the exact same boat as Velen. I've been working on fixing the animations that were done for Shark's community pack (the falling animations and a couple of other ones iirc) since they fit the 1/11th sized model and not the resized one.

So yeah, I'm not dead. But it's still going to be a long time before anything really progresses.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Psycho Philia on February 11, 2011, 05:34:06 PM
Progress at your time, you're the ones who make this Psa, so take all the time you want if you want to improve it or to work on it according your free time and besides if you feel well to work on it, it is useless to work on something when you don't feel you're going to do something. It will take time, sure, but if the Psa is good at the final, this is all that is important, this is the same thing for a video game that is in development and which will be sold when it is finished.

It is true for some persons it can be raging to wait too long, but I suppose we all have to be patient, like you, because it is matter of patience to make Psa too.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 13, 2011, 12:13:10 PM
One extremely minor update: I finished making JumpF.

I'll try to limit myself to attempting 1 animation a day so as to not fall behind in classes. Maybe attempting more than one on weekends if I can find the time (assuming I finish one).

So just know the project is not dead, but it's just going through the expected slow phase.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 13, 2011, 12:44:56 PM
Well as long as you have a steady plan no one will be worried. as much as I am anxious, we wouldnt want crappy animations now would we?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 14, 2011, 12:26:40 PM
I've decided to re-write and revamp the moveset. I feel this current moveset doesn't match Zero at all. Sure, he punches and kicks, but what is Zero really known for? His Command Arts. That's what. I won't make every single move involve the Saber, but the Saber will be the Moveset's main focus (don't worry, he will still use the Buster).

This revamp will also focus on Zero's non-elemental Command Arts from all the games he appears in. However, saber techniques from MMX4-6 will mainly remain out of the moveset for the sake of keeping it differentiated it from Eldrian's Zero PSA. He will also have some original attacks (meaning not from any of the games) if I cannot find a suitable move for a part of the PSA.



Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Psycho Philia on February 14, 2011, 12:39:44 PM
Maybe you can make use him his other weapons too like his rod, his shield, or his double rod that are attached on his arms, I don't remember the name. I don't suggest the Z knuckle, it would probably be hard to have a true function with it. Of course, if you use these other weapons, there will be less moves that involve them than the buster or the saber.

It is a good thing that the saber is not involved all the time, it is one of Zero's favourite weapon of course, but it is not his only way to fight of course.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 14, 2011, 12:50:45 PM
Maybe you can make use him his other weapons too like his rod, his shield, or his double rod that are attached on his arms, I don't remember the name. I don't suggest the Z knuckle, it would probably be hard to have a true function with it. Of course, if you use these other weapons, there will be less moves that involve them than the buster or the saber.

It is a good thing that the saber is not involved all the time, it is one of Zero's favourite weapon of course, but it is not his only way to fight of course.

There is only one problem: This moveset is meant to represent MMX Zero only. The D-Glaive is a possible weapon because of having his Saber as an article, but Zero only has two techniques that involve it, and we don't have a substitute model for the T-Breaker handy (unless someone vertextures it), and the K-Knuckle would also have to be Vertextured as an article. (If we wanted it that is).

The main reason is because, when it comes to techniques, the most techniques he has in MMX are either with his Saber, or his fists and feet. So that will redetermine the main bulk of the moveset's focus, and because the Saber has the most techniques, it will be the main focus (which fists and feet being minor).


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Psycho Philia on February 15, 2011, 12:01:43 AM
Oh! I see! No problem, if this is a MMX Zero, of course it can't involve the weapons I said. I fully understand don't worry!


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 15, 2011, 07:45:06 AM
Will he still have any elemental attacks, or is this going to be all about the combos? And does this mean you will be changing the Final Smash as well?

EDIT:by the way, what kind of buster is zero going to have anyway. what game does it resemble?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 15, 2011, 10:40:21 AM
Will he still have any elemental attacks, or is this going to be all about the combos? And does this mean you will be changing the Final Smash as well?

EDIT:by the way, what kind of buster is zero going to have anyway. what game does it resemble?

The Final Smash was never fully decided upon. I'm going to try to focus this moveset on move combinations, yes.

For example, he can perform his D-Tilt out of an Initial Dash to perform a sliding kick, and nearly all of his attacks will have one or two follow up moves (meaning that you either press A again, or another button after the first attack to initiate another attack that can either benefit or hinder Zero depending on the move.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 15, 2011, 05:46:05 PM
Will he still have any elemental attacks, or is this going to be all about the combos? And does this mean you will be changing the Final Smash as well?

EDIT:by the way, what kind of buster is zero going to have anyway. what game does it resemble?

The Final Smash was never fully decided upon. I'm going to try to focus this moveset on move combinations, yes.

For example, he can perform his D-Tilt out of an Initial Dash to perform a sliding kick, and nearly all of his attacks will have one or two follow up moves (meaning that you either press A again, or another button after the first attack to initiate another attack that can either benefit or hinder Zero depending on the move.
So with all these combos, you ARE considering the fast that you should probably make the attacks weaker then normal attacks because they combo up right?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 15, 2011, 06:02:39 PM
Will he still have any elemental attacks, or is this going to be all about the combos? And does this mean you will be changing the Final Smash as well?

EDIT:by the way, what kind of buster is zero going to have anyway. what game does it resemble?

The Final Smash was never fully decided upon. I'm going to try to focus this moveset on move combinations, yes.

For example, he can perform his D-Tilt out of an Initial Dash to perform a sliding kick, and nearly all of his attacks will have one or two follow up moves (meaning that you either press A again, or another button after the first attack to initiate another attack that can either benefit or hinder Zero depending on the move.
So with all these combos, you ARE considering the fast that you should probably make the attacks weaker then normal attacks because they combo up right?

Yes, either that or I make them standard strength.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 15, 2011, 07:15:07 PM
What do you mean standard? Was zero originally going to be like as strong as ganondorf?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 15, 2011, 07:40:23 PM
What do you mean standard? Was zero originally going to be like as strong as ganondorf?

No, think about Marth in terms of the general strength of his moves.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 16, 2011, 07:36:10 AM
With all these combos, this is going to be A LOT more work for just you guys. wont this take even longer then?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Psycho Philia on February 16, 2011, 08:19:12 AM
It will probably take longer, but as long as it matches his objectives, there should be no problem. It is better to take more time and do a Psa that pleases yourself and that achieves the goal you fixed, than doing a Psa that has a certain taste of unachieved.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: ethNargy on February 16, 2011, 05:11:28 PM
Honestly, I'd add in some Z-buster attacks in the form of moderately ranged melee attacks. Think along the lines of how falco uses his gun in his throws, or how Samus uses her blaster for a few of her melee attacks. I wouldn't go crazy with trying to make a different move for each attack, if you don't stick mainly with his Z-saber/buster, it's just not going to feel like Zero.

I have to say though, that model for zero I saw in the community pack is pretty impressive looking. Nice work on that.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 16, 2011, 06:55:17 PM
It will probably take longer, but as long as it matches his objectives, there should be no problem. It is better to take more time and do a Psa that pleases yourself and that achieves the goal you fixed, than doing a Psa that has a certain taste of unachieved.
Yes I know it will match his objectives but im just making sure he knows what he is in for. Cuz if you think about it now the movea re going to be mostly combos which will probably twice as more animations if not more.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 16, 2011, 06:57:55 PM
Honestly, I'd add in some Z-buster attacks in the form of moderately ranged melee attacks. Think along the lines of how falco uses his gun in his throws, or how Samus uses her blaster for a few of her melee attacks. I wouldn't go crazy with trying to make a different move for each attack, if you don't stick mainly with his Z-saber/buster, it's just not going to feel like Zero.

I have to say though, that model for zero I saw in the community pack is pretty impressive looking. Nice work on that.

I take no credit for the community pack.

Zero's Buster isn't going to work to well in a Combo-Oriented moveset. Besides, the Command Arts are much more prominent than Zero's buster in any case.

Zero however, will retain his Z-Buster Neutral B. It'll just have extra functionality for some attacks.

@!YIaXeD OuT: It's fine. I won't have extra attacks for each and every other move, but some moves with have extra functionality depending on factors, like Zero's Buster being a certain charge level.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: IWasAPerson on February 16, 2011, 07:46:37 PM
As far as the Z-buster goes, it would make the most sense just to leave it as a neutral-b move. Seeing as how Zero could only use it standing still in X5 and X6, it would work out just fine.

With animations, I finished up another two anims. Looking at Marvel Vs. Capcom 3, Zero's animations are really fluid and just look really good. I'm getting it this weekend, so after I enjoy it for a while I'll start taking some inspiration from that for animations. For obvious reasons I wouldn't use them wholesale but they're still good to use as a base. That and it's just an excuse for me to play MvC3.

Speaking of the moveset, though, it would really help me if I knew a direction of where to go with the animations. Though it seems like in the fighting games Zero is more or less a glass cannon: if you could combo with him he was awesome but his health drained kinda fast. So I'd imagine Zero as either a fast and light character or a standard character. But, of course TvC and MvC3 aren't Brawl, so I could be way off base here.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 16, 2011, 08:13:58 PM
As far as the Z-buster goes, it would make the most sense just to leave it as a neutral-b move. Seeing as how Zero could only use it standing still in X5 and X6, it would work out just fine.

With animations, I finished up another two anims. Looking at Marvel Vs. Capcom 3, Zero's animations are really fluid and just look really good. I'm getting it this weekend, so after I enjoy it for a while I'll start taking some inspiration from that for animations. For obvious reasons I wouldn't use them wholesale but they're still good to use as a base. That and it's just an excuse for me to play MvC3.

Speaking of the moveset, though, it would really help me if I knew a direction of where to go with the animations. Though it seems like in the fighting games Zero is more or less a glass cannon: if you could combo with him he was awesome but his health drained kinda fast. So I'd imagine Zero as either a fast and light character or a standard character. But, of course TvC and MvC3 aren't Brawl, so I could be way off base here.

The direction were going is a brand new moveset (Mostly). However, the new moveset I have in mind has more options than the last one gameplay wise.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 18, 2011, 10:40:21 PM
Did you already have your PSA in mind? or are you still coming up with stuff? And are you making your own? or taking combos straight out of the games?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 18, 2011, 10:47:01 PM
Did you already have your PSA in mind? or are you still coming up with stuff? And are you making your own? or taking combos straight out of the games?

I had my PSA in mind, but I decided to change it. Animations will still be done, we don't need to have a full moveset for general and miscellaneous animations. I'll put up moves as I get ideas.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 19, 2011, 02:02:28 PM
You are still including his famous wall slide right? Btw how come we havent heard from nuke in a while


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Rayn on February 19, 2011, 03:01:40 PM
didn't you read his thread? he quit hacking until further notice.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 19, 2011, 06:37:57 PM
didn't you read his thread? he quit hacking until further notice.

Correction, he quit PSA hacking (his main talent aside form animations).

Though I've decided not to bother him about helping out with the project.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 22, 2011, 07:38:35 PM
What exactly is Zero's buster going to be like, any game in particular?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 22, 2011, 10:24:48 PM
What exactly is Zero's buster going to be like, any game in particular?

The uncharged state will take from X6, the rest will be from games before that where he uses it, Especially X3, where he has the fourth charge level where he uses a Double Buster + Slash Wave combo.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 23, 2011, 07:43:45 AM
are you actually going to include his saber slash wave in the last charge?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 23, 2011, 12:48:50 PM
are you actually going to include his saber slash wave in the last charge?

Did the fact I said so not confirm it?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: lYIaXeD OuT on February 23, 2011, 04:50:40 PM
nvm then......   :>.>:


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Jigiba on February 24, 2011, 05:40:33 PM
I was too lazy to read..please tell me his Down B is the same as in Tatsunoko vs Capcom?


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 24, 2011, 07:01:34 PM
I was too lazy to read..please tell me his Down B is the same as in Tatsunoko vs Capcom?

No, it won't. It's Earth Gaizer, no Rekkouha.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 24, 2011, 09:52:14 PM
I'll be taking over the thread, so this one will be locked, and a new one will be opened.

Unless I can ask an Admin if there is a way to change ownership of threads or something.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: VILE on February 25, 2011, 03:34:54 AM
I'm keen to do a few animations here and there.


Title: Re: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)
Post by: Velen on February 25, 2011, 07:35:37 AM
I'm keen to do a few animations here and there.

Would be glad to have you, VILE.

If you don't mind, though. Mind handing me a sample custom animation from you?

Meanwhile, I'll be moving to a new thread in order to take control, by Nuke's request.