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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: dRage on August 04, 2009, 07:54:41 AM



Title: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: dRage on August 04, 2009, 07:54:41 AM
Current Project

Kurosaki Ichigo (Bankai)

If you've visited this thread recently you may have noticed me going all emo about the limitations of PSA (which all came down to no frame speed changes) well we can change frame speed now so let's get back to kicking ass and chewing bubble gum.

Why I chose Ichigo for my next project you ask? Well the Flame Wave was just a test I don't know if I ever add more stuff to that moveset and VILE has started a community project similar to what Fire/Thunder Link was going to be. So the two choices left were Crono and Ichigo, well looking at the downloads for both textures it's obvious which one I should make (Ichigo won by ridicolous 1,3k downloads over Crono)

Let's start with the basics Ichigo uses Ike as the base character but in the end will play nothing like him. He should be a quick damage racker with few kill moves. I want him to be as balanced as possible. (sorry now ololol r0xx0r broken bankai for you =P) His moveset will be based off the anime (obvious) and his moveset from the DS games. The attributes are just starting points and will be tweaked constantly.


Releases:

Ichigo v0.4 (http://www.mediafire.com/?azoyiblqyb3)


Media:

Video of v0.1 (http://www.youtube.com/watch?v=L0u9pVJcA9g)

Video of current version comming soon!


Physics:

Speed: about the same as ZSS (Run initial velocity: 1,92)

Jumps: First jump is slightly higher than Fox' and using both jumps he gains a little less distance than Falco. He falls slightly slower than Fox but it's still fast. (Jump V velocity: 3,5; Gravity: 0,172: Terminal velocity: 1,81)

Weight: 85 (5 more than Fox and 5 less than Peach)

Moves:

Jab
Goal: kinda like MK's just a bit slower, deals 2 damage per hit with low knockback
Animation: the three angled ftilt animations sped up
Status: three hit combo of quick slashes that can go back to the first one if A is pressed at the right time (need to find out how to make an auto jab or how to increase the input window)

FTilt
Goal: GTFO move with decent knockback but little growth; has quick startup to be used defensively but too much endlag to be followed up
Animation: stays the same but with altered start- and endlag
Status: done for now

DTilt
Goal: setup move with medicore knockback and growth that launches the opponent in the air at 60° to allow for aerial followups
Animation: second hit of jab (for some reason he kicks downwards when used on dtilt); beginning slowed down and sped up again after hitboxes end
Status: done for now

UTilt
Goal: juggle/setup move; quick move with almost 90° angle
Animation: FS initial hit grounded [Thanks .Fade =P]
Status: done for now

FSmash
Goal: horizontal kill move at higher percents ; technically a faster but weaker version of Ike's fsmash; will decrease the hitbox size compared to Ike's
Animation: Fsmash; sped up in the beginning similar to the speed of Fox' fsmash
Status: Done for now

DSmash
Goal: GTFO with low kill power and high endlag
Animation: Neutral B
Status: only tested animatons

USmash
Goal: vertical kill move; should kill a little earlier than fsmash but with more startup
Animation: looking for an uppercut type of animation (if you've played one of the DS games: his strong crouch attack)
Status: nothing

Nair
Goal: combo move with little knockback and landing lag
Animation: first hit of jab
Status: done for now

Fair
Goal: spike with decent knockback but high endlag and decent startup
Animation: Fair, slightly sped up beginning and shortend the time the hitboxes are out
Status: done for now

Bair
Goal: roughly the same as Ike's; slightly faster but less damage and knockback
Animation: Bair
Status: done for now

Uair
Goal: somewhat of a juggle move
Animation: aerial item up throw
Status: needs some fine tuning but mostly done

Dair
Goal: quick downward slash good for gimping (think of it as a toned down version of MK's Dair)
Animation: Nair; heavily sped up
Status: Done for now

Neutral B: Getsuga Tenshou
Goal: Shock Wave with medium range; 2 charge levels (1: press B once 2: after 2 seconds of charging); low knockback on inital charge; medium/high knockback on fully charged
Animation: Side B Swing; Wave Hit GFX
Status: first draft done: charging and unleashing works but both versions deal 10 damage even though one should do 6 and the other 15

Side B: Flash Step
Goal: Ichigo vanishes and reappears in another place; distance will be set and go only go straight left/right
Versinon 1: goal is for the move to not go into freefall but let it only be used once in the air (like Snake/Sonic's UpB); should have a decent amount of ending lag to prevent stalling
Version 2: freefall with a lot of endlag but a powerful attack at reapperance that kills at very high percentages
Status: went with version 1 but freefall since I cannot find what prevents an attack from being used twice in the air

Down B
Goal: not yet decied

Up B
Goal: not yet decided
 

Requesting help:

I need suggestions on what to do with the leftover moves and once a beta is released, feedback on that. The next one isn't nessecarily needed but I'm not satisfied with the shading of my Ichigo texture. Seeing how shading was one of the reasons why I gave up texture hacking I wouldn't mind if someone could improve my texture. That person would obviously recieve credit for it.



Old Stuff

Flame Wave (Discontinued for now)

Changelog:

1.2:
- aerial Flamewave now has IASA frames that start after at frame 60 to make the move safer offstage
- new Nair added: a quick burning spin, hits multiple times and deals between 3-5% damage (could be capable of more but that's what I got in tests)

1.1:
- removed freefall on aerial flamewave

1.0:
- Flamewave mapped to B instead of SideB, Quick Draw restored
- Flamewave now has an aerial version using Ike's Nair animation
- aerial version has a landing animation if the ground is hit before the move's animation ends
- aerial version will go into freefall if the animation ends
- the initial Slash does 5% damage with low knockback
- Flamewave spawns 5 flames in front of Ike each doing 2 damage
- broken D-Taunt removed
- added more voice clips to taunts
- added flaming sword and fire hiteffect to all aerials

And obviously you'll get no sympathy from him.

Flame Wave (Neutral B)
(http://i496.photobucket.com/albums/rr328/DragoOro/th_FlameWave.jpg) (http://s496.photobucket.com/albums/rr328/DragoOro/?action=view¤t=FlameWave.jpg)

New Nair
(http://i496.photobucket.com/albums/rr328/DragoOro/th_FlameWaveNair.jpg) (http://s496.photobucket.com/albums/rr328/DragoOro/?action=view¤t=FlameWaveNair.jpg)

Watch the vid! Flame Wave looks a lot cooler in motion. (The vid shows 1.0)

http://www.youtube.com/watch?v=brJV9LTB-HI

Flame Wave 1.2 (http://www.mediafire.com/?ny2ygotontd)




Fire/Thunder Cycle Link (Discontinued for now)
Just finished the first draft of my newest Link moveset hack, that's something I wanted to do since the app came out but couldn't get working until today.

For starters all swordmoves deal fire damage. His neutral B is replaced with a move that switches between electric and fire.
So if you use it once all your moves will change  to electric damage and if you use it again they will change back to fire.
For now only the hittype changes but I plan to make most moves behave completly different depending if you're on electric or fire. Basic idea right now is making electric moves have less knockback and damage for better comboing and fire have more knockback for killing.

http://www.mediafire.com/?zy2yznyn0mi


Title: Re: Ike's new SideB: Flame Wave
Post by: STUFF2o on August 04, 2009, 09:05:37 AM
Looks sweet.


Title: Re: Ike's new SideB: Flame Wave
Post by: Shukaku on August 04, 2009, 09:14:50 AM
Can't wait to see what else you could do.


Title: Re: Ike's new SideB: Flame Wave
Post by: dRage on August 04, 2009, 10:02:22 AM
Thanks to some guy on youtube I managed to completly replace the PMario stuff so the floating bug is fixed.


Title: Re: Ike's new SideB: Flame Wave
Post by: Vyse on August 04, 2009, 10:09:33 AM
That's excellent; almost exactly the projectile he should have had to begin with. (Seriously, Ragnell and no energy wave? For shame, Sakurai.) Though I would make it his neutral B... he kinda needs Quick Draw to survive. >.>


Title: Re: Ike's new SideB: Flame Wave
Post by: dRage on August 04, 2009, 10:23:56 AM
Hm I'll have to see where this moves goes eventually.

Anyway did some more changes:

- added aerial version with different Animation (Nair)
- added freefall on aerial version

Still has some bugs, though. When you hit left or right at the very start of the animation he goes sliding into that direction.
The move also lacks a landing animation.
Seems like I have to mess around with a few more If Else commands.

EDIT: Okay, so the aerial version is pretty much fixed now. Landing Animation and freefall both work. Just need to edit the sword hitboxes to go along with the animation.

EDIT2: Aha! Slidebug can be fixed by simpling mapping it to B instead of SideB, so I'm going to restore is old SideB now.


Title: Re: Ike's new SideB: Flame Wave
Post by: Shaymin Sky Forme on August 04, 2009, 11:55:13 AM
Dayum, that's epic!

Can't wait to see more of this.


Title: Re: Ike's new SideB: Flame Wave
Post by: dRage on August 04, 2009, 12:04:24 PM
Thanks.

Got everything sorted out now. New video and first download should be up in about half an hour.


Title: Re: Ike's new SideB: Flame Wave
Post by: ???? on August 04, 2009, 12:08:57 PM
It would be tight if you can edit assist trophy characters and give them same movesets like the fighters. If that can be possible then we can probably bring in characters such as knuckle joe or Waluigi :D.


Title: Re: Ike's new SideB: Flame Wave
Post by: SWORD21 on August 04, 2009, 12:25:46 PM
Sweet. Reminds me of Fierce Demon Fang! Btw, if someone adds a lightning bolt to Marth's B move, then it can become lightning blade and when it's charged up, Super Lightning Blade!


Title: Re: Ike's new SideB: Flame Wave
Post by: Shaymin Sky Forme on August 04, 2009, 12:34:54 PM
No no no, thank you for making the Ike moveset and putting it up for download later! I'm going to download this right when you put it up. ^^


Title: Re: Ike's new SideB: Flame Wave
Post by: dRage on August 04, 2009, 12:37:12 PM
Urgh run into another problem. The move doesn enormous damage on shields. If two or more flames hit the shield breaks.

I don't really get why cause every flame does 7 damage and 14 damage normally don't break a shield. Maybe there's a shielddamage value somewhere =/


Title: Re: Ike's new SideB: Flame Wave
Post by: Segab on August 04, 2009, 12:40:43 PM
must be an unknown value that nobody found yet?


Title: Re: Ike's new SideB: Flame Wave
Post by: dRage on August 04, 2009, 12:59:23 PM
Ah! I got it.

I copied the hitboxes of his fully charged B move cause I have no clue which part of 'Flag' handles the hitsound effects.

While I toned everything down I forgot the knockback growth, which is obsenely high on those hitboxes.
Toning those done now and nerfing the damage slightly 7 per flame is too much.

Also the downtaunt is insanely broken, should I remove this for public release?


Title: Re: Ike's new SideB: Flame Wave
Post by: Shaymin Sky Forme on August 04, 2009, 01:31:50 PM
It'd be smart to remove the damage, but please keep the "You'll get no sympathy from me," part in.

Well, it's your choice, not mine, as you made the moveset.


Title: Re: Ike's new SideB: Flame Wave
Post by: FinalSoraRiku on August 04, 2009, 01:43:04 PM
Wow!  This forum was made yesterday and we've already made alot of progress!

And btw, do you know which of Ike's victory taunts is where he says "I fight for my friends"?


Title: Re: Ike's new SideB: Flame Wave
Post by: Me_Aludes on August 04, 2009, 01:44:44 PM
Leave the Dtaunt, make it less broken. It's seems just too epic, can't wait to try it.


Title: Re: Ike's new SideB: Flame Wave
Post by: Scootaloo on August 04, 2009, 01:46:54 PM
U should rlly post how u made the animation just for us plpz who can only swap animations


Title: Re: Ike's new SideB: Flame Wave
Post by: dRage on August 04, 2009, 01:59:04 PM
For the first release I'll remove the hitbox I tried making it stay only one frame and make the hitbox extremly small but it's not showing up at all. I'll look into that for a second release.

I'm almost done, just need to compare some attributes with the original ike file. Must have messed up somewhere while turning the values back to Ike's default, he jumps way too high right now.


Title: Re: Ike's new SideB: Flame Wave
Post by: NerdWithAnAfro on August 04, 2009, 02:04:38 PM
Just as a random suggestion, why not make his down taunt his down B?


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: dRage on August 04, 2009, 03:15:53 PM
First post is updated: Added a changelist, a new video and a download link.


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: Segab on August 04, 2009, 03:42:00 PM
now it's pretty damn awesome :O


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: Shaymin Sky Forme on August 04, 2009, 04:01:13 PM
I downloaded this earlier and played with it for a while. It's EPIC!!!

However, the way Ike faces changes what he says when he taunts, unless you planned it to be like that.


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: dRage on August 04, 2009, 04:05:29 PM
More or less planned. I originally hoped one of the Side Taunt subactions would be for pressing right and the other for pressing left.
But since it's just the way he faces I used that on all taunts. Don't know maybe I'll change it back, I'm unsure which line I want on which taunt.


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: LavaLatte [.Fade] on August 04, 2009, 04:50:26 PM
Yo, can you keep the 'broken taunt' Ike download up as an optional download? Maybe I could learn from it =P


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: dRage on August 04, 2009, 05:02:34 PM
Sure, here ya go: http://www.mediafire.com/?wz0jgmznlmm

Note that there is no call to terminate the collosions, so the hitbox lasts the entire taunt animation. The hitboxes also cover a huge area. That's why I call it broken taunt xD

What I was trying to do was removing all hitboxes but one, shrinking that down and finding the smallest possible window for the hitbox being out without getting terminated immedately.
But then I got lazy and decided to relase it without the taunt.


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: Onyx on August 04, 2009, 06:01:28 PM
YES! This is exactly the kind of thing that I expected Project SA would create!! =D

One thing you do need to fix though, after using it the flame wave in the air it sends you into a freefall, which is complete murder if your trying to combo them into the air.


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: FinalSoraRiku on August 04, 2009, 06:03:35 PM
YES! This is exactly the kind of thing that I expected Project SA would create!! =D

One thing you do need to fix though, after using it the flame wave in the air it sends you into a freefall, which is complete murder if your trying to combo them into the air.
It looks like you can't fix that.


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: dRage on August 04, 2009, 06:06:59 PM
I could easily fix that. I specifally coded it so it would go into freefall once the animation ends. Just need to change the action from freefall to fall.

The Nair animation is pretty long already, as long as I make sure there's no allow interupt command in there I think removing the freefall shouldn't make the move any more broken.

EDIT: Don't have my wii running right now so I can't test it but this should send you into fall instead of freefall:
http://www.mediafire.com/?dzgytjtjtmt


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: LavaLatte [.Fade] on August 04, 2009, 06:13:50 PM
Sure, here ya go: [url]http://www.mediafire.com/?wz0jgmznlmm[/url]

Note that there is no call to terminate the collosions, so the hitbox lasts the entire taunt animation. The hitboxes also cover a huge area. That's why I call it broken taunt xD

What I was trying to do was removing all hitboxes but one, shrinking that down and finding the smallest possible window for the hitbox being out without getting terminated immedately.
But then I got lazy and decided to relase it without the taunt.


Before the 'Offensive Collisions' in the broken taunt, you have 'Timer: time=1200000 intervals'. What does that do?


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: ピカノ on August 04, 2009, 06:16:11 PM
Simple amazing. *Studies your pacs*

At the moment all I've really done is give Luigi a flaming ass attack. ;_;


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: dRage on August 04, 2009, 06:17:40 PM
The timer is taken from the GFX tab, the small wind animation when he slams the sword into ground starts at that time.

I wanted the hitbox to come out at the same frame the sword hits the ground.


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: LavaLatte [.Fade] on August 04, 2009, 06:27:18 PM
Simple amazing. *Studies your pacs*

At the moment all I've really done is give Luigi a flaming ass attack. ;_;

Sounds like progress to me =P

The timer is taken from the GFX tab, the small wind animation when he slams the sword into ground starts at that time.

I wanted the hitbox to come out at the same frame the sword hits the ground.

That's pretty clever 0_o

Btw, could adding 'Terminate Collisions:' at a certain interval eliminate the hitbox before the end of the taunt?


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: FinalSoraRiku on August 04, 2009, 06:29:18 PM
Simple amazing. *Studies your pacs*

At the moment all I've really done is give Luigi a flaming ass attack. ;_;
I might actually do that myself :D that's progress :af2:


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: dRage on August 04, 2009, 06:32:05 PM
Simple amazing. *Studies your pacs*

Thanks =3

From all those hitbox modifictaion codes Brawl+ uses I already knew what most of the parameters do.
The rest was mostly trial and error and looking at PMario's pac for referrence.

But really the Flame Wave is the result of hell lot of tinkering around with values. I had the basic concept layed out when I started and simply looked for moves that had effects I could use.

The flames for example have the gfx and hitboxes (values adjusted of course) of his neutral B explosion. That actually gave me a funny bug where the flames would almost instantly break a shield cause I forgot to tone the knockback growth down.

The scripting for the special actually isn't as complicated as I thought, at least if you're doing something as simple as the Flame Wave. Technically just consists of one If Else command, if you're in the air it goes to the subaction of my modified aerial version else it goes to the ground version.

After those subaction calls you simply have to specify into which action the character is send after the move. Stuff like 'Change action to standing once animation ends'.


At the moment all I've really done is give Luigi a flaming ass attack. ;_;

Hey that's already something, better than all of those 'olololol all moves do 999% movesets'

That's pretty clever 0_o

Btw, could adding 'Terminate Collisions:' at a certain interval eliminate the hitbox before the end of the taunt?

Yeah that's precisely what I tried to do. But again I only wanted a tiny window for the hitbox and the values I tried where so low that the hitbox got terminated without having any effect.


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: Segab on August 04, 2009, 06:35:56 PM
yeah I looked at your .pac file and it's way more simple than I thought


Title: Re: Revamped Flame Wave [Custom Ike Neutral B]
Post by: LavaLatte [.Fade] on August 04, 2009, 06:59:37 PM
Dude, I don't know if you realize, but you're the closest thing to Phantom Wings we got. I applaud you. =D

Yay for more questions!

1. How'd you make such a disjointed hitbox to create the projectiles? Does it have to do with offsets?

2. Lol, how do you edit their run speed? I can't believe I don't know this 0_o


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: milkaholic123 on August 04, 2009, 07:02:52 PM
I didnt know this at first but finalrikusora and Sukakesand help me alot. I'll teach you. Im still learning but I 'll tell you what I know.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 04, 2009, 07:07:53 PM
Dude, I don't know if you realize, but you're the closest thing to Phantom Wings we got. I applaud you. =D

Yay for more questions!

1. How'd you make such a disjointed hitbox to create the projectiles? Does it have to do with offsets?

2. Lol, how do you edit their run speed? I can't believe I don't know this 0_o

I wouldn't consider myself a PW since our levels of awesomeness are worlds apart (I heard his is over 9*shot*)
But thanks, I appreciate it ^^

1. You mean the flames? All I did was copy/pasting one and the same hitbox with an intervall of 30000 in between. The only parameter that's different about them is the x offset: 5000 or something are added for every new flame. The x offset is simply how far away the hitbox is from the characters pivot point horizontally.

First is at 10000, second is at 15000, third at 20000, etc.

2. Runspeed? All that stuff is under Attributes, the values are in hex, though.

EDIT: Ew 3:20am already, I'll be going to bed now. If there's anymore questions I'll answer them tommorow.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Apocolypse3000 on August 05, 2009, 08:04:16 AM
Dragonrage did you figure out how to change the animation and gfx for "A" btn moves, the way phantom was able to give mario his swingbat animation for is forward smash?


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Segab on August 05, 2009, 10:01:07 AM
in "animation", look for the animation you want to take, copy it.
again in "animation", look for the attack you want to change, and paste the name of the animation in there.

if you have trouble finding the right animation, just look here (http://kittycorp.freecp.net/index.php?topic=1074.0)


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: LavaLatte [.Fade] on August 05, 2009, 12:23:04 PM
Dragonrage, now how exactly did you get rid of the freefall?? 0_o


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 05, 2009, 02:00:47 PM
As I said I coded it to go into freefall so removing it was easy.

(http://i496.photobucket.com/albums/rr328/DragoOro/Flamewave-1.jpg)

See the highlighted line? That command forces the move into freefall (10) if the animation ends. So for removing the freefall all you do is change the action to fall (E).

Here's a list of those actions: http://www.smashboards.com/showpost.php?p=7753586&postcount=1


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Segab on August 05, 2009, 02:10:48 PM
I'll add this link to a sticky, thats pretty usefull


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: AwesomeTurtwig on August 05, 2009, 08:04:51 PM
What offsets did you use to make this happen?


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Apocolypse3000 on August 05, 2009, 08:08:42 PM
Thanks so much segab. its amazing how far ppl have come in their understand only after a couple days with this program. i cant imagine what we all will be making after phantom releases the next version. i was wondering tho with gfx, is a complied list of id's so we can call for the hit fx that are not tied to offensive collision flags? example being that you can apply electric fx to wait1 animation.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Apocolypse3000 on August 05, 2009, 08:10:22 PM
oh and has anyone learned how to loop gfx so we can apply different fx animation to running animation like phoenix mario?


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Shukaku on August 05, 2009, 08:13:29 PM
oh and has anyone learned how to loop gfx so we can apply different fx animation to running animation like phoenix mario?



Thats already been done many times actually.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Roy-G-Biv on August 05, 2009, 08:38:25 PM
I wonder if you'll expand on this Custom Ike?

And I think that formerly broken taunt should be used as an intro.
Like Ike's not there for a second, and an explosion appears and Ike appears behind it all and picks his sword up.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 03:16:35 AM
What offsets did you use to make this happen?

Offsets? If you mean subactions, what I did was wipe the subactions for his starting Neutral B and aerial starting Neutral B.
Next I gave them different animations and added, hitboxes, timers, gfx, etc. The special script just checks if you're airborne to call the aerial version and if not it calls the ID for the grounded version.

I wonder if you'll expand on this Custom Ike?

And I think that formerly broken taunt should be used as an intro.
Like Ike's not there for a second, and an explosion appears and Ike appears behind it all and picks his sword up.

Hm, I probably will add some more stuff to this moveset at some point.

Right now though I'm shifting my focus on creating custom movesets for the characters in my machinima. But since this Ike here is the only one that will see a public release for a while, I'll probably go back to add new stuff I learned.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: AwesomeTurtwig on August 06, 2009, 03:19:35 AM
What offsets did you use to make this happen?

Offsets? If you mean subactions, what I did was wipe the subactions for his starting Neutral B and aerial starting Neutral B.
Next I gave them different animations and added, hitboxes, timers, gfx, etc. The special script just checks if you're airborne to call the aerial version and if not it calls the ID for the grounded version.

That's more advanced then what I can do. Maybe I'll reverse engineer you pac file.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 03:24:17 AM
That's more advanced then what I can do. Maybe I'll reverse engineer you pac file.

Well, I did steal a lot of stuff from other moves. Like the hitboxes and gfx of the flames are from his old neutral B, just with changed parameters. Hitboxes for the first swing are also from the move which animation I used.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: AwesomeTurtwig on August 06, 2009, 03:26:33 AM
That's more advanced then what I can do. Maybe I'll reverse engineer you pac file.

Well, I did steal a lot of stuff from other moves. Like the hitboxes and gfx of the flames are from his old neutral B, just with changed parameters. Hitboxes for the first swing are also from the move which animation I used.

Nice. The hitboxes are the x and y variables in the attack. Right?


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 03:37:53 AM
Yeah x and y are the distance from the characters pivot point on their respective axis. I only changed the x paramter, moving it by 500000 for every new flame. Same needs to be done for the gfx or else they don't match up.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: AwesomeTurtwig on August 06, 2009, 03:48:49 AM
I didn't know graphics had hitboxes. You also made the fire sink if you used it in the air. Did you make it do that? Or was it just the game's physics?


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 03:59:09 AM
Nah the graphics don't have hitboxes but they have those coordinates as well to determine how far from the character they are displayed.

About the aerial version, I was wondering why this happend myself. Cause I didn't specify anything like that.
But when you think about it it's really simple. I made the game wait about 1 frame before it generates a new flame (gfx+hitbox) and since I did not change the y offset every flame is at the same height compared to Ike's body.

So what does that mean? Simply the moment the next flame comes out Ike already has fallen a bit so the flame will come out according to Ike's current height.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: AwesomeTurtwig on August 06, 2009, 04:04:33 AM
I guess that makes since. Thanks for all the info :D


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Jose Gallardo on August 06, 2009, 01:44:04 PM
Ike has great opportunities for great custom movesets.  I do hope you'll surprise us with something incredible soon.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 04:52:40 PM
I've started working on one of the Soul Brawl characters today and his B move turned out rather awesome.
Just wanted to share that pic with you guys, whoever guesses what character (as in Brawl character) that is wins a cookie xD

(http://i496.photobucket.com/albums/rr328/DragoOro/th_Geysir.jpg) (http://s496.photobucket.com/albums/rr328/DragoOro/?action=view¤t=Geysir.jpg)

Ike has great opportunities for great custom movesets.  I do hope you'll surprise us with something incredible soon.


Thanks, I hope I can add some cool stuff to my public Ike set soon, just need to figure out some stuff. I'm also really looking forward to the stuff you'll be doing your Shadow already looks hella promising.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Jose Gallardo on August 06, 2009, 05:12:48 PM
Is that, Squirtle?!  :squirtle:


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 05:16:51 PM
Nope that's just a hell lot of universal water effects. The camera gets kinda laggy when you try to zoom in, I guess I overdid it a little xD


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Gazoinks on August 06, 2009, 05:42:07 PM
Hey, Dragon, how did you do the broken taunt?  I'm looking to add a burst of fire to Ike's counter, so this would really help me.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 05:52:25 PM
Broken taunt borrows the hitbox and gfx from his fully charged Neutral B (1D1). It's nothing more but the same hitbox and gfx put on his down taunt.


Also reposting that picture so more people will see it, character guessing is still going xD

(http://i496.photobucket.com/albums/rr328/DragoOro/th_Geysir.jpg) (http://s496.photobucket.com/albums/rr328/DragoOro/?action=view¤t=Geysir.jpg)


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Naruby on August 06, 2009, 06:06:02 PM
IT'S PIKACHU.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Apocolypse3000 on August 06, 2009, 06:06:12 PM
im thinking mk


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Jose Gallardo on August 06, 2009, 06:07:26 PM
im thinking mk

Yeah, I also think its Mario Kart  :>.>:


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 06:18:50 PM
Yeah it's Mario Kart, no wait that's not it.

New pic, if you look closely you'll see the character's silhouette.

(http://i496.photobucket.com/albums/rr328/DragoOro/th_Geysir2.jpg) (http://s496.photobucket.com/albums/rr328/DragoOro/?action=view¤t=Geysir2.jpg)


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: FinalSoraRiku on August 06, 2009, 06:29:58 PM
Mario lucas or ness


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Gazoinks on August 06, 2009, 06:46:54 PM
 :ness:?


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: igotsthepower9000 on August 06, 2009, 06:51:06 PM
It's definitly ness. I can sorta tell.

Someone should make a series of GODLY characters. Like...the flamewave being twice the hight, going left and right, AND not stopping until they hit a wall/ledge. For link, someone needs to make his arrows act like bomb arrows in TP...They should have awesome moves, etc, and all be pitted against eachother. Who knows? You could make mario's down B similar to his FS, with the flame wave going all around his body with the mario tornado animation...etc.

And yeah. I can barely understand what I just typed. lol

But not like Epic Falcon, THATS just cheap.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Jose Gallardo on August 06, 2009, 06:56:37 PM
Still looks like Mario Kart to me...


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 07:04:42 PM
None of the above.

Final pic before I go to bed (stupid timeshift -.-)

(http://i496.photobucket.com/albums/rr328/DragoOro/th_Geysir3.jpg) (http://s496.photobucket.com/albums/rr328/DragoOro/?action=view¤t=Geysir3.jpg)

I'll solve it when I get on tomorrow.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Jose Gallardo on August 06, 2009, 07:07:23 PM
Ok, now that is obvious, but I guess you wanted to let us know already.

 :pit:

I wonder how angels and water mix?


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Gazoinks on August 06, 2009, 07:09:23 PM
 :ike:
You replaced his eruption with a burst of water.  Now that is cool. :D


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Jose Gallardo on August 06, 2009, 07:11:30 PM
Oh god, if that is Ike, then I must be human... oh wait...  :>.>palm:


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 07:12:38 PM
Yep, it's Ike.

I originally intended to make the Marth character first but he's fire based and I wanted to do something else for a change.
So I decided to start with the Ike character who wields a water/ice type blade. For his B move I left most of the scripting for Eruption intact but changed all of the color overlays to blue removed the flaming sword and added a [censored]load of water graphic effects to turn Eurption into Geysir.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Gazoinks on August 06, 2009, 07:14:10 PM
EDIT: Ninja'd


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Jose Gallardo on August 06, 2009, 07:15:26 PM
Coolio. Add speed to te moves and you got yourself an Anti-Ike Ike =)

Also, I just hatched an idea. A squirtle that shoots fire, Charizard using watertgun, Ivysaur... Solarbeam!


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 06, 2009, 07:18:03 PM
Also, I just hatched an idea. A squirtle that shoots fire, Charizard using watertgun, Ivysaur... Solarbeam!

Omg, that would be epic. Hopefully PW can come up with a solution for the PT problem, there's alot of cool stuff you could do with the Pokes.

Anyway this time I'm really off xD


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Gazoinks on August 06, 2009, 07:19:47 PM
Ooh, very cool, Dragon.  Me likey!


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Vyse on August 06, 2009, 07:34:35 PM
IT'S PIKACHU.

I laughed so much. :happy:

Anyway, I'm getting a pretty good handle on this myself. You'll probably see something from me by this weekend  :af2:

Also, Dragon, that's the second time you've changed your avatar to go with mine. :P (Not complaining; I think it's pretty cool, actually.)


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 07, 2009, 05:18:16 AM
Anyway, I'm getting a pretty good handle on this myself. You'll probably see something from me by this weekend  :af2:

Looking forward to see your stuff!

Also, Dragon, that's the second time you've changed your avatar to go with mine. :P (Not complaining; I think it's pretty cool, actually.)

IM IN UR INTERWEBZ STEALING UR ARVATARZ

The first time was around when Golden Sun DS was announced, right? I was like 'Hey Golden Sun arvatar, cool idea.'

What's actually funny is that I just finished playing Trial and Tribulations a few days ago and when I saw your Franziska von Karma arvatar that reminded how awesome playing as Edgeworth was.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: AwesomeTurtwig on August 07, 2009, 05:24:27 AM
Looks like my Falcon isn't doing too good... :( I just noticed that your an admin with 328 posts, how'd you do that?


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Gazoinks on August 07, 2009, 05:51:26 AM
I'm a admin with 102 posts. XP


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: AwesomeTurtwig on August 07, 2009, 05:58:26 AM
I'm a admin with 102 posts. XP

How did you manage that? :o


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 07, 2009, 06:31:09 AM
Every member of the KC:MM texture hacking team is made admin.


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: Miacis on August 07, 2009, 07:15:04 AM
I'm a moderator with 36 posts.  :happy:
I guess the little help I used to gave on the previous forums and how much how love these boards helped alot. ^^

I have to say, Dragonrage, this move you did is certainly the best I've tested so far. It's really nice, and well done.  :kdance:

(http://img244.imageshack.us/img244/1235/awsummop6.png)

I can't wait for the next one. 8D


Title: Re: Flame Wave [Ike Custom Neutral B]
Post by: dRage on August 07, 2009, 06:59:43 PM
Just finished the first draft of my newes moveset hack, that's something I wanted to do since the app came out but couldn't get working until today.

I won't spoil anything, just mess around with it a little and I'm sure you'll find out what I did =P

http://www.mediafire.com/?zy2yznyn0mi

EDIT: I should probably mention that it's a very early beta, pretty much just setting up the main concept.


Title: Re: Home of Flame Wave (August 8th: new project preview)
Post by: dRage on August 08, 2009, 03:43:07 AM
Okay, guess I'll explain what that Link moveset does.

For starters all swordmoves deal fire damage. His neutral B is replaced with a move that switches between electric and fire.
So if you use it once all your moves will change  to electric damage and if you use it again they will change back to fire.
For now only the hittype changes but I plan to make most moves behave completly different depending if you're on electric or fire. Basic idea right now is making electric moves have less knockback and damage for better comboing and fire have more knockback for killing.


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: LavaLatte [.Fade] on August 08, 2009, 04:59:18 AM
Care to share how you pulled off that insane magic trick of yours? I mean, seriously, how in the world did you figure out the switching?? *bows down*


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: Just2good on August 08, 2009, 05:03:30 AM
Nice, it sounds awesome. And I see that your getting the hang of variables :D


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: Gazoinks on August 08, 2009, 05:14:23 AM
Woah, that Link sounds really cool, one of the best uses for variables I've seen.  Definitely downloading.


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: dRage on August 08, 2009, 05:22:10 AM
Well I had the concept planned out for a while, since I had worked with variables in other programing languages I had a basic idea of what to do. But I just couldn't get the variables in PSA to work, thanks to just2goods input I was able to pull it off though.

It's actually a simple process:

(http://i496.photobucket.com/albums/rr328/DragoOro/th_Variables.jpg) (http://s496.photobucket.com/albums/rr328/DragoOro/?action=view¤t=Variables.jpg)

You know, now that I think about it. I could have probably down it with one variable xD

EDIT: Yeah the second one is unneeded, I'll change that for a next release


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: Gazoinks on August 08, 2009, 05:33:35 AM
Yeah, I'll definitely try out some variables in the future. :)


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: LavaLatte [.Fade] on August 08, 2009, 06:41:52 AM
Haha, I completely avoided using variables for my Sheik. Maybe my future Zelda will be more creative =P

What's the difference between RA-Bit and LA-Bit?


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: Vyse on August 08, 2009, 09:08:32 AM
This is excellent. Awesome stuff, Dragon. Maybe you should give it a blog post :P

Also, someone needs to steal the code and use it to make Ganondorf use a sword when he taunts (or just change the taunt to another button). Probably just need to tack a Generate Article to the end.


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: Just2good on August 08, 2009, 09:12:17 AM
Haha, I completely avoided using variables for my Sheik. Maybe my future Zelda will be more creative =P

What's the difference between RA-Bit and LA-Bit?

RA uses variables that only activate within that one move and any moves that are connected to it only while LA can activate within any action.


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: dRage on August 09, 2009, 05:30:38 AM
This is excellent. Awesome stuff, Dragon. Maybe you should give it a blog post :P

Yeah, I just reserved a spot for sunday in two weeks, should give me enough time to come up with an original moveset. Once I do that I really need to thanks just2good, without his help I would still believe you cannot use custom variables.


Also some random notes about my projects:

Flame Wave Ike will get an update once I figure out some cool stuff for his Side and Down B or someone comes up with a way to add momentum to a move so I can create a new UpB.

The Geysir move probably won't see a pulic release, I could say that he's a machinima character and therefore more about visuals than functionality.
But the real reason is that some of the other machinimators are a bunch of asses and I don't want them to get their greedy hands on my work. (there are also a lot of cool ones but if they need anything they know that can just come and ask me any time) When I started out almost a year ago I had some fresh concepts (chroma keying, extensive use of hacks) that were new at the time, so after my first trailer many of the renowned machinmators came to me and asked me how I did this and that.
I was glad to help, thought I'd make some connections get into the community you know? But I never recieved anything in return, a small special thanks somewhere in the credits would have sufficed but apperantly that was asking for too much.

So yeah there you have the reason why I won't release any of my machinima characters, ever. If those guys want impressive looking moves for their series they can go make them themselves.

/rant

Back to topic, I'm working hard on the Link moveset right now, removing all his projectile moves and give him different specials depending on what mode he's in.


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: LavaLatte [.Fade] on August 09, 2009, 05:37:38 AM
@Dragonrage:

Well, I hope you noticed I thanked you heavily at the end of my post if it makes you feels better =D


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: dRage on August 09, 2009, 05:43:14 AM
Yeah I've seen that, thanks^^

I usually could care less about that stuff so if I explain stuff here on the PSA boards I totally don't expect credit or anything.
But if I take the time to explain every detail of what I did to someone in PM's or even over IM and than they go about taking all the credit for something I came up with, that pisses me off.

But I can't stress this enough that goes only for machinima. I absolutely love how this community here works, when someone finds out new stuff they explain it for everyone else so the community as a whole can get better.


Title: Re: Home of Flame Wave (August 8th: Fire/Thunder Cycle)
Post by: FinalSoraRiku on August 09, 2009, 06:32:38 AM
Flame Wave Ike will get an update once I figure out some cool stuff for his Side and Down B or someone comes up with a way to add momentum to a move so I can create a new UpB.
I'm working on something and I need to create Momentum for the down and side specials.


Title: Re: Home of Flame Wave (August 12th: Flame Wave 1.2)
Post by: dRage on August 11, 2009, 05:37:21 PM
While working on my water/ice Ike, I came across some cool concepts that I think would work well with my Flame Wave moveset. So I decided even though the water/ice set won't be released I'll port some of his moves over to my fire Ike (with heavily nerfed damage and more reasonable gfx)

The first one will replace Ike's laggy nair with a quick spinning move that sets him on fire and has multiple hitbox. (similar to Lucas/Mewtwo's nair) The pic really doesn't do it justice, like Flame Wave you have to see it in action. In addition aerial Flame can be interrupted earlier so you won't die everytime you use it offstage. That also brings the endlag more in line with the grounded version.


1.2:
- aerial Flamewave now has IASA frames that start after at frame 60 to make the move safer offstage
- new Nair added: a quick burning spin, hits multiple times and deals between 3-5% damage (could be capable of more but that's what I got in tests)

(http://i496.photobucket.com/albums/rr328/DragoOro/th_FlameWaveNair.jpg) (http://s496.photobucket.com/albums/rr328/DragoOro/?action=view¤t=FlameWaveNair.jpg)

http://www.mediafire.com/?ny2ygotontd


Title: Re: Home of Flame Wave (August 12th: Flame Wave 1.2 contains New Aerial)
Post by: Loopyeyes on August 12, 2009, 09:25:12 PM
Can I has link to machinima pl0x?


Title: Re: Home of Flame Wave (August 12th: Flame Wave 1.2 contains New Aerial)
Post by: dRage on August 21, 2009, 07:11:18 AM
So just a short explaination why there hasn't been any updates on my projects.

I had some really interesting ideas but none of them are possible due to PSAs current limitations. The Fire/Thunder Link was dropped cause I cannot change animation speed, so the idea of quick combo style while in Thunder mode and hard hitter while in Fire mode is just not possible. All moves besides special would have the same speed in both modes.

Flame Wave Ike is also not being worked on anymore, people already complain about too many 'elemental characters' let alone fire based ones.

My next idea was having a floating sword (based off either Ike or Marth) to bypass the animation restrictions. If you just have the blade without the body you can technically use every animation for every move without it looking retarded. I didn't even start on this one, though. I quickly realised that PSA cannot edit hurtboxes, so the floating sword would have hurtboxes where the original body was while the blade itself would have none.

My final idea is a Crono moveset based off Ike, making him quicker and giving him some moves based of his techs in CT. But there's that animation speed problem again, almost all of Ike's moves are laggy.


Crono is probably the only one that possible to an extent.
Well moveset hacking was fun in the beginnig but there are just too many limitations to create something truly original right now. You could obviously just use an animation and then apply some GFX with hitboxes to create original stuff but people will just say 'omg stopp doing elemental stuff do something original!!!111'. (yes I hate people who have no idea of how stuff works but still complain) Smash Attacks is still an awesome app but the way people react to anything that relies heavily on GFX (besides Wisp) pisses me off.


I will see if I can get the Crono moveset to work but other than that I probably won't do much more aside from pretty GFX moves for my machinima. I really wish it would be possible to get Brawl+ frame speed mod into PSA that would open up so much possibilities. That thing can alter the speed of specific frames of the animation, so you could technically slow down the startup and end lag of a jab to turn it into a smash.
Yeah I could just use it and then release a gct together with my pac but stuff like that will probably scare a lot of people away since it's not as simple opposed to putting just a pac file in a folder.


Can I has link to machinima pl0x?



http://www.youtube.com/view_play_list?p=973F3BCBD40CA1C5

Episode 2 is being worked on to be precise it could be finished by now if I would get those lines already.


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: dRage on August 30, 2009, 05:01:49 PM
New project! Check weak point first post for massive info!

Since the help requesting is the most urgent thing right now I'll post that here as well.

Requesting help:

I need suggestions on what to do with the leftover moves and once a beta is released, feedback on that. I'm also looking for someone to make a cool effect texture hack, coloring his swordswings like the black Getsuga Tenshou. The next one isn't nessecarily needed but I'm not satisfied with the shading of my Ichigo texture. Seeing how shading was one of the reasons why I gave up texture hacking I wouldn't mind if someone could improve my texture. That person would obviously recieve credit for it.


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: LavaLatte [.Fade] on August 30, 2009, 05:31:41 PM
http://www.youtube.com/watch?v=JAqAFfrMcG0

You could always use this for a few ideas =P 1:42 til like the next minute is Bankai Ichigo. =P

For the UTilt, you could try the FS startup for a good setup. 1:58 could be a potential D-Smash. =P


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: dRage on August 30, 2009, 05:57:43 PM
Ah. right totally forgot about jump ultimate stars. I was only thinking of the bleach ds games xD

That video is actually quite helpful, the move you mentioned could make a good down B or as you said DSmash and I think I have an idea for up B now.

Short video is up, showing physics and changed moves: http://www.youtube.com/watch?v=L0u9pVJcA9g

Btw did anyone find out which part of the flag controls the hit sfx? I changed the swing sfx to something more katana eqsue and would like to do the same for the actual hits.

I'm also looking for a fitting Getsuga Tenshou GFX, there seems to be none that looks similar to black energy =/


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: alphabayton on August 30, 2009, 06:05:07 PM
this sounds awesome i cant wait


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: LavaLatte [.Fade] on August 30, 2009, 06:16:42 PM
Btw did anyone find out which part of the flag controls the hit sfx? I changed the swing sfx to something more katana eqsue and would like to do the same for the actual hits.

I'm also looking for a fitting Getsuga Tenshou GFX, there seems to be none that looks similar to black energy =/

Aren't the SFX on the 5th, 6th, and 7th? Like ----XXX- on the flags, I think. the 7th is shared with the effect type. Find a move with the sound you want, and steal these values =P


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: dRage on August 30, 2009, 06:19:31 PM
Now that you mention it, the stuff I'm looking for is a global SFX but I think Marth uses it as well (at least I'm sure he uses the swing SFX I used)

I'll go try that out.

EDIT: Ah it worked, Marth actually had the same hex in his flag that as the SFX I was wanting to use had.


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: freezinboi280 on August 30, 2009, 07:24:48 PM
Cant wait to see how Project Ichigo turns out to be =D I definately love using the Flame Wave with the Kurosaki Ichigo & his inner hollow texture. It somewhat gives me the closest feel to a bleach character so far in this game. But obviously, ichigo's bankai doesnt do anything like this. It's more like how the figure of a bow looks like (the front part) when an arrow stretches the string. That shape, and black/red. I'm not sure if it's possible, but I think the visual you should probably go for is having a few of these charge forward like your Flame Wave. And if possible, having them positioned somewhat of a different angle, but on the same line. (Not sure if that makes any sense to you though). I hope this might give you an idea of some kind. Really looking forward to it though =D


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: SWORD21 on August 30, 2009, 09:22:23 PM
Awesome!! I just started watching Bleach like a month ago.  I'm already all caught up. His Getsuga Tenshou was actually red and black, so it would be cool if you can get both colors. Maybe you could make the Getsuga Tenshou go pretty far too?


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: alphabayton on August 30, 2009, 09:24:54 PM
not really, his banki getsuga tenshou is black, his original is a light blue


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: freezinboi280 on August 30, 2009, 10:15:59 PM
I became confused when you said his Getsuga Tenshou is black lolz
well, here's a link: http://www.youtube.com/watch?v=LDEYMX8F1p0

edit: so actually, from what I said above, if you're actually going to do more than 1 Getsuga Tenshou effects, maybe Ichigo should also have himself do the actual multiple slashes. And remember to try not to keep Getsuka Tenshou too circularly smooth. You may want to make it move on its edges while it's moving, if that's possible.


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: SWORD21 on August 30, 2009, 10:36:27 PM
Told ya. Here's another vid. http://www.youtube.com/watch?v=0hF4Sks0q5Y&NR=1
It's black and red when he's in his bankai form.


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: BassJX (JXXXG) on August 30, 2009, 10:54:16 PM
dragon your ichigo is going to be awesome!


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: alphabayton on August 30, 2009, 11:24:05 PM
you know seeing this makes me want to make a bleach char,
ill start working on one when i get my wii back


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: Miacis on August 31, 2009, 03:39:59 AM
Quote
U-Smash
Animation: looking for an uppercut type of animation (if you've played one of the DS games: his strong crouch attack)
Uppercut ... with the sword, or without it ? Because you can just use his U-Throw Uppercut. ^_^ The Ragna the Bloodedge had a pretty nice U-Smash Uppercut. If you could only tweak the end lag, that would be perfect.


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: Just2good on August 31, 2009, 05:04:01 AM
lol i was thinking of working on an ichigo awhile back with a 10-30 sec bankai timer. anyway i can help with this if ya like.


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: thanyou on August 31, 2009, 01:57:59 PM
Ichigo looks GREAT so far, I can't wait for your finished product ;)


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: Shipomaster on August 31, 2009, 02:07:59 PM
O... My....GOD..... You are my hero! Finally! An anime based psa! And my favorite anime no less! I'll give you some ideas of what I would like, 1 fan to another. Ichigo should have almost 0 knock back in bankai. So far you've done well but I would increase his attack speed and lower knockback and/or dammage. I have a few ideas for his specials: (from what I would like best to less)

Down B:
1)multi-slash; should be nearly the same as metaknights standard A but have 0 knockback and reflects projectiles. You could play these animation insanely fast in order: down smash, side tilt both sides, a very fast up smash, (if you can make aerials on the ground it would be perfect),
2)Hollow fury:  He pauses for a second with an animation of his hand near his face, dark aura appears on his face then he does a super fast combo and it disappears.
3)spiritual pressure; he does standard B animation and two (getsuga tensho color) effects come up on either side of him, being his best move for sending people flying.
4)Hollow switch; He could have 2 movesets with hollow ichigo and normal bankai ichigo. He would have aura on his face for hollow. Hollow would be more powerful but takes damage from it's own attacks and normal ichigo would be faster.

Up B :
1)slash combo; He jumps upwards and like captain falcon he stops the enemy combos them then sets em free.
2)flash step; this could replace B forward flash step  and you could have something else for B forward.
3)sword spin; (this would be better if he had his normal zangetsu) He spins his sword around like in the Up-air animation on a loop and he slowly floats up and can be guided.
4)shinigami flight; I have no clue if this is possible but if he's in the air, it allows him to walk and attack as if there was a platform where he is for quite a while.

Standard B:
1)getsuga tensho; This could be done multiple ways. It could be the same as flame wave but use something else instead of fire. It would also be nice to make it almost into a red bladish shape and make it go straight forward even if it's in the air, and make it go farther. It could either be chargeable or have wait before it's used.

forward B:
1) I like the idea of having flash step. It would be nice if he came out with a large slice but none of ikes animations would really work so might as well just make it an instant teleport.
2)Hollow fury:  He pauses for a second with an animation of his hand near his face, dark aura appears on his face then he does a super fast combo and it disappears.


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: alphabayton on August 31, 2009, 05:08:11 PM
ok... i dont think half of that is possible...
unless you use the speed frame change event


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: dRage on August 31, 2009, 07:07:02 PM
Uppercut ... with the sword, or without it ? Because you can just use his U-Throw Uppercut. ^_^ The Ragna the Bloodedge had a pretty nice U-Smash Uppercut. If you could only tweak the end lag, that would be perfect.

Yeah I have that as USmash for another Ike moveset hack but for Ichigo I wanted something like a vertical sword swing going straight up. I can't find any fitting animations, though =/


lol i was thinking of working on an ichigo awhile back with a 10-30 sec bankai timer. anyway i can help with this if ya like.

Right now I'm working on the A moves, which is mostly frame speed changes and hitbox tweaking. Easy stuff, I may need help with the specials. I'll let you know if I'm stuck somewhere.


O... My....GOD..... You are my hero! Finally! An anime based psa! And my favorite anime no less! I'll give you some ideas of what I would like, 1 fan to another. Ichigo should have almost 0 knock back in bankai. So far you've done well but I would increase his attack speed and lower knockback and/or dammage. I have a few ideas for his specials: (from what I would like best to less)

Thanks for the ideas!
I'll look into those, even though I'm not sure if all of those are doable.



Small update: I'm done with FSmash and Utilt now, I want to get all the A moves done before I release a first beta. So there's DSmash and the aerials remaining. (USmash will probably changed later need to think of something for that) I hope those won't take too long and I can release a pac in the next few days.


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: thanyou on August 31, 2009, 07:11:46 PM
Down B:
1)multi-slash; should be nearly the same as metaknights standard A but have 0 knockback and reflects projectiles. You could play these animation insanely fast in order: down smash, side tilt both sides, a very fast up smash, (if you can make aerials on the ground it would be perfect)

I like the concept of that attack


Title: Re: dRage's new project revealed: Ichigo (Requesting help!)
Post by: dRage on September 01, 2009, 05:11:22 PM
Ok guys I need opinions on the GFX for Getsuga Tenshou now. I planned texture hacking his eruption to look like black flames but turns out effect stuff uses black as transparency color.

If I want to stick with the whole 'dark' theme (the black Getsuga Tenshou originally was Hollow Ichigo's move after all) I would have to use the regular purple darkness effect but I'm not sure if this would look right. Another option would be giving him the regular Getsuga Tenshou, I would need suggestions on GFX for that one too.

Also I burned my right arm with boiled water at work today so typing is kinda tedious right now. Progress is slowed somewhat but I promise to have a beta with the changed A moves up by the end of the week.


Title: Re: dRage's new project revealed: Ichigo (Suggest GFX for Getsuga Tenshou!)
Post by: UMOP on September 01, 2009, 06:55:43 PM
You could always use effect 6, it's a nice wave slash looking thing, at least as a base to fit other gfx around.


Title: Re: dRage's new project revealed: Ichigo (Suggest GFX for Getsuga Tenshou!)
Post by: alphabayton on September 01, 2009, 06:58:52 PM
lol graphic 17 might work


Title: Re: dRage's new project revealed: Ichigo (Suggest GFX for Getsuga Tenshou!)
Post by: Miacis on September 02, 2009, 01:17:00 PM
Quote
Yeah I have that as USmash for another Ike moveset hack but for Ichigo I wanted something like a vertical sword swing going straight up. I can't find any fitting animations, though =/
For a vertical sword swing, I suggest the Final Smash Starting attack. It's the closer you'll get, I think.


Title: Re: dRage's new project revealed: Ichigo (Suggest GFX for Getsuga Tenshou!)
Post by: alphabayton on September 02, 2009, 10:01:27 PM
why not his up-smash


Title: Re: dRage's new project revealed: Ichigo (Suggest GFX for Getsuga Tenshou!)
Post by: Miacis on September 03, 2009, 12:06:06 PM
It isn't a move that looks like you're trying to lift people with it. It doesn't "go straight up" like what he wants, but backwards.

And, BTW, asking an idea to replace the U-Smash, when the U-Smash is already what you searched for would have been pretty idiotic, wouldn't it ? :P


Title: Re: dRage's new project revealed: Ichigo (Suggest GFX for Getsuga Tenshou!)
Post by: dRage on September 03, 2009, 04:25:27 PM
For a vertical sword swing, I suggest the Final Smash Starting attack. It's the closer you'll get, I think.

I've been using this for UTilt already.

Meh I'll probably have to think of something else for USmash (the only animation I could find was the beginning of his dash attack but he doesn't raise the sword high enough)


Small Update: Aerials, except for Uair which I'm still clueless about, are done. UTilt and Fsmash are finished as well. What remains now is USmash, DSmash, Uair and dash attack. I have an idea for the last one but it's probably not going to be in the first public build.

I think I'll leave USmash and Uair alone until I come up with something for them but I'm trying to get the first beta of Flash Step for the public release.


Title: Re: dRage's new project revealed: Ichigo (Suggest GFX for Getsuga Tenshou!)
Post by: SnesS on September 03, 2009, 04:56:31 PM
downB should have the animiation of his down taunt (throws sword into ground) and people around him (maybe 1 or 2 people's length) get hit by his spiritual pressure. and if you still need suggestions for gfx you should use that gfx that kirbys246 used for Avatar Ness's fair attack, then somehow make it cresent shape, and somehow make it a glowing light, almost like beam sword light


Title: Re: dRage's new project revealed: Ichigo (Suggest GFX for Getsuga Tenshou!)
Post by: alphabayton on September 03, 2009, 06:41:57 PM
i meant the u-smash animation not replace it


Title: Re: dRage's new project revealed: Ichigo (Suggest GFX for Getsuga Tenshou!)
Post by: flyinglinx64 on September 13, 2009, 03:14:47 PM
 :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance:
I have an idea for his down-b if possible:
hollow mask. he puts it on and his attacks are temporarily stronger and faster.

and I have an idea for his up-b
I havent thought of a name for it but
he goes into the air for a second or two then rushes down in a black explosion kind of like his final smash
 
theese are just a few suggestions. and also getting the texture for putting on the mask might be hard but try it if you can

and also when will the download be up????


Title: Re: dRage's new project revealed: Ichigo (Suggest GFX for Getsuga Tenshou!)
Post by: dRage on September 13, 2009, 03:48:59 PM
I'm actually working on the moveset again since saturday night.

Sorry about the lack of updates, been terribly busy with work last week. Anyway I've got Flash Step and Getsuga Tenshou working. The later is giving me some trouble but I'm assuming it's in some way related to the subactions so switching them might do the trick. I'm working on nerfing some stuff right now (reducing range, hitbox size of uncharged B/giving some moves more endlag/making Flash Step more punishable)

I can't make him put up his hollow mask, the final smash texture has only his eyes. And quite frankly I don't think that he needs any type of power up move right now.

Anyway if everything goes well I should have a first public release later tonight.


Title: Re: dRage's new project revealed: Ichigo (First public release coming soon!)
Post by: UMOP on September 13, 2009, 04:20:07 PM
Sweet, even though I don't really like Bleach all that much I loved where this was going. Can't wait the for dl.


Title: Re: dRage's new project revealed: Ichigo (First public release coming soon!)
Post by: dRage on September 13, 2009, 06:40:40 PM
It's release time, check the list in the opening post to see what moves are changed. Keep in mind that this is a still an early version without much playtest. (I won't be able to actually playtest it against a human player until tuesday) I also added a slash texture done by nerfispwnage243 (modified from one of milk's effect hacks)


http://www.mediafire.com/?azoyiblqyb3


I would really appreciate feedback but read this list of known bugs before you comment.

Known bugs:

- Getsuga Tenshou deals 10% for both charge levels even though the collisions have 6 and 15 as damage values
- unleashing Gestuga Tenshou at a certain height while airborne causes the character to freeze in place
- Flash Step won't snap the ledge before Ichigo goes into freefall (this will prevent you from grabbing slim ledges like on PS1 or Delfino)
- Flash Step has too much landing lag
- the window for connecting jab 3rd hit back to 1st hit is extremly small
- Ichigo will keep charging even after the 2 seconds for Getsuga Tenshou level 2 are over (I'm not sure if I want to leave it that way or not)

Aside from Flash Step's ending lag I've got no idea how to fix those and in some cases I don't even know why it's happening.

Sweet, even though I don't really like Bleach all that much I loved where this was going. Can't wait the for dl.


Thanks, I actually used your Fighter Kirby as reference for the neutral B.


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: BassJX (JXXXG) on September 14, 2009, 03:19:16 PM
hey dragon! do you want me to record video for you? if you want....


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: dRage on September 15, 2009, 02:20:55 PM
hey dragon! do you want me to record video for you? if you want....

You can make one of the version I'm going to release tonight. After some actual playtesting today I realized that most moves don't link into each other as planned.

Something else I noticed is that when playing Ichigo you'll often get the enmey above you but you're lacking the right move to follow up. So I gave him a quick vertical punch which can be used to juggle your opponent.

To improve his overall aerial game I decided to lower his falling speed and adjust frame speed and knockback on some of his aerials. I think I made Dair slightly too good.

Anyway the new version should play alot more fluently.


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: BassJX (JXXXG) on September 15, 2009, 02:47:22 PM
hey dragon! do you want me to record video for you? if you want....

You can make one of the version I'm going to release tonight. After some actual playtesting today I realized that most moves don't link into each other as planned.

Something else I noticed is that when playing Ichigo you'll often get the enmey above you but you're lacking the right move to follow up. So I gave him a quick vertical punch which can be used to juggle your opponent.

To improve his overall aerial game I decided to lower his falling speed and adjust frame speed and knockback on some of his aerials. I think I made Dair slightly too good.

Anyway the new version should play alot more fluently.


alright. until then i'm going to start my kid gohan hack.


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: Kirblord23 on September 16, 2009, 02:16:31 PM
can we get the texxture, too please for bankai ichigo?
Edit:nvm i found it in the gallery.
sorry for the nubism  :>.>palm:


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: dRage on November 04, 2009, 05:24:50 AM
Since this used to be my last active topic, I guess I should leave a message here.

I had planned to move out of my parent's house next year but due to some stuff that happend last month I decided to move out as soon as possible. (no I wasn't kicked out =P)
I'm staying with a friend right now, while searching for a cheap appartment. I don't have any of the equippment needed for Brawl Hacking with me (i.e. Wii, Computer) so I probably won't be able to do much about the Ichigo moveset. I might borrow my friend's computer to make some modifications but as of now, I have no way to test them.

Anyway stay tuned, I'm definately picking up this project again once I get my own appartment.


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: freezinboi280 on November 04, 2009, 06:05:44 AM
ohh i thought this was the only version that was going to be released. i've woken up to a surprise =p lolz

goodluck with everything. find a good apartment w/o mice =]


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: Shipomaster on November 04, 2009, 05:46:54 PM
Thanks so much for the update! you rock! I have an idea for flash step though. If you're have trouble with the ending lag, maybe you could keep it but make it so he appears attacks once with a really weak hit, then he teleports again and you can aim in which direction he goes. This would really make it like bankai ichigo with him teleporting all over the place. I think his dash attack should make him invisible for a couple seconds (again teleport) And if ya have time, why not take advantage of that new program (or whatever) that allows you to swap poses of other characters, to more ichigo like attacks? This would all make him perfect. :af:


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: dRage on November 05, 2009, 03:42:59 AM
Yeah. I've heard of BrawlBox. The problem is, while I can technically work on the character I have no way to test stuff without a wii. That is especially annyoing when working with animation swaps since I need to check if the new animation distorts Ike or not.

From the top of my head I would guess characters that could work are Marth, Link and Captain Falcon. If that's the case than this would be the moves I would replace:

Nair: Link
Bair: Marth
Uair: Marth
Usmash: Link
Ftilt: Marth

As for specials, I thought of using Link's Fsmash for Getsuga Tenshou and maybe Link's Final Smash dashing animation for Flash Step. Speaking of Flash Step, I've read that Zero has a Dash Special that's only usable once while airborne  and kinda works like what I wanted Flash Step to do. So I'll look into this and see if I can learn something for my own moveset.

Anyway I'll see that I can get the unreleased buid polished up (has stuff like New UpB, Uair, better linking of aerials) and have a release soon.


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: Gazoinks on November 05, 2009, 04:43:41 AM
One thing that I was reminded of when doing BM Mart is that Link's left handed, so if you have use a sword attack, Ichi will swipe with his left hand.

Nice moveset though. :)


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: Sanitys_Theif on November 05, 2009, 11:29:40 AM
I love the Ichigo PSA, I've had him put over Ike ever since I found him, now that I know you're sontinuing your work, 2 suggestions:

-Flashstep needs to be much quicker, it's pretty much useless the way it is now, any way to make it so you can choose the distance like with Zelda's teleport?
-Neutral B, awesome idea, but the lower charges are pretty much useless, my advice is make the charge time to get it to fully charged the same as Link's bow and arrow charge time, more balanced and useful, and are there any better graphics to use? Increasing the range a little wouldn't hurt either


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: dRage on November 05, 2009, 03:30:12 PM
One thing that I was reminded of when doing BM Mart is that Link's left handed, so if you have use a sword attack, Ichi will swipe with his left hand.

Nice moveset though. :)

Oh right, Link's a lefty ...
Eh, I'll need to see how the UpSmash looks, otherwise I'll use Marth's Usmash or Utilt.

I love the Ichigo PSA, I've had him put over Ike ever since I found him, now that I know you're sontinuing your work, 2 suggestions:

-Flashstep needs to be much quicker, it's pretty much useless the way it is now, any way to make it so you can choose the distance like with Zelda's teleport?
-Neutral B, awesome idea, but the lower charges are pretty much useless, my advice is make the charge time to get it to fully charged the same as Link's bow and arrow charge time, more balanced and useful, and are there any better graphics to use? Increasing the range a little wouldn't hurt either

Flash Step is very early beta, at the time I made that moveset I didn't really know how to limit his options out of it. I'm thinking of heavily decreasing the endlag but removing the invincibilty at the same time. Were the commands for directional input found? If so than I'll make flashstep a teleport move and map it to UpB.

The Neutral B is not working as intended. Something about that move is completly screwed up. Fully charged does the same damage as the uncharged one, even though they both have different damage values and the move deals zero hitstun.
I'll try copying it into a new pac file and see what happens once I can test stuff again. About the graphics, I'm not sure what Brawlbox can do for effect replacing but the one I have now is the only wave shaped effect available to Ike.
Since the move didn't work properly to begin with I changed the normal attacks first but I'll look into charging time/range, once it works the way it should.


Thanks for the feedback guys, much appreciated!


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: Sanitys_Theif on November 05, 2009, 05:14:54 PM
^Ah, I see, good idea on the flash step, making it very fast with very little endlag but no invincibility would be balanced

How about like fox's side B for speed, but with just a very slight increase in startup time/lag

Actually, I could test this guy for you for the time being with changes and give you feedback via video(though the quality won't be great and you'll have to download it from megaupload) I did this with someone else here with their TP Ganondorf PSA(although he's taken a month's leave at the time)

I can do this BUT I must first get my brother's camera working again, just let me know if you want me to do it, or if you would rather do it much faster by yourself when you get the chance again that's fine


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: Sanitys_Theif on January 09, 2010, 12:29:06 AM
I know it's old but this project was so awesome I want to see if the TC will see this and return


Title: Re: dRage's new project revealed: Ichigo (v0.4 released!)
Post by: arcray20 on January 09, 2010, 01:16:41 AM
is there gonna be a final smash for this ichigo Psa?
like using a photo negative of samus' zero lazer for a super getsuga tenshou maybe? ive heard its possible to do stuff like that......importing animations