Title: Erase the Noise - Neku Sakuraba, version 1! Post by: Sajiao Omelette on October 23, 2009, 10:17:13 PM Neku Sakuraba, of TWEWY fame, is ready to join the Brawl!
(http://www.londonotaku.com/wp-content/uploads/2010/04/the-world-ends-with-you-neku-emo.jpg) Here's a great video by BassJXXXG! (http://www.youtube.com/watch?v=Z5t717VPPXE) The video is of v0.1, but that's negligible. Changelist: Down tilt can only be held for 2 seconds now, and knockback is increased (64 KBG -> 96 KBG) Grounded down B now freezes instead of a little electric shock. Up air now has hitbox in the base of the tornado. Final Smash traps opponents 2 scalars below what it was before. Up Smash is taller. (higher hitbox: size 5 -> 7, y-offset 20 -> 25) Up Smash side icicles stronger (64 KBG -> 96 KBG) Neutral B has less chance of retaining infinite charge (at least for me, anyways) Forward tilt hitbox lasts less long (terminated frame 28 -> 20) This moveset is for Lucas and vBrawl, although using it in B+ and BB couldn't hurt. Right now, his moveset looks like (white is normal, blue is SOS - over 120%, and red is TPT SOS - entering SOS using the down taunt): Jab - Shockwave (http://images4.wikia.nocookie.net/twewy/images/2/2b/Pin_086c.png) Neku slashes three times, with the first two hits combo-ing you into the finisher. It knocks you far away, but isn't going to kill anytime soon. 3%, 3%, 4% 4%, 4%, 5% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/Shockwave.jpg) Dash Attack - Velocity Attack (http://images3.wikia.nocookie.net/twewy/images/f/f2/Pin_139c.png) Neku charges forward at high speeds, ramming into his opponents. It gives him temporary super armor and launches opponents into the air. 7% 8% 9% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/VelocityAttack.jpg) Ftilt - Apport (http://images2.wikia.nocookie.net/twewy/images/6/67/Pin_204c.png) Neku drops a small meteor a fair distance from where he is standing. This move requires correct spacing for the meteor to connect. 8% 9% 10% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/Apport.jpg) Utilt - Aqua Core (http://images3.wikia.nocookie.net/twewy/images/9/90/Pin_067c.png) Neku creates a stationary ball of water above him, protecting him from anyone coming above him. 6% 7% 8% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/AquaCore.jpg) (This is the Black Planet version, hence the purple color.) Dtilt - Pyrokinesis (http://images3.wikia.nocookie.net/twewy/images/b/b7/Pin_155c.png) Neku holds out his hand, making a path of flame on the ground that is controllable using the Control Stick. This attack is mainly used to camp and annoy. The maximum range of this move is about half of Battefield...? I'm bad at estimations. This move can be held out for 2 seconds. 3% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/Pyrokinesis.jpg) Fsmash - Massive Hit (http://images3.wikia.nocookie.net/twewy/images/d/de/Pin_198c.png) Neku creates a sword of light in his hand and jumps up and slashes. This smash has the most range and good speed, but less power and damage (hint hint: A good SOS smash). A balanced smash. 12% 13% 14% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/MassiveHit.jpg) Usmash - Piercing Pillar (http://images1.wikia.nocookie.net/twewy/images/c/c2/Pin_002c.png) Neku creates three pillars of ice that rise from the ground. The smaller ones on the side knock you into the large one in the middle. This move deals good damage, but has poor horizontal range. 3%, 11% 3%, 12% 3%, 13% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/PiercingPillar.jpg) Dsmash - Jesus Beams Neku makes two pillars of light on each side and they explode for good knockback with a lot of beginning lag. This move is the best killer out of the smashes but has poor speed. 12% 13% 14% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/JesusBeams.jpg) Nair - Street Jam (http://images1.wikia.nocookie.net/twewy/images/5/5f/Pin_146c.png) Neku shouts (lacking SFX for this one!) and unleashes a burst of sound than stun the opponents near him. Good range, but nearly no knockback. When you do this move, you need to do another move before you can do this move again to wait for the pin to reboot. Using this move before then will result in a weak blow that does 2% and doesn't cause flinching. 3% 4% 4% (doesn't need recharging) (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/StreetJam.jpg) Fair - Vortex Saber (http://images3.wikia.nocookie.net/twewy/images/d/df/Pin_145c.png) Neku slashes any enemy in front of him with two hits in one slash, like in the game and lke Marth's nair. Good all-around move. 3%, 6% 4%, 8% 4%, 9% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/VortexSaber.jpg) (Terrible picture, but... whatever.) Bair - Doomed Defense (http://images2.wikia.nocookie.net/twewy/images/c/cb/Pin_178c.png) Neku slashes through the opponent with darkness, and this attack breaks shields like Marth's shieldbreaker, hence the "Doomed Defense". This move is obviously not a move in the game, so I made it up. It is similar to Lucas's normal bair, but breaks shields and has no point where it can spike. My interpretation is based on the pin's actual name, Black Rose (because it sounds cool). 9% 10% 12% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/BlackRose.jpg) Uair - Twister (http://images3.wikia.nocookie.net/twewy/images/2/21/Pin_035c.png) Neku creates a small tornado above him, blowing opponents up like G&W's, but not straight up, so this move can be used to gimp people who are in helpless above him or recovering high. At the base of the tornado, a razor-like hitbox will deal 1 damage to those who are too close. Usually, the wind box will push you away, so the hitbox is really only good for breaking Smash Balls or boxes or things like that. 0% (obviously) (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/Twister.jpg) Dair - Grave Marker (http://images4.wikia.nocookie.net/twewy/images/a/a0/Pin_096c.png) Neku flies downwards like TL's dair, slashing through opponents and spiking them at the beginning of the attack. Unlike TL's, however, you won't bounce if you hit with it. 7% 8% 9% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/GraveMarker.jpg) Neutral B - Energy Rounds and Nexus Ray (http://images3.wikia.nocookie.net/twewy/images/9/9f/Pin_028c.png) (http://images2.wikia.nocookie.net/twewy/images/9/9b/Pin_299c.png) Neku charges up a blast, like Samus', and can only be charged on the ground. You can roll or shield to end the charge and retain your current charge. A partial blast will be Lil' Terror Bazooka, which fires 3 Super Scope bullets which are stronger if you are on the ground. A fully charged blast will be Nexus Ray, an extremely powerful blast that takes 3-5 seconds to charge. It will blast opponents away, dealing incredible damage and knockback, but gets weaker the farther away you are from your opponent. When you have a full charge, Neku will have a burst of wind behind him. However, you can't tell when his charge is full after you've finished. Unlike Samus, you won't flash white or anything, so remember! An attempt to charge it in the air will result in firing the projectile, like Samus'. 1%, 1%, 1%; 3%, 3%, 3%; 19-15% 3%, 3%, 3%, 5%, 5%, 5%, 19-15% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/NexusRay-1.jpg) (It looks better now.) Side B - Spear Strike (http://images3.wikia.nocookie.net/twewy/images/a/a4/Pin_143c.png) Neku lunges forward and stabs anyone in his way. This move can help your recovery but can only be used once in the air until you touch the ground. 9% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/SpearStrike.jpg) Up B - Vulcan Uppercut (http://images2.wikia.nocookie.net/twewy/images/6/63/Pin_095c.png) Neku ctrikes anyone in front of him upwards, striking them three times as he drags them upwards. This move is great OOS (at least the intention is). Most hits will not hit. Make sure the enemy doesn't get out and punish you! 2%, 1%, 1%, 1%, 1%, 1%, 1%, 1% 4%, 1%, 1%, 1%, 1%, 1%, 1%, 1% (http://i936.photobucket.com/albums/ad207/arrowrain/VulcanUppercut.jpg) Down B - Long Live The Floe and Lightning Arrester (http://images2.wikia.nocookie.net/__cb20080508192759/twewy/images/d/d0/Pin_106c.png) (http://images2.wikia.nocookie.net/twewy/images/6/60/Pin_186c.png) On the ground, this move creates a cloud that you can control using the Control Stick. The cloud can only move a little bit in front and behind, but has good vertical range. Letting go of the cloud while it is on top of an enemy will freeze them. You'll know if it's close enough when you hear a sound. If in the air, Neku fires lightning downwards, dealing damage to anyone below him. This move can only be used once in the air and is a great way to deter juggling. Landing a tipper will deal more damage (but I'd like to see you try). 5%; 10%, 12% (http://i936.photobucket.com/albums/ad207/arrowrain/Neku.jpg) (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/LightningArrester.jpg) Final Smash - Four Stars Pin Neku slashes them twice and stuns them, readying up a powerful blast that is usually a OHKO. 56%-ish (http://i936.photobucket.com/albums/ad207/arrowrain/FourStars1.jpg) (http://i936.photobucket.com/albums/ad207/arrowrain/FourStars2.jpg) Down Taunt - Tin Pin Thrift (http://images3.wikia.nocookie.net/twewy/images/7/72/Pin_236c.png) This move will skyrocket your damage to 120%. If you enter SOS this way, then you'll be even stronger this way than regular SOS. If you cop out and heal yourself out, you'll lose your bonus. Up Taunt - He fixes his headphones...? Sort of. Side Taunt - A Normal pin drop circles him. His throws are the same as Ness', only nerfed a lot. A LOT. He also has Ness' grab range. His pummel is Thunderbolt, surging electricity into his foes' bodies. Cosmic SOS - After Neku is above 120% damage, all of Neku's attacks become stronger and more powerful and some, like the smashes, will be faster. Also, certain pins will be switched out for the Black Planet equivalents. Utilt becomes Black Mercury Grounded Neutral B becomes Black Venus Dtilt becomes Black Mars Aerial Down B becomes Black Jupiter Utaunt becomes Black Saturn Usmash becomes Black Uranus Along with aesthetic changes, some will have special changes, such as inflicting Defense Break (i.e. breaking shields) or HP Drain (i.e. flower on your head). A super incredible TWEWY resource can be found here (http://twewy.wikia.com/wiki/Main_Page). I would greatly appreciate feedback and / or suggestions. Thanks to: HUGE THANKS to Eldiran (for helping A LOT with the Up Smash and Ftilt and down-B... a lot of stuff.) Chimiu, xmanfit0, OverlordLaharl, thanyou (absolutely GREAT ideas, you guys! Thanks for all the support and everything. It might not look like you did much, but you did a lot.) ZenBridger and ninja_cupcakes for adding more ideas and balancing! Another thanks to ninja_cupcakes for the CSS stuff! Neon Togepi (I took your texture and used it, without permission, too. It looks fabulous!) Everyone who posted in this thread for giving me support! And many other people that would take too long for me to list. CSS Stuff (by ninja_cupcakes): (http://img210.imageshack.us/img210/7335/nekudarkbluecssp.png)(http://i936.photobucket.com/albums/ad207/arrowrain/NekuCSSBlue.png)(http://i936.photobucket.com/albums/ad207/arrowrain/NekuCSSRed.png) (http://img138.imageshack.us/img138/7716/nekucssname.png) (http://img814.imageshack.us/img814/8467/nekucsp.png) (Just right click -> Save Image As.) Get him here! (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=10524&Moderated=All) Title: Re: Trying to make a Neku, need help Post by: xmanfit0 on October 25, 2009, 01:29:24 PM Actually, Marth or Ike wouldn't do as well as Ness or Lucas for Neku. There are already several Neku textures for Lucas, I believe. And Lucas has plenty of projectiles you could change to mimic Neku's pins.
Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 25, 2009, 03:06:23 PM I can see where you are going with this (Neku usually shoots stuff out of his hands, and PSI Magnet and PK Fire animations would look great!), but I'm a little concerned that he wouldn't really look like Neku and would have no animations for the close up attacks, like Massive Hit or Lance Lunge / Stellar Flurry or Shockwave or Vortex Saber or Grave Marker. However, this is only based on my current moveset, which was built on the basis that it would be either Marth or Ike. Lucas has great animations for firing projectiles that Marth and Ike just plain lack, but doesn't really have physical animations (just my opinion).
If you have any suggestions as to what his Shockwave or Massive Hit animations could be, you should tell me, because I can't think of any, especially because I don't know Lucas very well. A lesser concern is the body proportions. Sure, Lucas' hair might look better, but Neku's head is not that big. Not much of a problem, but it would look kind of strange... especially considering that he doesn't look like Marth or Ike. If anybody would like a Lucas instead of a Marth or Ike, just say so. However, I'm probably biased towards Ike (just because he's my second and I like him). P.S. Not that I don't believe you, but could you send me a picture of a Neku texture for Lucas? I haven't found one yet on the galleries... Title: Re: Trying to make a Neku, need help Post by: freezinboi280 on October 25, 2009, 04:23:10 PM i'm not sure if you meant Neku from The World Ends With You, but if you did, it's in this forum, but not the download link. it was created by Neon. you just needed to search "Neku" under textures. it links you to a video instead. it's called "Mother Styled-Neku"
As for the download link, I pretty much just googled it. I'm PRETTY sure this is the texture for it: http://www.filefactory.com/file/ahebd03/n/FitLucas00_pcs Title: Re: Trying to make a Neku, need help Post by: Chimiu on October 26, 2009, 04:12:25 PM Hmm...Personally I don't see how Marth or Ike work as Neku. I've spent alot of time with TWEWY. (150+hours) If anything Lucas would fit Neku with quite alot of justice done.(Hope that made sense.) His Dair is a very nice Grave Marker. The motion for his DashATK resembles a Lance Lunge. Those are just a few off the top of my head. I think There are quite a bit more motions that resemble other pins. Then again, that's just my useless input, but I hope it helps you a bit, you can go around and look at some of Lucas' moves and decide for yourself.
Btw~ Wewt @ my first post after remaking my account! :3 Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 26, 2009, 04:27:07 PM After trying out a few things, I definitely agree with Lucas.
His animations fit the bill, and he already has a texture. Does his dash grab or a grab (if there was no snake and a sword-like thing instead) kind of look like a Massive Hit, if he jumped beforehand? Also, @ freezinboi280, Does that download work? It says "no download space available" or something... Title: Re: Trying to make a Neku, need help Post by: Chimiu on October 26, 2009, 04:30:40 PM It does, in a way. Tinkering with different animations is how epic PSA's come to life. Just don't frustrate yourself over it, that seems to happen to people from time to time. Have fun with it! I'll probably mess around w/ looking at Lucas' motions along w/ Neku's to help you out if you like~ It's not like I do much else with my life, lul.
Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 26, 2009, 05:11:31 PM I got most everything down (in my mind) and have started on a new entry and a new dash system (after you dash for a while, you go into Neku's dash thing, where he's invincible, but you have heavy armor - 3-5% will hit you out), but I'm stumped on an animation for Vulcan Uppercut.
Title: Re: Trying to make a Neku, need help Post by: Shipomaster on October 26, 2009, 07:07:56 PM awesome dude. Awesome...........
Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on October 26, 2009, 07:34:09 PM I got most everything down (in my mind) and have started on a new entry and a new dash system (after you dash for a while, you go into Neku's dash thing, where he's invincible, but you have heavy armor - 3-5% will hit you out), but I'm stumped on an animation for Vulcan Uppercut. just a thought but maybe you can use the animation from his back airTitle: Re: Trying to make a Neku, need help Post by: xmanfit0 on October 26, 2009, 08:49:10 PM Just another suggestion: don't forget the animations for his throws and maybe even his taunts or entry. Those could be used creatively as well.
Title: Re: Trying to make a Neku, need help Post by: freezinboi280 on October 26, 2009, 08:53:41 PM Also, @ freezinboi280, Does that download work? It says "no download space available" or something... yeah it does work. "no download space available" just means that you'll have to wait a while before you can download it. that's how it is sometimes for me as well. Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on October 26, 2009, 09:29:08 PM also i was thinking like in TWEWY, you know how you can have more then one deck assigned with pins well i was thinking that maybe you can assign different movesets to taunts to represent different decks like mr. N soren.
Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 27, 2009, 04:53:27 PM Actually, I was considering that, but then I realized that I don't think I have enough viable pins for multiple movesets. I'm also really lazy. I'm also not that good with PSA.
Just to add on to my laziness, I don't think you can switch decks in the middle of a battle. Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on October 27, 2009, 05:06:54 PM Actually, I was considering that, but then I realized that I don't think I have enough viable pins for multiple movesets. I'm also really lazy. I'm also not that good with PSA. Just to add on to my laziness, I don't think you can switch decks in the middle of a battle. oooooooh i see well it was just a thought. i really would like to see his telekenisis power Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 27, 2009, 05:21:37 PM I can understand your thought; in fact, I thought that I could do it myself, but I think it's beyond my ability.
And, if it's in my ability, I would like to make the grab ranged (with lag, of course) and make it based on the telekinesis pin. Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on October 27, 2009, 05:27:17 PM I can understand your thought; in fact, I thought that I could do it myself, but I think it's beyond my ability. And, if it's in my ability, I would like to make the grab ranged (with lag, of course) and make it based on the telekinesis pin. that would be great like maybe you can increase the size of the rope snake (if thats possible) and make it invisible or something like that. Title: Re: Trying to make a Neku, need help Post by: xmanfit0 on October 27, 2009, 06:36:54 PM If you mean increasing Lucas' grab range, that's easy. I dunno about making the rope snake disappear, but I know it's possible. The animation could be changed, or the model could be removed. If you want to change Lucas' (or any character's) grab range, you look in their "Catch", "CatchDash" (anything with Catch) subactions. There should be a few "Catch Collision" Events. The 2nd Parameter of the Catch Collison Event is the size of the grab hitbox. If you set it to like 1000000 you could grab someone from anywhere in Hyrule Temple.
Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 27, 2009, 09:19:39 PM In that case, I will try getting rid of the line saying "Generate Article," which I've never done before, because articles are scary things...
Title: Re: Trying to make a Neku, need help Post by: Chimiu on October 28, 2009, 02:07:41 PM Unfortunately, my TWEWY data was recently erased. So I can't too many Lucas-Neku comparisons. If you do need/want more comparison feedback I can rush through the game again. Or if I can help with anything else, I'd be glad to. (As long as it's within my power~)
~Onward to re-playing TWEWY! Title: Re: Trying to make a Neku, need helpsou Post by: OverlordLaharl on October 28, 2009, 04:21:58 PM Unfortunately, my TWEWY data was recently erased. So I can't too many Lucas-Neku comparisons. If you do need/want more comparison feedback I can rush through the game again. Or if I can help with anything else, I'd be glad to. (As long as it's within my power~) ~Onward to re-playing TWEWY! sounds good but im currently playing KH 358/2 days Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 28, 2009, 04:36:20 PM For anyone needing TWEWY references: http://twewy.wikia.com/wiki/Main_Page
Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on October 28, 2009, 04:38:02 PM i think you should make his waiting animation where he puts his hands on his head phones that be cool
Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 28, 2009, 10:06:33 PM That would be cool, but I don't know of any animations where he does that.
Also, does anyone have a good idea for what that yellow-orange stuff surrounding his hands should be? I tried to use fire, but it leaves behind unsightly smoke and isn't really the look I'm going for. Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on October 29, 2009, 03:40:13 AM That would be cool, but I don't know of any animations where he does that. Also, does anyone have a good idea for what that yellow-orange stuff surrounding his hands should be? I tried to use fire, but it leaves behind unsightly smoke and isn't really the look I'm going for. im pretty sure when he does pk thunder he puts his hands on his head. and for his hands i was thinking sprakles or some sort of light or use the aura suronding lucarios hands but change the color Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 29, 2009, 08:28:42 AM (Trying not to sound like a n00b): How do you change the color? BrawlBox? ...I don't know how to use that for the life of me.
Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on October 29, 2009, 10:12:19 AM (Trying not to sound like a n00b): How do you change the color? BrawlBox? ...I don't know how to use that for the life of me. im not to sure myself but they have a help forum look at that Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 29, 2009, 10:36:18 PM I think it's impossible to change the color of graphic effects without messing up other people (i.e. If I made aura orange, Lucario would be glowing orange?)
Anyways, I still need to know how to make that orange-y effect. P.S. How do you remove that surfboard that Lucas rides on? Even after I delete everything, change the animation, and make a new entry from scratch, it still remains :srs: Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on October 29, 2009, 11:07:17 PM I think it's impossible to change the color of graphic effects without messing up other people (i.e. If I made aura orange, Lucario would be glowing orange?) Anyways, I still need to know how to make that orange-y effect. P.S. How do you remove that surfboard that Lucas rides on? Even after I delete everything, change the animation, and make a new entry from scratch, it still remains :srs: does it have to be orange-yellow? Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 29, 2009, 11:24:29 PM No, but I can't get it at all...
Well, now that I've learned how to switch animations, I could possibly make Neku... really different, but considering how fail the Neku I made is now... I'm not very good at this. Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on October 29, 2009, 11:34:25 PM No, but I can't get it at all... Well, now that I've learned how to switch animations, I could possibly make Neku... really different, but considering how fail the Neku I made is now... I'm not very good at this. lol oh can you tell me how you got brawlbox Title: Re: Trying to make a Neku, need help Post by: Chimiu on October 30, 2009, 10:39:42 AM I think it's impossible to change the color of graphic effects without messing up other people (i.e. If I made aura orange, Lucario would be glowing orange?) Anyways, I still need to know how to make that orange-y effect. P.S. How do you remove that surfboard that Lucas rides on? Even after I delete everything, change the animation, and make a new entry from scratch, it still remains :srs: (Even though there aren't many Lucas PSA's) I haven't seen anyone get rid of the Mr. Saturn Coffee Table in his entry. I'm not sure if that means you can't get rid of it, or if they were jut lazy. @~@ Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on October 31, 2009, 09:40:45 AM Sorry I have gotten back to you yet, but BrawlBox is here: http://www.smashboards.com/showthread.php?t=238861&highlight=smashbox
OP updated... I still need to find a nice orange-y thing (only for shockwave, everything else works fine) and some tilts. Title: Re: Trying to make a Neku, need help Post by: Chimiu on November 01, 2009, 06:16:32 PM Lul, awsum. You gave him the Jesus Beams! X3
Even though I despise Joshua, I love that attack. Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on November 01, 2009, 06:36:34 PM ...Well, it doesn't look very much like the actual beam in the game... (but I tried to and wished it could look better...)
I've got everything down except for a dtilt and bair. Any help? I'm testing out all kinds of graphic effects for that orange-y thing... no real successes, but some are slightly tolerable... Title: Re: Trying to make a Neku, need help Post by: Chimiu on November 02, 2009, 01:27:53 PM Are you looking for ideas for dtilt and bair? or DO you have moves in mind, and just don't really know how to execute them?
Don't rip your hair out over the psych-glow. Not everything is totally possible atm. If anything, just give it some time, I'm sure something'll either be released that'll help you (looking back at how awsum last week was for brawl-hacking) or you'll think of a new idea. Make sure to at least try to have fun working on this! D: Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on November 02, 2009, 04:51:30 PM I have no idea whatsoever for the dtilt.
However, the nair, fair, and bair are planned to be Street Jam, Vortex Saber, and another that I also have no idea about. I also don't know which psych will be which move. I actually have no idea what amazing breakthroughs were made last week... could you tell me about them? I got pretty lazy and settled on the slash wave for most of the psych glows... Title: Re: Trying to make a Neku, need help Post by: xmanfit0 on November 02, 2009, 06:25:57 PM I have no idea whatsoever for the dtilt. However, the nair, fair, and bair are planned to be Street Jam, Vortex Saber, and another that I also have no idea about. I also don't know which psych will be which move. I actually have no idea what amazing breakthroughs were made last week... could you tell me about them? I got pretty lazy and settled on the slash wave for most of the psych glows... Well, if I'm not mistaken, the major breakthroughs were all about brawlbox, and how people switched animations/articles/stages with them. And about the psych glow, you could possibly combine a graphic effect with a color overlay effect and make it orange. And for D-tilt, maybe Earthshaker. Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on November 03, 2009, 05:09:57 PM Could you elaborate on combining a graphic effect with a color overlay effect? Are you talking about a flash overlay effect (which are for people and not graphics)?
How do you switch articles and stuff like that? I only know how to switch animations, but I have no idea how to edit graphic effects or to switch articles. Title: Re: Trying to make a Neku, need help Post by: xmanfit0 on November 04, 2009, 07:53:06 PM I don't really know if you could combine them, but there is a color overlay effect used in attacks like Ganon's warlock punch (the purple glow) and there is a Shadow Marth moveset that has an awesome looking glowing purple sword that leaves behind a trail. Maybe you could do something with this? Or I dunno, I think the color overlay affects the whole body. It's the only thing I can think of to emulate his psych glow, though.
And about switching articles, you wanna ask the guy with the cool article swap thread. http://kittycorp.freecp.net/index.php?topic=3654.0 There's this animation swapping tut here: http://www.smashboards.com/showthread.php?t=253802 Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on November 04, 2009, 08:42:38 PM I got how to swap animations, but I can't swap anything else...
Also, I think I have the idea for every move now! Tell me if any of them sound retarded. Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on November 04, 2009, 09:15:21 PM I got how to swap animations, but I can't swap anything else... Also, I think I have the idea for every move now! Tell me if any of them sound retarded. ok list them plz Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on November 04, 2009, 09:31:13 PM I got how to swap animations, but I can't swap anything else... Also, I think I have the idea for every move now! Tell me if any of them sound retarded. ok list them plz OK, listed on the OP! Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on November 04, 2009, 10:03:56 PM well for the up smash what would be cool if you do that ice move neku does where you go up and down on the touch screen and a pillar of ice comes out
Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on November 04, 2009, 10:06:10 PM ...what
I think that's Piercing Pillar, right? The icicle comeing out of the ground when you slash upwards? If not, can you please clarify? Because I'm kinda confused. Title: Re: Trying to make a Neku, need help Post by: OverlordLaharl on November 05, 2009, 10:08:28 AM ...what I think that's Piercing Pillar, right? The icicle comeing out of the ground when you slash upwards? If not, can you please clarify? Because I'm kinda confused. ya thats what i meant piecrcing pillar move use that Title: Re: Trying to make a Neku, need help Post by: xmanfit0 on November 05, 2009, 07:23:56 PM Yep. I think he means piercing pillar. Also, saw the progress you've made. Looks smexy. Can't wait for the finished product, keep up the good work.
Title: Re: Trying to make a Neku, need help Post by: Chimiu on November 05, 2009, 07:36:47 PM I'm thinking it's Pillar as well.
On the idea of the Final Smash: Im not at all sure which is easier to make, but if you think you can do it, Im feeling the Shiki - Mr. Mew (I guess it's kuz Shiki is my favorite partner, and I adore cats! X3) But, you should do which-ever yuu like best~ Title: Re: Trying to make a Neku, need help Post by: Sajiao Omelette on November 05, 2009, 07:39:57 PM I would prefer Shiki's as well,... but it would be pretty terrible looking. I mean, come on - a Mr. Mew made out of respawn platforms?
My Neku is utterly lacking any projectiles at all, except for pyrokinesis, but that's not really a projectile... P.S. I took that suggestion several posts earlier about putting his hands on his phones... I used Mario's fixing hat animation, and while it does look OK, his feet kind of... float off the ground and he gets slightly taller... o_0 OP Updated! Still need a graphic effect for the psych glow... Title: Re: Trying to make a Neku, need feedback Post by: Sajiao Omelette on November 08, 2009, 05:05:23 PM Should the neutral B move be Nexus Ray or Dark Barrier?
Dark Barrier would allow you to move around, give you light heavy (I hope that makes sense) armor, and reflect stuff, as well as damage people who get too close to you. It would leave your top and bottom vulnerable, though, and would have hefty beginning and ending lag. Nexus Ray would be chargeable, and you can store your charge by leaving the charging animation via rolling or shielding, like Samus or Lucario. It would have a lot of range and power, but need lots of charging, and you can't fire an uncharged version, unlike Samus and Lucario. EDIT: Pfft... oops. Sorry for the double post / accidental bump. If anyone's pretty pissed off, I apologize. srs. :>.>palm: Title: Re: Trying to make a Neku, need feedback Post by: OverlordLaharl on November 08, 2009, 05:16:35 PM i would like nexus ray
Title: Re: Trying to make a Neku, need feedback Post by: Sajiao Omelette on November 08, 2009, 05:18:18 PM Does anyone think that I should change attributes?
Right now, Nexus Ray is in the lead... with one vote. Title: Re: Trying to make a Neku, need feedback Post by: Chimiu on November 09, 2009, 01:08:03 PM I'm thinking Nexus aswell, that'd give him a projectile, along with adding more options to him, being able to hold the charge adds alot of abilities to characters.
Title: Re: Trying to make a Neku, need feedback Post by: Sajiao Omelette on November 09, 2009, 04:45:50 PM Nexus Ray it is. However, there will be no uncharged, weak version of the shot, because you can't do that in the game. If anyone objects, please shout out.
Well, I got all the mechanics down, but I'm rearranging some attacks to make things feel... right. How would you do one of Beat's little... skateboard dash things? Like when he's in the air? What animation would that be (from anyone!) and... would I have to deal with some gruesome momentum? Make sure that if you suggest some animation that doesn't belong to Lucas, be sure it's someone who at least has similar body proportions. It doesn't have to be, but it's preferred. Sorry I said that many, many moves were done. They are, but I'm changing them, because some just didn't make sense. Should I change his attributes in any way, shape, or form? Title: Re: Trying to make a Neku, need feedback Post by: Sajiao Omelette on November 10, 2009, 09:28:05 PM OP updated with final names for moves!
I'm getting real close... just gotta fix up some minor problems, some of which are more major than others... Title: Re: Trying to make a Neku, need feedback Post by: xmanfit0 on November 10, 2009, 10:14:54 PM Awesome. Can't wait. As for the attributes, I thought that maybe his second jump could be made a little less floaty (if that's the word for it) His first jump and second jump should have a little less upward momentum. I was thinking that his running animation could be replaced with some kind of animation where his feet float off the ground, like the Super Sonic animation. Fall speed should be increased as well. Gravity stays the same, weight should be a little more.
Title: Re: Trying to make a Neku, need feedback Post by: Chimiu on November 11, 2009, 12:22:47 PM Awsum! Thankies for the naming shout-out!
Good work~ I can't wait to play the released product! :3 As for the skateboard-dash, do yuu mean something like an "Air-Dash" that some other fighters have? If that's what your talking about, you could use the beginning animation of someones dash. If its for "Neku"/"Lucas" Then I think, maybe his dash initiation animation, or the Dash-grab animation (minus Rope-Snake.) As for execution, Im not sure how changing input commands work, but I guess try double tapping forward or backward? Maybe trying to use one of the D-Pad buttons may work too, apparently the "Zero" PSA has that going on. You could ask the creator of that for help, I guess~ Title: Re: Trying to make a Neku, need feedback Post by: warrenc285 on November 11, 2009, 12:59:20 PM Make his 2nd jump shorter and maybe increase his gravity slightly.
Dunno if you knew about it, but you can increase model size in PSA. It's right under the Weight attribute. Title: Re: Trying to make a Neku, need feedback Post by: Sajiao Omelette on November 11, 2009, 03:26:41 PM Actually, what I was trying to do is make his down tilt or his fair like Beat's skateboard attack when he's in the air. Sorry if the word "dash" confused things.
I'm definitely changing the jumps and changing the gravity, because Neku lived a bullet (kinda), so he should have more survivability than a little boy. Does anyone know how to change an article? I'm going to change the rope-snake to Toon Link's zair and make it longer, like Zero's. I'll change it a bit more to make it like the Entanglement pins. Does anyone know how to do this? I'm almost 100% sure it's possible. Also, I'm dumping the Usmash rebooting thing out the window. Just... seemed kinda weird. What graphics should I put on the dash? He glides across the ground like Neku, and even though Neku has no graphics in the game, no graphics in this case looks really glitchy and unnatural. Title: Re: Trying to make a Neku, need feedback Post by: Chimiu on November 11, 2009, 05:26:46 PM Ah I see...I can't think of an animation off the top of my head for an attack like that. D:
I'm thinking possibly the tiny sparkles like in Ness' fair, or something of the sort. It'll make it kinda "magical"~ Magical is always fun~ :D Title: Re: Trying to make a Neku, need feedback Post by: Sajiao Omelette on November 11, 2009, 07:26:11 PM Magical it is!
I kinda got Toon Link's zair... right now, it's just the snake sorta deformed with hookshot colors... so I'll fix that. I thought Zero's was longer, but it's not, so the Entanglement zair will be more like Link's in length and suck you in. I think the final smash could also be the Four Stars Pin (aka when you win the game). Can anyone think of a graphic for the blast in Nexus Ray? I would also use it in the Four Stars blast. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 12, 2009, 11:47:44 PM Does anyone know around how many graphic effects can be on the screen at once without crashing the game?
Also, I have a new idea: If you unleash a fully charged Nexus Ray while in the air, it fires straight down at the ground and provides a nice boost for you to help you recovery. Should this idea be incorporated into Nexus Ray? Title: Re: Project Neku, feedback would be greatly appreciated! Post by: VILE on November 13, 2009, 02:08:06 AM The question isn't until is crashes the game, its how many until it lags the game with other things in play.
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on November 13, 2009, 07:59:01 AM I agree with the Nexus Ray idea .
I love random input~! ~Nya! Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 13, 2009, 06:52:15 PM So, in that case, how many graphic effects can there be before gameplay becomes seriously affected?
Also, on a Neku-related side note, should I make the Piercing Pillar and Pyrokinesis and Splash Core their Black Planet counterparts? It would be kinda cool, but everything would be purple... but it would fit with the Cosmic SOS I set up for Lucas. EDIT: I think I;m going to change around a lot of moves, and once you're over 110% damage, your pins become their Black Planet counterparts and if there are no Black Planet counterparts, then it'll just get stronger, but the looks won't change. If you think 110% is weird (I think it's weird), suggest another percentage, probably 100% or 120%. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on November 17, 2009, 01:55:05 PM Hmm, 110% seems a bit awkward.
121%! Just because it has the 3rd greatest number in history in it. But on a serious note~ 120% or so seems perfect. That's like borderline "I'm gonna die!" range for normal Lucas. I'm guessing it should work well for Neku. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on November 17, 2009, 03:31:13 PM Hey, that Black Planet counterpart thing is a good idea, but maybe you should worry about making Lucas' pac file too big. About the gfx thing, I've never had the game freeze from too much gfx. If you want to know how much gfx can be present, it depends on the size of the gfx. If it's something like those permanent stars, there can be about like 50 of them before no more gfx can appear. If it's something huge, you'd best not put more than 2 gfx. 3 is ok, but 3 huge gfx's will lag. More than 3 will lag severely.
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 17, 2009, 05:01:56 PM I'm definitely worried about .pac size, but VILE said somewhere that the average is around 1/3 more than the original, so I could probably add more than 100 KB to Lucas safely. I think.
I concur with 120%. I'm not so sure about that Black Planet stuff because it's really hard to make black lightning and black splashes and water, and I'm going pretty insane on the GFX myself, some moves have around 10 without lag because it's small GFX. I kinda found a strange way to fire a nice black projectile (shoot a strong Super Scope blast and have a darkness effect cover the Super Scope blast so you just see darkness hit you). It only works if you shoot on the ground, but if it hits, the darkness continues to fly past them. Is this a negligible problem? Does anyone know perfect numbers to make Flame Blast hard to escape yet still escapable like a flamethrower? Any combination of knockback I try results in being unescapable or immediately launching the enemy out. I am not going to change Lucas' second jump (unless someone says I need to) because it messed up his other attacks and made him float randomly, and his second jump is psychic-y anyways. I have a brand new problem: I plan to make the final smash something like this: Lucas goes for some kind of a hit; if it connects, he will proceed to activate the Four Stars Pin on only one person, making giant slashes through them and then finally firing a super lazer beam. If it doesn't connect, Lucas will activate Joshua's lv.3 Fusion and a giant meteor will come down from the sky and explode, doing a lot of damage and knockback to everyone, but you can probably easily dodge it.. A few problems that I need answered: What would the initial hit be? How would I transition from a miss to a meteor? Should anything happen after the meteor hits? He could heal or something. By eating food. Any ideas for giant slash GFX? P.S. I'm currently failing epically to give Lucas Link's hookshot. I replaced ModelData, TextureData, and AnimationData (the one right below the other two). It's obviously the one for the hookshot, if anyone thinks I immediately took the first one on the list and it was his boomerang or something. My chain just looks like a long stick. Any possible reasons? Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on November 17, 2009, 07:54:43 PM The darkness continuing on is perfect. It makes it seem like a piercing effect, which is hawt imo.
Im not at all sure about the number for the Flame Blast~ Sorry D: The initial hit for his FS could be his dash attack animation. That seems to be the only effective move I can think of off the top of my head. Ill get to looking at moar animations after I finish this stupid senior project. >~< The transition could be...eh, I have no clue... Possibly the grab-miss animation into whatever animation you were gonna use originally. Kinda like a little comedic thing, iDk. @~@ I think the meteor hitting is enough, I cant think of anything that'll work for an after-effect. The Fusion-Heal effect doesn't seem like it'd work too much in the Brawl-Scene. Slash gfx could be something from Metaknight? He has like alot of slash gfx, can you resize the graphics? No clue about the hook-shot problems, I should seriously do some PSA/Brawl-Box studies. I'd be much moar of a help. @~@ Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 17, 2009, 09:46:53 PM I got the Flame Blast easily (I must be retarded, forgetting to play with SD Multiplier... o_0), and I'm definitely fine with just a meteor.
I can see now why the darkness continuing on would be perfect, but the hitbox wouldn't continue on, so it would be kinda weird. Anyways, do you think that Lightning Arrester (down B in the air, Lucas fires lightning below him to deter juggling... lightning is REALLY long) should keep you in for damage purposes and game accuracy or hit you away at the end? Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 17, 2009, 11:32:53 PM A lot more detail on the moveset added to the OP!
Hopefully things might make more sense and connect better now... Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on November 18, 2009, 07:40:28 AM The darkness effect is air-born right?
It could look like it's ripping through the opponent. Just an aesthetic thing. At least I think it'd look nice. iDk. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 18, 2009, 08:52:41 AM Thanks for all of your input!
I'll keep the "piercing effect," but like usual, I ran into even more problems. When I do the dash, because TL's animation that I'm using is too short (so looping it would make it look like the same throughout!), it also loops my graphic, and so my magical sparkles look more like an orange line... Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 20, 2009, 07:28:22 PM Important question: What should the end of Nexus Ray look like? I mean, it can't go on forever.
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on November 20, 2009, 09:04:41 PM If I recall, it runs off-screen in-game, correct? (Still hasn't restarted TWEWY >~<)
If anything put a rounded tip, or an orb tip, something of that effect, (Hopefully you understand what I mean.) The tip could have a sweetspot I guess. No clue how you'd want that to play through. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 20, 2009, 09:08:42 PM ...I guess it'll just look like the rest of the beam, only with a rounded tip, then?
Should something similar be applied to Lightning Arrester? Also, I plan to make Lucas' dtaunt something along the lines of Cure Drink: you can heal a lot of your health (should the damage healed be 30 or 50?), but you can only do it once per battle. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: thanyou on November 20, 2009, 09:59:18 PM ...I guess it'll just look like the rest of the beam, only with a rounded tip, then? Should something similar be applied to Lightning Arrester? Also, I plan to make Lucas' dtaunt something along the lines of Cure Drink: you can heal a lot of your health (should the damage healed be 30 or 50?), but you can only do it once per battle. No healing. please Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on November 21, 2009, 12:21:47 PM ...I guess it'll just look like the rest of the beam, only with a rounded tip, then? Yea, something like that. Similar to the DBZ ki blasts. (First example that came to mind)No healing. please I agree with thanyou.Like I said before, the whole "healing" part of Twewy doesn't fit the Brawl-Scene very well. And It can turn into an unfair game-breaker. (Somehow) Title: Re: Project Neku, feedback would be greatly appreciated! Post by: thanyou on November 21, 2009, 02:05:26 PM I agree with thanyou. Like I said before, the whole "healing" part of Twewy doesn't fit the Brawl-Scene very well. And It can turn into an unfair game-breaker. (Somehow) Yes. It would be a game breaker, like if he heals just before you're about to do the final blow, you'd be really pissed. Sorta Offtopic: And now that Pharrox is SOOOOO close to finishing the model importer, I'd start thinking about some attacks that would work well if hewas in the game for real, not what Lucas Limits you to ;D Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on November 21, 2009, 06:35:35 PM I totally didn't see the comment about Lightning Arrester, I dun remember exactly, but it's a giant-ish bolt of lightning in Twewy, correct?
If thats the case I dun think it needs much editing for the edge of it. Hmm...It'd be pretty annoying to make a Neku model from scratch, since Twewy is 2D. But the news about the model importer is awsum! I decided to snoop around SWF abit to get moar news. Seems like its got everyone in a little uprawr. I think, once I get less lazy, I wanna try making an Arcueid texture/PSA for Peach. Melty Blood ftw~ L> My own laptop!<3 Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on November 21, 2009, 06:35:57 PM If Lightning Arrester is to deter juggling, it'd best knock the opponent away, or else characters with quick tilts of smashes may get you upon landing.
And I also agree with no healing. Healing is kind of erratic. I've tried out a PSA with a healing taunt, and it was really weird. Most of the time it wouldn't work, it would heal random amounts of percentage (10%- all of my percent) and any opponents that were touching my character would get healed too. So that could potentially be really broken. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 21, 2009, 07:19:28 PM ...err... that is really weird. In that case, no healing then.
I don't really understand the concept of model hacking. Does that let you make a new model from scratch, and also make animations from scratch? Once model hacking comes out, can you give me some examples of what I might be able to do? Because I don't really understand the concept. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: thanyou on November 21, 2009, 07:42:46 PM It basically means that we can create new characters.
More complex: It'll allow us to import a NEW model form another place and place it over another character, which makes it seem like you're playing another character. We won't be able to make custom animations for a while, but its still awesome ^^ Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 23, 2009, 04:50:02 PM I haven't had time to test in the last week, so I'll put in a filler question while I wait for an opportunity to test:
Any ideas floating out there for taunts and entries? I thought that one of his taunts could be like when you kill an enemy and then you get an Ultimate Drop... you'd have a red thing spinning around you, but I can't find a way to have something spin around you. I briefly considered replicating trigonometric functions (with addition lol), but can anyone find a way to multiply numbers with addition. And division too. I will love you forever if you can do this (remember to take into account decimal numbers!) Assume every thing is rounded to three decimal points. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on November 23, 2009, 07:06:18 PM Ohgawd~
Math is painful. Just reading that post made my headache come-back. (I think) I'll get to thinking about taunts now, I'm finally replaying TWEWY! (Yay me!) If I think of anything intresting, I'll let you know immediately. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 24, 2009, 08:04:18 PM Wow, thanks for everything you have done for me! (Seriously, all of you.)
Can anyone think of any GFX for Black Uranus or Black Jupiter or... pretty much nearly every Black Planet? Or a way to make GFX that would fit? P.S. Making an iceberg for Piercing Pillar is... impossible! BLARG. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on November 24, 2009, 10:06:07 PM What about the darkness effect, or 2 or 3 darkness oriented GFX on the GFX list?
And yes, making an iceberg rise out the floor would be hard. You could instead make like a pillar of the frost flake gfx's instead. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 24, 2009, 10:50:14 PM Are there any darkness GFX besides the "Dark Orb" and "Purple Burst?" Because I'm using both of those... and it's kind of limiting.
Is there any way to tell if an SFX is character-specific or not? Because it just looks like "Graphic Effect" with a number like 1BE, pretty harmless looking. But it's character-specific, which angers me so. I can't tell... Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on November 25, 2009, 11:23:07 PM Sorry if this post itself makes me sound retarded, but can I add articles to someone? For example, Lucas only has one, so can I add a second one by making a "New Node" or something like that?
If so: Mr. Mew would be the pig that TL catches in his Win animation, and be black. He could have TL or someone else's animation (this part might make even less sense than the first part), and Mr. Mew would look fabulous! However, I don't know how to decide which animation an article will use if it has multiple animations. If some one is really good at BrawlBox, please help me! Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on November 26, 2009, 08:28:51 PM Durr, sounds pretty hard to pull off. If you do successfully do it, it would be awesome. But personally, I've messed with nodes and models a lot and stuff barely worked. But maybe that's cus I have nearly no idea what I'm doing, XD
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: thanyou on November 30, 2009, 03:23:16 PM I was browsing MYM on SWF and I found that someone did a moveset for Neku, and I thought I'd share it with you because he has some pretty sick ideas, and you can bounce ideas back and forth with him
http://www.smashboards.com/showpost.php?p=8951906&postcount=40 Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 03, 2009, 11:40:27 PM Wow, I thought Kitty Corp was still down. Or something.
Anyways, I'm just messing around with making my own personal GFX and articles and stuff like that. If anyone knows a surefire way to do it, please help me, otherwise I'll just be here messing around on a perfect Piercing Pillar. ...that MYM guy is psychic or something. Not only did we share several moves and ideas, but he made an Amaterasu set, which I planned to do sometimes in the near future... On a more related note, I'm thinking of getting rid of Flame Blast for Splish Splash Barrier, which is currently the Utaunt, because Flame Blast either keeps you in forever or immediately blasts you out, and if I just got rid of it, I wouldn't need to use up a taunt for a move. What do you guys think? Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on December 04, 2009, 11:37:08 PM Hey, whatever floats your boat, this moveset is already looking completely AWESOME. Hope you can get some of those problems out that you stated in the OP. A good Massive Hit SFX would be like any of Ike's Smashes (though those might be character specific)
Oh and I think Neku's B should be able to be charged in midair, like Lucario's Aura Sphere Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 05, 2009, 05:17:48 PM Unfortunately, those are character specific (darn it), and I can't tell the difference between character-specific ones and universal ones until, of course, an unexpected SFX shows up and then I'm like, O.
I'll try to make the B move chargeable in air, but I'm kind of scared what will happen once you touch the ground. Also, my first attempt at making it chargeable in the air resulted in floating away and not coming down, even after I allowed an air dodge to get you out of the subaction. I'll just get rid of Flame Blast, then. Thanks for your input! Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on December 08, 2009, 06:03:02 PM No problem. If B still has problems charging in midair, just scrap it.
That said, any chance you could put out a pre-release version or something? I'm highly anticipating Neku's release. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: S84 PATCH on December 10, 2009, 09:43:42 AM I am also very much looking forward to this :D! I hope you see this awesome PSA through to the end ;)!
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: warrenc285 on December 13, 2009, 11:07:42 AM +1 for the pre release.
I know you want to release Neku when he's perfect but a pre release would let people try him out and give better feedback about the moveset. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Lampp on December 13, 2009, 04:26:32 PM pre release= more feedback= perfectness
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 13, 2009, 04:57:39 PM A pre-release would be a good idea.
Unfortunately, a few things are preventing that. I think that they are problems, but it is OK if you can overlook them. 1. Usmash has extremely tiny icicles. REALLY tiny. They also don't grow tall like they are supposed to. 2. Neutral B freezes. 3. Grounded Down B freezes. 4. Ftilt locks you in an infinite loop. 5. Only aerials and smashes (aside from Problem #1) are finished. 6. The Final Smash has barely even been started. The meteors don't appear, but their hitboxes stay. 7. The Side B has a tendency to lock you in an infinite loop, although not always. 8. The zair is really long and thin and always goes towards the center of the stage, although the hitboxes stay out. 9. The dash looks incredibly unnatural. Also, the ever-helpful Eldiran is helping me fix some of these problems, so that's a good boost to the speed of this project. In any case, I'll try to work fast now to get a pre-release up (I've been slacking a bit because classes were getting intense, but they're calming down, and winter break is coming) ! Now the good news: Mr. Mew is now (pretty much) going to be Ana (of Kat and Ana), but black and with Mr. Mew-like ears and eyes / nose. If anyone can make a good texture for this, feel free, although mine is horrible yet adequate. After playing TWEWY again for the first time in months, I realized that the psych glow really does look like the slash wave. lolfail Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 13, 2009, 10:23:53 PM Actually, I'm having a lot of trouble on the dash. I can't find a good animation at all. Everything I try looks really unnatural and weird. I'm scrapping it unless someone can find a nice animation. On a lighter note, I finished all of the smashes, and I was able to make my own icicles that look like piercing pillars (like Brawl-style ice, not TWEWY style).
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Dotz on December 13, 2009, 11:40:27 PM yeah... brawl really fails at making characters look and move the way they are supposed to. I mean, the canon ness moveset only has TWO of ness's real special moves (pk flash and psi mag) the others are his paula and poo's. I'm sure there are other instances of this, such as the fire emblem characters or something... wow, I fail at keeping on topic.
Anyway, hope you can get this working, I'm not a "TWEWY" (what game is that anyway?) fan or anything, I just like to see things that are innovative or just plain awesome. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: ItalianStallion on December 14, 2009, 02:42:03 AM 7 pages and not one single image or video? seriously? (http://img145.imageshack.us/img145/3111/seriouskipplz.gif)
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on December 14, 2009, 06:41:59 PM For the dash, maybe that super sonic float animation would work.
But wait, that would make him look like a saiyan ot something. Idk And TWEWY is The World Ends With You Title: Re: Project Neku, feedback would be greatly appreciated! Post by: hawtie on December 20, 2009, 06:29:18 PM man i can't wait to see this.. POST IT!! XD
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 20, 2009, 07:38:59 PM I've just finished a few more moves, but I've been working even slower than usual because of school killing me slowly.
I'll post (with pictures) what I have right now probably tomorrow, if that's fine with you guys. No download, though, because it needs to be almost perfect until then. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on December 21, 2009, 06:53:23 AM Oi! Long-time-no-see!
I've been having slight internet issues (and still am) so I haven't be able to come around much. Seems things are moving along, over a rocky path, but moving none-the-less. If you need anymore input on anything, I should be around a lot more now. (Given: My internet doesn't decide to call a strike on me again. @~@) Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 21, 2009, 10:08:20 PM Pics are up on the OP (FINALLY)!
Should I get rid of the zair, or should I keep it? Title: Re: Project Neku, feedback would be greatly appreciated! Post by: hawtie on December 22, 2009, 10:50:17 AM This sir,
is probably the best special effects PSA out there. I have a two questions: Is the down + tilt unlimited? or does it end after 2 seconds? And, when is this damned psa ready for download? It looks amazing. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on December 22, 2009, 10:11:50 PM This is...incredibly awesome. I see you spent some good time on the OP (yay I'm on there)
I know you said you're done with the aerials, and I know they must have been an incredible pain to finish, but I have a few suggestions for those. Looking at the damage and descriptions, it seems to me like the aerials are pretty weak. So, individually, here are some possible changes you could make: Nair seems kinda useless, because of it needs recharge, and it's really weak in damage/knockback. Perhaps you could up the hitlag on this to something really high, or cause it to send opponents at an odd angle so to confuse them. Or, you could make it so that it ends really quickly so that it makes an excellent combo starter/follower. 3% seems really low. Fair's good, but maybe you want to make it a good 5-5, 6-6, or maybe 5-7. 3-6 is also kinda low. Bair should be 10-12% for such an awesome looking shield breaking move. Uair should do some damage, or blow opponents diagonally to mess up characters with high recoveries. Dair also seems kinda weak. Maybe 12-15% would be cool for a spiking dair. You might want to make it stronger because there's no bounce on hit. And if you don't want to tweak anymore with aerials, I think Neku's Side and Up B should do a bit more damage. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 23, 2009, 09:21:29 AM The down tilt lasts forever (or however long you want it to last), but can't travel forever. It only travels about half of FD. Should I change that?
I'm not quite done yet, sorry. I'm definitely happy to tweak whatever it is you like. However, the people over at SmashBoards said that he may be overpowered as he is, because he doesn't have a useless move and stuff like that. Should I get rid of the recharging stuff of nair, then? I like the diagonal idea. Maybe I could have it do a bit of damage if you are touching the base of the twister... Looking at other people's moves, I think I will raise the damage of many moves, like fair or dair, or bair. (Actually probably all the aerials.) What do you think about zair? I took it off the OP so maybe you could discuss what a zair could be from scratch. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on December 23, 2009, 12:28:27 PM This is...incredibly awesome. I see you spent some good time on the OP (yay I'm on there) I know you said you're done with the aerials, and I know they must have been an incredible pain to finish, but I have a few suggestions for those. Looking at the damage and descriptions, it seems to me like the aerials are pretty weak. So, individually, here are some possible changes you could make: Nair seems kinda useless, because of it needs recharge, and it's really weak in damage/knockback. Perhaps you could up the hitlag on this to something really high, or cause it to send opponents at an odd angle so to confuse them. Or, you could make it so that it ends really quickly so that it makes an excellent combo starter/follower. 3% seems really low. Fair's good, but maybe you want to make it a good 5-5, 6-6, or maybe 5-7. 3-6 is also kinda low. Bair should be 10-12% for such an awesome looking shield breaking move. Uair should do some damage, or blow opponents diagonally to mess up characters with high recoveries. Dair also seems kinda weak. Maybe 12-15% would be cool for a spiking dair. You might want to make it stronger because there's no bounce on hit. And if you don't want to tweak anymore with aerials, I think Neku's Side and Up B should do a bit more damage. I agree with these ideas. My personal input: Nair: Should have either some pretty low end-lag, or send the opponent in the said awkward angle, but should be able to be chained into by another move. That makes use of its Reboot and its low damage. Basicly Only useful as a combo/chain starter. Fair: Perfect. The damage alterations seem like good idea though. I think something like 4%~6%/4%~7% would work pretty well. Seems like it'd be a nice move to chain after Nair. Bair: Once again, just damage alts seem needed. I'm thinking the 11~12% works well. The gfx are beautiful btw. Uair: The angled push works perfectly. And the vortex of the twister should deal some slight damage and make it easier to push the opponent outward. Maybe that should be the point the player aims to hit with? Dair: 12% works fine. Since you are slamming straight down (and moves like that are pretty risky to try to cancel out of) a slight damage increase would be nice, along w/ the fact you can't pogo with it. Up-B: The damage seems fine by me, but if the last hit propels the enemy away (I think it should) it should hurtt a bit moar. Going by the damage scale you have set up, possibly like 4~5% on the final blow. Kinda like a rising GTFO move. Zair was "Love Me Tether" wasn't it? Is it still not treating you with respect? If you have any moar ideas, Im here to help! :D Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on December 23, 2009, 07:39:38 PM Instead of using an article for zair, perhaps you could string some gfx together and make some kind of single hit piercing blast like some of the Natural Puppy Pins. Or, if you think Neku has too many projectiles, you could make neku's zair a very long ranged but weak slash type move.
And now that PW has discovered an event that can add or subtract percent damage from characters, maybe Splish Splash Barrier could heal like in TWEWY. (but reaaaally slowly, I guess) And hope you get your internet working again at full steam, Chimiu Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Pegs001 on December 23, 2009, 11:40:04 PM Is this released yet?
It looks finished but I couldn't find a dl link. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on December 24, 2009, 08:14:17 AM Sadly, no Neku's pure awsumness has not been released to the public yet, but Ham has been working their brain to nothing trying to get everything just right. When Phonez is released, he'll be damn-straight epic.
On Topic: I'm liking that extremely slow healing Splash Barrier idea, sorta. But I'm still not all-too sure about healing being mainstream in Brawl. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: hawtie on December 24, 2009, 11:10:19 AM technically,
you can pass off the healing as luca's psi magnet :D Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 24, 2009, 11:19:24 AM Unfortunately, I might have to scrap some of the more innovative ideas, like the dash or the zair, because the dash always looks weird no matter what I do and the zair is a really long spider-web-like thread from Lucas' hand to the middle of the stage.
While the ice looks good in the picture, I think it suffers from the same problems that those who are working on fully new characters are suffering from: the texture thing. Different stages and different opponents make the ice look different. On Battlefield, it actually looks like the ice is like glass or something and looks cool, but on other places, the ice is hot pink and doesn't really make sense. I have no idea how to fix this, because the ice has no Env texture. If anyone could help me with this, please do. Should I keep Mr. Mew as the ftilt or should I change it to Apport? They would both serve the same purpose; that is, hitting people a distance away but not close up. However, Apport is a pin, staying true to the rest of the attacks. Also, it would be a lot easier to make and wouldn't be too much of a (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446). However, Mr. Mew is... Mr. Mew. I've been thinking about this damage stuff. and maybe he could be a bit weak (the damage will still go up from what it is now), and during SOS, he'll be above average. Maybe from fair doing 4%, 6% to 5%, 7% or something. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Allbait on December 24, 2009, 11:22:20 AM I can't wait for this he looks epic :af:
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on December 24, 2009, 12:03:38 PM Do you have any new ideas for Zair or a replacement for Pierce? If not, I'll grab TWEWY and start messing around with pins to find something useful if you like. (Actually took the time to get most of his data back.)
I'm thinking Apport should be Ftilt. The Intro shows it as such, and from what you say, it shouldn't be to hard to work on, eh? It also sticks to the Psych-Pin style your going with. Even though I love cats more than anything (Or in Neku's mind he's a pig.) Mr. Mew wouldn't exactly fit w/ that style ya'know? The damage idea works. The damage increases were just suggestions. I forgot all about the Planetary-SOS ability you were planning. @~@ Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on December 24, 2009, 04:23:59 PM Go ahead and scrap the dash, zair, and Mr.Mew. (though you have to tell me how you made the zair look like spider thread, cus that could be really cool for a spiderman PSA :3)
Damage is yours to tweak freely, but consider the healing idea. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: ItalianStallion on December 24, 2009, 05:13:44 PM Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on December 24, 2009, 08:58:02 PM Neh? No, I don't speak Portuguese. o~o (Had to translate that, even though I had a good idea what you were asking.) Sorry for any confusion~ D: Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 24, 2009, 09:46:23 PM I'm definitely considering the healing idea, although I don't know how to heal, whether it be using the "Add Damage" code or by eating food (of which I still need to try out).
I don't know about the damage stuff, so I'll take in the suggestions from you guys (because they sound great), but keep in mind one more possible mechanic (too many mechanics...) Down taunt can be Tin Pin Thrift, which will skyrocket your damage straight to 120% (if your damage is less than 120%), but if you enter SOS in this way, you'll be even stronger than normal SOS, because in the game, putting on Tin Pin Thrift gives you an additional bonus. However, if you cop out and heal, then you lose the bonus. Does this work with Neku well or should it be scrapped? I'm thinking about that really long slash for the zair, because it's simple yet effective, and I won't have to deal with complicated stuff. For the spider web thing, I really don't know how that happened, but I think it's because my animation doesn't work. @Chimiu, thanks for playing TWEWY again and everything, but going to the TWEWY wikia (http://twewy.wikia.com) is also a great way to get info on pins and everything. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on December 24, 2009, 09:58:47 PM I'm Liking the Thrift idea. It adds moar strategy.
I'm thinking it's an "Add Damage" code, it's being used on Pichu and a few other Characters. So a bit of digging should pull up the healing code. The Zair slash sounds nice. Simple and sweet is always a perfect substitute~ Lul, np. I was gonna play through it again anyway. I hate having games that arn't complete. I'm playin Super Robot Wars as I type. >~< Lul. I offer to check the game for exact animations and such. Just to see exactly what something does, in person...Or however I'd phrase that. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on December 25, 2009, 02:21:40 PM I also agree that the TP Thrift idea is good, though it might be tricky getting it to work right. Oh and btw the link to the TWEWY wiki in the OP is broken.
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 25, 2009, 05:18:34 PM My only concern with TP Thrift is that it could be abused while you're at 119% or something, but I think that's OK. The link should be functional now.
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 25, 2009, 09:13:34 PM I managed to make an image of the player pin and put it in Brawl as one of Neku's personal GFX! ...So... what should I do with it? Sorry, no snapshots yet.
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on December 26, 2009, 12:02:58 PM WHAT, CUSTOM GFX!!!!!!!!! You could have it appear during his specials, that could make them look cooler
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 26, 2009, 05:36:29 PM Is there any move he does in the game besides the final giant pin thingy that kills Draco Cantus where the player pin skull symbol appears? Or maybe it can be in one of his taunts.
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on December 26, 2009, 06:42:58 PM Ooh~ Nice job w/ the custom GFX. Eh, No I don't recall there being a specifi move using the player pin. But I think there was a buff/debuff (Or was it the Gatito Buff?) that used the same insignia as the Play-Pin.
I think It'd work nice as a taunt. But Not sure how it'd work out. Since the PlayPin allows you to read thoughts, maybe it can follow that line in usefullness? Or it can just be for show. Im straight out of it right now, damn heavy headache. @~@ Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on December 26, 2009, 08:04:52 PM The OP is now cleaned up, along with more pictures (and a fixed Nexus Ray - go check it out!)
I'm done with every move except for the zair, down B, Final Smash, and a few more minor tweaks, but only if the side B and up B are redone so that the side B can be used infinite times in the air, but the lag makes it so you probably won't want to, and the up B will make you go into helpless. Here's the pic of the Player Pin image. I can make it smaller, change its colors, and rotate it and all of that stuff, so feel free to suggest all the different possibilities. Ignore the thunder thing that covers the right eye. (http://i936.photobucket.com/albums/ad207/arrowrain/Neku/PlayerPin.jpg) Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Mr.Weegee on December 26, 2009, 08:10:20 PM Hey, do you guys think Lucas should have more Neku-like body proportions?
...I think I can do it in Brawlbox. Greeneggsandham said that a Lucas looking like that would be unusual... Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on December 26, 2009, 09:17:13 PM First things first~
Nexus Ray looks beautiful. Great job with that! Second~ I just now noticed my name mentioned in the credits. Thankies! :3 I'm glad to be of use! Thirdlyness~ That Play-pin insignia is awsum! If anything you could possibly do this~ **It may be sorta useless, and possibly just space consuming but** ~Rotate the insignia so that its viewable by Brawl's standard camera. ~Scale it to about Lucas' size. ~Have the insignia flash before each of his attacks. (Or select attacks. [Ex. Specials or Big animation moves.]) ~Or do the above idea just for a taunt, or for the Thrift skill. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Humble on December 27, 2009, 02:38:02 AM Hey, do you guys think Lucas should have more Neku-like body proportions? If you could pull it off, that would definitely be amazing. Definitely a huge boon to the project if Neku didn't look like a dorky child. ...I think I can do it in Brawlbox. Greeneggsandham said that a Lucas looking like that would be unusual... Title: Re: Project Neku, feedback would be greatly appreciated! Post by: xmanfit0 on December 27, 2009, 01:31:18 PM Awesome job with the Nexus Ray (bee-yoo-tee-ful LAZOR)
If Neku's aerial Up-B is to put him in helpless, you might want to make it give him some upward momentum. Having the player pin flash before certain moves would be very sexy indeed. However, I also think that having the gfx in certain moves (like the Nexus ray) would be cool also. Dunno if Lucas' proportions should be changed, depends on how well it's done Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Mr.Weegee on December 27, 2009, 02:03:21 PM ...I couldn't resize Lucas.
Something odd happens with his feet when you resize his legs. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Humble on December 27, 2009, 02:31:58 PM ...I couldn't resize Lucas. D; bummer, an actual Neku would have been awesome. What do you mean by something odd?Something odd happens with his feet when you resize his legs. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Mr.Weegee on December 27, 2009, 02:42:52 PM His shoe became an upside "U" with the shoelace knot in the middle.
It works fine in a subaction though (not in T-stance), but then I'd have to do it for every subaction. Maybe it works in hexing...but I can't hex. And in a subaction, if you set his hair's y-scale to -20, it becomes VERY Neku-like. In T-stance, nothing happens. I really need a guide for hexing... Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Chimiu on December 27, 2009, 09:29:40 PM I'm not sure re-sizing Lucas is even a good idea at all. The MOTHER boys just don't re-size well. I've seen a few different examples. None looked good. But the Idea about his hair wouldn't hurt. Does it cause a T-Stance? Or were you noting that the hair change effect doesn't appear during T-Stance? Or was the T-Stance mention something all its own? O:
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Mr.Weegee on December 27, 2009, 09:57:15 PM I'm not sure re-sizing Lucas is even a good idea at all. The MOTHER boys just don't re-size well. I've seen a few different examples. None looked good. But the Idea about his hair wouldn't hurt. Does it cause a T-Stance? Or were you noting that the hair change effect doesn't appear during T-Stance? Or was the T-Stance mention something all its own? O: Well, in BrawlBox, there's a T-stance where any re-sizing you do affects every animation (like, if you make his leg twice as wide, it will be twice as wide in every animation). But sometimes, things go oddly when working in that T-stacne. The hair thing doesn't work in there. Neither does re-sizing his legs. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Humble on December 28, 2009, 03:50:28 PM I'm not sure re-sizing Lucas is even a good idea at all. The MOTHER boys just don't re-size well. I've seen a few different examples. None looked good. But the Idea about his hair wouldn't hurt. Does it cause a T-Stance? Or were you noting that the hair change effect doesn't appear during T-Stance? Or was the T-Stance mention something all its own? O: Well, in BrawlBox, there's a T-stance where any re-sizing you do affects every animation (like, if you make his leg twice as wide, it will be twice as wide in every animation). But sometimes, things go oddly when working in that T-stacne. The hair thing doesn't work in there. Neither does re-sizing his legs. Title: Re: Project Neku, feedback would be greatly appreciated! Post by: BassJX (JXXXG) on January 01, 2010, 02:07:11 AM could you tell me what number is the graohix for nexus ray and massive hit? i need those graphix.
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Mr.Weegee on January 01, 2010, 10:47:21 AM Nexus Ray is from Lucario's Final Smash.
Massive hit seems to be a bunch of yellow orbs (#32) lined up well... Title: Re: Project Neku, feedback would be greatly appreciated! Post by: BassJX (JXXXG) on January 01, 2010, 12:21:51 PM Nexus Ray is from Lucario's Final Smash. Massive hit seems to be a bunch of yellow orbs (#32) lined up well... wait.. so anyone can use lucarios final smash graphic? Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Humble on January 01, 2010, 12:27:05 PM Nexus Ray is from Lucario's Final Smash. Massive hit seems to be a bunch of yellow orbs (#32) lined up well... wait.. so anyone can use lucarios final smash graphic? Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Sajiao Omelette on January 01, 2010, 03:54:33 PM To use Lucario's final smash graphic, you need to replace one of your existing personal GFX with the beam from eff_LucarioFinal or something like that. You can't just use Graphic Effect like with the standard universal ones,
Anyways, this is proof that I'm not dead and I'm still working. I'm finished with every attack except for Grounded Down-B. It doesn't seem possible for me to do it, so I've decided to scrap it and make a new one, considering Aqua Barrier was neither simple nor effective. So, shout out some ideas and I'll take one or you can vote on it or something! ...Have fun? (P.S. The Nexus Ray effects do not show up when you fire it up or down, only forwards. Can anyone think of a reason for this? And the ice doesn't always show up.) Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Allbait on January 01, 2010, 04:14:34 PM Nvm the idea below is better
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Humble on January 01, 2010, 04:23:24 PM His down B could be Sexy D, Sexy +, or Sexy B. Basically, generate wind pulling all enemies towards Neku quite powerfully, and if they touch him (he has super armor during the move) they get like 12% or whatever percent, essentially just use wind to pull in, give him super armor so they don't just exploit it as an opportunity to hit him, and make his body a hitbox.
Title: Re: Project Neku, feedback would be greatly appreciated! Post by: Mr.Weegee on January 01, 2010, 06:23:03 PM You could make it Earthshaker.
Use Pit's d-throw, use screen rumble, and hit everyone on the ground. People next to you could also be impaled. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Sajiao Omelette on January 01, 2010, 06:48:16 PM Alses,... I still want to hear your idea... but it's OK if you don't want to post it.
Sexy D / + / B certainly sounds interesting, but... was that the way they worked in game? (I never used Telekinesis pins...) What if they were recovering and they got trapped under the stage, or even worse,... in FD's lip? Maybe we could expand on Earthshaker like this: You could mash the B button and the faster you mash, the faster it comes out. Or it could always come out late-ish but the power could vary the more you mashed. Or I could save your fingers the trouble and make a new one. We could always bring Flame Blast back from the dead? The ideas we have so far are: Sexy D / + / B (by Humble) Earthshaker (by Mr. Weegee) ...Flame Blast? (by myself) We need more ideas! (Not that I don't like the current ideas or anything like that.) Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Humble on January 01, 2010, 08:22:01 PM Alses,... I still want to hear your idea... but it's OK if you don't want to post it. According to the TWEWY resource he provided, that is exactly how they worked in game. Since it pulls towards you (assuming you are on the stage) they are being pulled upwards, and a moment later they could simply DI towards the lip of the stage, then jump or up-B to grab the ledge. If you time it well enough that you disrupt their up-B and recovery entirely, then it took skill and timing and should be a good way to gimp someone. The wind shouldn't cover the entire stage, and because it always pulls towards you, if you try to gimp them away from the stage you have to be farther away yourself, and if you try to pull them under the stage they simply DI back out and then go up. Really, it isn't overpowered, it uses the same mechanics as the game, fills a slot in the moveset, and should be useful to Neku. Sexy D / + / B certainly sounds interesting, but... was that the way they worked in game? (I never used Telekinesis pins...) What if they were recovering and they got trapped under the stage, or even worse,... in FD's lip? Maybe we could expand on Earthshaker like this: You could mash the B button and the faster you mash, the faster it comes out. Or it could always come out late-ish but the power could vary the more you mashed. Or I could save your fingers the trouble and make a new one. We could always bring Flame Blast back from the dead? The ideas we have so far are: Sexy D / + / B (by Humble) Earthshaker (by Mr. Weegee) ...Flame Blast? (by myself) We need more ideas! (Not that I don't like the current ideas or anything like that.) Earthshaker sounds interesting, but is also probably more over powered then Sexy, and what will it do if you are in the air? Sexy works fine in the air, but earthshaker needs to be standing on the ground to work; and if you tried to make it none broken by making it slow, then it would be telegraphed in advance and never land against a good opponent; if you made it fast so they couldn't easily dodge, then it is over powered. All in all, it isn't going to be as balanced, or effective, as Sexy would be. Flame blast just doesn't sound as original, I mean he already has d-tilt for psychokinesis- Down-B should be more unique then that. His Down-B could be changed to Frantic, where he generates a tornado (using wind effects) which would pull enemies in, and then put them in hitstun without generating damage, and toss them out the top of the tornado (Frantic immobolizes the opponent, the hitstun is similar to that, and it generates a tornado like this would) Its good because it wouldn't be overpowered at stopping recoveries, it wouldn't be overpowered on stage, it deals no damage, and serves as a good set-up to some cool things Neku could do (for example he could use Down-B, then jump and fire the Nexus Ray right where he knows they will be spit out) I also think a section that you are missing, throws, should be commented upon. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Sajiao Omelette on January 01, 2010, 08:45:51 PM I agree with most of your analysis about the moves, but his down-B in the air is a totally different move (which is Lightning Arrester). Would Frantic be the aerial down-B? Or both down-B's can be the same. I would be OK with changing the aerial down-B.
I see why Earthshaker and Flame Blast aren't the best choices, but... doesn't Sexy allow you to drag obstacles around, damaging people? It's not really dragging people into yourself, but I can see that dragging obstacles around would be pretty impossible (unless I'm not thinking about something) Sucking people towards you is certainly an interesting idea... whether it be Sexy or Frantic. Oh, you're right. I forgot the throws. They're exactly the same as Ness', now that he doesn't have a snake. His grab range is like a normal person's. Sorry about forgetting that. Does anyone have ideas for a new side-B as well? I'm considering throwing mine out. EDIT: Hey, maybe his down-B can be a counter. He can use his player pin to read your mind and counter your move...? Maybe. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Humble on January 01, 2010, 09:11:16 PM I think both Frantic and Sexy would work on the ground, or in the air. Lightning arrester should be swapped for either Frantic or Sexy in the air, as Nexus ray serves the same purpose (once you fix it so it appears more consistently)
No, I read the TWEWY resource you linked to, and one of the versions of sexy (I think Sexy B) allows you to pull opponents in. I think either will work, and it should be a interesting mechanic. Just an idea, but since the game does have telekinesis pins, maybe he should have a larger grab range so that it looks like he is holding them and throwing them using telekinesis? I think you should wait to throw it out until you have at least a beta version; we haven't gotten to test how he is now, so we won't know which moves need editing. I would STRONGLY oppose down-B as a counter; there are already many characters with counters as down-B, and it would be disappointing if we couldn't think of anything more original then a counter, especially with the wealth of choices TWEWY provides. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Sajiao Omelette on January 01, 2010, 09:23:36 PM I'm considering either Nexus Ray only shoots forward (because when you shoot it forward, it always appears), and I would be OK with swapping both versions of the down-B.
You're right, Sexy B allows you to, "Drag enemies or obstacles like cars and signs around. Inflicts damage on contact. (Some enemies cannot be dragged.)" I tried to give him a larger grab range and making so when you are caught, you are a fair distance away from his body, but when I did that, the opponent was sucked to the correct area and then broke out instantly before I could pummel or throw or anything. I'll try to do it again, though, now. Do you think he should have a disjointed, Wisp-like grab or just a ranged grab? I'll keep the side-B as is, then. EDIT: I'll probably be able to make the opponent be a distance away when they're grabbed, now that I realized what my mistake was. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Humble on January 01, 2010, 09:42:17 PM Good to hear, so far everything sounds great! What still needs work before the beta release?
Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Sajiao Omelette on January 01, 2010, 09:53:07 PM Mainly, putting in the down-B.
Also, making the up smash's ice always appear, and also make it always the same color. A bit of tidying up here and there, and it should be ready (for a beta, there's probably some hidden way to spam something or abuse something that I haven't thought of). Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: BassJX (JXXXG) on January 01, 2010, 10:40:10 PM To use Lucario's final smash graphic, you need to replace one of your existing personal GFX with the beam from eff_LucarioFinal or something like that. You can't just use Graphic Effect like with the standard universal ones, Anyways, this is proof that I'm not dead and I'm still working. I'm finished with every attack except for Grounded Down-B. It doesn't seem possible for me to do it, so I've decided to scrap it and make a new one, considering Aqua Barrier was neither simple nor effective. So, shout out some ideas and I'll take one or you can vote on it or something! ...Have fun? (P.S. The Nexus Ray effects do not show up when you fire it up or down, only forwards. Can anyone think of a reason for this? And the ice doesn't always show up.) does it require brawlboxing? or just take the external effect and replace it with the old one? Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Sajiao Omelette on January 01, 2010, 10:59:06 PM You need to replace one of yours with Lucario's final smash graphic, which takes Brawlboxing.
All you need to do is open eff_LucarioFinal in BrawlBox, export the two textures it uses and its ModelData, and replace one of your ModelDatas, and replace two of your textures, preferably the ones that your old ModelData used. Then rename the textures to what Lucario's are named and call up that GFX using PSA. It should work. Anyways, I was able to make the opponent be grabbed a distance away like Wisp's and they stay a distance away instead of being sucked towards you, but the problem is that they are sucked towards you and then go further out. I'll try to fix that. Does anyone know how to fix it? Humble, can you expand on Sexy a bit? I want to make sure I get it just right. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Humble on January 01, 2010, 11:13:37 PM Haha sure.
Essentially, create wind hitboxes, from Neku to about the distance of a Weegee final smash (a very large distance, in other words, but not the whole stage) that pull the opponent towards Neku. It should be a powerful enough pull where it can suck them in when they are close, regardless if they are trying to jump or run away, but it shouldn't automatically guarantee a hit on a farther opponent. During the move he has super armor, which is to say that if he gets hit he will take damage, but no hitstun and will execute the move anyways. His body should be a hitbox, so if they get pulled in by the wind, they get knocked away and recieve a set amount of damage (if it was possible to set it proportional to how fast they were moving, that would be amazing, but I doubt it is feasible) Essentially it should be a 3 part effort for you; create all the wind hitboxes to pull them in, give him super armor for the duration of the move, and make his body a hitbox. If you do an aerial version, then it should slow his fall similar to how Lucas's original down B did. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Sajiao Omelette on January 01, 2010, 11:36:54 PM Sounds not too hard, except for the part where they can dodge to get out of the way... I'll have trouble with that.
Let's get super specific: What animation? How long would it last? What would it look like? Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: BassJX (JXXXG) on January 02, 2010, 12:09:03 AM no lightning rook? :( anyways i want this hack nao! LOL! i played this game a few days ago cuz i was bored. :P
Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Humble on January 02, 2010, 12:11:36 AM Sounds not too hard, except for the part where they can dodge to get out of the way... I'll have trouble with that. I would suggest the use of his fall special animation.Let's get super specific: What animation? How long would it last? What would it look like? It should go like this; start animation frame 1, start wind hitboxes, super armor, and body collision frame 5, last for 30 frames, on frame 35 the hitboxes should dissapear, and the animation end frame 50. I would suggest wind GFX's (not overly large obtrusive ones) to show the pull hitboxes. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Sajiao Omelette on January 02, 2010, 12:27:06 PM I have a new idea (not that yours isn't good):
It could be Thundercloud (or Follow Suit, Fall in Turn, which sounds infinitely better). You would control a cursor (I think it'll be the Dragoon cursor) in a field that is 100 scalars wide and 50 tall. It can lock on to an enemy and when you let go when it's locked on, a thunder bolt will come down and strike them. I think I can do this with a bit of cheating. However, it might be too much like the dtilt: a thing that you can control and protects you as such. Or maybe you could put in one joystick input and the cursor would appear a set distance away from you in that direction, and if an enemy is there, a lightning bolt would come down. What do you think? Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: xmanfit0 on January 02, 2010, 10:06:59 PM I'm back from Vegas, looks like I missed I good deal of action on your part. Looking at the last few posts, here's what I think:
Keep Lightning Arrester regardless of what the new grounded down-b is, because it's cool. Sexy is an ok idea, but I think Mr.Weegee's idea would be a more useful move, if not more broken and abusable. Your Thundercloud idea I like the best (it's the flashiest ;D) but should have some hefty lag or be as slow as Snake's Nikita to ensure it isn't spammed like crazy. Or, it could be really weak but as fast as Din's Fire. If the up and down variants of TEH LAZOR are giving you trouble, feel free to scrap them. The normal forward version is awesome enough. And hope you get that ice thing worked out. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: jurassicplayer on January 02, 2010, 10:25:22 PM Just a crazy idea (totally support this Neku project btw) because TWEWY was uber unique, I ended up thinking of a fairly random, but partially unique idea (I think). What if down+B (grounded and charged) brought out one of Neku's partners like Shiki or Beat (I didn't like Joshua all that much xD) via down+B+A/X/Y that could sort of defend Neku by using the X,Y,A,B buttons to attack (small damage like 1-3% per attack), and the c+stick to maneuver (though they can vanish before Neku releases the lightning bolt if they get hit enough maybe), while the control stick is used to maneuver a cursor for the lightning strike while the overall attack can only last for a short time (1-2 seconds?). And then for uncharged could be an undefended lightning strike that does less damage (Neku didn't focus hard enough, too many distractions and no partner to rely on xD).
I'm thinking this idea is totally unrealistic, but that would make him be amazingly fun to use xD. It would be almost like pokemon trainer, but harder. I know absolutely nothing about attack hacking or anything else (the only reason I made an account here was to post a few ideas for a down+B attack because Neku is just that awesome xD) On a more realistic approach, possibly down+B and then tap a direction to send a semi-ranged "bolt from the blue" to the direction tapped (with some lag time before so Neku can charge up some electricity) and even a charged down+B for an "evolved form" attack. (I'm looking at Thunder Rook and Lightning Rook xD) Or possibly something like a charge effect where Neku gets charged with electricity, making him a mite faster and stronger with electrical damage until he discharges with another down+B (something similar to Lightning Moon/Lightning Storm maybe). And as a sort of amusing idea (not really practical, more of just me trying to implement the most amazing pins ever xD), you could have the down+B control a series of charging, each taking longer than the last for five charges, and then you get invincibility for a short while (and no special moves, only A attacks) xD! I think its pretty obvious where this idea came from ("One Jump From Eden", "One Skip From Eden", "One Hop From Eden", "One Step From Eden", and "Eden's Door"). Sorry if these are really just way out there (just trying to get some ideas out). Noob is as noob does, and I am definitely a newb when it comes to this sort of stuff xD. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Sajiao Omelette on January 02, 2010, 10:59:34 PM Well, that partner thing sounds pretty cool, but I'm almost certain that it is impossible.
Lightning Rook (It says Lightning Arrester on the OP because that 's the psych name) is already a move, but I like your idea. It would sort of be like Thundercloud, except the bolt comes out regardless of whether you lock on or not. I'll consider that version of Lightning Arrester. The Eden pins wouldn't really make sense in Brawl, sorry (although they were amazing in TWEWY). Lightning Moon could work, but I don't know about Lightning Storm (actually, I don't know what Lightning Storm is, I was too lazy to look at the wiki). I'm working on the Thundercloud, but if that fails, I'll definitely have plenty of ideas to fall back on. On my first try, the freeze was so intense that the controller continued rumbling AFTER THE WII WAS TURNED OFF. So it's back to the drawing board for me. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Mr.Weegee on January 02, 2010, 11:03:13 PM Well, that partner thing sounds pretty cool, but I'm almost certain that it is impossible. Well, you could make an article (i dunno, Link with a poorly made Beat texture?) or personal GFX as Beat and have him go in and ram the opponent, similar to the Naruto hack's Shadow Clone attack. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Humble on January 02, 2010, 11:54:44 PM Orrrr, just give us a beta version already, and worry about Down B for a full release. xP
Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: xmanfit0 on January 03, 2010, 04:59:58 PM Orrrr, just give us a beta version already, and worry about Down B for a full release. xP Best idea yet. XD On my first try, the freeze was so intense that the controller continued rumbling AFTER THE WII WAS TURNED OFF. So it's back to the drawing board for me. Wow, that's kinda creepy 0_o. I've never had this happen to me before, and I've caused about a million freezes on my wii. Title: Re: Project Neku! Almost done, but I need a good idea for a Down B! Post by: Sajiao Omelette on January 06, 2010, 10:14:45 PM Neku (v0.1 Beta) is up!
Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: hawtie on January 07, 2010, 12:40:13 AM i have been waiting for this character to come out on BETA, and now that it finally has...
i am utterly stunned. This is by far the BEST PSA character EVER. MADE. Has the most special effects (AND VERY UNIQUE) i might add, and I enjoy playing him VERY MUCH. Though i did notice, getting the netural B nexus ray was really hard to execute in battle... i only managed to pull it off once. Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Christian_CAO on January 07, 2010, 10:50:16 AM The Beta Is Great! But I've had a problem with the neutral B's graphic. It doesn't show up. Also, When I do down B, the graphic for neutral B comes out of nowhere during the lightning strike. I think that Down B is registering neutral B's graphic, It has it's hit box and it just appears after the lightning strikes. Actually, Forget that stuff about the graphic being registered by your down B, it seems like the B button in general activates it. Also, When I fully charge the beam then move to keep the charge, once I press B the graphic comes out all the time. I think that your graphic doesn't register while in the charging animation. Neku's up taunt has an infinite loop when facing right, so remove that animation flag for his up taunt.
But it's really Great stuff. Hope that helps a little. Also: BEST FINAL SMASH EVER! Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Zakeil on January 07, 2010, 02:20:31 PM -_- the link for the download's not working...
Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: thanyou on January 07, 2010, 02:21:41 PM Oh my, you actually finished him YAY ^^
Gj man this is so awesome, I was also thinking of using it for B- cuz its so broken right now xD Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: sylaxux on January 07, 2010, 03:02:18 PM is the download link broken because it wont let me download it
Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Humble on January 07, 2010, 04:53:10 PM Just to let you know, I was playing earlier, and when in the air pressing B caused me to float in place instead of keep falling- I mashed B, and I remained hovering in place, effectively breaking the character.
Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Sajiao Omelette on January 07, 2010, 05:05:34 PM Yeah, I had a gut feeling that he was extremely broken...
I didn't know about that utaunt stuff, so I'll fix that right away. Thanks Christian_Cao! I know about the neutral B stuff, but I didn't know it appeared during down-B... it sort of appears and disappears. I have no idea at all how to fix that. One day it was working and then I didn't change anything and then it stopped working. ...I didn't know about that Neutral B stuff about floating in the air, either... so thanks! I would definitely appreciate suggestions for making him less broken... ...The download is broken...? It worked for me. I'll be making very small updates very rapidly, so a fix for the utaunt and B might be up soon. Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: jurassicplayer on January 07, 2010, 05:17:28 PM xD Neku is awesome! The link isn't broken, mediafire just happens to be updating right now until like an hour from now (or something like that). I was playing around with him for about an hour and noticed a couple things.
Final Smash His final smash doesn't seem to do the nice little "freeze time" effect. It kills on contact regardless of percentage unless the distance is wide and with DIing (I'm guessing that is why it says "usually a OHKO" xD), at least I think the comp DIing (xD it can kill Ganondorf from 0% on the opposite side of Final Destination), which seems a bit overpowered when compared to a majority of the other final smashes. If you use his final smash in the air, momentum is preserved while he is using his final smash (so he continues falling while using the final smash, whereas the opponent doesn't). Also, when using the aerial final smash, you can move left and right while he is using it (when the opponent is out of range, there is 6% dmg and no knockback). And its kind of awkward seeing the beams of light not actually do any damage to the characters that you can't get in your initial range when using the final smash. Down+B (Grounded) I didn't realize it was a cursor for quite a while xD, but the cursor seems to have a very strange effect. When the cursor is on Metaknight, Metaknight gets caught in something like an infinite fall and just twitches in the air until the cursor is moved away. I think its only on light characters because it didn't do anything to Ganondorf and some other characters. The cursor also seems to cancel out almost any attack (like when two people press A at the same time and the moves get cancelled), which is pretty amusing. Up+B Works wonderfully except that you can't reverse the direction of his ascent. When you jump forward and try to use Up+B in reverse, it doesn't seem to work and he just uses the attack forward (or maybe I'm just that bad at using his recovery move xD, totally possible since I do fail at Marth's recovery a lot as well). It doesn't really serve as a problem until you use it to recover after chasing the opponent offstage. Neutral B xD This move rocks (Nexus Ray ftw), its too short to seem epic, but it is an awesome way to finish a battle. Aerial B by itself hangs in the air (I never tried mashing the B button) if you use it at the tip of the second jump. He hangs up there long enough that if you jumped all the way offstage with both jumps he can still hang in midair and land back on the stage. Grave Marker This move seems really quick. If you use it on someone, they pop upward just enough for you to short-hop and use Grave Marker repeatedly until they hit like 80% (and then you own them with nexus ray xD). And then just something I find as a fairly good combo for those that want to screw around, aerial side+B to an aerial up+B is almost lagless, so it looks like a nice fluid move. Too bad it doesn't work on the ground xD (probably because if it was possible to do that on the ground, the lag after side-b would be a lot shorter, making it an extremely spammable move xD) -typed most of this up earlier but didn't have the time to post it- Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Sajiao Omelette on January 07, 2010, 05:50:10 PM I don't really know how to do that time freezing stuff... but I will weaken it, that's for sure.
I'm going to try to fix the falling in air thing, but I don't know if I can... I'll make the beams do damage to other people, then. The reason the cursor is so glitchy is because, the way the attack works, the cursor is a small hitbox that does only 1 knockback, no damage, and no flinching. If the hitbox hits you, that's how the game knows that you are locked on. I have no idea why it would make MK twitch, because it has no flinching... I'll try to minimize the priority of the cursor hitbox to something really small like Falcon Kick (what's the move in the game with the worst priority?) I noticed that you can't up-B the other way, but I don't know how to fix it. ...I realized that I don't think I can fix the floating in the air thing with the Neutral B, but I will try. I forgot that Grave Marker was so fast. I'll give it more Shiek / ZSS's dair-like landing lag. Thanks for saying all the problems! Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Humble on January 07, 2010, 06:02:31 PM I actually like grave marker as is, I don't think it needs changing. For B, what makes him hover? if worse comes to worse, you could just give it lots of end lag so he has to fall after using it.
Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: BassJX (JXXXG) on January 07, 2010, 06:09:42 PM yo greeneggs thnx for the help. and for the reward do you want me to upload a video of your neku psa? i have a capturecard btw.
Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Sajiao Omelette on January 07, 2010, 07:05:06 PM @Humble: I think it's the way Ness and Lucas' double jump amplifies momentum enough so that you would get stuck in place.
Originally, you flew away up into the heavens, but I added a code to set your momentum back to normal. However, instead of making you fall like normal, you stay in place. I will try to make him fall faster than normal to counteract the double jump momentum. This might make the non-double jump neutral B a bit strange, though. @BassJX: Please do! Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: xmanfit0 on January 07, 2010, 07:11:08 PM YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESZ it's finally out. More feedback once I try him.
Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: BassJX (JXXXG) on January 07, 2010, 07:45:16 PM the video is being saved to my computer then i'll upload it thru youtube. btw it's a long video.
Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: BassJX (JXXXG) on January 07, 2010, 08:45:18 PM here's the link: http://www.youtube.com/watch?v=Z5t717VPPXE
make sure you copy the link to your topic intro because many people will like to see the video instead of pics. anyways once again nice work on your psa and no need to thank me for the video. just helpin out. Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Sajiao Omelette on January 07, 2010, 09:16:50 PM Great, thanks! (Even if you don't want me to thank you.)
I'll definitely add the video to the OP once I fix some of the easier changes. Is it just my computer, or does the video not work? When I go to the video, it just doesn't play, and when I click on the red bar, it goes back to the beginning. Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: BassJX (JXXXG) on January 07, 2010, 09:54:51 PM Great, thanks! (Even if you don't want me to thank you.) I'll definitely add the video to the OP once I fix some of the easier changes. Is it just my computer, or does the video not work? When I go to the video, it just doesn't play, and when I click on the red bar, it goes back to the beginning. i dunno. youtube is like that now adays idunno why. it should work now even in HD. Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Allbait on January 08, 2010, 06:01:42 AM I just tried him AND ITS EPIC but there are a few problems... The final smash doesn't freeze the enemy in place long enough and when used it the air Neku keeps falling... The graphic problem when you use Neku's beam without moving away from charging isn't really a big deal for me...
Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: ItalianStallion on January 08, 2010, 02:40:18 PM the effects are really nice but the missing sound effects i dont like too much. it feels really weird n buggy idk
Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: xmanfit0 on January 08, 2010, 07:42:57 PM Ok, tried Neku out, and I like. He is indeed very fun to use, especially the LAZER and his projectiles. You might want to make the DownB’s cursor range a bit bigger.
And if you want his Final Smash to be not so escapable, you could change the initial hitbox to have an angle of 365. On the PSA list thread, it says that angle 365 “Deals absolutely no knockback, but still deals hitstun like normal. Also appears to "shift" the victim in the direction the attacker is going.” However, I’ve used angle 365 several times in my PSA’s and it actually does this: It kinda forcefully knocks the opponent down, like Ganon’s side b but without the darkness. I can’t really describe it too well, but when you hit an opponent with a hitbox using angle 365, they just immediately fall down with a slight screenshake, as if they were violently smacked into the floor (not tripping). (not a spike, either) And if you hit an aerial opponent with a hitbox using angle 365, they’ll just fall down slowly in some without being able to jump or use any move, as if they were footstooled. Basically, using angle 365 will immobilize your opponent for the subsequent hits. So I looked in your Neku.pac in PSA (I barely understand it), and here’s some stuff you might want to look at: Subaction 1B has GFX in the Main tab and some hitboxes in the GFX tab, Same with 1C. Subaction 60 has SFX in the Main Tab. Well, a lot of subactions have stuff in the wrong places. Though you probably put them there on purpose, right? I didn’t know GFX, SFX, and hitboxes could work if put in the wrong tabs. Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Sajiao Omelette on January 08, 2010, 10:14:50 PM OK, I'm definitely trying out angle 365, then, because I had no idea what "Deals absolutely no knockback, but still deals hitstun like normal. Also appears to "shift" the victim in the direction the attacker is going” meant, but your description made it clearer. Thanks!
Yes, I know that stuff is put in the wrong place all over the place. I put them there on purpose, though. I kinda disregarded the fact that they said "Main" or "GFX" and just treated them as two things that will go side by side. I can keep track of things easier that way. When I made the down-B's cursor range bigger, after you passed about 40-ish scalars in front of you, the whole cloud disappeared and the attack failed to work. I have no idea why, so for the purposes of not failing, I shortened it. I have no idea how to make it bigger. Thanks for the feedback! Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Sajiao Omelette on January 09, 2010, 10:27:37 AM Does anyone here have any suggestions for balancing this sucker?
I just subtracted 1 or 2 from the damage in most moves, slowed down some, and reduced knockback on fair and the smashes. I also reworked the aerial down-B so you can only do it once in the air and you're not helpless, but it does a few mild zaps and doesn't blast you away. Should I make the nair stun you for a short time (like ZSS's uncharged B move)? How should I balance the dtilt? I just added some base knockback so it would hit you far enough away to get out easily, but I don't know if that's sufficient or even a good idea. Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: xmanfit0 on January 09, 2010, 11:31:44 AM Nair- yes
Dtilt- keep it as it is, only an idiot would stay still and be hit several times. Reduced knockback? Neku kinda has a bit of trouble killing anyway, for me. If you want to reduce it, keep the Dsmash and Ftilt the same, cus those are his main kill moves when I used Neku. Fsmash also, but not as much. But if the reduced knockback gives him better combo potential, that would balance it out. Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: jurassicplayer on January 09, 2010, 03:13:26 PM I usually use his charged B and Usmash moves as killing moves when I use Neku xD. And I just remembered something (was going to ask about it earlier but forgot), does Neku's Ftilt seem spammable to anyone else (or is it just me)? xD I can use it to edge-guard without getting in the opponent's attack range.
Something I think looks slightly odd is when Neku runs and grabs an opponent, he slides kinda far after grabbing, though I don't know if it is supposed to be like that or not. Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Sajiao Omelette on January 09, 2010, 05:50:08 PM xmanfit0, you should try to use dtilt against a CPU. They never get out. Until the move ends, that is. (Then again, a CPU is an idiot.)
I think the real problem with dtilt is that if you double jump and then fall into it, it can be hard to get out, especially if Neku moves it around where the enemy is trying to DI. ...I didn't notice that ftilt had so little cooldown lag until you said that; thanks Jurrasicplayer! Ftilt is in not way supposed to be a killing move, so I definitely have to nerf that move. I'm only going to reduce dsmash's knockback a little, I think. I'm going for a "good at racking, bad at killing" kinda thing, like Zero... or Falco or something. When he grabs someone, they don't get fully grabbed until the end of the animation. If I sped it up 5x, then it looks like a normal grab, but is insanely lagless. I don't know how to fix that, unfortunately. Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: xmanfit0 on January 09, 2010, 09:05:59 PM Ah, then it would be a good idea to up the knockback on dtilt. It's in my opinion escapable because my friend who I was playing would usually just jump out of it or phantasm out it (with a spacie, of course, maybe they can escape it easier than the rest of the cast)
And about angle 365, I think angle 363 should be better. It's kinda like Snake's Ftilt, it stuns the opponent for a good second Title: Re: Project Neku! v0.1 Beta finally up, but has a lot of problems... Post by: Christian_CAO on January 10, 2010, 08:01:05 PM Dtilt- keep it as it is, only an idiot would stay still and be hit several times. I don't know if you know this, but you can move d tilt around and cause it to follow your opponent. It's really cool, and makes bowser cry baby tears of blood. Title: Re: Project Neku! v0.2 Beta: a few bugfixes and some balancing Post by: Sajiao Omelette on January 10, 2010, 08:59:01 PM Whoo! New update!
Lots of minor bugfixes, and a few attempts at achieving balance. Title: Re: Project Neku! v0.2 Beta: a few bugfixes and some balancing Post by: xmanfit0 on January 11, 2010, 09:07:41 AM Dtilt- keep it as it is, only an idiot would stay still and be hit several times. I don't know if you know this, but you can move d tilt around and cause it to follow your opponent. It's really cool, and makes bowser cry baby tears of blood. I assumed it was because me and my friend would escape it relatively easily. May have been because we like using characters with high mobility. Title: Re: Project Neku! v0.2 Beta: Video! (Wow, I'm stupid) Post by: Sajiao Omelette on January 13, 2010, 05:44:10 PM Dur... I forgot BassJXXG's video. My bad!
It's up now, though. Title: Re: Project Neku! v0.2 Beta: Bass'sVideo Up! (Wow, I'm stupid.) Post by: BassJX (JXXXG) on January 13, 2010, 06:03:40 PM Dur... I forgot BassJXXG's video. My bad! It's up now, though. it's ok LOL! Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Xenos on January 16, 2010, 10:58:51 PM Good job, one of the only good lucas out there. Btw how do you add the Z11.brstm?
Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Sajiao Omelette on January 17, 2010, 04:35:57 PM Add it to pf > sound > strm.
Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Linkz on January 18, 2010, 10:50:26 AM This is definitely one of my favorite attack hacks. Nice job.
Though, I have a question. I using down taunt SUPPOSED to give you 120% damage? Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: xmanfit0 on January 18, 2010, 11:28:30 AM This is definitely one of my favorite attack hacks. Nice job. Though, I have a question. I using down taunt SUPPOSED to give you 120% damage? Yes. It gives you 120% dmg in return for boosting the attack of a lot of your moves. In TWEWY, the pin Tin Pin Thrift puts you in mortal peril in exhange for an increase of ATK and EXP, I think. And Ham, I got a few more suggestions. Velocity Attack should go more of a distance and have more endlag, cus in TWEWY pins with that psych fly pretty far. Same for Spear Strike. If it's possible, I guess you could make kinda like Ike's side-b: Neku flies forward a fair distance, and if he collides with an enemy, then he hits them. If not, he doesn't do the attack. It's up to you if it's chargeable or not. As for Vulcan Strike, maybe more of a one hit SHORYUKEN type attack with good knockback, because the several hits don't quite fit IMO. Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Pabiloon on January 22, 2010, 12:09:27 PM wow Lucas has Neku this PSA is really good i mean the power the motion the textures are incredible make more PSA the best part of this is Lucas is my favorite Character jejejeje
Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Fen on January 30, 2010, 11:49:08 PM So, what happened to the momentum with this project? Is it still being worked on?
Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Sajiao Omelette on January 31, 2010, 04:13:24 PM Well, not really, but I guess I can start working on incorporating some more balance changes and suggestions into a v0.3...
Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Fen on February 01, 2010, 12:08:31 PM Have you given up on trying to fix the graphical glitches, then? And if it will be your final release, why not make it a 1.0?
Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: hawtie on February 04, 2010, 10:22:19 PM muhaha, i love this character.
I'd say, drop this char, and work on a new one. I love ur work :D Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Sajiao Omelette on February 05, 2010, 07:28:41 PM Thanks for the compliments!
I was going to work on Voldo from Soul Calibur, specifically SCII, but my SCII got so scratched that my Wii can no longer read the disc, and I have little to no ideas for a moveset. Can someone explain to me how to get rid of those glitches? I think Brawlbox 0.63 fixes those glitches, right? But I couldn't get it to work... Anyways, thanks for all the support and everything! I'm kinda half dead from school and whatnot, but I'll try to fix up some stuff for a v1 release. Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Fen on February 06, 2010, 11:33:23 AM I'm not sure if that version of BrawlBox fixes the problems or not, but if it doesnt, then you should keep an eye on the importing mdl0 file thread at smashboards since a lot of people are having that same problem when using models from other games. So, whatever the problem is, and whatever can fix it, I'm sure it'll be discussed there.
Also, some random Voldo SCII moves (http://www.youtube.com/watch?v=Q6E6qsCvguE). Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Sajiao Omelette on February 06, 2010, 11:57:10 AM Neku has no model in any game that I know of, unfortunately...
Thanks for the Voldo video! That's just what I needed! Animations are going to be hard to make, though. I've been watching the mdl0 thread for a while now, and it seems kinda random who has problems and who doesn't. I believe that ds22's Naruto has no texture problems, but RandomTBush's first picture of a successful import had one. Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Fen on February 07, 2010, 02:52:59 PM I think one of the people now working on the imported Zero model got that particular model looking correctly by adjusting some texture transparencies, but I don't remember which ones. It'd be like...10 to 15 pages back in the thread now maybe.
Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Lockstin on March 27, 2010, 01:54:20 AM :af2: * cheerful squeak*
Title: Re: Project Neku! v0.2 Beta: Bass's Video Up! (Wow, I'm stupid.) Post by: Sajiao Omelette on July 31, 2010, 08:21:53 PM Sorry for necroing this thread after such a long time, but I recently got interested in PSA-ing again after a re-taste of PSA while working on Lightning, and I got a PM asking me to finish Neku off and finally release a version 1, and Neku is really awesome but this PSA isn't really, etc... and I fixed some graphical problems and stuff.
So... any suggestions that anyone wants to throw in to the final version? I'm thinking of scrapping moves like the Down-B and whatnot because they're stupid, so everyone, please contribute some ideas or some balancing suggestions! I'm still sorry for necroing this thread like this, don't worry. Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: ZenBridger on August 01, 2010, 01:52:39 AM I must say, I love you for continuing this. :D
While not the most perfected of PSAs, this is definitely one of the most creative and cool, so thank you very much for picking this back up. My suggestions: -Fix the neutral b glitches. Though rarely, I have seen cases where after being hit while charging the lazer, Neku retains it and is able to continuously fire it without charging until he dies. And the invisible glitch if possible. -Change the down tilt to do less damage (or hits) or whatever. I don't PSA, so i dunno what'll fix it, but while it's a cool move, it does way too much damage (can go from 0-60 with one execution) -Make the up smash a little wider, as it's too hard to hit with -Give the up air a little hit box so if missed it can cause a tiny amount of flinch/damage as well as be able to break a smash ball -It seems like the tail end of the forward tilt lasts a little too long, maybe speed the attack up, but not the lag, so it's decently punishable -Maybe increase the knockback growth of a few of his aerials, so killing is a bit easier -Possibly make his up tilt hit a little bit around Neku as well -Have his final smash actually hit the opponent (I've never gotten it to fully connect even with them right in front of me) And those're all of my beefs with the moveset. I also personally think his down b move is really cool, but that's just me. Thanks a bunch for continuing this moveset and taking my suggestions into consideration! I'm super stoked and can't wait for this to be completed, as I'm sure it'll be great however you make it. Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: Sajiao Omelette on August 01, 2010, 09:07:38 PM Hmm... so to go more in detail about each change...
-Fix the neutral b glitches. Though rarely, I have seen cases where after being hit while charging the lazer, Neku retains it and is able to continuously fire it without charging until he dies. And the invisible glitch if possible. Hmm... I never noticed this, but I'll try to reset the variable during multiple subactions to make sure there is no charge left after firing and see if that works. -Change the down tilt to do less damage (or hits) or whatever. I don't PSA, so i dunno what'll fix it, but while it's a cool move, it does way too much damage (can go from 0-60 with one execution) So should it not last as long, do less damage, hit you away from the fire so it's easier to escape... what do you think I should do in particular? -Make the up smash a little wider, as it's too hard to hit with It was designed with Marth's up smash in mind, which is why there are side icicles to knock you into the center. I might make it taller... is that OK with you? A bit wider would make sense, as well. -Give the up air a little hit box so if missed it can cause a tiny amount of flinch/damage as well as be able to break a smash ball In the base of the tornado, I'll add a weak little hitbox like Pit's up air, only a lot weaker, so that it can still do damage and break Smash Balls. -It seems like the tail end of the forward tilt lasts a little too long, maybe speed the attack up, but not the lag, so it's decently punishable By this, you mean that the forward tilt's hitbox lasts too long? I can fix that easily. -Maybe increase the knockback growth of a few of his aerials, so killing is a bit easier His aerials aren't really meant for killing at all, so I think they're OK as is right now. I might and some more damage, maybe? -Possibly make his up tilt hit a little bit around Neku as well It does hit people on the ground, but only if they're really close, almost touching. This move was designed with Peach's up tilt in mind, but I think sacrificing some vertical range for horizontal range couldn't be too bad. -Have his final smash actually hit the opponent (I've never gotten it to fully connect even with them right in front of me) Hmm... I've never had this problem... do the Final Smash beams not even start? And those're all of my beefs with the moveset. I also personally think his down b move is really cool, but that's just me. Thanks a bunch for continuing this moveset and taking my suggestions into consideration! I'm super stoked and can't wait for this to be completed, as I'm sure it'll be great however you make it. Thank you! Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: ZenBridger on August 02, 2010, 07:42:32 AM Hmm... so to go more in detail about each change... This one is really not a big deal, as it happens so rarely, so don't stress over it, if it's a problem.Hmm... I never noticed this, but I'll try to reset the variable during multiple subactions to make sure there is no charge left after firing and see if that works. So should it not last as long, do less damage, hit you away from the fire so it's easier to escape... what do you think I should do in particular? I think maybe having the slightest bit more knockback, so it's possible to escape at all (at low %) would be the perfect fix.It was designed with Marth's up smash in mind, which is why there are side icicles to knock you into the center. I might make it taller... is that OK with you? A bit wider would make sense, as well. That'd be... cool (sorry I couldn't resist). :af:In the base of the tornado, I'll add a weak little hitbox like Pit's up air, only a lot weaker, so that it can still do damage and break Smash Balls. That'd be perfect.By this, you mean that the forward tilt's hitbox lasts too long? I can fix that easily. Again perfect.His aerials aren't really meant for killing at all, so I think they're OK as is right now. I might and some more damage, maybe? Either adding damage or just leaving them would be fine. My mention of adding kill-strength was only because as he is now, killing airborne enemies can be really hard, but if his up-smash is given some range, then the need for this is also diminished. So regardless, it's cool.It does hit people on the ground, but only if they're really close, almost touching. This move was designed with Peach's up tilt in mind, but I think sacrificing some vertical range for horizontal range couldn't be too bad. Cool, though this one too isn't really a big deal at all.Hmm... I've never had this problem... do the Final Smash beams not even start? From my experiences, the beams trap the opponent just ever so slightly above where the lazer is fired, so that part of it always either completely misses or just barely brushes the opponent.Glad to be of assistance! : D Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: Segtendo on August 02, 2010, 07:06:45 PM Have you seen this Neku texture? (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=3569)
Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: Sajiao Omelette on August 02, 2010, 07:13:11 PM Yeah... there's a few out there.
I guess I like Neon Togepi's the best because it recognizes that you can't be 100% accurate, and the compromise it makes to look as good as possible makes it look, well, as good as possible. Neku's face on Lucas looks out of place, in my opinion, and the black things in the front of his hair a pointing the wrong way... but it's still an awesome texture. But really, feel free to use whatever texture you want for this PSA. It is just a PSA, after all. Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: ninja_cupcakes on August 03, 2010, 05:28:34 AM My idea for a new b+down would be similar to the current one, but it would freeze instead of damage when used on the ground. Just a random idea since Neku had freezing moves in TWEWY. Not sure how it would change in the air though. Maybe a joke attack where he turns into a spiked ball (like Kirby's b+down) to smash opponents like that one attack in Tin Pin Slammer.
Any way, nice work! I've been using this PSA for awhile and I love it. The only issue I've noticed is that if you fire the neutral b laser when it becomes fully charged without canceling, the beam is invisible. Actually, I like that glitch, it screws people over since they think I have an invisible "force push attack". Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: LaharlsWrath on August 03, 2010, 10:06:39 PM I'm just throwing this out there
make separate vBrawl and Brawl+ versions? Sadly I have yet to try this, although I am eager to Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: Sajiao Omelette on August 04, 2010, 06:06:51 PM What would be the differences between the vBrawl and B+ versions? I don't play B+, so I wouldn't know.
Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: LaharlsWrath on August 05, 2010, 01:39:38 PM B+ would have less landing with aerials
you should check out Brawl+, as far as I'm concerned it is better in every way Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: Sajiao Omelette on August 05, 2010, 04:42:06 PM Uh... sorry for asking for suggestions and then not really taking any...
I did most of the balancing suggestions that ZenBridger suggested, such as making sure the B move doesn't get full charge forever (well, it never happened to me this time, but it might still happen...), adding a little hitbox on the bottom of the up air, reducing the time that the down tilt lasts as well as increasing the knockback, reducing the time that the forward tilt hitbox lasts, making the icicles taller, making the side icicles stronger so that they can hit you into the big one better, making the down B freeze opponents, and slightly made the position that the opponent is trapped in during the Final Smash lower. However, I didn't add any more damage or knockback to the aerials, increase the hitbox size of the up tilt, or fix the invisible Nexus Ray if you fire right out of charging. (I really don't know how to fix it, sorry.) Neku also has pretty much no landing lag ever, or at least, very little, so the vBrawl / BB version and the B+ version wouldn't really have any changes... I guess that'll be it, then. After some balancing tweaks regarding the new stuff, I'll upload all this stuff on Brawl Vault (yay, first Brawl Vault hack!) and Neku will be finished. Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: ZenBridger on August 05, 2010, 05:54:12 PM Awesome! I am stoked. :af:
Thanks a bunch. Title: Re: Phones, version 0.2 (Taking suggestions for Neku's final version!) Post by: LaharlsWrath on August 05, 2010, 09:46:27 PM I'm looking forward to it
still say you should try out B+ >_> Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: Sajiao Omelette on August 05, 2010, 10:00:39 PM I uploaded him to Brawl Vault, but he's pending, so you might have to wait a bit, or you could get him now, I really have no idea how this works.
I uploaded my very first Brawl Vault hack, so I don't know how the whole pending system works. I also uploaded my very first texture, so today is a pretty big day for me :) Also, I'm waaaaaaay too used to vBrawl and I just got into B-... I don't really like B+, sorry. Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: LaharlsWrath on August 05, 2010, 11:44:15 PM :/
tis a shame imo vBrawl isnt only hideously unbalanced, it's also kindof boring B- is lulzy but eh B+ <3 but yeah I'll dl this and play it next time I get the chance Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: ZenBridger on August 06, 2010, 09:04:42 PM Absolutely excellent! Unless I'm missing something, this moveset seems pretty much perfect. I'm especially impressed by the edits on pyrokinesis and piercing pillars.
Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: Miacis on August 07, 2010, 07:38:58 AM An update on this moveset ? :) That's really good news to me.
I don't think I have already given my opinions about it, but this is probably one of the rare movesets that I consider to be a real success. Not only are you extremely faithful to the original character, but you also gave him a very good variety of moves, using Lucas's animations to the best. I don't really know how much time you've spent on it, but it sure shows a lot of research and effort. ^^ Most convincing moves IMO : Shockwave (so classic, so recognizable <3) Pyrokinesis (good job ! ) Piercing Pillar (sounds and graphics blend perfectly ... too bad about the glitches. :() Grave Marker (<3) Long Live The Floe and Lightning Arrester Tin Pin Thrift and Cosmic SOS (... brilliant. There's no other word.) The only issues I see are that the specials are lacking a little flexibility (especially Neutral-B), and that the FS has a very hard time to damage opponents that are supposed to be trapped ... but aren't really. Besides these two things, this is probably one of my favorite movesets, even though poor Neku doesn't have anything flashy like a good vertex. :-[ Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: Sajiao Omelette on August 07, 2010, 05:34:27 PM Wow, thanks for the compliments! They really mean a lot to me.
Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: ninja_cupcakes on August 07, 2010, 06:42:57 PM I made a CSP and an Icon and name for the Dark Blue CSS a loong time ago. I've decided to post them here for those who might want it.
CSS Icon: (http://img210.imageshack.us/img210/7335/nekudarkbluecssp.png) CSS Name: (http://img138.imageshack.us/img138/7716/nekucssname.png) CSP: (http://img814.imageshack.us/img814/8467/nekucsp.png) Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: Velen on August 07, 2010, 06:57:24 PM The only thing this needs now is to have Lucas' hair vertexed into Neku's, and we're golden for eternity.
Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: Sajiao Omelette on August 07, 2010, 09:57:53 PM Wow, great job on the CSS stuff, ninja_cupcakes! Added to the OP.
Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: DarkZero on August 09, 2010, 05:25:54 PM ...this looks cool and have anyone notice that neku kinda looks like sora?
Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: Miacis on August 14, 2010, 03:57:41 PM ...this looks cool and have anyone notice that neku kinda looks like sora? Bothe are a Nomura design. Enough said. :PThis character design is criticized for a reason : it lacks originality sometimes. (At least, the game is great. :3) Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: Richter Abend on September 02, 2010, 06:40:02 PM Very good hack. I especially like the Final Smash.
Say, have you heard of Tales of Symphonia? Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: Sajiao Omelette on September 02, 2010, 06:51:59 PM Thanks!
Um... a little bit? Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: JungleXtwist on March 16, 2011, 11:33:28 AM This Lucas is epic
Title: Re: Erase the Noise - Neku Sakuraba, version 1! Post by: SiLeNtDo0m on March 16, 2011, 11:37:10 AM This Lucas is epic Please don't bump old topics ¬_¬ |