Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Mr.N on November 16, 2009, 01:38:48 PM



Title: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on November 16, 2009, 01:38:48 PM
Whenever here is danger to the float of time to get disrupted its protector, Aeon, appears to select the greatest of all heroes and send him to repair time. If there's no worthy fighter he has to go on his own. Now there's such a disruption again and Aeon joins to the greatest battle in our history:
SUPER SMASH BROS BRAWL

Original from Castlevania Judgement: Aeon
(http://img847.imageshack.us/img847/3682/tmpphpdfbm7caeon.jpg)
Let’s go into Brawl:
(http://img513.imageshack.us/img513/5831/49020214.jpg)

Wait:

(http://img833.imageshack.us/img833/7240/37228001.jpg)

Neutral A Combo:
Aeon does the three hit combo from Castlevania

At first he pounches with his fist:
(http://img222.imageshack.us/img222/1476/39273114.jpg)

Then he attacks two times with his watch
(http://img52.imageshack.us/img52/2328/69249851.jpg)

Then he dashes forward
(http://img708.imageshack.us/img708/5092/89071186.jpg)

Tilts:

Side Tilt:
Aeon does a big forward slash. It does 5%-9% damage depending how near the enemy is to Aeon.
(http://img547.imageshack.us/img547/9923/40011295.jpg)

Up Tilt:
This attack iis a fast Up slash. It has no big knockback and the blade is not as big as Side Tilt. It does 4%-8% damage.
(http://img689.imageshack.us/img689/5729/68729837.jpg)

Down Tilt:
Aeon crouches and does a deep kick. It has a low knockback and range and does constantly 8% damage.
(http://img524.imageshack.us/img524/5567/13922942.jpg)

Smashes: [/b]

Forward Smash:

Hold:
Aeon slides forward as long as you hold down A. He hits everyone in his way. This does 5% damage.
(http://img412.imageshack.us/img412/8821/49684547.jpg)

It doesn't matter whether you slide or not you have those three possibilities:

1: Side:
This is Aeon's strongest Side Smash. It does 7%-12% damage depending how near the enemy is to Aeon.
(http://img153.imageshack.us/img153/219/72513061.jpg)

2: Up:
Aeon does a kick which hits the enemy upwards. It has low knokback and does constantly 9% damage.
(http://img705.imageshack.us/img705/9757/31313451.jpg)

3: Down:
Aeon does a deep, fast thrust. This is his fastest Side Smash and has the biggest range. It does 4% or 5% damage.
(http://img269.imageshack.us/img269/3184/87377970.jpg)

Up Smash:
Aeon uses a big blade. He slashes it upwards. This attack can hit behind him ,too. It's his strongest attack if he hits the enemy close to him. It does 6%-!0% damage depending how near the enemy is to Aeon.
(http://img716.imageshack.us/img716/5114/12750028.jpg)

Down Smash:
Aeon splits his blade and thrusts to both sides. This is the only attack which is stronger on the peak of the blade than near to Aeon. it does 8%-10% damage.
(http://img716.imageshack.us/img716/7529/90225879.jpg)

Air Attacks:[b/]

Neutral Air:
It's the normal Air Attack from Castlevania. Aeon does one circle. It has less Knockback and prepairs for other Air attacks.
(http://img43.imageshack.us/img43/1520/26321163.jpg)

Forward Air:
It's the requested combo of the video. Aeron thrusts forward. This does always 4% damage.
(http://img843.imageshack.us/img843/5042/58850772.jpg)

If he hits with this attack he will split his blade and does a further slash with two blades. This second attack does 7%-10% damage depending on how near the enemy is to Aeon. While this attack he jumps backwards. This will not cost you your second jump and Aeon also jumps backwards if you already used your second jump. If you hold the control stick the direction Aeon faces he will not jump back as far as if you push it the opposite direction.
(http://img510.imageshack.us/img510/7776/97010598.jpg)

Back Air:
Aeon kicks backwards. It does constantly 8% damage.
(http://img833.imageshack.us/img833/5996/51724115.jpg)

Up Air:
Aeon does an upwards kick. It does 8% damage.
(http://img146.imageshack.us/img146/2936/35323729.jpg)

Down Air:
Aeon thrusts down. It is a fast Meteor Smash with low knockback. Using it may be some risk over the cliff because Aeon needs some time to recover. It does 5%-9% damage depending on how near the enemy is to Aeon.
(http://img407.imageshack.us/img407/521/88387995.jpg)


Specials

Neutral Special

For the one who know Castlevania Judgement it's easy to understand because it's the original copy of the charged attack.
It charges automatically during playing. The longer you play the more it gets charged. It can gain four different states. You can see which on state it's on the glowing of his watch.

1: The Last Judgement
The watch does not shine.
Aeon does a verry big slash. It does constantly 10% damage.
(http://img842.imageshack.us/img842/3236/19528354.jpg)

2: Blue Tooth
Watch shines blue.
(http://img707.imageshack.us/img707/6132/26371612.jpg)

Aeon does a big blue laser. It hits multiple times and can do 40% damage. (http://img510.imageshack.us/img510/6503/54624128.jpg)

3: Three o'clock
Watch shines green.
(http://img51.imageshack.us/img51/9356/39775598.jpg)

First Aeon throws his watch.
(http://img441.imageshack.us/img441/9308/75330044.jpg)
Then the watch attacks several times: Three times in front of Aeon and two times behind him. The first four hits do 8% damage, the last hit does 10% damage and has higher Knockback.
(http://img443.imageshack.us/img443/3262/11965267.jpg)
(http://img27.imageshack.us/img27/6993/47933416.jpg)
(http://img205.imageshack.us/img205/9639/64581213.jpg)


4: Absolute Force
Watch shines gold.
(http://img707.imageshack.us/img707/2308/97062504.jpg)

Aeon does a big circle and a time stop to everyone in it. If you use it in air he will jump after attacking. This will use your second jump. If you don’t have a jump left he also will jump.
(http://img156.imageshack.us/img156/3576/75623588.jpg)

Side Special: Last Recovery
Aeon dashes forward. He has Super Armor while dashing (his blade is green like in Castlevania Judgment). He slashes as soon as he hits an enemy or the dash ends after a while. If you press A Button while Dashing, Aeon will perform the attack at once. I used a little trick so that you can’t spam the attack. Aeon will push the enemy a little forward (like in Castlevania) if you use the attack when the enemy stands near to Aeon. Else it yould be much too fast because on ground it has no start up time.
Dash Animation
(http://img171.imageshack.us/img171/9091/80839184.jpg)

Attack Animation
(http://img141.imageshack.us/img141/5896/70947549.jpg)

In Air Aeon needs some time before he moves (Start up animation)
(http://img232.imageshack.us/img232/583/89368729.jpg)

Then you have three directions Aeon can move. You can choose by pressing the Controll Stick whil the start up animation Up, Down or no direction.

Side
(http://img534.imageshack.us/img534/3382/97548329.jpg)

Up
(http://img225.imageshack.us/img225/9485/35904774.jpg)

Down
(http://img534.imageshack.us/img534/3579/32454386.jpg)

The Attack Animation is different to the ground animation and the Hitbox lasts longer.
(http://img440.imageshack.us/img440/8219/61951552.jpg)

Important: In Air you can use it as often as you want but after the first time Aeon will not move. It’s only the start up animation and the attack then. This fixes the problem of the infinite recovery.

Up Special
It’s compareable to Fox’ Up Special. Aeon collects power. He’ll be invulnerable after some time. Then he moves in one of eight directions depending on the direction pushed on the Controll Stick. You can move freely after using it in Air.
 (http://img407.imageshack.us/img407/3280/40740764.jpg)

Down B: Barrier Breaker
It's a counter attack. If Aeon gets hit he will not dodge and the enemy will slip away.
The Start Animation has changed a little. The watch has no blade in Castlevania so I removed it here, too.
(http://img5.imageshack.us/img5/5323/14330625.jpg)

The attack is very fast and leaves the enemy vulnerable.
(http://img34.imageshack.us/img34/6735/97445058.jpg)

Final Smash: Requiem of the 13'th hour

Aeon has to hit the enemy in front of him.

Its time
(http://img714.imageshack.us/img714/4430/33533459.jpg)

You say you are the ultimate life form. I can't prove whether it's true or not. Your chaos chontroll makes you extreme fast but it cannot control time.
And...
(http://img706.imageshack.us/img706/826/33069018.jpg)

...time marches on.
(http://img714.imageshack.us/img714/5345/79195891.jpg)

Right on time.
(http://img707.imageshack.us/img707/2134/89501791.jpg)

Throw:

Grab Attack:
Aeon attacks with his watch
(http://img507.imageshack.us/img507/2900/70485668.jpg)

Forward Throw:
Aeon impales the enemy. It does 5% damage.
(http://img502.imageshack.us/img502/4712/67955419.jpg)

Then he throws the enemy forward. This does additional 4% damage.
(http://img694.imageshack.us/img694/5258/99003114.jpg)

Back Throw:
It’s similar to Forward Throw but Aeon turns around

Up Throw:
It’s the Shield Breaker from Castlevaina Judgement: Aeon throws his enemy and performs a Watch attack after that.
(http://img840.imageshack.us/img840/3530/47593401.jpg)

Down Throw:
First Aeon smashes his enemy on the ground...
(http://img713.imageshack.us/img713/6976/33678544.jpg)
… Then he impales him
(http://img809.imageshack.us/img809/5366/92846862.jpg)




Additional Changes:
Sheath is removed.
Aeon Holds his Watch not in the middle but on the rim.
Weight has increased from 87 to 95.
Escape F and Escape B has changed into a more original animation.

 Guard:

The Shield is bigger and you can still move it.
Guard animation is now Aeon's Guard Animation.
(http://img403.imageshack.us/img403/6175/29043291.jpg)

Taunt:

Up and side Taunt are a little different to Marth's Taunts but they fit very well.

Down Taunt looks this way:
(http://img513.imageshack.us/img513/5831/49020214.jpg)

If you press D-Pad down once Aeon will change his standing animation for a short period of time.
If You press D-Pad twice Aeon will change his standing animatiion until you press D-Pad down again. So you have an alternate Standing Animation (which looks better than the normal Standing Animation).

Squat Animation:

(http://img35.imageshack.us/img35/6326/77074213.jpg)

If Aeon uses a Beam Sword/Lips Stick/Star Stick/Fan he does not use Marth's attack. Now he only uses the Item and does not attack with his Watch before.
Alternate Outfits :
Aeon needs alternate Outfits to fight in Brawl. I have made 5 additional outfits. They are not as good as the Aeon made by Wii (the white one) but it’s better than nothing. Everyone is invited to make better outfits. (I’m no texture hacker!)
(http://img585.imageshack.us/img585/4080/99327972.jpg) (http://img851.imageshack.us/img851/9066/44732508.jpg) (http://img861.imageshack.us/img861/5553/53540567.jpg) (http://img847.imageshack.us/img847/8643/33822102.jpg) (http://img707.imageshack.us/img707/5274/42539885.jpg)



Combos and Tricks:
You can interrupt the Neutral A Combo with a Side Tilt. So you can end it with a stronger hit and make a combo as long as you need it. Two hits or even fife hits.
Side Smash Upwards is a very good start for a lot of combos. You can use Up tilt after it or jump and do any air attack. Side Tilt is good, too.
After the counter attack down tilt is a good choice. Down Smash, too if the enemy lands far from you at a higher percentage.
His best killing move is Time Stop and hit with full charged Up Smash.
Back Air is a fast attack which can hit more than one time if you use it fast.
If you beat the enemy far from you,  you can use Side B to get close to him again and perhaps you hit him.
Side B is good against shooting enemies. You will get damage but you can get close to them fast.

These are only some combos you can use. He surely has more.

Gameplay:
Aeon is a bit lighter than average. Mario has 100 weight and Aeon 95.
He has fast attacks with big blades.
Aeon is the best 1:1 player in SSBB but is weak in a multiplayer match.
His characteristic attacks are Side Smash and Neutral B.
Aeon slides over the Stage and in air. He can move long distances and has a big blade to control the fight.

Known Bugs:
After Final Smash the Final Smash glow will not be removed. You can play him normal but with the Final Glow. Final Smashes will appear even if he has the glow (Final smash has to be used. Else no new will appear of course). I know that there is a code to remove it. Can someone give it to me please. Couldn't find it.

Some Words in the End:
I had my final exams at school this month so I there was no time for me to finish Aeon and do some new Characters. 
This is my comeback from nowhere. I hope you are impressed. It was really hard work to make all those new animations.
This Character has a complete new moveset. Please don’t ask me to make more moves. The motion. Pac file has 4.193 KB size, 4.200 KB is Size limit. It’s not possible to add something. I deleted everything unnecessary.
Everyone who want to understand my PSA can do it easily because I haven’t changed Attack names. New attacks  have new names you will easily understand. If I changed  animations (even when I use Marth’s Animation) it’s always done with BrawlBox.
I don’t know whether there’s already a moveset which has nearly every move modified with BrawlBox and a lot of completely new animations.
Finally Project Aeon can come to it’s end.

Please test Aeon. I know Sephirot is over Marth, too and he’s much more popular than Aeon but it took me very much time to do this and I would be very happy if you give me (I hope some good) feedback.

It would be great if anyone could make a video.

Download:

You need three downloads:
1: Texture and Vertex:
http://www.mediafire.com/?53krdv66vu4kmm6 (http://www.mediafire.com/?53krdv66vu4kmm6)

2: FitMarth.pac
I’m sorry. It’s only PAL.
http://www.mediafire.com/?1c79rbt9iawcrq7 (http://www.mediafire.com/?1c79rbt9iawcrq7)

3: FitMarthMotion.pac
http://www.mediafire.com/?7sardo4cheqrdmm (http://www.mediafire.com/?7sardo4cheqrdmm)


Credits:
Wii: He made the original white texture and vertex.



Title: Re: Protector of time: AEON
Post by: Gazoinks on November 16, 2009, 02:09:38 PM
Wow, he looks really awesome.  Great job, Mr. N!  I'll download him and try him out.

EDIT: Yeah, this is really cool.  It's one of my fav PSAs. ^^  My only complaints would be 1: There's a lack of sound effects and 2: Some of the moves have weird hitboxes (dtilt, up aerial, and some others).

Great job on the final smash too.


Title: Re: Protector of time: AEON
Post by: Blue on November 16, 2009, 02:10:32 PM
Look's good, and even if it didn't, I would DL since your PSA's are one of the best, or the best. :af2: ANd guy who just posted, it made me re-type my post D< lol. Can't DL right now, (no access to SD card slot PC)


Title: Re: Protector of time: AEON
Post by: Shipomaster on November 16, 2009, 02:46:39 PM
WE HATE :ike: WE HATE :ike: WE HATE :ike: WE HATE :ike: WE HATE :ike: seriously no more Ike psas. Seriously :weegee:


Title: Re: Protector of time: AEON
Post by: LookItsLink on November 16, 2009, 02:53:30 PM
WE HATE :ike: WE HATE :ike: WE HATE :ike: WE HATE :ike: WE HATE :ike: seriously no more Ike psas. Seriously :weegee:

Ya gotta admit there are a ton of Ike PSAs, but this one looks pretty badace.


Title: Re: Protector of time: AEON
Post by: Ayzer on November 16, 2009, 03:11:01 PM
Very Very Impressive


Title: Re: Protector of time: AEON
Post by: Hakumen on November 16, 2009, 05:29:04 PM
For some odd reason, his name brang up the actual band AEON. <_<


Title: Re: Protector of time: AEON
Post by: xmanfit0 on November 16, 2009, 05:36:17 PM
EPIC! Me and my friends like to play Castlevania Judgement. I like using Eric Lecarde. My friend uses Aeon and likes to use the giant lazer whenever the sword turns blue. That's the only thing this is missing, the LAZER


Title: Re: Protector of time: AEON
Post by: thanyou on November 16, 2009, 06:13:17 PM
1: Me likey. Alot. Good job Mr. N. Totally gonna use this, especially that FS =D

2: I don't know if you can make his sword glow black, but you can make the trail black (I think....)


Title: Re: Protector of time: AEON
Post by: HyperrCrow on November 16, 2009, 07:09:03 PM
Looks awsome
Gonna try this out laters


Title: Re: Protector of time: AEON
Post by: Kenji on November 16, 2009, 07:11:03 PM
The graphic on his sword goes away if you into a fast walk. Is this intentional?


Title: Re: Protector of time: AEON
Post by: freezinboi280 on November 16, 2009, 08:04:06 PM
For some odd reason, his name brang up the actual band AEON. <_<

lolz Aeon is the name i use when i play brawl >_>


Title: Re: Protector of time: AEON
Post by: Dotz on November 16, 2009, 09:26:20 PM
DAMN! This is da [censored]Z!

...wtf? That was weird...

anyway, this is probably the best ike psa I've ever seen. YOU get a shoop da whoop

 IMFRNLZH


Title: Re: Protector of time: AEON
Post by: kiro on November 16, 2009, 09:29:00 PM
ZOMG!!! YOU ARE MY FAVORITE PERSON NOW!!!! *downloadz*


Title: Re: Protector of time: AEON
Post by: kiro on November 16, 2009, 10:41:20 PM
Well I tried him out. Here's what I think:

The animations are interesting, but they are quite jumpy.
The attacks look cool and have decent damage, but the knockback is quite small or in an odd direction.
There's almost no sounds for when he attacks.

If you fix those few things, it would be perfect IMO.

BTW, the texture (I know you didn't make it) is messed up in the hair.


Title: Re: Protector of time: AEON
Post by: ItalianStallion on November 17, 2009, 01:42:22 AM
this looks so sick. will deff have to download this n try it out


Title: Re: Protector of time: AEON
Post by: Mr.N on November 17, 2009, 07:54:37 AM
I'm glad that most of you lik him. It was really a risk to make him because he is so special to play.
I know it's the first day so I don't expect to much feedback now.
You complained that his knockback is to low. I'm afraid to increase it. He has so big reaching that it would be unfair (I think).

The blue laser.... I thoughed long about it.
1: I don't know good graphics for this (I'm sure I would find one)
2: This would be an extreme high hit and damage attack
3: I could make the neutrel B more like Castlevania: If it's charged half, it's the laser. If it's charged complete it's the time stopp. It will take linger to charge then.

I think I will do it this way.
I know this problem fo the hair but this texture was made in one day and normally you don't notice it. I like it.
I know the problem of the dissappearing watch while walking fast. This will be fixed.


Title: Re: Protector of time: AEON
Post by: hawky on November 17, 2009, 07:56:39 AM
will u stop making such badass psa's n.n


Title: Re: Protector of time: AEON
Post by: Hakumen on November 17, 2009, 08:34:21 AM
For some odd reason, his name brang up the actual band AEON. <_<

lolz Aeon is the name i use when i play brawl >_>

Name stealer. <_________<

Lulz, I use to go by that name over Brawl.


Title: Re: Protector of time: AEON
Post by: Fuji on November 17, 2009, 10:43:23 AM
this is a great psa, another variation of advantages and disadvantages. he has large hitboxes, but low knowckback, but i think his time stop is raly usefull, if the enemy is trapped in it you can just charge a smash a 100% or so. by the way, his neutral B has some bugs. if you charge it without cnacelling, after 1 minute or so it does ike's original neutral B with time stop effeckt. and did you want the time stop to make this much damage? if you charge it after the "pling" sound it gets stronger and can make about 350%.


Title: Re: Protector of time: AEON
Post by: kiro on November 17, 2009, 11:09:03 AM
Now that I've used him a little more I think you're right about his knockback. Overall he's fairly balanced.


Title: Re: Protector of time: AEON
Post by: Mr.N on November 18, 2009, 12:20:44 AM
Well I tried him out. Here's what I think:

There's almost no sounds for when he attacks.


What do you mean?
He has nearly all sound effects from Ike.
I think the problem is that I'm a PAL user and you all have the NTSC version.
I wanted to ask this before because some mentioned the sound effects of Soren:
Is there a converter between NTSC and PAL?
I have no sound effects in most of your PSA.
Can I fix this?


Title: Re: Protector of time: AEON
Post by: Hakumen on November 18, 2009, 07:33:38 AM
I believe you can fix this by either burning it onto an .iso, or transferring everything from the PAL .pac to the NTSC .pac.


Title: Re: Protector of time: AEON
Post by: HyperrCrow on November 18, 2009, 02:30:54 PM
Very good Ike PSA Mr.N
Best one so far like many have stated before
But one of the problems I encountered is that his N-Air's hitbox stays on field a little too long
Besides that hes A-OK,And I adore his Up Smash I run then attack with it to move like a Helicopter(vroooooom)
Also I have a video ready for this Psa if you want it


Title: Re: Protector of time: AEON
Post by: Mr.N on November 18, 2009, 03:24:47 PM
The Up Smash while running is a slide attack. It´s one of my favourite attacks of Aeon. He has no real dash attack, so it can be used as this.
The video would be interesting. Please give it to me.
What´s about the black swords. It´s really important for me. Please help me with this.


Title: Re: Protector of time: AEON
Post by: ikian on November 18, 2009, 03:27:55 PM
can some one make a video >.<?? my wii is bricked for now so i want to see how this char looks *-*

pleaseee i want to see the final smash in action xD


Title: Re: Protector of time: AEON
Post by: HyperrCrow on November 18, 2009, 04:09:29 PM
I got you guys onthe video deal ;)


Title: Re: Protector of time: AEON
Post by: Dotz on November 18, 2009, 07:39:49 PM
odd... soren always worked for me. and I live in America, which uses ntsc. (I think)

Also: what is the purpose of pal and ntsc? they COULD just store the sound in the same place and save the trouble of MOVING them!


Title: Re: Protector of time: AEON
Post by: Hakumen on November 18, 2009, 07:43:53 PM
odd... soren always worked for me. and I live in America, which uses ntsc. (I think)

Also: what is the purpose of pal and ntsc? they COULD just store the sound in the same place and save the trouble of MOVING them!

Because sounds are different in different countries/continents?

That's just like saying what the purpose of NTSC-U, and NTSC-J is, and if they all kept all the region sounds, it would've went over 8 GBs due to the fact they already filled the game up with pointless [censored], and 100 copies of each TGA into all the Brawl files.

EDIT: And yeah, I doubt the Japanese would want to be having our language in their game discs instead of their own.


Title: Re: Protector of time: AEON
Post by: Dotz on November 18, 2009, 07:49:32 PM
that does not mean they should change the location. just because the sound is different (which most of them aren't, its just in a different location) doesn't mean they need to change the location.

The only reason to change the sound is because of translations, which is understandable, but the sounds should still be located in the same place as it's NTSC counterpart.

and like I said: soren has worked for me since he came out.


Title: Re: Protector of time: AEON
Post by: Hakumen on November 18, 2009, 07:55:33 PM
that does not mean they should change the location. just because the sound is different (which most of them aren't, its just in a different location) doesn't mean they need to change the location.

The only reason to change the sound is because of translations, which is understandable, but the sounds should still be located in the same place as it's NTSC counterpart.

and like I said: soren has worked for me since he came out.

All sounds are in the same locations. They didn't move them around.

The Fitcharacter.pac, and Fitcharactermotionetc.pac have sound data stored in them I believe, which is why this is happening.

The reason there are no problems with Soren's sounds, is that Mr. N must've used the NTSC FitMarth.pac to edit. Other than that, I don't know how else it wouldn't lose sound.


Title: Re: Protector of time: AEON
Post by: Dotz on November 18, 2009, 08:01:12 PM
if what you just said is correct, then there isn't a reason that I can see why the sound should be messed up.


Title: Re: Protector of time: AEON
Post by: Hakumen on November 18, 2009, 08:07:38 PM
if what you just said is correct, then there isn't a reason that I can see why the sound should be messed up.

You're missing the point here.

Since he used a PAL FitIke.pac, you're loading it through the SD Loader on the NTSC Brawl. The PAL .pac has PAL sound data, the Brawl you have has NTSC sound data.

Meaning,

PAL =/= NTSC
NTSC =/= PAL
NTSC =/= JAP
JAP =/= NTSC
PAL =/= JAP
JAP =/= PAL

Which explains Ike's sound, though, burned through an .iso doesn't have this problem for some reason.


Title: Re: Protector of time: AEON
Post by: HyperrCrow on November 18, 2009, 08:08:56 PM
Heres the video MR.N
Sorry I took so long
I was somewhere else atm
http://www.youtube.com/watch?v=fNSlcvPgxlA


Title: Re: Protector of time: AEON
Post by: kiro on November 18, 2009, 09:19:33 PM
Is there some way to get it to work without burning an iso?


Title: Re: Protector of time: AEON
Post by: Dotz on November 18, 2009, 10:01:21 PM
um, no. I'm not missing the point. the sound data itself is all that matters when it comes to extensions. the sound behaves as if a different sound file was supposed to be played. This means that the sound ids (or names) are different in each version. Since versions aren't really meant to collide like they are, there should not have been a problem with giving each version the same sound ids/names.

I may be way off, but you have yet to explain why a different version means missplaced sounds


Title: Re: Protector of time: AEON
Post by: Hakumen on November 18, 2009, 10:26:24 PM
um, no. I'm not missing the point. the sound data itself is all that matters when it comes to extensions. the sound behaves as if a different sound file was supposed to be played. This means that the sound ids (or names) are different in each version. Since versions aren't really meant to collide like they are, there should not have been a problem with giving each version the same sound ids/names.

I may be way off, but you have yet to explain why a different version means missplaced sounds

...

The source of all sounds are in the Sound section in the .iso.

The PAL .pac effects are linked to that area since they have their IDs for certain sounds from there. Since the SD Loader has it's flaws, it can't properly link to that area in the NTSC .iso because it has sound data from a different region. Does that explain anything?

Anyway, you want the sounds to play properly? Burn an .iso, or try my small theory of moving everything from the PAL .pac to a NTSC FitIke.pac.

This problem has existed with texture effects, it's nothing new, and that's what the people did to fix the sound issue with the SD Loader; they moved the textures to the .pac that matched their region, or burned an .iso.


Title: Re: Protector of time: AEON
Post by: Mr.N on November 19, 2009, 06:56:51 AM
Thank you Falco Master for the nice Video but why don't you use the Aeon Texture?

Now to the sound effects:
I AM using PAL for Soren. I'm German so there's no reason for me to use NTSC. It's strange that you can hear the sound effects.


Title: Re: Protector of time: AEON
Post by: Kenji on November 19, 2009, 02:40:43 PM
I doubt Marth's sound effects would be changed since his game was only released in Japan during Brawl's production.


Title: Re: Protector of time: AEON
Post by: Allbait on November 19, 2009, 04:14:58 PM
This is a great PSA its definitely one that I am always going to use... And I still haven't made a good final smash for my PSA yet... (I've been too busy) So its nothing compared to yours!
AEON FTW I love his neutral B and neutral air :af:


Title: Re: Protector of time: AEON
Post by: Dotz on November 19, 2009, 04:25:53 PM
I tried it. It's really cool, but alot of his air move look the same. also: no voices for me. That's probably due to the PAC thing.


Title: Re: Protector of time: AEON
Post by: Hakumen on November 19, 2009, 04:57:08 PM
I doubt Marth's sound effects would be changed since his game was only released in Japan during Brawl's production.

Heh, good point. That's probably why there were no voice mess ups I guess.


Title: Re: Protector of time: AEON
Post by: HyperrCrow on November 19, 2009, 06:47:18 PM
@Mr.N
I didnt download it because I forgot to
Also did you see the FS Smash glitch that occured?
Not even U thought that a brand new made FS could be glitched lol


Title: Re: Protector of time: AEON
Post by: Mr.N on November 20, 2009, 07:50:30 AM
I know about the FS smash glitch. It was verry hard to destroy the old structure of the FS and make this new one. I can not fix this.

I stop the sound effect discussion here. It belongs not to Aeon. Please look at the following link and give me your oppinion. Perhaps I discovered something really interesting:
http://kittycorp.freecp.net/index.php?topic=4166.0 (http://kittycorp.freecp.net/index.php?topic=4166.0)


Title: Re: Protector of time: AEON
Post by: freezinboi280 on November 20, 2009, 08:15:34 AM
For some odd reason, his name brang up the actual band AEON. <_<

lolz Aeon is the name i use when i play brawl >_>

Name stealer. <_________<

Lulz, I use to go by that name over Brawl.

mine has a dot(not a period) before Aeon, soo =p
i didnt steal anything =]


Title: Re: Protector of time: AEON
Post by: Miacis on November 20, 2009, 01:53:55 PM
HOLY .... ! (http://forums.p-nintendo.com/images/smiles/icon_eek.gif) (http://forums.p-nintendo.com/images/smiles/icon_eek.gif) (http://forums.p-nintendo.com/images/smiles/icon_eek.gif) (http://forums.p-nintendo.com/images/smiles/icon_eek.gif) (http://forums.p-nintendo.com/images/smiles/icon_eek.gif)
Gah, you even support the same characters as I do, Mr.N ... Will you marry me ? :3

Seriously, this is plain amazing ... Gonna test this as soon as I can.  :D


Title: Re: Protector of time: AEON
Post by: TheNevii on November 20, 2009, 02:08:59 PM
Woah, cool hack! Everything is awesome, but the texture... bleh. >_<


Title: Re: Protector of time: AEON
Post by: Dotz on November 20, 2009, 05:34:56 PM
yeah, the texture (the hair at least) needs a little work.


Title: Re: Protector of time: AEON
Post by: kiro on November 22, 2009, 04:46:18 PM
Dumb question, though. Which PAC contains the PAL/NTSC SFX?


Title: Re: Protector of time: AEON
Post by: kiro on December 03, 2009, 11:35:55 AM
Ignore my last post.
Anyway, I'm in the process of translating the SFX to NTSC compatible. I hope that's alright Mr.N.


Title: Re: Protector of time: AEON
Post by: Blue on December 03, 2009, 02:28:41 PM
I like this PSA.


Title: Re: Protector of time: AEON
Post by: gnahzdivad on December 20, 2009, 07:07:49 PM
This is nicely done! With all the tip attacks ... its starting to remind me of Marth


Title: Re: Protector of time: AEON
Post by: wii on December 25, 2009, 05:05:59 PM
would you make an Aeon PSA for my aeon?


Title: Re: Protector of time: AEON
Post by: Mr.N on December 25, 2009, 11:21:59 PM
What do you mean with this?


Title: Re: Protector of time: AEON
Post by: Hakumen on December 26, 2009, 12:10:17 AM
What do you mean with this?


http://kc-mm.com/?p=2122


Title: Re: Protector of time: AEON
Post by: Mr.N on January 06, 2010, 04:38:27 AM
This will be verry difficult because I have to change the complete moveset with Brawl Box. The next problem is I'm working on two other projects at the time.
I will send you a PM as soon as I've finished them. There's no decission whether I do it or not but it would be to much for me to work on three projects at the same time.
Now I ask you:
Can you make such a cool Aeon texture for Ike? Your one is better than the one on here. Send me a PM or answer here if you won't do it.


Title: Re: Protector of time: AEON
Post by: LavaLatte [.Fade] on January 28, 2010, 03:28:25 PM
Question: how did you get the opponent to spin in one place in the air from your Final Smash? THat could be really useful 0_o


Title: Re: Protector of time: AEON
Post by: Mr.N on January 29, 2010, 09:10:34 AM
I don't klnow how I did it.
I used Ike's Final Smash.
If you watch the original F-Smash the opponent is spinning in air, too.
Perhaps I could find the event in "Specials" but I only used what was already there.
Sorry


Title: Re: Protector of time: AEON
Post by: Feanor on March 17, 2010, 03:20:04 PM
Excuse me for having asked you that in the wrong thread.

So I repeat : would you be interested in porting your Aeon PSA for Marth? This is one of my favorite PSA and having it with the real texture would be fantastic. Plus this would enable us Aeon vs Cloud... *_*

But I know this would be a lot of work for you and I inderstand if you don't want to do that.


Title: Re: Protector of time: AEON
Post by: flurryous on March 17, 2010, 06:38:44 PM
I agree with Feanor -- Aeon vs Cloud = EPIC

I reaaaally dont wanna get rid of Cloud; he's a perma-character. Now if only there were a way to have multiple movesets for one character.... :/


Title: Re: Protector of time: AEON
Post by: Mr.N on March 18, 2010, 07:41:56 AM
Now we can discusss.
1: Who's that Cloud?
2: If I do my Aeon on Marth I can't use Soren but Soren and Aeon (and some others) are my favourite characters out of games (that's why I made them)
Not such big plroblems BUT
3: I chose Ike as Aeon because Ike has perfevt Aeon moves. If I'll make it out of Marth I have to put nearly all of Ike's moves on Marth. I can't do moves like Mr.Weegee can do or make them on my own. If it works to change Marth's moves into Ike's I'll do it and perhaps I'll learn how to use BrawlBox in a more advanced way as I use it now.

I won't do anything if I haven't got the vertex hack.


Title: Re: Protector of time: AEON
Post by: songeflemy on March 18, 2010, 07:53:50 AM
aww, that surx


Title: Re: Protector of time: AEON
Post by: dingo on March 18, 2010, 07:55:55 AM
Now we can discusss.
1: Who's that Cloud?
2: If I do my Aeon on Marth I can't use Soren but Soren and Aeon (and some others) are my favourite characters out of games (that's why I made them)
Not such big plroblems BUT
3: I chose Ike as Aeon because Ike has perfevt Aeon moves. If I'll make it out of Marth I have to put nearly all of Ike's moves on Marth. I can't do moves like Mr.Weegee can do or make them on my own. If it works to change Marth's moves into Ike's I'll do it and perhaps I'll learn how to use BrawlBox in a more advanced way as I use it now.

I won't do anything if I haven't got the vertex hack.

For the animations, if you open Marth and Ike's FitMotionEtc.pac in brawlbox you can export the FitMotion from Ike and replace Marths. This would give Marth all of Aeon Ikes animations. The bodies are similar enough that it be very noticeably buggy. I can clean up the animations for you if you want.


Title: Re: Protector of time: AEON
Post by: Mr.N on March 18, 2010, 08:20:21 AM
I tried the animation right now and it works because both have a sword.
It should not sound rude as I saied I won't work without the vertax hack. I have to look how the watch behaves in game. Maybe I have to change some little things with BrawlBox.
Could someone please give me a link to Cloud?
You can see it as my next project but I've to finish an other one first.


Title: Re: Protector of time: AEON
Post by: Feanor on March 18, 2010, 08:34:56 AM
Ok here is the vertex :3
http://dasdonkeyteam.blogspot.com/2010/03/aeon-castlevania-vertex-hack.html (http://dasdonkeyteam.blogspot.com/2010/03/aeon-castlevania-vertex-hack.html)


And now Cloud : http://dasdonkeyteam.blogspot.com/2010/03/cloud-strifefinal-version.html (http://dasdonkeyteam.blogspot.com/2010/03/cloud-strifefinal-version.html)
I can't believe you didn't know about that project, everybody was waiting for him... O_o


Title: Re: Protector of time: AEON
Post by: Mr.N on March 18, 2010, 09:39:14 AM
I tried out Cloud and he's verry good. He's from Final Fantasy, right?
If I don't learn how to make my own moves it won't take long and my hacks won't be good any more. I can't keep up with Cloud because I do everything with Smash Attacks. Do you know a tutorial for this?

Aeon is no problem. I'll his Neotral B as it's original:
1: Big Blade
2: Blue Laser
3: Two Big Blades
4: Time Stopp

Some buggs will be fived and he will be changed that he's more like original.


Title: Re: Protector of time: AEON
Post by: Feanor on March 18, 2010, 09:53:35 AM
Yes Cloud is the main character of Final Fantasy 7. This is not his final version, he is still broken but there is no tutorial I'm sorry.

Here is the thread for him : http://forums.kc-mm.com/index.php?topic=5565.0

I'm Glad to hear that the moveset is advancing well! :)


Title: Re: Protector of time: AEON
Post by: piggybank67 on March 18, 2010, 04:19:42 PM
hey did u think about using the actual model from castlevania judgement (sorry if i spelled wrong)?
it'd look way cooler especially because u already have a PSA up and running :D


Title: Re: Protector of time: AEON
Post by: dingo on March 18, 2010, 04:37:49 PM
hey did u think about using the actual model from castlevania judgement (sorry if i spelled wrong)?
it'd look way cooler especially because u already have a PSA up and running :D

The animations for this would be the problem.


Title: Re: Protector of time: AEON
Post by: piggybank67 on March 19, 2010, 04:51:47 PM
hey did u think about using the actual model from castlevania judgement (sorry if i spelled wrong)?
it'd look way cooler especially because u already have a PSA up and running :D

The animations for this would be the problem.

im pretty sure that the animations can be ported from that game


Title: Re: Protector of time: AEON
Post by: Feanor on March 20, 2010, 01:40:59 AM
I just wanted to say that Aeon has been fixed, you can download him again if you want.


Title: Re: Protector of time: AEON
Post by: Mr.N on March 20, 2010, 12:40:01 PM
I have started to make Aeon.
Should I make him as similar as possible or may I change his attacks as I like them?
Should I leave Up Smash as it is? Same for Down Smash.
Which normal attacks may I change, which not?
I will change all Air attacks because the old one are nearly all the same.
I'll do more kicks and less sword attacks.


Title: Re: Protector of time: AEON
Post by: songeflemy on March 20, 2010, 01:01:01 PM
i dont think marth's the one for physical attacks


Title: Re: Protector of time: AEON
Post by: Mr.N on March 20, 2010, 01:15:24 PM
Aeon uses some Kicks so I'll definitly use them.
He will get some new attacks because the old one look too similar.
Which one should I NOT change?


Title: Re: Protector of time: AEON
Post by: songeflemy on March 20, 2010, 01:22:08 PM
side B and Down B look similar to the regular ike, so yea change that


Title: Re: Protector of time: AEON
Post by: Feanor on March 20, 2010, 01:53:48 PM
Are you going to create your own animations? That would be very interesting! :)

For the moves change the down B and maybe neutral A combo.
I like the smashes, don't change them.
Up tilt and Dtilt are ok but maybe you could change Ftilt (for a kick if you want).

Now the air attacks...
It's true they are very similar but I love them.
I suggest to change his Fair (too classic, I know you can make an original attack to replace it) ; his Uair has a too huge hitbox, change the attack to make a new one that hits only above and not everywere.
For the rest I have no suggestion so do as you want!


Title: Re: Protector of time: AEON
Post by: Mr.N on March 20, 2010, 02:21:57 PM
What shall I do for Down B. Aeon has counter attack.
Side Smash will be more complex.
Back air will be a kick.
Don´t know what to do with Down and Up Air.
Side tilt will be a sword slash.
For down tilt I´ll use Marth´s original down tilt (should I do this).
Neutral B will be changed.

Feel free to make suggestions.


Title: Re: Protector of time: AEON
Post by: Feanor on March 20, 2010, 03:39:47 PM
You're right for rhe Down B and I have no idea of what move could replace this one.
For Down Air maybe you could use ZSS's Down Air but I don't know if it's possible and if it would really fit this character.
For Up Air I would suggest a move a bit like Marth's Up Smah but once again I don't know if it's possible and how it would look like... -_o
And yes, Marth's Down Tilt is a good idea.


Title: Re: Protector of time: AEON
Post by: Mr.N on March 21, 2010, 02:56:48 AM
I have verry good Down and Forward Air attacks. They fit good to Aeon.
Neutral A in new, too.
I don't like the Up tilt perhaps it will be a kick.
Should Side Smash be that sliding attack or it it enough to put this into Side B?
Side Smash Animations are changed into Sword Attacks.
He has three Side Smashes with different ainmations now.
Side Dodge look original now.

I can't do my own animaions but I can take Ike's and Sheik's animations. Both have nearly the same body as Marth so I can use them without problems but most attacks are Marfth's. Don't worry. You won't notice it. He will be in no way like Marth. I replaced all of Marth's Neutral and Side Attacks because they look the same.

I didn't start Specials yet but they won't be the problem because I don't have to look for animations.


Title: Re: Protector of time: AEON
Post by: Feanor on March 21, 2010, 03:19:59 AM
If you can use Sheik's animations then I think you can also use ZSS's, they are the same size.
http://kc-mm.com/?p=2613

Maybe this can help you to find new moves, ZSS has great kicks.


Title: Re: Protector of time: AEON
Post by: Mr.N on March 21, 2010, 04:51:20 AM
How much kicks should I use?
For now I've only two kicks.
Back Air and Side Smash Up.


Title: Re: Protector of time: AEON
Post by: Feanor on March 21, 2010, 05:22:29 AM
Maybe if you plan to change your A neutral combo, one of the moves could be a kick, like : punch - kick - sword attack. But for the rest Aeon must be mostly based on sword attacks.


Title: Re: Protector of time: AEON
Post by: renegade109 on March 21, 2010, 10:36:23 AM
lol, I'm loving the final smash :D


Title: Re: Protector of time: AEON
Post by: Mr.N on March 21, 2010, 11:27:17 AM
Maybe if you plan to change your A neutral combo, one of the moves could be a kick, like : punch - kick - sword attack. But for the rest Aeon must be mostly based on sword attacks.
I agree with you.
I used nearky no kicks.

lol, I'm loving the final smash :D
Final Smask will be the biggest problem I think.

Has anyone a suggestion for Up tilt?
Is Specials2Hi Ok?


Title: Re: Protector of time: AEON
Post by: Feanor on March 21, 2010, 11:49:37 AM
Oh it will be difficult to port the final smash? :(

For his Up tilt I don't find any idea, maybe Snake's up tilt would be good.

And what is "Specials2Hi" ? His Up B attack?
If that's it I just though of an attack : begining of Ike's up B, he throws his sword in the air and instead of falling he slashes a horizontal  attack at the top of the jump.


Title: Re: Protector of time: AEON
Post by: Mr.N on March 21, 2010, 12:24:40 PM
Special2Hi is The second Attack of Side B when you press the Controll Stick Up.
I don't know what Up B will be but I want him to be able to move after it.
I decided to make no further Kick.
Can I leave Marth's Up Air animation. I think fits to Aeon.


Title: Re: Protector of time: AEON
Post by: Feanor on March 21, 2010, 02:59:30 PM
So for Special2Hi I have absolutely no idea.
If you want him to be able to move then keep the same move as before, it's the best solution and it gives him a very good recover.
For his Up tilt if you don't want a kick then I have no idea.
And for your Up Air do you want to make the sword longer or exactly the same attack?


Title: Re: Protector of time: AEON
Post by: Mr.N on March 21, 2010, 03:11:53 PM
I want to make a longer sword for his Up Air.
Up tilt is done. Nice Up attack but nothing special.
His Sword attacks won't be as big as in my old version but they are faster. The only attacks which have the same size will be Up and Down Smash. Some attacks like all tilts have a higher reaching because I replaced punches and kicks with Sword Attacks.
His Jab is a two hit sword combo which is as fast as my old Side Tilt.
Side Tilt has a better animation and higher reaching.
Neutral Air is changed into a better animation.


Title: Re: Protector of time: AEON
Post by: wii on March 21, 2010, 11:00:53 PM
is it possible to make some of his moves some of the items characters in the game use, like Holy water, the earth thingy, or the purple circle? (i have no idea what they are called but if u played the game u know what im talking about)
these are pretty cool combo vids
i would really like to see the jump, attack combo on the second vid as an areal and one item attack.
http://www.youtube.com/watch?v=5hveo1JHzjw
http://www.youtube.com/watch?v=8Sk5Hqqd3cU


Title: Re: Protector of time: AEON
Post by: Mr.N on March 28, 2010, 02:39:40 PM
I think it's time for a progress report:
Everything is done except the Final Smash.
Air attacks are completely changed.
Forward Air is the combo you requested: First a weak attack and if it hits Aeon will do a stronger slash and jump backwards.
Up Smash is changed.
Neutral B now works like the original attack. It charges the longer you wait. First it's a Big Blade, then the Blue Laser, then Spinning Watch (That was the Up Smash before but as I did Aeon on Ike I didn't know how to make this charging by time so I used it as Up Smash), and then Time Stop.
Side B is similar not much changed but better animation.
Up B has changed a bit but it still does no damage and you can move freely after using it.
Down B is a counter attack but more original I think.
Dodges are original.
Gameplay has changed. He still uses big blades but he's not that easy to plas as the Ike Version. Over 80% of his moves are Marth's moves but you'll play him like a complete different character. It's like Cloud: A comlpete different character. (It's because of his Side B. Marth has a lot of moves you normally don't realize in that way)

Final Smash is verry hard to do because Marth always moves forward. I somehow could delete it on Soren so it's possible for Aeon, too. I'll do my best to make the old Final Smash. If it takes too long I'll release him without changing it because he's complete playable.

I need some help:
Aeon has a blue/green/gold dust around his watch if His Neutral B is charged (like the original Aeon). I have Blue and gold but there's no good green dust. Please meke suggestions. No permanent graphics please.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Mr.N on April 08, 2010, 04:26:58 AM
You wanted to make Cloud Vs. Aeon.
Aeon doesn't run away.
Here he is.
PAL and NTSC Version.
Download and complete description on the first page.
Please give feedback.
Updates will come but all of his attacks (except dash attack) are done. He's completely playable and I need feedback to do some correctings.
I could do the Air Combo from the video but I couldn't find a way to use some items. They are not that important I think.
Gameplay is a bit different and all animations look better.
TRY HIM.
Have fun with the new Aeon.
More on the first page.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Ayzer on April 08, 2010, 10:42:56 AM
Very Cool. But I noticed when i was playing the NTSC Version of Marth, His ground Dodges Do not go anywhere, He stays in the same spot when i try to dodge left and right. On His Neutral Special, The Laser Loops and Aeon Is stuck until he is hit. Using The Final Smash in Air Causes Aeon To get stuck in an animation where he is unuseable because he is intangible. Just need to fix these glitches and Then He Should Top Notch


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Mr.N on April 08, 2010, 10:56:51 AM
Thanks.
Might be that I forgot some things in NTSC. I copied every attack so it's easy to forget some things. Sorry. Use PAL until I fix it. I didn't add special sound effects.
Fixing it should not be that much work.
Update will come soon.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: HidanOmega on April 08, 2010, 11:36:53 AM
There a bug/awesome trick with Marth Aeon's side special that the cpu keeps doing, he will go backwards while still facing forward or will release the attack and slash while going forwards then shoot backwards after. I have no idea how to do it but it's cool to see the cpu doing that.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Mr.N on April 08, 2010, 11:42:55 AM
I know but I don't know how he does it.
I managed it one time to do this.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: HidanOmega on April 08, 2010, 11:45:26 AM
I think I found it, you gotta hit A right after you hit the side special.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: songeflemy on April 08, 2010, 02:51:45 PM
I prefer the PAL version so he can be silent like all of the other PSAs you made.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Kaye Cruiser on April 08, 2010, 04:57:54 PM
I think this is the first fully detailed moveset to have two different versions on two different characters... o_o

Anyways, now that was have a Marth version, I definitely want this. I may make some alternate outfits so I can permanently replace Marth with Aeon instead of Roy. :3


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: flurryous on April 09, 2010, 08:23:00 AM
on the NTSC version of Marth, his lazer skill is broken. When used, he constantly does the animation as if he's still shooting and he wont stop until hit.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Mr.N on April 10, 2010, 12:06:09 AM
I fixed the bugs Ayzer mentioned:
Lszer is good now, Dodged move him and Final Smash in Air won't freeze him or let him stay invincible.

Why is there so less feedback? I worked verry hard to make him.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: dingo on April 10, 2010, 12:09:23 AM
I don't have a save file for my emulator. Otherwise I could give you some.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Feanor on April 10, 2010, 10:25:53 AM
F*** I have my wii for the week-end but I can't test Aeon, I've got a problem with my SD card! è_é

For some reason I can copy/paste every texture in my SD card but I can't put other files like my CSP and your PSA. O_o
I just don't undertand. -_-

I'll try it this summer when I buy a new SD card and I have my wii in my flat. But I can already say he looks AWESOME!


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Ayzer on April 11, 2010, 10:22:58 AM
Nice Fixes, But i noticed that The Final Smash On The Ground, will not stop the animation as well. this doesnt bug me that much, becuase i do not use final smashes (or items) But i just want this moveset To be As Perfect as possible. because it is great.
Aeon is a Beast Solo Fighter And A Great Character To Be Teamed Up With. I Honestly think that there could'nt be any marth moveset better than This one. (My Opinion. I know there can be, but this one is just to great in my perspective)


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: _Data_Drain_ on April 11, 2010, 01:35:01 PM
Yeah, the final smash is glitchy, as Ayzer said, he doesn't stop the ending animation...

Also, his neutral air seems kinda overpowered, well not the actual power, but the range and speed.

His neutral B uncharged also has a little too much range, and can be abused...

Though actually all of his moves are a little like that, maybe you could slowdown some of his moves... Or something.

Though, I'm not good at judging balance in characters, it's an interesting moveset. :)


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: flurryous on April 11, 2010, 01:48:23 PM
I wouldn't say slow him down, but I would say lessen the range. It's beyond ridiculous. But at least it's not as bad as spamming with Cloud. After a few matches of people abusing his B moves (and the realization that there may never be a new version of him) I had to (regretfully) remove him from play.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Miacis on April 13, 2010, 02:15:38 PM
But at least it's not as bad as spamming with Cloud. After a few matches of people abusing his B moves (and the realization that there may never be a new version of him) I had to (regretfully) remove him from play.

You shouldn't jump to conclusions so quickly. I'm playtesting his new version right now and you guys are going to loooooove it. :P (Epic totally new Up-Smash and Up-Special. Neutral-B Air really nerfed and placed to Down-B Air, Side Taunt fixed and EPIC. And many others.) We're trying to balance him out, so if you have any suggestions, don't hesitate.
(But not here. Use the official Cloud topic or PM me or .Fade, who is in charge now. )

Anyway, I tried the new NTSC version of Aeon. It plays quite smoothly, it's fun to use but there are plenty of things to improve.

Let's check them in the order :
AA Combo : It is quick, but it certainly won't change the outcome of the fight. I think this one should be kept.

Side-Tilt : It definitely shouldn't hit in the air and behind. Keep the animation, but let the sword glow appear later, when the sword is at at 45° angle approximatively, and modify the hitboxes accordingly. Besides, the glow is disappearing too quickly, which makes the animation look sluggish.

Down-Tilt : I have no idea why you put such an extremely short-ranged attack on a character that focuses on keeping the enemy very far from you. (http://smileys.sur-la-toile.com/repository/Surpris/yeux-ecarquilles.gif) It basically makes the move to be never used. 2 things : first, make it have more range. Right now, the hitboxes don't even cover his feet ! XD Secondly, give it some purpose. Either make it much more powerful. Like ... Snake's Up-Tilt or something., or give it some reasonnably interesting purpose. Wind effect, temporary paralysis, trips once in a while, idk. Just give the player a reason to use this move.

Up-Tilt : Good. Keep this one, but reduce the knockback : it's more than his Up-Smash.  ;)

Dash attack : For once, you should extend a bit the range of this move. It's one of the the purposes of a dash attack to move away the opponent.

Side-Smash : The charging thing is nice. Keep it like that.

Side-Side-Smash : Looks : perfect. But add some damage and a little knockback, pleeease. T-T

Up-Side-Smash : A Smash that can't even kill at 500% ? oÔ It's already not that easy to pull off, because :
1) If it's not charged, then the enemy is at a very close range. If the enemy is at a very close range with Aeon, then there definitely is something wrong.
2) If it's charged, the hit of the charging makes it a bit harder to land.
3) Moveset hackers have to understand we won't use a alternative smash instinctively unless we have a very good reason to.

I don't really know what to suggest, here ...  :-\ It definitely needs an increase in power and knockback. Smashes aren't meant to be combo starters like that IMHO. And the kick is not that great ... I suggest you to look at the Echo Blade movesets done by .Fade if you want better ideas. His alternate smashes were really good. Maybe you could simply try an attack that hits behind after a delay ? With the "spinning throwing trophy stand", couldn't you throw together something ?  :)

Down-Side-Smash : Good looking, effective and all ... But add some knockback. Seriously. A smash that cannot kill at 300% is just ridiculous.

Up-Smash : At the end of the attack, Aeon shouldn't come back to where he was at the beginning. It looks terrible. And the cursor on his head doesn't move, but Aeon does. This needs a fix. Except for that, it's good. Maybe 1-2 more damage and some knockback ? It's supposed to be his more powerful smash, isn't it ?

Down-Smash : Remove about a third of the range. It's really too much. And reduce the knockback : it's more powerful than the Up-Smash.  ;) There's also a mistake in the hitboxes : this move doesn't hit the enemies that are in front of and close to Aeon.

Neutral-Aerial : It's okay.

Forward-Aerial : Ooooohhhh .... nice. Pretty looking, and inventive. Just be careful : during the second part of the move, there's one glow too many in the middle. And I think you should give a little more knockback to the second hit, and a bit less to the first one.  :)

Back-Aerial : Good. A little more Knockback, perhaps ? ^^

Up-Aerial : Good. Maybe reduce a bit the size of the lower hitboxes.

Down-Aerial : Nice too. A bit unusual, but it's okay. For the animation when Aeon touches the groung while doing this, you should use the animation of Marth's AFA's landing.

Neutral-B (Uncharged) : Too much range ! And the hitboxes don't match the glow when hitting behind. Cut the range in two, seriously. This is supposed to be a bit defensive, until you can get the charge. Finally, there's some trouble with the positioning. Just like the Up-Smash, he shouldn't go back to his initial position the way he does here. Just give him the same thing as for the Side-Tilt, maybe ? oÔ

Neutral-B (Charge 1) : Shouldn't this move hit even when the enemy is close to you ?  :-\ Besides, the laser doesn't look very convincing. You should borrow the one from greeneggsandham's Neku.

Neutral-B (Charge 2) : The attack is too short and quick ... I don't really know what to suggest, but you need to make something that doesn't disappear in a flash. besides, the move only hits once when an enemy is right in front of Aeon.

Neutral-B (Charge 3) : The attack occurs too quickly. Wait for Aeon to finish is "throwing sword" bit of animation, then before he crosses his arms, the time stop happens. Remember this move  wasn't instantanate either in Castlevania. Reduce the size of the graphics and hitbox a bit. The graphics don't match the hitbox (graphics are too large).

Side-B : Ugh ... The animation is okay and the green glow is a nice touch, but ... it's glitchy. Waaay too much. The part where he goes backward after hitting shouldn't exist at all. This little things makes him go back very quickly if your hitting the B-Button is fast enough. When he uses it near the edge of a platform, he flies past it (this shouldn't happen ...) , then teleports back to where he was. When using it in the air, the cursor doesn't follow him properly (it's beind Aeon). Finally, this is really broken as a recovery, and it gives him far too much air control. He should definitely fall into helpless mode after one aerial Side-B. And he's so fast, you should reduce the range of the aerial version by one third. And the range of the ground version by between one quarter and one third. Right now, this move gives far too much position control to Aeon (huge range should be enough control for him), and it's glitchy. If you want to fix only one move, fix this one.  :P

Up-B : Mmhhh ... I think that since he's got three jumps to attack his opponent, an helpless state after using the third one would be a good idea. (Again, because he has too much position control) And on the other hand you should reduce the height of his Grounded Up-B jump. It's impratical for both the player and his opponent.

Down-B : You should enlarge the area of effect of the counter itself. Besides, the does practically nothing against airborne opponent, so you should equilibrate it with a spike, as an example. (Besides, it would be so badass to counter an opponent into a spike and kill him. :P)

Final Smash : It glitches and loops when used on the ground. And you should definitely look into FS glow issue. Using more FS during the fight adds more glows, and thus reduces bit by bit the number of effects that the game can display.

Taunts : Unchanged.  :'(

Grabs : Unchanged, I suppose ?

Very last issue and I'll stop tormenting you : When doing a "reverse side dodge" (if he faces right, and does a right dodge), his animation should be facing the other side. Right now, it just looks weird.  :P

I ... guess that's it. Thanks for your attention. And good luck with the improvements.  ;)




Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Feanor on April 13, 2010, 02:19:36 PM
We go off topic but these are EXCELLENT news! :)


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Mr.N on April 13, 2010, 02:50:03 PM
That's nice. I was aaiting for such a feedback.
some things I have to mention:

Smashes:
I won't change Side Smash Up. It should surprise the enemy. Smashes may be used for combos. If you want a strong one use Side Smash Side.
Other side Smashes will be changed.

I can change Up Smash animation if you want.
Why changing down Smash? I think the animation before the hitboxes appear is slow enough to make it a fair attack but I'll think of it.

I noticed the Down Tilt problem.
Side Tilt wouldn't be a plroblem for me but I'll see what I can do.

Neutral Special:
1: I'll make it smaler and stronger.
2: It will hit right in front of Aeon.
3: This attack is a problem because I don't know what to do with it.
4: Size will not be changed. In Castlecania it's even biger. I'll slow it down.

Side Special: I don't like falling vulnerable but I have to make it fairer. Slowing down is no problem for me.

Up Special: On ground I'll make the first one not that big but as I saied I don't like falling vulnerable.

Down Special: Will be changed.

Taunts: I'll think of nice animations. They are not changed because I wanted to make a release.

Grabs: I hate them because the throw collisions have no named parameters but if you want I can make them different.

Final Smash: I know. Some problems in NTSC version. Don't worry. No problem for me.


Thank you verry much for your good feedback and interest in Aeon. It's a little problem for me to make "ordinary" characters (strong final smashes and such things) but this time I'll force myself to do it.

Do you need me for Cloud (feedback and such things)? If I should help somehow please PM me. If not I'll go on leaving everything to you.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Miacis on April 13, 2010, 03:52:20 PM
About the Up-Side-Smash : It's your choice, I respect it. But I still believe there are more effective ways to surprise than using a kick. :P

U-Smash : If you find something better, go ahead (but please, not the same as Ike-Aeon's one T-T). Just something without the glitchy positionning.

Quote
Why changing down Smash? I think the animation before the hitboxes appear is slow enough to make it a fair attack but I'll think of it.
Because I'm not the only one to say that some moves have too much range. :P Remember that even with its range shortened, it attacks on both sides at the same time with a range that is not matched by anybody to my knowledge. (And come on, it's not THAT slow. :p)

Quote
4: Size will not be changed. In Castlecania it's even biger. I'll slow it down.
Just don't forget to make the graphics fit correctly with the hitboxes. You should make the graphics so that the hitbox's limit either is on the inner or the outside circle. Right now, it's between the two.

Quote
Side Special: I don't like falling vulnerable but I have to make it fairer. Slowing down is no problem for me.
Slowing down isn't the biggest priority IMO. Fixing the glitches and reducing a bit the range are.  ;)

Quote
Grabs: I hate them because the throw collisions have no named parameters but if you want I can make them different.
No, it's not that important. I was just asking in case I hadn't seen the changes.  :)


Quote
Do you need me for Cloud (feedback and such things)? If I should help somehow please PM me. If not I'll go on leaving everything to you.
Mmmhhh ... I don't really know. You can ask .Fade, but it seems he's got everything well at hand with the creative stuff. And we were three to give some feedback.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: flurryous on April 13, 2010, 10:18:42 PM
Please take Miacis' suggestions into account, ESPECIALLY the freefall. I took Aeon out; replaced him with Assassin Marth. If you can provide changes that allow him to flow better, attack fairer (the range game is ridiculously abusive), and not be so field dominant, I'll be more than happy to play alongside, as, and against Aeon. But for now, he's just too glitchy and unfair.

There were a lot of issues and I found it easier to just trash him than respond, so I'm sorry for that... I'm also glad Miacis hit the majority of my points. If you can make the necessary changes to try to balance him out, I'll give him another shot and give you my assessment.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: wii on April 14, 2010, 12:52:53 AM
i just spent the last two hours playing with aeon and its awesome! i really like it. But yeah, make some changes to the stuff suggested above and it should be perfect. Any way you can make the side special be used only once in the air? like ike. because i notice u can practically glide across FD and back and that seems a like a broken way to camp or recover =/

i couldnt help myself and took some picture :p
(http://i214.photobucket.com/albums/cc314/josewii/textures/th_aeon5.jpg) (http://s214.photobucket.com/albums/cc314/josewii/textures/?action=view¤t=aeon5.jpg)(http://i214.photobucket.com/albums/cc314/josewii/textures/th_aeon4.jpg) (http://s214.photobucket.com/albums/cc314/josewii/textures/?action=view¤t=aeon4.jpg) lol Simon doesnt stand a chance. btw, when i play computer marths, for some reason when they use the side b they glide backwards. and they really seem to be good with the psa because alucard was kicking my ass.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Miacis on April 14, 2010, 06:51:30 AM
btw, when i play computer marths, for some reason when they use the side b they glide backwards. and they really seem to be good with the psa because alucard was kicking my ass.
They do this with the side-B because they try to use Dancing Blade. And I noticed that the CPUs always spend the least time necessary when they "press a button". That means they press B for a microsecond. OHowever, the quicker you press B on Aeon's Side-B, the farther back you travel. Try using it in Slow-Mo mode and you'll understand what I mean. ;)

About the fact they are good with PSAs, it seems CPUs tend to copy the style you use with/against a character, after a short while. Except for specials/recovery (their "learning curve" is muuuuch slower with these moves). So they tend to adopt a more natural style quickly.  :)


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: dingo on April 14, 2010, 07:04:21 AM
Changing the AI assigned to them helps alleviate the slow learning curve. Depending on which AI you give them.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: flurryous on April 14, 2010, 12:46:12 PM
(I just noticed someone ate dingo's berries)
I love their learning curve. I've been trying to tell a friend of mine that they do, in fact, adapt to the playstyle of the user, but he said "noooooo." By the way, have any of you seen a CPU Snake use the snakeslide?


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: ??? on April 17, 2010, 10:48:55 PM
Wow... Im gonna use the Marth one... He looks so fun.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: secretchaos1 on April 24, 2010, 09:19:51 AM
 I find the Marth version's final smash glitches occaisonally, causing him to endlessly repeat his ending taunt during an invincible like status, forcing you to end the match =/ doesn't happen all the time though... But besides that I love it XD awesome moveset


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: wii on April 26, 2010, 02:34:02 PM
I find the Marth version's final smash glitches occaisonally, causing him to endlessly repeat his ending taunt during an invincible like status, forcing you to end the match =/ doesn't happen all the time though... But besides that I love it XD awesome moveset

it happens when u do it on the ground. all u got to do is do it while jumping and it wont glitch.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Mr.N on April 30, 2010, 09:47:35 AM
I'm working on improvements.
If it's too glichy use PAL. It works fine.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Mr.N on September 15, 2010, 12:11:06 PM
News:
I've started to work on Aeon some days ago.
Some of his animations are closer to the original.
The blade is no Sword Glow Blade but the real Aeon blade (nearly).
Side B is finally fixed. It's no infinite rescue attack and has not that huge reaching.
Most animations are still Marth's original animations because they are really good. I've only changed some details.
Of course Aeon does not have a sheith any more.
Playing physics have changed a little. He's not that fast now.

I hope I can make a good Neutral B animation (for each move) until weekend.
Then I'll release a new version.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Doragon Shinzui on September 16, 2010, 04:10:36 PM
A very impressive and highly satisfying character.
It's a shame I never played Castlevania much, this character seems pretty neat.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Mr.N on October 11, 2010, 03:39:44 PM
I haven't managed to finish Aeon on time because he needs a lot of work.

1: His Watch has to be bigger and look more like a watch
2: The Neutral Special needs complete new animations
3: The jab has to be changed
4: The big blades havt to look like blades, not like the Sword Glow
5: Neutral Air needs a new animation
6: Up Throw has to be Aeon's Up Throw
7: Aeons gameplay has to be different. He fights with a watch, not with a Sword. His attacks will become slower and he'll have the original Aeon Style, especially with his new side Special.
8: Up Special has to be changed completely
9: Perhaps I'll find a way to make a better counter attack
10: Perhaps I'll make some good taunt animations if I find some
11: Some more changes (holding the Wtch like a watch, not in the middle; Some different animations like jumping and running)
12: The sheith has to be removed

I really hope I can make a release soon but I won't release an unfinished character. Most of the changes are done but there's still some work to do. Aeon is much to weak because I removed the fast moves which don't allow the enemy to attack him. He'll get a complete new style. He has still some attacks with big blades but he'll have some good defensive moves to survive untill the watch is golden. Then the time stop can prepare a finishing attack. His Side Special, Side Smash and Up Special will give him a good controll of the battlefield -on ground and in air.
I hope this version will be better then my first release and Aeon will be as good as a normal character (that's why the taunts don't gat an effect -this time).


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: 14fan on October 11, 2010, 04:00:45 PM
I haven't managed to finish Aeon on time because he needs a lot of work.

1: His Watch has to be bigger and look more like a watch
2: The Neutral Special needs complete new animations
3: The jab has to be changed
4: The big blades havt to look like blades, not like the Sword Glow
5: Neutral Air needs a new animation
6: Up Throw has to be Aeon's Up Throw
7: Aeons gameplay has to be different. He fights with a watch, not with a Sword. His attacks will become slower and he'll have the original Aeon Style, especially with his new side Special.
8: Up Special has to be changed completely
9: Perhaps I'll find a way to make a better counter attack
10: Perhaps I'll make some good taunt animations if I find some
11: Some more changes (holding the Wtch like a watch, not in the middle; Some different animations like jumping and running)
12: The sheith has to be removed

I really hope I can make a release soon but I won't release an unfinished character. Most of the changes are done but there's still some work to do. Aeon is much to weak because I removed the fast moves which don't allow the enemy to attack him. He'll get a complete new style. He has still some attacks with big blades but he'll have some good defensive moves to survive untill the watch is golden. Then the time stop can prepare a finishing attack. His Side Special, Side Smash and Up Special will give him a good controll of the battlefield -on ground and in air.
I hope this version will be better then my first release and Aeon will be as good as a normal character (that's why the taunts don't gat an effect -this time).

I know this will take a while, but why not hex out the sword, or just remove it, and replace one of Marth's External Graphic Effects in his .pac file with the timer, then place it on the have bone on his right hand?

This will at least resemble a watch a lot more nicely.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: ShadowMarth on October 11, 2010, 07:42:49 PM
Hmm interesting psa. Nice work.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Doragon Shinzui on November 01, 2010, 06:59:02 PM
I've had some problems with the final smash glitching on the Marth version. He'll get stuck in a loop if an opponent slips out of it (Which happens rather often...), and become invincible, but stuck, effectively ending the match then and there.


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: EternallyBlueTeam on November 03, 2010, 10:35:44 AM
WOW nice work :D! keep it up!


Title: Re: Protector of time: AEON<----><NEW: IKE and MARTH Version>
Post by: Mr.N on January 01, 2011, 05:02:27 AM
You shouldn't jump to conclusions so quickly. I'm playtesting his new version right now and you guys are going to loooooove it. :P (Epic totally new Up-Smash and Up-Special. Neutral-B Air really nerfed and placed to Down-B Air, Side Taunt fixed and EPIC. And many others.) We're trying to balance him out, so if you have any suggestions, don't hesitate.
(But not here. Use the official Cloud topic or PM me or .Fade, who is in charge now. )

Anyway, I tried the new NTSC version of Aeon. It plays quite smoothly, it's fun to use but there are plenty of things to improve.

Let's check them in the order :
AA Combo : It is quick, but it certainly won't change the outcome of the fight. I think this one should be kept.

Side-Tilt : It definitely shouldn't hit in the air and behind. Keep the animation, but let the sword glow appear later, when the sword is at at 45° angle approximatively, and modify the hitboxes accordingly. Besides, the glow is disappearing too quickly, which makes the animation look sluggish.

Down-Tilt : I have no idea why you put such an extremely short-ranged attack on a character that focuses on keeping the enemy very far from you. ([url]http://smileys.sur-la-toile.com/repository/Surpris/yeux-ecarquilles.gif[/url]) It basically makes the move to be never used. 2 things : first, make it have more range. Right now, the hitboxes don't even cover his feet ! XD Secondly, give it some purpose. Either make it much more powerful. Like ... Snake's Up-Tilt or something., or give it some reasonnably interesting purpose. Wind effect, temporary paralysis, trips once in a while, idk. Just give the player a reason to use this move.

Up-Tilt : Good. Keep this one, but reduce the knockback : it's more than his Up-Smash.  ;)

Dash attack : For once, you should extend a bit the range of this move. It's one of the the purposes of a dash attack to move away the opponent.

Side-Smash : The charging thing is nice. Keep it like that.

Side-Side-Smash : Looks : perfect. But add some damage and a little knockback, pleeease. T-T

Up-Side-Smash : A Smash that can't even kill at 500% ? oÔ It's already not that easy to pull off, because :
1) If it's not charged, then the enemy is at a very close range. If the enemy is at a very close range with Aeon, then there definitely is something wrong.
2) If it's charged, the hit of the charging makes it a bit harder to land.
3) Moveset hackers have to understand we won't use a alternative smash instinctively unless we have a very good reason to.

I don't really know what to suggest, here ...  :-\ It definitely needs an increase in power and knockback. Smashes aren't meant to be combo starters like that IMHO. And the kick is not that great ... I suggest you to look at the Echo Blade movesets done by .Fade if you want better ideas. His alternate smashes were really good. Maybe you could simply try an attack that hits behind after a delay ? With the "spinning throwing trophy stand", couldn't you throw together something ?  :)

Down-Side-Smash : Good looking, effective and all ... But add some knockback. Seriously. A smash that cannot kill at 300% is just ridiculous.

Up-Smash : At the end of the attack, Aeon shouldn't come back to where he was at the beginning. It looks terrible. And the cursor on his head doesn't move, but Aeon does. This needs a fix. Except for that, it's good. Maybe 1-2 more damage and some knockback ? It's supposed to be his more powerful smash, isn't it ?

Down-Smash : Remove about a third of the range. It's really too much. And reduce the knockback : it's more powerful than the Up-Smash.  ;) There's also a mistake in the hitboxes : this move doesn't hit the enemies that are in front of and close to Aeon.

Neutral-Aerial : It's okay.

Forward-Aerial : Ooooohhhh .... nice. Pretty looking, and inventive. Just be careful : during the second part of the move, there's one glow too many in the middle. And I think you should give a little more knockback to the second hit, and a bit less to the first one.  :)

Back-Aerial : Good. A little more Knockback, perhaps ? ^^

Up-Aerial : Good. Maybe reduce a bit the size of the lower hitboxes.

Down-Aerial : Nice too. A bit unusual, but it's okay. For the animation when Aeon touches the groung while doing this, you should use the animation of Marth's AFA's landing.

Neutral-B (Uncharged) : Too much range ! And the hitboxes don't match the glow when hitting behind. Cut the range in two, seriously. This is supposed to be a bit defensive, until you can get the charge. Finally, there's some trouble with the positioning. Just like the Up-Smash, he shouldn't go back to his initial position the way he does here. Just give him the same thing as for the Side-Tilt, maybe ? oÔ

Neutral-B (Charge 1) : Shouldn't this move hit even when the enemy is close to you ?  :-\ Besides, the laser doesn't look very convincing. You should borrow the one from greeneggsandham's Neku.

Neutral-B (Charge 2) : The attack is too short and quick ... I don't really know what to suggest, but you need to make something that doesn't disappear in a flash. besides, the move only hits once when an enemy is right in front of Aeon.

Neutral-B (Charge 3) : The attack occurs too quickly. Wait for Aeon to finish is "throwing sword" bit of animation, then before he crosses his arms, the time stop happens. Remember this move  wasn't instantanate either in Castlevania. Reduce the size of the graphics and hitbox a bit. The graphics don't match the hitbox (graphics are too large).

Side-B : Ugh ... The animation is okay and the green glow is a nice touch, but ... it's glitchy. Waaay too much. The part where he goes backward after hitting shouldn't exist at all. This little things makes him go back very quickly if your hitting the B-Button is fast enough. When he uses it near the edge of a platform, he flies past it (this shouldn't happen ...) , then teleports back to where he was. When using it in the air, the cursor doesn't follow him properly (it's beind Aeon). Finally, this is really broken as a recovery, and it gives him far too much air control. He should definitely fall into helpless mode after one aerial Side-B. And he's so fast, you should reduce the range of the aerial version by one third. And the range of the ground version by between one quarter and one third. Right now, this move gives far too much position control to Aeon (huge range should be enough control for him), and it's glitchy. If you want to fix only one move, fix this one.  :P

Up-B : Mmhhh ... I think that since he's got three jumps to attack his opponent, an helpless state after using the third one would be a good idea. (Again, because he has too much position control) And on the other hand you should reduce the height of his Grounded Up-B jump. It's impratical for both the player and his opponent.

Down-B : You should enlarge the area of effect of the counter itself. Besides, the does practically nothing against airborne opponent, so you should equilibrate it with a spike, as an example. (Besides, it would be so badass to counter an opponent into a spike and kill him. :P)

Final Smash : It glitches and loops when used on the ground. And you should definitely look into FS glow issue. Using more FS during the fight adds more glows, and thus reduces bit by bit the number of effects that the game can display.

Taunts : Unchanged.  :'(

Grabs : Unchanged, I suppose ?

Very last issue and I'll stop tormenting you : When doing a "reverse side dodge" (if he faces right, and does a right dodge), his animation should be facing the other side. Right now, it just looks weird.  :P

I ... guess that's it. Thanks for your attention. And good luck with the improvements.  ;)





Let's bring back this thread onto the first page.
Sorry for being not here for so long but I had to do much work for school.
Aeon now has complete new moves, made by my own.
I did everything Miacis Kusanagi suggested.
There'll be a new version, soon but I need some help.

1: I could'n fix the Final Glow problem. There's still the Final Glow when you end the Final Smash. Can anyone please give me the code which makes the Glow disappearing?
2: Is it posssible to give the ability to a Hitbox to hit intangibleb(dodging) enemys?
3: Is it possible to make a Hitbox which has the effect like a Step Jump (for Counter Attack in Air)?

Without fixing that Final Smash Problem I don't like making a release. All the other moves are ready; except the Taunts. I still have to make some good animations. If you want to you can make suggestions.


Title: Re: Protector of time: AEON
Post by: SiLeNtDo0m on January 01, 2011, 05:51:02 AM
Do you think that you could send me the files?  I could try to help diagnose the problem for you.


Title: Re: Protector of time: AEON
Post by: Mr.N on January 01, 2011, 06:40:41 AM
Try it.
I'll send you a PM.


Title: Re: Protector of time: AEON
Post by: Sajiao Omelette on January 01, 2011, 11:01:23 AM
What do you mean, "effect like a step jump?" You can have a hitbox that makes you footstool jump when you hit someone; is that what you mean?


Title: Re: Protector of time: AEON
Post by: Mr.N on January 01, 2011, 12:06:56 PM
What do you mean, "effect like a step jump?" You can have a hitbox that makes you footstool jump when you hit someone; is that what you mean?

Not exactly. The enemy should fall down like after a foodstool jump. Aeon should end his attack (Counter Air)


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 15, 2011, 10:13:38 AM
Aeon is back.
After my final exams at school this month I had enough time to fix the last problems and even to make alternate outfits for Aeon.

Finally Aeon is ready.
Complete new moves for all specials. I have reached the File-Size-Limit of the FitMarthMotion.pac data!!
New Balancing.
I hope I could fix all the problems Miacis mentioned here.

AA Combo : It is quick, but it certainly won't change the outcome of the fight. I think this one should be kept.

Side-Tilt : It definitely shouldn't hit in the air and behind. Keep the animation, but let the sword glow appear later, when the sword is at at 45° angle approximatively, and modify the hitboxes accordingly. Besides, the glow is disappearing too quickly, which makes the animation look sluggish.

Down-Tilt : I have no idea why you put such an extremely short-ranged attack on a character that focuses on keeping the enemy very far from you. ([url]http://smileys.sur-la-toile.com/repository/Surpris/yeux-ecarquilles.gif[/url]) It basically makes the move to be never used. 2 things : first, make it have more range. Right now, the hitboxes don't even cover his feet ! XD Secondly, give it some purpose. Either make it much more powerful. Like ... Snake's Up-Tilt or something., or give it some reasonnably interesting purpose. Wind effect, temporary paralysis, trips once in a while, idk. Just give the player a reason to use this move.

Up-Tilt : Good. Keep this one, but reduce the knockback : it's more than his Up-Smash.  ;)

Dash attack : For once, you should extend a bit the range of this move. It's one of the the purposes of a dash attack to move away the opponent.

Side-Smash : The charging thing is nice. Keep it like that.

Side-Side-Smash : Looks : perfect. But add some damage and a little knockback, pleeease. T-T

Up-Side-Smash : A Smash that can't even kill at 500% ? oÔ It's already not that easy to pull off, because :
1) If it's not charged, then the enemy is at a very close range. If the enemy is at a very close range with Aeon, then there definitely is something wrong.
2) If it's charged, the hit of the charging makes it a bit harder to land.
3) Moveset hackers have to understand we won't use a alternative smash instinctively unless we have a very good reason to.

I don't really know what to suggest, here ...  :-\ It definitely needs an increase in power and knockback. Smashes aren't meant to be combo starters like that IMHO. And the kick is not that great ... I suggest you to look at the Echo Blade movesets done by .Fade if you want better ideas. His alternate smashes were really good. Maybe you could simply try an attack that hits behind after a delay ? With the "spinning throwing trophy stand", couldn't you throw together something ?  :)

Down-Side-Smash : Good looking, effective and all ... But add some knockback. Seriously. A smash that cannot kill at 300% is just ridiculous.

Up-Smash : At the end of the attack, Aeon shouldn't come back to where he was at the beginning. It looks terrible. And the cursor on his head doesn't move, but Aeon does. This needs a fix. Except for that, it's good. Maybe 1-2 more damage and some knockback ? It's supposed to be his more powerful smash, isn't it ?

Down-Smash : Remove about a third of the range. It's really too much. And reduce the knockback : it's more powerful than the Up-Smash.  ;) There's also a mistake in the hitboxes : this move doesn't hit the enemies that are in front of and close to Aeon.

Neutral-Aerial : It's okay.

Forward-Aerial : Ooooohhhh .... nice. Pretty looking, and inventive. Just be careful : during the second part of the move, there's one glow too many in the middle. And I think you should give a little more knockback to the second hit, and a bit less to the first one.  :)

Back-Aerial : Good. A little more Knockback, perhaps ? ^^

Up-Aerial : Good. Maybe reduce a bit the size of the lower hitboxes.

Down-Aerial : Nice too. A bit unusual, but it's okay. For the animation when Aeon touches the groung while doing this, you should use the animation of Marth's AFA's landing.

Neutral-B (Uncharged) : Too much range ! And the hitboxes don't match the glow when hitting behind. Cut the range in two, seriously. This is supposed to be a bit defensive, until you can get the charge. Finally, there's some trouble with the positioning. Just like the Up-Smash, he shouldn't go back to his initial position the way he does here. Just give him the same thing as for the Side-Tilt, maybe ? oÔ

Neutral-B (Charge 1) : Shouldn't this move hit even when the enemy is close to you ?  :-\ Besides, the laser doesn't look very convincing. You should borrow the one from greeneggsandham's Neku.

Neutral-B (Charge 2) : The attack is too short and quick ... I don't really know what to suggest, but you need to make something that doesn't disappear in a flash. besides, the move only hits once when an enemy is right in front of Aeon.

Neutral-B (Charge 3) : The attack occurs too quickly. Wait for Aeon to finish is "throwing sword" bit of animation, then before he crosses his arms, the time stop happens. Remember this move  wasn't instantanate either in Castlevania. Reduce the size of the graphics and hitbox a bit. The graphics don't match the hitbox (graphics are too large).

Side-B : Ugh ... The animation is okay and the green glow is a nice touch, but ... it's glitchy. Waaay too much. The part where he goes backward after hitting shouldn't exist at all. This little things makes him go back very quickly if your hitting the B-Button is fast enough. When he uses it near the edge of a platform, he flies past it (this shouldn't happen ...) , then teleports back to where he was. When using it in the air, the cursor doesn't follow him properly (it's beind Aeon). Finally, this is really broken as a recovery, and it gives him far too much air control. He should definitely fall into helpless mode after one aerial Side-B. And he's so fast, you should reduce the range of the aerial version by one third. And the range of the ground version by between one quarter and one third. Right now, this move gives far too much position control to Aeon (huge range should be enough control for him), and it's glitchy. If you want to fix only one move, fix this one.  :P

Up-B : Mmhhh ... I think that since he's got three jumps to attack his opponent, an helpless state after using the third one would be a good idea. (Again, because he has too much position control) And on the other hand you should reduce the height of his Grounded Up-B jump. It's impratical for both the player and his opponent.

Down-B : You should enlarge the area of effect of the counter itself. Besides, the does practically nothing against airborne opponent, so you should equilibrate it with a spike, as an example. (Besides, it would be so badass to counter an opponent into a spike and kill him. :P)

Final Smash : It glitches and loops when used on the ground. And you should definitely look into FS glow issue. Using more FS during the fight adds more glows, and thus reduces bit by bit the number of effects that the game can display.

Taunts : Unchanged.  :'(

Grabs : Unchanged, I suppose ?

Very last issue and I'll stop tormenting you : When doing a "reverse side dodge" (if he faces right, and does a right dodge), his animation should be facing the other side. Right now, it just looks weird.  :P

I ... guess that's it. Thanks for your attention. And good luck with the improvements.  ;)


[/spoiler]




It took me that long to update my hack because of school.
It's really  hard work for a single person to make a good PSA and completely new moves but I like it.

Now this project -a character with complete new moves- will be my combback.
Enjoy it and gife feedback.
I know that I'm competing with the much more popular Sephiroth (It's hard to compare a Final Fantasy legend with a Castlevania newcomer) but perhaps you will try it. He's my best Project until now.

Feedback would be nice ;)


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: SiLeNtDo0m on April 15, 2011, 10:16:59 AM
Awesome!  I'm so gonna test this right away as soon as I get time!


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Akiba Red on April 15, 2011, 11:06:00 AM
FINEESH UR SORENZOR PSA CUZ H4X0R IS MAKING NEW VERTEX!!11! (i think)
...yea.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: fighter20brawler10 on April 15, 2011, 12:48:42 PM
Awesome for reviving my favorite hack of yours =)


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: RevengeHunter on April 15, 2011, 05:18:05 PM
Great! I loved this PSA, but I switched to Sephiroth because the last version had some glitches (mainly Side-B and Final Smash) but with this new version Sephy has to make some room for Aeon! come on clone engine where are you T_T


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Tempo_ on April 15, 2011, 07:18:52 PM
FGSFDS.

Stop making such great PSA's.
My Marth is under severe stress from constantly having to learn completely new movesets.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Tasty Pumpkin Clock on April 16, 2011, 01:55:38 AM
This is great. I love that there are Marth ports over Yoshi and Rob so now I can use Marth, Sephiroth, and Aeon!


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Keromonkey on April 16, 2011, 09:34:45 PM
I must say, this PSA is awesome (with a capital A, although the capital is conspicuously absent). It's my new favorite, well balanced, interesting to use and the costume is also a ringer ;). Aeon is my new fav. and I've never even played castlevania :P


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 17, 2011, 12:17:59 AM
This is great. I love that there are Marth ports over Yoshi and Rob so now I can use Marth, Sephiroth, and Aeon!

Exactly. Now I can make a new update for Soren. No problems any more.

Phantastic that you all like Aeon.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Psycho Philia on April 17, 2011, 12:21:47 AM
Oh yeah, I'm really interested by your update of Soren! :laugh: This is one of the first Psa that I discovered after all! Even if I find it not so balance mostly because of the neutral B move in fire mode... Anyway, I digress, good come back Mr N! (even if you don't know me)


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Albafika on April 17, 2011, 12:22:33 AM
Exactly. Now I can make a new update for Soren. No problems any more.

Phantastic that you all like Aeon.

AMG :happy:

You're working on Soren again?! My first post in KCMM was on your Soren, I can't wait to see this come!


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Psycho Philia on April 17, 2011, 12:24:32 AM
Wolfric: I forgot that you were one of the followers of Soren, shame on me! :laugh: Anyway, this is a very good news, all that is left now is to find a suitable vertex for Soren... Or maybe import it from Fe10. (when it is possible)


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Soma on April 17, 2011, 12:34:05 AM
I love you ._.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 17, 2011, 01:02:55 AM
Wait Wait Wait.

I said I can now START wor´king on Soren again. I haven't done it yet.
First I offered my help to other projects: Clare over Didy and Nel Tu over Bowser.
Both Hacks are interesting and I want to see them nearly as good as Aeon.

Soren needs a VERTEX not a model import. The Sword Grip and the Blade have to be two squares. They should look like a book. Because if the two squares I am able to open and close it. Soren will be the get moves where he reads out of it. Perhaps the cape has to be changed, too.
Don't cexept an update without that book.
I decided not to make a staff moveset because it's not good for Brawl.

If you want to discuss about Soren please find the Soren thread. I don't want to spam Aeon's Topic with Soren ;)


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: DivineOverlord on April 17, 2011, 01:08:04 AM
^ oh I see. So, you have interest in the Clare PSA I did awhile back? XD and yeah, nel tu looks really interesting too. Btw, nice update on Aeon ;D


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Psycho Philia on April 17, 2011, 01:13:04 AM
I fully understand Mr N, I know that you didn't beginned to work on Soren, but still, it's a great news to know that you will work on him again.

Anyway, about Aeon, I didn't tried this Psa because I don't know a lot Castlevania Judgment, but by judging the pictures and the moveset written, I can say that you worked probably a lot on it. It seems an interesting Psa, and I don't know who made the vertex, but even if Marth's model is still present, it is close to Aeon. Good work!


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 17, 2011, 01:43:45 AM
It's no need to know Castlevania to play Aeon.
I don't know who Clare is and I don't know who Nel Tu is and I want to do them.

Try him out. He has a different gameplay than Sephiroth (not that long charging specials - don't understand me wrong, Sephirotn is great). For you ti's no problem, you have NTSC. Use Gecko and play Sephiroth over Olimar.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Soma on April 19, 2011, 10:53:26 AM
if you make a version of him that has sound I'll gladly make a sfx replacement for him  :)


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 19, 2011, 12:22:11 PM
Perhaps I'll find time to make a NTSC-Port.

....For now I'm working on an other new project....


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Soma on April 19, 2011, 12:36:58 PM
ah, alright


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Hollow on April 19, 2011, 08:40:42 PM
Wow.....Those animations are top-notch. That's the one thing I can't do, make good animations. I can't believe I didn't notice this before. I'm getting this, without a doubt.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Ultraxwing on April 21, 2011, 07:53:41 AM
I like how the final smash glow is still on after he uses the final smash.

how did you do that? i say keep it. makes him look epic.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: SiLeNtDo0m on April 21, 2011, 08:48:14 AM
I like how the final smash glow is still on after he uses the final smash.

how did you do that? i say keep it. makes him look epic.

It's a glitch that happens in the NTSC version.  This is a PAL PSA.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 21, 2011, 11:41:23 AM
It's a glitch that happens in the NTSC version.  This is a PAL PSA.

It's right that it's a glitch but this hack has the same problem.
If you like it it's even better.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Ultraxwing on April 21, 2011, 05:35:14 PM
=P

so it's pal, but it works perfectly.. except the final smash glow. i need to figure out how that glow works naturally like that so i can apply this for epic attacks or somethin.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 22, 2011, 12:19:00 AM
I know there is a final glow event which effects exactly this glowing.
Unfortunately I can't find it but I'm sure there was a thread somewhere.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: xZedkiel on April 22, 2011, 10:14:48 PM
If only there was a Marth over Jiggz.. I would totally use it. :( But for now, Sephiroth.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Hollow on April 23, 2011, 03:48:31 PM
If only there was a Marth over Jiggz.. I would totally use it. :( But for now, Sephiroth.
There's a Marth over Yoshi and ROB.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: xZedkiel on April 23, 2011, 06:38:09 PM
There's a Marth over Yoshi and ROB.
I know there is but I like R.O.B and I love the Dry Bones vertex on Yoshi. And I might be working on a moveset for him.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: tenkashi on April 25, 2011, 12:18:28 PM
shadow can control time........ <_<


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 26, 2011, 03:47:11 AM
shadow can control time........ <_<
Aeon protects time. ;)


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: OmegaMalkior on April 26, 2011, 12:53:43 PM
Thank god I have a ft_marth.rel to be put over yoshi. Now I have Seph vs Aeon :D


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 26, 2011, 03:01:09 PM
Can you please send me a PM including the ft_marth.rel and tell me how to use it?


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Psycho Philia on April 26, 2011, 03:15:23 PM
Mr N: Be careful, normally this system of Rel works only for those who have a Us ssbb... But in case of Marth, as he has no article, I wonder if it can work on Pal too...


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: OmegaMalkior on April 26, 2011, 03:35:07 PM
If you are have a US Wii, Then download "Sephiroth over Yoshi"by ssbbtailsfan, then take the codes that are in there and the module folder and place the module folder in the "pf" folder, apply codes given in download through Code Managr, take all of Aeon's file and rename them to:
FitMarth.pac>FitYoshi.pac
FitMarth00-05.pac/pcs >FitYoshi00.pac, FitYoshi00.pcs
And
FitMarthMotionEtc.pac > FitYoshiMotionEtc.pac.
Boot up through Gecko/Riivo and your done!


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 27, 2011, 01:52:49 AM
Thank you for the description.
PAL won't be the problem. I'll by a US SSBB soon. I have then a PAL Wii and a NTSC-U SSBB. I think it will work then.
Can Riivolution use NTSC games on a PAL Wii?


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Puraidou on April 27, 2011, 03:54:50 AM
Thank you for the description.
PAL won't be the problem. I'll by a US SSBB soon. I have then a PAL Wii and a NTSC-U SSBB. I think it will work then.
Can Riivolution use NTSC games on a PAL Wii?
If your wii is Region free then yes.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 27, 2011, 03:59:06 AM
I don't think it is.
Can I make it region free?


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Puraidou on April 27, 2011, 04:24:07 AM
I don't think it is.
Can I make it region free?
Yes, using Priiloader for one. I don't have it though.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Mr.N on April 27, 2011, 08:31:27 AM
Ok Thanks.


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Zikkh on August 02, 2011, 06:00:25 PM
Where can I download the Aeon over Ike ?? xD


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: C.Q.C. on August 02, 2011, 06:06:39 PM
Try the Vault but I don't get it why won't this work for NTSC?


Title: Re: Protector of time: AEON --- Completely new (04.2011)
Post by: Zikkh on August 02, 2011, 06:23:50 PM
I can not find the PSA over Ike , this is a PAL PSA so NTSC User wont get sound