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Title: Todd Ingram's Moveset Ideas Thread Post by: Todd_Ingram on May 19, 2012, 04:14:30 PM Hello! I'm Todd, and I am very new and have a lot of ideas that need bettering. (Totally a word.)
So, this is where I'm going to put all my ideas for movesets when I come up with them. Right now, what I need is criticism. Tell me what you guys think would work and what you think wouldn't. The more criticism I get, the better I will become overall. Here are the ones I have so far. Forgive the differing formats, these will be fixed once this gets more attention. PAPER MARIO over Mr. Game & Watch (Model:http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23892 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23892)) SUPER DIMENTIO over Luigi (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=13338 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=13338) SHY GUY over Kirby (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26554 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26554)) ELECTIVIRE (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25192 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25192)) BLACK MAGE (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23970 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23970)) DREAM SETS: (i.e. too complicated to actually code but are examples of my ideas) FIREMAN (i.e. firefighter) Over Snake or another humanoid character (Ike, Link, etc.) Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 20, 2012, 04:04:18 PM It seems like these are a lot of odd moves. Like ones that wouldn't look or work well.
Clapping, spinning into enemies.....some of them don't seem to fit the character's style and seem odd. Like dimento's B. And it seems like you're being overambitious with like final smash (summoning master hand and targetting) Do you really want these moves? I just don't think they fit the character, but I like the creativity. The best way that I found to make good character ideas was to make custom characters on my own. Original characters. No, I don't mean trying to learn to program things on your own, but make a moveset on your own. Have an idea in mind and an overall goal. Also, look at what is and isn't possible and try to keep that in mind. If you want any help, PM me. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 20, 2012, 04:42:20 PM It seems like these are a lot of odd moves. Like ones that wouldn't look or work well. Clapping, spinning into enemies.....some of them don't seem to fit the character's style and seem odd. Like dimento's B. And it seems like you're being overambitious with like final smash (summoning master hand and targetting) Do you really want these moves? I just don't think they fit the character, but I like the creativity. The best way that I found to make good character ideas was to make custom characters on my own. Original characters. No, I don't mean trying to learn to program things on your own, but make a moveset on your own. Have an idea in mind and an overall goal. Also, look at what is and isn't possible and try to keep that in mind. If you want any help, PM me. Thanks for telling me all this. Dimentio's B was based off of the attack in the game where he brings his fist down, but if it doesn't work I can replace it with something else. And of course anything can be changed if programming it would seem like a hassle. I'll go through it again and see what I can do. Are there any specific moves you don't think work for a specific character? And by not fitting, do you mean the style of the character or the "feel" of the character? (For example, a projectile would not work well for a character based on heavy hitting at close range.) I'm only asking questions because I want to understand the criticism you're offering and make the sets better. Thanks again for leaving input! An original character sounds helpful, too. I have some characters knocking around in my head I'd like to put down on paper. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 20, 2012, 07:18:03 PM Paper mario's crouch attack seems iffy. He just expands part of himself, right? Doesn't seem like a good attack choice and I feel like it would look weird.
And the downsmash too. Hopping up and down 3 times? Smash attacks generally hit to either side of the character, and I can't see how hopping three times in place would be a good idea. Is the back arial like wario's? And dimentio's neutral B seems odd to be placed as neutral B. That should be the button for moves you will be using the most. Ease of access!..? Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 21, 2012, 04:52:04 AM Paper mario's crouch attack seems iffy. He just expands part of himself, right? Doesn't seem like a good attack choice and I feel like it would look weird. And the downsmash too. Hopping up and down 3 times? Smash attacks generally hit to either side of the character, and I can't see how hopping three times in place would be a good idea. Is the back arial like wario's? And dimentio's neutral B seems odd to be placed as neutral B. That should be the button for moves you will be using the most. Ease of access!..? I tried to go over all of what you said. Are my edits any better? Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 21, 2012, 05:50:37 AM A little better. Does PM bounce off of foes when he does the 'power jump' ?
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 21, 2012, 12:43:28 PM A little better. Does PM bounce off of foes when he does the 'power jump' ? Thinking about it, it would make sense. It could be used in succession for a good combo, and fits his archetype more than one huge hit that heads straight to the ground. I'll make the change. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 21, 2012, 06:19:46 PM What is your overal goal for each of these characters? Is pm made for ground based moves, a comboer, an arial character, supposed to use special moves as killing moves, fast character, made for spikes, eats barbacue sauce, wall of pain style character...?
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 21, 2012, 07:04:21 PM Paper Mario is sort of meant to be an aerial character. Not as much of doing damage in air, but travelling well through air to places where he can do the most damage. Using moves like his Up B and Side B in air to get to the opponent where he can excel, i.e. doing enough damage to leave the opponent vulnerable to his strongest specials and smash attacks.
Super Dimentio is more of a power character (and far less of an aerial one), but his style of play is keeping opponents farther away from him with his smash attacks and Counter special so he can use his moves that work best at a distance, like his Side B and Neutral B if that ends up being a projectile. While his other attacks do work at close range, they're not exactly K.O. material. They're more of a way of building up damage so the opponent can be knocked away, then hit with a good long range attack to finish the job. He shouldn't have as many moves that can K.O. from close range. Of course, it's incredibly likely that the movesets I have outlined above do not work AT ALL with the ideas I have here. If that is true, please point it out and mention ways that it can be fixed. I've only been playing Brawl professionally for a short while, and have spend a vastly superior amount of time playing casually. I'm learning about character strategies and comboing and everything, but slowly. So, any and all help is appreciated. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 21, 2012, 07:14:30 PM Honestly I can't say much about what would work, that depends on the programming. Will he have wario or jigglypuff lightness/manueverability? Wario's back air sort of kills combos.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 21, 2012, 07:37:49 PM Honestly I can't say much about what would work, that depends on the programming. Will he have wario or jigglypuff lightness/manueverability? Wario's back air sort of kills combos. *assuming you're talking about Paper Mario" I agree. And I think saying his back aerial was like Wario's was a little bit of misinformation, now that I think of it. Let me edit that to see if I can make it a little clearer. As for maneuverability, I think he would have more of the maneuverability of Jigglypuff (being able to get to people fast), but fall speed and initial upward speed would be a little faster. He shouldn't really be used as a Wall Of Pain character, as most of his aerial attacks should be used to prepare for his larger attacks, not as much of an edge-guarder. Again, this is all sort of theoretical depending on how well programming works, if it ends up happening at all. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 21, 2012, 07:43:42 PM Actually sounds good then.do you have a model or texture in mind? Seems like it would be cool over g&w
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 21, 2012, 09:07:28 PM Actually sounds good then.do you have a model or texture in mind? Seems like it would be cool over g&w I do indeed. If you'll follow the stoic, unbouncing link to the right of the PM moveset spoiler, you'll find a delightful texture created by Starwaffle that I've tested many a time and can say that it looks very impressive. Not saying we can't do anything else with it, but it'll do more than fine if this thing ever finds its way onto the Vault. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 21, 2012, 09:42:30 PM You....have a face.
I'm too stupid to click links. I can't. Or view images. Do you need animators or psa-eratorificationarators? Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 21, 2012, 09:45:11 PM You....have a face. I'm too stupid to click links. I can't. Or view images. Do you need animators or psa-eratorificationarators? Not asking you to extrapolate on anything else, then. Strictly speaking, I don't NEED anything. These are just ideas that I'd like fleshed out to their full potential before anyone who's smart enough to make this into a final project takes a peek at this thing. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 22, 2012, 05:43:47 AM So you just needed criticism on your ideas? Okay.....
So you don't plan for anyone to make it...or at least not right now.... *sighhhhhh* Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 22, 2012, 07:40:02 AM So you just needed criticism on your ideas? Okay..... So you don't plan for anyone to make it...or at least not right now.... *sighhhhhh* No, I do have plans to get this made eventually. Once the ideas are collected enough for people to start animating/programming it, that's exactly what I'd like people to start doing. I don't want to sound like a whiner or anything, seeing how many requests aren't taken and how the only thing I can offer in return is furious beta testing. But if you now anything about animation or PSA or know anybody who does, then by all means, help me take steps toward getting this finished. It sure would be cool if this could take off! Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 22, 2012, 08:42:13 PM What's in it for me? You're a noob with no skills, you have nothing for me.
Bahaha :p No, really, I'm trying to learn animation but I suck Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 23, 2012, 04:54:38 AM What's in it for me? You're a noob with no skills, you have nothing for me. Bahaha :p No, really, I'm trying to learn animation but I suck Sucking is the first step to getting better. I'm learning how to art, but right now I'm pretty sucky as well. The more I learn, though, the less I'll suck, predictably. Don't stop learning just because you haven't perfected everything yet. And publicity works too! If you think this is a good moveset, I give you permission to discreetly plug for it somewhere else on the forum, as long as it's within the rules. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 23, 2012, 05:42:30 AM I can't really -start- yet in the. First place. I can only use text-based tutorials.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: AnImAiNe on May 23, 2012, 08:18:48 AM im just saying is all...you cant really use that game and watch as a psa because he cant be animated..i think someone else is making their own paper mario on another character so that a psa is possible
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 23, 2012, 02:06:34 PM im just saying is all...you cant really use that game and watch as a psa because he cant be animated..i think someone else is making their own paper mario on another character so that a psa is possible He can be animated. His attacks and stuff do look choppy but it is possible to animate him. Want proof? If he is grabbed by certain characters and had a down-throw performed on him, you'll see that his model moves like a normal character's would, albeit in 2D. And paper mario IS 2D, is he not? Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: AnImAiNe on May 23, 2012, 03:49:53 PM i never tried to animate him or anything i just remember someone who is an experienced animator having problems with it
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 23, 2012, 05:31:28 PM i never tried to animate him or anything i just remember someone who is an experienced animator having problems with it While I believe you, that could have been for a number of reasons. Maybe because there are no programmed fluid attack animations on G&W, so it can be abit of a chore making it look realistic. It would involve a lot more work from scratch. Of course, I've never animated anything on this scale before, so I may be completely wrong. If someone who's animated characters before sees this thread and has the same complaint you did, I could easily assign him to another light character like Jigglypuff, although that would involve a lot more rigging. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Albafika on May 23, 2012, 05:38:41 PM I'm not sure (Nor do I care) if you can animate G&W or not, but it's easy to check: Open his texture file on BrawlBox, preview the model, insert the Motion, try animating.
Other than this, you can animate flat characters, or rather, make any 3D character flat, just in case you wanna try your project on someone else. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 23, 2012, 06:08:57 PM That could help. And all you have to do is assign him to a character period, you can just change the characteristics (attributes) to the desired.light character or somewhere inbetween them.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 23, 2012, 06:21:02 PM However, it seems that animating GW could work!
Until we get anywhere near having these animated, though, I'm going to try to spend time making more movesets for existing models. Does anyone know any that they think a moveset would be cool for? Being a Paper Mario fan, I have some ideas for Lord Crump and Shadow Queen, both of which have models. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 23, 2012, 10:37:36 PM I don't remember them...doopliss. Not any good ones at least. How about paper louie-G?
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 25, 2012, 05:00:36 PM Added another moveset to the OP: The Mach Pokemon Garchomp!
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 25, 2012, 09:50:38 PM Machop is a good pokemon btw. Random talk. I'll check it out in a whie....maybe tomorrow. I'm sleepy.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 28, 2012, 08:35:21 PM Machop is actually a model on here as well.
Maybe I'll think up a set for that... On a side note, I think I may try to make an original character set, like you said was a good idea. Anybody have any suggestions? Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 29, 2012, 05:58:44 AM Make up a character that you think is awesome. Watch your favorite shows and say, hey, what if there was a guy who could do x. Then make that guy and his fighting style reflects what you think he would be like. He doesn't need to fly to use up B or jump high, be creative. He could blast the ground to propel himself up. He might not be powerful but how does he apply his skill? Just think it up man. My characters are based on elements.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 29, 2012, 11:51:57 AM Well, I took a bit of an unorthodox idea and expanded upon it.
Now, in the OP, I have added another set: FIREMAN! Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 29, 2012, 01:58:33 PM Fire man? Is he from megaman? Just finished and failed my exam I bet. Why did you decide to make this character? Did you have a goal in mind with each?
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 29, 2012, 03:05:24 PM No, he's not from Mega man. He's just a literal firefighter (actual people who put out fires.)
He's basically a character built around allowing himself to get into the air (using his up smash and knocking opponents skyward with his Side B and stronger attacks) so he can use his failry decent aerial game to build up damage and eventually knock out the opponent. As usual, I'm not sure if the set fits what I was going for, but that's what criticism is for. Sorry about your test! I'm sure you can do some, like, make-up work or something. But that's off topic... Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 29, 2012, 05:16:18 PM Uhh.
I just looked at it. I was too busy to read it before. I can't say that it looks make-able. And there are a lot of 'pull items out of nowhere' moves. I don't think it works very well because of attacks like 'make ladder appear and then run up the latter, and it disapears'. You know what I mean? I hate 'things appear out of nowhere' attack. Try to make movesets that you know are possible. Like people can mod items to be different. The team that I am part of is making sheik have a tanto (bladed weapon) and smoke bombs along with changing the chain into a sickle-chain. It's like a scythe. Look at my valor moveset thread for an idea if you want to see a simple idea (with a couple of twists.) I really liked how you tried to keep a central idea of having an air-game. The valor moveset is an arial character. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: SiLeNtDo0m on May 29, 2012, 05:36:28 PM Uhh. I just looked at it. I was too busy to read it before. I can't say that it looks make-able. And there are a lot of 'pull items out of nowhere' moves. I don't think it works very well because of attacks like 'make ladder appear and then run up the latter, and it disapears'. You know what I mean? I hate 'things appear out of nowhere' attack. Try to make movesets that you know are possible. Like people can mod items to be different. The team that I am part of is making sheik have a tanto (bladed weapon) and smoke bombs along with changing the chain into a sickle-chain. It's like a scythe. Look at my valor moveset thread for an idea if you want to see a simple idea (with a couple of twists.) I really liked how you tried to keep a central idea of having an air-game. The valor moveset is an arial character. By that logic Link and Snake shouldn't be in Smash. They pull tons of stuff out of their ass. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: SmashClash on May 29, 2012, 05:40:28 PM By that logic Link and Snake shouldn't be in Smash. They pull tons of stuff out of their ass. Yeah, lol. Snake pulls out claymores, mortars, and an RPG.Don't forget Wario can pull a bike out of his ass and eat back. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 29, 2012, 05:57:46 PM I just dislike those types of movesets prsonally then. I knew someone would bring up that point. I meant for A attacks especially. Bs are fine, but if every A attack makes the character pull out a house and shake it at the foe, then pull out a keychain and swing it upwards it doesn't seem like it would look as good. And I dislike how snake's smashes are all 'get weapons and shoot them' but I guess it makes sense. Not. Really.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 29, 2012, 08:10:43 PM Okay, time to weigh in.
I got nothing against out of nowhere stuff Second, I'm going to reiterate here and say that none of these move sets are slated for work yet, especially what I've put under Dream Sets. That's the name I'm using for sets that I am well aware would be damn near impossible to code. They're just my ideas for sets that revolve around an idea rather than a character. All the possible sets are for already made models. And they still need criticism before anything. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 30, 2012, 05:37:15 AM Why don't you make movesets that are possible? Ones that you know can be made with PSA. Try and make it easy to understand as well.
I liked the idea and overall goal and the B moves as well. Look at what's possible with PSA and check out some cool features, such as abilities changing at certain percents, movesets changing with different weapons ( you might like this) and so on. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 30, 2012, 07:03:41 AM Why don't you make movesets that are possible? Ones that you know can be made with PSA. Try and make it easy to understand as well. I liked the idea and overall goal and the B moves as well. Look at what's possible with PSA and check out some cool features, such as abilities changing at certain percents, movesets changing with different weapons ( you might like this) and so on. I have made possible movesets. If you look in the OP, there's three of them. Anything that's not in the Dream Set subcategory is a set that I've tried my hardest to make programmable-at your behest, nonetheless. These are the sets that, when finished and have had people notice them (things that I will have to patient for, as there is no such thing as instant gratification and especially for brawl hacking) I would eventually like to see made into a PSA. Again, the Dream Sets are only for showcasing my more imaginative ideas that may or may not be codable. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 30, 2012, 02:12:38 PM Sorry, I guess it's just my style to like realistic movesets. Having a power isfine with me but I don't think someone should have tools that they can't hold onto their person. Sure if you can justify having a fire extenguisher that isn't in your hand then so be it.
Yeah, link throws tools and stuff but he has bomb bags and pouches. How is your fireman going to hold his ladder in his pocket? I guess it's just the type of character that I like to make. It's less believeable and cool looking if someone has the whole world in their pocket. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 30, 2012, 02:25:42 PM Sorry, I guess it's just my style to like realistic movesets. Having a power isfine with me but I don't think someone should have tools that they can't hold onto their person. Sure if you can justify having a fire extenguisher that isn't in your hand then so be it. Yeah, link throws tools and stuff but he has bomb bags and pouches. How is your fireman going to hold his ladder in his pocket? I guess it's just the type of character that I like to make. It's less believeable and cool looking if someone has the whole world in their pocket. Again, and I mean this with as little offense as possible, that's not something I'm trying to consider here. Characters that pull stuff outta Hammerspace may seem unrealistic, but we're talking about a game that has everything from flaming racecar drivers to diabetic penguins. If a character has to pull a ladder out of a magic satchel in order to fit the idea he was built around, then that's that. I will work on movesets that seem "realistic", but if it poses a boundary that I can't pass without delving into a little physics-rule-breaking, I'm not going to hesitate to resort to the old "Handy Haversack." Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 30, 2012, 06:28:39 PM I was just saying personally what I liked. I only like movesets that seem real. Even if your moveset could work that way and worked exactly how you said, i'd probably pick someone else for my own preferences. Some people do like those types of movesets.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 30, 2012, 07:14:12 PM I was just saying personally what I liked. I only like movesets that seem real. Even if your moveset could work that way and worked exactly how you said, i'd probably pick someone else for my own preferences. Some people do like those types of movesets. Alright then. If you ever start PSAing, I give you my promise that I won't complain if you avoid working on any of my sets. I don't want to seem like a jerk that requests criticism and then bash the ones that I think are wrong, but what you're saying you prefer is that I alter my ideas from the original structure they were intended to be built upon. Many of your ideas for the Paper Mario and Super Dimentio set did end up being implemented, and I sincerely thank you for pointing out what may not have worked for the respective sets. But suggesting a removal of a constantly and canonically used effect (nowhere-objects) that I'm putting in amateur, custom sets that are literally nowhere near any sort of finish is, in my eyes, crossing a line. Again, I thank you for your initial input, but I'm keeping my Hammerspace moves because I think they're going to work fine. If a majority of other people agree with you, however (which, judging by previous posts, they haven't), I will amend the moveset somewhat. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 30, 2012, 08:18:42 PM I was really trying tto avoid telling you to change the whole original idea of your moveset. I don't have much else to say though. If you'de like to rate my personal movesets, that might help us to get onto the same page.
For the garchomp or whoever, I was thinking of how you said B uses bowser's taunt. That taunt is pretty stationary (is this the right word?). I was thinking of having garchomp move a little bit or something, rather than just stand in space. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 31, 2012, 04:37:52 AM Well, the idea is that the bites would have more range than they appear to. People could actually be damaged from up to one and a half character lengths away. And if you used it in a run, it would probably slide a bit to make up for it's shortcomings.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 31, 2012, 06:21:29 AM He can't move his neck any? Whatever you sahy. It seems like a cool move though.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 31, 2012, 06:47:15 AM I'm sure the animation could be altered so that it's either farther reaching or that his head grows bigger like the Chomp effect for Wario.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 31, 2012, 02:00:35 PM Have you seen animations ported to new models? Don't always work too well if you don't know what you're doing. Garchomp should swing his head and step once or twice, but hardly move...or move his neck a little.
The taunt doesn't seem to have much range. Might worl for a grab though. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 31, 2012, 04:14:00 PM If each bite sends out a series of slashes in a short distance (like the Sephiroth PSA's up and side tilts) it might work better, and I'm sure it's more possible.
Thoughts? Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on May 31, 2012, 06:25:14 PM Okay, that makes sense. But it's an attack where you have to force the foe to hit you, so like you said you can slide into the foe or just get them to hit you. Maybe it can 'eat' away at shielding foes.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on May 31, 2012, 06:28:14 PM They don't necessarily have to be hitting him. Just within range. It could mean they're trying to set up a grab or something.
On another note, I've got a new set up in the OP: the mysterious Shy Guy! Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on June 01, 2012, 06:20:06 AM I like the shy-guy final smash idea...well, the 'going dark and everyone takes hits' part is kind of used a lot in psa ideas.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on June 01, 2012, 08:03:03 AM Well, Shy Guy is sort of meant as a rounded character, so having a Final Smash that leaves opponnents open is a good thing for him.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on June 01, 2012, 02:35:41 PM I don't see how falling backwards quickly can be a meteor smash.. and what's with the fire-tackle? Are all of these moves from games?
Post Merge: June 01, 2012, 02:38:56 PM I don't see how falling backwards quickly can be a meteor smash.. and what's with the fire-tackle? Are all of these moves from games? Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on June 01, 2012, 03:14:43 PM He's not falling backwards. He's simply thrusting his back backwards like Bowser.
Fire tackle has to do with a seperate Mario enemy Fire Guy. WHich is basically a flaming shy guy. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on June 01, 2012, 04:57:39 PM A shy guy's backward thrust doesn't seem like it's that powerful to spike anyone.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on June 01, 2012, 05:31:22 PM Well, it doesn't do a lot of damage, Just provides a bit of a spike. Maybe not enough to launch them straight down, but enough to send them on a bit of a trajectory.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on June 04, 2012, 05:58:49 AM Seems weird for a shyguy. Like lucas has a sweetspot for his bair, and you have to get the timing right... not just a spike no matter if it hits or not.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on June 04, 2012, 07:33:05 AM Hm...thinking about it, it does seem a little weird.
I wanted him to have one meteor smash, but this does seem awkward. I'm a little busy right now, but I'll see what I can do. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on June 04, 2012, 08:53:19 AM I'm glad you're listening to my suggestions to help make it more balanced.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on June 04, 2012, 11:56:48 AM Actually, I just got access to a Windows computer and have downloaded Brawlbox/PSA and worked with it a little. Now, I've got much more of a scope of how these things work.
I'm going to re-do some of the A moves for each character (i don't know anything about coding specials) so they're a lot more possible to actually code, starting with Shy Guy. I'm leaving the dream sets as they are for now, however. Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on June 04, 2012, 02:08:02 PM So you're going to start working on the stuff? Have fun and tell me if you need any help. I'm part of a hack team! My portion of the team is a division called Nemesis! Team Nemesis! I'll make a logo later so that when we put it in our sig. Then you can know who will help you/who to ask for help!
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on June 04, 2012, 02:58:38 PM Cool! I'll make sure to check it out.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on June 04, 2012, 06:51:49 PM If you have want more criticism, just make more movesets or adjustments to them and I'll be here.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on June 05, 2012, 02:13:01 PM Not much of an update, but I took Garchomp out of the OP.
To me, it felt like I was only doing it because the model was there, and my heart wasn't in redoing it for possibility. I've got a few new ideas floating around in my head, though, so watch out! Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Element on June 05, 2012, 02:25:15 PM Yeah only make movesets that you are actually passionate about. That sounds stupid. And don't limit yourself, for example if you want an animation, don't settle for less and just [censored]ing describe it. Your character will turn out better.
Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests) Post by: Todd_Ingram on June 05, 2012, 02:31:10 PM Yeah, that's more or less what was running through my head.
I'm probably going to re-do Paper Mario's, decide whether or not to trash Dimentio, and try to think of new ideas. Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Element on June 05, 2012, 07:15:32 PM Don't trash ideas when you can just make them better! And if you think of better ideas, just use them. Did you say paper mario slams his hammer down and fire comes out? What's the fire got to do with anything? Maybe you didn't say that, I forget.
Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Todd_Ingram on June 05, 2012, 07:53:37 PM The fire had to do with his Fire Drive badge hammer attack.
I've got two or three new sets in the works right about now, and am trying to see if there's anything to salvage in Super DImentio. Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Element on June 06, 2012, 06:03:29 AM You know, some things can be fabricated. You don't have to have everything from the game.
Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Todd_Ingram on June 06, 2012, 07:13:17 PM I know, I know. I'll still go over both Paper Mario sets sometime in the near future.
Until then, a new set is up: ELECTIVIRE! Post Merge: June 08, 2012, 08:04:54 AM New set up: Black Mage from Final Fantasy! Also, check out my signature for a sexy new banner. Might try to spice up the OP a little as well. Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Todd_Ingram on June 09, 2012, 07:42:10 PM Added numerical values to the sets for deeper comprehension, and made a few routine fixes.
I'm willing to take requests if anyone has any models they want a set written for. If not, I've got a few things on the backburner I can use. Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Element on June 10, 2012, 05:55:42 AM Up arial...for black mage is my -personal- problem. It's fine, but I never liked attacks like that where an effect just happens and hurts foes. I hate zeldas. Stupid magic explosion...and I do like the side B idea, sounds very nice, but how will it be spam-proof?
Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Todd_Ingram on June 10, 2012, 08:12:36 AM Yeah, as an up aerial, I chose it because it sort of fit his play style of having magic based attacks that had fair lag but could still do a lot of damage.
Let me re-tool it a little and see what I can do. Side B should be spam-proof by making start-up and end lag punishable. If you use it at close range, you're going to get clobbered. If you use it at long range, chances are you can't hit them over and over not only because of lag, but because they're going to be knocked far enough away that they'll stay out of your range for a while. Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Element on June 10, 2012, 11:16:32 AM Alright, that sounds like it would work. And by the way, never try to include every aspect of a character into a moveset. No, you did fine with black mage. Did you get some ideas from super smash flash 2?
Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Todd_Ingram on June 10, 2012, 11:46:26 AM I haven't played Super Smash Flash. Most of my ideas came from the original Final Fantasy, which I've played through about twice. I tried to use some of his magical arsenal from that game specifically.
Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Element on June 10, 2012, 11:55:32 AM Oh, some things reminded me of super smassh flash. The character doesn't really feel all that solid though. Like the a, side tilt, back air, forward air and down air feel normal....the pummel and down tilt...kind of up tilt but everything else feels funky. You should play the game and see how their black mage did well and where it did poorly.
Title: Re: Todd Ingram's Moveset Ideas Thread Post by: Todd_Ingram on June 10, 2012, 12:39:13 PM I'll check it out sometime.
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