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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: highonphazon on September 23, 2014, 02:41:44 AM



Title: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on September 23, 2014, 02:41:44 AM
Move this to the right forum if this is the wrong spot please.

I've been working on a Dark Samus PSA for a while now. I guess the origins go back to Nuke's Dark Samus, then to Crony's, and now I'm heavily modifying them. Changes include custom animations, graphics, and I've changed basically every single move's hitboxes, lag, etc. in addition to her attributes. I guess my proudest modification is changing her stance, to me it looks exactly like it does from the Echoes Logbook lol. But the Wait animation needs work. So far I've got her Phazon Scattershot, Phazon Divebomb, Siphon Beam, and Dash attack from Echoes Corruption. Trying to keep the PSA as authentic to the Metroid Prime games.

Some facts:

-Port over Marth (done by batman64)
-Uses actual Phazon texture from Metroid Prime 2: Echoes
-no known errors! yay there is an easily fixed throw glitch that can happen randomly
-CSS and in game portraits done
-plan to modify her audio once PSA is complete

-To anyone knowledgeable in Special Move coding and if you like Dark Samus... come on board the project  ;D there are many things to be worked on!

Preview Pictures:

(http://i.imgur.com/PXH3sXm.jpg) (http://imgur.com/PXH3sXm)
(http://i.imgur.com/9BnsjO3.jpg) (http://imgur.com/9BnsjO3)
(http://i.imgur.com/5fDJAil.jpg) (http://imgur.com/5fDJAil)
(http://i.imgur.com/Z44iJbZ.jpg) (http://imgur.com/Z44iJbZ)
(http://i.imgur.com/zP4dq62.jpg) (http://imgur.com/zP4dq62)
(http://i.imgur.com/UPHgej8.jpg) (http://imgur.com/UPHgej8)
(http://i.imgur.com/Sp5n0OA.jpg) (http://imgur.com/Sp5n0OA)
Phazon Divebomb, needs work on the electricity graphic


Animations WIP:

(http://i.imgur.com/h9jcDZE.gif) (http://imgur.com/h9jcDZE)
(http://i.imgur.com/mD4a5km.gif) (http://imgur.com/mD4a5km)
I did more work on the cartwheel from the Corruption fight, just need to make the ending smoother

Guess this is just a showcase and if anyone is interested in animation and graphic editing that would be fab.




Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Carnage on September 23, 2014, 03:32:32 AM
this looks interesting if you need some specifiq psa help i could help here and there.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 23, 2014, 04:23:17 AM
Looks great. I would recommend you to add aura effect to the gun in that Scattershot attack and maybe make Dive Bomb effect transparent (and it looks like it deals fire damage in screenshot you posted).


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on September 23, 2014, 09:37:10 AM
this looks interesting if you need some specifiq psa help i could help here and there.

That would be great. If you could mess around with the specials that would be sweet. Specifically the Actions tabs, those confuse me. And any suggestions for changes are cool.

Looks great. I would recommend you to add aura effect to the gun in that Scattershot attack and maybe make Dive Bomb effect transparent (and it looks like it deals fire damage in screenshot you posted).

Thanks. Everyone tells me that about the aura but I hate how it looks lol. Not really reminiscent of Phazon imo.

The Divebomb covers Dark Samus fully in Echoes though. I stretched the sphere to make it resemble it better too. And that's not fire damage, it's the Flame Orbitar Dark Pit PSA... It was supposed to be a joke because Dark Samus should have been in over Dark Pit in SSB4 lol


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Carnage on September 24, 2014, 06:57:12 AM
if you really want trendils i had an idea just use ivisaur  up special vine model  recolour it with that bluish color and profit? you can easily make it pointy using bb vertex editer to do something simple like that i guess if you want it i could give it a try. not sure where to get the texture color tough.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Medo on September 24, 2014, 04:36:54 PM
Good luck with this! :)

I can't wait until this and Bagan's Ridley is finished; the Metroid Roster will finally have substance.
Samus, Zero Suit Samus, Ridley, and Dark Samus... brilliant.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on September 24, 2014, 05:18:49 PM
if you really want trendils i had an idea just use ivisaur  up special vine model  recolour it with that bluish color and profit? you can easily make it pointy using bb vertex editer to do something simple like that i guess if you want it i could give it a try. not sure where to get the texture color tough.

I toyed around with it before actually but the Phazon texture wouldn't show up, instead the vine became the color of either Dark Samus or the opponent. And they are really hard to change with the scale mods in BB... BUt I will try again tomorrow. But yeah definitely give it a try. I can send you the link of the Phazon texture.

I have an idea for neutral special B move, wanna hear it? Maybe you can code it easily because it's tough for me.

Good luck with this! :)

I can't wait until this and Bagan's Ridley is finished; the Metroid Roster will finally have substance.
Samus, Zero Suit Samus, Ridley, and Dark Samus... brilliant.

Thanks! You are right, then the holy trinity of Metroid will be complete.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Medo on September 24, 2014, 05:27:34 PM
Thanks! You are right, then the holy trinity of Metroid will be complete.

Hell yeah, man.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on September 24, 2014, 05:33:34 PM
I know this may be a bit early in the development of her, but I'd love for someone to polish her model. It's awesome that Crony was able to import it (i think via the Trophy in Brawl, which btw looks like absolute trash ...that bad stance and blurry textures, take a look if you don't believe me  :>.>:

(http://s24.postimg.org/hoptthrip/Dark_Samus_floating_render.jpg) (http://postimg.org/image/hoptthrip/)

Notice how smooth she looks. And the Phazon crystals on her shoulders are animated, they flow like a liquid which looks awesome. I wonder if this is even possible to do... Just doing some advanced thinking lol

Edit: now that I compare Crony's model with the Echoes version, maybe all I have to do is decrease the sharpness and make it more black..


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 24, 2014, 05:36:51 PM
I know this may be a bit early in the development of her, but I'd love for someone to polish her model. It's awesome that Crony was able to import it (i think via the Trophy in Brawl, which btw looks like absolute trash ...that bad stance and blurry textures, take a look if you don't believe me  :>.>:)

([url]http://s24.postimg.org/hoptthrip/Dark_Samus_floating_render.jpg[/url]) ([url]http://postimg.org/image/hoptthrip/[/url])

Notice how smooth she looks. And the Phazon crystals on her shoulders are animated, they flow like a liquid which looks awesome. I wonder if this is even possible to do... Just doing some advanced thinking lol

It is possible to replicate with texture animations. This is what is used for lava in stages. Without them, lava just rises and goes down. I don't know how to make them though.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on September 24, 2014, 05:48:32 PM
It is possible to replicate with texture animations. This is what is used for lava in stages. Without them, lava just rises and goes down. I don't know how to make them though.

Oh that's awesome, I'll look into it

Post Merge: September 25, 2014, 11:22:32 PM
Anyone have any idea how to work with srt0 animations for textures?

I tried importing the magma srt0 from Norfair onto her but it doesn't work... then again, I have no idea how srt0's work


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on September 28, 2014, 06:40:05 PM
Small update Phaazlings.

(http://s28.postimg.org/lopg38cex/al_140926_0544_bin_out.jpg) (http://postimg.org/image/lopg38cex/)

(http://s28.postimg.org/4y9h05om1/al_140928_0200_bin_out.jpg) (http://postimg.org/image/4y9h05om1/)

(http://s28.postimg.org/oeu6mojq1/al_140928_0204_bin_out.jpg) (http://postimg.org/image/oeu6mojq1/)

(http://s28.postimg.org/6epkw1gwp/al_140928_0206_bin_out.jpg) (http://postimg.org/image/6epkw1gwp/)

Thanks to Carnage, we have some tendril graphics for her down smash. Trying to replicate the tendril attack that the Dark Samus assist trophy does in SSB4. And I want to replicate the attack she does in Corruption where she summons a giant Phazon spire into the arena. Still thinking on how this can be a balanced move....

Tried animating her wait stance to give it life... comments/critiques?

(http://gifyu.com/images/output_M4hlu2.gif)


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Carnage on September 29, 2014, 02:34:27 AM
did the best i could considering that is a vertexed ivisaur vine  with some random animation i made just so they dont look static xD


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on September 29, 2014, 06:31:31 AM
Looks good. It would look better if those tendrils would be rotated in such way they face Dark Samus/each other and use different texture. Like maybe recolored lava.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on September 29, 2014, 05:08:51 PM
Looks good. It would look better if those tendrils would be rotated in such way they face Dark Samus/each other and use different texture. Like maybe recolored lava.

Yes, I agree. Rotating is easily done I think.

But I really want a proper tendril model though lol. Tried using that boss from Other M that you sent and I isolated the tentacle but I don't know how to animate it. I think I need to "rig" it? I'm not 100% sure on that stuff though. And the texture's are screwy on the tendril, so i don't think using a lava texture would make a big difference.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 04, 2014, 02:11:04 AM
I've uploaded a video to Youtube showing some some updates, mostly graphical and animations. I really really really like how her Down Taunt came out, it looks very similar to the graphical effect from Echoes. Anyways, here's the link.

https://www.youtube.com/watch?v=6eutfiQPjBk (https://www.youtube.com/watch?v=6eutfiQPjBk)



Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Omniscient X on October 04, 2014, 02:18:08 AM
Looks pretty good animations could use some work but only on some attacks.  Nice graphic work, though I wonder where you got that blue lightning GFX from  r)
-Omni


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 04, 2014, 02:24:48 AM
Looks pretty good animations could use some work but only on some attacks.  Nice graphic work, though I wonder where you got that blue lightning GFX from  r)
-Omni

HAHA! Yep, at first I didn't think it was you but yeah. That graphic was the reason why I got into modding her in the first place though, so thanks and I'll credit you in the end. I saw it and I was like, damn that would work perfectly. One of the next things I want to do is animate it so it looks more like it does in Echoes.

And if you have any other awesome graphics for her, like maybe a tentacle (for Down Smash like the SSB4 Assist Trophy) that would be excellent and much appreciated.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Omniscient X on October 04, 2014, 03:25:11 AM
Yeah that lightning graphic is a nice one good use of it.  No need to credit me haha honestly you can have all the beautiful graphics in the world but if the PSA itself isn't fluid and nice it makes no difference.  They just make nice icing on the cake, you did well with that rapid bullet blast [censored] thing too.

Now, about that tentacle check out the WIP thread I believe it's at the top of the last page, that's the GFX I'm using for Sceptile's Frenzy Plant I can retexture it and ship it over if that's something you'd like.
-Omni


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 04, 2014, 04:50:53 AM
Yeah that lightning graphic is a nice one good use of it.  No need to credit me haha honestly you can have all the beautiful graphics in the world but if the PSA itself isn't fluid and nice it makes no difference.  They just make nice icing on the cake, you did well with that rapid bullet blast [censored] thing too.

Now, about that tentacle check out the WIP thread I believe it's at the top of the last page, that's the GFX I'm using for Sceptile's Frenzy Plant I can retexture it and ship it over if that's something you'd like.
-Omni


Yep, totally agree with you. When I first started all I was doing was swapping animations and putting a bunch of common gfx and called it a day... looked like garbage. But seeing your gfx along with Tabuu's made me research into gfx, there's soooo many to be used, it's unreal.

And that would be amazing. Totally would put that tentacle to good use. I even have a texture that's 80% close to the one from SSB4.

(http://s18.postimg.org/69kjbgovp/4_ODKTyn_1.jpg) (http://postimg.org/image/69kjbgovp/)

(http://s18.postimg.org/68ali1n1x/yuendan_jir_01blue.png) (http://postimage.org/)


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on October 04, 2014, 04:53:32 AM
Now, about that tentacle check out the WIP thread I believe it's at the top of the last page, that's the GFX I'm using for Sceptile's Frenzy Plant I can retexture it and ship it over if that's something you'd like.
-Omni


Take it, its most likely better rigged than my tentacles :V

Actually.... It looks a lot like the tentacles I have... Then again, tentacles look like that in general. Let me throw up a gif of the tentacles...

(http://i.imgur.com/DOHkrjv.gif)

I was struggling with making it actually come out of the ground, so I ended up with that lol

Didn't move the bones too much, the rig is kinda meh.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 04, 2014, 02:53:36 PM
Take it, its most likely better rigged than my tentacles :V

Actually.... It looks a lot like the tentacles I have... Then again, tentacles look like that in general. Let me throw up a gif of the tentacles...

([url]http://i.imgur.com/DOHkrjv.gif[/url])

I was struggling with making it actually come out of the ground, so I ended up with that lol

Didn't move the bones too much, the rig is kinda meh.


I'll take any tentacle I can get lol. But I saw Omni's On Sceptile (frenzy plant or overgrowth? Been a long time since I've played Pokemon) and it's very good looking. And so is yours, wasn't that on someone's Dark Link PSA? And I animated Carnage's vertex of Ivysaur's Vine Whip very close to how you did it. The vital frames are the shrinkage at the end ha

But yeah, any tentacles would be lovely!


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on October 04, 2014, 02:56:56 PM
wasn't that on someone's Dark Link PSA?

Yeah, mine :P

If Omni can't get you his, I'll send over mine.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Omniscient X on October 04, 2014, 03:15:52 PM
So personally I think Shulk's represents the tentacles of SSB4 a bit better and strip a texture off of Chaos (Which is on Sonic in the Vault) for that blue energy texture.  The only reason I would say go with mine is if you want it to flail around, for instance in Frenzy Plant the GFX shoot up from the ground before growing forward.
-Omni


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 04, 2014, 03:16:19 PM
Yeah, mine :P

If Omni can't get you his, I'll send over mine.

Thanks, really appreciate it.

And now I just wanna throw out a thought out there for anyone who has some input. Been really torn between two options on what to give her for her special N. They are...

A.) uncharged- Missile, charged- Super Missile.
If you've played Echoes you'd know that Dark Samus loves to spam Samus' missiles against her. Now I can probably get them to look close to how they do in the game but this kinda feels lazy even if they look good. I'm not really a fan of pseudo projectiles on the ThrowN bone and I don't know if there's a way to get a graphic to appear once the throwN bone (or any other bone used as a projectile) makes contact with a surface. Also, is it possible to have the hitbox end once it hits a surface? Is this only done with articles? Early versions had a missile on special N but having them travel thru walls was soo lame. Any input/suggestions?

B.) Phazon Overload/Phazon Corruption- this is just a wild brainstorm idea but I thought it would be really cool to have Dark Samus be able to power up her special moves with a charged Special N. I think Project M's Lucas has a move similar to this? I can likely get graphics to look really good and once I figure how to recolor and get the Final Smash aura onto her to signify full charge I think it would turn out to be quite a unique move.

Only thing is I don't know if it's even possible to code for this. For example... Normal Side B would be a regular sized Phazon Scattershot, simple 60-75 frame (forgot lol) move with the cool effects I already got, and charged Phazon Scattershot could have 1.5x range, a bigger Phazon particle graphic and some electricity effects to signify that's a more potent move.

Is it possible to code for two versions of special moves, and have one version happen dependent on Special N being fully charged?

Sorry for the long read but this decision has been bothering me lol


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on October 04, 2014, 03:58:29 PM
And now I just wanna throw out a thought out there for anyone who has some input. Been really torn between two options on what to give her for her special N. They are...

A.) uncharged- Missile, charged- Super Missile.
If you've played Echoes you'd know that Dark Samus loves to spam Samus' missiles against her. Now I can probably get them to look close to how they do in the game but this kinda feels lazy even if they look good. I'm not really a fan of pseudo projectiles on the ThrowN bone and I don't know if there's a way to get a graphic to appear once the throwN bone (or any other bone used as a projectile) makes contact with a surface. Also, is it possible to have the hitbox end once it hits a surface? Is this only done with articles? Early versions had a missile on special N but having them travel thru walls was soo lame. Any input/suggestions?

B.) Phazon Overload/Phazon Corruption- this is just a wild brainstorm idea but I thought it would be really cool to have Dark Samus be able to power up her special moves with a charged Special N. I think Project M's Lucas has a move similar to this? I can likely get graphics to look really good and once I figure how to recolor and get the Final Smash aura onto her to signify full charge I think it would turn out to be quite a unique move.

Only thing is I don't know if it's even possible to code for this. For example... Normal Side B would be a regular sized Phazon Scattershot, simple 60-75 frame (forgot lol) move with the cool effects I already got, and charged Phazon Scattershot could have 1.5x range, a bigger Phazon particle graphic and some electricity effects to signify that's a more potent move.

Is it possible to code for two versions of special moves, and have one version happen dependent on Special N being fully charged?

If I'm reading correctly (and assuming you mean what I think you mean), yes it should be possible.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 05, 2014, 06:28:26 AM
If I'm reading correctly (and assuming you mean what I think you mean), yes it should be possible.

For the powered up special moves? Yeah now that I think about it, maybe taunt based moveset codes can be used for it.

Or did you mean about the projectiles?


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Carnage on October 05, 2014, 06:30:28 AM
you can make a fake  projectile detect if it hits a wall by giving it an hurtbox imo i did something like that with my old mewtwo port over marth for his neutral special when hitting a wall , tbh a power up neutral special seems something most psaers just throw on taunts  and not exactly a move itself that is usualy like a bonus.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on October 05, 2014, 07:06:16 AM
Wanted to ask something about moveset - will Plasma Beam (from Ghor), fusion dark echoes dance something whatever (attack she uses to split and then regenerate if you won't take out real Dark Samus) or other MP3 attacks be used?


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 05, 2014, 07:19:17 AM
Wanted to ask something about moveset - will Plasma Beam (from Ghor), fusion dark echoes dance something whatever (attack she uses to split and then regenerate if you won't take out real Dark Samus) or other MP3 attacks be used?

I was initially against having a lot of MP3 moves actually. I did edit a cartwheel animation to look like the Echoes clone move though. Right now I made it her escape N animation. I also made the dash attack look like the attack from Corruption when the clones tackle you.

I have an idea about her F or Up smash to incorporate the clones though. There's a Naruto PSA that has him disappear and then reappear elsewhere to attack. If I could mix this effect with that animation that would be a really cool looking attack. I actually think it's a good idea to have a couple of nods to Corruption Dark Samus in this PSA. But maybe I can make a "Corruption" version of this PSA once it's done to have more moves.

About thr Ghor beam, Not sure yet but maybe i can make this a taunt switch gfx effect bc I have her thin blue phazon beam from Echoes for up throw atm.. But I know exactly what graphic to use for it, from Duon's efls data.
It would be kinda hard to balance

Post Merge: October 05, 2014, 07:21:53 AM
you can make a fake  projectile detect if it hits a wall by giving it an hurtbox imo i did something like that with my old mewtwo port over marth for his neutral special when hitting a wall , tbh a power up neutral special seems something most psaers just throw on taunts  and not exactly a move itself that is usualy like a bonus.

You don't seem to like a lot of my ideas :-(

But now that you say that, the down taunt I have in my latest video could be the power up move even though Dark Samus does that when she's "dying"


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Omniscient X on October 05, 2014, 12:35:11 PM
Keep in mind that this is your PSA and only you decide what goes in it.  That being said, this is your chance to step outside, in this case, the Metroid universe and give Dark Samus's abilities enhancements or give old moves new purpose as you see fit.  Don't be afraid to be creative and change things up from the original incarnation of this character!
-Omni


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 06, 2014, 01:57:37 AM
Keep in mind that this is your PSA and only you decide what goes in it.  That being said, this is your chance to step outside, in this case, the Metroid universe and give Dark Samus's abilities enhancements or give old moves new purpose as you see fit.  Don't be afraid to be creative and change things up from the original incarnation of this character!
-Omni

yes, thanks for the motivation. My biggest obstacle is indecisiveness... Dark Samus has so much unique potential and there are so many gfx and animation possibilities I literally sometimes can't sleep HA. I want everything from gfx, movements, hitboxes, etc. to come together as good as possible.

i did give her a unique b air though. she makes a phazon shard appear on her cannon arm and slashes it backwards, somewhat like Ike's. she's never done this in the games but I thought it was a cool nod to her phazon producing abilities plus not every attack needs to be a crazy phazon gfx lol


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Ultraxwing on October 06, 2014, 02:08:54 AM
there are so many gfx and animation possibilities I literally sometimes can't sleep HA. I want everything from gfx, movements, hitboxes, etc. to come together as good as possible.

The mark of a good modder is one who wants all things to be good, not just one thing. that was always my problem with making mods, i am over ambitious and i get discouraged when things take too long. Having no patience might kill ye. So sleep as much as you can, and let those ideas settle in like seeds in well nurtured soil. and eventually they will become even larger ideas.

i did give her a unique b air though. she makes a phazon shard appear on her cannon arm and slashes it backwards, somewhat like Ike's. she's never done this in the games but I thought it was a cool nod to her phazon producing abilities plus not every attack needs to be a crazy phazon gfx lol
This is what i like to call "brawlifying" not all characters even have the moves that they perform in this game. Surely they either make in reference or use it to make a move work. how about FLUDD for Mario? i find it a pointless move personally, it could of have made the opponents trip, but it just pushes them.
    Making D.Samus make make a phazon crystal and attack with it? awesome and it makes complete and total sense for her to do so. i commend you for doing something like this.
    Her moves do not have to be all about phazon; she has plenty of potential. she is an "evil" clone of Samus Aran, so you could have her put some dark twists on what Samus actually does. just a meer thought.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 06, 2014, 08:16:19 AM

The mark of a good modder is one who wants all things to be good, not just one thing. that was always my problem with making mods, i am over ambitious and i get discouraged when things take too long. Having no patience might kill ye. So sleep as much as you can, and let those ideas settle in like seeds in well nurtured soil. and eventually they will become even larger ideas.
This is what i like to call "brawlifying" not all characters even have the moves that they perform in this game. Surely they either make in reference or use it to make a move work. how about FLUDD for Mario? i find it a pointless move personally, it could of have made the opponents trip, but it just pushes them.
    Making D.Samus make make a phazon crystal and attack with it? awesome and it makes complete and total sense for her to do so. i commend you for doing something like this.
    Her moves do not have to be all about phazon; she has plenty of potential. she is an "evil" clone of Samus Aran, so you could have her put some dark twists on what Samus actually does. just a meer thought.


Thanks for that motivation too! Glad to see people like the progress so far. I'm definitely becoming slightly obsessed with making it amazing, partly because its been TEN YEARS since Echoes came out  :o and I've been wanting her in Smash every since. Also because of y'all helpful people. Two people offering me tentacles? Awesome. And yes, some degree of Brawlification is definitely necessary. While I can simulate her wait stance, dodge movements and various shooting animations, she doesn't really do anything that looks like an aerial move that would fit in Smash. And when I try to brainstorm aerials (all that's left is u and f air) I get frustrated because I want her to reflect her Echoes iteration as much as possible...

And yes, I seriously considered using "corrupted" versions of Samus' attacks but I'm leaning against this. While not a bad idea, I think she should be completely different from Samus. I want her to be more mobile, fall faster (reflecting her wild, aggressiveness) and just have a general unique sense about her that I can't even put my finger on yet! While writing this I just thought of a neat move for her up air actually. Also maybe it would be cool to have her form lingering Phazon gas clouds after certain moves... Hmm. And I'm Gonna try to implement that thin laser attack she uses in the second fight... Back to the drawing board.

P.S.: does anyone know where in the Brawl partition the rest room for all star mode/Boss battles referenced? The one with the three heart containers.

Also, here is a little GFX update. I'm still working on getting that Phazon blue glow to work though...

(http://i.imgur.com/e9J4d2a.jpg) (http://imgur.com/e9J4d2a)
(http://i.imgur.com/AIOz6PK.jpg) (http://imgur.com/AIOz6PK)
(http://i.imgur.com/iJOKK4l.jpg)

Album with some more pics:

http://imgur.com/a/EaDee (http://imgur.com/a/EaDee)


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 10, 2014, 07:45:38 PM
I'm so happy with how this move is coming out...

Dark Samus' new Up smash, based off of the Smash Bros 4 Assist Trophy. I'm calling it Phazon Orb Cannon.

(http://i.imgur.com/MPiYAFD.jpg)
(http://i.imgur.com/Z2yWbyO.jpg)
(http://i.imgur.com/IlkYXG6.jpg)

Comparison:

(http://i.imgur.com/fFc2bmp.jpg)


Post Merge: October 12, 2014, 04:33:12 AM
Here's a short video showing the progress on the Up Smash. It's supposed to work like the assist trophy but I don't know if there's a way to make the orbs homing...

 (http://www.youtube.com/watch?v=_ztfBz1DDEo#)


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: batman64 on October 13, 2014, 02:55:48 PM
Great work on this dark Samus mod you're making. I'm glad to see my porting efforts weren't wasted. Dark Samus is one of my favorite potential newcomers for future smash bros games, so let me know if you need any help with anything. I may not be able to help immediately, but I know my way around PSA.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on October 13, 2014, 05:59:10 PM
KJP found a very long and tedious way to make homing attacks work.

But I don't know if it'd apply to this attack here.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 15, 2014, 01:33:45 PM
KJP found a very long and tedious way to make homing attacks work.

But I don't know if it'd apply to this attack here.

Funny you mention that. I was reading a topic on here by keromonkey and you all were having a very confusing discussion about homing attacks. I couldn't really follow  :P.

If only there was a simple "Homing" BB/PSA code...

Instead of trying to make the orbs homing after a fully charged Up Smash, I just made them fly out straight. They have far reach and their hitboxes are bigger than normal up smash, but the animation is 15-20 frames longer so I think it kinda balances out.

Post Merge: October 15, 2014, 01:58:52 PM
Great work on this dark Samus mod you're making. I'm glad to see my porting efforts weren't wasted. Dark Samus is one of my favorite potential newcomers for future smash bros games, so let me know if you need any help with anything. I may not be able to help immediately, but I know my way around PSA.

Thanks man. If it wasn't for your port I probably wouldn't have even given this a try. I'll gladly take any PSA coding help you can offer.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on October 22, 2014, 03:06:53 PM
I've updated the model's textures to look way better IMO. They're less pixelated and have a reflection shader. Last pic is Crony's original upload for comparison.

Brawlvault Entry: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206727 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206727)

Pics:

(http://i.imgur.com/fzQVxLu.jpg) (http://imgur.com/fzQVxLu)
(http://i.imgur.com/PHsHvgW.jpg) (http://imgur.com/PHsHvgW)
(http://i.imgur.com/Ag032ZZ.jpg) (http://imgur.com/Ag032ZZ)
(http://i.imgur.com/xGRi1px.jpg) (http://imgur.com/xGRi1px)


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Sirkura on October 29, 2014, 04:15:37 PM
Wow i'm glad someone is doing this. since she was ported to marth there is a lot of potential PSA wise. (doesn't marth have one of if not the biggest filesize to work with?) i was never quite... happy with the dark samus mods that came out. they just seemed so plain.  (tho chrony's dark boost ball was awesome xD) she always seemed so light for dark samus.  like no one had quite found that perfect balance yet, i always felt she needed to be a heavier character then samus and possibly faster. the moves could easly compensate if there well coded so its not broken. in game she had a lot of fast weak attacks but also had those  :oshi: moves that you could see coming to dodge but delt tons of damage if they connected.

   the biggest issue with crony's psa i had i think was the up B recovery. it was animated to shoot way up then drop down for a landing. and what i found would happen is i'd think i landed on the ledge only to fall thru it and self destruct Dx. i was actually gonna start a project using this as a base previously xD but i'm not good with PSA.  tho i did have an idea for the final smash. (altho its actually a samus move) i always thought Dark Burst would be an awesome final smash for her. (a giant black hole that sucks an opponent in, dealing massive damage)

   i have high hopes to see where this goes, and i have many different builds of super smash bros mods to test for balance in all kinds of settings if you need it. i think above all i fully aggree with what omni said; make it your own. do what ever you feel would make her playstyle fun. so far it looks amazing i like the up smash so far xD nice touch with the graphics updates as well.

*also i am pretty sure chrony ripped the model from the MP2/3 games i think he had the final boss's model in his thread but he wasn't able to get it to work.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on November 01, 2014, 02:31:10 AM
Wow i'm glad someone is doing this. since she was ported to marth there is a lot of potential PSA wise. (doesn't marth have one of if not the biggest filesize to work with?) i was never quite... happy with the dark samus mods that came out. they just seemed so plain.  (tho chrony's dark boost ball was awesome xD) she always seemed so light for dark samus.  like no one had quite found that perfect balance yet, i always felt she needed to be a heavier character then samus and possibly faster. the moves could easly compensate if there well coded so its not broken. in game she had a lot of fast weak attacks but also had those  :oshi: moves that you could see coming to dodge but delt tons of damage if they connected.

Yeah, my primary reason for doing this was to make her look cooler... there's so many graphics to choose from so I just had to do it. Crony's PSA is a good base to work off though. And I changed her weight and movement similar to how the SSB4 assist trophy moves. IMO it feels a lot more like how DS should move, but I'll let people decide for themselves once I release this lol.

the biggest issue with crony's psa i had i think was the up B recovery. it was animated to shoot way up then drop down for a landing. and what i found would happen is i'd think i landed on the ledge only to fall thru it and self destruct Dx. i was actually gonna start a project using this as a base previously xD but i'm not good with PSA.  tho i did have an idea for the final smash. (altho its actually a samus move) i always thought Dark Burst would be an awesome final smash for her. (a giant black hole that sucks an opponent in, dealing massive damage)

The up B is a pain in the butt to code for some reason. Crony's was a simple movement up and like you said it quickly dropped downwards... I didn't like this and came up with something completely different: a two part attack that works  kind of like DDD's. She does a backflip vertically in the air then crashes down in a Phazon meteor at the height of the jump... for some reason I can't get her to grab the ledge on the first part of the attack though aye. And the animation still needs work... soooo much to do with this move.

i have high hopes to see where this goes, and i have many different builds of super smash bros mods to test for balance in all kinds of settings if you need it. i think above all i fully aggree with what omni said; make it your own. do what ever you feel would make her playstyle fun. so far it looks amazing i like the up smash so far xD nice touch with the graphics updates as well.

Thanks for the support! I was just thinking today it would be a good idea to send this out to some interested people for constructive criticism. A lot needs to be done, and if you feel like adding something (especially polishing animations cause they're such a pain in the ass to work with lol) by all means go ahead. Yeah I'm really happy with up smash lol.

*also i am pretty sure chrony ripped the model from the MP2/3 games i think he had the final boss's model in his thread but he wasn't able to get it to work.

Funny thing, Crony just PM'd me today asking me to help with the model. Maybe we can finally bring Dark Samus' burning skeletal form to Smash.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on November 01, 2014, 12:51:48 PM
.. for some reason I can't get her to grab the ledge on the first part of the attack

Did you make sure to add a "Allow/Disallow Ledge Grab" or something to that effect?


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on November 01, 2014, 10:50:56 PM
Did you make sure to add a "Allow/Disallow Ledge Grab" or something to that effect?

Yep. I had someone else code it yet it's still not working well. Here's the code so far (i think I made some minor tweaks to it but it's mostly the same)

Allow Specific Interrupt: Grab Edge
Set/Add Momentum: Horizontal=0, Vertical=1.3, Add/Set Horiz=0, Add/Set Vert=0
Frame Speed Modifier: Multiplier=1.3x
Super/Heavy Armor: State=None, Tolerance=7
Synchronous Timer: frames=80
Allow Specific Interrupt: Main
Terminate Collisions
Super/Heavy Armor: State=None, Tolerance=0



Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on November 01, 2014, 11:09:22 PM
Can you send me the files in a PM. I'd like to check some other things that might relate to it.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on November 01, 2014, 11:11:17 PM
Can you send me the files in a PM. I'd like to check some other things that might relate to it.

sure thing. the specials are a mess at the moment but by all means ha


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Sirkura on November 03, 2014, 01:51:09 PM
Yeah, my primary reason for doing this was to make her look cooler... there's so many graphics to choose from so I just had to do it. Crony's PSA is a good base to work off though. And I changed her weight and movement similar to how the SSB4 assist trophy moves. IMO it feels a lot more like how DS should move, but I'll let people decide for themselves once I release this lol.

The up B is a pain in the butt to code for some reason. Crony's was a simple movement up and like you said it quickly dropped downwards... I didn't like this and came up with something completely different: a two part attack that works  kind of like DDD's. She does a backflip vertically in the air then crashes down in a Phazon meteor at the height of the jump... for some reason I can't get her to grab the ledge on the first part of the attack though aye. And the animation still needs work... soooo much to do with this move.

Thanks for the support! I was just thinking today it would be a good idea to send this out to some interested people for constructive criticism. A lot needs to be done, and if you feel like adding something (especially polishing animations cause they're such a pain in the ass to work with lol) by all means go ahead. Yeah I'm really happy with up smash lol.

Funny thing, Crony just PM'd me today asking me to help with the model. Maybe we can finally bring Dark Samus' burning skeletal form to Smash.

lol i may be able to dp a few animations, tho i tend to be extremely thorough with that kinda thing. it takes me a while to complete them. (i really really dislike stiff looking animations Dx, so i try to get them as smooth and fluid as i can). lol i made a few for my sirkura model over zss.

i was also wondering. do the models have to be specifically created for the DS over marth? or is there a way to edit samus models to work over her? i know for instance the DS model does not have a morphball.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Carnage on November 03, 2014, 02:21:52 PM
lol i may be able to dp a few animations, tho i tend to be extremely thorough with that kinda thing. it takes me a while to complete them. (i really really dislike stiff looking animations Dx, so i try to get them as smooth and fluid as i can). lol i made a few for my sirkura model over zss.

i was also wondering. do the models have to be specifically created for the DS over marth? or is there a way to edit samus models to work over her? i know for instance the DS model does not have a morphball.
dark samus has the same exact boneset as samus no a single bone-edit


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on November 03, 2014, 07:46:52 PM
lol i may be able to dp a few animations, tho i tend to be extremely thorough with that kinda thing. it takes me a while to complete them. (i really really dislike stiff looking animations Dx, so i try to get them as smooth and fluid as i can). lol i made a few for my sirkura model over zss.

i was also wondering. do the models have to be specifically created for the DS over marth? or is there a way to edit samus models to work over her? i know for instance the DS model does not have a morphball.

Being thorough is awesome. I am as well but I'm new to animating so they're not the totally up to my standards.. Getting them to look just right is way harder then it looks.

What I am spending an insane amount of time on is the graphical/particle/lighting effects... Some moves are taking me eons to get perfect but when one gets done it usually looks really good so that's a good thing.

But yeah by all means, if you could whip up something for her down tilt, and maybe give some feedback on ftilt and uptilt that'd be great. I can send over the files in a message.

I'm not totally sure about the bones and models... though I did use a bone adding tool to add more to the Dark Samus model to make it around the 70 range in order to work with Marth. I don't even know if this was necessary tbh, I did this in July or June ha


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on November 04, 2014, 04:28:02 PM
Sent the files back, hopefully it fixed it up for you.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on November 04, 2014, 04:46:47 PM
Sent the files back, hopefully it fixed it up for you.

Thanks a lot, if it works I'll have the motivation to perfect the animation and gfx of the move.

So next on the agenda if anyone's interested:

Right now I'm focusing on editing her animations to make sure she animates smoothly throughout transitions. For example, the ledge animations (cliffwait, cliffattack, cliffjump, etc.) and damage animations are all being reworked to flow into her wait stance. This is probably not a big deal but I'm OCD about her looking as good as I can lol. So this is taking me some time but thankfully the animations are looking good.

Next on the agenda is creating her neutral B move. For the longest time I'd been up in the air between using a projectile attack and her boost ball and i think I'm gonna go with a projectile. It will have two variations and each will be worked for ground and air versions.

***if there's a way to give a Marth PSA file a crawl attack like Samus, I would put her boost ball attack here, but I don't know if this is possible. If anyone has any info please share!***

A.) Ground, uncharged- fires a burst of Phazon energy that has a small chance to freeze. I'll rework the ice gfx upon freeze to make it look like Phazon too

B.) ground, charged- fires a think beam similar to what she does in the Echoes elevator fight. This will be a near instant beam ala. Ivysaur's solar beam but will probably be weaker and a bit longer startup.

C.) air, uncharged- same as ground, different animation

D.) Air, charged- this will be the attack she uses in the final fight in Echoes. Dark samus will absorb Phazon particles then fire a massive (nowhere near Samus FS huge but comparable lol ) Phazon beam at a 45 degree angle towards the ground.

But before I get to creating this move, i wanna make sure some things can be done. If anyone knows the answer to these ?'s it would be a huge help:

1.) is there a way to make a projectile on the ThrowN bone end if it hits a wall or surface? For ex. If im standing on one side of Peach's Castle I don't want to be able to spam the move thru the walls.

2.) is there away to get a "poison" like status affliction on a move? Sorta like purple Pikmin doing damage over time.

I thought. I had more but the first is the most important for now :-p. If this can be prevented I want to start work on the move right away


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on November 04, 2014, 04:57:17 PM
Thanks a lot, if it works I'll have the motivation to perfect the animation and gfx of the move.

No problem, just tell me if it doesn't work. I MIGHT have forgotten something, but I don't think it would have changed anything.

Quote
1.) is there a way to make a projectile on the ThrowN bone end if it hits a wall or surface? For ex. If im standing on one side of Peach's Castle I don't want to be able to spam the move thru the walls.

2.) is there away to get a "poison" like status affliction on a move? Sorta like purple Pikmin doing damage over time.

I thought. I had more but the first is the most important for now :-p. If this can be prevented I want to start work on the move right away

1. No

2. I'm not sure about this (I haven't done it myself), but I THINK you could hit the enemy with a Lips Stick hitbox effect (I think it's called Flower) and it might work. But I don't know for sure.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on November 04, 2014, 05:01:14 PM
No problem, just tell me if it doesn't work. I MIGHT have forgotten something, but I don't think it would have changed anything.

1. No

2. I'm not sure about this (I haven't done it myself), but I THINK you could hit the enemy with a Lips Stick hitbox effect (I think it's called Flower) and it might work. But I don't know for sure.

Totally forgot about that item ha, I'll check it out.

But that blows about the wall thing. Though I think Carnage said he did something with his Mewtwo PSA to prevent this...


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Carnage on November 04, 2014, 05:13:53 PM
No problem, just tell me if it doesn't work. I MIGHT have forgotten something, but I don't think it would have changed anything.

1. No

2. I'm not sure about this (I haven't done it myself), but I THINK you could hit the enemy with a Lips Stick hitbox effect (I think it's called Flower) and it might work. But I don't know for sure.
actualy both of the reasons are a yes

1- you need to make the thrown bone or whatever bone has an hurtbox if it has an hurtbox you can detect if it hits a wall

2- ak you have to do is put on the damage option poision which will give a flower to everyone.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on November 04, 2014, 05:17:50 PM
1- you need to make the thrown bone or whatever bone has an hurtbox if it has an hurtbox you can detect if it hits a wall.

You can't ADD hurtboxes, right? Only change their placements?


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Carnage on November 04, 2014, 05:22:11 PM
You can't ADD hurtboxes, right? Only change their placements?
you can  add them in bb psa.

and the poison effect(flower) is just a simple flag just like flame or darkness.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: batman64 on November 04, 2014, 05:32:07 PM
dark samus has the same exact boneset as samus no a single bone-edit

This is true, but if the model uses samus'a morph ball then it will always be visible during the match. Unless someone has found a way to fix this, you have to either use models without the morphball, or remove the morphball polygons.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Carnage on November 04, 2014, 05:33:32 PM
This is true, but if the model uses samus'a morph ball then it will always be visible during the match. Unless someone has found a way to fix this, you have to either use models without the morphball, or remove the morphball polygons.
not at all all you need to do is set up model changers which is preety easy to do using bb since you cant add them in psa.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on November 04, 2014, 06:06:24 PM
you can  add them in bb psa.

No way, since when lol

Totally going to start using it now.

Mind telling us how to do it? Other than just setting it up as a hurtbox/hitbox?

Wait, what if someone hits the hurtbox?

Quote
and the poison effect(flower) is just a simple flag just like flame or darkness.

Yep, it's called "Flower" liek you said.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on November 04, 2014, 06:17:23 PM
Whoa sooo much new info... Sooo many possibilities!


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: batman64 on November 04, 2014, 07:34:25 PM
not at all all you need to do is set up model changers which is preety easy to do using bb since you cant add them in psa.

Ah that makes sense. I never tried doing that in bb. I mainly use PSA when editing characters. You learn something new every day.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Large Leader on November 04, 2014, 08:03:14 PM
Ah that makes sense. I never tried doing that in bb. I mainly use PSA when editing characters. You learn something new every day.

Biggest problem is, if you edit a PSA in BBox you can't edit it in PSA anymore. And I believe it is the same the other way around.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Sirkura on November 04, 2014, 09:28:32 PM
Being thorough is awesome. I am as well but I'm new to animating so they're not the totally up to my standards.. Getting them to look just right is way harder then it looks.

What I am spending an insane amount of time on is the graphical/particle/lighting effects... Some moves are taking me eons to get perfect but when one gets done it usually looks really good so that's a good thing.

But yeah by all means, if you could whip up something for her down tilt, and maybe give some feedback on ftilt and uptilt that'd be great. I can send over the files in a message.

I'm not totally sure about the bones and models... though I did use a bone adding tool to add more to the Dark Samus model to make it around the 70 range in order to work with Marth. I don't even know if this was necessary tbh, I did this in July or June ha

Sure ^^ send them over and i'll see what i can do, unfortunately i'm usually fairly busy  with work Dx (i'm a manager at Dollar Tree so i don't get much free time >.<) so i can't make any major promises, but i'd be happy to work on it when i have time.
Thanks a lot, if it works I'll have the motivation to perfect the animation and gfx of the move.

So next on the agenda if anyone's interested:

Right now I'm focusing on editing her animations to make sure she animates smoothly throughout transitions. For example, the ledge animations (cliffwait, cliffattack, cliffjump, etc.) and damage animations are all being reworked to flow into her wait stance. This is probably not a big deal but I'm OCD about her looking as good as I can lol. So this is taking me some time but thankfully the animations are looking good.

Next on the agenda is creating her neutral B move. For the longest time I'd been up in the air between using a projectile attack and her boost ball and i think I'm gonna go with a projectile. It will have two variations and each will be worked for ground and air versions.

***if there's a way to give a Marth PSA file a crawl attack like Samus, I would put her boost ball attack here, but I don't know if this is possible. If anyone has any info please share!***

A.) Ground, uncharged- fires a burst of Phazon energy that has a small chance to freeze. I'll rework the ice gfx upon freeze to make it look like Phazon too

B.) ground, charged- fires a think beam similar to what she does in the Echoes elevator fight. This will be a near instant beam ala. Ivysaur's solar beam but will probably be weaker and a bit longer startup.

C.) air, uncharged- same as ground, different animation

D.) Air, charged- this will be the attack she uses in the final fight in Echoes. Dark samus will absorb Phazon particles then fire a massive (nowhere near Samus FS huge but comparable lol ) Phazon beam at a 45 degree angle towards the ground.

But before I get to creating this move, i wanna make sure some things can be done. If anyone knows the answer to these ?'s it would be a huge help:

1.) is there a way to make a projectile on the ThrowN bone end if it hits a wall or surface? For ex. If im standing on one side of Peach's Castle I don't want to be able to spam the move thru the walls.

2.) is there away to get a "poison" like status affliction on a move? Sorta like purple Pikmin doing damage over time.

I thought. I had more but the first is the most important for now :-p. If this can be prevented I want to start work on the move right away

also on the part about a crawl attack, i know it is definitely possible, but i'm not familliar enough with psa to know how you would do it. BeX also can help with it (there is a setting "has crawl" so you don't need to add a code to make it work in the GCT) Shulk or another PSAer would probably know more. a good example i believe would be the windwaker psa (by kit i believe) her PSA has a crawl over toonlink.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Carnage on November 05, 2014, 04:31:07 AM
i made a mistake to make the thrown detect a wall he doesnt need an hurtbox but a mic collision data that is on the misc stuff added to it, i found this by accident some time ago.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Sirkura on November 05, 2014, 02:59:55 PM
Biggest problem is, if you edit a PSA in BBox you can't edit it in PSA anymore. And I believe it is the same the other way around.

!!!!!!!
i think you may have just solved an issue i was having in the help thread i posted before xD i'll have to mess with it later. thank you! xD

i made a mistake to make the thrown detect a wall he doesnt need an hurtbox but a mic collision data that is on the misc stuff added to it, i found this by accident some time ago.

i thought mewtwo's shadow ball was just a graphic edit of lucario's aura ball? wich had the collision data in it already. i briefly looked into something like this for a minor project we were gonna do for a fully powered samus psa. we were looking on how to do the opposite tho xD (wave beam ftw) actually now i have more knowledge on psa i might try it again.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Carnage on November 05, 2014, 03:58:20 PM
!!!!!!!
i think you may have just solved an issue i was having in the help thread i posted before xD i'll have to mess with it later. thank you! xD

i thought mewtwo's shadow ball was just a graphic edit of lucario's aura ball? wich had the collision data in it already. i briefly looked into something like this for a minor project we were gonna do for a fully powered samus psa. we were looking on how to do the opposite tho xD (wave beam ftw) actually now i have more knowledge on psa i might try it again.
well we arent talkning about true articles those already have collision stiff of their own i found this while doing  my mewtwo over marth port long ago where by chance the mewtwo thrown bone had the index of one of marth default  collision bones so when you shooted the fake projectile shadow ball agaisnt a wall mewtwo would get pushed back  the other way so i had to make an if hits a wall or ceiling end atatcks type of thing lol becuase there was no bb psa back then so i couldtn see the misc colission bones.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Sirkura on November 06, 2014, 07:25:44 PM
well we arent talkning about true articles those already have collision stiff of their own i found this while doing  my mewtwo over marth port long ago where by chance the mewtwo thrown bone had the index of one of marth default  collision bones so when you shooted the fake projectile shadow ball agaisnt a wall mewtwo would get pushed back  the other way so i had to make an if hits a wall or ceiling end atatcks type of thing lol becuase there was no bb psa back then so i couldtn see the misc colission bones.
i see lol don't quote me for anything psa related tho xD i havent done much more then simple code swaps lol. i mostly cover animation on our team and some modeling, zig does the texture work and heavy modeling, and dusty does the PSA stuff tho she has very little time. she might be interested in this project actually. might steer her this way.

@highonphazon i got the links to the files i'll grab them and take a look at them soon. i'm gonna be pretty busy till tuesday and wednesday tho (my day off lol) i'll see what i can do for the animations probably around then.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on November 14, 2014, 10:59:12 AM
Here's some of the progress on animations I've made over the last week if anyone's interested:

*Cliff= Ledge

-cliff, wait animation.
-cliff, escape
-cliff escape, far
-jump F
-jump b
-Guard On, off
-Escape Air
-cliff jumps
-getting up from a downed position (transition between laying down and the Wait stance)

I still need to do all of the damage animations which is going to take probably all of next week ughhh but once it's done I can move to her forward smash and neutral b. Once those are done I can finally get to sound effects and she should be about 85%'ish complete.

I wanted to have her done by Thanksgiving so I could use her against my brother but the combo of playing too much PS3 and being burnt out has slowed down progress... but definitely want this done by the second week of December.

P.S.: I will likely be needing PSA savvy folks for tweaking hitboxes and coding soon so ready your Phazon cannons!


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on December 12, 2014, 08:13:04 PM
Another graphical update. My whole reason for starting this project was to get my favorite Dark Samus moves from Echoes in Smash and prove to myself that I am capable of creating a quality mod. I wanted the moves to look and feel extremely close to how they did in MP2. My three absolute favorite DS moves were:

Thin Phazon Laser Sweep (Elevator fight from Metroid Prime 2: Echoes)

(http://i.imgur.com/kKKqyjj.jpg) (http://imgur.com/kKKqyjj)

Phazon Scattershot (First two fights from Metroid Prime 2: Echoes)

(http://i.imgur.com/xSfdH88.jpg) (http://imgur.com/xSfdH88)

Humongous Phazon Tractorbeam (Final fight against Dark Samus' skeletal form)- *the beam looks pretty damn near identical to how it does in Echoes!

(http://i.imgur.com/6vH6go5.jpg) (http://imgur.com/6vH6go5)
(http://i.imgur.com/6SJAByW.jpg) (http://imgur.com/6SJAByW)

Balance issues aside, I am done with these moves finally! A tiny milestone but animating and graphics took forever to get down. The huge Phazon Beam animation can probably use some work but other than that I'm finally happy with how these look. Now onto balancing, getting the Dark Samus model to look as optimal as possible and integrating sound effects from Echoes into a Sawndz file.

I know that the chances of getting help are slim to none on here but if anyone can investigate on how Dark Samus appears in game that would be great. Her model seems to be very dark (pun not intended actually) compared to how the rest of the cast looks. Maybe there's some lighting effect that she's missing? Does anyone have any idea?


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: Ultraxwing on December 15, 2014, 06:54:57 AM
That's extremely impressive. I'm extremely hype for this moveset.


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on December 21, 2014, 07:07:33 PM
That's extremely impressive. I'm extremely hype for this moveset.

:-D


Title: Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence
Post by: highonphazon on December 24, 2014, 12:56:15 AM
Dark Samus has absorbed Ghor's PLASMA BEAM.
*Beam position will be moved forward.


http://imgur.com/eGO2LX3' (http://'[url=http://imgur.com/eGO2LX3')](http://i.imgur.com/eGO2LX3.jpg)[/URL]
http://imgur.com/2tKI0Ia' (http://'[url=http://imgur.com/2tKI0Ia')](http://i.imgur.com/2tKI0Ia.jpg)[/URL]http://imgur.com/cDAk7zG' (http://'[url=http://imgur.com/cDAk7zG')](http://i.imgur.com/cDAk7zG.jpg)[/URL]