Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: HaloedHero on March 04, 2011, 11:46:38 AM



Title: Haloedhero's Projects: Finally on the Project: M Team
Post by: HaloedHero on March 04, 2011, 11:46:38 AM
My Projects:

Scott Pilgrim v0.971: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21896 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21896)
Cloud Strife v1.1: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17518 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17518)


Finished Projects:

SCOTT PILGRIM!!
(http://i.imgur.com/kYKc6.jpg)
(http://i.imgur.com/pupI5.jpg)

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

(http://i.imgur.com/9INcf.jpg)
Uh oh... Nega Scott.

Up special:
Hold B when doing the move to do Mario's super jump punch.
Tap B like a short hop when initiating to do Link's Spin Attack.
Press B+A (B slightly first, of course) to do Samus's Screw Attack.

Down special:
Only counters moves that come from the front, and only when the other character is close in front of you.
Otherwise, you will get hit.

(http://i.imgur.com/3wM0V.jpg)
RAMONA! RAMONA! RAMONA!

(http://i.imgur.com/8RwVK.jpg)
You've gotta have friendship and courage and whatever!

(http://i.imgur.com/bURai.jpg)
You won't know what hit you in the slightest!

Video:
#Invalid YouTube Link#



FINAL FANTASY VII CLOUD STRIFE (1.1):
(http://i.imgur.com/kYKc6.jpg)
FINAL FANTASY VII CLOUD STRIFE
Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17518 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17518)
(http://i.imgur.com/ZNvTp.jpg)
FFVII Cloud Strife is a full character hack that includes all kinds of CSS stuff, battle portraits, victory portraits, a victory theme... even title screen portraits! He comes with four different swords and red/green/blue team colors. The moveset features almost entirely custom animations and attacks based on FFVII. FFVII moves include Climhazzard, Meteorain, Finishing Touch, Braver, Cross Slash, Bolt and Fire materia, and of course, Omnislash as the final smash. Everything in the pack is laid out to help with a quick, easy, and accurate installation.


This video demonstrates the entire moveset (some graphics/animations are slightly outdated):
#Invalid YouTube Link#

Final Smash:
#Invalid YouTube Link#

Recent Updates:

Blade beam in the air now cancels by releasing b. It feels much more natural that way.

Many small animation updates have been made to make everything fully polished,
and near misses on some moves now have different sounds/effects.

I recently changed the skin tone of the CSS images to match the rest of the cast.
Now you won't even notice he wasn't always on your select screen. Fits right in!
Updated CSS:
(http://i.imgur.com/tWwgJ.jpg)

Finishing Touch:
(http://i.imgur.com/G4dou.jpg)

Meteorain:
(http://i.imgur.com/WuvZ5.jpg)

Blade Beam:
Blade Beam doesn't fire in the air. You can cancel the charge by releasing b.
Cloud must be on the ground to unleash the shockwave.

No Charge:
(http://i.imgur.com/PF1Zm.jpg)

Full Charge:
(http://i.imgur.com/GmVhm.jpg)


(http://i.imgur.com/3LFd2.jpg)

Down Throw:
(http://i.imgur.com/yMfcF.jpg)

Download contains:
Moveset file
Animation file
Six costumes featuring 4 different swords and 3 team colors
CSS portraits and names
FFVII symbol
Battle portrait and name
Results screen portraits
FFVII victory theme
Title screen portraits

Enjoy!

Credits:
Animations/PSA work: Haloedhero
CSS/CSP/Team Colors: Haloedhero
Models: BeyondYou
Sage-like advice: SDoom
Playtesters:
(In no particular order.)
Wolfric
Anivernage
SDo0m
SmashClash
SSJCerious
Omega Malkior
the98pika
zyborg
Apprentice of Death
(Sorry if I missed anyone.)

3D Mario:

3D Mario is a minor alteration to Mario's moveset that takes inspiration from his 3D outings. (Namely Mario 64 and Mario Galaxy.) The video below shows the alterations:

#Invalid YouTube Link#
The download has two versions. One has FLUDD for Mario Sunshine fans, and the other has Mario Tornado on Down Special instead.

Download: http://www.mediafire.com/?igesja701mnsagt (http://www.mediafire.com/?igesja701mnsagt)



New Project Possibilities:
I have a few ideas in mind for new projects. To be perfectly honest, I'm a FFVII fan, but the only real reason I made Cloud is that he has great models available. I wouldn't even have bothered with him if there were equally high quality models made of the other characters I want to do, which are:

Raziel (Soul Reaver):
(http://i.imgur.com/D4PEr.jpg)

Raziel is the one I want to do most. I really need a vertex of him done over Pit...

Sparkster (Rocket Knight Adventures):
(http://i.imgur.com/5xFvN.jpg)

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

There's already a vertex for Sparkster, but I don't like it much. If someone does a better one, I'd really like to do a Sparkster hack.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: SiLeNtDo0m on March 04, 2011, 05:05:38 PM
I'm surprised by the lack of comments here :-\

Unfortunately, I myself may not be able to test it since using Dolphin makes it a tad awkward.  However, judging from the video it looks great!


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: Anivernage on March 04, 2011, 05:27:41 PM
i can be tester now my wii is back again


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: SSJCerious on March 04, 2011, 07:48:04 PM
I'll test/give feedback, just send him over!


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: HaloedHero on March 04, 2011, 07:56:09 PM
Thanks, guys. Sending the link...


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: SSJCerious on March 04, 2011, 08:19:02 PM
Nit-Picking Time:
He still has that fire-emblem thing in his entry.
Time for Gameplay critique:
:patrick:
Wow.....gameplay-wise he's perfect, just PERFECT. I found ZERO flaws, he's so smooth, so balanced, so incredible!!!! What else is there to do?

EDIT:
Oops, I spoke too soon. The spike in the up-b is too powerful, the knock back should be lowerd to maybe....50% of what it is now.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: the98pika on March 04, 2011, 08:28:29 PM
Hey count me in too i'll give feedback too :) send link?


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: Anivernage on March 04, 2011, 08:40:24 PM
time for ¨critique¨:
the psa is excelent, good moves its an incredible psa  :o
this is awesome :yay: :yay:
except a few things:
up smash, down b and down smash needs a bigger hitbox (a bit bigger)
like SSJCerious says, still has the fire emblem entry and the up b is powerful
the final smash i think need more damage at the end (maybe not, but i like a bit killing final smashes >D,but not too powerful.) but its impressive  :af2:
in my opinion this psa has 9.7 to 9.9/10 :kdance:


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: SmashClash on March 04, 2011, 09:54:54 PM
Nit-Picking Time:
He still has that fire-emblem thing in his entry.
Time for Gameplay critique:
:patrick:
Wow.....gameplay-wise he's perfect, just PERFECT. I found ZERO flaws, he's so smooth, so balanced, so incredible!!!! What else is there to do?

EDIT:
Oops, I spoke too soon. The spike in the up-b is too powerful, the knock back should be lowerd to maybe....50% of what it is now.
Better than Sdo0m's? (I just want to know so I can have more fun).
Once you fix the entry and make the Up B less powerful I'll test it.

Btw, what's the FS look like?


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: SSJCerious on March 04, 2011, 10:11:53 PM
This and Sdoom's are kinda uncomparable. I honestly cannot say which one is BETTER, but I do like this one more.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: Albafika on March 05, 2011, 07:34:49 AM
Judging from the video, I like sDo0m's more... Animations seems more smoother...


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: SiLeNtDo0m on March 05, 2011, 07:47:13 AM
Actually, I changed my mind.  I would like a copy of this please :)  I did play your Cloud 3.5 and it was the main reason why I made my Cloud.  I felt it was half great and half lame (as in the specials barring the FS were lame but the normals were great)

And like SSJ said, it's difficult to compare the two since they're two Cloud's based off of two different games.  My collabed one is based off Dissidia, haloedhero's is based off FF7.  It would be like comparing Brawl Sonic and a Sonic Colours Sonic PSA (although one hasn't been done obviously, I was merely bringing up an example).

Also, let me just say what I've said before:

There is no such thing as a "perfect" PSA

PSAs are easily the most objective kinds of hacks (the second being stages probably).  "Perfect" for someone could mean "meh" for someone else.  Not a single PSA ever made can be called perfect, and it is extremely improbable that a perfect one will ever be made (it's about as probable as a perfect video game being made) and this is due to the huge number of factors that need to be taken into consideration when playing with the PSA.  Is it glitchless?  Are the animations absolutely flawless?  Are they unique?  Does the PSA feel fresh to play with?  Is there a good balance for the PSA?  And there's even more.

Heck, I'll prove right here why this PSA isn't "perfect" for example (it's still looks great mind):

AAA combo - I'm not sure if you fixed this (I kinda did in my version) but it didn't connect properly at all in v3.5.  You could very easily block and shield out of it.  Also, I got complaints about the knockback of the final hit being too low.  If you didn't change that, that is definitely something I would recommend changing (merely passing on the constructive criticisms I got to you to make this better).  I also got complaints that the damage was too high and should be lowered to about 8%.

F Tilt - The v3.5 one looked cool, but the fact that it always hit the foe behind you made it a bit useless in both edgeguarding, attacking and defending.  This new one however, seems to not only remedy this but it makes the move look even cooler.  Nice job with this one

U Tilt - If this is the same as v3.5, I'd lower the damage and VERY slightly increase the knockback.  When I was using it for both your and my PSAs I found it to be a really abusable combo tool.  I lowered it to 5 or 6% methinks, but you do what you want.

D Tilt - I got complaints about how he jerks forward in the move, so I changed it completely.  I recommend you do something similar so that you avoid the same complaint.  I also changed it because with the jerk forward it's just Ike's D Tilt.  But again, you can do what you want.

Dash Attack - This is a strange one.  It's completely changed from the v3.5 one, so I can only judge by the animation.  Looking at the animation, I'd say I don't really like it too much.  Mainly because of how Cloud swings his sword over his head.  Neither his hand, arm or shoulder move during the animation (only the sword) so it looks a bit unnatural.

F Smash - The same basically except slower and stronger by the looks of it.  I'm not really gonna comment here.  You can do what you want with this move

U Smash - Again the same, but I personally don't like how he deals damage during the charge, especially when it's only one hit that comes in at a random time.  I didn't think it really suited.  Not to mention it can also throw off how you execute the move as well from time to time.

D Smash - Same complaint as the U Smash but also the timing of when the fireballs and hitboxes come out.  I think they should come out once he actually pounds the ground, rather than when he moves his hand up to attack.  It would make a bit more sense imo.  But that's a fairly minor complaint

N Air - It looks like it was in v3.5.  The animation was awesome, but the attack's hitboxes were weird in the sense that there was such a large gap between the initial hit and the next/last hit.  I think you should use the N Air hitboxes that I used since they make the move more useful.

F Air - No complaints here.  The move was always awesome.  I left it be for my PSA and it seems you did the same since this was probably one of Cloud's most well done moves.

B Air - I think this should actually be a bit more like the F Air.  It does a large upwards slice that looks powerful but the flag is a simple slash.  I think the aura one would work better.

U Air - Same as the F Air.  This was also one of Cloud's most well done moves.

D Air - In v3.5 this was similar to the N Air in the fact that it looked great, but was impractical.  It hits the foe at a random sort of 30 degree angle behind you i.e. a useless position considering the end lag of the D Air and the lack of range on the B Air.  It lacked combo and edgeguarding potential and ended up putting Cloud in a worse position than the opponent (since the low hitstun made it so that the enemy could actually attack you afterwards).  I don't think you should do it how I did, but simply find another way to make it more useful (though the new range of the new B Air may make it a bit more useful).

F Throw - Only minor complaint I have about this throw is that the foe just sort of gains momentum.  It's a bit confusing to explain, but I think he needs to keep the opponent on the sword for a bit longer since at the moment it kinda looks as though he's just poking them with the sword XD

U Throw - I like this one.  The animation swap from Falcon's Beam Sword/Homerun Bat/Fan F Smash worked pretty dang well.

B Throw - Same as Ike's most likely.  It works I guess.  I changed it for mine but you don't have to XP

D Throw - Only complaint I have is the angle in which it sends the foe.  I don't think it really makes sense for the foe to go forward since he stabs them downwards.  I think it should spike the foe and make them bounce off the ground. 

Neutral B - The move looks great but it looks almost spammable.  I haven't played it so I can't really judge but from first glance I can say that 21% for a move that comes out pretty damn fast is a bit much.  Not to mention it sucks in foes too.  In the air however it's fine.  Actually, if for V2 of my Cloud, do you mind if I use this move for the Down B?  I plan on making the Meteorain and this switchable on the ground.

Side B - YES!! It's FINALLY balanced and looking good!  Before it was always waaaaaaaaay overpowered.  But now that it's chargeable it's much more balanced.  If there was a way to get rid of the super scope sound effect that would perfect this move.

Up B - Others have said that the spike is too strong and I think I agree.  Since I v3.5 it was much more difficult to land the spike due to their only being one hitbox to launch the foe up, it was more balanced.  However, since there are multiple hitboxes this time it looks easier to land in the air.  However, I much say that the multiple hitboxes makes the move look much cooler XD

Down B - A pretty strange looking move.  I can't really assume much at all about this one without playing apart from that the positioning of the fireballs could be better.  At the moment they come out of his chest rather than his hands XD

Final Smash - This is assuming it's the same as v3.5, the Omnislash is still pretty epic.  I didn't use it for mine because I wanted to go with a more interesting Final Smash rather than a Great Aether with a smexy animation.  But like I said, it's up to you and this Omnislash still works fine especially when it's a moveset based off of FF7

The other complaints are mainly to do with the early animations (i.e. waits, dodges, run etc).  Most of it is opinionated so I won't say.  The one I will say though is the waiting animation should definitely fit a bit more to FF7.  In FF7, he has his back more straight and is leaning forward on his front leg.

Well that's it.  I'll probably say a lot more as regards to balance when I actually play with it.

See what I mean?


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon)
Post by: zyborg on March 05, 2011, 08:37:32 AM
I'd like to try it...


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: the98pika on March 05, 2011, 11:16:06 AM
Its EPIC the down B move was awesome :af: I think this is the best cloud psa ever made :)
Side b was good too :) the rate of this PSA is OVER 9000!!! kepp up the good work :)


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: OmegaMalkior on March 05, 2011, 11:17:00 AM
I'd like to be a tester! Although why not just put the download link in your post? (PM it to me please)


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: SSJCerious on March 05, 2011, 11:33:21 AM
There is no such thing as a "perfect" PSA
This is true. Next time I should end my clueless fanboy reaction BEFORE i give feedback, heheh.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: HaloedHero on March 05, 2011, 03:03:13 PM
AAA Combo - I purposely did not fix the linking problem as the first hit is fast to start, has low end lag, and has great range. I felt that a good way to keep it out of broken territory would be to keep it from linking perfectly, so that it's up to you to anticipate how your opponent will block or dodge and punish them. Playtesters, let me know if you think that's a worthwhile solution, or if I should make it link perfectly and nerf the damage. (Either way, I'll be increasing the last hit's knockback.)

U-tilt - Maybe some damage nerfing. I was thinking he does a little too much damage across the board, so this might be a good place to fix. An increase in knockback isn't a bad idea, either.

D-tilt - I'll look at it and see what I think.

Dash attack - Actually, the whole arm moves, but I'll take the criticism under consideration. I think it's more that his waist/chest don't twist forward at the beginning to give him a bigger arc. If you just don't like that it's a kind of odd dash attack since it attacks overhead as well... I don't know. I didn't want it to be too boring or too strange, and an overhead swipe after the slide seemed to fit that.

U-Smash - Damaging during the charge was something I struggled with. At the same time as it's odd, since the only other character who does it is Ness, as far as I know, I think it would be weird to see him windmilling his sword and it just going through people. The hit comes in at a seemingly random time because I didn't want it to come out immediately and make the smash easy to land by using the charge hit. It stays out the rest of the charge after its appearance, but I didn't want it to hit more than once. Thoughts, playtesters?

D-Smash - Planning on making the fireballs come out slightly later.

N-Air - Will look at the hitboxes and adjust.

B-Air - Don't think I'll change it, but I'll take a look.

D-Air - I'll look into it.

F-Throw - I'm going to give the stab a little more time and change the angle.

B-Throw - I might make a new one. Maybe.

D-Throw - Thought about a spike/bounce already. I'll check it out.

Neutral-B - I haven't really tried, but most of it is the same as the old Gravity special, so you can probably shield, roll out, and punish pretty easily. Try it out. Also, you can definitely use it in your PSA, but I'd either wait until I fix the graphics, or redo the graphics yourself as the mess up on slopes.

Side-B - I haven't tried to get rid of the sound effect, but maybe I can if anyone knows the sound effect ID.

Up-B - I'm planning to take some power off of the spike. And yes, the move looks and functions much better with the multi-hit. Although, there are some options here. Should I take power off or make it easier to DI out of the move?

Down-B - The intent here is to move out of the way and punish if you know where your opponent is going to be. It's a powerful kill move at higher percents, which is why it's hard to land. Thoughts?

Run - Maybe getting changed. I thought about turning his upper body more and having him hold the sword at the same angle, but with both hands.

Final Smash - Is the same, because it's fairly true to FFVII already, and I don't really care much about final smashes. (Sorry, Final Smash fans.)

And yes, in general, I'm aware that my normals are much better than my specials, but I admittedly struggle with specials. I don't like my specials to be too crazy, however, I sometimes feel that that philosophy also makes them border on boring.

All that said...... thoughts?


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: SiLeNtDo0m on March 05, 2011, 03:10:48 PM
Ok now that I've actually played with it I have a couple of changed opinions.

Dash Attack: You're right about the whole arm moving.  I don't know why I didn't spot that before o.O

D Air: Actually, further playing has made me see that it can combo quite nicely into the U Tilt if you land on the ground early enough.  So it does have a use and it works quite nicely

Neutral B: Yeah it is indeed possible to and shield out of it since the hitboxes are a tad unreliable (which is actually a good thing as it stops it from being too abusable).  It's quite a nice edgeguarding/defensive move.

Down B: The move itself is indeed nice.  I still hold true to the positioning of the fireballs, but the move itself is pretty dang cool.  I like how you made it go into freefall as well.  Gives it some risk :P

Quote
Also, you can definitely use it in your PSA, but I'd either wait until I fix the graphics, or redo the graphics yourself as the mess up on slopes.

Thank you and shall do ^^


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: HaloedHero on March 07, 2011, 01:48:55 PM
OK, work has officially started on improvements. I expect the bulk of them to get done tomorrow. Thank you, everyone, and keep the feedback coming. (OP List has been updated.)


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: SiLeNtDo0m on March 07, 2011, 02:04:23 PM
Actually, after doing a few more playthroughs I think the F Smash should stay at it's current speed and power.  It's a lot more satisfying to land when it's going at the slightly slower speed and it just feels more balanced imo.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: HaloedHero on March 07, 2011, 02:38:11 PM
Yeah, I think I'm just going to adjust the landing so that he lands slightly farther forward. The attack won't reach any farther, but right now, when he hits the ground, his momentum seems to stop short. Other than that, I think I'll leave it.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: Funk on March 07, 2011, 02:44:13 PM
This looks pretty cool.
To be honest, I like SDo0m's a bit more, but this looks like it has quite a bit of potential.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: zyborg on March 07, 2011, 07:51:52 PM
This is awesome. I really love this moveset. I only have a few problems/questions...

1- for Blade Beam (forward special), is it possible to use Kirby's Final Cutter's effect or something taller and thinner? A ball doesn't look right to me.
2- the animation for Gravity? (neutral special) is a bit off when using the AC Cloud texture/skin thing. Is it that, or is it the move?
3- maybe slightly more range for Meteorain (down special)?
4- Omnislash? Awesome! but is there any way to get it to target more than one character? Or was it meant to just hit one? And a strange request for it. Perhaps the last hit can be delayed just a little more, and add an effect to the sword?
5- Braver (forward smash) looks quite awkward with him scrunching himself up. Again, could just be the skin I used.


All in all, I like the attacks. They are quite fun, and they incorporate Clouds Limit Breaks and possible magic. I really liked the dash attack. Quite a bit different from a lot of them, yet not outlandishly so. And how you charge the spells up by swinging the sword around really reminds me of the casting animation Cloud has in FFVII.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: HaloedHero on March 08, 2011, 09:32:58 AM
The reason for the super scope shot is that I want it to be an actual projectile. This way, it can be reflected and so forth. In a perfect world, I wouldn't want it to be a ball, either. Maybe when Tabuu (the program) is finished, it'll give the ability to add articles. That'd be great. For now, someone more experienced with editing items might be able to make it shaped like a sword slice, but that would also change regular super scope shots.

I'm not sure about the animation problems on Finishing Touch and Braver, but they look fine to me with the FFVII Cloud models. Anyone else notice any problems?

I don't think I'll be adding more range to Meteorain, because it's a good kill move and it's not a real projectile, but I'm going to make the hitboxes slightly bigger, which will effectively increase the range by a small amount, but enough to make a difference.

What do you mean by target more than one character? It can do three at a time last time I checked...

Also, OP updated.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: Albafika on March 08, 2011, 09:43:52 AM
I want to test this as well, guess I can't judge from seeing a video.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: HaloedHero on March 08, 2011, 12:53:24 PM
Most of the difficult stuff got done today. Tomorrow is mostly just hitbox adjustments and a few graphical adjustments. OP updated, again. Thanks, everyone, and I'll be sending out the updates soon.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: HaloedHero on March 09, 2011, 01:08:55 PM
I'm sending out the second playtest version to everyone who got the first one. Let me know about the new stuff. It's all listed in the OP for reference.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: zyborg on March 09, 2011, 05:13:02 PM
Er... I can't seem to download it, for some reason...


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: HaloedHero on March 09, 2011, 05:16:52 PM
Just tried it now, and it worked for me. Maybe try it again?


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: Albafika on March 10, 2011, 09:30:00 AM
I'll try this Update as soon as I get home.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: the98pika on March 10, 2011, 12:06:59 PM
Its getting better :af:


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: zyborg on March 10, 2011, 07:35:40 PM
That is really awesome. I like the new victory down taunt. Also, the animations things I complained about were my bad. I still don't really like the Finishing Touch animation, but that's just my opinion. Nothing actually wrong with it, per se.

What I meant on the Omnislash is that it only targets those hit by the initial strike. I understand it would be overpowered otherwise, but... anyways, any way to make a lag between the second-to-last and last strikes, and add some kind of GFX to it? Maybe even making it stronger so it isn't the strange amount of damage, 69%?

All in all, this is awesome, and my only complaints are just my personal preferences.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: Lord_of_D: on March 10, 2011, 07:43:34 PM
did you guys made the cloud for donkey kong? cause it is awesome :happy:. theres some problems with it but meh


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: SiLeNtDo0m on March 11, 2011, 12:18:41 AM
did you guys made the cloud for donkey kong? cause it is awesome :happy:. theres some problems with it but meh

No :srs:

Cloud Kong is an old as hell port.  Since then this and my Cloud have been made and can be ported to any character courtesy of the clone engine.  Get with the times dude :srs:


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: ♤♡◇♧ on March 11, 2011, 04:31:07 AM
Old as hell?
I know it's old, but not that old.

Anyway, after seeing the vid in the OP, I can't wait to test this PSA out myself.


Title: Re: Playtesters for FFVII Cloud Strife (Final Version Soon) Now with To-Do List!
Post by: HaloedHero on March 11, 2011, 11:55:31 AM
Omnislash won't be changing, Zyborg, except maybe I could add a little damage or something... BUT, I completely redid the ground Finishing Touch animation so that it more closely resembles the one from FFVII. No feedback too small! I hope you like it better. Take a look at the updated video to see.


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: SiLeNtDo0m on March 11, 2011, 05:45:52 PM
Old as hell?
I know it's old, but not that old.

Anyway, after seeing the vid in the OP, I can't wait to test this PSA out myself.

Tbh, old as hell more agrees to "Internet time".  A couple of months feels like a year on the internet.  I regard my V Joe PSA as old, despite the fact that I released it in December. 

Actually tbh, it's just me being a [censored] to stupid comments (as I am XD).


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: HaloedHero on March 11, 2011, 06:44:38 PM
Thank you for the support SDoom, and I think the moveset is very nearly done, but one thing that's really holding me up is trying to get permission from BeyondYou to release my Cloud alongside his FFVII Cloud models with custom CSS/CSPs and so forth. I did red, blue, and green team recolors of his model along with some pretty decent CSPs, easily the best feature of which is that you can actually pick from the different swords on the CSS screen.

If you look closely, you can see the battle portrait and name at the bottom of my video. I want to release it all together as a full package of moveset, models, and CSS stuff, but he hasn't answered the message I sent him. I'm thinking about sending another, but I don't want to be annoying, in case he's just not interested...

You can see the CSS stuff in the beginning of this video(which was done using an old, scrapped moveset): http://www.youtube.com/watch?v=lLCt6cReO7k


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: Albafika on March 11, 2011, 06:58:44 PM
Thank you for the support SDoom, and I think the moveset is very nearly done, but one thing that's really holding me up is trying to get permission from BeyondYou to release my Cloud alongside his FFVII Cloud models with custom CSS/CSPs and so forth. I did red, blue, and green team recolors of his model along with some pretty decent CSPs, easily the best feature of which is that you can actually pick from the different swords on the CSS screen.

If you look closely, you can see the battle portrait and name at the bottom of my video. I want to release it all together as a full package of moveset, models, and CSS stuff, but he hasn't answered the message I sent him. I'm thinking about sending another, but I don't want to be annoying, in case he's just not interested...

You can see the CSS stuff in the beginning of this video(which was done using an old, scrapped moveset): [url]http://www.youtube.com/watch?v=lLCt6cReO7k[/url]


I don't think he'd care, he may have not just checked his Inbox yet.

EDIT: In that video, at the SSS, the Stock Icons are missing? I only see Marth's o.o


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: HaloedHero on March 11, 2011, 07:07:17 PM
It's there, but you not being able to see it is a combination of the stock icon being a little washed out and crappy video quality. I'll fix it if I get permission to use the models and stuff.


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: Albafika on March 11, 2011, 07:15:36 PM
Also, I'm interested in your Sephiroth's files.. I mean, the names and CSS icon, if possible? o.o

(And if you made them, could you tell me what letter you used..? For future reference in other replacements I'd want.)


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: HaloedHero on March 11, 2011, 07:26:15 PM
I'll send them to you, as well as the name of the font, when I get a chance. It was a pretty common font, but I can't remember which one right now.


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: Albafika on March 11, 2011, 07:30:39 PM
I'll send them to you, as well as the name of the font, when I get a chance. It was a pretty common font, but I can't remember which one right now.

Thanks a lot!

Tomorrow I'll go to my friend's house and use his Laptop to put your PSA in my SD, his Laptop has a SD reader, and mine (I used an old camera whose screen haven't worked for years and can't even turn on if plugged off) died. <.< I'll give proper feedback ,then. =P


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: Beyond on March 11, 2011, 07:32:16 PM
<_< My bad man. Meant to get back to you. But yea...

PERMISSION GRANTED.


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: HaloedHero on March 11, 2011, 07:34:45 PM
YES. You're my hero. Releasing it with the models and everything will really make it. Thank you so much.


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: HaloedHero on March 12, 2011, 08:15:21 PM
So am I the only one who was too stupid up to this point to realize that the filesize limit is not per file, but it's total for all files loaded for a character? Just had to delete a bunch of unused animations to save some filespace to make new textures work. Feeling like an idiot. Also feeling like I might now know why Apprentice of Death was having problems...


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: Albafika on March 13, 2011, 08:18:16 AM
So am I the only one who was too stupid up to this point to realize that the filesize limit is not per file, but it's total for all files loaded for a character? Just had to delete a bunch of unused animations to save some filespace to make new textures work. Feeling like an idiot. Also feeling like I might now know why Apprentice of Death was having problems...

...No wonder why I... Hahahahah, oh my god, I formatted my SD about 3 times trying to make it work...

No worries, man, it happens. XD


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: SiLeNtDo0m on March 13, 2011, 08:21:00 AM
So am I the only one who was too stupid up to this point to realize that the filesize limit is not per file, but it's total for all files loaded for a character? Just had to delete a bunch of unused animations to save some filespace to make new textures work. Feeling like an idiot. Also feeling like I might now know why Apprentice of Death was having problems...

Actually, I believe it's for both.  There seem to be both individual file size limits AND shared file size limits for each character.  I figured this out when I did Viewtiful Joe V1.


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: HaloedHero on March 13, 2011, 08:30:10 AM
Annoying, but at least I figured it out quickly. I'll be sending out a tentative final version today or tomorrow that includes the models and CSS stuff. Hype! Sorry about time-thiefing you, anyone who wasted any time going "why won't it work for me!?"


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: Hackingstar on March 13, 2011, 08:38:08 AM
so is it coming soon?


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: SiLeNtDo0m on March 13, 2011, 08:43:32 AM
Hype indeed o.o Well all I can say at this point in time is great work on this project!  I remember back months ago when you released the initial versions of this.  In all honesty, it wasn't bad but at the time .Fade's was much better.  But as time went on you kept getting better and better at PSA and animating (and doing it all practically in secret, I could never do that XD) and now look at what the result is!

I tip my hat off to you good sir ;) You've made a fine PSA.


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: HaloedHero on March 13, 2011, 09:00:36 AM
Thanks, Sdoom. Your feedback, and the feedback you got from your playtesters has been extremely helpful. Thanks to the rest of you guys, as well. Everyone's criticism only motivated me more. Making this PSA was a learning experience for me, as I am completely self taught by reverse engineering Brawl's existing characters, and every road block was a unique problem to overcome.

What I'm saying is, I hope you enjoy playing it as much as I enjoyed making it. It will be out as soon as I'm sure there are no errors in the final version. Thanks, guys! (And someone should make a video of this Cloud, Sdoom's, and .Fade's fighting using the clone engine. It'd be a riot.)


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: Albafika on March 13, 2011, 09:11:06 AM
Thanks, Sdoom. Your feedback, and the feedback you got from your playtesters has been extremely helpful. Thanks to the rest ofyou guys, as well. Everyone's criticism only motivated me more. Making this PSA was a learning experience for me, as I am completely self taught be reverse engineering Brawl's existing characters, and every road block was a unique problem to overcome.

What I'm saying is, I hope you enjoy playing it as much as I enjoyed making it. It will be out as soon as I'm sure there are no errors in the final version. Thanks, guys! (And someone should make a video of this Cloud, Sdoom's, and .Fade's fighting using the clone engine. It'd be a riot.)

I can make that with friends in NO TIME. (I play every weekend with 7-12 friends. lol)


Title: Re: Playtesters for FFVII Cloud Strife - Video Updated! Release Imminent!
Post by: HaloedHero on March 14, 2011, 11:12:15 AM
The final version is done! Check the OP to download and make sure everything works before I make an official post to the vault. Thank you again, everyone!


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: SiLeNtDo0m on March 14, 2011, 11:20:47 AM
I'm not sure if I'm the only one, but I'm having trouble with the link.  When I click the download, it basically says it's broken :(  And I've used multiple browsers and have refreshed the page.


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: HaloedHero on March 14, 2011, 11:21:44 AM
Just downloaded for me, SDoom. That's odd. And like 7 other people, it says.


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: SiLeNtDo0m on March 14, 2011, 11:23:36 AM
Strange....it just worked now o.O  Wonder what was wrong before :-\


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: Albafika on March 14, 2011, 01:38:55 PM
I haven't received it. D:


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: SiLeNtDo0m on March 14, 2011, 01:39:29 PM
I haven't received it. D:

That's cuz it's in the OP :P


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: Albafika on March 14, 2011, 01:41:51 PM
I haven't received it. D:

That's cuz it's in the OP :P

...Lol, it says it in the Topic name also, that Wolfric dude can be so dumb at times. <_>


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: toastoftriumph on March 14, 2011, 02:04:50 PM
This is amazing.

I literally just started using PSAs outside of Brawl+,-, and balanced, like Sephiroth and Naruto. Maybe two days ago I downloaded Cloud and was impressed. However, many of his animations were clunky, and although decent, you could tell they weren't done by Nintendo or anything. That, along with some stuff in the moveset, led to me trying it out for a day, and I decided to remove him from my SD.

I just saw your youtube video and was shocked. Everything I criticized about Cloud before was completely fixed. The moveset looks great.
Most of all, the animations are astounding.
I can't tell you how awesome they look. I honestly would have thought this was made by Nintendo if I saw this when I got Brawl.

Just... yeah.
Really great work.

It's funny, I'm not even a Final Fantasy fan, but this has got to be the best version of an add-on character to Brawl I've seen so far.

Edit:
I just tested him out (download and everything worked) and it's amazing.
His playstyle is most similar to Ike, Pit, and Zelda. Ike's range/power, Pit's combos, Zelda's magic.
I can successfully beat him as a level 9 with my mains, so he seems considerably balanced (I use Brawl-). As for vBrawl, he'd probably be in the same tier as Metaknight.

I'm definitely keeping him.


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: HaloedHero on March 14, 2011, 05:10:10 PM
Glad to know you like it! Just to be clear: the CSPs and stuff are all right, too, or has anyone even tried them yet? I plan on posting to the vault tomorrow, when I have time to put together some good pictures, and I want to make absolutely sure that everything is in order first. Thanks again!


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: SiLeNtDo0m on March 14, 2011, 05:18:30 PM
Out of curiosity, do you clean you animations in Brawlbox 0.62b after making them in the more recent version.  I was toying around with the clean option and it actually helped to smooth the animation.  I was just wondering since your animations are so smooth :)


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: HaloedHero on March 14, 2011, 05:30:24 PM
Actually, no, as far as I could tell, the clean button didn't seem to do anything, so I never use it. How does it work o.O?

Edit:
[If I had to guess why my animations look good, I'd probably give 3 reasons:

1. I did a 6 1/2 minute stop motion animation for my animation final in college with clay and model gundams, so I've got a pretty good understanding of animation. (That's 9,360 frames for those playing along at home.) Stay in school, kids!

2. I teach Tae Kwon Do, so I have a pretty good understanding of how the body moves. Don't neglect your exercise, kids!

3. I have ADD, which is often mistaken for a short attention span, but it's actually an inability to control the focus of your attention, which enables me to work tirelessly on anything I'm really interested in. (But really bothers my girlfriend.) Take your meds, kids!]


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: SiLeNtDo0m on March 14, 2011, 05:53:16 PM
Wow that's awesome!  I'm just a 15 year old kid with no animating experience apart from what I do in Brawlbox and a couple a bad flash animations from years ago XD.

But about Clean.  Basically, it's a function that only works in version 0.62b of Brawlbox and by pressing it whilst you have an animation selected, it clears unneeded key frames and smoothens animations in some cases.  It's fantastic for reducing file size.

The version 0.62b can be downloaded either in dingoberriz's animation tutorials topic in the tutorials and guides section, or you can download it in my mediafire page (the download includes both 0.62b and 0.63d modset 4.1)


Title: Re: FFVII Cloud Strife finished! Download from OP to test files!
Post by: HaloedHero on March 14, 2011, 06:43:51 PM
Haha, yeah, I'm embarrassingly old to be doing this, and I must say, congratulations on what you've accomplished. Never would have guessed you were a teenager.

And, about clean, that sounds like it would have saved me a lot of time, as I went through my animations by hand removing unnecessary key frames. Good to know, although I think I'm quitting when Cloud is done. Except for a Sonic project that I'm probably the only one interested in. I'm giving him a short range spin dash for f-smash instead of the punch, and changing his jumps/falls so that he falls in a ball, and giving him a hit box that will enable him to bounce off of enemies like in the genesis games. You know, because I'm old.


Title: Re: FFVII Cloud Strife Released! (Haloedhero's Projects)
Post by: HaloedHero on March 15, 2011, 09:17:19 AM
Cloud has been released! Thanks everyone! (There are some really minor sword glow changes in the release version, as well as the FFVII victory fanfare victory theme, so make sure you download it from my vault.)


Title: Re: FFVII Cloud Strife Released! OP Updated with pics and stuff!
Post by: Hackingstar on March 15, 2011, 01:58:45 PM
i wonder if someone will make an OPed version of this.


Title: Re: FFVII Cloud Strife Released! OP Updated with pics and stuff!
Post by: HaloedHero on March 15, 2011, 02:08:03 PM
I'd certainly like to see one.


Title: Re: FFVII Cloud Strife Special Edition with improved Blade Beam coming soon!
Post by: HaloedHero on March 16, 2011, 12:19:59 PM
OK, so I'm making one more adjustment to the moveset and releasing it tomorrow alongside the new, higher-res css stuff.


Title: Re: FFVII Cloud Strife Special Edition Released with improved Blade Beam and CSS!
Post by: HaloedHero on March 17, 2011, 10:34:49 AM
Ok, everyone, this is it: the final version! Many of you complained about the super scope shot on Blade Beam, so I decided to give the people what they want. Blade Beam no longer uses the super scope and is much more impressive in terms of visuals and sound. The CSS images have been completely redone in much higher resolution and a new pose. This is the last update as far as I'm concerned, so I hope everyone enjoys it.

On Blade Beam:

  The reason I insisted on using the super scope shot, despite constant criticism, was that it was an actual projectile. The way Blade Beam is now, it can go through walls, slopes, and what-have-you. Originally, I felt that a real projectile was better, even if it didn't look good, but working on the new blade beam has changed my mind. Sure there might be some BS stuff you can pull with it on some stages, but overall it makes Cloud feel less like a hack, which is always better in my mind. Thanks again for your input, everyone, and I hope this makes a lot of people who wanted this change happy.


Title: Re: FFVII Cloud Strife updated again with new Blade Beam and CSS! (New ver. 1.0.2)
Post by: OmegaMalkior on March 23, 2011, 05:43:36 PM
All I have to say about Cloud is this EPICNESS TO THE MAX!! :happy:

I love every single detail that you've done to him.

Only one thing thats bothering me >.>...

Can you make his Down-B get more range like 2 Cloud height? [Meaning: the distance between Cloud and the limit the Fire Sphere shot, is equal to 1 Cloud (height of him)].


Title: Re: FFVII Cloud Strife updated again with new Blade Beam and CSS! (New ver. 1.0.2)
Post by: zyborg on March 23, 2011, 06:07:19 PM
I really like this new Cloud! It's awesome, especially with the new Blade Beam. However, it still seems to have problems with Finishing Touch on an incline. It gets stuck in the hills...


Title: Re: FFVII Cloud Strife updated again with new Blade Beam and CSS! (New ver. 1.0.2)
Post by: HaloedHero on March 23, 2011, 07:25:05 PM
Hmm... will fix Finishing Touch in the morning. It's like a 2 second fix. Small oversight. Meteorain, however, will not likely change in range. Would a knockback growth boost make up for it? I could increase its grounded range by making him jump higher, but its aerial range would be kind of cheap if it was any bigger. Thoughts?


Title: Re: FFVII Cloud Strife updated again with new Blade Beam and CSS! (New ver. 1.0.2)
Post by: xZedkiel on March 23, 2011, 09:25:08 PM
I'm lovin' the new Blade Beam :o betty betty niiiice!


Title: Re: FFVII Cloud Strife updated again with new Blade Beam and CSS! (New ver. 1.0.2)
Post by: HaloedHero on March 24, 2011, 10:58:08 AM
1.0.3 out! Finishing Touch goes up slopes on the ground, the entry animation has been improved, and Blade Beam in the air has been changed so that you have to be on the ground to even swing the sword, but you can air dodge-cancel the charge.


Title: Re: Project: M FFVII Cloud. Beta available.
Post by: HaloedHero on April 10, 2011, 10:11:55 AM
The topic of this thread has changed! It is now open for discussion on how Cloud fits into Project M with the new beta I've made. Please leave feedback and suggestions. Should the specials be adjusted? Should he be able to hold his Blade Beam charge? Should the physics on any of the aerial specials be changed? Is he overpowered? Underpowered?


Title: Re: Project: M FFVII Cloud. Beta available.
Post by: spiritpyros on April 19, 2011, 08:45:12 PM
I just made a ic constants code cloud over jiggs 

jiggs has ikes's IC-Constant [Dantarion]
C2858928 00000003
2C040025 40820008
38800022 1C040038
60000000 00000000


Title: Re: Project: M FFVII Cloud. Beta available.
Post by: HaloedHero on April 20, 2011, 09:55:59 AM
Thanks, but an identical code is already packaged in with the download for the Beta...


Title: Re: Project: M FFVII Cloud. Beta available.
Post by: SiLeNtDo0m on April 20, 2011, 10:00:45 AM
Darn, just as I get my Wii working, I find that the Project M GCT has too many lines of code and won't work with USB Loader :-\


Title: Re: Project: M FFVII Cloud. Beta available.
Post by: OmegaMalkior on April 20, 2011, 11:01:58 AM
Simple coding is simpler

Jiggs has 3 jabs/1 jump/Sound mod
04B0BA5C 00000003
04B0BA6C 00000001
4A000000 80AD89E0
14000094 00000020
E0000000 80008000


Title: Re: Project: M FFVII Cloud. Beta available.
Post by: HaloedHero on April 20, 2011, 11:31:04 AM
lol extra coding is wasted time on your part. The codes already included with the beta (ICs and sound mod) work just fine >.>


Title: Re: Project: M FFVII Cloud. Beta available.
Post by: Albafika on April 21, 2011, 06:42:43 AM
The reason you're not receiving so much feedback on this project-M release it's because most of the KC-MM users "dislike" Project-M (I, for once, haven't tried it), I'd suggest that you try your luck on Smashboards, if you're looking for feedback, you could get some, there, I think.


Title: Re: Project: M FFVII Cloud. Beta available.
Post by: Eternal Yoshi on April 21, 2011, 08:09:18 AM
I think you might get some backlash from the PM team for doin' that.


Title: Re: Project: M FFVII Cloud. Beta available.
Post by: HaloedHero on April 21, 2011, 08:37:00 AM
Yeah, I didn't post it there, or even on the vault here, because I want a little feedback, but I don't want everyone and their brother downloading it. The P:M team purposefully closed off the demo, and the only reason I even posted this in the first place was for feedback reasons. I didn't want to make a full release, because I'm content waiting until the game is done for that. Actually, now that EternalYoshi mentions it, I'm taking the download down, because it's gotten enough d/ls, and no one has really left feedback, so it's on hold for now anyway.

As far as the generalization of people here disliking P:M... that's disappointing. :(.


Title: Re: Project: M FFVII Cloud. Beta available.
Post by: Albafika on April 21, 2011, 08:40:23 AM
Yeah, I didn't post it there, or even on the vault here, because I want a little feedback, but I don't want everyone and their brother downloading it. The P:M team purposefully closed off the demo, and the only reason I even posted this in the first place was for feedback reasons. I didn't want to make a full release, because I'm content waiting until the game is done for that. Actually, now that EternalYoshi mentions it, I'm taking the download down, because it's gotten enough d/ls, and no one has really left feedback, so it's on hold for now anyway.

As far as the generalization of people here disliking P:M... that's disappointing. :(.

I don't dislike it, but I never installed it even after DL'ing. I even made a Project-M thread here to discuss it, and it ended getting closed 'cause people started stupid arguments there and started atatcking the Project, that's why I'm saying.


Title: Re: Project: M FFVII Cloud.
Post by: SiLeNtDo0m on April 21, 2011, 08:47:40 AM
As far as the generalization of people here disliking P:M... that's disappointing. :(.

Well I personally only like half the concepts behind Project M.  Whilst I think it's great that they're bringing back a load of the fancy tech skills and the fast pace of Melee, it does annoy me how they're changing movesets literally back to exactly how they were in Melee.  Some I can understand (like Falcon because let's face it, in Brawl he's bad and in Melee he's awesome) but others like Falco are just silly.  Why turn him back into a Fox clone?  Is it not possible to incorporate some of the aspects of Falco's techniques in Melee (like his Shine for example), but overall keep his Brawl moveset?  It sets him apart from Fox much more.

That said though, I love what they're doing to the newcomers so far.  The buffs that Lucas got are pretty awesome for instance.

But a similar thing can be said about Smashboards not really caring too much for independent PSAs.  Unless it's either a long running project that started like a year ago or a Melee character they take almost no notice XD  I posted my Viewtiful Joe moveset there and only got one piece of feedback @.@  Whereas here I got loads.


Title: Re: Project: M FFVII Cloud.
Post by: HaloedHero on April 21, 2011, 08:58:00 AM
Indeed. I feel similarly about some of the Project: M changes, but I don't complain, because I know I'll like it much better than I like regular Brawl.

As far as the boards go, I guess that's why we have different communities for different things. To each his own.


Title: Re: Project: M FFVII Cloud.
Post by: Albafika on April 21, 2011, 08:59:56 AM
Well I personally only like half the concepts behind Project M.  Whilst I think it's great that they're bringing back a load of the fancy tech skills and the fast pace of Melee, it does annoy me how they're changing movesets literally back to exactly how they were in Melee.  Some I can understand (like Falcon because let's face it, in Brawl he's bad and in Melee he's awesome) but others like Falco are just silly.  Why turn him back into a Fox clone?  Is it not possible to incorporate some of the aspects of Falco's techniques in Melee (like his Shine for example), but overall keep his Brawl moveset?  It sets him apart from Fox much more.

That said though, I love what they're doing to the newcomers so far.  The buffs that Lucas got are pretty awesome for instance.

But a similar thing can be said about Smashboards not really caring too much for independent PSAs.  Unless it's either a long running project that started like a year ago or a Melee character they take almost no notice XD  I posted my Viewtiful Joe moveset there and only got one piece of feedback @.@  Whereas here I got loads.

Smashboards is full of fail, 98% of the "Projects" posted there are just an import on T pose, just look at Project Emil (I think this is the most recent one), it has about 9 pages, and the only thing that they have done is import the model, not even a Wait animation. Same goes for 98% of the other threads on Customized Concent, and the few that have actual progress only get downloads and no feedback.


Title: Re: Project: M FFVII Cloud.
Post by: SiLeNtDo0m on April 21, 2011, 09:43:49 AM
Indeed. I feel similarly about some of the Project: M changes, but I don't complain, because I know I'll like it much better than I like regular Brawl.

As far as the boards go, I guess that's why we have different communities for different things. To each his own.

True.  I'd just use the codeset for Project M so I could get the universal changes but unfortunately there are too many lines of code for it to work for me :-\  Curse you USB Loader...


Title: Re: Project: M FFVII Cloud.
Post by: Albafika on April 21, 2011, 09:46:05 AM
True.  I'd just use the codeset for Project M so I could get the universal changes but unfortunately there are too many lines of code for it to work for me :-\  Curse you USB Loader...

Too many lines of codes? Wha? i don't think that'd stop you if using USB Loader. ._. I mean, I use CFG USB Loader and I load more codes than Project M have and they all work.


Title: Re: Project: M FFVII Cloud.
Post by: SiLeNtDo0m on April 21, 2011, 10:06:34 AM
Too many lines of codes? Wha? i don't think that'd stop you if using USB Loader. ._. I mean, I use CFG USB Loader and I load more codes than Project M have and they all work.

I'm using USB Loader GX.  It says over 256 lines of code in a GCT and "strange results may occur".  By "strange results" it means it just loads the game without any hacks :-\


Title: Re: Project: M FFVII Cloud.
Post by: Albafika on April 21, 2011, 10:11:16 AM
Try CFG USB Loader, it's more useful... USB Loader may load a FEW games CFG can't, but other than that, CFG is beyond GX. I've always used it and have got no problems with it, other than not being able to load Pokemon Co(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)eum Bonus Disc (Which is one of the games GX can supposedly load) but even then, the games CFG can't load are very few and random.


Title: Re: Project: M FFVII Cloud.
Post by: SiLeNtDo0m on April 21, 2011, 10:46:08 AM
Try CFG USB Loader, it's more useful... USB Loader may load a FEW games CFG can't, but other than that, CFG is beyond GX. I've always used it and have got no problems with it, other than not being able to load Pokemon Co([url]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/url])eum Bonus Disc (Which is one of the games GX can supposedly load) but even then, the games CFG can't load are very few and random.


Ok, I'll try it.  Can you send me a link to it with a wad?  (I know there's one in the Resources section, but I want one that definitely is completely reliable and easy to set up).


Title: Re: Project: M FFVII Cloud.
Post by: Albafika on April 21, 2011, 11:24:38 AM
Ok, I'll try it.  Can you send me a link to it with a wad?  (I know there's one in the Resources section, but I want one that definitely is completely reliable and easy to set up).


Don't you use the "Apps" folder in your SD? 'Cause that's how I use all my applications xD, I always boot my Wii directly to the Homebrew Channel, here's the last working version, which is on the resources, just drop it on your Apps folder (and there's a folder that should go on the root of the SD, called "usb-loader" and launch it via Homebrew. XD
http://cfg-loader.googlecode.com/files/Cfg_USB_Loader_67.zip

Regarding configuration, it should come working, but the codes folder is located in "Rppt/usb-loader/codes, and you have to adjust it in the app to use Ocarina Codes (Just click on the game, and press Y on your GC Controller, and look for that option scrolling down), it should load them all properly.


Title: Re: Project: M FFVII Cloud.
Post by: OmegaMalkior on April 21, 2011, 11:44:03 AM
meep


Title: Re: Project: M FFVII Cloud.
Post by: SiLeNtDo0m on April 21, 2011, 11:47:45 AM
I hate P:M and their trolls that make it. My only intrest i have in p:m is an extra slot. Thats it. The demo is horrible, it actually blocks characters (found out how to release them) [thank god I got the alpha p:m that has Roy but there is no extra slot >:( ]

The characters fall to quickly and I can barley move when I'm hit, flying in the air. I wish dantarion would abandon it and do the Clone Engine.

On-Topic: erm... What changes have you done to Cloud that make him part of P:M?

That's because Project M is generally for those who have skill :P  

It plays like Melee, therefore retains the increased hitstun and falling speed.  Don't be a hatin on it because you suck at it.  And besides, the people making Project M are freakin geniuses when it comes to coding and PSA.  They really know their stuff.  I had a look in PSA at one of the Project M characters and it scared me how complex it was.

Now people are allowed to dislike things (heck, as I said before, I'm not the biggest fan of half of what they're trying to achieve with Project M), but what you're doing is being an ignorant troll.


Title: Re: Project: M FFVII Cloud.
Post by: OmegaMalkior on April 21, 2011, 12:22:10 PM
meep


Title: Re: Project: M FFVII Cloud.
Post by: Eternal Yoshi on April 21, 2011, 12:37:13 PM
They aren't trolls. They withheld it to squash bugs that caused freezing.

They are also compromised of the only people outside of the Wings of Phantom that can make progress of projects like the clone engine.

You can learn a lot from PSA from snooping in their PSAs of the demo.

Ignorance is bliss I guess.

Also this is funny
http://www.newgrounds.com/audio/listen/415102

Moving on, I didn't know USBGX could load certain GC games.....


Title: Re: Project: M FFVII Cloud.
Post by: SiLeNtDo0m on April 21, 2011, 12:40:19 PM
They aren't trolls. They withheld it to squash bugs that caused freezing.

They are also compromised of the only people outside of the Wings of Phantom that can make progress of projects like the clone engine.

You can learn a lot from PSA from snooping in their PSAs of the demo.

Ignorance is bliss I guess.

Also this is funny
[url]http://www.newgrounds.com/audio/listen/415102[/url]

Moving on, I didn't know USBGX could load certain GC games.....


^ Listen to this man.  He knows what he's talking about.  Especially because he actually spends a lot of time of Smashboards and knows the place inside out XD

Oh and that made me lol  Great way for relieving stress :P


Title: Re: Project: M FFVII Cloud.
Post by: SSJCerious on April 21, 2011, 03:50:02 PM
I hate P:M and their trolls that make it. My only intrest i have in p:m is an extra slot. Thats it. The demo is horrible, it actually blocks characters (found out how to release them) [thank god I got the alpha p:m that has Roy but there is no extra slot >:( ]

The characters fall to quickly and I can barley move when I'm hit, flying in the air. I wish dantarion would abandon it and do the Clone Engine.

On-Topic: erm... What changes have you done to Cloud that make him part of P:M?
Wow kid, you just ADMITTED TO HAVING A LEAKED COPY OF P:M.


Title: Re: Project: M FFVII Cloud.
Post by: Link1213 on April 21, 2011, 04:30:08 PM
Try downloading this. I had the same error before Sdoom.
 http://code.google.com/p/usbloader-gui/downloads/list?can=1&q=.dol&colspec=Filename+Summary+Uploaded+Size+DownloadCount

download r938.dol
rename it to boot.dol
put it in your sd card inside the usb loader gx folder


Title: Re: Project: M FFVII Cloud.
Post by: kdizz311 on May 12, 2011, 01:59:01 PM
instructions???


Title: Re: Haloedhero's Stuff: FFVII Cloud
Post by: Pervyman Trigger on June 01, 2011, 08:43:53 PM
Quote
They aren't trolls. They withheld it to squash bugs that caused freezing.

They are also compromised of the only people outside of the Wings of Phantom that can make progress of projects like the clone engine.

You can learn a lot from PSA from snooping in their PSAs of the demo.

Ignorance is bliss I guess.

Also this is funny
[url]http://www.newgrounds.com/audio/listen/415102[/url]

Moving on, I didn't know USBGX could load certain GC games.....


O MY GOF! I have to get that as a music file for SSBB


Title: Re: Haloedhero's Stuff: FFVII Cloud
Post by: Ultraxwing on June 03, 2011, 10:30:35 PM
Omg!!!

SD0OM!!

grab this guy's grab... it's just too epic to let up!!! the one stabbing sephiroth...

either way, why did you leave, you were good at the animation thing dude. it was no where near bad.


Title: Re: Haloedhero's Stuff: FFVII Cloud
Post by: Albafika on June 03, 2011, 10:33:50 PM
Omg!!!

SD0OM!!

grab this guy's grab... it's just too epic to let up!!! the one stabbing sephiroth...

either way, why did you leave, you were good at the animation thing dude. it was no where near bad.

I actually like more SDo0m's grabs. Every PSA with their own version, ty. XD


Title: Re: Haloedhero's Stuff: FFVII Cloud
Post by: Ultraxwing on June 03, 2011, 10:39:42 PM
Eh, i prefer the brutal grab you had, it was well. EPIC!

but hey, you did good with this one, and SDOOM did good on his.

i hope you don't go away, you know some bit of PSA i wish i knew. maybe you could help me on some future projects?


Title: Re: FFVII Cloud 1.0.4 out. Looking for ideas...
Post by: HaloedHero on June 21, 2011, 12:11:02 PM
Hey guys, I'm back for now to announce the release of 1.0.4. If you like FFVII Cloud, you should grab it, as it smooths out a few animations that still didn't look so hot, and it gives you the option to cancel blade beam charge in the air into an up special, which will hopefully also stop CPUs from SDing so much... Anyway, if you have any ideas for improving meteorain so that it looks more like its FFVII incarnation, let me know right here, as I'd like to overhaul that move for one final update.

4.0.1: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17518


Title: Re: FFVII Cloud 1.0.4 out. Looking for ideas...
Post by: SiLeNtDo0m on June 21, 2011, 12:30:38 PM
Oh wow this was an unexpected surprise ^^  As for ideas about improving the Meteorain, if you have any spare usable external graphic effects, I'd recommend using Charizard's rocks and surrounding them with fire a bit like how I did with my Cloud's Meteorain.  I think it would fit nicer to this:

(http://images1.wikia.nocookie.net/__cb20080919144315/finalfantasy/images/f/ff/FFVII_Limit_Break_Cloud_Meteorain.jpg)


Title: Re: FFVII Cloud 1.0.4 out. Looking for ideas...
Post by: Hackingstar on June 21, 2011, 12:58:19 PM
um why is it when he walks left it's well disabled? like he can't walk left? i think you accidently disabled that..


Title: Re: FFVII Cloud 1.0.4 out. Looking for ideas...
Post by: HaloedHero on June 21, 2011, 01:02:50 PM
:/. Crap. That's not good. I'll take a look at it when I get a chance.


Title: Re: FFVII Cloud 1.0.5 released! Looking for ideas...
Post by: HaloedHero on June 21, 2011, 07:22:56 PM
Walking bug is fixed in 1.0.5. Redownload if needed.

I was thinking of that, SDoom. The big thing I'm thinking about is whether or not to change the animation and function of the attack. Still pondering...


Title: Re: FFVII Cloud 1.0.6 released! Meteorain and Finishing Touch graphics complete!
Post by: HaloedHero on June 24, 2011, 09:45:36 PM
1.0.6 is out! In lieu of overhauling Meteorain, I improved it graphically by actually adding in some meteors! (Yes, yes, I'm a little late to the party on that one, but it's a big improvement nonetheless.) Finishing Touch also has a brand new tornado, which also looks a lot better than the old one. (Thanks, SDoom, for pointing me in the direction of the external gfx editor.) All in all, I think this is it for this hack. The only thing I still want to add is the portrait for the opening of the game where they're all standing by the ocean. I'd love to see Cloud in that lineup, but I'll probably just slip that in when I get around to it without a new version.

To make a long story short (too late), 1.0.6 is the definitive version! Download and enjoy!


Title: Re: Haloedhero's projects: FFVII Cloud 1.0.7 released 7/7/11! Next project?
Post by: HaloedHero on July 07, 2011, 12:14:51 PM
I want to work on a new project! Check the OP for my potential projects, and tell me which one you'd like to see done, any ideas you have, whether or not you know anyone who'd be willing to do the vertex hacks... C'mon, people, I need motivation! (Although, until someone makes a good vertex for a character I want to do, I'm staying retired.)

Of course, in a long standing tradition I seem to have developed, I've released another version of Cloud after I said I was done. 1.0.7. This time, I'm going to NOT say it's the last version, and hopefully I won't make another update.


Title: Re: Haloedhero's projects: Next project? (FFVII Cloud 1.0.7 released 7/7/11!)
Post by: spiritpyros on July 07, 2011, 06:50:59 PM
i was actually thinking aboout making a move set

so here are some ideas based on the game version scott and nega scott

ground attacks

aaa : a simple punch punch kick combo

up a: a upercut that uses maybe fire gfx

down a: a low kick

side a  no idea yet

dash a: a sliding kick

nuetral b : nega scotts fire ball aka haduken

note it has a 3 charges at the first or third charge theres a countermove if hit

side b sliding punch the move he gets at mobiles shop

down b :scotts first ultimate move

up b:no idea yet






Title: Re: Haloedhero's projects: Scott Pilgrim started! Early teaser up!
Post by: HaloedHero on July 09, 2011, 11:44:54 AM
I'm working on Scott Pilgrim!
(Look at the OP for some info and a brief, rough teaser.)
I'm still trying to nail down a concept for this hack, which must be done before I can finalize a moveset.

As I see it, I can take him in one of two directions:

1. I could base his entire moveset off of ideas from the XBLA game and the graphic novels.

2. I could base his normals off of the XBLA game and the books, but most of his specials could be based around the way video games permeate the Scott Pilgrim universe. For example, his neutral B could have a short window at the beginning for button input, and depending on what button you press, he could perform a different signature move of one of Nintendo's mascots already in the game. His forward B could be a random item throw that rotates between green shells, banana peels, and other not too overpowered items. My only worry about going in this direction is that it might come off as lazy instead of coming off as a tribute to how Scott Pilgrim references these video games.

In short, I'm struggling with how to reference Scott Pilgrim's connection to video games in his moveset. Ideas?


Title: Re: Haloedhero's projects: Scott Pilgrim started! Early teaser up!
Post by: SiLeNtDo0m on July 09, 2011, 11:47:09 AM
He'll definitely need some bass guitar moves in there ;)  Problem is finding someone who is willing to vertex something into a bass guitar


Title: Re: Haloedhero's projects: Scott Pilgrim started! Early teaser up!
Post by: Ninka_kiwi on July 09, 2011, 11:52:06 AM
He'll definitely need some bass guitar moves in there ;)  Problem is finding someone who is willing to vertex something into a bass guitar

Someone could proboally get him the guitar from the barbra trophy in brawl.

Anyway can't wait to see more from this as I'm sure it'll be a great moveset.


Title: Re: Haloedhero's projects: Scott Pilgrim started! Early teaser up!
Post by: HaloedHero on July 09, 2011, 11:52:43 AM
Haha, you hit the nail on the head! Lucas's stick has already been vertexed into a sword on the existing Scott model, but I was already thinking about asking someone to vertex it into a bass instead!


Title: Re: Haloedhero's projects: Scott Pilgrim started! Teaser/tentative moveset in OP!
Post by: spiritpyros on July 09, 2011, 07:17:53 PM
is say keep the sword idea maybe import chibi ichigos swod and texture edit it in to the power of understanding and down smash be tornado kick


Title: Re: Haloedhero's projects: Scott Pilgrim started! Teaser/tentative moveset in OP!
Post by: Albafika on July 10, 2011, 11:02:52 AM
Looking amazing, haloed! I know of someone who'll love this. xD


Title: Re: Haloedhero's projects: Scott Pilgrim started! Teaser/tentative moveset in OP!
Post by: Segtendo on July 10, 2011, 11:03:41 AM
Looking amazing, haloed! I know of someone who'll love this. xD
Me? ;o

Where was I when this was created?
I love the Scott Pilgrim game man.
Obviously, for the victory animation, you could make it his level clear jeer.
Keep it up man. The "Sweet! Coins!" move is awesome.


Title: Re: Haloedhero's projects: Second teaser/tentative moveset for Scott Pilgrim in OP!
Post by: HaloedHero on July 11, 2011, 11:44:01 AM
OK, guys, there's a new teaser in the OP! What do you think of the model resizing?


Title: Re: Haloedhero's projects: Second teaser/tentative moveset for Scott Pilgrim in OP!
Post by: SiLeNtDo0m on July 11, 2011, 11:52:01 AM
Pretty nice!  Though I think either his head should be a bit bigger, or his entire body should be smaller.  It looks like you're swaying more to his video game proportions am I right?


Title: Re: Haloedhero's projects: Second teaser/tentative moveset for Scott Pilgrim in OP!
Post by: HaloedHero on July 11, 2011, 12:05:57 PM
I am. I think his head might be the right size, but his shoulders might be too wide, and that makes his head look small. I moved his shoulders out on purpose, but I think I moved them too far.


Title: Re: Haloedhero's projects: Second teaser/tentative moveset for Scott Pilgrim in OP!
Post by: SSJCerious on July 12, 2011, 11:27:30 AM
Some premature scott pilgrim feedback:
(imo) It seems like the 3hit combo from the game would work better instead of the  rapid jab.

I agree with what Sdo0m said (about proportions).

And the wait stance should be turned to make scott face the opponent some more.

The pummel could be:
http://www.youtube.com/watch?v=LRyLUo4MXww
at :59


Title: Re: Haloedhero's projects: Second teaser/tentative moveset for Scott Pilgrim in OP!
Post by: HaloedHero on July 12, 2011, 01:36:02 PM
After the rapid jab, the combo he goes into is the pummel from the video you put up. However, the right hand punch is hard to see, because it's so fast. I'll slow it down just enough so that it looks more like a two punch combo.

As far as the wait stance, he turns pretty far away in the XBLA game. I'm not sure if it was after I made that video or not, but I did turn him slightly back to face the opponent more. He's turned about as much sideways as Fox. I also made him smaller. About as tall as Mario overall, and I will fix the head problem in due time.

Thanks for the feedback.

(Also, I've done a bunch more work on him. He now jumps, falls, and has a dash attack. Once I finish his double jump and a few moves, I'll put up a real preview.)


Title: Re: Haloedhero's projects: Second teaser/tentative moveset for Scott Pilgrim in OP!
Post by: SSJCerious on July 12, 2011, 02:18:50 PM
After the rapid jab, the combo he goes into is the pummel from the video you put up. However, the right hand punch is hard to see, because it's so fast. I'll slow it down just enough so that it looks more like a two punch combo.
Ahh. Alright, cool.

As far as the wait stance, he turns pretty far away in the XBLA game. I'm not sure if it was after I made that video or not, but I did turn him slightly back to face the opponent more. He's turned about as much sideways as Fox. I also made him smaller. About as tall as Mario overall, and I will fix the head problem in due time.
Turning him slightly back would work, but looking at it again, its mostly the head that should be turned.

Anyway, looking forward to this next preview!


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 14, 2011, 12:25:33 PM
Progress is being made on Scott! The preview I promised isn't as long or polished as I wanted, but it's up, and it highlights a pretty nifty down special, if I do say so myself. :).


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: Ultraxwing on July 14, 2011, 12:33:42 PM
Holy, Crap.

i love you.

how did you make that Counter Possible?

i wanted to make Clare have a counter move as her Down-B.

she was supposed to have 2 Down-Bs

Under 100%

she would do a counter move. and hit the opponent 5 times done 2% each hit (super fast, so it's just a blur that hit you, much like Metaknight's Down-B)

100% and Above

She would simply explode doing alot of damage to opponents with little to no knockback. and heal her self for 5% damage.

i can't wait for Scott Pilgrim Vs The Super Smash Bros. to be complete =P


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: SiLeNtDo0m on July 14, 2011, 12:41:22 PM
Holy, Crap.

i love you.

how did you make that Counter Possible?

^ This, this and this

It's a crime your thread gets so little reception.  You're a fantastic animator, a very competent and knowledgeable PSAer (you've already proven both of these with your Cloud moveset) and have some potentially great projects coming up.  I can't wait for both Scott and Raziel (if someone makes a vertex for him).  Major props to you bro.  More people should comment here.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: Ultraxwing on July 14, 2011, 12:46:57 PM
i know. this guy is an amazing PSA'er.

He made a Counter possible.

he shoudl release his secret, or make a tutuorial.
i'll defenitely download this guy's Character due to the fact i know it's going to be an amazing PSA. can't wait


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 14, 2011, 12:48:01 PM
For those of you playing along at home, the move works like this:

1. At the beginning of the first down special action, Scott gets super armor, and his current damage (ic basic 2) is written to la basic 4 (which I believe is the wall jump count, but that won't affect Lucas.)

2. There is a change action that says to change to the attack if his damage (ic basic 2 again) goes above the value already already in la basic 4. There is also one that tells him to go back to action 0 if his damage does not go up. This is how I detect whether or not he was hit.

3. If he was hit, he goes into the attack. His new damage is written to another variable (don't remember which one right now. I think I used ra basic 5, since it doesn't need to go to another action.) Then, the old damage (la basic 4) is subtracted from ra basic 5, and the hitbox is given ra basic 5 (the damage scott received) in its damage slot.

4. An "if hitbox connects" loop tells him to heal the damage amount when he lands the punch by setting another ra basic to 0, then subtracting ra basic 5 from it, (I think I also subtracted another 1 damage from the new variable for rounding purposes) then putting an "add/subtract damage" with the new ra variable in the value spot.

That's roughly how it works. I'm sure there are minor tweaks that I'm forgetting, but that's how it works.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: SiLeNtDo0m on July 14, 2011, 12:51:44 PM
Sounds pretty complex o.O.  Though I'd actually personally understand it better if I saw it in PSA myself.  I'd be able to take the time to rearrange it all in my mind XD


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: Ultraxwing on July 14, 2011, 12:54:02 PM
Whoa. it's actually easier than i thought it would be.

but i can't PSA for crap. but i understand the lingo.

amazing how you made this. you made him go unmovable on instant of hit, and someone infront of him he initiates the counter. take damage, subtract damage, and do the same to the person infront of him.

It's simple yet Genius.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 14, 2011, 01:00:10 PM
Gah, lame. Work time. Anyway, yes, it's really not terribly complicated to do if you know how it's done.

I forgot to mention, there's obviously a time modifier on the opponent so that they stay in range (unless they're moving really fast, which is fair).


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: Ultraxwing on July 14, 2011, 01:09:48 PM
yes, a counter move that powerful, deserves a drawback like such. (Careful ganon, or Warlock punch might now be your downfall.)


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: Enigmatic on July 14, 2011, 01:22:20 PM
...I approve of that down B.

That is all.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: SonicBurstX on July 14, 2011, 07:22:20 PM
When the project is done, will it be possible to make a port to ness, wario, or dedede?  that will be awsome.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 14, 2011, 08:45:38 PM

It's a crime your thread gets so little reception.  You're a fantastic animator, a very competent and knowledgeable PSAer (you've already proven both of these with your Cloud moveset) and have some potentially great projects coming up.  I can't wait for both Scott and Raziel (if someone makes a vertex for him).  Major props to you bro.  More people should comment here.
^Somehow missed this while I was rushing to explain the move before I had to leave earlier. I'm flattered. Don't worry, I'm planning for Scott to be a real show stopper. The only move I'm still unsure of is an up special. Feel free to make suggestions. I want his specials to be unique. Otherwise, what's the point in having specials?


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: Beyond on July 14, 2011, 09:01:29 PM
I'm liking what I'm seeing so far with Scott Pilgrim. Do you perhaps need a proper vertex of him on Lucas?

I could do one if you want.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 15, 2011, 06:01:06 AM
Beyond, I'd be infinitely grateful. That would be incredible. Yes, please do the vertex. Nothing would make me happier.

That said, I don't know much about vertexing or any kind of model hacking, though. Would you also be able to resize the model, so that it doesn't need to be done with animations? If you think it would be easier to make the vertex look good on another character, I could easily port what I've done. Or we could stick with Lucas if you think that's best.



Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: SonicBurstX on July 16, 2011, 10:37:06 AM
Either Or.  You are the mastermind of this hack.  Just like to replace ness with this character.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: Beyond on July 16, 2011, 11:15:25 AM
Beyond, I'd be infinitely grateful. That would be incredible. Yes, please do the vertex. Nothing would make me happier.

That said, I don't know much about vertexing or any kind of model hacking, though. Would you also be able to resize the model, so that it doesn't need to be done with animations? If you think it would be easier to make the vertex look good on another character, I could easily port what I've done. Or we could stick with Lucas if you think that's best.



Resizing the model through vertex editing doesn't work sadly without messing up the vertex weights. The best way to resize a model is through animations.

I guess I'll stick with Lucas, unless there's another character whose size you think fits better and I could try to that.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: SiLeNtDo0m on July 16, 2011, 11:39:33 AM
Size wise, he's about the same as Mario I'd say.  Problem is though, Mario has some limitations when it comes to PSA.  A lack of actions is the main one, so you'd have to keep his stuff within the subactions.

Whoever, you do this over, I'll try my absolute best to spread the word of this.  I'll make a blog feature for this when it's done definitely ;)


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: SSJCerious on July 16, 2011, 12:02:45 PM
That downb is AMAZING. Kinda broken (the damage limit should be 30 at the most imo), but idgaf, its that awesome. Anyway, its looking alot better, keep up the good work!

EDIT:lolol i misunderstood the damage mechanics for a second.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: SmashClash on July 16, 2011, 12:06:59 PM
 Resizing the model through vertex editing doesn't work sadly without messing up the vertex weights. The best way to resize a model is through animations. I guess I'll stick with Lucas, unless there's another character whose size you think fits better and I could try to that.
Looks like I'll be having a Kirby-sized Goomba then. D: Oh, wait 1 slot size mod. lol


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 16, 2011, 01:19:18 PM

Resizing the model through vertex editing doesn't work sadly without messing up the vertex weights. The best way to resize a model is through animations.

I guess I'll stick with Lucas, unless there's another character whose size you think fits better and I could try to that.

Sticking with Lucas sounds OK, unless it would be annoying to get the pants to look right. My problem with the vertex I'm using now is that the pants are just long shorts, so they don't bend with the legs. To get around that, I resized Lucas's legs and retextured them to look like pants, but I really don't think it looks very good.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: Enigmatic on July 16, 2011, 11:38:31 PM
A movie styled Scott Pilgrim would be cool. Micheal Cera in brawl... think about it... this isn't going to happen is it?

With that down B, I think it has potential to be a little broken. Say you get hit with a warlock punch by Ganondorf. You counter it and now they get the damage. Your move comes out almost instantly and requires little prediction compared to the original moves. What if you keep like 20% of the original damage that would have been dealt? So like you get hit with a smash that would do 25%, you counter, they take the 25% but you keep 5%.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: Ultraxwing on July 17, 2011, 04:57:44 AM
Agreed with the Above.

or make it have some horrible End lag. (this would only apply if you were fighting 3+)
but yeah, keep only what is after 20%


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 17, 2011, 07:17:14 AM
Yes, there's balancing to be done. With most of the moveset unfinished, my main concern was getting the move functioning properly. Now that it works, I can balance it any way I want.

I can say that it will definitely be getting some end lag. Like, a lot more. The actual part of the move where you can counter will be very strict on timing, and I'll be adding some kind of graphic to give the opponent a visual cue that you've missed your opportunity and are vulnerable. It would just be kind of hard to test/show the move with timing like that.

Although, I can also say that you can't just run around countering all the time even in its current state, due to the fact that, if you get hit, but the opponent is behind or above you, or they manage to do something that keeps or moves them out of range, or they use a projectile, you KEEP the damage. You only heal it if you land the punch, which is far from guaranteed. Seriously, even against the computer, you'll rack up too much damage if you just throw it out there all the time.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: xZedkiel on July 17, 2011, 08:24:24 AM
But it's great when you're about to die lol like they're gonna give the final blow from behind, counter, take the damage and no knockback right?


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 17, 2011, 08:44:38 AM
But it's great when you're about to die lol like they're gonna give the final blow from behind, counter, take the damage and no knockback right?

No, it won't work like that in the end. I mean, yes, that will be possible, but the opponent will probably have enough time to land another hit on you if you do that.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: xZedkiel on July 17, 2011, 09:02:41 AM
No, it won't work like that in the end. I mean, yes, that will be possible, but the opponent will probably have enough time to land another hit on you if you do that.
The idea still works though :3 Especially if they're [censored]y enough to taunt right next to you thinking they were killing you XD


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: Tasty Pumpkin Clock on July 17, 2011, 09:34:19 PM
I'm not just saying this because you said to...

SCOTT LOOKS F*CKING AWESOME.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: SiLeNtDo0m on July 18, 2011, 03:54:52 AM
Oh yeah I forgot to say, I did a little playing around with the variables in your counter.  It turns out you can use random Float variables for it to work too.  My Spidey uses the same action structure as your Scott's counter, except instead of using LA Basic [3], RA Basic [5] and RA Basic [6] (which all actually serve a purpose for characters), it uses LA Floats [110], [111] and [112]. 


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 18, 2011, 06:08:07 AM
Oh yeah I forgot to say, I did a little playing around with the variables in your counter.  It turns out you can use random Float variables for it to work too.  My Spidey uses the same action structure as your Scott's counter, except instead of using LA Basic [3], RA Basic [5] and RA Basic [6] (which all actually serve a purpose for characters), it uses LA Floats [110], [111] and [112]. 
Ah, thank you, but I already found a safe la-basic to use, and the ra variables work fine for me. Thanks for letting me know, though.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: SiLeNtDo0m on July 18, 2011, 06:32:45 AM
Ah, thank you, but I already found a safe la-basic to use, and the ra variables work fine for me. Thanks for letting me know, though.

No probs.  I was just saying since that LA Basic controls "Wall Jumps remaining".  So if in the future you were to say, use a counter like this for a character who can and has wall jumped, then there would be the possibility of problems. 


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 18, 2011, 07:43:42 AM
No probs.  I was just saying since that LA Basic controls "Wall Jumps remaining".  So if in the future you were to say, use a counter like this for a character who can and has wall jumped, then there would be the possibility of problems. 
Yeah, not to mention the walljump counter resets on contact with the ground, so I had to change it if I wanted to transition between air and ground, which it now does.


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: HaloedHero on July 23, 2011, 11:00:49 AM
First person to tell me how to successfully change Lucas's double jump from being animation based to being a regular double jump, so that it does not mess with momentum modifiers in aerials, gets a credit on the final version.

I have solved the bugs associated with this to an acceptable level, but I'd rather not settle for "acceptable."

(Note: Changing the animation, unchecking "moves character," and changing the air jump multiplier is not the solution. I tried it, and all it did was make him hover for the duration of the animation.)


Title: Re: Haloedhero's projects: Demo of Scott Pilgrim's Down special in OP!
Post by: SiLeNtDo0m on July 23, 2011, 11:04:40 AM
First person to tell me how to successfully change Lucas's double jump from being animation based to being a regular double jump, so that it does not mess with momentum modifiers in aerials, gets a credit on the final version.

You can try and use Set/Add Momentum.  Yoshi's jump functions in a similar way.  When I did my Drako Yoshi back aaaaaaages ago, I changed the jump animation and had to use Set/Add Momentum to get it to work up again.


Title: Re: Haloedhero's projects: Scott Pilgrim normal attack demo soon.
Post by: HaloedHero on July 23, 2011, 11:10:44 AM
I believe I tried that, and the main issue was that the aerial attacks still hovered in place, because they're supposed to follow the path of the double jump animation, which has been reanimated to not move. I even looked through fighter.pac, and I can't for the life of me figure out what tells the game to do this with the double jump. Maybe it's in the lucas.rel?


Title: Re: Haloedhero's projects: Scott Pilgrim NEW demo video in OP!(7/25/11)
Post by: HaloedHero on July 25, 2011, 10:22:40 AM
OK, a demo of the normal attacks is up in the OP! Let me know what you guys think... Regrettably, I omitted N-air, but it's the cannonball move from the game, and it gives him a little vertical boost. It makes a turtle shell noise on contact, which winds up pretty entertaining.


Title: Re: Haloedhero's projects: Scott Pilgrim NEW demo video in OP!(7/25/11)
Post by: The Main Event on July 25, 2011, 10:29:16 AM
Wow that was good. Your a really good animator.


Title: Re: Haloedhero's projects: Scott Pilgrim NEW demo video in OP!(7/25/11)
Post by: SiLeNtDo0m on July 25, 2011, 10:31:03 AM
It's looking very nice so far!  Nice work with the Up and Down Smashes being his hurricane kick and uppercut from the game (obviously referencing Street Fighter).  A lot of the animations are really on point.  Excellent work ^^


Title: Re: Haloedhero's projects: Scott Pilgrim NEW demo video in OP!(7/25/11)
Post by: xZedkiel on July 25, 2011, 11:26:37 AM
He's looking great so far HH, I can't wait for his release :D He's actually booting off Klonoa!


Title: Re: Haloedhero's projects: Scott Pilgrim NEW demo video in OP!(7/25/11)
Post by: HaloedHero on July 25, 2011, 05:01:16 PM
Thanks, guys. I'm glad you like what I'm doing with him. Work on the rest of the specials begins tomorrow, although I'm STILL undecided on the up special. I could go with a rising version of his up smash, but that would be boring.

The other idea I'm toying with is a move that pays homage to Scott Pilgrim's affinity for video games by giving him a few trademark up specials of other characters like Link and Mario. Then, he'd either randomly select one, or I could leave it up to the player with extra button inputs. I think random might be funnier and more appropriate for Scott, but it might get in the way of gameplay.

So, would random up specials from major characters be amusing and unique or lazy and boring?


Title: Re: Haloedhero's projects: Scott Pilgrim NEW demo video in OP!(7/25/11)
Post by: xZedkiel on July 25, 2011, 05:10:55 PM
Random with in inputs sounds good o:


Title: Re: Haloedhero's projects: Scott Pilgrim NEW demo video in OP!(7/25/11)
Post by: Ricky (Br3) on July 25, 2011, 07:06:33 PM
I fully support this project.

Keep it up, man!


Title: Re: Haloedhero's projects: Scott Pilgrim NEW demo video in OP!(7/25/11)
Post by: SonicBurstX on July 25, 2011, 09:26:09 PM
Wow, this hack is looking awsome.  I was hoping when you are done, if you could port this to dedede or wario, trying to get rid of those characters.  If not, no problem because Im still getting this awsome thing anyway


Title: Re: Haloedhero's projects: Scott Pilgrim NEW demo video in OP!(7/25/11)
Post by: HaloedHero on July 26, 2011, 10:58:03 AM
If you can find someone to do a port, that'd be great, but I won't be doing one. Sorry. Finishing it in the first place is already eating up too much of my time.


Title: Re: Haloedhero's projects: New Special Atttacks Demo in OP!(7/26/11)
Post by: SiLeNtDo0m on July 26, 2011, 01:23:10 PM
Dat Neutral B o_o  So very smexy.  Though I think the Side B could be a little more interesting.  Maybe he could have a couple of Nega Scott's moves, like the Nega Hadouken:

(http://images3.wikia.nocookie.net/__cb20101124121256/scottpilgrim/images/1/11/Negascott_fireball-1-.gif)

Of course, it doesn't need the face.  I think it could probably be built off of Lucas' PK Fire.  Either this, or maybe something like a forward slash with the Power of Love.  Something a bit more varied.


Title: Re: Haloedhero's projects: New Special Atttacks Demo in OP!(7/26/11)
Post by: HaloedHero on July 26, 2011, 01:28:44 PM
I was thinking of doing that with the side b, but I don't like the idea of giving him someone else's moves. As it is, it's based on the secret move you can learn in the game, so I think it'll probably stay.


Title: Re: Haloedhero's projects: New Special Atttacks Demo in OP!(7/26/11)
Post by: SiLeNtDo0m on July 26, 2011, 01:32:33 PM
Ok no probs.  Just throwing out ideas :)


Title: Re: Haloedhero's projects: New Special Atttacks Demo in OP!(7/26/11)
Post by: Ultraxwing on July 26, 2011, 01:39:09 PM
I love how the Nuetral B works.

it's great. may i make a few suggestions.

for visuals. and the fact that Lucas has a crap ton of articles. why not make it appear with the guitar that the assist trophy uses?

oh and the Nuetral B seems a wee bit to powerful. though it would make sense that it cold kill at 100%. but something like that has alot of range. (but if you made it have less range, or less knockback. then it might balance out.) either way, it's amazing.


Title: Re: Haloedhero's projects: New Special Atttacks Demo in OP!(7/26/11)
Post by: HaloedHero on July 26, 2011, 02:14:14 PM
As for the bass, I think Beyond is going to give him one over Lucas's stick if and when he does the new vertex. If not, I'll definitely find another way. Not having it is not an option.

As for balancing, yes, the neutral special definitely needs to be balanced. I'll balance it a little before I put out a demo, but I'm going to need some feedback to decide just what needs to be done to perfectly balance it. Although, I have to say, it's tough to get it up to killing strength, and it's even harder to maintain it.

Honestly, my arm is tired from testing it.

Ok no probs.  Just throwing out ideas :)
^Much appreciated.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: HaloedHero on July 29, 2011, 11:37:10 AM
Test build 1 is ready! Anyone who wants to test, please PM me to get the link. I know I could just post it here, but I feel like the extra step of personally contacting me keeps out some people who don't want to test, but are impatient for the final build.

If you're a tester, please read and respond to the questions on the first page. Thanks in advance!


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: SiLeNtDo0m on July 29, 2011, 11:39:07 AM
I'd love to playtest him!  Unfortunately, I probably won't be able to play against human opponents, however that just means I'll have to play more CPU matches XD (though it ain't quite the same I know).  But I will definitely give feedback.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: Albafika on July 29, 2011, 11:39:43 AM
I'd love to, but I can't 'til my Wii's fixed...


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: HaloedHero on July 29, 2011, 11:41:09 AM
Haha, SDoom, your link is already on the way.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: The Main Event on July 29, 2011, 12:31:09 PM
Very interesting character. I did test him only against CPUs since theres is no one else here. He's very fun to play with first off, I found myself pulling off air combos with him which made me amped. Almost brings a tournament feeling. I feel his side B could be changed though. I never really played the games but Idk, thats just me. His Down-B should get a sound effects when hes not hit. Whenever I pulled it off and no one hit me, it was very quiet. His Neutral B is fantastic. Hearing the crowd after your done rocking out is a nice little add too. I feel there should be a different end animation to it though. His up-smash is something I like, but I felt it was a little powerful. This is optional, but if you want you can add a sweet spot where he does a flaming uppercut. His Nair; When I was popped up in the air, I found myself infinitely Tapping A and it was a while before I hit the ground. Maybe fix that. Everything else if fine to me.

My rating: 7/10.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: Tasty Pumpkin Clock on July 29, 2011, 12:41:55 PM
I would like to test him, feel free to send me the files. ^^


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: xZedkiel on July 29, 2011, 01:50:36 PM
i too would like to test :D just go ahead and send the files if you'd like. ^_^


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: AnImAiNe on July 29, 2011, 02:26:08 PM
can i try the files out too  :af:


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: SiLeNtDo0m on July 29, 2011, 03:24:03 PM
Ok, I've done a load of testing and here's what I think of it:

It's a mixed bag.  However, the flaws of him are mainly due to the fact that this is an early release.  For the most part, I really lesbians love it.  I'll probably start by analysing each move individually first, then give a more general summary:

Basic Moves

- Wait animation works great and looks great.  Nothing really to say about it.

- I definitely think the Walking and Running animations would suit best as the ones from the game.  I think custom animations would suit them better.  I'll even make the running animation for you as a gift if you want :)

- Jumping animations and falling animations definitely work well.  His fall speed is strange though.  I'm not sure if this was just me, but it seemed that he fell much faster from the 1st jump than from the 2nd.  Also, his wall jump is hilariously small XD  (I was using the Universal Walljump code)

- Not fussed about other animations.  They don't look out of place or anything.


Attacks

AAA combo - Despite using this against CPUs, it's obvious that it is quite possible to DI out of.  However, if your opponent is quite inexperienced or if they are a CPU, they will rarely DI out of it.  The problem is, when this is the case it's VERY abusable.  There were a number of instances where I found I was able to rack up between about 30-50% on the CPU just by holding A.  My suggestion is that make the forward knockback hit have a slightly higher knockback than the backwards knockback hit.  That way, you can still deal decent damage, but it doesn't keep the foe trapped there constantly.  Also, methinks the kick needs a sound effect ;)

F Tilt - By the looks of it, it's basically Ness' F Tilt.  It serves almost identical purpose and function too.  Not too sure what to do with this.  It's just a generally well rounded move and it works.  Oh yeah, and if you listen closely you can still hear the PK sound effect that Lucas' old F Tilt made XD

U Tilt - Needs less base knockback and a bit more knockback growth.  Even at 0% you can only really do it once or twice.  Considering it only does 5% (Mario's U Tilt for example, serves a similar purpose but is easier to combo with and does 7%), I think it needs a little buff.

D Tilt - Basically Lucas' but with less speed and more knockback.  I think this should hit foes at a lower angle than it currently does.  I think it would be most useful if it was more like BBrawl Sonic's D Tilt (in knockback and trajectory).

Dash Attack - Very nicely weighted move.  I actually don't think this needs any changing.  It's fast and powerful, but balanced because it lacks reach and it's punishable


F Smash - Out of his three smashes, this one was by far the least useful.  Because of the angle of the kick, it can literally just go over the heads of some smaller foes like Kirby, Pikachu and Olimar.  It's not that fast, not that strong, the reach isn't amazing and it's very punishable.  This move needs a buff in all areas.  The main things I think would be to make the hitboxes larger and give it more knockback to make it better as a killing move (since at the moment it's not really good for anything).  However, the animation looks awesome.  I actually like how he suspends the kick, and the charging animation works beautifully.

U Smash - His strongest smash obviously, and the one I found overall most useful.  Because of its fairly low base knockback, I found myself able to juggle with it at low %.  However, I think this should actually be changed.  It should primarily be a killing move (somewhat like Fox's U Smash).  The knockback growth should be lowered a bit, and the base knockback increased.  I still love this move though.  I frequently find myself saying SHORYUKEN when connecting it XD

D Smash - This is basically the F Smash, but better in literally every way except range.  It has about the same knockback, but and easier to land hitbox that lasts longer and comes out significantly faster.  I say either keep this as it is OR make it a multi-hit attack, with the last hit dealing the high knockback.


N Air - Love this move.  There's something so lovable about it.  The way it makes a Koopa Shell noise upon hitting an enemy is rather charming.  The main thing I really love about it though, is the little bounce it has.  It actually allows it to be a pretty good horizontal recovery move with good timing and execution.  I think the move should hit the foe slightly more upwards though rather than a generic angle.  The knockback should still be quite weak though.  Overall very nice move.

F Air - It works and it works great.  Probably Scott's best gimping tool.  However, it has poor hitstun and low % because of it's low base knockback.  As a result of this low base knockback, the move is easily punished EVEN WHEN YOU HIT IT @.@ Again, I feel it should be increased a bit more.   Also, I think it should do a little more damage too.  Maybe 11%

B Air - This shares the same problem as the F Air in the fact that it's easily punished even upon landing the hit.  Not to mention that it doesn't function as a good killing or even a very good gimping tool though.  I think the base knockback should be increased quite a lot here, but the knockback growth should be pretty low so that it still remains a non killing move.  However, the move represents a move in the moveset excellently.  The animation is nice and crisp.

U Air - Same as Lucas', but with coins :3  I actually think this should stay the same.  It works very well and is one of his better aerials when it comes to power since it's not so easily punished.

D Air - Love this move.  The animation is spot on and for the most part it's nicely balanced.  I particularly like how he bounces off the foe when you land the sweetspot on an airborne opponent.  However, I think it could use a bit more power on pretty much every hitbox, especially the sweetspot.  Considering it's basically a high risk move (if you miss the sweetspot whilst trying to edgeguard with it, you die).  


Specials

Neutral B - LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOV E THIS MOVE!!  And I love you for making it!  There's just something so awesome and involving about it.  Just watching Scott on screen strumming away whilst I mash the button.  It makes me feel as though I'm actually playing the bass, despite the fact it's just me mashing B.  The move just immerses you in a way I've never even seen before in a PSA.  There's something almost magical about it.

But enough about that.  I find it quite a hard move to critique well.  I think the start-up is a tad too slow, and the hitboxes need to last a bit longer (just make it so the Terminate Collisions occur after a later time period because at the moment each strum terminates very quickly).  I also think the hitboxes should be larger.  It's rather deceptive at the moment.  The hitbox is about half the size of the graphic.  As far as actual trapping concerns go, it's fine since you can DI downwards and tech backwards to escape.  Though maybe if the hitboxes are going to be bigger, the ability to DI out of the move.

However, the main thing I want to suggest is that if the big finish hit (aka the one that sends the foe flying a far distance) connects, the move should just end there.  I found it to be a rather spammable edgeguarding move when I got it up to max strum.  I could just keep mashing B, and they would have a lot of trouble getting back on stage.  In exchange for this, I think this last hit should also do more damage.  Maybe 6% or something.  It IS the largest strum after all XD


Side B - This move has quite a few problems.  The main ones being it starts too slow and retains no momentum at the end, making it very punishable.  It's also very irritating to use in the air because his momentum doesn't stop until actually throws the punch.  This makes recovering with it a pain in the ass because it's extremely difficult to line yourself up with the ledge.  Furthermore, because of how he just stops right in his tracks at the end of the attack instead of retaining a bit of momentum, it makes the move feel jerky and it makes it rather difficult to follow up (since unlike, say, Ike's Side B it has no kill potential).  Not really sure what to suggest for this tough.  It's just hard to use.

Up B - Gosh this move is also a pain to recover with.  It shares the same problem my Spider-Man's Up B did in earlier versions in the fact that you can't change direction when you initiate it.  It's even worse for Scott because he has a fast fall speed and no other forms of vertical recovery.  The hitbox is also very difficult to land, and very unrewarding.  I'm not really too sure about this move as a whole.  I really liked that idea you had before of the random Up Bs from characters in the cast.  I think you should do that, but to make it feel a bit more unique for Scott, he could still use that beam sword (or another sword) no matter which Up B he does.

Down B - I also LOVE this move.  Always have and always will do.  I don't think you need to do anything with this except maybe give it a bit more endlag and give a better indicator of when exactly the countering frames are.  A clicking sound effect and a little flash would do.  I also wouldn't say this is one of his primary killing moves, since it depends largely on what move you counter.  I will say though, it is VERY satisfying countering a Donkey Punch, Falcon Punch or a Warlock Punch with this.  Also, I really, REALLY like how there's the coin effect when you land the punch and depending on how strong the move was, there are more or less coins.  Very clever indeed.

Final Smash - Umm....he doesn't have one yet.  I can't wait to see what ideas you have for it though ^^


Summary

Overall, Scott is very, VERY fun to play.  He's got a few balance issues (for the most part, he's underpowered I think) but he's brimming with a lot of charm and unique flair.  Excellent work haloedhero!  I'll be eagerly awaiting when you make the next update.  I hope my comments were helpful and I'll definitely make a blog feature for this when it's done ;)


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: HaloedHero on July 29, 2011, 03:50:56 PM
Yessssssss <3 sdoom for walls of feedback. Can't wait to go through it point by point and add things to the To-Do list. Overall, I agree with a lot (read: almost all) of your points, and a couple of them were things I was already planning to fix. Most of the underpowering has to do with a fear of overpowering, which I think plagues a lot of hacks. I still feel like my Cloud is overpowered...

I don't have time to go through it all fully, but the comment about Fox's up smash is amusing, because I'm pretty sure the hitbox is exactly the same as Fox's. That's the smash I was basing it on, and I literally copied the values. lol.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: SiLeNtDo0m on July 29, 2011, 03:55:16 PM
Awesomesauce :vyse:

And that is rather amusing about the U Smash XD  Maybe Fox's doesn't have that same combo ability because it has more endlag.  It's not too big of an issue really.  I also don't think your Cloud is that OPed.  It's much more balanced than mine anyways ^-^  I probably use yours more often than I use my own since I find it more rewarding to play as.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: The Main Event on July 29, 2011, 04:00:29 PM
Idk if you read my post before, but SDo0m put it in better words. This is going to end up great. Can't wait to see what future PSAs are in store for us.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playteste
Post by: metatrongrhm on July 29, 2011, 05:22:39 PM
just read the comments...cant wait to test now


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: Uncle0wnage on July 29, 2011, 05:58:51 PM
I played a dozen matches against my brother playing as Scott, and his neutral b move is almost impossible to hit with, it takes far too long to get it up to a decent speed, and an opponent can just stand outside the range and fire projectiles to stop you, the only times I consistently hit are when I'm edge guarding. The hits should come out faster and more synced to the button presses, I'm tapping the button five times for every strum, which makes getting ready to counter an attack impossible.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: HaloedHero on July 29, 2011, 06:23:52 PM
Very interesting character. I did test him only against CPUs since theres is no one else here. He's very fun to play with first off, I found myself pulling off air combos with him which made me amped. Almost brings a tournament feeling. I feel his side B could be changed though. I never really played the games but Idk, thats just me. His Down-B should get a sound effects when hes not hit. Whenever I pulled it off and no one hit me, it was very quiet. His Neutral B is fantastic. Hearing the crowd after your done rocking out is a nice little add too. I feel there should be a different end animation to it though. His up-smash is something I like, but I felt it was a little powerful. This is optional, but if you want you can add a sweet spot where he does a flaming uppercut. His Nair; When I was popped up in the air, I found myself infinitely Tapping A and it was a while before I hit the ground. Maybe fix that. Everything else if fine to me.

My rating: 7/10.

Yes, I did read, and I will be changing the end animation of the neutral b. Thanks for the feedback.


I played a dozen matches against my brother playing as Scott, and his neutral b move is almost impossible to hit with, it takes far too long to get it up to a decent speed, and an opponent can just stand outside the range and fire projectiles to stop you, the only times I consistently hit are when I'm edge guarding. The hits should come out faster and more synced to the button presses, I'm tapping the button five times for every strum, which makes getting ready to counter an attack impossible.

Yes, the neutral b needs changes, as it's only really currently useful as an edge guard. It will definitely start at a faster speed, which will make it infinitely more useful.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: Kumari sai on July 29, 2011, 06:43:54 PM
i would like to test this please


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: Tasty Pumpkin Clock on July 29, 2011, 08:13:22 PM
Wow... Sdoom pretty much covered it all... I literally agree with everything he said.
Three things then...

You should make it easier to rock out... my finger hurts from mashing B so hard just to get him to maximum rockage.

I almost think you should change Side Special completely... the move is just so boring compared to the rest of the moveset.... but that's just me.

For his Final Smash you know what you've got to do right? THE POWER OF SELF RESPECT!
Somehow include the beam sword like with Up Special (Power of Love?). Make it work like Marths maybe? Or Ikes if you can where if the first hit lands then he goes into a sword combo frenzy.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: HaloedHero on July 29, 2011, 09:36:27 PM
AoD, the up special is indeed the power of love, and his final smash will be the power of understanding (power of self respect in the movie), and it will probably work very similarly to Marth's.

As for Sdoom's up special suggestions, I'm probably going to keep the current one, as the whole level up sword thing is pretty iconic to Scott, being that he took that longsword proficiency... But I'm going to change the angle back to what it was before I put out the test build, which made it much more of a "side spike", only harder to land and riskier than his F air.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: Mansta8 on July 29, 2011, 09:54:17 PM
I'd be damn pleased to be able to test this, I'll make a video review (With by bad camera :()


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: xZedkiel on July 29, 2011, 10:27:20 PM
Ok, I've done a load of testing and here's what I think of it:

It's a mixed bag.  However, the flaws of him are mainly due to the fact that this is an early release.  For the most part, I really lesbians love it.  I'll probably start by analysing each move individually first, then give a more general summary:

Basic Moves

- Wait animation works great and looks great.  Nothing really to say about it.

- I definitely think the Walking and Running animations would suit best as the ones from the game.  I think custom animations would suit them better.  I'll even make the running animation for you as a gift if you want :)

- Jumping animations and falling animations definitely work well.  His fall speed is strange though.  I'm not sure if this was just me, but it seemed that he fell much faster from the 1st jump than from the 2nd.  Also, his wall jump is hilariously small XD  (I was using the Universal Walljump code)

- Not fussed about other animations.  They don't look out of place or anything.


Attacks

AAA combo - Despite using this against CPUs, it's obvious that it is quite possible to DI out of.  However, if your opponent is quite inexperienced or if they are a CPU, they will rarely DI out of it.  The problem is, when this is the case it's VERY abusable.  There were a number of instances where I found I was able to rack up between about 30-50% on the CPU just by holding A.  My suggestion is that make the forward knockback hit have a slightly higher knockback than the backwards knockback hit.  That way, you can still deal decent damage, but it doesn't keep the foe trapped there constantly.  Also, methinks the kick needs a sound effect ;)

F Tilt - By the looks of it, it's basically Ness' F Tilt.  It serves almost identical purpose and function too.  Not too sure what to do with this.  It's just a generally well rounded move and it works.  Oh yeah, and if you listen closely you can still hear the PK sound effect that Lucas' old F Tilt made XD

U Tilt - Needs less base knockback and a bit more knockback growth.  Even at 0% you can only really do it once or twice.  Considering it only does 5% (Mario's U Tilt for example, serves a similar purpose but is easier to combo with and does 7%), I think it needs a little buff.

D Tilt - Basically Lucas' but with less speed and more knockback.  I think this should hit foes at a lower angle than it currently does.  I think it would be most useful if it was more like BBrawl Sonic's D Tilt (in knockback and trajectory).

Dash Attack - Very nicely weighted move.  I actually don't think this needs any changing.  It's fast and powerful, but balanced because it lacks reach and it's punishable


F Smash - Out of his three smashes, this one was by far the least useful.  Because of the angle of the kick, it can literally just go over the heads of some smaller foes like Kirby, Pikachu and Olimar.  It's not that fast, not that strong, the reach isn't amazing and it's very punishable.  This move needs a buff in all areas.  The main things I think would be to make the hitboxes larger and give it more knockback to make it better as a killing move (since at the moment it's not really good for anything).  However, the animation looks awesome.  I actually like how he suspends the kick, and the charging animation works beautifully.

U Smash - His strongest smash obviously, and the one I found overall most useful.  Because of its fairly low base knockback, I found myself able to juggle with it at low %.  However, I think this should actually be changed.  It should primarily be a killing move (somewhat like Fox's U Smash).  The knockback growth should be lowered a bit, and the base knockback increased.  I still love this move though.  I frequently find myself saying SHORYUKEN when connecting it XD

D Smash - This is basically the F Smash, but better in literally every way except range.  It has about the same knockback, but and easier to land hitbox that lasts longer and comes out significantly faster.  I say either keep this as it is OR make it a multi-hit attack, with the last hit dealing the high knockback.


N Air - Love this move.  There's something so lovable about it.  The way it makes a Koopa Shell noise upon hitting an enemy is rather charming.  The main thing I really love about it though, is the little bounce it has.  It actually allows it to be a pretty good horizontal recovery move with good timing and execution.  I think the move should hit the foe slightly more upwards though rather than a generic angle.  The knockback should still be quite weak though.  Overall very nice move.

F Air - It works and it works great.  Probably Scott's best gimping tool.  However, it has poor hitstun and low % because of it's low base knockback.  As a result of this low base knockback, the move is easily punished EVEN WHEN YOU HIT IT @.@ Again, I feel it should be increased a bit more.   Also, I think it should do a little more damage too.  Maybe 11%

B Air - This shares the same problem as the F Air in the fact that it's easily punished even upon landing the hit.  Not to mention that it doesn't function as a good killing or even a very good gimping tool though.  I think the base knockback should be increased quite a lot here, but the knockback growth should be pretty low so that it still remains a non killing move.  However, the move represents a move in the moveset excellently.  The animation is nice and crisp.

U Air - Same as Lucas', but with coins :3  I actually think this should stay the same.  It works very well and is one of his better aerials when it comes to power since it's not so easily punished.

D Air - Love this move.  The animation is spot on and for the most part it's nicely balanced.  I particularly like how he bounces off the foe when you land the sweetspot on an airborne opponent.  However, I think it could use a bit more power on pretty much every hitbox, especially the sweetspot.  Considering it's basically a high risk move (if you miss the sweetspot whilst trying to edgeguard with it, you die).  


Specials

Neutral B - LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOV E THIS MOVE!!  And I love you for making it!  There's just something so awesome and involving about it.  Just watching Scott on screen strumming away whilst I mash the button.  It makes me feel as though I'm actually playing the bass, despite the fact it's just me mashing B.  The move just immerses you in a way I've never even seen before in a PSA.  There's something almost magical about it.

But enough about that.  I find it quite a hard move to critique well.  I think the start-up is a tad too slow, and the hitboxes need to last a bit longer (just make it so the Terminate Collisions occur after a later time period because at the moment each strum terminates very quickly).  I also think the hitboxes should be larger.  It's rather deceptive at the moment.  The hitbox is about half the size of the graphic.  As far as actual trapping concerns go, it's fine since you can DI downwards and tech backwards to escape.  Though maybe if the hitboxes are going to be bigger, the ability to DI out of the move.

However, the main thing I want to suggest is that if the big finish hit (aka the one that sends the foe flying a far distance) connects, the move should just end there.  I found it to be a rather spammable edgeguarding move when I got it up to max strum.  I could just keep mashing B, and they would have a lot of trouble getting back on stage.  In exchange for this, I think this last hit should also do more damage.  Maybe 6% or something.  It IS the largest strum after all XD


Side B - This move has quite a few problems.  The main ones being it starts too slow and retains no momentum at the end, making it very punishable.  It's also very irritating to use in the air because his momentum doesn't stop until actually throws the punch.  This makes recovering with it a pain in the ass because it's extremely difficult to line yourself up with the ledge.  Furthermore, because of how he just stops right in his tracks at the end of the attack instead of retaining a bit of momentum, it makes the move feel jerky and it makes it rather difficult to follow up (since unlike, say, Ike's Side B it has no kill potential).  Not really sure what to suggest for this tough.  It's just hard to use.

Up B - Gosh this move is also a pain to recover with.  It shares the same problem my Spider-Man's Up B did in earlier versions in the fact that you can't change direction when you initiate it.  It's even worse for Scott because he has a fast fall speed and no other forms of vertical recovery.  The hitbox is also very difficult to land, and very unrewarding.  I'm not really too sure about this move as a whole.  I really liked that idea you had before of the random Up Bs from characters in the cast.  I think you should do that, but to make it feel a bit more unique for Scott, he could still use that beam sword (or another sword) no matter which Up B he does.

Down B - I also LOVE this move.  Always have and always will do.  I don't think you need to do anything with this except maybe give it a bit more endlag and give a better indicator of when exactly the countering frames are.  A clicking sound effect and a little flash would do.  I also wouldn't say this is one of his primary killing moves, since it depends largely on what move you counter.  I will say though, it is VERY satisfying countering a Donkey Punch, Falcon Punch or a Warlock Punch with this.  Also, I really, REALLY like how there's the coin effect when you land the punch and depending on how strong the move was, there are more or less coins.  Very clever indeed.

Final Smash - Umm....he doesn't have one yet.  I can't wait to see what ideas you have for it though ^^


Summary

Overall, Scott is very, VERY fun to play.  He's got a few balance issues (for the most part, he's underpowered I think) but he's brimming with a lot of charm and unique flair.  Excellent work haloedhero!  I'll be eagerly awaiting when you make the next update.  I hope my comments were helpful and I'll definitely make a blog feature for this when it's done ;)
Wow... Sdoom pretty much covered it all... I literally agree with everything he said.
Three things then...

You should make it easier to rock out... my finger hurts from mashing B so hard just to get him to maximum rockage.

I almost think you should change Side Special completely... the move is just so boring compared to the rest of the moveset.... but that's just me.

For his Final Smash you know what you've got to do right? THE POWER OF SELF RESPECT!
Somehow include the beam sword like with Up Special (Power of Love?). Make it work like Marths maybe? Or Ikes if you can where if the first hit lands then he goes into a sword combo frenzy.
These plus your Up Special ideas :3 They pretty much covered everything.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: SiLeNtDo0m on July 30, 2011, 03:15:03 AM
Present for you :)  It's a new running animation I made for you that's more representative of this:

(http://images3.wikia.nocookie.net/__cb20101124170232/scottpilgrim/images/c/c0/Scott_dash-1-.gif)

Here's the link.  It only includes the FitLucasMotionEtc.pac (and literally, all I changed was the run):

http://www.mediafire.com/?5zcn6rpwm4y5mz7

As for Sdoom's up special suggestions, I'm probably going to keep the current one, as the whole level up sword thing is pretty iconic to Scott, being that he took that longsword proficiency... But I'm going to change the angle back to what it was before I put out the test build, which made it much more of a "side spike", only harder to land and riskier than his F air.


Fair enough.  Though could you make it a better recovery move at least please?  It's really hard to use at the moment because you don't retain any momentum and you can't turn at the start.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: HaloedHero on July 30, 2011, 07:59:19 AM
Present for you :)  It's a new running animation I made for you that's more representative of this:

([url]http://images3.wikia.nocookie.net/__cb20101124170232/scottpilgrim/images/c/c0/Scott_dash-1-.gif[/url])

Here's the link.  It only includes the FitLucasMotionEtc.pac (and literally, all I changed was the run):

[url]http://www.mediafire.com/?5zcn6rpwm4y5mz7[/url]

Fair enough.  Though could you make it a better recovery move at least please?  It's really hard to use at the moment because you don't retain any momentum and you can't turn at the start.


1. Thanks for the animation. It was something I wanted to do, but wasn't high on my priority list. I appreciate the help.

2. lol, stupid Internet, I had actually typed that I was going to give it the ability to reverse, but something crapped out and I had to rewrite my post. Must have forgotten it on the second try.


Title: Re: Haloedhero's projects: Scott Pilgrim Test Build ready! Looking for Playtesters!
Post by: HaloedHero on July 30, 2011, 09:17:04 AM
OK, so, this is a little unrelated to Scott Pilgrim, but during a testing session, I was checking to see if PK starstorm was broken, and I noticed that the slight time slow it has didn't seem to end. It was almost imperceptible, but they were slightly slower for a loooooong time. However, the only character this happened against was Ice Climbers.

The crazy thing is, I loaded the game regularly, no codes or anything, and tested this again with Marth vs. the Ice Climbers, because his time slow is much more severe, and they were STILL stuck in the slowdown long after his final smash was over! It only happens to the Ice Climbers as far as I can tell. Has anyone else seen this? Does it happen on anyone else's Wii? (Note: With Marth, I purposefully missed with the attack.)

Edit: Oh, I did have something real to say. Sdoom's run animation has been integrated with the dash and turnrun. I may tweak the animation a little, but it looks great. Thanks again, Sdoom.


Title: Re: Haloedhero's projects: Scott Pilgrim testing currently on hold for fixes.
Post by: SiLeNtDo0m on July 30, 2011, 09:24:54 AM
No probs, glad you liked it :)  And I'll look out for this glitch.  It never occurred with me, but then again I rarely used the Smash Ball, and I almost never face IC


Title: Re: Haloedhero's projects: Scott Pilgrim testing currently on hold for fixes.
Post by: Mansta8 on July 31, 2011, 12:16:11 AM
What did you do to get rid of the other waiting animations? I'm making a personal OP version and I need to see them in game.


Title: Re: Haloedhero's projects: Scott Pilgrim testing currently on hold for fixes.
Post by: HaloedHero on July 31, 2011, 08:19:32 AM
I did two things. First, I set wait1 to be a loop in PSA. As far as I can tell, waits aren't standard loops. It's likely that they're programmed to randomly select one of the three at animation end. So, setting the animation to loop causes that not to happen. Also, to save filespace, I believe I cut them down to 1 frame and deleted all keyframes, so... basically, if they played, he'd just look like a litte ball for 1 frame.


Title: Re: Haloedhero's projects: Scott Pilgrim testing currently on hold for fixes.
Post by: HaloedHero on July 31, 2011, 08:29:22 PM
Ok, so this project is all about fanservice, because Scott Pilgrim is all about fanservice, so I'm seriously considering taking advice to change the up b to my original idea of multiple iconic up specials. So seriously, in fact, that it's almost done, but I wanted to hear from the testers whether they'd like a reversible version of the original up special or the new up special, which offers button presses to choose between Mario's up special, Link's, and Samus's, on the fly, all nearly exactly replicated for Scott.

So go ahead, tell me what you guys want.


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: AnImAiNe on July 31, 2011, 08:39:11 PM
i like the input idea


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: Tasty Pumpkin Clock on July 31, 2011, 08:41:12 PM
same


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: The Main Event on July 31, 2011, 08:43:02 PM
I like the new up special idea. Gives more of a variety and makes the character THAT much more interesting.


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: HaloedHero on July 31, 2011, 08:58:52 PM
So be it. New test build coming asap. The new down tilt is awesome. Most of what's left to do is taunts and such and balancing existing moves. Shouldn't take long.


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: SonicBrawler on July 31, 2011, 09:01:13 PM
TOTALLY EPIC! and the counter move is PURE AWESOMENESS!


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: Kumari sai on July 31, 2011, 09:08:49 PM
ok finally back with some feedback, sorry if i say something thats already been said

the AAA combo- i think this needs to have something wheres its not just a continuous barrage of punches, kind of like fox's or captain falcon's where you have to repetitively tap the a button
Tilts- i see nothing wrong with these
dash attack- i really think the side special should be the dash attack, just an opinion, the dash attack has just a bit too much end lag, which makes it hard to combo with
neutral b- love it, problem with it though is that it has alot of endlag when you get up alot of speed, links boomerang knocked me off the stage because i couldn't react in time, it would be nice if you could shield or roll out of it
side b- this move is fine just seems more like a dash attack, also you should only be able to use this once in the air, or else its too good for recovering
down b-  no complaints
up b-  *left out for already known reasons*
neutral aerial- this move has a bit of glitches, a little animation glitch when used repetitively and landing, and it can be used to float in the air which looks kinda awkward (the floating was probably on purpose, i dont know)
other aerials- all good
smash attacks- i dont see anything wrong with them
thanks for letting me test, again sorry im a little late with feedback



Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: HaloedHero on July 31, 2011, 09:26:12 PM
ok finally back with some feedback, sorry if i say something thats already been said

the AAA combo- i think this needs to have something wheres its not just a continuous barrage of punches, kind of like fox's or captain falcon's where you have to repetitively tap the a button
Tilts- i see nothing wrong with these
dash attack- i really think the side special should be the dash attack, just an opinion, the dash attack has just a bit too much end lag, which makes it hard to combo with
neutral b- love it, problem with it though is that it has alot of endlag when you get up alot of speed, links boomerang knocked me off the stage because i couldn't react in time, it would be nice if you could shield or roll out of it
side b- this move is fine just seems more like a dash attack, also you should only be able to use this once in the air, or else its too good for recovering
down b-  no complaints
up b-  *left out for already known reasons*
neutral aerial- this move has a bit of glitches, a little animation glitch when used repetitively and landing, and it can be used to float in the air which looks kinda awkward (the floating was probably on purpose, i dont know)
other aerials- all good
smash attacks- i dont see anything wrong with them
thanks for letting me test, again sorry im a little late with feedback


No problem! Thanks for the feedback. I really think everyone's going to love the next build. I just hope I can get it done sooner rather than later.


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: The Main Event on July 31, 2011, 09:35:25 PM
Take your time. The longer you take, the better.
 :olimar:


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: Tasty Pumpkin Clock on July 31, 2011, 11:13:38 PM
Take your time. The longer you take, the better.
 :olimar:


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: Dark Aura on August 01, 2011, 12:26:38 AM
You said saying how awesome the moveset is would help, so here it goes.
This. is. AMAZING. Just the thought of having Scott Pilgrim fighting all the Characters he referances in the books/movie makes me want to shout in pure glee.
Take your time, make it awesome, and I can assure you, this will NEVER leave my SD card. You have my word as a fan of both your PSAs, as a gamer, and as a Pilgrim fan.


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: Mansta8 on August 01, 2011, 01:14:38 AM
When you're done, I'm PSAing Nega. (I has progress anyway.)
(http://i.imgur.com/GJOCf.png)


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: metatrongrhm on August 01, 2011, 07:39:33 AM
ok... some even later feedback... if i dont say anything about a move, assume it's awesome, as i'll only be talking about things i thought were awkward:
-the neutral B, move was too hard to hit with, requires less start up lag i think
-the down B, give a clearer indication of when you can be hit, i spent about 5 tries before i landed a succesfuil counter(other than this, i heart it)
-up B(been said before)
other than this... brilliant
and sorry for the late reply, and feedback that's already been given


Title: Re: Haloedhero's projects: Scott Pilgrim tester question on page 14.
Post by: HaloedHero on August 01, 2011, 07:55:40 AM
When you're done, I'm PSAing Nega. (I has progress anyway.)
([url]http://i.imgur.com/GJOCf.png[/url])

Hahaha, nice.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: Ricky (Br3) on August 04, 2011, 08:04:56 PM
When you're done, I'm PSAing Nega. (I has progress anyway.)
([url]http://i.imgur.com/GJOCf.png[/url])


I lol'd so hard xD


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: Ultraxwing on August 04, 2011, 09:59:32 PM


how close to an actual release or beta release of Scott? i can't wait to play this.

and what about the katana's he could use? is that going to be used for a final smash? Lucas has the articles for it. heck make it a taunt thing ya know.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: HaloedHero on August 04, 2011, 10:06:26 PM
Scott is nearing a beta stage, which will take the form of a public test build. I'm not going to do a full release to the vault until Beyond does the new vertex. If you check the main page of the thread, I have a fully up to date to-do list of what needs doing and what's currently in progress, which I update pretty much daily.

Progress is slow right now due to... well, life, but most of what needs doing is balancing existing moves. Almost everything that is still fully unfinished is something simple like taunts, victories, entrances, that kind of thing.

So, your answer is... soon, I hope. As for the swords, he's going to wield one for his final smash for sure. I'm glad people are pumped up for this. Stay tuned to the main page, as I do literally update it every time I do anything on the project.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: Ultraxwing on August 04, 2011, 10:08:02 PM
 Sweet, i can't wait. me and my friends can't wait. do you plan on adding in any of the 7 evil ex's?

or just making Scott pilgrim and making him battle some of the iconic people he mentions. lol.

good job so far bro.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: HaloedHero on August 04, 2011, 10:25:30 PM
Thanks.

Some evil ex textures over other characters would be nice, but there are no PSA plans. I'm pretty pumped to use him to fight the Nintendo cast. It's just too fitting. Believe me, I'm as excited to have him finished as anyone else.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: xZedkiel on August 05, 2011, 03:43:48 AM
Thanks.

Some evil ex textures over other characters would be nice, but there are no PSA plans. I'm pretty pumped to use him to fight the Nintendo cast. It's just too fitting. Believe me, I'm as excited to have him finished as anyone else.

If you do the input up B, you should make him use the move against the person you first took it from lol


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: Juri Han on August 05, 2011, 09:30:53 AM
Oh man, I am totally in lesbians with this <3 Can't wait for the release (beta or otherwise)


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: SonicBrawler on August 05, 2011, 09:34:35 AM
i cant wait for this. *insert funny scott pilgirm joke here*


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: Mansta8 on August 05, 2011, 01:17:24 PM
Actually, a vertex I'm planning to do is Ramona over Ness, but it'll take a while for it to be finished.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: HaloedHero on August 05, 2011, 01:23:45 PM
Actually, a vertex I'm planning to do is Ramona over Ness, but it'll take a while for it to be finished.

What about making her from one of the Toon Zelda hacks over Toon Link? Vert the sword into a hammer, and she's practically got a moveset already. The items could easily come out of her subspace bag.

I'd even do an animation resize for you if the vertex came out well.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: Dark Aura on August 05, 2011, 09:25:07 PM
Can't wait, bro :3


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: HaloedHero on August 08, 2011, 10:50:15 PM
Previous testers, check your inboxes for test build 2. It's very close to the release of a public test build, so I sent it out to you guys first. Obviously, check the to-do list in the first post before commenting on anything, as some things are still not finished.

Enjoy! I think he's becoming really satisfying to use.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: Dark Aura on August 09, 2011, 11:38:15 PM
No feedback yet? Strange. Oh well, I'll give my input.

Firstly, let me confirm that you weren't lying when you said the moveset was much more fun now: because it is. Very fun. Scott Pilgrim fun. By that, I mean the moveset is very energized, giving me the same rush that the movie and game did (yeah, I haven't read the original novel yet, but I'm getting there...)
However, the rush is killed for me a couple times by Scott's running animation. I know Do0m made that for ya and all, but it's just too slow. Remember the game, in which Scott was moving his feet extremely fast, as were his legs? The animation for this is too slow for the speed you're making him go, run speed and idle stance wise; if I were you, I'd either speed it up, or use the old run. (Sorry Do0m, I love ya, but that's just my opinion. :P )

Another thing that sort of got me is the down air. If the enemy is airborne, Scott bounces off their head, which I think is a neat concept. However, that doesn't seem to happen when the enemy is on the ground. Why is that? I think it would be cooler, and maybe a bit more balanced, I'f you had the head bonk.

Also, I like the idea of the Up B, having the two different move options. But I think it would be even cooler if they weren't ripped off of Mario and Link. Honestly, judging by your Cloud moveset, you certainly have the creativity to make your own moves. Yeah, I know, Mario and Link are referencenced very often in Scott Pilgrim, but giving him their exact moves? I expected something a bit more unique, like, say, a Megaman X-styled sword uppercut. Yeah, still ripping off a game series, but nothing in normal Brawl.

Well, that's my two cents anyways. Again, this is coming from someone with no PSA experience whatsoever, so you can pretty much not take anything I said seriously: just food for thought, and you wanted feedback. I'm very much enjoying it, and this won't be leaving Lucas's folder any time soon.



Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: SiLeNtDo0m on August 10, 2011, 01:31:33 AM
@Dark Aura

Just to correct you, the problem isn't my running animation.  That animation is only 20 odd frames long.  The problem is that haloedhero moved the TransN bone forward too much.

The speed of a running animation in game can be controlled with how far you move the TransN bone.  All haloedhero has to do is make it not go so far forward.  Preview it in Brawlbox to see what I mean.

Anyways, I've been playtesting it and I must say it has come on a LOT and I absolutely love it.  I won't give full feedback quite yet, since I need to test it quite a bit more before I can conclude anything, but I will say that I'm really glad that Scott feels much more fun and rewarding now.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: Tasty Pumpkin Clock on August 10, 2011, 02:41:51 AM
Neutral B: He should stop rocking out right after that last big hit I think....

Side B: You should change it to the "Power Of Love" now that he doesn't have the sword for his up special. It should work exactly the same as it does now but he should dash forwards and instead of punching he slashes with the beam sword.

He is FREAKIN AWESOME btw.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: HaloedHero on August 10, 2011, 06:19:21 AM
@Dark Aura

Just to correct you, the problem isn't my running animation.  That animation is only 20 odd frames long.  The problem is that haloedhero moved the TransN bone forward too much.

The speed of a running animation in game can be controlled with how far you move the TransN bone.  All haloedhero has to do is make it not go so far forward.  Preview it in Brawlbox to see what I mean.

Yeah, I meant to speed the run back up a bit, but I do think it was just a bit too fast as originally done. Now it's too slow, which is my fault, but I'll fix it.

Anyway, thanks for the feedback. Also, AoD, if you tap the button fast enough, you can get him to stop neutral b right after the big hit, and he gets the confetti and crowd cheer that way. It gives those with fast fingers a way to greatly cut down on end lag and still allows you to keep it going if you can find the right pace. Although, I may make it harder to maintain.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: Dark Aura on August 10, 2011, 07:57:48 AM
@Sdo0m: Yeah, I previewed it, and I see your point. Thanks for correcting me, every bit of knowledge I can get to make me look less noobish is appreciated. XS

@Haloedhero: You're welcome, dude. I'm enjoying it very much.


Title: Re: Haloedhero's projects: Scott Pilgrim in progress.
Post by: HaloedHero on August 11, 2011, 10:51:26 PM
OK, feedback has been taken into account, and a lot of changes have been made. Not only did I redo the run animation and make it faster, but the run speed is faster as well. Fox fast. It feels very good.

A big change has been made to range on most moves, as well. Only a few hitboxes actually got bigger, but quite a few moves have altered bone collisions, which effectively increase safe striking range while not making actual range ridiculous.

The side special now has a few heavy armor frames during the windup, and the edited bone collisions make it a very viable option to get in close and pop your foe up for some combos.

Neutral special now ends automatically if you reach the highest level.

All in all, if you like demo 2's fun pace and energetic feel, you'll love the public demo. Hopefully, I will have it out within a week.



Title: Re: Haloedhero's projects: Scott Pilgrim public demo (hopefully) coming soon.
Post by: Gamma Ridley on August 11, 2011, 10:54:50 PM
I have to say, even though I'm not really into the whole Scott Pilgrim thing, I am excited for this PSA.

There is a serious lack of good Lucas PSAs, so this will earn a spot on my SD for sure.

Can't wait for its release. :]


Title: Re: Haloedhero's projects: Scott Pilgrim public demo (hopefully) coming soon.
Post by: SiLeNtDo0m on August 12, 2011, 01:56:23 AM
Oh yeah I forgot to say there are a few moves that I think could use some SFX.  Namely all three versions of the Up B, Down B on startup, last hit of the AAA string and a couple more I don't remember off the top of my head.  Also, I found that the Samus Up B was rather twitchy.  Sometimes the screw attack graphic would come out and other times it wouldn't though more often it wouldn't.

One last thing about the Neutral B.  Do you think you could 1) Add the musical notes graphic (I forget its ID, but look in the list of GFX and it should be there.  And 2) Lower the damage of each hit barring the big one to 2%?


Title: Re: Haloedhero's projects: Scott Pilgrim public demo (hopefully) coming soon.
Post by: Ricky (Br3) on August 12, 2011, 08:19:27 AM
I can't wait to see this PSA with an updated vertex by Beyond :happy:


Title: Re: Haloedhero's projects: Scott Pilgrim public demo (hopefully) coming soon.
Post by: HaloedHero on August 12, 2011, 10:14:26 AM
I can't wait to see this PSA with an updated vertex by Beyond :happy:
Either can I. I don't want to release a final version until the vertex is out.

Oh yeah I forgot to say there are a few moves that I think could use some SFX.  Namely all three versions of the Up B, Down B on startup, last hit of the AAA string and a couple more I don't remember off the top of my head.  Also, I found that the Samus Up B was rather twitchy.  Sometimes the screw attack graphic would come out and other times it wouldn't though more often it wouldn't.

One last thing about the Neutral B.  Do you think you could 1) Add the musical notes graphic (I forget its ID, but look in the list of GFX and it should be there.  And 2) Lower the damage of each hit barring the big one to 2%?

Some of these were already on my mind, and the neutral b stuff should be easy enough. Working working working... this must be finished.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo (hopefully) coming soon.
Post by: Ninka_kiwi on August 12, 2011, 11:10:17 AM
This will be a pretty sweet psa I can already feel it.

Oh yeah is there a possibility of another video coming out showing the full moveset (with all the changes) before the release of the public demo?


Title: Re: Haloedhero's projects: Scott Pilgrim public demo (hopefully) coming soon.
Post by: HaloedHero on August 12, 2011, 01:25:17 PM
This will be a pretty sweet psa I can already feel it.

Oh yeah is there a possibility of another video coming out showing the full moveset (with all the changes) before the release of the public demo?


I'm not sure if I want to do a full moveset video until the new vertex is done. I'd just want to redo it all with the new vertex anyway, and I really don't want to make the entire moveset video twice.

Plus, I wouldn't make the video until everything that needs to be done for the demo is finished, so it wouldn't come before the demo, even if I did make it.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo (hopefully) coming soon.
Post by: HaloedHero on August 16, 2011, 12:53:52 PM
The public demo is ready. I will release it as soon as I figure out (or someone tells me) how to get rid of Mr. Saturn's tea table during the entry.

The public demo is still incomplete in areas of graphics and sound effects, but these things are minimal. The only big thing still not done in the public demo is the Final Smash. Sorry. You'll have to wait a bit on that one.

So... can anyone save me some time by telling me how to get rid of the tea table?


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: Ultraxwing on August 16, 2011, 01:05:45 PM
Try looking through his Motionetc. and get rid of it by making it invisible.

or look for the subaction in the PSA and get rid of the sound and generate article bit.

or use this code.

Lucas Has No Entry Data
00AD804A 00000000



Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: SonicBrawler on August 16, 2011, 01:09:02 PM
maye via psa. or another way is open up the model and change th esize to 0.00001

edit: Ninja'd


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: HaloedHero on August 16, 2011, 01:36:40 PM
OK, I guess I should have been more clear. I already looked and can't find a generate article or graphic effect for it in PSA, so that's out, and I'm unable to find the model/animation anywhere in the Lucas files. I'm guessing it's probably in the lucasentry.pac, but I can't find that file for download anywhere...

Ideas?

Edit: And I know I could just use the entry data code, but I'd like the PSA to be code free...


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: Ultraxwing on August 16, 2011, 01:40:12 PM
Funny, there is no Entry.pac for Lucas.

well, it might be relient on the code.

and we can have Infinite Codes now anyway so bleh.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: DoctorFlux(Mariodk) on August 16, 2011, 01:41:21 PM
Funny, there is no Entry.pac for Lucas. well, it might be relient on the code. and we can have Infinite Codes now anyway so bleh.
there is

that thing he sitting on then entry


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: SonicBrawler on August 16, 2011, 01:42:10 PM
i edited the entry out, so it should have the table thing removed. here is the file.

http://www.mediafire.com/?3gs4a7xyc1tb9bt


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: Ultraxwing on August 16, 2011, 01:42:48 PM
Well, i failsorz friggin lol.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: HaloedHero on August 16, 2011, 01:47:42 PM
lol, thanks guys, but I just found the entry.pac for download myself, so I'll handle it and put the demo up for download soon.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: SonicBrawler on August 16, 2011, 01:51:28 PM
i edited the one i put up so its all ready, but ok


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: HaloedHero on August 16, 2011, 01:59:54 PM
The public demo is here! http://www.mediafire.com/?r8eb58g9gxbsm4q

As I mentioned before, graphics and sound effects aren't completely done, and the final smash hasn't been changed... yet. The vertex/texture is still temporary, so... yeah. (By the way, the model was not done by me and is included for demo purposes only.)

Otherwise, this version is mostly finished, but feedback is still definitely welcome. This is definitely not a polished, final version.

Enjoy!


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out today or tomorrow.
Post by: SiLeNtDo0m on August 16, 2011, 02:03:57 PM
Well, i failsorz friggin lol.

Nah you don't fail.  It's just that the Data Partition on mediafire that apparently SHOULD have all the files in the SSBB iso has a few missing, one of which being Lucas' FitLucasEntry.pac

Anyways, time to do some more playtesting!


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: HaloedHero on August 16, 2011, 02:05:43 PM
Nah you don't fail.  It's just that the Data Partition on mediafire that apparently SHOULD have all the files in the SSBB iso has a few missing, one of which being Lucas' FitLucasEntry.pac

Yeah, it's weird. The other day, it was listed, but gave me an error on download, and today when I looked again it wasn't there at all. I've run into some missing ones before, too...

Edit: Wow, never thought I'd hit 100 posts.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: Ricky (Br3) on August 16, 2011, 02:08:09 PM
I'm not into PSAs (since I'm a tournament player), but I can't miss checking this one out. I need to check it and if possible post feedback.

*downloads*


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: SiLeNtDo0m on August 16, 2011, 02:15:15 PM
Once you make a finalised version, I will both make a video review for it and a blog feature.  Usually, I run it by the team members first on whether to make a feature, but this is an exception.  I'm making it and no one will stop me XD


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: SonicBrawler on August 16, 2011, 02:17:59 PM
*doesnt read anythign even tho i might of missed somethign*

all the other scott pilgrims do a toon link type up-b but i do a mario one. what the heck?


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: SiLeNtDo0m on August 16, 2011, 02:31:20 PM
*doesnt read anythign even tho i might of missed somethign*

all the other scott pilgrims do a toon link type up-b but i do a mario one. what the heck?

When you press B in the Up B:

- If you tap it, you do the Spin Attack
- If you hold it, you do the Super Jump Punch
- If you hold B and A, you do the Screw Attack


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: Ricky (Br3) on August 16, 2011, 02:49:33 PM
My opinion:

- Feels balanced, yet it seems to take some time to get used to.
- When you press R+A in the air, he uses his neutral special (?)
- His Forward B has a weird momentum, the way he flies after finishing the punch doesn't fit his low aerial speed.

Overall, I'd say it's great. It kinda lacks some visual effects, though, IMO.
The movie had some cool effects at every punch and kick...


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: SonicBrawler on August 16, 2011, 02:50:54 PM

- His Forward B has a weird momentum, the way he flies after finishing the punch doesn't fit his low aerial speed.

because in the movie and manga, he does that punch while facing Mathew Patel and he goes that fast.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: Ricky (Br3) on August 16, 2011, 02:54:48 PM
because in the movie and manga, he does that punch while facing Mathew Patel and he goes that fast.

That's not what I'm talking about.

What I'm saying is how he still moves forwards fast for a while even after finishing the punch.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: SonicBrawler on August 16, 2011, 02:57:16 PM
oh, now i see what u mean. yeah, and another problem i noticed is that when u use ur n-b, ur go to the side, so if u do that enoguh times, u fall off. the end lag makes uit so u cant recover


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: HaloedHero on August 16, 2011, 04:22:17 PM
oh, now i see what u mean. yeah, and another problem i noticed is that when u use ur n-b, ur go to the side, so if u do that enoguh times, u fall off. the end lag makes uit so u cant recover

Actually, I don't know what you mean about going to the side with neutral b. When I use neutral b, he stays in his spot. Plus, if you jab b fast enough, you fall slower as well as finish faster if you reach the highest speed.

As far as the side b momentum goes, I could make his momentum degrade at a faster rate after the punch if you guys think it needs that.

He uses neutral b if you press a during air dodge because I needed to do something to get rid of Lucas's tether. I don't want to get rid of it with codes, as I prefer not to make people use extra codes to use my psa. I'll look for a better solution in the final version.

As far as graphics, I'll be doing more work on that as I move towards a final version. I'm glad you guys like it so far.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: Ultraxwing on August 16, 2011, 04:35:20 PM
i just love the Reversal thing...

it's awesome =D


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: HaloedHero on August 16, 2011, 08:03:01 PM
Once you make a finalised version, I will both make a video review for it and a blog feature.  Usually, I run it by the team members first on whether to make a feature, but this is an exception.  I'm making it and no one will stop me XD

Glad to hear it. :). I hope I have time in the near future to get all of the graphical flourishes and sound effects done. Gotta get that music note on there... And, hopefully, beyond will get a chance to do the vertex.

Anyway, thanks for the feedback everyone.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo out!
Post by: Ricky (Br3) on August 16, 2011, 08:30:52 PM
Well, I can say that Scott is very funny to play as.

I really wish I had finished reading the comics or played the game, it'd probably be even more enjoyable then.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo up! Final Smash video added!
Post by: HaloedHero on August 17, 2011, 08:18:15 PM
Final Smash video is up!

http://www.youtube.com/watch?v=3txsdi3pq9I

Watch it 1,000 times. Love it. Salivate. :).


Title: Re: Haloedhero's projects: Scott Pilgrim public demo up! Final Smash video added!
Post by: Segtendo on August 17, 2011, 08:21:53 PM
Final Smash video is up!

[url]http://www.youtube.com/watch?v=3txsdi3pq9I[/url]

Watch it 1,000 times. Love it. Salivate. :).

"SCOTT EARNED THE POWER OF SELF RESPECT!"


Title: Re: Haloedhero's projects: Scott Pilgrim public demo up! Final Smash video added!
Post by: SonicBrawler on August 17, 2011, 08:22:13 PM
THAT IS EP-

Sorry i didnt finish, i had to go change my pants.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo up! Final Smash video added!
Post by: Ninka_kiwi on August 17, 2011, 08:24:32 PM
I'm loving it >.>
I think it just needs a little more damage output at the moment. but I know it's just beta so no harm done.


Title: Re: Haloedhero's projects: Scott Pilgrim public demo up! Final Smash video added
Post by: Ricky (Br3) on August 17, 2011, 08:34:02 PM
If only he'd stop after hitting the opponnent like Marth...

Either way, LOVE the animation, it's perfect.


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: HaloedHero on August 17, 2011, 09:33:39 PM
Glad to hear everyone likes it so far. Damage is an easy fix. I'm really happy with the way the animation came out. Probably some of my best work. This may actually cause me to turn Smash Balls on. I'm that happy with it.


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: Mansta8 on August 17, 2011, 11:59:57 PM
You should replace the snake external graphic with the sword, just because it could be used for a powered up version of Scott after the final smash.

Also I'd be happy to vertex a sword for him as soon as I get my computer back.


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: KTH on August 18, 2011, 12:13:45 AM
Hey, that can help you :

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=4069


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: SiLeNtDo0m on August 18, 2011, 03:22:31 AM
Agreed the FS is badass.  As others have said, all it really needs is a damage increase and maybe a bit of time manipulation to make everything go a bit slower as he takes out the sword to make it a little more dramatic. 

I am sooooo hyped for this PSA XD


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: Ultraxwing on August 18, 2011, 04:07:19 AM
And make it where he keeps the sword after the final smash (until death, or loses a life.)
what a bout a second final smash if he still has the sword? (this is all speculation so blurg)


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: Ricky (Br3) on August 18, 2011, 05:51:54 AM
Actually, I think the damage output is kinda fine, because he gets to keep the sword after the Final Smash.


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: HaloedHero on August 18, 2011, 07:54:24 AM
And make it where he keeps the sword after the final smash (until death, or loses a life.)
what a bout a second final smash if he still has the sword? (this is all speculation so blurg)

He does keep the sword after the final smash, and a second final smash causes him to drop the first sword.


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: SonicBrawler on August 18, 2011, 08:05:25 AM
what about a final smash if he has the sword? like, he plays the word liek a guitar (like the n-b), but he does 3 giant shock waves, then trows the sword?. idk , just an idea


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: HaloedHero on August 18, 2011, 08:13:05 AM
what about a final smash if he has the sword? like, he plays the word liek a guitar (like the n-b), but he does 3 giant shock waves, then trows the sword?. idk , just an idea

I feel like it's pretty unlikely you're going to find yourself in a situation where you get another final smash that fast. You're not likely to ever see that second final smash unless you set up that scenario on purpose, so I'd rather not spend time making it.


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: SonicBrawler on August 18, 2011, 08:21:10 AM
good point


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash video added! Public demo up!
Post by: HaloedHero on August 18, 2011, 09:01:26 AM
OK, the demo has been updated with the Final Smash, so now you can all enjoy it. One small bug that I've noticed is that Scott's Spin Attack doesn't display his sword (which will eventually be a bass) properly when he's holding an item. It doesn't affect function at all, but it's ugly, and I'll fix it eventually.

Edit: The original demo link was wrong. This is the right one: http://www.mediafire.com/?ujg592noa5th35j


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash added to new public demo!
Post by: Kamina on August 18, 2011, 11:35:36 AM
OK, the demo has been updated with the Final Smash, so now you can all enjoy it. One small bug that I've noticed is that Scott's Spin Attack doesn't display his sword (which will eventually be a bass) properly when he's holding an item. It doesn't affect function at all, but it's ugly, and I'll fix it eventually.

[url]http://www.mediafire.com/?dd7zma60ce56cr0[/url]


Errrrr there's no fitlucasfinal.pac so the final smash is still pk starstorm for me...


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash added to new public demo!
Post by: HaloedHero on August 18, 2011, 11:41:08 AM
It doesn't require a fitlucasfinal.pac. You just need the fitlucas.pac and fitlucasmotionetc.pac from the new demo.


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash added to new public demo!
Post by: Kamina on August 18, 2011, 11:50:42 AM
It doesn't require a fitlucasfinal.pac. You just need the fitlucas.pac and fitlucasmotionetc.pac from the new demo.

I have the correct files, yet the FS is still pk starstorm.


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash added to new public demo!
Post by: _Data_Drain_ on August 18, 2011, 12:01:01 PM
About the final smash... Shouldn't be a bit more... Dramatic?

Right now, it's a less flashy Marth final smash, he should do more then one slash... Somewhat like Link's, but a bit more... Hm... Stylized, like the series is.

And keep the dashing forward thing, but have him when he gets to the foe actually do more slashes.


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash added to new public demo!
Post by: Juri Han on August 18, 2011, 12:14:59 PM
Did I do something wrong? I downloaded the moveset, and alot's been changed. Scott has Lucas' taunts, the Up B is different, and the Final Smash is still PK StarStorm O.o


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash added to new public demo!
Post by: SiLeNtDo0m on August 18, 2011, 12:22:57 PM
About the final smash... Shouldn't be a bit more... Dramatic?

Right now, it's a less flashy Marth final smash, he should do more then one slash... Somewhat like Link's, but a bit more... Hm... Stylized, like the series is.

And keep the dashing forward thing, but have him when he gets to the foe actually do more slashes.

Nah I don't think so.  The focus of the move is actually him pulling the sword out of his chest rather than the slash.  That's why he keeps the sword afterwards.


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash added to new public demo!
Post by: HaloedHero on August 18, 2011, 12:29:19 PM
Oops! The demo link was wrong. It was to the earliest test build. Sorry about that.

Demo: http://www.mediafire.com/?ujg592noa5th35j


Title: Re: Haloedhero's projects: Scott Pilgrim Final Smash added to new public demo!
Post by: _Data_Drain_ on August 18, 2011, 12:31:42 PM
Nah I don't think so.  The focus of the move is actually him pulling the sword out of his chest rather than the slash.  That's why he keeps the sword afterwards.
It's still lacking that final smash feel though, right now, other then what you said, it feel generic...

It would be better if it had more slashes.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Royal_Blade on August 18, 2011, 01:57:02 PM
What happens if he already has an item held when he does this FS? Because you should force him to drop his current held item an replace with a beam sword.

And even though it doesn't deal much damage, you get to keep a weapon afterwards which is a big bonus. Though it should deal a bit more. Like 30%. The move itself is a cool idea.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 18, 2011, 02:03:53 PM
What happens if he already has an item held when he does this FS? Because you should force him to drop his current held item an replace with a beam sword.

And even though it doesn't deal much damage, you get to keep a weapon afterwards which is a big bonus. Though it should deal a bit more. Like 30%. The move itself is a cool idea.

Way ahead of you on the item dropping.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Link1213 on August 18, 2011, 02:55:27 PM
Wow this is really amazing. Great job haloedhero. I've noticed something though. If you play a vs. match, it freezes when you go to the results screen. Training works fine though.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 18, 2011, 03:01:10 PM
Is anyone else having a results screen freeze? I haven't had that problem.
(Glad you like it, though.)


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Ultraxwing on August 18, 2011, 03:05:51 PM
No,

it hasn't

Link1213 did you have klonoa before Scott Pilgrim?


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Link1213 on August 18, 2011, 03:11:21 PM
Ohhh yea. That makes sense. I did have Klonoa before and everytime i went to the results screen with Klonoa, it froze.

Haloedhero, I made some recolors for Scott. All i did was change the color of the shirt. If you want them you can have them for a final pack or something.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Ultraxwing on August 18, 2011, 03:21:08 PM
Just get rid of the Resultscreen stuff that was given.
and he'll work.

Final smash is epic.
can't wait till it's his actual sword =P


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Link1213 on August 18, 2011, 03:23:45 PM
Alright so I'll delete any traces left of Klonoa. Thanks Ultraxwing.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Ultraxwing on August 18, 2011, 03:28:10 PM
No prob bro =P


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 18, 2011, 03:40:36 PM
Haloedhero, I made some recolors for Scott. All i did was change the color of the shirt. If you want them you can have them for a final pack or something.

I'm actually waiting on a new vertex from Beyond before I put out a final pack, so any recolors for the current model aren't really necessary. Plus, when I get the model, I'm going to do recolors with T-shirt designs from the graphic novels, but thanks anyway.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Link1213 on August 18, 2011, 03:46:55 PM
Oh cool. No problem.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Beyond on August 18, 2011, 06:24:49 PM
Okay... sorry for the delay but I'm starting the vertex now.

I hope this isn't be too hard, but would it be possible to remove these in his animations to avoid distortion?

His pants bones being scaled down and the changes to the X and Z axis on his leg and foot bones.

I can recreate these changes through vertexing and it'll make things simpler for me. If it's too much to ask at this point in his development then it's okay, I'll try to roll with it.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 18, 2011, 06:29:48 PM
Okay... sorry for the delay but I'm starting the vertex now.

I hope this isn't be too hard, but would it be possible to remove these in his animations to avoid distortion?

His pants bones being scaled down and the changes to the X and Z axis on his leg and foot bones.

I can recreate these changes through vertexing and it'll make things simpler for me. If it's too much to ask at this point in his development then it's okay, I'll try to roll with it.

Do what needs to be done to make it look good/easier for you to do. I'll adjust animations to match. Thanks.

Edit: That actually might not work like I thought. I sent you a PM about it.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Segtendo on August 18, 2011, 06:53:27 PM
Once we get a sexy vertex of Scott Pilgrim from Beyond, I'll gladly download the PSA. I just wanna try out that sexy Final Smash :3


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Tasty Pumpkin Clock on August 18, 2011, 07:06:32 PM
THAT FINAL SMASH IS AWESOME!!!!!!!!!!!!!!!!!!!!!

It should do more damage though. It seems kind of weak.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Mansta8 on August 18, 2011, 07:29:57 PM
The final smash would be too overpowered if it was given a damage boost, it works very well after you give your opponent some damage before using the fs. And nevermind about replacing the snake, you replaced it with the reversal text, I was using the wrong build of the moveset.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Dot on August 18, 2011, 10:24:58 PM
beyond finally started!

Not much to say. Still have to do the texture, the one you see is just the one that came with the PSA. It'll look better with the custom animations and once the texture is redone.

([url]http://i.imgur.com/I7psz.png[/url])


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 19, 2011, 09:47:29 AM
That looks so awesome. I can't wait for the texture to be finished. With that model, this will probably turn out even better than Cloud. I'll try to put the finishing touches on the Moveset asap so this can all get released.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Beyond on August 19, 2011, 11:47:37 AM
Almost done. Need to tweak his hair and some minor texture stuff. I don't know if I can get the bass over his stick to work, so is there a Plan B for it in case I can't.
(http://i.imgur.com/oWRh3.png)


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Ricky (Br3) on August 19, 2011, 11:54:31 AM
Almost done. Need to tweak his hair and some minor texture stuff. I don't know if I can get the bass over his stick to work, so is there a Plan B for it in case I can't.
([url]http://i.imgur.com/oWRh3.png[/url])


Holy [censored].

What a sexy mouse pointer.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 19, 2011, 12:00:25 PM
Hmm... a plan b... hadn't thought of one yet. I will if I need to.

(Looks great by the way.)


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: SiLeNtDo0m on August 19, 2011, 12:09:31 PM
Does Lucas have an article to spare?  If so "Plan B" could be to make the stick into the Power of Love/Understanding/Self Respect and replace the spare article with the bass guitar.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 19, 2011, 12:11:48 PM
Yeah, I could drop the "reversal" text and change that to the bass, and then the stick could be the sword.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Segtendo on August 19, 2011, 12:33:32 PM
Beyond.

Have my babies. FOREVER.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: SiLeNtDo0m on August 19, 2011, 12:38:33 PM
Wait, surely Scott has a spare external graphic you can use for the REVERSAL text?  Maybe his PSI Magnet?


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Segtendo on August 19, 2011, 12:39:19 PM
Wait, surely Scott has a spare external graphic you can use for the REVERSAL text?  Maybe his PSI Magnet?
Is the snake already replaced?


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: SiLeNtDo0m on August 19, 2011, 12:42:59 PM
Is the snake already replaced?

Snake is an article, not a graphic ;)  But yeah it was replaced before


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Dark Aura on August 19, 2011, 12:44:50 PM
Almost done. Need to tweak his hair and some minor texture stuff. I don't know if I can get the bass over his stick to work, so is there a Plan B for it in case I can't.
([url]http://i.imgur.com/oWRh3.png[/url])

You never cease to impress me. Ever. Same goes for you, Haloed. :3


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 19, 2011, 12:52:36 PM
Haha, I was already using the psi magnet as the text. The snake I didn't touch, except for making it tiny, because changing it made his grabs wonky. I'll see if I can figure something out, but most of his externals seem to be parts of pk thunder, and I don't know if they'll work. External graphics aren't my strong suit.

Although, I guess the snake could be the bass, because you never see it on the grabs, and I could use its taunt animation for the neutral b.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Tetsuokame on August 19, 2011, 08:55:07 PM
but if you were to replace the snake wouldnt that mess up his animation? if that makes any sense lol.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 19, 2011, 09:10:39 PM
but if you were to replace the snake wouldnt that mess up his animation? if that makes any sense lol.
I guess you mean the snake's animation? I'd change it to what I need it to do. As for its other animations, I'd have to see if it did anything funky. Scott's animations would be fine.

But hopefully Cap'n Beyond will be able to make the bass work over the stick, and I won't have to worry about it. Fingers crossed...


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Segtendo on August 19, 2011, 11:01:07 PM
Question.

For Scott's winning animation, did you make it so that it copies his level clear jeer?


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 20, 2011, 06:09:26 AM
Question.

For Scott's winning animation, did you make it so that it copies his level clear jeer?

One win animation copies his level clear jeer and just repeats, one is a slightly slowed version where he warps out like megaman afterward, and the third is him strumming his bass once and then doing the "you won't know what hit you in the slightest" point.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: dpgthirteen on August 20, 2011, 06:16:48 AM
This PSA looks so bad ass! Man, times like these I wish there would be Lucas.rels. :-\


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: SmashClash on August 20, 2011, 11:21:51 AM
Hey, Halo. I have a few questions about the PSA.
I see you've made "Grab" in the air his Neutral B in the air. What subaction is grab in the air and how would I modify it to be an attack?
One other questions is how did you make half of his face have his damage face expression and the other half his normal expression when you use B-Down?


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Mansta8 on August 20, 2011, 12:03:41 PM
Lucas has no damage face, so he used blinking stuff in PSA to do that.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: DoctorFlux(Mariodk) on August 20, 2011, 12:06:52 PM
Lucas has no damage face, so he used blinking stuff in PSA to do that.
he have dmg face (just texture on eyes is dmg face)


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Mansta8 on August 20, 2011, 12:37:56 PM
I meant that he doesn't have an extra face model for a hurt face, the hurt eyes are basically just more blinking in PSA.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Segtendo on August 20, 2011, 12:43:42 PM
Haloed, if you saw in Beyond's thread, he said that Scott Pilgrim will be out by Monday or Tuesday since he said he'll be gone most of the weekend.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: SmashClash on August 20, 2011, 01:35:59 PM
Hey, Halo. I have a few questions about the PSA. I see you've made "Grab" in the air his Neutral B in the air. What subaction is grab in the air and how would I modify it to be an attack? One other questions is how did you make half of his face have his damage face expression and the other half his normal expression when you use B-Down?
In addition to this:
He needs Marth's AI.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Mansta8 on August 20, 2011, 01:54:18 PM
I agree, but sheik or Ivysaur's AI actually would use his neutral B correctly.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: SmashClash on August 20, 2011, 02:16:41 PM
I agree, but sheik or Ivysaur's AI actually would use his neutral B correctly.
You'd rather not have a correct DownB and FS and just have Neutral B?
Btw, no they would. 1. Ivysaur holds B and Shiek waits for it to charge.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Mansta8 on August 20, 2011, 02:33:24 PM
There is an AI editor around here, someone could use that to make a better AI for Scott then marth's.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Tetsuokame on August 20, 2011, 02:52:53 PM
There is an AI editor around here, someone could use that to make a better AI for Scott then marth's.

what about fox's AI?

Also, the one above me, you best know it has always beenmycloud.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Mansta8 on August 20, 2011, 03:14:13 PM
He uses a reflector, and Scott would try to block projectiles with it, and would just use the final smash as soon as he got it.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Tetsuokame on August 20, 2011, 03:28:22 PM
He uses a reflector, and Scott would try to block projectiles with it, and would just use the final smash as soon as he got it.

but isnt it possilbe to reflect items using his counter? (not exactly reflect but stop)
and the final smash is yeah...


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: SmashClash on August 20, 2011, 04:17:54 PM
I made this in 3DS Max. It can go over ItmBeamSword for the Final Smash, but I need to export it.
http://img153.imageshack.us/img153/6254/scottpilgrimsword.png
(http://img153.imageshack.us/img153/6254/scottpilgrimsword.png)


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: songeflemy on August 20, 2011, 04:28:50 PM
I would suggest Marth's AI?

Down B is a counter, and his Final Smash would be something that he would need to align in order for it to work.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: SmashClash on August 20, 2011, 04:36:35 PM
I would suggest Marth's AI? Down B is a counter, and his Final Smash would be something that he would need to align in order for it to work.
Yeah, you're late.
In addition to this: He needs Marth's AI.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: songeflemy on August 20, 2011, 07:58:07 PM
Yeah, you're late.

You're pretty early there. :vyse:


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: SmashClash on August 20, 2011, 09:17:40 PM
You're pretty early there. :vyse:
Thank you. :3


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 22, 2011, 10:24:28 AM
(Back from weekend vacation.) Yes, Marth's AI might be the way to go. That sword looks awesome, smashclash, thanks. Also, I don't remember what subaction is air grab, but it's the one that uses "aircatch" as its animation. All you'd have to do to make that an attack is treat it like a regular subaction and remove any of the tethering properties in PSA.

Also, the one eye closed thing on neutral b is done with a blinking event in PSA. Lucas already had it on that subaction. It's not something I did, and I will probably change it to both eyes closed, but it should be the blinking event in the "other" tab of the neutral b hold subaction on the current build if there's something you want to copy it for.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Beyond on August 22, 2011, 10:44:29 AM
Okay, I got him a bass. YAY! Bad news is that it's flat. I don't know if that's big of an issue, but it's the only way I could pull it off without the texture stretching horribly.

Also, I darkened his hair some and added some other small details you can't see in the pic.
(http://i.imgur.com/IxwtB.png)


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: SiLeNtDo0m on August 22, 2011, 10:48:21 AM
o_o Lol paper guitar!  It probably isn't too much of a problem.  It may be able to be bone scaled in the animation.  Apart from that Scott is looking VERY nice Beyond


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 22, 2011, 10:59:07 AM
I'm on board with the flat bass. Makes sense, being that Scott originally comes from graphic novels. Looks awesome!


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Ultraxwing on August 22, 2011, 12:27:35 PM
May i suggest Ike's AI?

Down-B Counter, Side-B is well a propelling move. Up-B is generally the same. standard b... well, you'd have to make the computer somehow spam B button until end of the action. or not.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: HaloedHero on August 22, 2011, 12:54:58 PM
From what I've read, Ike's AI plays pretty defensively, because he's so slow, and Scott is not really meant to be played that way.


Title: Re: Haloedhero's projects: Scott Pilgrim Demo Fixed and Final Smash added!
Post by: Royal_Blade on August 22, 2011, 01:30:37 PM
To go with the guitar, you should make Scott 2D. or at least another version should be flat like in SMBZ Mario.

Since, as you said, he is from a graphic novel so it would work. Plus, Beyond's vertex will look cool if it were either 3D or 2D.

Just an idea.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Tasty Pumpkin Clock on August 22, 2011, 02:01:29 PM
A flat version would be cool if that's easy to do...


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Dot on August 22, 2011, 02:03:31 PM
A flat version would be cool if that's easy to do...


just change some numbers in brawlbox


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 22, 2011, 07:00:15 PM
A flat version is a possibility. Right now, my main priorities are positioning the bass properly in attacks that use it and finishing the other two taunts... work work work.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Dark Aura on August 22, 2011, 07:12:33 PM
Can't wait, man! This'll be so dang cool. :3


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SmashClash on August 22, 2011, 07:21:19 PM
So flat version and a Marth AI I first suggested. :) Btw, did you see the sword I made for Scott a few pages ago?

EDIT: Nvm, I missed your post.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Royal_Blade on August 22, 2011, 07:27:53 PM
A flat version is a possibility. Right now, my main priorities are positioning the bass properly in attacks that use it and finishing the other two taunts... work work work.
Obviously.

A Flat version can wait until the entire thing is done really.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SmashClash on August 22, 2011, 07:31:00 PM
As SDo0m said: you could just make the guitar bone un-flat by changing the values for the X, Y, Z scales.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 22, 2011, 07:52:41 PM
Yes, there is much I can do, and much I will do. Hopefully, I can push a final demo out tomorrow that uses the new vertex, which is seriously awesome. Like, holy crap, it makes the moveset look so good. Beyond is the man.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SmashClash on August 22, 2011, 07:58:14 PM
How will the current resize look with it?


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 22, 2011, 08:01:13 PM
You mean with my animation resizes? Like a champ, he made it to work with them. THE MAN.

I literally just played for like 30 minutes and didn't notice a problem.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SmashClash on August 22, 2011, 08:04:27 PM
You mean with my animation resizes? Like a champ, he made it to work with them. THE MAN.
Cool. Can you do one thing for me, btw? Send me Scott's DownSmash but without the resize...I tried, but the animation wasn't correct.
Can't wait for the final demo with the vertex.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 22, 2011, 08:20:37 PM
I think I can do that for you. :).


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Segtendo on August 22, 2011, 08:33:34 PM
He. Released. It.
Spread the word ;D


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Ricky (Br3) on August 22, 2011, 09:01:18 PM
The new version of the PSA (fixed to Beyond's vertex) is out yet?


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Segtendo on August 22, 2011, 09:02:46 PM
The new version of the PSA (fixed to Beyond's vertex) is out yet?
I was talking about the vertex.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Ricky (Br3) on August 22, 2011, 09:04:44 PM
I was talking about the vertex.

I know =l


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 22, 2011, 09:16:23 PM
The new version of the PSA (fixed to Beyond's vertex) is out yet?
It's not out yet, but there's really only one small problem, and it doesn't affect anything, really, so I'd say use the current PSA with the new vert until I make the necessary adjustments.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Dot on August 22, 2011, 09:17:42 PM
It's not out yet, but there's really only one small problem, and it doesn't affect anything, really, so I'd say use the current PSA with the new vert until I make the necessary adjustments.

it actually looks pretty good rite now, with the current demo and the vertex


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Enigmatic on August 22, 2011, 09:29:40 PM
Is there any possibility of a Minus version of the PSA? I always play with it, but your Scott Pilgrim looks amazing so far (though I still have to test the demo). It would just be tweaks and stuff, but I understand it would still be some work. I would love to be able to use it regularly. Seriously though, from the previews this thing looks really high quality an epic.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 22, 2011, 09:34:45 PM
So, it turns out (very unsurprisingly) that Lucas's shirt texture repeats on his back, so T-shirt designs show up on his back as well as his front. I don't know if there's a way around this. If there's not, do you guys think I should go with custom T-shirt designs from the graphic novels and just be OK with the fact that they show up on his back, too?

I'm leaning towards yes, because I already did the Smashing Pumpkins shirt he wears in the movie, and it looks awesome, even though it repeats on his back.

Is there any possibility of a Minus version of the PSA? I always play with it, but your Scott Pilgrim looks amazing so far (though I still have to test the demo). It would just be tweaks and stuff, but I understand it would still be some work. I would love to be able to use it regularly. Seriously though, from the previews this thing looks really high quality an epic.
I'd be glad to let someone make the necessary adjustments to make it minus-y, but I don't play Minus, so I probably wouldn't do that great a job. I hear Sdoom plays minus...


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: DoctorFlux(Mariodk) on August 22, 2011, 11:32:48 PM
for scott is all animation resized and look good like no legs under ground on Landing Animations and etc.?

if so i think i can maybe use your´s resized of Animations to Gotenks moveset 


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Mansta8 on August 23, 2011, 12:08:52 AM
I'll do a minus version, as soon as the moveset is finished because I use minus and I will be sure to add some minus like secrets. Did BY just give you the vertex, or did he release it?


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SiLeNtDo0m on August 23, 2011, 03:57:41 AM
Indeed, if I'm not playing P:M I'm playing Brawl Minus.  Balancing for Minus is quite tricky though.  Since Scott is already a unique character, I won't need to do too much as far as gimmicks, but here are a few ideas I have:

- General damage and speed increases
- F Smash might be two kicks (executed in a similar way to Link's F Smash)
- D Smash moves him forward (about the same distance as Dedede's D Smash)
- U Smash makes him rise off the ground and is jump cancellable in the air
- Increased range and power on the Neutral B
- Side B will be jump cancellable and special cancellable
- All forms of Up B will go higher
- Down B will have more knockback

That's what I got so far, but I will think of more.  Also MANSTA8, Beyond released Scott.  Check the Brawlvault ;)

As far as the actual PSA goes, will the next release most likely be the "prime" release?  Not necessarily the final one, but the one that gets uploaded to Brawlvault?


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Mansta8 on August 23, 2011, 05:22:00 AM
I'll start working on it when the next version of the PSA is out along with nega. Also speaking of Nega Scott, I need someone to make a taunt animation, mine turned out really bad looking. :/


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 23, 2011, 07:49:44 AM
for scott is all animation resized and look good like no legs under ground on Landing Animations and etc.?

if so i think i can maybe use your´s resized of Animations to Gotenks moveset 

Yes, all animations were adjusted. You're certainly welcome to use it for Gotenks.

The next version of the PSA will go up on the BrawlVault, SDoom. It will probably still need some minor sound effects work and will probably still only have one taunt, but it will finally be solid enough to post.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: DoctorFlux(Mariodk) on August 23, 2011, 07:53:24 AM
Yes, all animations were adjusted. You're certainly welcome to use it for Gotenks. The next version of the PSA will go up on the BrawlVault, SDoom. It will probably still need some minor sound effects work and will probably still only have one taunt, but it will finally be solid enough to post.
thanks :D that save alot of work and the size of scott i think can fit for gotenks too
you will be credited ofc :D


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 23, 2011, 07:57:23 AM
Oh, Mariodk, by the way, in addition to the resize, I changed his on-screen size using PSA. You should probably do that for Gotenks, too, or else he'll appear too tall. The animation resize fixes his proportions, and then the PSA resize makes him the right size overall.

And the resize might make his legs too wide. If that becomes a problem, let me know, and I might be able to fix it for you.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: DoctorFlux(Mariodk) on August 23, 2011, 08:03:45 AM
Oh, Mariodk, by the way, in addition to the resize, I changed his on-screen size using PSA. You should probably do that for Gotenks, too, or else he'll appear too tall. The animation resize fixes his proportions, and then the PSA resize makes him the right size overall. And the resize might make his legs too wide. If that becomes a problem, let me know, and I might be able to fix it for you.
ok thanks
but first i finishing goku V1 and then i resize some of the already made Animations me/SmashClash made


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Tetsuokame on August 23, 2011, 10:15:47 AM
I know you guys are having a serious discussion, and this is probably off topic but....
this [censored] just happened. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21783&Moderated=All&facebook=true


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 23, 2011, 10:17:57 AM
I know you guys are having a serious discussion, and this is probably off topic but....
this [censored] just happened. [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21783&Moderated=All&facebook=true[/url]


Yup, and I'm working on recolors with custom shirt logos as we speak...


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Ricky (Br3) on August 23, 2011, 10:18:36 AM
I know you guys are having a serious discussion, and this is probably off topic but....
this [censored] just happened. [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21783&Moderated=All&facebook=true[/url]


You're late, man xD


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Beyond on August 23, 2011, 10:21:53 AM
Hey haloedhero, I could unmirror Scotts shirts for you so the logos don't appear on both sides if you want.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Tetsuokame on August 23, 2011, 10:23:46 AM
You're late, man xD

damn, i thought i was like, the bees knees for a minute. doh well.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Allav866 on August 23, 2011, 10:32:23 AM
You should make him have a sex bob-omb tshirt! So now I'm wondering how long it will take until someone turns Lucas into Ramona Flowers/Kim Pine/Stephen Stills/Knives Chau/ Nega-Scott. Then we just port him to other characters with rels. In any case, keep up the good work!


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 23, 2011, 10:46:48 AM
Hey haloedhero, I could unmirror Scotts shirts for you so the logos don't appear on both sides if you want.
If it's not too much to ask, that would be great.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 23, 2011, 12:36:13 PM
Thanks to Beyond un-mirroring Scott's shirt, there is now a pack of tentative recolors available!

Recolors: http://www.mediafire.com/?j186jb77wxjv8bv

The only one I'm not really satisfied with is the nega recolor. It's just kind of desaturated. I may improve it in the future. The pack includes the default, smashing pumpkins shirt, quotation marks shirt, plumtree shirt, skull shirt, and Nega Scott.

They're all named properly to replace team colors with appropriate recolors, so just drag and drop!

Enjoy!

(These are for testing purposes only. The final versions will be posted to the vault along with the PSA when it's all ready.)


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Ricky (Br3) on August 23, 2011, 12:50:59 PM
:yay:

Even Nega Scott is included! :happy:


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Dot on August 23, 2011, 01:16:58 PM
Thanks to Beyond un-mirroring Scott's shirt, there is now a pack of tentative recolors available!

Recolors: [url]http://www.mediafire.com/?j186jb77wxjv8bv[/url]

The only one I'm not really satisfied with is the nega recolor. It's just kind of desaturated. I may improve it in the future. The pack includes the default, smashing pumpkins shirt, quotation marks shirt, plumtree shirt, skull shirt, and Nega Scott.

They're all named properly to replace team colors with appropriate recolors, so just drag and drop!

Enjoy!

(These are for testing purposes only. The final versions will be posted to the vault along with the PSA when it's all ready.)


i heard you didnt liked your nega scott, so i made a new one, wanna see it?


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SmashClash on August 23, 2011, 01:23:51 PM
O_O!!! Great vertex and he unmirrored a Lucas! That means there's hope for my Gotenks being completely perfect! :O


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 23, 2011, 02:17:04 PM
i heard you didnt liked your nega scott, so i made a new one, wanna see it?

Yeah, send it over, and I'll take a look.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Dot on August 23, 2011, 02:27:32 PM
just sent it


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Ryuu Seika on August 23, 2011, 02:32:18 PM
Note: Telling me (and everyone else) how awesome it is will totally help get this hack done faster.
I promise.

Definitely awesome and I'm loving the weird counter move mechanics.
My only complaint is that this looks nothing whatsoever like movie Scott but that's hardly a surprise.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SiLeNtDo0m on August 23, 2011, 02:41:14 PM
Definitely awesome and I'm loving the weird counter move mechanics.
My only complaint is that this looks nothing whatsoever like movie Scott but that's hardly a surprise.

Well no s*** it's based off video game and comic scott XD  Good luck trying to replicate Michael freakin Cera.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: dpgthirteen on August 23, 2011, 04:10:53 PM
Hey Haloedhero, just made some CSP's for Scott here they are
(http://i759.photobucket.com/albums/xx234/dpgthirteen/Scott.png)
(http://i759.photobucket.com/albums/xx234/dpgthirteen/ScottBlue.png)
(http://i759.photobucket.com/albums/xx234/dpgthirteen/Scottred.png)
(http://i759.photobucket.com/albums/xx234/dpgthirteen/ScottGreen.png)
(http://i759.photobucket.com/albums/xx234/dpgthirteen/ScottCurse.png)
(http://i759.photobucket.com/albums/xx234/dpgthirteen/ScottDark.png)
I know you have a new Dark scott coming, so once he is made I will make him to if you want ;D What do you think?


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Lucifer_Gale on August 23, 2011, 04:33:03 PM
This IS awesome, great work! You, sir, deserve a medal. Or a coin, since we are talking of Scott.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SiLeNtDo0m on August 23, 2011, 04:38:33 PM
I think that Nega Scott should definitely be more dark blue (like in my avatar) rather than unsaturated grey. 


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Dot on August 23, 2011, 04:41:02 PM
I think that Nega Scott should definitely be more dark blue (like in my avatar) rather than unsaturated grey. 

i based mine from your avatar


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: dpgthirteen on August 23, 2011, 04:43:15 PM
I think that Nega Scott should definitely be more dark blue (like in my avatar) rather than unsaturated grey. 
yea I know, but I made it from what I have. But seeing how people liked them once another texture is
Made ill redo nega Scott  ;D


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Dot on August 23, 2011, 05:14:41 PM
redid nega scott to be more like SDo0ms avvy


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Gamma Ridley on August 23, 2011, 05:16:54 PM
Finally got around to trying out the demo, and I have to say that I love it!

He plays very smoothly, and is very creatively made and unique. The vertex also looks amazing with it.

I can't wait for the final release. :O


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Ricky (Br3) on August 23, 2011, 05:32:40 PM
redid nega scott to be more like SDo0ms avvy


(http://lavinor.files.wordpress.com/2010/11/nega_scott.png?w=480&h=360)

                                    Nega Scott is amused.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Dot on August 23, 2011, 05:35:53 PM
([url]http://lavinor.files.wordpress.com/2010/11/nega_scott.png?w=480&h=360[/url])

                                    Nega Scott is amused.



i could make a verison with that thing on his chest


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 23, 2011, 06:32:00 PM
i could make a verison with that thing on his chest

That's not necessary. I think that's supposed to be the smashing pumpkins logo, which one of mine already has. The one you sent me looks good. I'm going to try it out in game before I decide for sure, but I think I'm going to use it. Thanks! :).


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: dpgthirteen on August 23, 2011, 07:30:17 PM
Once it comes out I'll make a csp of it to match those I just made.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Ricky (Br3) on August 23, 2011, 07:35:45 PM
That's not necessary. I think that's supposed to be the smashing pumpkins logo, which one of mine already has. The one you sent me looks good. I'm going to try it out in game before I decide for sure, but I think I'm going to use it. Thanks! :).

I thought it was supposed to mean Scott Pilgrim lol


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 23, 2011, 07:42:01 PM
Once it comes out I'll make a csp of it to match those I just made.

Actually, I'm probably going to make some csps myself. Of course, you can still do yours, but I thought I'd let you know. Not that those aren't good, but I like to make my own.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Dot on August 23, 2011, 07:43:26 PM
do you want the blue"er" nega scott?


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 23, 2011, 07:46:21 PM
Wait, you made another? Sure, send it over.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: dpgthirteen on August 23, 2011, 08:09:45 PM
lol, yeah, that's probably
Actually, I'm probably going to make some csps myself. Of course, you can still do yours, but I thought I'd let you know. Not that those aren't good, but I like to make my own.
No problem bro, nice progress on Scott. Hate replacing Lucas but I had to try this out after seeing the counter move and final smash. But I added Lucas texture to a Scott model(edited it a bit to look better :laugh:)  I wish I had more time to test him out >:(


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: bleachmagic on August 23, 2011, 09:04:40 PM
This is god like!
Man this perfect man
Would love you on my projects team lol


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: HaloedHero on August 23, 2011, 10:10:56 PM
Just had two of those great moments where you come up with something so good that you feel dumb for not thinking of it sooner. (One of them no one will ever appreciate, because it's specific to this PSA and just works, so it will go unnoticed, but the other is a pretty good graphics trick.) The bass positioning is now fixed on the spin attack, even when he's holding an item, and the reversal graphic no longer has the glowy thing from the psi magnet.

I don't know if anyone ever thought of this to get rid of unwanted parts of external graphics easily, but all I did was make the graphic size ".1" in PSA, and then I multiplied the size modifiers in the graphic's animation by 10. That way, the unwanted part of the graphic is so small that it's unnoticeable, while the model I swapped in is still normal size. It looks so much better now.

Oh, and besides patting myself on the back, this post is to let everyone know to expect the first BrawlVault ready version on Thursday. You won't know what hit you in the slightest!


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SiLeNtDo0m on August 24, 2011, 01:08:11 AM
Yay for Thursday!  First I get my exam results (hopefully they will be good), then go out for a nice lunch and come back and seem the finished version of Scott Pilgrim.  No matter what Thursday will be a good day XD


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Mansta8 on August 24, 2011, 03:42:35 AM
Thursday might be the day I finnish Nega Scott's animations, I found an awesome sprite sheet and have been working on it since. Also, SD I'll make a gif of your avi's animation if you want.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SiLeNtDo0m on August 24, 2011, 03:45:40 AM
Wait, but my avi is already a .gif XD 


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Mansta8 on August 24, 2011, 03:54:07 AM
I meant the animation I made for the Nega Scott version of this PSA, I've been working on it for awhile now. XP


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: SiLeNtDo0m on August 24, 2011, 04:01:09 AM
I meant the animation I made for the Nega Scott version of this PSA, I've been working on it for awhile now. XP

Ah of course XD  Sure go ahead.  I might make my own as well.  Not sure.


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: ThyLASA on August 24, 2011, 04:03:06 AM
I've been playing the scott pilgrim video game on via XBLA and seeing scott's getting a PSA this and the game make me want to make a stills PSA cause he is just a total beast but sadly I'm starting school like in 2 hours and me trying to do that and keep up with my junior year in high school would be hard


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: dpgthirteen on August 24, 2011, 02:58:39 PM
I finnaly got to test out Scott and I love him! I love how he has 3 recovers, it's so damn awesome!


Title: Re: Haloedhero's projects: Scott Pilgrim adjusting to new vertex.
Post by: Lucifer_Gale on August 24, 2011, 03:22:24 PM
I finnaly got to test out Scott and I love him! I love how he has 3 recovers, it's so damn awesome!
Three? I've only seen the uppercut and the swordspin, and randomly... What is the third?


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: HaloedHero on August 24, 2011, 03:23:57 PM
You can do Mario's super jump punch, Link/Toon Link's spin attack, and Samus's screw attack. To do Mario's you hold b. For Link's, you tap b like a short hop. For Samus's, you need to press b+a almost at the same time.


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Lucifer_Gale on August 24, 2011, 04:10:27 PM
Now I see... And now he's more awesome! Great work  :happy:


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Ricky (Br3) on August 24, 2011, 06:13:28 PM
I can't wait to see the properly colored Nega Scott >D


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Dot on August 24, 2011, 06:16:21 PM
i could post a preview of mine, but haloedhero rules here XD


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Segtendo on August 24, 2011, 06:17:54 PM
>.>
*wants to see Nega Scott*


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Dot on August 24, 2011, 07:21:57 PM
>.>
*wants to see Nega Scott*


do you really want to see it? :af:

(http://i.imgur.com/0yLrW.png)


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: HaloedHero on August 24, 2011, 07:31:28 PM
Yeah, Nega Scott looks good. Everyone just pray I can get everything done for the release tomorrow. It should be easy...


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Dot on August 24, 2011, 07:32:43 PM
Yeah, Nega Scott looks good. Everyone just pray I can get everything done for the release tomorrow. It should be easy...

tomorrow you say? YEAAAAHHHHHHHHH!!!!!!!


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Enigmatic on August 24, 2011, 09:20:19 PM
Yeah, Nega Scott looks good. Everyone just pray I can get everything done for the release tomorrow. It should be easy...

I didn't even have time to try out the demo. I. Can't. Wait.


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: somelazyassguy on August 24, 2011, 10:06:48 PM
Hi I know I'm a noobie and all and quite possibly my feedback/opinion might be a tad bit irrelevant since you guys are the pros but I was wondering if maybe his side b has a little bit too much distance? I use it as a recovery if knocked so far and it's pretty far and I don't even have to rev it up like Ike/Luigi. And also in that his FS is pretty good knockback and damage and also keeps going through everyone unlike Marth's FS, I was just wondering if that is too strong or if it's just me? o: Like I said again, I'm sorry if I'm just noobly giving stupid opinion >.>


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Tasty Pumpkin Clock on August 24, 2011, 11:29:05 PM
Stop apologizing.

I personally think it's cool that he goes through multiple targets with his FS.
And I'm fine with his side B.


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Mansta8 on August 25, 2011, 12:53:55 AM
do you really want to see it? :af:

([url]http://i.imgur.com/0yLrW.png[/url])


Cool, you should replace his hurt eyes with his normal eyes, but without pupils, because he does that in some of his animations from the game, plus I wanted to do that for the PSA.


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: HaloedHero on August 25, 2011, 05:33:57 AM
Hi I know I'm a noobie and all and quite possibly my feedback/opinion might be a tad bit irrelevant since you guys are the pros but I was wondering if maybe his side b has a little bit too much distance? I use it as a recovery if knocked so far and it's pretty far and I don't even have to rev it up like Ike/Luigi. And also in that his FS is pretty good knockback and damage and also keeps going through everyone unlike Marth's FS, I was just wondering if that is too strong or if it's just me? o: Like I said again, I'm sorry if I'm just noobly giving stupid opinion >.>
You're right about the side b, and that has been fixed for the upcoming release. As far as the final smash goes, I think it's fine. Thanks for the input.


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Dot on August 25, 2011, 05:34:37 AM
Cool, you should replace his hurt eyes with his normal eyes, but without pupils, because he does that in some of his animations from the game, plus I wanted to do that for the PSA.

pupil-less hurt eyes? APROVE!

and thats how i see them in SDo0m´s avvy


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: HaloedHero on August 25, 2011, 06:30:32 AM
For a second, I thought it said "Nega Kitten" above someone's name instead of Mega Kitten. Too... much... Scott... Pilgrim... @.@


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Ricky (Br3) on August 25, 2011, 07:44:04 AM
For a second, I thought it said "Nega Kitten" above someone's name instead of Mega Kitten. Too... much... Scott... Pilgrim... @.@

lol

It would be a cool rank, though  8)


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Ryuu Seika on August 25, 2011, 11:38:11 AM
Well no s*** it's based off video game and comic scott XD  Good luck trying to replicate Michael freakin Cera.

I did say it wasn't surprising.

For a second, I thought it said "Nega Kitten" above someone's name instead of Mega Kitten. Too... much... Scott... Pilgrim... @.@

It says Mega Kitten? Man, I must have misread that too.

And while we're on the subject of Nega Scott, I liked him when he had the whole inversion thing going on along with the desaturation and such.


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Segtendo on August 25, 2011, 11:41:38 AM
do you really want to see it? :af:
([url]http://i.imgur.com/0yLrW.png[/url])

Totally gonna be one of Scott's skins ;D

And I hope you finish everything off, haloed ;D


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: HaloedHero on August 25, 2011, 12:45:54 PM
OK, I can confirm that Scott will be released within a few hours. Unfortunately, the CSPs aren't quite ready. They may come out later tonight, but they may not be finished until tomorrow. Here's a teaser of what they'll look like:

(http://i.imgur.com/8RwVK.jpg)


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Dot on August 25, 2011, 12:49:36 PM
OK, I can confirm that Scott will be released within a few hours. Unfortunately, the CSPs aren't quite ready. They may come out later tonight, but they may not be finished until tomorrow. Here's a teaser of what they'll look like:

([url]http://i.imgur.com/8RwVK.jpg[/url])


i laik!

but they look to angled downwards


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: SonicBrawler on August 25, 2011, 12:50:29 PM
I agree with .


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Segtendo on August 25, 2011, 12:58:09 PM
OK, I can confirm that Scott will be released within a few hours. Unfortunately, the CSPs aren't quite ready. They may come out later tonight, but they may not be finished until tomorrow. Here's a teaser of what they'll look like:
([url]http://i.imgur.com/8RwVK.jpg[/url])

I'm likin' dem CSPs.
Can't wait :D


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Dot on August 25, 2011, 01:13:15 PM
i made a verison of nega scott with pupil-less eyes as his hurt eyes, maybe you can include it?


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Ricky (Br3) on August 25, 2011, 04:20:18 PM
dem CSPs ♥


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Enigmatic on August 25, 2011, 06:25:28 PM
The CSP's are perfect. Don't change a thing. Also Plumtree. Nice shirt choices.

http://www.youtube.com/watch?v=KaxuDUcu55M

I will now not-so-patiently wait for the release of this (and the masked man by BY).


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: HaloedHero on August 25, 2011, 06:58:45 PM
Yeah, the CSPs are angled down on purpose. Straight on just looked kind of odd. Sorry for the wait, but I should be posting the updated psa and recolors in a little over an hour, and the CSPs should be ready tomorrow.


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: Dot on August 25, 2011, 07:02:39 PM
so that means release today?


Title: Re: Haloedhero's projects: Scott Pilgrim preparing for official release.
Post by: HaloedHero on August 25, 2011, 07:08:36 PM
Actually, it means release right now. :).


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 officially released!
Post by: Dot on August 25, 2011, 07:10:51 PM
first to download!


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 officially released!
Post by: SmashClash on August 25, 2011, 07:23:02 PM
Can't wait to get my computer back.Great job, HH. ;D

Reminder to Download:
Goku v1
Scott Pilgrim original, recolors and PSA
Crystal King
Blaze the Cat
Masked Man
... Maybe more...


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 officially released!
Post by: VGAnimeNerd2011 on August 25, 2011, 07:27:22 PM
could i suggest adding or making a css if not already thought of


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 officially released!
Post by: Segtendo on August 25, 2011, 07:45:13 PM
O____O
YES.
I'll download as soon as I can :happy:


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 officially released!
Post by: Dark Aura on August 25, 2011, 08:06:32 PM
Awesome, can't wait to try it!

But... Shouldn't you have more than one picture, or a video? One image does NOT do this PSA justice.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 officially released!
Post by: HaloedHero on August 25, 2011, 08:07:58 PM
I know. I just couldn't wait any longer to put it up. I'll have a video asap.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 officially released!
Post by: Dragoon Fighter on August 25, 2011, 08:17:29 PM
I have to say this PSA from what I have seen is really nice I truly do not know much about Scott Pilgrim as I have only heard about the movie and game, but have only read the 1st volume after seeing your PSA. In short I would really like to see Scott Pilgrim in Brawl so he can face Nintendo's 7 evil boy friends (Bowser, Ganon, Wario, Ridley, Wolf, King Deedeedee, and MetaKnight) So thanks for the cool PSA.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 25, 2011, 10:14:21 PM
OK, the CSPs have been added, as well as battle and victory portraits! I still haven't gotten to the names, but I will soon.

The "plumtree" model has also been updated. Check it out. :).


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SiLeNtDo0m on August 26, 2011, 04:42:58 AM
Well, I've been out celebrating my results with my friends so I haven't had the chance to download and take a look at this.  But once I get back home and download this beauty, expect moar feedback!


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Segtendo on August 26, 2011, 06:58:21 AM
For the victory theme.
http://www.youtube.com/watch?v=d66TJ5wKNXY
Definitely gonna try this bad boy out tonight.

For symbol, may I suggest the Sex Bob-omb logo?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 26, 2011, 07:46:08 AM


For symbol, may I suggest the Sex Bob-omb logo?

Golden. Beats all of my ideas hands down. Also, I plan to include that victory theme as well as at least one alternate.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Ricky (Br3) on August 26, 2011, 09:58:18 AM
So much awesomeness all at once...


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 26, 2011, 10:11:23 AM
Even more awesomeness!

I'm starting a T-shirt design contest for the model to celebrate the release, and everyone is welcome to participate, regardless of skill level! I put together a photoshop template that makes doing your own scott recolors and t-shirt designs incredibly easy.

Check it out! http://forums.kc-mm.com/index.php?topic=31387.0


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Jaklub on August 26, 2011, 10:28:45 AM
For the victory theme.
[url]http://www.youtube.com/watch?v=d66TJ5wKNXY[/url]

I brstm'd
http://www.mediafire.com/?rcrh7gqa1bnef3y


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Ryuu Seika on August 26, 2011, 11:11:50 AM
Aww, you had to release it at around midnight my time :(. I was waiting all evening for him.
No matter though, the waiting's over and I can own with him now.

[youtube link]

That so wasn't in the film. I watched it atleast 5 times and that was not in there.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 26, 2011, 11:24:06 AM
Actually, it is in the movie, but just the very beginning of the song. Not the lyrics. And, either way, it was one of the songs that inspired O'Malley to write it.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Ryuu Seika on August 26, 2011, 11:43:55 AM
Yep, you're right, sorry. It starts as they're making their way to "The Rockit".


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Tetsuokame on August 26, 2011, 11:50:51 AM
Here i made these as well, probably wont be used, but i like to pretend im contributing XD

(http://i56.tinypic.com/2zfubf7.png) (Normal Stock)

(http://i56.tinypic.com/2nbyaky.png) (Smashing Pumpkins Green)

(http://i51.tinypic.com/2rlzxgj.png) (Red Stock)

(http://i56.tinypic.com/29nxj0n.png) (Orange Stock)

(http://i51.tinypic.com/2gsn4wh.png) (Blue Stock)

(http://i54.tinypic.com/301mx3o.png) (Nega Stock)

(http://i52.tinypic.com/2ugccoj.png) (Emblem)

(http://i52.tinypic.com/2jdqs02.png)

(http://i51.tinypic.com/2mx0rd5.png)

Some colors are similar, but i used the colors from the official CSP's.

Also, if you already made yours, ignore these :/








Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 26, 2011, 11:56:23 AM
Actually, I'm definitely considering using the emblem and stock icons. Thank you.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Segtendo on August 26, 2011, 11:56:44 AM
Here i made these as well, probably wont be used, but i like to pretend im contributing XD

([url]http://i56.tinypic.com/2zfubf7.png[/url]) (Normal Stock)

([url]http://i56.tinypic.com/2nbyaky.png[/url]) (Smashing Pumpkins Green)

([url]http://i51.tinypic.com/2rlzxgj.png[/url]) (Red Stock)

([url]http://i56.tinypic.com/29nxj0n.png[/url]) (Orange Stock)

([url]http://i51.tinypic.com/2gsn4wh.png[/url]) (Blue Stock)

([url]http://i54.tinypic.com/301mx3o.png[/url]) (Nega Stock)

([url]http://i52.tinypic.com/2ugccoj.png[/url]) (Emblem)

([url]http://i52.tinypic.com/2jdqs02.png[/url])

([url]http://i51.tinypic.com/2mx0rd5.png[/url])

Some colors are similar, but i use the colors from the official CSP's.


GOD DAMMIT.
You beat me to making the Sex Bob-omb logo.
I'll upload something small I made.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Tetsuokame on August 26, 2011, 11:58:50 AM
Actually, I'm definitely considering using the emblem and stock icons. Thank you.
GOD DAMMIT.
You beat me to making the Sex Bob-omb logo.
I'll upload something small I made.

Really awesome!
And sorry XDDDD


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Segtendo on August 26, 2011, 12:02:26 PM
I'll upload what I got anyways :P
http://www.mediafire.com/?bgg2h22i04d83b6
Includes victory theme, in-game name, Sex Bob-omb logo (CSS and in-game sizes), and a name to go with ASF1nk's CSS.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Tetsuokame on August 26, 2011, 12:03:45 PM
I'll upload what I got anyways :P
[url]http://www.mediafire.com/?bgg2h22i04d83b6[/url]
Includes victory theme, in-game name, Sex Bob-omb logo (CSS and in-game sizes), and a name to go with ASF1nk's CSS.


damn, your sex bob-omb logo is sweet. puts mine to shame lol


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Segtendo on August 26, 2011, 12:07:59 PM
damn, your sex bob-omb logo is sweet. puts mine to shame lol

Lol.
Thank you.
Got it from here: http://fc07.deviantart.net/fs70/f/2010/228/b/2/Sex_Bob_omb_iPod_Touch_Wall_by_Bubbleberry_VII.jpg


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Tetsuokame on August 26, 2011, 12:10:25 PM
Lol.
Thanks you.
Got it from here: [url]http://fc07.deviantart.net/fs70/f/2010/228/b/2/Sex_Bob_omb_iPod_Touch_Wall_by_Bubbleberry_VII.jpg[/url]


no problem lol.

by the way, does anyone know how the Up-B works..... it said refer to the thread, but im not seeing anything XD


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SiLeNtDo0m on August 26, 2011, 12:14:37 PM
no problem lol.

by the way, does anyone know how the Up-B works..... it said refer to the thread, but im not seeing anything XD

Tap B to do Toon Link's Up B
Hold B to do Mario's Up B
Hold B and A to do Samus' Up B


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 26, 2011, 12:17:53 PM
Guess I should put that in the op. Just busy right now. Don't worry, pics, info, and all that good stuff will grace the main page when I get a chance.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Segtendo on August 26, 2011, 12:19:36 PM
I'm wondering.
Do you think that an appropriate announcer call would be when Matthew Patel says "Mister Pilgrim" when he enters in the movie?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SiLeNtDo0m on August 26, 2011, 01:13:00 PM
Hey haloed I made a couple of small presentational tweaks to the PSA.  First is that with the Entry, he will always enter facing towards the screen (when he came ending with the facing left, he faced away from the screen).  The second is that I think fixed the SFX timings of the Side and Down Taunts (since the SFX came out too early for those).

I haven't really had the chance to test it properly today, but expect a video review probably tomorrow, and I'll make a blog feature once you do V1 with all the stuff you need.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 26, 2011, 02:53:04 PM
Nice, thank you. Usually, I'm too proud to accept help on my stuff, but... there'd be no point in fixing that stuff myself just to say I did it myself. Thanks.

As for the sound effects, I wasn't going to bother with them, because they would change when I finish the other taunts, but it's good that they're fixed either way. (Although, I have to pick a new sound, because every time it happens, I'm like "wait, who died off the top?")


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SiLeNtDo0m on August 26, 2011, 03:22:50 PM
Alrighy here's the link to those fixes: http://www.mediafire.com/?wn3a78lavgqk9jx


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Enigmatic on August 26, 2011, 03:34:21 PM
I have been playtesting the thing to death. The second that version 1 comes out I will post my feedback. I am seriously liking it though.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Segtendo on August 26, 2011, 03:43:19 PM
I tried it out.

Pretty sexy stuff. His animations seem fast though O_o


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SonicBrawler on August 26, 2011, 03:44:45 PM
if only he could be ported to peach. or diddy or another useless character


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: toastoftriumph on August 26, 2011, 05:25:49 PM
I'm glad you're changing the sound of his taunt, lol.

I really love the PSA so far. Here's some feedback:

Since he falls faster than other lightweight characters such as mario, he should really have a higher second jump. Not excessively higher, but somewhere from half of scott pilgrim's height (on the ground, standing, not jumping) to his whole height. This would compensate for his up-b, which doesn't reach far compared to other characters.

Additionally, the neutral aerial needs some tweaks. There should be more of a sourspot after the move has been executed for a bit of time. Currently it just seems too powerful when you end up hitting someone right at the end of the move.
As well, I dislike the vertical boost's properties. He can repeatedly use the move in a spammy fashion. I suggest that you make it add a certain amount of upward force to his current fall rate, rather than have a set height that the move always moves him upward. This way, he still gets a vertical boost when using it towards the start of the jump, but when falling relatively fast, he comes to a halt vertically.

His grab reach seems rather far; it should be on par with Mario's.

His forward air should probably have less knockback growth when sweetspotted. This is since it has a diagonally-downwards angle instead of the typical diagonally-upwards one. As well, the sweetspot seems rather easy to get; it's either too large or lasts too long.
However, if you reduce the knockback, you could probably keep the sweetspot's hitbox the same.

I think that's it. Anyways, I love the moveset and can't wait to see the taunts and other new stuff to come.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SiLeNtDo0m on August 26, 2011, 05:34:45 PM
Well Scott's jumps aren't that low, and he has a very high air speed.  This coupled with his N Air for horizontal recovery thanks to its bouncing as well as his Side B or Up Bs his recovery his overall very solid.  I do agree about the F Air though.  The angle is just too deadly for a lot of characters to recover from it.  I think the sourspot should be at the default 169 angle, whilst the sweetspot should have less knockback growth and be at 0 degrees.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 26, 2011, 07:47:56 PM
Feedback about balancing always makes me chuckle a little, because my movesets always have kind of a split personality, because I'm a long time melee player. I feel like my movesets always wind up somewhere in between being balanced appropriately for Brawl and Melee.

But yes, the F air is too deadly. It wasn't so bad when the rest of his moveset wasn't as well balanced, but now it seems kind of obviously unfair, and it would suck for most of his moveset to be underpowered just to make up for an overpowered f air.

As for the neutral air, the set momentum boost was something I struggled with. When I tried it with adding momentum instead of setting, it was never quite right. I may make it so that you can't cancel it with itself. I think that would solve the problem.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Enigmatic on August 26, 2011, 07:49:47 PM
if only he could be ported to peach. or diddy or another useless character

Peach is amazing (at least in minus). With Etna and Konata over her I would never have someone ported to her.

Also I personally like how Scott is kinda heavier than most other people his size. It feels more like the game, and makes him different.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 26, 2011, 08:00:27 PM
I wanted him to be a fast, up close physical fighter like Fox and sheik with the uniqueness coming in on his specials and the little graphic/sound flourishes.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Dot on August 26, 2011, 08:07:28 PM
i cant wait until all the extra textures are added


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: toastoftriumph on August 26, 2011, 09:58:45 PM
Well Scott's jumps aren't that low, and he has a very high air speed.  This coupled with his N Air for horizontal recovery thanks to its bouncing as well as his Side B or Up Bs his recovery his overall very solid. [...]
His moveset is fine as is, but it would feel more natural for him to have a slightly higher second jump.
Mario has the same height jump and up b, but is more floaty, so his aerial aspects are  virtually balanced out. (I still think vBrawl should have given him a higher up-b so he wouldn't suicide upon chasing after recovering characters).
Fox has higher jumps, but falls faster, so he balances out as well.

Scott Pilgrim currently falls fast, not as fast as fox, but still fast; additionally, his jumping is low for a fast character.
Either his up-b should be higher, or his second jump should be. The second jump would be better, so it would benefit his aerial game (and you wouldn't have to edit the original up-b's of the other three characters).
I'm not saying his second jump should be 2 times as high, or even 1.5 as high. I'm only saying that it should be slightly higher. Like half-the-height-of-a-crate higher. Or even a third of a crate.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SiLeNtDo0m on August 27, 2011, 01:49:25 AM
I see what you mean.  I see nothing wrong with a slightly higher jump, but I just don't feel it's necessary because both his recovery and aerial game are good as they are.  Not to mention, as I said before, his air speed is amazing.  Far, far, FAR better than Fox's air speed.  It's probably more around Wolf's air speed.  Characters with high air speed are usually balanced out by having some sort of con.  For Wolf and Falcon, it's fast fall speed and low air mobility.  For Jiggs and Yoshi, it's the lack of an Up B.  Only real exceptions are Wario and Sonic.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 27, 2011, 09:20:11 AM
Thanks for the feedback, guys. I'm going to try to get a blog-postable version out today. Really, he's pretty much done except for his other taunts, but I'll get them done later at my convenience. Otherwise, he's in good shape.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SmashClash on August 27, 2011, 09:27:54 AM
If the taunts are all that's left, I could animate them. I just need to know what I'm making. Yet again, I don't have my computer yet. I'll get it back soon enough, though.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 27, 2011, 10:40:12 AM
Well, I just did a quick side taunt, and the animation for the down taunt is like half finished, but I'm going to animate it at work next week, because my home computer doesn't play the animations at an accurate speed, and I want it to come out nice. The side taunt I just did was originally meant to be temporary, but I think I'm going to keep it.

As for balancing on the f air, the reason the sweet spot was too easy to hit with was the hitbox order. Now you have to hit with the tip of the foot to activate the sweet spot. Turns out that the angle was already 0 (which made it look like a downward angle, because the opponent's vertical speed declines very rapidly with an angle of 0), so I boosted it to five, just to give it a little less downward speed, but I think making it harder to hit with works nicely.

All of the PSA alterations are done for now. I just have to put the pack together and make some videos and whatever.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Tetsuokame on August 27, 2011, 10:49:06 AM
a
Well, I just did a quick side taunt, and the animation for the down taunt is like half finished, but I'm going to animate it at work next week, because my home computer doesn't play the animations at an accurate speed, and I want it to come out nice. The side taunt I just did was originally meant to be temporary, but I think I'm going to keep it.

As for balancing on the f air, the reason the sweet spot was too easy to hit with was the hitbox order. Now you have to hit with the tip of the foot to activate the sweet spot. Turns out that the angle was already 0 (which made it look like a downward angle, because the opponent's vertical speed declines very rapidly with an angle of 0), so I boosted it to five, just to give it a little less downward speed, but I think making it harder to hit with works nicely.

All of the PSA alterations are done for now. I just have to put the pack together and make some videos and whatever.

awesome man cant wait for this. really amazing job ;)


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Ryuu Seika on August 27, 2011, 11:13:12 AM
Most of Scott's moves feel like they're riped straight from other characters. It makes sense, being the video game enthusiast that he is but still...

Also, he's a really hard character to pick up. I don't think he's bad, just takes a lot more effort to learn than most and his air guarding game is practically suicide.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SiLeNtDo0m on August 27, 2011, 12:21:45 PM
...

I

herd

u

liek

SAMMICHES

...

http://www.youtube.com/watch?v=CF0pfuUUNsk
Oh and reviews too :P

Also, there are two other nitpicks/recommendations I forgot to say in the video:

1) For the REVERSAL text, what bone did you attach it to?  I personally think it should be attached to bone 0 and moved via offsetting.  This way, the graphic won't do any weird movements or rotations when Scott uses it (it kinda moves a bit at the moment)

2) I think the D Smash should have weaker lingering hitboxes for later on in the move.  15% the whole way through seems a bit unrealistic.

However, these are but nitpicks.  As you can tell from the review, I love this PSA like a child :3


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 27, 2011, 01:02:48 PM
Nice! The video review is awesome. It's nice to hear that I got my point across in terms of wanting to keep him accurate to the comics, movie, and games while referencing a bunch of stuff and still making him unique and fun. Thank you!

Also, the reversal text is attached to bone 0 already. I think there's something weird with the graphic effect that tells it to follow the rotation of his left hand no matter what bone it's attached to, because it's placed over the psi magnet.

As far as the d-smash, yeah, you're right. Although, I may give them more base knockback to compensate for degraded damage.

(Also, I'd like to point out that the run animation was heavily edited from yours. I mean, I cleared 2/3 of the frames and almost completely redid the ones that I left. lol.)

Edit: Also, what codeset was that? Don't think I didn't notice the dash dancing, momentum capture, and what I think was some crouch canceling. :). Project M?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Segtendo on August 27, 2011, 01:12:09 PM
O_o
So THAT'S how you use the Down-B. I thought it was useless.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 27, 2011, 01:22:30 PM
Haha, I lied about the PSA alterations being done. NOW they're done. I made the neutral air unable to cancel into itself, and in return gave it more of an upward boost, since now you can't use it repeatedly.

Is that how it should be, or should I leave it like it was?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SiLeNtDo0m on August 27, 2011, 01:29:22 PM
Nice! The video review is awesome. It's nice to hear that I got my point across in terms of wanting to keep him accurate to the comics, movie, and games while referencing a bunch of stuff and still making him unique and fun. Thank you!

Also, the reversal text is attached to bone 0 already. I think there's something weird with the graphic effect that tells it to follow the rotation of his left hand no matter what bone it's attached to, because it's placed over the psi magnet.

As far as the d-smash, yeah, you're right. Although, I may give them more base knockback to compensate for degraded damage.

(Also, I'd like to point out that the run animation was heavily edited from yours. I mean, I cleared 2/3 of the frames and almost completely redid the ones that I left. lol.)

Edit: Also, what codeset was that? Don't think I didn't notice the dash dancing, momentum capture, and what I think was some crouch canceling. :). Project M?

Ah ok, so it's just the graphic being strange.  That's unfixable then, and it isn't too much of a big deal.  As for the codeset, it's actually the Brawl Minus codeset.  I use it with both Brawl Minus PSAs and vBrawl PSAs (I swap between the two) because it's more satisfying. 


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 27, 2011, 01:30:42 PM
Cool. Any thoughts on the neutral air?

Edit: And lol at my numbering conventions. "Version 0.9.0.1... I think..." Hilarious.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: SmashClash on August 27, 2011, 01:33:45 PM
Cool. Any thoughts on the neutral air?
He should have Zero's PSA's Neutral-Air(from Megaman). So what he does is he'll use his sword of love that vertexed and will try to export it when I get my computer back.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: KTH on August 27, 2011, 01:36:25 PM
I can make a CSP pack for you if you want.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: HaloedHero on August 27, 2011, 01:46:33 PM
I'm all good on CSPs and stuff. I'm just too busy to get it all organized right now.

Oh, by the way...

......

0.92 is out.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.9 released AND CSP ADDED!
Post by: Ryuu Seika on August 27, 2011, 01:57:37 PM
@ShiiinDoom: Those are quotation marks on the orange Tshirt, just so you know. Oh and thanks for explaining what Tatsumaki Senpuu Kyaku is but why does Scott have it?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.92 released AND CSPs ADDED!
Post by: SiLeNtDo0m on August 27, 2011, 02:06:32 PM
@ShiiinDoom: Those are quotation marks on the orange Tshirt, just so you know. Oh and thanks for explaining what Tatsumaki Senpuu Kyaku is but why does Scott have it?


Ah thanks, and he has the hurricane kick because it's a move he has in the game (as an obvious Street Fighter reference most likely XD).  One of his special attacks that uses Gut points, but it really isn't very useful in the game.  I believe Nega Scott has it too:

http://youtu.be/r5gLoag-O5k?t=1m21s


Title: Re: Haloedhero's projects: Scott Pilgrim v0.92 released AND CSPs ADDED!
Post by: HaloedHero on August 27, 2011, 02:26:12 PM
Holy crap, I just clicked the video link Sdoom posted, and was like "wow, that really looks a lot like my moveset." Job well done! Such a good feeling. (And a great vertex....)


Title: Re: Haloedhero's projects: Scott Pilgrim v0.92 released AND CSPs ADDED!
Post by: Ryuu Seika on August 27, 2011, 02:45:18 PM
Yeah, clearly the genericness of certain bits of the moveset isn't your fault in the slightest.
Definitely fun to play as him though, just so you don't get the wrong impression.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.92 released AND CSPs ADDED!
Post by: Lucifer_Gale on August 27, 2011, 02:48:06 PM
Love the new taunt, it's so WIN! But dislike the new neutral air, I prefer the original old one... That was so funny to use and useful =(


Title: Re: Haloedhero's projects: Scott Pilgrim v0.92 released AND CSPs ADDED!
Post by: Enigmatic on August 27, 2011, 06:05:23 PM
SDoom's review is pretty much what I would have said. Here is some personal points of mine, since I still want to give feedback. (It's pretty huge).

Specials___

-The Up-B: Really interesting. I think the bass for Link's up B could have a glow following it like Link's does. The bass looks pretty flat when using it, and I think that would help the attack feel more full. Probably the best for recovery, and but also has the attack balance. The screw attack is of course awesome, iconic, and great for getting some damage. Best for attacking. You pretty much HAD to have Mario's since he is Mario, but I find it pretty useless compared to the other 2. Maybe in a later version make it Sonic's? He is pretty iconic and so far not represented. There are plenty of Mario references already.

-B: What sDoom said. It is fantastic. Maybe some sfx for rocking?

-Down B: I love it. By far the most stylish counter. I sometime have trouble getting it to hit right, like if they are using a short-hop aerial attack, but that is pretty knit-picky. I think it would be cool if the message would change sometimes though. Like sometimes it would say Reversal, sometimes Counter, and rarely maybe "Objection!" I don't know if it would be possible though.

-Side B: I find this one rather plain compared to the other specials. I like it, but it doesn't really seem like a special. Maybe you could change this to be the side smash and have a new side B?

Smash Attacks___

-Down S: Just awesome. What sDoom said about the damage, but otherwise really great.

-Side S: A plain old kick. It's a fine attack, but like I said earlier I could see a slightly modified version of the side B here.

-Up S: SHORYUKEN!!! I love it. I think it would be cool if he jumped when he did this move like in Street Fighter (though to be honest most of my experience with the move is from Zero in Tatsunoko vs. Capcom, so I may be wrong). It would also help the range problem with it. It is pretty fine like it is though.

Throws___

-All are pretty fine. My favorite is probably the up throw. I like that you used some custom animations. Maybe a little more flash, but really nothing to complain about.

Arials___

I really like the down aerial. The turtle shell sfx makes it, I like the bounce you get at the end, and I have had good success with it. I am not the biggest fan of lucas' up arial, but it isn't really bad. I also like the back one a good bit, and I am pretty neutral to the forward aerial.

Tilts___

I really like the down tilt, up tilt is really great for juggling, side is just fine. Pretty much was sDoom said. I also like the AAA coin attack.

Final Smash___

SCOTT EARNED THE POWER OF SELF RESPECT!!! It's amazing, but I think the damage output is a little low. On larger levels it can not be very effective, but I really love everything else about it. The animation was just fantastic.

Other___

The custom animations are all pretty well done. They look smoother than most others. I also really like how heavy he feels; reminds me of the game itself, and you don't see many small characters like that. I remember in the game there was a move where he stuck his fist up and there was a small explosion, but it's been a while since I played it; maybe fit that in over one of the more generic moves (possibly over side B I guess?). That is just one idea though. Also I've found his walljump to be virtually useless. Could you make it go higher?

Overall___

It really feels like Scott Pilgrim, and not only that. It is just a REALLY well made moveset. All of it is incredibly original, he has a unique and fun playstyle, and most importantly he feels very natural in the game. It is like he is straight out of the game and refined for brawl. Some attacks feel a little generic, but that is hardly an issue. Any changes I said for an update are pretty optional; I would be fine if it stayed the way it is right now. The only problem... there is no minus version yet. If there was, he would have a permanent slot on my sd care. Definitely one of the best psa's out there; I never checked out your Cloud, since sDoom's was so great, but this has prompted me to test it out. Anyway, welcome to the world of being a famous PSAer.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.92 released AND CSPs ADDED!
Post by: HaloedHero on August 27, 2011, 06:24:39 PM
Glad you like it. I actually thought about giving him a Sonic up special. I was even going to make him drop a spring, but that's the only way I'd really like it to be, and I don't want him just spawning items left and right, so I don't think it will happen.

As far as the walljump, I meant to look into it, but I forgot. I imagine you mean with the universal walljump code? I don't use it, so I don't know... Does that just use walltechjump momentum? If so, I could easily increase it, of course.

A note on Cloud: You may try it and think "This is just a ripoff of SDoom's!" I think a lot of people get that impression, but that's because I let SDoom use a bunch of my animations. That's why I'm credited on SDoom's Cloud. As far as I'm concerned, any of my hacks are fair game for other people to use as long as I'm credited. Mine is just based more off of FFVII, because I'm an old school kind of guy. That's why I still made my own even after I let Sdoom use my animations.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.92 released AND CSPs ADDED!
Post by: luigifanweege on August 28, 2011, 09:32:04 AM
I love your Scott it make me sad that there no other characters from Scott Pilgrim in here can't wait for it to be V1


Title: Re: Haloedhero's projects: Scott Pilgrim v0.92 released AND CSPs ADDED!
Post by: fighter20brawler10 on August 28, 2011, 10:38:23 AM
Once again...Thank you for existing XP


Title: Re: Haloedhero's projects: Scott Pilgrim v0.92 released AND CSPs ADDED!
Post by: HaloedHero on August 28, 2011, 11:27:10 AM
v0.93 is out and includes segtendo's emblems, victory theme, and alternate css name as well as Tetsuokame's stock icons.

The moveset has also been updated to improve down special against characters attacking from a short hop position, and a few animations have been slightly improved, not the least of which is his Win1, which now loops and looks much smoother.

Enjoy! Almost done!


Title: Re: Haloedhero's projects: Scott Pilgrim v0.93 released with CSP, victory, stocks!
Post by: SmashClash on August 28, 2011, 11:48:08 AM
*gets*


Title: Re: Haloedhero's projects: Scott Pilgrim v0.93 released with CSP, victory, stocks!
Post by: Allbait on August 28, 2011, 03:51:24 PM
<O< >O> I suggest the down taunt to be a guitar smash to the ground, it could have the same effect of Luigi's sigh kick taunt XD
Also when I first got think I was kinda thinking: "Aww Imma miss using Lucas".
Well now I'm thinking:
 "MUST GET LATEST VERSION FOR MORE EPICSAUCE :AF2:"


Title: Re: Haloedhero's projects: Scott Pilgrim v0.93 released with CSP, victory, stocks!
Post by: SmashClash on August 28, 2011, 03:57:05 PM
In the next version can you make him have Marth's AI? CPUs are dumb with Lucas'.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.93 released with CSP, victory, stocks!
Post by: HaloedHero on August 28, 2011, 04:01:40 PM
Oh, yes, of course, I can definitely switch the AI for the next version. I just forgot is all.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.93 released with CSP, victory, stocks!
Post by: SmashClash on August 28, 2011, 05:04:29 PM
Did you ever post how to make a counter? :3?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.93 released with CSP, victory, stocks!
Post by: SonicBrawler on August 28, 2011, 05:05:55 PM
i hope he does. that would be great for my King Boo PSA


Title: Re: Haloedhero's projects: Scott Pilgrim v0.93 released with CSP, victory, stocks!
Post by: HaloedHero on August 28, 2011, 05:28:37 PM
I did post how a while ago, but I'd recommend looking at the post while also looking through the PSA file and seeing it for yourself. It's pretty complicated. An explanation and a visual together is probably best.

Edit: .94 is out. The pack finally includes all of the CSS stuff, modified ai, and everything. Make sure you update the moveset and animations. It's basically done except for finishing touches on the moveset that I will now work on at my leisure. Enjoy!


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: KTH on August 29, 2011, 07:44:22 AM
haloedhero : You really should use this :

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=4069

The guitar of Scott's Beyon was on 2D.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 29, 2011, 11:22:51 AM
KTH, if there was an easy way to make that work, I would, but I really don't mind the 2d bass, and the amount of extra time I'd need to put in vs the benefit of using that one doesn't add up in my mind. Sorry. I actually find the 2d bass kind of funny.

Also, thanks everyone for helping Scott enjoy a solid three days at (or near) the top of the average downloads chart. Of course, I'm sure a lot of that has to do with my rapid revisions, but it's nice to see nonetheless. Thanks for the support!


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: dpgthirteen on August 29, 2011, 01:59:08 PM
I love Scott! Thanks to you I entered the series and I am loving everything about Scott Pilgrim vs the world. I just bought the arcade game for my ps3, I just finished the first comic, and am looking for the movie. I hate replacing Lucas but this will defiantly keeping a spot for a long time. My only complaint is that it seems some animations go to fast, but other than that amazing job!


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: SmashClash on August 29, 2011, 02:12:14 PM
For some reason Scott CPUs still automatically use their FS right when they get it. :/
I don't know what's wrong with the Marth AI.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 29, 2011, 03:02:41 PM
That's weird about the AI. I know the Marth AI is working, because the CPUs are much more aggressive, and I definitely got hit by Reversal. The only thing I'm really worried about is whether or not they will learn not to kill themselves by jumping towards you and using side b.... (which often throws them off the side.)

I love Scott! Thanks to you I entered the series and I am loving everything about Scott Pilgrim vs the world. I just bought the arcade game for my ps3, I just finished the first comic, and am looking for the movie. I hate replacing Lucas but this will defiantly keeping a spot for a long time. My only complaint is that it seems some animations go to fast, but other than that amazing job!

Glad I could introduce you to it! As far as some animations seeming fast, it's probably because my brain is Melee addled. And because the computer I do most of my animating on only plays animations at like 1/4 speed, so it's hard to tell.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: SiLeNtDo0m on August 29, 2011, 03:16:14 PM
Problem is, the characters with counters don't really suit Scott's playstyle well:

- Marth spams the heck out of his Side B, short hopping it needlessly
- Ike just plays to slowly and passively
- Lucario spams Neutral B no matter where you are (completely idiotic AI)
- Peach....well her counter is mapped to her Neutral B rather than her Down B so it doesn't work.

It's quite difficult to think of a character that uses their Down B defensively like a counter, even if their move isn't a counter.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 29, 2011, 03:45:33 PM
Yeah, I'm hesitant about keeping Marth's AI, but there's no rush on that, as far as I'm concerned. Although, maybe Fox's would work, because he taps b to use his blaster, and he uses his shine up close, which could cause him to get a counter or two. The only problem is that he'd think his up b is directional, and he'd try to reflect projectiles with down b.

Although, Fun Fact: Scott's Reversal works against anything that has a hurtbox, which means you can counter pikmin, ics' little glaciers I think, probably Snake's grenade... Also, you can counter anything that does damage without doing knockback, so you can actually counter off of Fox's lasers, but you'll still take the damage unless you hit something.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: Allbait on August 29, 2011, 03:51:29 PM
Yeah, I'm hesitant about keeping Marth's AI, but there's no rush on that, as far as I'm concerned. Although, maybe Fox's would work, because he taps b to use his blaster, and he uses his shine up close, which could cause him to get a counter or two. The only problem is that he'd think his up b is directional, and he'd try to reflect projectiles with down b.

Although, Fun Fact: Scott's Reversal works against anything that has a hurtbox, which means you can counter pikmin, ics' little glaciers I think, probably Snake's grenade... Also, you can counter anything that does damage without doing knockback, so you can actually counter off of Fox's lasers, but you'll still take the damage unless you hit something.

If you counter KD3's minions you heal <O< >O> Also how did you edit the AIs? I've tried giving Olimar ike's AI since I use Cloud over him but it never worked o.o So... When will some of the tourney recolors come into this thread? ;3


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: SiLeNtDo0m on August 29, 2011, 03:57:32 PM
If you counter KD3's minions you heal <O< >O> Also how did you edit the AIs? I've tried giving Olimar ike's AI since I use Cloud over him but it never worked o.o So... When will some of the tourney recolors come into this thread? ;3

There are some things you can't do as regards to AI because it causes problems.  One of them being giving Olimar someone else's AI.  The reason being because no matter what kind of AI you give him, he always tries to pick out Pikmin (I think it might be hardcoded elsewhere aka not in his AI file).  Obviously though, since he'll never spawn a Pikmin he ends up just spamming the Neutral B.  Yet another reason why I don't use Olimar ports XP

And yeah I think Fox's may work since he's quick and offensive.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 29, 2011, 04:45:14 PM
If you counter KD3's minions you heal <O< >O> Also how did you edit the AIs? I've tried giving Olimar ike's AI since I use Cloud over him but it never worked o.o So... When will some of the tourney recolors come into this thread? ;3

Yeah, you heal any time the punch connects with something.

As for the tourney recolors, you can, of course, download any you like that have links in the thread, but I've had a few requests that I hold off on judging for a few days. I'll probably try to get the winners into the pack by next weekend.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: GabbaGhoul on August 30, 2011, 10:29:12 AM
Just wondering Because its bugging the heck out of me.
Is there plan for a vertex over the beam sword.

You know; The power of love sword, heart hilt with cloth above, the rests a sword which Is pporbably just a bit bigger then the beam sword its self.
I would assume most know what im talking about


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 30, 2011, 10:37:07 AM
Yes. SmashClash did one, but he can't get it to me right now.

Oh, also, everyone should use this code:
Scott has no tether
04B0B81C 00000000

You don't have to, but it's a much better solution than the one in the PSA. I highly recommend it and will add it to the pack with the next revision.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: Gamma Ridley on August 30, 2011, 10:46:45 AM
Oh, that reminds me:

When in the air, if you press Z (or R+A) you automatically start using the B move, which is somewhat frustrating.

Will implementing this code adjust that so he can just have a normal air dodge when pressing Z?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 30, 2011, 10:47:44 AM
Yes, that's exactly the problem the code fixes. The neutral b thing was a temporary fix so that he at least wouldn't be able to use the rope snake, but this fixes it entirely.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: Gamma Ridley on August 30, 2011, 10:49:12 AM
Ok that's good to hear.

Everything else is pretty solid. Great job on the PSA. :]


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: Royal_Blade on August 30, 2011, 11:42:12 AM
I have a really strange feeling that you should try to use Wario's AI instead of Marth's...

I honestly don't know why, but you should try it.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: SonicBrawler on August 30, 2011, 12:04:07 PM
i think wario's or mario's


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: SiLeNtDo0m on August 30, 2011, 12:09:37 PM
I have a really strange feeling that you should try to use Wario's AI instead of Marth's...

I honestly don't know why, but you should try it.

Problem with Wario is that he ALWAYS primarily uses his Side B to recover, then follows up with the Up B.  He'll drop down, use Side B then use Up B.  With Scott, that means he will SD every time he tries to recover.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 30, 2011, 01:01:23 PM
Fox's works pretty well, except that he's easy to punish when he uses neutral b.

Oh, and the next version will allow neutral air to cancel into itself again, but not as early as you can cancel into other moves, so that you can't really spam it.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: Royal_Blade on August 30, 2011, 01:11:50 PM
Is it possible to take parts of other characters AI and use them with this one?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: GabbaGhoul on August 30, 2011, 03:00:28 PM
Problem with Wario is that he ALWAYS primarily uses his Side B to recover, then follows up with the Up B.  He'll drop down, use Side B then use Up B.  With Scott, that means he will SD every time he tries to recover.

I see what your saying, But scott has a decent side recovery considering its horizontal and not vertical, And Personally I think marth would be the best still. not anexpert when It comes to Ai but what about the star fox characters?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: Segtendo on August 30, 2011, 03:02:42 PM
not anexpert when It comes to Ai but what about the star fox characters?
Fox's works pretty well, except that he's easy to punish when he uses neutral b.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: GabbaGhoul on August 30, 2011, 03:08:55 PM


Doesnt he need to use his guitar at some point, it just seem that the starfox characters spam there B moves more than any other in game character, and that seems vital considering the character. marth has got good ai other then the fact it doesnt seem like he uses many specials. I still like the idea of either.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: SiLeNtDo0m on August 30, 2011, 03:18:29 PM
Your blog feature good sir ;)

http://kc-mm.com/sdo0m/8328/08-30-2011/


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 30, 2011, 07:38:18 PM
Yes! Thank you. Great blog feature. I could read it everyday. Or just all the time without even stopping.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: SonicBrawler on August 30, 2011, 07:40:13 PM
^ I can do the same thing with garlic bread. but eating instead of reading [/scottpilgrimreferance]


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: Dot on August 30, 2011, 07:44:05 PM
haloedhero, when are you going to vote for the 6 t-shirts?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: Eternal Yoshi on August 30, 2011, 08:47:47 PM
Impressive PSA. There are only 2 things that bug me atm.

1 - He's too small in the results screen. If you don't want to touch animations, there's a attribute you can mod to help. It's the character results screen scale at 0xB8.

2 - His fast fall terminal velocity is too low for a character that falls like this.
That's controlled by attribute 0x84.

For Scott's current Terminal velocity, I recommend the Fast Fall Terminal Velocity be 2.45.

The AI is silly, but that's to be expected with PSAs. It is possible to use certain character's AIs for recovery situations BTW, like how Gray Fox uses Falco's AI for recovery.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: Segtendo on August 30, 2011, 08:49:26 PM
Oh yea.
I noticed that about him.
Why is he tiny at the results screen?


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 30, 2011, 08:57:49 PM
Impressive PSA. There are only 2 things that bug me atm.

1 - He's too small in the results screen. If you don't want to touch animations, there's a attribute you can mod to help. It's the character results screen scale at 0xB8.

2 - His fast fall terminal velocity is too low for a character that falls like this.
That's controlled by attribute 0x84.

For Scott's current Terminal velocity, I recommend the Fast Fall Terminal Velocity be 2.45.

Glad you like it. As for the results screen size, I actually made him small (using that attribute) on purpose. If he's bigger, you can't really see the win animations, because Lucas crouches in his win animations, so the camera is too close and low. If I made him bigger, I'd need to be able to adjust the results screen camera. If that's possible, let me know, but as of now I don't know how.

Thank you for the suggestion of the fastfall terminal velocity. It's hard to get good feedback on that kind of thing. I appreciate it.


The AI is silly, but that's to be expected with PSAs. It is possible to use certain character's AIs for recovery situations BTW, like how Gray Fox uses Falco's AI for recovery.

Yeah, I thought so, since I remembered the PM team saying they used Mario's recovery AI for Sheik in the demo, but where would I go about switching just the recovery AI? I know how to do the whole AI, but I don't know which part is what.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: Eternal Yoshi on August 30, 2011, 08:59:54 PM
FitLucasResult.pac has camera specks IIRC. Check the animations in there.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 30, 2011, 09:00:18 PM
FitLucasResult.pac has camera specks IIRC. Check the animations in there.

Ah, duh, that makes sense. Thanks.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: toastoftriumph on August 31, 2011, 03:30:51 AM
Yeah, I thought so, since I remembered the PM team saying they used Mario's recovery AI for Sheik in the demo, but where would I go about switching just the recovery AI? I know how to do the whole AI, but I don't know which part is what.
Isn't there some AI editor program now? You can probably copy/paste the AI properties of characters into others. Someone on smashboards made it I think... there was some discussion thread here though, but I can't find it nor the link to the smashboards page.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.94 released with full pack/new ai!
Post by: HaloedHero on August 31, 2011, 12:19:02 PM
For now, the AI will remain Fox's AI. However, I will hopefully be able to release a new version tonight or tomorrow that includes the down taunt. It also includes some subtle changes, which include letting neutral air cancel into itself again, but later than it can cancel into other moves.

As for the results screen size, I couldn't find anything to change the camera, so... that won't be changing for now.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.95 released with full pack/new ai!
Post by: Segtendo on September 01, 2011, 09:05:54 PM
I came here to tell you something.

I love the down taunt. :vyse:

kthnxbai


Title: Re: Haloedhero's projects: Scott Pilgrim v0.95 released with full pack/new ai!
Post by: HaloedHero on September 01, 2011, 09:14:16 PM
Thanks. I think I'm still going to polish the animation a bit, but I'm glad you like it.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.95 released with full pack/new ai!
Post by: Bruci on September 02, 2011, 02:16:25 AM
Hey, awesome hack but i still think it needs more attack power or resistance =/. Maybe an OP version could be cool.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.95 released with full pack/new ai!
Post by: Eternal Yoshi on September 02, 2011, 07:01:57 AM
Not really. I think dair needs more Base Knockback for to balance the extreme risk of using it.

Other than that it seems fine.

Also, Do you have Tabuu?
Then you can confirm my theory about how the game plays certain SFX during special conditions like Death/Blasting Off and Otto.
Quote
I wasn't 100% where to put this but this does influence what certain commands play so here.

SoundDataList notes
Pack 1 = Damage Voice clip IDs
Pack 2 = More damage Voice Clip IDS?
Pack 3 = Low/Charge/Grunt Voice clips IDs
Pack 4 = Death SFX/Blasting Off & hoshikie SFX/Crowd Cheer SFX IDs
Pack 5 = otto SFX IDs
Pack 6 = FS chant IDs(sometimes -1) since it isn't randomized

You need Tabuu or a hex editor to mod these properly.

This supposedly alters what SFX IDs commands such as Low voice Clip, Otto voice Clip, and Damage voice Clip play.

Just replace the SFX IDs with FFFFFFFF and no sound should play.

Edit: Confirmed to be working.


Title: Re: Haloedhero's projects: Scott Pilgrim v0.95 released with full pack/new ai!
Post by: HaloedHero on September 02, 2011, 08:18:48 AM
Yes, I have Tabuu, and I'd love to get rid of Lucas' death screams! Thank you.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: HaloedHero on September 02, 2011, 12:01:13 PM
Double post to say that .96 is out with updates to the moveset and animation files, and a small bug fix on down special that no one ever would have noticed but me. The down taunt is now finished. Enjoy!

Oh, and there's a code included to give Lucas a separate victory theme from Ness, so that Ness doesn't have Scott's theme. There's also a handy cheat sheet for you ambitious people out there to give any other character their own victory theme as well.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Segtendo on September 02, 2011, 12:03:32 PM
Lol.
I didn't notice anything wrong with his down taunt.

You basically upload one revision a day :vyse:


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: HaloedHero on September 02, 2011, 12:07:12 PM
That should end with 1.0. I don't know what it is with my compulsive uploading... lol


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Dark Aura on September 02, 2011, 12:18:29 PM
Surprises you say? What might those be? >}


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SonicBrawler on September 02, 2011, 12:23:27 PM
Double post to say that .96 is out with updates to the moveset and animation files, and a small bug fix on down special that no one ever would have noticed but me. The down taunt is now finished. Enjoy!

Oh, and there's a code included to give Lucas a separate victory theme from Ness, so that Ness doesn't have Scott's theme. There's also a handy cheat sheet for you ambitious people out there to give any other character their own victory theme as well.



sweet

and that code, i made a tutorial on it a while ago :P but im not that popular here, neither is my YouTube channel, so im not surprised no one saw it :P Video is here (http://www.youtube.com/watch?v=zTVHQ7Za5VQ)


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: HaloedHero on September 02, 2011, 12:39:36 PM

sweet

and that code, i made a tutorial on it a while ago :P but im not that popular here, neither is my YouTube channel, so im not surprised no one saw it :P Video is here ([url]http://www.youtube.com/watch?v=zTVHQ7Za5VQ[/url])


Oh, cool. I edited the code so that everyone but Lucas has their normal victory themes, and I included the list of what hex is what character and what their new ids should be, but I hardly made a full totorial. I'll link yours on the my front page.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SonicBrawler on September 02, 2011, 12:43:07 PM
sweet thanks.

and yeah, i didnt know if that would work, making only 1 new victory theme. i love ur SP hack. stinks that it cant be successfully ported, because amy rose is going over lucas, (unless my fans and others want it over toon link)

i love the side taunt tho. i tried it out earlyer today XD


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: HaloedHero on September 02, 2011, 12:45:41 PM
Yeah, to make only one custom theme work, all you have to do is leave everyone else's IDs as their original IDs, instead of the custom IDs. Then, if you want anyone to have a custom theme, you just change their ID to the custom one. It's actually painfully easy.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SonicBrawler on September 02, 2011, 05:42:16 PM
wow. sweet.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Segtendo on September 02, 2011, 06:44:51 PM
I was thinking.
Maybe you can use Ike's AI for the next release? Ike can use his side-B to recover (like Scott) and he's got a counter (like Scott).


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Enigmatic on September 02, 2011, 08:09:52 PM
Suprises... I am intrigued. Also I love how you keep making little improvements to the moveset instead of just going "Ok, I'm done. I will clean up X when I feel like it."


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: HaloedHero on September 02, 2011, 08:58:44 PM
The surprise isn't Scott Pilgrim related. Don't get your hopes up. I'm pretty sure no one's going to really care, but it's something that needs doing.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Mansta8 on September 02, 2011, 09:47:42 PM
>.> I just started playing the previous revision...


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Christian_CAO on September 03, 2011, 12:51:01 AM
 ;) I love Scott.

You did an amazing job ^3^

I know your not leaving just yet but I'll leave my farewell anyway.

I'll miss your creations when you leave  :(

que sera sera. What is, is  ^-^
Thanks for your amazing PSA's, and best wishes to you  :happy:


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Enigmatic on September 03, 2011, 09:01:40 PM
The surprise isn't Scott Pilgrim related. Don't get your hopes up. I'm pretty sure no one's going to really care, but it's something that needs doing.

Regardless, surprises are always fun. I am anticipating it.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: BlazingFury on September 04, 2011, 12:44:05 AM
One thing to note about my code is that it will remove all original victory themes in game with custom ones, What I am saying is that if you dont add every chracter a theme then it will play result screen music :P So that is it otherwise just add every character a custom theme and you wont have any problems. ;D


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Ricky (Br3) on September 04, 2011, 10:31:45 AM
I just realized how old this thread is. :o

Quite a long project, huh? xD


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SiLeNtDo0m on September 04, 2011, 10:35:35 AM
I just realized how old this thread is. :o

Quite a long project, huh? xD

>.>

This thread hasn't been for just Scott.  It has also existed for haloedhero's Cloud as well.  He started Scott on July 7th 2011.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Ricky (Br3) on September 04, 2011, 10:37:19 AM
>.>

This thread hasn't been for just Scott.  It has also existed for haloedhero's Cloud as well.  He started Scott on July 7th 2011.

Well, that's better, I guess xD

At least the projects are done fast >D


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SmashClash on September 04, 2011, 10:42:32 AM
Haloedhero. I noticed there are two AIs for a character.
One for MotionEtc. and one for the PSA file. Try replacing both with Marth's AIs.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Ricky (Br3) on September 04, 2011, 10:43:29 AM
Could that allow AI combinations?


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SmashClash on September 04, 2011, 10:44:22 AM
Could that allow AI combinations?
Idk. Probably a combination of someone's AI PSA and someone else's AI animations.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Ricky (Br3) on September 04, 2011, 10:46:23 AM
Idk. Probably a combination of someone's AI PSA and someone else's AI animations.

AI animations? That doesn't make sense :P


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SmashClash on September 04, 2011, 10:54:29 AM
AI animations? That doesn't make sense :P
Whatever. Animations are in the MotionEtc.pac and there's an AI in the MotionEtc.pac, so I say AI animations. >.>


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Ricky (Br3) on September 04, 2011, 10:57:11 AM
Whatever. Animations are in the MotionEtc.pac and there's an AI in the MotionEtc.pac, so I say AI animations. >.>

I'm pretty sure the AI is included in the "etc" <.<


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SmashClash on September 04, 2011, 10:59:09 AM
I'm pretty sure the AI is included in the "etc" <.<
There are two seperate. I don't get what you are trying to say because I know the AI is in the etc...


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: HaloedHero on September 04, 2011, 04:34:36 PM
One thing to note about my code is that it will remove all original victory themes in game with custom ones, What I am saying is that if you dont add every chracter a theme then it will play result screen music :P So that is it otherwise just add every character a custom theme and you wont have any problems. ;D
I didn't use your code. I made my own from Dantarion's code that gives Scott his own themes, but leaves everyone else's as their originals.

Actually, that's why I didn't use "your" code. It looked like just a copy and paste job of Dant's CSE code and the suggested custom theme values for the characters. That's why "yours" requires a custom theme for everyone. The one in Scott's pack, however, works perfectly to give him his own theme without messing with the other characters unless you want to.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Recolor Master on September 04, 2011, 05:33:37 PM
whaat the heck does Al mean?!


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SonicBrawler on September 04, 2011, 05:34:28 PM
Artificial Intelligence (the computer)


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: BlazingFury on September 04, 2011, 06:26:27 PM
I didn't use your code. I made my own from Dantarion's code that gives Scott his own themes, but leaves everyone else's as their originals.

Actually, that's why I didn't use "your" code. It looked like just a copy and paste job of Dant's CSE code and the suggested custom theme values for the characters. That's why "yours" requires a custom theme for everyone. The one in Scott's pack, however, works perfectly to give him his own theme without messing with the other characters unless you want to.

How did you make your own code, did you use a program?


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: HaloedHero on September 04, 2011, 06:36:07 PM
lol yeah. Text edit. It's not my code. It's Dant's code with the proper values filled in to make it give Scott his own theme, but leave everyone else's as their original.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Segtendo on September 07, 2011, 06:36:06 AM
Congrats the 1000+ DL's for Scott. :D


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Sollux Captor on September 07, 2011, 05:20:00 PM
thank you this dominates


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SonicBrawler on September 07, 2011, 05:21:25 PM
halo0, you where the person who made teh PSA, right?


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Mansta8 on September 07, 2011, 05:32:42 PM
Well, if you looked at the vault and the OP you would know.


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SonicBrawler on September 07, 2011, 05:33:20 PM
i dont read :srs:


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: Segtendo on September 07, 2011, 05:38:12 PM
i dont read :srs:
But you read his post :P


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: SonicBrawler on September 07, 2011, 05:45:17 PM
good point :af:


Title: Re: Haloedhero's projects: Scott v0.96 out! Surprises no one cares about coming!
Post by: agoaj on September 11, 2011, 01:54:04 PM
Scott is awesome, Cloud is awesome. Fantastic work Haloedhero. I brought both characters to the local college game night and everyone had a blast with the hacks.


Title: Re: Haloedhero's projects: FFVII Cloud Strife v1.1 released! Wait... what?
Post by: HaloedHero on September 13, 2011, 10:21:34 PM
Scott is awesome, Cloud is awesome. Fantastic work Haloedhero. I brought both characters to the local college game night and everyone had a blast with the hacks.


Glad to hear it!

By the way, I want to announce that my Cloud PSA has been updated to version 1.1. Surprise! (To be fair, I said no one would care.) The big change is that Blade Beam can now cancel in the air just by letting go of the b button. It feels way more natural now. I hope you all take it for a spin.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17518

Also, Scott is almost done. I mean, the current version is practically final, but I'm working on one more update that has some changes, fixes, and the pack of alternate recolors from my T-shirt contest. Until then, enjoy Cloud!


Title: Re: Haloedhero's projects: FFVII Cloud Strife v1.1 released! Wait... what?
Post by: Segtendo on September 14, 2011, 08:07:44 AM
I've been wanting to try your Cloud.

SDo0m's is getting a little stale, so I'll try your Cloud sometime.


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: HaloedHero on September 14, 2011, 12:10:27 PM
The (prospective) final version of Scott is up for download, and it finally includes the T-shirt contest winners! I made CSPs and battle portraits for each one, so you can mix and match from the original pack and everything will look right together.

When you put the new CSPs in, just remember to keep the number of colors down to keep your filesize down. They'll still look good in game.

This version also gets rid of Lucas's voice, has some other small tweaks to the animation file, and should be the final version. Enjoy!

(And don't forget to check out the now final version of Cloud Strife...)


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: SiLeNtDo0m on September 14, 2011, 12:15:14 PM
Glad to hear it!

By the way, I want to announce that my Cloud PSA has been updated to version 1.1. Surprise! (To be fair, I said no one would care.) The big change is that Blade Beam can now cancel in the air just by letting go of the b button. It feels way more natural now. I hope you all take it for a spin.

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17518[/url]


Thank god for that XD  It did get rather infuriating when you accidently pressed B off the side of the stage and you were basically guaranteed to SD.  Now that won't happen XD


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: Jaklub on September 14, 2011, 12:15:26 PM
Got them both, because you are amazing.

Too bad you won't be doing PSAs anymore.


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: HaloedHero on September 15, 2011, 07:18:49 PM
Thank god for that XD  It did get rather infuriating when you accidently pressed B off the side of the stage and you were basically guaranteed to SD.  Now that won't happen XD

Yeah, I don't know why I didn't do it that way in the first place.

Got them both, because you are amazing.

Too bad you won't be doing PSAs anymore.

Yes, it's a shame. I really wish I had time to do my other two projects, but things just didn't work out that way, and I don't have my hacking computer anymore, anyway.


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: Segtendo on September 15, 2011, 07:20:14 PM
Thank god for your current Scott Pilgrim pack.

I finally got me some Scott Touchdown, Scott Wright, and Viewtiful Scott :vyse:


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: HaloedHero on September 16, 2011, 06:26:52 PM
Yes, the alternate characters really are awesomely hilarious. Just too perfect.

I've started working on something different... That no one else will probably want... It's a custom Brawl codeset...

It will also probably have small character mods...

And lots of ellipsis...

I've been playing Smash since the N64, and I loved Melee more than anyone probably should, but while I was disappointed with Brawl, I don't think the reason I prefer Melee is that Brawl should have been exactly like it.

The purpose of my codeset is to bring back things that were good about Melee, but still let the game be Brawl. (But in a much different way than Brawl+, which wound up practically becoming its own game.)

For example, I've added hitstun, disabled air dodging out of tumble, changed teching to be a frame window instead of distance, and removed auto-sweetspotting on recoveries, but I haven't messed with character physics besides adding in momentum capture on jumps. I also removed buffer.

With enough minor changes like this, and some small balance adjustments, I believe I will make Brawl more into the game I thought it was going to be without taking it as far as other mods. In the end, I will probably still prefer P:M, but so far it's been a fun experiment for me to change Brawl into what I think is a more fun game without making it not Brawl. (Double negative. That's tricky...)

In short, it's more than balanced Brawl, but it doesn't even take things as far as Brawl+. In the end, I want this game to still be Brawl. If anyone is ever interested, maybe I'll post it up. If not, then at least you guys know what I'm up to.


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: KTH on September 16, 2011, 06:35:55 PM
What it's your next project?


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: HaloedHero on September 18, 2011, 05:24:24 PM
What it's your next project?

To answer that, yes, the above is my next project. It's kind of an ongoing project to just make Brawl more fun for me.

In developing this project, I invented something... on-hit L-cancel... I'd try to do a fighter.pac injection of it, but I'm not positive the "if hitbox connects" will work right. So, for now I'm just putting it into the individual character files. It's pretty rewarding to use, I have to say. 1/2 landing lag if your attack connects, full landing lag if you whiff.


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: SmashClash on September 18, 2011, 05:30:06 PM
I think Project: M team invented the On-Hit Cancel System...for Lucario first.


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: KTH on September 18, 2011, 05:30:25 PM
You should do Phoenix Wright.

I making him currently on Ike.


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: HaloedHero on September 18, 2011, 05:31:33 PM
The on-hit cancel system is a way to cancel one attack into another. My system cancels half of the landing lag on aerials like Melee L-cancel, but instead of pressing shield to L-cancel, it automatically does it if your attack connects.

(Oh, also, I'm not doing any more full character PSAs. Sorry, KTH.)


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: Enigmatic on September 18, 2011, 06:45:55 PM

(Oh, also, I'm not doing any more full character PSAs. Sorry, KTH.)

...aww. I was looking forward to seeing what else you could do. :\


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: SonicBrawler on September 18, 2011, 07:50:40 PM
hey, just wanted to say I love your Scott Pilgrim hack, so I decided to learn how to vertex to make Sonic! Im not that great, but after an hour or so,  here he is! :D (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22484)


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: Segtendo on September 18, 2011, 07:53:31 PM
hey, just wanted to say I love your Scott Pilgrim hack, so I decided to learn how to vertex to make Sonic! Im not that great, but after an hour or so,  here he is! :D ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22484[/url])

Where's his stomach? D:


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: Dot on September 18, 2011, 07:55:55 PM
Where's his stomach? D:

i was going to say that :srs:


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: Allav866 on September 18, 2011, 09:40:38 PM
I love the new Scott Pilgrim Pack. The Character Costumes are a perfect addition since Halloween is coming up. However, I've been thinking, we need more SPvsTW characters. Whether it's a character over Ness that has his own PSA, or just a simple vertex that turns Scott into Stephen Stills, Kim Pine, Ramona Flowers or Knives Chau, I just feel like Scott, being the only character from his series in Brawl, is feeling lonely (or having an idiotic dream)


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: DoctorFlux(Mariodk) on September 19, 2011, 09:54:03 AM
deadsavior  thanks for the counter attack (in PSA) you made on Sccot since that will be really usefull on atleast 3-4 on my movesets:vegeta,Gotenks,Kid goku(maybe adult goku too)


Title: Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack!
Post by: SonicBrawler on September 19, 2011, 03:32:04 PM
Where's his stomach? D:
i couldnt put it cuz of the mirrored textyure, and cuz the template is for unmorrored texture but i dont have the program D:


Title: Re: Haloedhero's Projects: And now for something completely different.
Post by: HaloedHero on September 20, 2011, 06:50:03 PM
In working on my new project, I learned fighter.pac injection and wrote my own code. Here it is:

Footstool during special fall. [By me, haloedhero. Thanks to Shanus for his guide.]
4A000000 93000000
1658A000 00000030
00000000 00000026
00000000 00000010
00000002 9358A018
04000100 9358A000
020A0100 9358A008
00080000 00000000
06FC1B88 00000008
00070100 9358A010

If it wasn't self explanatory, this allows you to footstool during special fall. The primary purpose is to footstool an opponent if they hedgehog you and you're already in special fall.

The purpose of this is to make edge hogging harder. It works on all characters except Rob, as far as I can tell, because of how his up special works. He needs it manually installed.


Title: Re: Haloedhero's Projects: And now for something completely different.
Post by: Sirkura on September 21, 2011, 12:28:27 AM
sounds like an interesting project i'll be sure to watch for updates :P
----------------------------------------------------------------------------------------------------------
also your using a mac? there's a program called bootcamp that allows you to run windows on your mac. a few of my friends i know use it. it can be rather pricey. just thought i'd throw that out there. idk if it has a trial or not tho.


Title: Re: Haloedhero's Projects: And now for something completely different.
Post by: HaloedHero on September 21, 2011, 08:53:38 AM
Yeah, I had bootcamp running at one point, but I didn't have a full copy of windows. No big deal, I could've just reinstalled the trial version I was using every 30 days, but I can't seem to find the install disc anymore.

There are other factors preventing me from going full steam on hacking right now, so getting windows isn't a huge priority for me. Thanks anyway.


Title: Re: Haloedhero's Projects: Still on hold, but brewing ideas...
Post by: HaloedHero on October 19, 2011, 12:03:49 PM
I'm not back up and running yet, but if I ever do get back to hacking, my next project is Sparkster from Rocket Knight Adventures. (Anyone who doesn't know who that is, I HIGHLY recommend you check out the Sega Genesis game Rocket Knight Adventures. The sequels have been OK, but the first game is a personal favorite of mine.)

MOVESET IDEAS:

Specials:

Up special is obviously an omnidirectional rocket burst like the Spacies' up specials. For this reason, Sparkster would probably be over Wolf. Probably.

Side special might be the drill attack from the later games in the series. Like Metaknight's side special, only straight. It would go significantly slower than his up special, but would hit much harder.

Neutral special would be a quick sword slash that shoots a very short range, weak, but very fast projectile. If you hold B after the slash, his jet pack would charge up and could then be released into an instant version of the up special. (Instant meaning the charge from the neutral b would make it skip the startup of the up special.)

Down special would be his spinning attack. Might reflect projectiles, and might be cancelable at the end into up or side special.

Regular attacks would be similar to Metaknight. I haven't come up with specifics on any of them, but most of them would be sword attacks. Some of them might be explosive bursts from his jet pack instead to mix things up. Especially down air. It would probably be very similar to Ivy's down air.

Mostly, his play style would be like a slower MK, but with better smashes, only 2 jumps, and obviously his own specials.

Thoughts on moveset possibilities from anyone? I'm stuck in the planning stages, since I have multiple real life factors preventing me from investing time in another full character hack, but I'd very much like to at least plan out the moveset in case I ever get the time to make it happen.


Title: Re: Haloedhero's Projects: Still on hold, but brewing ideas...
Post by: SiLeNtDo0m on October 19, 2011, 12:22:19 PM
*Goes off to research a bit on Sparkster*

I like the idea of him being a more legit MK though.


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 09, 2011, 05:53:54 PM
OK, so I'm back. Kind of. I was able to remedy a big part of the problem that caused me to quit.

As I get back to work on movesets, I've been working on a small Ganondorf mod. It includes mostly animation modifications. I animated a more melee-style run, a downward-angle forward tilt, and a down b that stays closer to the ground when on the stage so that you don't go over downed opponents. Also, it hits a few frames earlier. (You may have seen similar animation modifications in Project: M, but I made my own so that I could distribute them freely.)

The rest of the changes follow a fairly simple idea: I have Ike replaced with Cloud, so all of his animations are just going to waste. So, I gave Ganon Ike's smash attacks and back air with his sword. However, it's all one moveset, so you don't need to taunt to take his sword out. He whips it out on attacks that use it, and puts it away when it would look awkward. Think Ness's baseball bat. It's only there when it needs to be.

In short, I have made improvements to Brawl Ganon and made him less of a Captain Falcon clone without getting rid of anything that has become iconic for Smash Ganon.

I'll post a video and download in the next few days if anyone is interested.

The big obstacle to me starting my next full moveset is that no one has imported a Sparkster model for me yet, although I'm debating learning to do it myself now that I have Windows again.

If you like my work and want to see more, start hitting people with Sparkster from XBLA Rocket Knight over Wolf model import requests.


Title: Re: Haloedhero's Projects: New project coming...
Post by: _Data_Drain_ on November 12, 2011, 07:53:52 PM
A friend of mine feels Scott has WAY too much priority... You might want to fix this later, when you can.


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 12, 2011, 11:40:33 PM
That's kind of vague. As I'm sure you know, there really isn't a priority setting. There's only a "will clank" or "won't clank" bit. Common perception of "priority" has to do mostly with hitbox sizes and how disjointed they are from the character and other things like temporarily invincible bones.

Being that all priority is relative, it's hard to "fix" it unless there's a specific move you think hits from too far away or is too hard to outrange with another attack. Really, I went through most of Scott's hitboxes with the hitbox viewer version of brawlbox and discovered that there weren't really many I thought were too far off. Notable exceptions were his down smash, which had one hitbox that was a bit too big, and his up smash, which had poor hitbox placement on the last hit frame.

However, I actually think Scott's priority is pretty average, since most of his hitboxes are directly on his body, and they're not altogether very large. Thank you for your feedback, though. I will consider it.


Title: Re: Haloedhero's Projects: New project coming...
Post by: Enigmatic on November 13, 2011, 04:15:45 AM
Up smash could be bigger and have a fire graphic... also a minus version. Whatever though.


Sparkster eh? Kind of an obscure character; I haven't heard of them at least. I do love Metaknights playstyle (what? It's fun to be them, especially in minus. It's flying-combo heaven. Annoying to play against, but fun when you are them). It's cool to do things nobody has heard of; I am certainly interested in seeing what you do with it.


Title: Re: Haloedhero's Projects: New project coming...
Post by: Albafika on November 13, 2011, 06:14:41 AM
That's kind of vague. As I'm sure you know, there really isn't a priority setting. There's only a "will clank" or "won't clank" bit. Common perception of "priority" has to do mostly with hitbox sizes and how disjointed they are from the character and other things like temporarily invincible bones.

Being that all priority is relative, it's hard to "fix" it unless there's a specific move you think hits from too far away or is too hard to outrange with another attack. Really, I went through most of Scott's hitboxes with the hitbox viewer version of brawlbox and discovered that there weren't really many I thought were too far off. Notable exceptions were his down smash, which had one hitbox that was a bit too big, and his up smash, which had poor hitbox placement on the last hit frame.

However, I actually think Scott's priority is pretty average, since most of his hitboxes are directly on his body, and they're not altogether very large. Thank you for your feedback, though. I will consider it.
Yeah, it's kinda of vague, I'll clarify a bit more:

Scott's Fair and Bair seems unstoppable, playing as him I've never had someone interrupt those if you know what I mean. I'll test further, though.


Title: Re: Haloedhero's Projects: New project coming...
Post by: _Data_Drain_ on November 13, 2011, 02:46:30 PM
Yeah, it's kinda of vague, I'll clarify a bit more:

Scott's Fair and Bair seems unstoppable, playing as him I've never had someone interrupt those if you know what I mean. I'll test further, though.
Ah ha ha... Yeah... Perhaps I was being vague... But yeah, Wolfric fixed that... I just remember him saying that Scott had too much in general... I wasn't aware he meant only the aerials. <_>


Title: Re: Haloedhero's Projects: New project coming...
Post by: Albafika on November 14, 2011, 02:18:43 PM
http://www.youtube.com/watch?v=UMqp5XPaVEc

Here's a video showing off some of Scott's traits.


Title: Re: Haloedhero's Projects: New project coming...
Post by: SiLeNtDo0m on November 14, 2011, 02:23:16 PM
I swear with the most recent version of Scott you can't repeat the N Air over and over.


Title: Re: Haloedhero's Projects: New project coming...
Post by: Albafika on November 14, 2011, 02:30:50 PM
I swear with the most recent version of Scott you can't repeat the N Air over and over.
If you're saying the version I used is outdated. Scott's on version 0.97, and that's the one I used there and I did repeat it.

If you mean that for a next update he shouldn't do it, then I'd agree. XD


Title: Re: Haloedhero's Projects: New project coming...
Post by: SonicBrawler on November 14, 2011, 02:31:49 PM
I swear with the most recent version of Scott you can't repeat the N Air over and over.
same. i try and it barly does anyhting


Title: Re: Haloedhero's Projects: New project coming...
Post by: GabbaGhoul on November 14, 2011, 02:34:34 PM
I swear with the most recent version of Scott you can't repeat the N Air over and over.
ya 0.97 N air can cancel into itself.
There was a discussion about it, something, something pages back.
It was made that way purposely


Title: Re: Haloedhero's Projects: New project coming...
Post by: _Data_Drain_ on November 14, 2011, 02:59:18 PM
If you're saying the version I used is outdated. Scott's on version 0.97, and that's the one I used there and I did repeat it.

If you mean that for a next update he shouldn't do it, then I'd agree. XD
When I briefly tried out this move set, I recall being able to spam neutral air as well... And yeah, it does seem like he has too much priority in the air.

And before anyone asks, yes, it was the latest version.


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 14, 2011, 05:58:48 PM
You certainly can't "spam" neutral air. In fact, you have to be pretty high in the air for it to cancel into itself at all. It can cancel into itself, but it can cancel into other moves much sooner.

It will continue to have the ability to cancel into itself, since it's not super practical and can only be used as a way to fake out your opponent when coming from high up. However, I'll probably shrink the hitbox to make it less safe.


Title: Re: Haloedhero's Projects: New project coming...
Post by: _Data_Drain_ on November 14, 2011, 06:11:02 PM
You certainly can't "spam" neutral air. In fact, you have to be pretty high in the air for it to cancel into itself at all. It can cancel into itself, but it can cancel into other moves much sooner.

It will continue to have the ability to cancel into itself, since it's not super practical and can only be used as a way to fake out your opponent when coming from high up. However, I'll probably shrink the hitbox to make it less safe.
You seem to have missed part of Wolfric's point, forward, and back air have too much priority, almost Meta Knight like, you can't seem to cancel those moves out with another move, his just cut right through yours...

And also, yeah, you can kinda spam neutral air, as seen in that video.


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 14, 2011, 06:15:06 PM
... I didn't miss anyone's point. I just didn't comment on it until I have a chance to look at it more closely...

The video was using an outdated version whether the poster said so or not. I know, because when he cancels nair into itself, you can see a quick flash of Scott's body standing upright. That was an animation "glitch" that I fixed before .97 came out.

I'm not saying anybody is trying to spread misinformation, but I believe some people may be mistaken.


Title: Re: Haloedhero's Projects: New project coming...
Post by: Albafika on November 14, 2011, 06:16:58 PM
... I didn't miss anyone's point. I just didn't comment on it until I have a chance to look at it more closely...

The video was using an outdated version whether the poster said so or not. I know, because when he cancels nair into itself, you can see a quick flash of Scott's body standing upright. That was an animation "glitch" that I fixed before .97 came out.

I'm not saying anybody is trying to spread misinformation, but I believe some people may be mistaken.
You might wanna re-check the .rar, then, 'cause I'm sure I used the last version (0.97), and just as SDo0m posted, I re-downloaded the files and re-checked..

Either way, splendid job on this PSA, I never got to try it 'til 2 weeks ago ('Til I started my tourney thread), and it's been really fun to play with.


Title: Re: Haloedhero's Projects: New project coming...
Post by: _Data_Drain_ on November 14, 2011, 06:17:32 PM
... I didn't miss anyone's point. I just didn't comment on it until I have a chance to look at it more closely...

The video was using an outdated version whether the poster said so or not. I know, because when he cancels nair into itself, you can see a quick flash of Scott's body standing upright. That was an animation "glitch" that I fixed before .97 came out.

I'm not saying anybody is trying to spread misinformation, but I believe some people may be mistaken.
Um... I'm pretty sure he downloaded, and is using the latest version... Maybe you didn't update the BV entry?


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 14, 2011, 06:21:41 PM
Hmmm... interesting. I will look into this further. I'm glad you guys like this PSA enough to care about these small details.

However, a video of someone trashing a CPU =/= proof that fair and bair have too much priority. The video was riddled with instances where the CPU could easily have shield grabbed. I'm not dismissing the idea that they have too much priority, but I think a bigger problem is his low landing lag. It allows for just jumping on someone's shield with an aerial and then jumping and doing another before they can retaliate.


Title: Re: Haloedhero's Projects: New project coming...
Post by: Albafika on November 14, 2011, 06:23:45 PM
Hmmm... interesting. I will look into this further. I'm glad you guys like this PSA enough to care about these small details.

However, a video of someone trashing a CPU =/= proof that fair and bair have too much priority. The video was riddled with instances where the CPU could easily have shield grabbed. I'm not dismissing the idea that they have too much priority, but I think a bigger problem is his low landing lag. It allows for just jumping on someone's shield with an aerial and then jumping and doing another before they can retaliate.
Oh, I didn't make the video for this purpose. I made the video to show the people participating in my tourney what was coming... I just felt I could post it here as well, just to show the Fair/Bair. I wasn't thinking about Nair 'til these guys brought it up. Don't mistaken my intentions, please. D:


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 14, 2011, 06:25:09 PM
Haha, OK, that's cool. I figured you were just posting it, but I think some people took it as proof of priority problems.


Title: Re: Haloedhero's Projects: New project coming...
Post by: Albafika on November 14, 2011, 06:28:18 PM
Haha, OK, that's cool. I figured you were just posting it, but I think some people took it as proof of priority problems.
Plus, if I may add, the AI on Sonic was stupid, really stupid. That moveset and AI didn't work at all, unlike the rest (http://forums.kc-mm.com/index.php?topic=35369.msg742811#msg742811), which gave a good fight.

Either way, I also tested Fair/Bair with RL friends, but I could go more in-depht concerning this if you'd like. I really regret not being a playtester before the formal release, this PSA is really outstanding, so I feel kinda bad for bringing balancing issues this late.


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 14, 2011, 06:29:49 PM
That's OK. That's why I haven't called it version 1.0 yet. Someday, maybe it will get there.

Go ahead, tell me in depth about fair/bair. I still think that the main problem is the low landing lag. They're too hard to punish. The priority is supposed to be kind of good, because he has so little range on everything except neutral special, but good priority plus hard to punish is a little absurd for aerials. (I mean, I seriously looked at his landing lag numbers recently, and I had a distinct "the &%$# was I thinking?" moment.)

But yeah, I'd like to hear the specific concerns.


Title: Re: Haloedhero's Projects: New project coming...
Post by: Albafika on November 14, 2011, 06:40:50 PM
That's OK. That's why I haven't called it version 1.0 yet. Someday, maybe it will get there.

Go ahead, tell me in depth about fair/bair. I still think that the main problem is the low landing lag. They're too hard to punish. The priority is supposed to be kind of good, because he has so little range on everything except neutral special, but good priority plus hard to punish is a little absurd for aerials. (I mean, I seriously looked at his landing lag numbers recently, and I had a distinct "the &%$# was I thinking?" moment.)

But yeah, I'd like to hear the specific concerns.
I'd blame it on them being "sex kicks". these attacks require decent priority over normal ones (I'm talking from a gamer experience, not sure how it works coding wise...) As for the in-depth, maybe this weekend when friends come around. I'll take a few minutes to test both their priorities and see what's up.

As for low landing lag... Hmm, sounds interesting. But I think it's more than that, Bair specially, its killing power is too good, and if its priority is what I believe it is (Nearly unstoppable), judging by it, and the fast that attacks comes out, it'd need further check.


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 14, 2011, 07:34:19 PM
The sex kick thing is a pretty easy fix, and I pretty much agree that it's part of the problem.


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 14, 2011, 09:38:32 PM
Sorry about the double post, but I put together an experimental version for further testing:
http://www.mediafire.com/download.php?w1xv54hp01br7rh

Changes:
F air now hits for far fewer frames, but the sweetspot is very slightly easier to land.
B air now hits for fewer frames, but more than F air.
Neutral air hitbox is smaller.
Small animation adjustments.
Small hitbox adjustments to d smash and up smash.
Down air now has hitlag frames.

I also figured out what was going on with neutral air. The way it was done so close together at times in the video was by canceling it with a double jump and then doing N air again. This will stay as is, but with a smaller hitbox, N air is less safe overall.


Title: Re: Haloedhero's Projects: New project coming...
Post by: Albafika on November 15, 2011, 04:11:31 PM
Sorry about the double post, but I put together an experimental version for further testing:
[url]http://www.mediafire.com/download.php?w1xv54hp01br7rh[/url]

Changes:
F air now hits for far fewer frames, but the sweetspot is very slightly easier to land.
B air now hits for fewer frames, but more than F air.
Neutral air hitbox is smaller.
Small animation adjustments.
Small hitbox adjustments to d smash and up smash.
Down air now has hitlag frames.

I also figured out what was going on with neutral air. The way it was done so close together at times in the video was by canceling it with a double jump and then doing N air again. This will stay as is, but with a smaller hitbox, N air is less safe overall.
Will test tomorrow after failing at college. Also, when I was recovering with Nair consecutively, when I used it at 2:20, I didn't use the second jump, nor when I was recovering from left or rig (In which I used it about 3 or 4 times?)

EDIT: It is tomorrow.

Did.. you reduce the knockback of Bair? It feels like it was reduced, either way, it's fine this way.

Nair: I can still spam Nair into Nair like I did in the video, is it suppoed to be this way?

Fair: I have the feeling the sweetspot is too easy to land... I'd prefer if it was harder, since it makes for a great spiking tool right now (Since it travels from 210°/330°).

I'll give you more in-depht feedback this weekend, though (When I gather with friends)


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 15, 2011, 05:44:58 PM
Bair lost some hitboxes, which may make the connection of the weaker hitbox on his head more frequent, which would make it seem weaker overall. The elbow hitbox is the same.

Nair is purposefully allowed to be canceled directly into itself on frame 39 (~2/3 of a second). However, if you use a double jump, you can cancel it on frame 17. So, yes, it can always cancel into itself, but it's more than twice as long if you don't have a double jump to burn. It is kind of spammy at 17 frames, but you can only pull that trick once before hitting the ground, and now that I've literally nerfed all of his aerials including that one, I think that's fair.

Feel free to give more feedback. I'm in no rush to put out a new version.


Title: Re: Haloedhero's Projects: New project coming...
Post by: Albafika on November 15, 2011, 05:49:11 PM
Bair lost some hitboxes, which may make the connection of the weaker hitbox on his head more frequent, which would make it seem weaker overall. The elbow hitbox is the same.

Nair is purposefully allowed to be canceled directly into itself on frame 39. However, if you use a double jump, you can cancel it on frame 17. So, yes, it can always cancel into itself, but it's more than twice as long if you don't have a double jump to burn. It is kind of spammy at 17 frames, but you can only pull that trick once before hitting the ground, and now that I've literally nerfed all of his aerials including that one, I think that's fair.

Feel free to give more feedback. I'm in no rush to put out a new version.
I see. I'll have to test these nerfings with a human opponent. I shall be back this weekend!!

Also, concerning your next project, why don't you start it? I'unno, you might get someone interested in making the Vertex/Model for you during the progress (Sorta like it happened with Pilgrim)


Title: Re: Haloedhero's Projects: New project coming...
Post by: HaloedHero on November 15, 2011, 06:00:41 PM
Thanks! I appreciate the feedback.

As far as my next project, I would, but there are a number of real life factors severely inhibiting the amount of time I can dedicate to hacking. So, for now, I'm sticking with smaller-scale projects. However, if I find myself with enough time, I may do just that.


Title: Re: Haloedhero's Projects: New project coming...
Post by: Albafika on November 15, 2011, 06:14:26 PM
Thanks! I appreciate the feedback.

As far as my next project, I would, but there are a number of real life factors severely inhibiting the amount of time I can dedicate to hacking. So, for now, I'm sticking with smaller-scale projects. However, if I find myself with enough time, I may do just that.
I thought it was only that you were waiting for the model before starting, hence why I suggested that, but I see there's more to it.

Heh, alright, I'll come back with more feedback for Scott later on.


Title: Re: Haloedhero's Projects: Preview of new stuff!
Post by: HaloedHero on November 18, 2011, 11:07:40 PM
Oh, by the way, here's what I AM working on currently. It's not quite a new character, but it's stuff I've wanted to do for a while. I'm making moveset adjustments across the entire cast. This is a teaser of what I'm doing with Ganon and Sonic. (Ganon got a few of Ike's moves, because I have Ike replaced with Cloud.) Sonic will be getting more changes, but this preview shows his brand new, from-scratch Fsmash.

http://www.youtube.com/watch?v=n_ZNiPvUbbA

Don't forget to check out the new, experimental Scott Pilgrim build from a few posts back. Not much has changed, but it has balancing adjustments and needs feedback.


Title: Re: Haloedhero's Projects: Preview of new stuff!
Post by: Enigmatic on November 19, 2011, 01:50:47 AM
Like Sonic's new wait. :vyse:

Still would love to see you do more full characters. Just to see you do a new character would be awesome, even if I don't know them. I know you have real life factors and stuff, but you could do really small pieces here and there.


Title: Re: Haloedhero's Projects: Preview of new stuff!
Post by: Lillith on November 19, 2011, 02:04:37 AM
Looks really nice, can't wait to see what more there'll be~


Title: Re: Haloedhero's Projects: Preview of new stuff!
Post by: DoctorFlux(Mariodk) on November 19, 2011, 07:52:13 AM
got a other idea for Sonic´s homing attack

you know that in Sonic Generations?
he doing random animations then he hits with the homing attack

that will be awesome for Brawl sonic too :D
not always the same animation then hits with homing attack (but still make it same frames long)
just a idea for that Sonic PSA you working on


Title: Re: Haloedhero's Projects: Preview of new stuff!
Post by: Albafika on November 19, 2011, 08:17:19 AM
Oh, by the way, here's what I AM working on currently. It's not quite a new character, but it's stuff I've wanted to do for a while. I'm making moveset adjustments across the entire cast. This is a teaser of what I'm doing with Ganon and Sonic. (Ganon got a few of Ike's moves, because I have Ike replaced with Cloud.) Sonic will be getting more changes, but this preview shows his brand new, from scratch Fsmash.

[url]http://www.youtube.com/watch?v=n_ZNiPvUbbA[/url]

Don't forget to check out the new, experimental Scott Pilgrim build from a few posts back. Not much has changed, but it has balancing adjustments and needs feedback.
Concerning Scott, I play-tested with a friend yesterday, and ... It felt really better, although, I'll probably need to play with it more. If anything, I'll let you know.

As for the video... I'm really liking them both. =D


Title: Re: Haloedhero's Projects: Preview of new stuff!
Post by: HaloedHero on November 19, 2011, 10:44:36 AM
Glad you like the changes to Scott. Do you think I should adjust the Fair animation so that he doesn't keep his foot out as long, now that the hitbox doesn't last as long? More of a general question for everybody.


Title: Re: Haloedhero's Projects: Preview of new stuff!
Post by: Segtendo on November 25, 2011, 09:07:51 PM
(http://i.imgur.com/3itW7.png)(http://i.imgur.com/NoFu9.png)(http://i.imgur.com/2pYfh.png)(http://i.imgur.com/JsIPC.png)(http://i.imgur.com/yVrJs.png)(http://i.imgur.com/rcN6r.png)
I'll just leave these here...


Title: Re: Haloedhero's Projects: Preview of new stuff!
Post by: HaloedHero on December 08, 2011, 11:26:12 AM
http://www.youtube.com/watch?v=3mWEm8_1w0Y

But... why? New project? It is a mystery.


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: SiLeNtDo0m on December 08, 2011, 11:45:17 AM
I know what you did :3  And it makes me smile....as well as others....


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: Albafika on December 08, 2011, 11:49:19 AM
What? Joined PM? ._.


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: Royal_Blade on December 08, 2011, 06:46:13 PM
What? Joined PM? ._.
This?


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: SiLeNtDo0m on December 09, 2011, 12:43:50 PM
Congratz for getting onto the team bro!  I knew you could do it ^^  Everyone is very happy to have you.  Also means I won't have as much of a P:M animation load to carry XD  Anyways, best of luck in all your modding endeavours!


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: Royal_Blade on December 09, 2011, 02:58:34 PM
Wow! That's great news! Congratz!


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: Albafika on December 09, 2011, 04:18:15 PM
I can't really tell wether that's exciting or not. I don't like the idea of moving Brawl back to its 6 years in the past prequel.


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: SiLeNtDo0m on December 09, 2011, 04:35:26 PM
I can't really tell wether that's exciting or not. I don't like the idea of moving Brawl back to its 6 years in the past prequel.


*Sigh* I hate these kind of ignorant comments :srs:  I could rage, but instead let me just direct you to this old topic I made to enlighten you a bit more on what P:M really is:

http://forums.kc-mm.com/index.php?topic=30298.0

P:M >>>>> vBrawl in literally every possible way even in it's current closed alpha state.  It demonstrates much better balance, more moveset creativity, faster paced gameplay, more technical gameplay and a load of other things too.  And this is just the closed alpha.  When it's finished it will be incredible....

And this is coming from someone that prefers Brawl over Melee.  Melee's gameplay engine was just generally better than Brawl's, but Brawl offered a great level of accessibility and content.  The latter for Brawl doesn't change in P:M, but it's basically getting an improved version of Melee's engine.   

So yeah, it's exciting because we're getting another really good animator working for a great codeset that he himself has been following for a good while now.


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: Albafika on December 09, 2011, 04:43:29 PM
*Sigh* I hate these kind of ignorant comments :srs:  I could rage, but instead let me just direct you to this old topic I made to enlighten you a bit more on what P:M really is:

[url]http://forums.kc-mm.com/index.php?topic=30298.0[/url]

P:M >>>>> vBrawl in literally every possible way even in it's current closed alpha state.  It demonstrates much better balance, more moveset creativity, faster paced gameplay, more technical gameplay and a load of other things too.  And this is just the closed alpha.  When it's finished it will be incredible....

And this is coming from someone that prefers Brawl over Melee.  Melee's gameplay engine was just generally better than Brawl's, but Brawl offered a great level of accessibility and content.  The latter for Brawl doesn't change in P:M, but it's basically getting an improved version of Melee's engine.    

So yeah, it's exciting because we're getting another really good animator working for a great codeset that he himself has been following for a good while now.
You raging over this? Wow. Anyways, ignorant? Nah, not really. More like, uninterested. I don't really feel bringing back stuff like wavedashing is really for the good, for instance.

Also, you seem to have had the same opinion I did before joining PM yourself:

Project M: Speaking of such, this is a sort of mixed bag for me.  On one hand, it's fantastic that they're bringing back loads of the mechanics from Melee, as well as giving some really nice new tweaks to the newcomers.  On the other hand, I really dislike how they are recloning characters to back how they were in Melee.  One of the things that Brawl undeniably succeeded in over Melee was decloning characters to make them feel different.  However, for Project M, it's pretty early days.  It hasn't quite had enough development yet to give it a full critique.
I'm entitled to my opinion as you're entitled to your actual opinion until something comes out and really proves to not to be a Melee Clone (And if I recall correctly, I remember this line or soemthing along it on PM's OP:

"Can we call Brawl+ Melee 2.0? No. Can we call this Melee 2.0? Yes, you can."


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: ItalianStallion on December 09, 2011, 04:48:38 PM
No more drama arguing [censored].

:srs:

That [censored] needs to stay in high school, or at Bank of America.

Thanks.


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: SiLeNtDo0m on December 09, 2011, 05:14:54 PM
You raging over this? Wow. Anyways, ignorant? Nah, not really. More like, uninterested. I don't really feel bringing back stuff like wavedashing is really for the good, for instance.

Also, you seem to have had the same opinion I did before joining PM yourself:


Firstly, that was over half a year ago.  The amount that P:M has come along since then is actually insane.  Being a part of the dev team means that I know most of what goes on as regards to it.  Not only that, but I'm consistently watching streams and gameplay vids of P:M too and as a result I'm much more aware of the intricacies of the game.  That comment back then was a rather ignorant call on my part, because I'd mainly seen stuff on the Fox, Falco and other Melee top tiers etc i.e. the only characters that are being replicated very similarly to how they were in Melee (and even then, they aren't totally identical).  The fact of the matter is, even the old characters are either getting new tricks or are just getting better in general.

I'm entitled to my opinion as you're entitled to your actual opinion until something comes out and really proves to not to be a Melee Clone (And if I recall correctly, I remember this line or soemthing along it on PM's OP:

"Can we call Brawl+ Melee 2.0? No. Can we call this Melee 2.0? Yes, you can."


Of course you're entitled to your own opinion.  I'm not expecting you to like it, just to actually understand it properly and stating stuff like "moving Brawl back to its 6 years in the past prequel" doesn't really give that impression.

Also, Melee clone =/= Melee 2.0.  The statement Melee clone implies that they are trying to recreate the game to be exactly like Melee, which is not the case as aforementioned.  Melee 2.0 implies that it's a sequel.  As in it shows progression whilst retaining what was good about the game in the first place.  Think SMG and SMG2.  The engine is pretty much identical but with improvements here and there and new additions.  P:M is a similar case.  Rather than straying far away from what Melee lay gameplay wise (like Brawl did), it sticks to what Melee did right and improves upon it.  For example, Ledge Occupancy is now better in P:M than in Melee (in Melee it was impractically long, but in Brawl it was too short.  In P:M there's a healthy inbetween) and tethers now don't suck ass (see here: http://www.smashmods.com/forum/showthread.php?tid=3199 ) as well as other things here and there.

And don't even get me started on the characters.  I could go on a looooooong tangent on the characters, but instead I'll just say "watch streams and videos in whatever free time you have".  Here are some good users on Youtube to see P:M footage (P:M streams get posted in the Smashboards topic):

http://www.youtube.com/user/GoldenHeartNeko
http://www.youtube.com/user/Gimpyfish62
http://www.youtube.com/user/JCaesar007
http://www.youtube.com/user/ProjectMelee
http://www.youtube.com/user/nonstandardtoaster?feature=watch


Just thinking about it more, this could've all been evaded if you just said "Congrats".  Haloed's been respected for his skills as an animator.  Whether you're excited or not is completely irrelevant.  It would've been nice to at least show support.


No more drama arguing [censored].

:srs:

That [censored] needs to stay in high school, or at Bank of America.

Thanks.


Ah but the fun has only just begun ^-^ Lolwutthehellamitalkingabout@_@


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: ItalianStallion on December 09, 2011, 05:35:25 PM
Ah but the fun has only just begun ^-^ Lolwutthehellamitalkingabout@_@

:>.>:

Carry on, sir! Lmao at the hidden text.


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: Segtendo on December 09, 2011, 07:04:50 PM
*sigh*
Just drop it, you guys. Don't fill up Haloed's thread with this nonsense.


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: Albafika on December 09, 2011, 09:41:01 PM
Just thinking about it more, this could've all been evaded if you just said "Congrats".  Haloed's been respected for his skills as an animator.  Whether you're excited or not is completely irrelevant.  It would've been nice to at least show support.
Oh, I'm pretty sure Haloed is aware of how much I love all of his projects animating and PSA wise, and specially animating. It's a fact the animation's better, but I just feel it's a waste to recreate melee's animations again.

It "could've" been avoided, but I felt like voicing out my opinion, if not, I'd have been lying. And, you wouldn't have given me all this info otherwise. =P

Firstly, that was over half a year ago.  The amount that P:M has come along since then is actually insane.  Being a part of the dev team means that I know most of what goes on as regards to it.  Not only that, but I'm consistently watching streams and gameplay vids of P:M too and as a result I'm much more aware of the intricacies of the game.  That comment back then was a rather ignorant call on my part, because I'd mainly seen stuff on the Fox, Falco and other Melee top tiers etc i.e. the only characters that are being replicated very similarly to how they were in Melee (and even then, they aren't totally identical).  The fact of the matter is, even the old characters are either getting new tricks or are just getting better in general.

Of course you're entitled to your own opinion.  I'm not expecting you to like it, just to actually understand it properly and stating stuff like "moving Brawl back to its 6 years in the past prequel" doesn't really give that impression.

Also, Melee clone =/= Melee 2.0.  The statement Melee clone implies that they are trying to recreate the game to be exactly like Melee, which is not the case as aforementioned.  Melee 2.0 implies that it's a sequel.  As in it shows progression whilst retaining what was good about the game in the first place.  Think SMG and SMG2.  The engine is pretty much identical but with improvements here and there and new additions.  P:M is a similar case.  Rather than straying far away from what Melee lay gameplay wise (like Brawl did), it sticks to what Melee did right and improves upon it.  For example, Ledge Occupancy is now better in P:M than in Melee (in Melee it was impractically long, but in Brawl it was too short.  In P:M there's a healthy inbetween) and tethers now don't suck ass (see here: [url]http://www.smashmods.com/forum/showthread.php?tid=3199[/url] ) as well as other things here and there.

And don't even get me started on the characters.  I could go on a looooooong tangent on the characters, but instead I'll just say "watch streams and videos in whatever free time you have".  Here are some good users on Youtube to see P:M footage (P:M streams get posted in the Smashboards topic):

[url]http://www.youtube.com/user/GoldenHeartNeko[/url]
[url]http://www.youtube.com/user/Gimpyfish62[/url]
[url]http://www.youtube.com/user/JCaesar007[/url]
[url]http://www.youtube.com/user/ProjectMelee[/url]
[url]http://www.youtube.com/user/nonstandardtoaster?feature=watch[/url]
What you're saying makes sense, but then again, what I stated was, again, that I don't feel recreating animations from Melee is worth the time. My post above wasn't entirely aimed to the mechanics (Until you brought it up), it was more towards bringing back Melee's animations.

No more drama arguing [censored].

:srs:

That [censored] needs to stay in high school, or at Bank of America.

Thanks.
*sigh*
Just drop it, you guys. Don't fill up Haloed's thread with this nonsense.
Quit the drama, you two. It's not like we're arguing, and it totally concerns Haloed's projects.


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: _Data_Drain_ on December 09, 2011, 09:50:45 PM
Alright... I want to put my quarter in here...

On one hand, P:M does have it's own good ideas... However, I'd rather see completely new, high quality stuff... Yeah, I know it's not a complete Melee clone, but was it really needed to make Ganon, and Falco animation swaps again? I feel in some ways the changes P:M made were unneeded...

Sure, I'll give it a try when it's done... But that won't change the irks I have with it.


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: SiLeNtDo0m on December 10, 2011, 02:47:52 AM
*sigh*
Just drop it, you guys. Don't fill up Haloed's thread with this nonsense.

Hush you.  We're merely having a civil discussion that has relevance to what's been happening.  Nobody's trollin or hatin.  Just opinion statin and sharing info.

As regards to changing animations back to their Melee incarnations, that I can understand and infact it still kinda bothers me slightly.  However, it's kind of a "if it ain't broke don't fix it" situation.  Falco's one of the characters that is kinda interesting.  It's difficult to give him new moves because it would mess up his state of balance, and considering Falco is one of the characters that sets the bar as regards to how the other characters should be, changing him unfortunately would cause a number of problems.

As for Ganon, well really he's a sort of mix since he was great in Melee.  He's kept a number of his Brawl moves like his F Tilt, D Tilt, Side B and Neutral B (which to be honest were really the main defining aspects of Brawl Ganon anyway).  Since it mixes aspects, Ganon is as a result better and more satisfying to play Ganon.  He can really deal some pain.

Also may I just add that recreating these Melee animations only applies to a minority (the characters that were already good in Melee) and even then, a lot of these characters had (aesthetically) the same moves in Brawl anyway (eg Falcon, Sheik, Jiggs etc).  Re-inventing these characters would take far too long and screw with the overall balance of the game. 

Again, I don't mind if people don't like it, since that kind of thing is inevitable.  Just want y'all to be enlightened ^-^


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: Shadic on December 10, 2011, 03:53:22 AM
Most of the animations that the PMBR needed recreated from Melee have already been done, so we're not "wasting" his time with those animations anyways.

The Falcon taunt that he did was a test of his skill/dedication to get into the PMBR, and is just a cool-looking taunt in general. haloedhero did a great job on it, and I'm sure he'll be a great member of the team.


Title: Re: Haloedhero's Projects: It is a mystery.
Post by: HaloedHero on December 14, 2011, 07:54:32 PM
Wow, for some reason this thread decided to stop sending me updates, so I missed all of that.

To P:M's detractors, you're certainly entitled not to like it, but I didn't join to recreate Melee animations. Frankly, if that's all I was doing, that would be boring. That was just my test, as Shadic said, and when I was asked to do the test, and I actually LOOKED at the Brawl animation, the Brawl one was far from that awesome.

However, I do currently have a Melee animation recreation on my to-do list over there, but I have to say that it's for functional purposes. The move literally can't function as well if I don't tweak the animation to be more similar to Melee. Trust me. The animation from Melee isn't worse visually, but there are gameplay benefits to changing it, so why wouldn't we? Hardly a waste of my time.

The reason I want to get involved in this project is because, to me, Melee just played better. I'd rather Brawl have the amount of content it has, but with Melee's gameplay. The great thing about Melee is that YOU DON'T HAVE TO WAVEDASH IF YOU DON'T WANT TO (and I'm using that as an example about all Melee ATs). You're not required to use any of the advanced techniques to be good at the game. You can play your way with your group of friends, and it can be fun, and you can actually get quite good. Not tournament good, but if you're against ATs, why would you want to play on a tournament level anyway?

OR, you can play on the tournament scene, and you can learn to use the advanced techniques. I'd rather have a game where wavedashing is possible and not use it than a game that plays like slogging through molasses, but has no wavedashing.

But that's all just my opinion, and it really is pointless to argue. I thought Brawl's gameplay was a step backward for the franchise (though I personally couldn't care less about wavedashing and such.) I really just think Melee is more fun casually OR competitively, but I'd like a new game after more than ten years, so P:M is the logical step.

And aside from all that, the movesets of the characters that ARE changing from Melee (which is most of the cast) are awesome, and I'm already having a blast animating them.

Besides, even though I've done some PSA coding that is fairly ingenious (if I do say so myself [or anyone who's seen Scott Pilgrim and understands what it takes on a coding level to make some of the specials work]), I really would rather just animate. PM allows me to do that while having full faith that the coding end will be at the very least up to my standards.

So, yes, I'm on the team, and thank you all for your support. Long story short: Don't hate on P:M. I only hate on Brawl when people attack Melee or P:M, and I'd expect anyone who prefers Brawl to show the same deference. If we all followed that rule, no one would hate on anything, and the world would be a better place.

And this does mean that I will be abandoning my own projects indefinitely, but working on something like this is far more rewarding. So, I apologize to those who like my characters, but this is currently the best use of my talents.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: Albafika on December 14, 2011, 08:03:02 PM
Oh, I'm not hating, I was just missinformed. SDo0m and Shadic pretty much covered it all up and said it wasn't going to be Melee entirely. So yeah, can't wait to see whatever's coming from PM. =P


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: HaloedHero on December 14, 2011, 08:11:53 PM
lol at my massive, useless post. Thanks for the support.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: Volt_Storm_7 on December 14, 2011, 08:29:07 PM
Well, your reply was just a bit of the truth of reality. I'm a competative player of Brawl and almost top in Japan in my character and honestly, most of us in Japan are excited for P:M to be finished. The whole hate on each other is retarted. Different games are different. Melee may be fast, but Brawl also has a speed to it, just died down.  The one thing I desire of P:M is that Charizard. Period. The changes you and P:M have done to him make me want to play it. SO badly. The jist of this is, keep up the good work. Japan's watching you guys for more updates.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: Allav866 on December 15, 2011, 04:15:42 PM
wow. P:M is getting some good attention from other countries (I'm your average American idiot). I wonder how the developers at Nintendo feel...?


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: GabbaGhoul on December 15, 2011, 06:54:31 PM
wow. P:M is getting some good attention from other countries (I'm your average American idiot). I wonder how the developers at Nintendo feel...?
Not surprising.
Though I would assume some other countries know how to hack it themselves.
maybe not.
But nintendo could be contemplating ideas we've implemented hacks
or completely despise us. Couldn't say.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: xZedkiel on December 21, 2011, 01:03:23 PM
Congrats Hero! My friends never played Melee before, and I was shocked cause they're all about Smash Bros. supposedly and they only played Brawl and on a competitive level too. I had lost my Melee (still can't find it ): ) and had Project:M. They played it and loved it more, said it had better gameplay, it was faster, and was just fun in general.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: HaloedHero on December 21, 2011, 01:28:50 PM
That's great! I'm glad they like it. It's really coming along well, and the current version feels awesome. I can't wait until we can let the public give it a try.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: xZedkiel on December 24, 2011, 03:01:39 AM
That's great! I'm glad they like it. It's really coming along well, and the current version feels awesome. I can't wait until we can let the public give it a try.
I can't wait either, I'm highly interested in Lucario especially, and Charizard as well.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: Royal_Blade on December 24, 2011, 07:00:58 AM
I can't wait either, I'm highly interested in Lucario especially, and Charizard as well.
Yes, those two look very interesting.

Also with Ike and his Quick Draw ledge bouncing ability... (I was so surprised when I first saw this in one of Kamikaze's videos with Ike.)

I really like how the project is going so far. I honestly can't wait for the next public release.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: onedan on July 17, 2012, 10:39:27 AM
Hi haloedhero, can you make your cloud strife moveset have SDo0m's Dissidia Cloud wait animation, that would be awesome!


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: HaloedHero on July 17, 2012, 10:50:19 AM
Nope. The differentiating feature between our movesets is that mine ignores Dissidia in favor of FFVII move/animation inspiration. That is why he has his FFVII stance on mine. Sorry.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: AnImAiNe on July 17, 2012, 10:53:35 AM
are planning on making anymore psa's i know no one made that sparkster model that u wanted


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: HaloedHero on July 17, 2012, 10:58:32 AM
I was going to get back into PSAs when Ninka Kiwi was working on a Raziel model from Soul Reaver, but I don't think he's planning to do that import anymore.

In the meantime, Project M development has gotten a lot busier recently, so I really don't know. I'm mostly waiting for a model I'm interested in working with, but there's a very real chance that I won't have time.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: AnImAiNe on July 17, 2012, 11:03:43 AM
what models would interest you? maybe someone will see and decide to possibly make it


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: HaloedHero on July 17, 2012, 03:18:27 PM
If someone managed to do a classic looking Megaman over Kirby (not sure what game would have a good model for this), I'd find it very hard to resist. However, that would also need an entirely rebuilt boneset.

Other than that, Sparkster and Raziel are the only two I can think of who I'd be really into putting in the game. Or the Bubble Bobble dragons over the ice climbers. That'd be pretty awesome.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: SonicBrawler on July 17, 2012, 03:36:24 PM
if I port the model and animatiosn of teh one ove rpit to kirby, would you try that?


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: HaloedHero on July 17, 2012, 04:12:52 PM
If it can be ported so that everything works properly and there are no glitches with item holding? Maybe. It depends on how hats would work with it, though, since the reason I want it over Kirby is to do all of the copy powers.

I'd prefer each hat to maybe change his helmet to a specific color, but that's a pretty big undertaking, especially considering that I personally have no idea how/if that's possible. Besides the fact I'm still not sure I'd have time to do the PSA.

Also, I'd like Kirby's hammer to be Rush in spring mode for upb.

If all that worked perfectly, I might be up for the PSA/animations.


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: SonicBrawler on July 17, 2012, 04:13:39 PM
I would be porting the model and the animations. it would sue kirby's artciles, psa, adn sfx. tho i never treid porting ove rkirby, so not sure how that would work


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: AnImAiNe on July 17, 2012, 04:18:43 PM
i know you want the copy powers but is there any character other than kirby that u might do megaman over and create your own copy moves? i dont mean like kirby's but that you can switch them after doing something specific kind of like the last megaman


Title: Re: Haloedhero's Projects: Finally on the Project: M Team
Post by: HaloedHero on July 17, 2012, 04:54:49 PM
The only way I'd do Megaman is over Kirby for the copy powers.