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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: UMOP on September 01, 2009, 10:48:54 PM



Title: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: UMOP on September 01, 2009, 10:48:54 PM
Go for it!
(http://images4.wikia.nocookie.net/kirby/en/images/e/e6/Fighter.png)
CHAMPION!

INTRODUCTION:
This is what really happens when Kirby swallows Lucario! Sporting a red headband and the total mastery over martial arts and chi attacks, Kirby's fighter ability is one of his most versatile powers. This hack will try to incorporate as many of his attacks as possible, while keeping true to the Kirby series by using only his special button for his new moves. All of his special attacks are getting a complete makeover, the only other things being edited might be his throws.

MOVE DESCRIPTIONS:
The descriptions will become more detailed when I have working versions of the moves. Please note that the kill percents are taken from the middle of Final Destination against a level 3 Pit (the statistically most average-weighted character in the game), for the most part.

NEUTRAL B:
Pressing down the special button lets Kirby start focusing his chi. There are 4 different charging levels you can release it into, and in total there are 7 different attacks this can result in. Releasing it immediately on the ground results in the famous Vulcan Jab. He does 5 punches extremely fast, each doing only 1%. Holding the special button once the Vulcan Jab has started lets the attack continue into a combo, going from Vulcan Jab to a Rising Kick, and finally into a Meteor Punch. The Rising Kick deals 4%, and has set knockback that easily sets up another hit. The Meteor Punch deals 6%, and is slightly less powerful than Diddy's dair. Releasing it immediately in the air results in a quick Whirlwind Kick (see side-b).

If you let Kirby focus his chi for more than 10 frames (a sixth of a second for those who aren't in the know), he'll have gathered enough to shoot a ball of energy. There are 3 different levels of this energy blast: level 1 is from frame 10 to frame 60 (1 second), level 2 is from frame 60 to frame 150 (2.5 seconds) and level 3 is releasing it anytime after frame 150. He can keep charging as long as you want, but it'll never go higher than a level 3 hadouken blast. All of the levels have a range of almost half of FD. The level 1 deals 5% and has no kill power, but decent knockback. The level 2 deals 10%, and kills around 150%. The level 3 deals 20%, and kills at around 65%. If Kirby does a hadouken in the air, it cancels his momentum (this was done to make the attack work correctly in the air, not because that's how it's supposed to be).

Kirby can stop focusing at any time by pressing a shield button, but he does not keep the energy he had built up.

SIDE-B:
Kirby leaps into a Whirlwind Kick, but instead of his traditional Tatsumaki Senpu Kyaku style spin, he opts for a Spinning Bird Kick instead (because I couldn't find a good animation lol). There are 4 kicks to this attack each dealing 5%, and the jump into it has a hitbox for 2%, for a 5 hit combo dealing 22%. The entire move, even the last hit, has set knockback that is just enough to lead into some combos.

There is another part to the side special that I don't think anyone else has done before. If you do the side-b while running, he will instead do a large backflip uppercut fire kick. This move deals 12% and sends the opponent flying straight up, killing at around 100%.

UP-B:
Kirby does what's technically called his Rising Break. What it is actually is his SHORYUKEN! For those who have been deprived their entire lives and don't know what a Shoryuken is, it's basically doing an uppercut while jumping 10 feet in the air with a flaming fist of fury (well, Ken's does anyway, and that's what Kirby's is based off of). The move comes out fast and has super armor for until the hitboxes show up (which is only 5 frames). It then does a 7 multihit combo (again, based off of Ken's) dealing 2% for each of the first 6 hits and 6% on the last one for a total of 18%. It doesn't kill until about 150%, and puts him into his special fall animation. For recovery, it goes up a little shorter than his Final Cutter did, but can autosnap to ledges on the way up.

DOWN B:
On the ground, Kirby does one of the few attacks he can do in the canon Kirby games without a copy ability: His slide kick. This move has deals 8 damage, set knockback, and a 50% tripping chance. If you hit with it, Kirby bounces off the opponent, and has a slight amount of lag.

In the air, Kirby does his diagonal dive kick. This move shoots him downward at an angle, and lasts a long time. There are two hitboxes, one on his body for 7% and one on the kick for 9%. If you hit the opponent, it spikes them at the same angle, and Kirby bounces off. If you hit the ground, Kirby will slide a little bit, but with too much lag to utilize as a pseudo-wavedash.

Neither of these moves can be b-reversaled (not sure why, but heck, let's roll with it).

MOVE PROGRESS:
(Blue - Ready for full release)
(Green - Working draft done, needs beta testing)
(Yellow - action codes work, sub-actions aren't finished)
(Red - No work done yet)

Neutral B:
Charging Animation
Vulcan Jab
Rising Kick
Meteor Punch
Whirlwind Kick
Small Hadouken
Medium Hadouken
Large Hadouken

Side B:
Lunging Whirlwind Kick
Backflip Fire Kick

Down B:
Slide Kick
Dive Kick

Up B:
SHORYUKEN

OTHER STUFF TO DO:
Make the throws a little stronger
Give him a headband ):


DOWNLOADS:
Finally, all the specials have been completed! After this, it's most likely onto the full release. There are quite a few changes in this version in addition to the down-b. They are as follows:

 - The bug in which the charge on the hadouken is reset when you land or fall while charging has been fixed.
 - Hadoukens are now super sexy looking, and have different sounds upon hitting the enemy.
 - Level 1 hadouken has received a nerf in knockback.
 - All levels of hadouken have had a hitbox size change to make them less disjointed.
 - Side b whirlwind kicks have more knockback on the last hit, though it is still set knockback and CAN still lead into combos. Just not as many d:
 - Both side b and neutral b whirlwind kicks have increased damage
 - Backflip Fire Kick has more range, and the bug involved with it has been fixed

Link: http://www.megaupload.com/?d=87VR4CIF

Old Versions:
V0.1.3(complete): http://www.megaupload.com/?d=V7OIWO3Y
V0.1.3(rushed): http://www.megaupload.com/?d=X3G4YAP6
V0.1.2 (only shoryuken and side-b spinning bird kick): http://www.megaupload.com/?d=BHCBV4XP

VIDEOS:
Once again, S.N.E.S.S. supplies me with a vid with quality I could never achieve.
V0.1.4: http://www.youtube.com/watch?v=nPdcZdQDwX0

Old vids:
V0.1.3(Complete): http://www.youtube.com/watch?v=l0ipHBElKdA
V0.1.3(Rushed): http://www.youtube.com/watch?v=NAtpIl2RtG8

HELP NEEDED:
I still need help figuring out how to give Kirby his snake hat. I haven't tried anything yet, but I really want to be able to give him that hat without it changing the actions he uses or for it to be possible to knock it off him. If anyone has done something similar to this, or has a good idea how to do it, please tell me.


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: SnesS on September 01, 2009, 11:07:17 PM
when you finish a V1 kirby, i'll be happy to make a vid of him. this sounds interesting. cant wait to see it. and doesnt snake have a headband? cant u resize it and put it on kirby? (as u can see, i dunno how to make em, only know how to play em :af:)


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: Mr.N on September 01, 2009, 11:37:28 PM
I'm working on a Kirby moveset,too(I'm nearly ready) but release will only be in ten days because tomorrow I'm driving Italy and there I can't really work.
But now to you:
This sounds really interesting. I hope this will be so good as you described it.
I whish you a good progress and be ready when I'm back.


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: kyzon on September 02, 2009, 12:25:12 AM
try the Dash Attack Graphic for that attack in the pic...


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: VILE on September 02, 2009, 02:25:13 AM
Kirbys dash attack is his yoyo headspin attack.


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: kyzon on September 02, 2009, 07:40:25 AM
oh wait.. i'm thinkin of melee kirby (doesnt play kirby)
hmm..  well just try a few diff fire elements attatched to his toe and see what looks best


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: thanyou on September 02, 2009, 06:53:38 PM
Wait a sec, is this a fitkirby.pac file, or a fitkirbylucario.pac file?


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: UMOP on September 02, 2009, 07:34:34 PM
It's a FitKirby.pac file. Sorry if I misled you with that first sentence.

Also, just as an update, I should have a beta version with his entire neutral B soon.


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: xSpartanLazerx on September 02, 2009, 07:39:27 PM
FitKirby.pac.  The fitKirby[character].pacs don't control his move set.  Just the textures for them.


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: STUFF2o on September 02, 2009, 08:21:17 PM
Sweetness! I'm using this.


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: freezinboi280 on September 02, 2009, 08:38:14 PM
This is pretty good so far. I especially like how it looks when you use side+B then up+B right after that =]

Even though it's not a finished moveset, i've already decided to keep using it. I'm looking forward to seeing how the other moves turn out to be.


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: UMOP on September 02, 2009, 09:05:00 PM
Thanks for all the compliments so far, guys. Unfortunately, I'm going to take back what I said, though. I'm having problems looping hitboxes onto the hadouken, so it may be a bit longer than expected for the next beta. Sorry for the delay ):


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: thanyou on September 02, 2009, 09:07:05 PM
Its ok, that only means that the next release'll be more worth the wait =)


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: HyperrCrow on September 03, 2009, 05:49:50 PM
Hey UMOP this looks great so far
And if when youre done with the full version, I can make the video for you
And about the whole hat staying on thing
Theres a code to make it so that Kirby can never loose his ability even when he taunts
Also I got pictures of the moves that are working right so far if you want the link to them for this post,I'd be glad to give em to you


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: thanyou on September 03, 2009, 10:10:03 PM
I've got an idea to make Kirby have his Snake Kirby hat out all the time. Just find what event summons his hat and then edit its neutral B move so the throwing of grenades is replaced by your plans for the Neutral B move, although I don't know how that would work, as I've never even opened Kirby up, but the reason I'm bringing this up is I'm making a Fighter kirby texture from Kirby's Snake Hat, and it'd be cool if I could use that hat + the normal B move. omg long post, sorry @_@

BUT that may be in the FitKirbySnake.pac file, which currently isn't editable through ash, idk what's even in there


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: Seth on September 04, 2009, 04:26:25 PM
hey, this is the best idea ever. I tried it out and it was awesome even if it was only 2 moves. Keep the good stuff coming. i'd like the play him!


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: UMOP on September 04, 2009, 04:38:28 PM
New beta is in the OP, it's kind of rushed, but contains massive amounts of hadouken to make up for it. :3


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: thanyou on September 04, 2009, 05:08:59 PM
Ok *Downloads and plays new version*

--Three hours later--

Yes, the hadouken definitely makes up for everything else :3


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: novajjavon on September 04, 2009, 05:28:51 PM
 :kdance: awsum


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: freezinboi280 on September 04, 2009, 05:50:25 PM
that's a pretty good move. 5%/10%/15% damage lolz. Cant wait to see your next update. Loving this kirby so far! =]


Title: Re: Challenger Approaching: Fighter Kirby!
Post by: SnesS on September 04, 2009, 06:05:51 PM
i got a capture card today! u still want a vid when its done?


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: UMOP on September 04, 2009, 06:08:31 PM
i got a capture card today! u still want a vid when its done?

Yes, please!

By the way guys, I appreciate the compliments, but I also want some feedback. Is there any issues with the moves so far, balancing- or bug-wise? Do the GFX or SFX need tweaking? I am aware of how the neutral b hurricane kick is a little off with the GFX and SFX, but I don't know how to fix it.


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: Kirblord23 on September 04, 2009, 06:13:37 PM
are his moves supposed to be this weak?
they are just pitiful. i have a hard time killing with em.


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: UMOP on September 04, 2009, 06:20:38 PM
are his moves supposed to be this weak?
they are just pitiful. i have a hard time killing with em.

This is the kind of feedback I want.

To answer your question, yes. Fighter Kirby is based off of games like Street Fighter, that normally don't have moves that blast the opponent far away. The moves are designed to either deal damage or lead into a combo for other moves to deal damage with. But, if people really want them to have more power, I'll tweak it a little bit. Personally, I think they're at a pretty balanced power. The shoryuken is almost as useful as Marth's up special for a quick hit out of things, the whirlwind kick sets up combos like nothing else Kirby has, and the hadouken is rather quick for a projectile, and can't be reflected. I guess I could try to increase the kill power of his level 2 and 3 hadouken for the next beta, because I'll admit the charge time is too much for what they do currently.


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: SnesS on September 04, 2009, 06:27:07 PM
i got a capture card today! u still want a vid when its done?

Yes, please!

By the way guys, I appreciate the compliments, but I also want some feedback. Is there any issues with the moves so far, balancing- or bug-wise? Do the GFX or SFX need tweaking? I am aware of how the neutral b hurricane kick is a little off with the GFX and SFX, but I don't know how to fix it.
do u want one of the current version or wait til you think you got a perfect version. (by accident) i already made one of the latest version, showed off all levels of neutralB, sideB, airneutralB, and (mah fav) upB.

when you release any later versions, please do not nerf up and sideB. when used to gether they make the best combo... EVAR


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: thanyou on September 04, 2009, 06:30:22 PM
I second that ^

Also, is there supposed to be a finishing move for his Side B, because it feels like the last attack isn't as damaging, like the normal Dash attack has increased knockback on the last attack, and it feels like that's missing here, but it may be apart of it so you can combo easier


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: Kirblord23 on September 04, 2009, 06:33:40 PM
are his moves supposed to be this weak?
they are just pitiful. i have a hard time killing with em.

This is the kind of feedback I want.

To answer your question, yes. Fighter Kirby is based off of games like Street Fighter, that normally don't have moves that blast the opponent far away. The moves are designed to either deal damage or lead into a combo for other moves to deal damage with. But, if people really want them to have more power, I'll tweak it a little bit. Personally, I think they're at a pretty balanced power. The shoryuken is almost as useful as Marth's up special for a quick hit out of things, the whirlwind kick sets up combos like nothing else Kirby has, and the hadouken is rather quick for a projectile, and can't be reflected. I guess I could try to increase the kill power of his level 2 and 3 hadouken for the next beta, because I'll admit the charge time is too much for what they do currently.

Maybe you could release 1 version for little knockback and combos, and another version for more powerful moves


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: freezinboi280 on September 04, 2009, 06:55:25 PM
I actually put away my wii a while ago, so I cant test it out more. But from what I remember, killing wasnt really an issue. I'll be sure to post here again if I get to testing fighter kirby more. But not all the moves are completed either, so I cant really say how powerful this character is going to be. I do agree though, that you could increase the power for the 2nd and 3rd projectile.


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: UMOP on September 04, 2009, 07:03:39 PM
do u want one of the current version or wait til you think you got a perfect version. (by accident) i already made one of the latest version, showed off all levels of neutralB, sideB, airneutralB, and (mah fav) upB.

when you release any later versions, please do not nerf up and sideB. when used to gether they make the best combo... EVAR

If you've already made the video, go ahead and upload it. I'll put it in the OP, hopefully it'll gather more interest than text alone.

And yes thanyou, comboing out of the move was my plan. Tell me if I should change it, but as it is, comboing this off the side already sets up so much, adding knockback would pretty much guarantee it would be deadly.

By the way, I've made up my mind. I'm definitely going to buff the knockback on the level 2 and 3 hadouken. I'm thinking about having the level 2 kill around 150%, and level 3 around 95%. Any opinions on this?


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: SnesS on September 04, 2009, 07:29:57 PM
do u want one of the current version or wait til you think you got a perfect version. (by accident) i already made one of the latest version, showed off all levels of neutralB, sideB, airneutralB, and (mah fav) upB.

when you release any later versions, please do not nerf up and sideB. when used to gether they make the best combo... EVAR

If you've already made the video, go ahead and upload it. I'll put it in the OP, hopefully it'll gather more interest then text alone.

And yes thanyou, comboing out of the move was my plan. Tell me if I should change it, but as it is, comboing this off the side already sets up so much, adding knockback would pretty much guarantee it would be deadly.

By the way, I've made up my mind. I'm definitely going to buff the knockback on the level 2 and 3 hadouken. I'm thinking about having the level 2 kill around 150%, and level 3 around 95%. Any opinions on this?
the buffs seem fair. kk ill upload the video and specify what moves do what


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: thanyou on September 04, 2009, 09:20:02 PM
do u want one of the current version or wait til you think you got a perfect version. (by accident) i already made one of the latest version, showed off all levels of neutralB, sideB, airneutralB, and (mah fav) upB.

when you release any later versions, please do not nerf up and sideB. when used to gether they make the best combo... EVAR

If you've already made the video, go ahead and upload it. I'll put it in the OP, hopefully it'll gather more interest than text alone.

And yes thanyou, comboing out of the move was my plan. Tell me if I should change it, but as it is, comboing this off the side already sets up so much, adding knockback would pretty much guarantee it would be deadly.

By the way, I've made up my mind. I'm definitely going to buff the knockback on the level 2 and 3 hadouken. I'm thinking about having the level 2 kill around 150%, and level 3 around 95%. Any opinions on this?

Yeah, that'd be great. Right now level 3 Hadouken kills Toon Link at 150+ on the ground =p Buffs would be appreciated


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: thanyou on September 04, 2009, 09:26:22 PM
And I was playing with the Hadouken a little bit and I saw this:

(http://img199.imageshack.us/img199/5882/al0909041844.jpg)

This was taken immediately as the Hadouken hit Mario. Broken Hitbox Much =p ?


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: UMOP on September 04, 2009, 10:16:26 PM
And I was playing with the Hadouken a little bit and I saw this:

([url]http://img199.imageshack.us/img199/5882/al0909041844.jpg[/url])

This was taken immediately as the Hadouken hit Mario. Broken Hitbox Much =p ?


Thanks for pointing that out, I didn't even notice it D:

Alright, I buffed the knockback and decreased the hitboxes on the level 2 and 3 hadouken. They seem almost overpowered now, but silly CPUs don't know how to dodge it, so I don't know how it would actually play out in a real match. I also added the ability to cancel charging by pressing the shield button. Once I get the Vulcan Jab combo finished up, I'll upload the real V0.1.3 with the entire neutral B.


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: thanyou on September 04, 2009, 10:28:23 PM
Cool, I've also got another glitch to report, its when he does the Hadouken in the air, he pauses for a split second before falling again. But you probably already know this.


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: SnesS on September 05, 2009, 03:32:03 AM
Heres the link to the video UMOP
http://www.youtube.com/watch?v=NAtpIl2RtG8
sorry if it seems crappy to you; i kinda recorded this without myself even knowing!!! I was simply having fun!
:af:


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: UMOP on September 05, 2009, 08:23:53 AM
Thanks, I'll put it in the OP right away. And thanyou, I did that because his hadouken travels in a straight line from him, and if he was moving while he did it the hadouken would move with him, which is awkward looking. I wish there was another way to make it work properly in the air, but this is the only solution I could think of.


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: Kirblord23 on September 05, 2009, 08:37:35 AM
just saw the vid. what gfx# did u use for hadouken?


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: UMOP on September 05, 2009, 08:53:32 AM
2B and 11, because they only last a few frames. I looped them so that they are constantly created in a straight line from him each frame, so it looks like one effect that's moving.


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: Kirblord23 on September 05, 2009, 09:12:53 AM
cool. i gotta try that out once i learn how to use PSA @_@


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: Plasmakirby on September 05, 2009, 11:37:53 AM
once you get the chance, make his dash attack use his ^smash animation, and make it look like the dash attack from squeak squad


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: UMOP on September 05, 2009, 12:55:44 PM
once you get the chance, make his dash attack use his ^smash animation, and make it look like the dash attack from squeak squad

That's the attack I had in mind, but I'm going to try a different animation. Uair is my fallback if the one I have in mind doesn't work.


Title: Re: Challenger Approaching: Fighter Kirby! *NOW AVAILABLE IN HADOUKEN FLAVOR*
Post by: nejuer on September 05, 2009, 11:11:33 PM
Care to explain how you get his neutral B to do all that?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new mov
Post by: UMOP on September 06, 2009, 01:18:50 AM
Care to explain how you get his neutral B to do all that?

I will when it's not 3:00 in the morning. d:

Anyway, bumping for the new beta. Check the OP for details.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: metaXzero on September 06, 2009, 02:22:28 AM
I've only played with the Rising Break and Whirlwind kick version, but I'd like to make a suggestion.

Would you be able to add more end lag to the whirlwind kick move in the air? It's kinda spammy as a recovery. Not too much, just enough where he drops a decent distance before he can do anything again.

And for the Hadouken, you plan on using the Lucario-Kirby animation eventually?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: SnesS on September 06, 2009, 09:53:27 AM
need new video? or do you want to wait til you have a beta for all his moves?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: Kirblord23 on September 06, 2009, 11:23:11 AM
the hadouken is bothering me..
can you make it so that the sound it makes when it hits someone is one of the 3:
slash
electricity
aura
because it doing just a normal hit is kinda irritating .
this is just my opinion though


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new mov
Post by: UMOP on September 06, 2009, 11:48:40 AM
I've only played with the Rising Break and Whirlwind kick version, but I'd like to make a suggestion.

Would you be able to add more end lag to the whirlwind kick move in the air? It's kinda spammy as a recovery. Not too much, just enough where he drops a decent distance before he can do anything again.

And for the Hadouken, you plan on using the Lucario-Kirby animation eventually?

You have a point, I'll try to add some more ending lag to it in the air. And I would have used the Lucario animation, but it doesn't work unless you're wearing the Lucario hat.

need new video? or do you want to wait til you have a beta for all his moves?

A new video would be nice. I don't know how long it's going to take me to figure out how to make a move bounce off if it hits, which is necessary for both the moves in his down b.

the hadouken is bothering me..
can you make it so that the sound it makes when it hits someone is one of the 3:
slash
electricity
aura
because it doing just a normal hit is kinda irritating .
this is just my opinion though

That's a reasonable request. I'll change it to the aura sound.

Care to explain how you get his neutral B to do all that?

Alright, here we go. The way I made the neutral B do so much is mostly by changing the action codes. The action for his neutral B, 112, changes the sub-action to his charging stance, and changes the action to 117 when the special button is no longer pressed. In action 117, I use a case block to determine which sub-action to change to, depending on a variable that I put in the charging stance's subaction. At the beginning of the charging stance, I set it to 0, at frame 10 I set it to 1, frame 60 is 2, and frame 150 is 3. Also in action 117 is the line that changes it to action 118 if a bit is set. This bit is set in the sub-action for the Vulcan Jab, when the player is holding down the special button at a certain frame. Action 118 changes the sub-action to the Rising Kick, and does the same kind of check to go to action 119 which changes the sub-action to the Meteor Punch. I think that explains most of it, if you need any more detail just ask.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: SnesS on September 06, 2009, 01:11:49 PM
all right. ill make a video tonite or tomorrow cuz i have 4videos already being uploaded


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: nejuer on September 06, 2009, 02:41:38 PM
Alright, here we go.... block of text that makes no sense to me

omg a bit fuzzy on this whole thing, but I'll look at the moves again and try and understand it better. The whole Hadouken charging thing brought hope to my SCryEd bullet fists for the Alter Form DK I was working on (lololol people please don't steal my idea). Maybe if you can explain it more (only if you want... idk I'll figure out myself if you don't want to)


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: UMOP on September 06, 2009, 02:52:35 PM
Alright, here we go.... block of text that makes no sense to me

omg a bit fuzzy on this whole thing, but I'll look at the moves again and try and understand it better. The whole Hadouken charging thing brought hope to my SCryEd bullet fists for the Alter Form DK I was working on (lololol people please don't steal my idea). Maybe if you can explain it more (only if you want... idk I'll figure out myself if you don't want to)

Well, which part do you need me to explain better? The way it can be charged?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: nejuer on September 06, 2009, 03:02:31 PM
The charging part yeah


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: LavaLatte [.Fade] on September 06, 2009, 03:11:22 PM
Where do you keep the graphics to your hadouken? I'm interested in studying it. =P


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: STUFF2o on September 06, 2009, 05:23:39 PM
That Hadouken is incredible!


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: UMOP on September 06, 2009, 07:54:08 PM
The charging part yeah

Well, first off, do you understand if statements, loops, or switch blocks? And what do you know about variables? These things are very important to getting complicated things to work.

Where do you keep the graphics to your hadouken? I'm interested in studying it. =P

They're in the GFX sections of the sub-actions 1D4 to 1D6. They are set in loops that use variables to create them in a line, the graphics themselves only last a few frames.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: nejuer on September 06, 2009, 08:09:12 PM
Well, first off, do you understand if statements, loops, or switch blocks? And what do you know about variables? These things are very important to getting complicated things to work.

statements - maybe
loops - sort of
switch blocks - no
variables - not a clue

maybe just explain how each line works for his hadouken or something idk


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: milkaholic123 on September 06, 2009, 08:21:22 PM
no pics?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new mov
Post by: UMOP on September 06, 2009, 08:37:07 PM
statements - maybe
loops - sort of
switch blocks - no
variables - not a clue

maybe just explain how each line works for his hadouken or something idk

It wouldn't make any sense to you unless you know what those are. Do you want me to try to explain them to you?

no pics?

Pix tend to scatter the layout of the OP imo, and don't capture the move quite right half the time. I'll try to take some that look good and resize them so they don't make make the post look ugly, but I'm not promising anything. This is why I like videos.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: nejuer on September 06, 2009, 09:00:13 PM
ok, I'll try my best to understand it when you do


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: thanyou on September 06, 2009, 09:17:18 PM
I'm almost certain that you've probably already made a fighter kirby texture out of Kirby's Snake hat, but I went ahead and made one anyway because I was completely impressed by your moveset (That, and it was 2:00 Am and I was bored XD). Download and place in Kirb's folder and make 5 copies of it, renaming them FitKirbySnake00 - 05.pac so it'll work for all of Kirby's textures. And there wasn't much I could do about the eyes, as they'd look weird if I lowered them so the headband wasn't covering them.

(http://img2.imageshack.us/img2/6412/al09090406521.jpg) (http://img2.imageshack.us/img2/4484/al0909040652.jpg)

http://www.mediafire.com/?2ny3qyxflid (http://www.mediafire.com/?2ny3qyxflid)

And if you did already make one, then just disregard this post =p


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: UMOP on September 06, 2009, 09:28:03 PM
No, I've never tried texture hacking. Thanks, this gives me even more motivation to find a way to give him his snake hat.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: Pinutk™ on September 06, 2009, 09:36:15 PM
I like it!!! I wish he could still suck up people...could you still make him do that? Or change his AAA combo to it if you can because Vulcan Jap is a Neutral B move. Sorry I know absouletely NOTHING about PSA.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: thanyou on September 06, 2009, 10:05:54 PM
Thanks =D I'm glad I was able to make something Worthwhile/Useful/Actually good =p


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new mov
Post by: UMOP on September 06, 2009, 10:59:49 PM
I like it!!! I wish he could still suck up people...could you still make him do that? Or change his AAA combo to it if you can because Vulcan Jap is a Neutral B move. Sorry I know absouletely NOTHING about PSA.
Kirby can't inhale a new ability if he's already using one. Also, I can't edit the action code for his AAA jab combo, so I couldn't even if I wanted to.

ok, I'll try my best to understand it when you do

Okay, I'll try to make it simple. Let's start with variables.

Variables are a way of holding information, so you can use them later. There are many different types of variables, each designed to store different things. An integer variable (basic in PSA) only holds whole numbers, like 1, 243, or -6. A float variable is for storing numbers with decimal places, like 2.5, 15839.243, or -0.23. A boolean variable, or bit variable, only has two options: yes or no, true or false, set or not set. There are other types, but PSA doesn't really use them.

Examples of variables in use:

x = 5
x = x - 2
y = x + 5

At this point, x would be equal to 3, and y would be equal to 8.

In addition to what they can hold, which is called the variable's class, there is another property that affects how a variable works called its scope. The scope is how long the variable lasts. In the case of PSA, there are only 3 different scopes, and only two should be used. They are the internal constant (IC), the runtime longterm (LA), and random access (RA). You shouldn't mess with the IC variables, they do important things, and messing those up results in freezing a lot. The difference between the other two is that LA variables keep their value until you change them manually, whereas RA variables reset themselves once they're done being used. Use RA variables when the variable is only used for that move, and if the variable is changed in one move and used in another, use a LA variable. You should also watch out, because some of the variables are already used by the characters, and changing them can mess things up.

Now onto if statements:

An if statement is pretty straight forward. If this, then do that. Sometimes, it'll be like this: If this, then do that, else this instead. The "If" line checks a condition. If it is true, it does the code following it. If it's not, it does the code right after the "Else" statement, if that is there. If there isn't an "Else" statement, it'll jump to the next line after the "End If". If there is an else statement, but the condition is true, it will only do the lines between the "If" and the "Else", then continue after the "End If". Here are some examples.

Example 1:
IF: Ice Cream = Vanilla
Put Chocolate Syrup on Ice Cream
END IF
Eat Ice Cream

In this example, the chocolate syrup will only be used if the ice cream is vanilla. No matter flavor it is, you're going to eat it anyway.

Example 2:
Flip Coin
IF Coin = Heads
You win
ELSE
I win
END IF

In this example, a coin is tossed. If it is heads, you win, otherwise, I win.


Now switch blocks:

Switch blocks are like if statements, but have more answers than just yes or no. The first line is calling the Switch, which is always a variable. After that, for each possible value you want something to happen for, a Case statement is assigned to that value. If you want something to happen if none of your Case statements are met, you assign a Default Case statement. Here's an example:

Roll Die
SWITCH TheSideTheDieLandedOn
CASE 1
Go backward one space
CASE 2
Go forward two spaces
CASE 3
Go forward three spaces
CASE 4
Go backward two spaces
CASE 5
Lose a turn
CASE 6
Go back to home
DEFAULT CASE
Find a 6 sided die, and roll again
END SWITCH


Finally, loops:

There are a few types of loops, and normally the main ones I'd be discussing are While and For loops, but PSA doesn't work quite like that. What I call a For loop it just calls a Loop, and there are no while loops. It also relies heavily on Goto statements, which are normally avoided because they tend to complicate things. Anyway, the Loop function does just what it says: it loops a set of commands. It is normally done to do things more than once, but can also be used to do something until it's finished, which might only take one time to do it, or it might not even need to do the loop a single time. Loops in PSA are called with how many times you want them to run through, and after repeating the code following it that many times, continues on with the code after the Execute Loop command. Sometimes, the loop is set to run an infinite amount of times by setting the number of times to FFFFFFFF. These loops are always broken by a change action, change sub-action, or a goto. If they aren't, then an infinite loop will happen, and either the character will be stuck in an action, or the game will freeze.

Because I mentioned it, I should explain what a Goto is as well. Goto statements change where the code is running from by resetting the current line it's performing to a line somewhere else in the code. If this post was a block of code, you were the computer performing each line, and this line told you to goto the beginning, you'd be caught in a loop reading this whole thing over and over again.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: Pinutk™ on September 06, 2009, 11:12:30 PM
That sucks! I'm going to try the new one tommorrow, I'm to tired right now... >_<


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: thanyou on September 07, 2009, 01:11:35 AM
Thanks a lot for that mini tutorial UMOP, I understand PSA a litle bit more now =)


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: nejuer on September 07, 2009, 01:58:52 AM
Ok, so, tell me if I'm getting on the right track with how Hadouken works...

As long as you are holding B, it will start the whole charging thing to start the move up. So, let’s say that Kirby is on the ground. Sub Routine 345BC would then go to Sub Action 1CE. Holding the B button for 10 frames would make the variable LA-Basic[150] equal 1, 60 frames for 2 and 150 frames for 3.

Releasing B would then make Action 112 go to Action 117. From there, 1 of 4 things can happen which Sub Routine 345BC also seems to handle.

Releasing it immediately will do his Vulcan Jab when the variable LA-Bit[117] is still 0. When you do the Vulcan Jab, it then lets the Rising kick (118) be executed and from there the Meteor Punch (119).

The next 3 are basically the same thing (Hadouken), but what happens will vary depending on how many frames you held the B button before releasing. In the Sub Actions Event List, all 3 levels have the different damage dealt and a few other things are a bit different. Under GFX, levels 1 & 2 change in the size of each graphic. Level 3 has the Hadouken GFX smaller, but there are more of them. As you go up each level, on the SFX, an extra sound is added. Other remains the same for all 3.

Basically, if i copy your code a bit, I can have my 3 levels of Bullet Fists for Alter Form, eQuake DK.

Quick questions here... What do events 02060100, 02080100, 04020100, 04050100 and Bit Variable Set: RA-Bit[16] = true in Sub Routine 345BC do? What does the 2710 in the Switch in Action 117 supposed to be for?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new mov
Post by: UMOP on September 07, 2009, 11:29:23 AM
Ok, so, tell me if I'm getting on the right track with how Hadouken works...

As long as you are holding B, it will start the whole charging thing to start the move up. So, let’s say that Kirby is on the ground. Sub Routine 345BC would then go to Sub Action 1CE. Holding the B button for 10 frames would make the variable LA-Basic[150] equal 1, 60 frames for 2 and 150 frames for 3.

Releasing B would then make Action 112 go to Action 117. From there, 1 of 4 things can happen which Sub Routine 345BC also seems to handle.

Releasing it immediately will do his Vulcan Jab when the variable LA-Bit[117] is still 0. When you do the Vulcan Jab, it then lets the Rising kick (118) be executed and from there the Meteor Punch (119).

The next 3 are basically the same thing (Hadouken), but what happens will vary depending on how many frames you held the B button before releasing. In the Sub Actions Event List, all 3 levels have the different damage dealt and a few other things are a bit different. Under GFX, levels 1 & 2 change in the size of each graphic. Level 3 has the Hadouken GFX smaller, but there are more of them. As you go up each level, on the SFX, an extra sound is added. Other remains the same for all 3.

Basically, if i copy your code a bit, I can have my 3 levels of Bullet Fists for Alter Form, eQuake DK.

Quick questions here... What do events 02060100, 02080100, 04020100, 04050100 and Bit Variable Set: RA-Bit[16] = true in Sub Routine 345BC do? What does the 2710 in the Switch in Action 117 supposed to be for?

You've pretty much got the gist of it. You should be careful before just copying what I did though, because I used 4 different actions to accomplish this, and not many characters have that many actions available for them. Kirby is an exception, he's got so many actions for his neutral B it's not funny. I could probably plan out his entire Squeak Squad ability list using them, but don't get your hopes up about that d:

As for your questions, there are some things about PSA I don't know. That sub-routine was already in Kirby's code, but it is similar to the code in many character's actions. Some of the events are unknown to me, including all those undefined ones you mentioned and the meaning of the value in the switch statement. I do know what RA-Bit(16) is doing, though.

Basically, because it's running in a loop that checks to see which sub-action to use (his air or ground sub-actions) it can't simply call the sub-action, because then it would be calling it over and over, and it would just keep at the beginning of the sub-action. It needs to change it with a pass frame, which means it starts at the frame it left off in the last sub-action it was using. However, it can't call it with a pass frame every time, or the first time it calls the sub-action, it will pass the frame from whatever action it was using before. So, it uses the bit variable to check whether or not to pass the frame. If it isn't set, it calls it normally and sets the bit, and if the bit is set, it calls it with a pass frame.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: SnesS on September 07, 2009, 11:51:41 AM
new video is on the way UMOP. 1hr give or take


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: nejuer on September 07, 2009, 12:27:12 PM
You should be careful before just copying what I did though, because I used 4 different actions to accomplish this, and not many characters have that many actions available for them. Kirby is an exception, he's got so many actions for his neutral B it's not funny.

Is it possible that I can just use sub actions and make sub routines instead of using the extra actions themselves when making something like the Hadouken charge thing and still do the same thing?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: SnesS on September 07, 2009, 01:10:25 PM
here you go UMOP
http://www.youtube.com/watch?v=l0ipHBElKdA
thats the latest version
i made the old one a video response to this one
srry if it looks laggy, but by tomorrow it should play smoothly (it usually takes a day for youtube to finalize the video and make it look nice)


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: thanyou on September 07, 2009, 06:07:42 PM
Another good video, once again, by SNESS


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: UMOP on September 07, 2009, 07:17:51 PM
here you go UMOP
[url]http://www.youtube.com/watch?v=l0ipHBElKdA[/url]
thats the latest version
i made the old one a video response to this one
srry if it looks laggy, but by tomorrow it should play smoothly (it usually takes a day for youtube to finalize the video and make it look nice)


You forgot the Backflip Fire Kick ):

Still a good vid though, I added it to the OP.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: alphabayton on September 07, 2009, 07:19:16 PM
ok at first i didnt think i was going to like this kirby but hes going good and i really like where this is going cant wait for him to be finished


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: SnesS on September 07, 2009, 07:35:43 PM
here you go UMOP
[url]http://www.youtube.com/watch?v=l0ipHBElKdA[/url]
thats the latest version
i made the old one a video response to this one
srry if it looks laggy, but by tomorrow it should play smoothly (it usually takes a day for youtube to finalize the video and make it look nice)


You forgot the Backflip Fire Kick ):

Still a good vid though, I added it to the OP.

srry bout that. i didnt even know that move was in there until i started playing with kirby after i finished. i was all like "AHHHHH MUTHA%^&*i" cuz its a great move to send people upward and prep for a combo. next update tho ill make sure to


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: alphabayton on September 07, 2009, 07:52:39 PM
how close are you to finishing this


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: UMOP on September 07, 2009, 08:02:44 PM
Close, yet so far away. Most of the things I have left I have no idea how to do.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: UMOP on September 08, 2009, 10:58:37 PM
So I went to take some pictures for the OP, and I realized just how ugly the hadouken is. It looked alright from the side, but it's a mess all over the z plane. So I'm fixing it, and decided to just make a v0.1.4 with just touch ups to the old moves, no new ones. It should be ready in a day or so. What you can expect:

 - Better looking hadoukens
 - Edited sounds when the hadouken hits
 - Nerfed side-b recovery
 - Nerfed side-b combo ability (currently, it combos into itself almost infinitely against some chars, and can combo into a grab against anybody, and after play testing with a bunch of people, I have realized it's just too good. I'm going to try to keep the ability to combo to a up-b, though)
 - Greatly buffed range on the Backflip Fire Kick
 - Removal of a few glitches, such as one that allows you to fire kick anytime and the resetting of your charge if you land/fall during the charging stance

Also, I'm thinking about changing how the neutral b works in the air. As it stands, he can aircamp too easily off the side, and in the kirby games he can't shoot a hadouken right away in the air anyway. So, I might make it so he does a whirlwind kick if you press b, but if you keep b pressed down after that is done, you can start charging a hadouken. I'm going to have to buff the neutral b whirlwind kick if I do this, though, and that move has been giving me a headache because of the frame speed changes involved. Any thoughts?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: thanyou on September 09, 2009, 02:01:16 PM
In regards to the NairB, how about you make a new, unique aerial combo when he presses NairB thats different from the Grounded combo, and remove the ability to charge the hadouken in the air completely, and have pressing and releasing the B button rapidly once begin the combo like you have now


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: UMOP on September 10, 2009, 12:25:52 AM
There might be a change of plans, because it seems a way to detect if your hitboxes trigger has been found. I'll be adding his down-b in v0.1.4, and as such I'll need more time, not sure how much, but it's going to take longer then originally planned.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: thanyou on September 10, 2009, 02:19:58 PM
....it seems a way to detect if your hitboxes trigger has been found....

What does that mean?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: LavaLatte [.Fade] on September 10, 2009, 03:22:15 PM
....it seems a way to detect if your hitboxes trigger has been found....

What does that mean?

It's like Ike's Side-B.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: Jack H. on September 10, 2009, 05:55:40 PM
Love it so far.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: thanyou on September 10, 2009, 06:01:01 PM
....it seems a way to detect if your hitboxes trigger has been found....

What does that mean?

It's like Ike's Side-B.

That doesn't help me much =p


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: alphabayton on September 10, 2009, 10:54:45 PM
i just love the Neutral B move keep up the good work


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new mov
Post by: UMOP on September 11, 2009, 11:24:33 AM
....it seems a way to detect if your hitboxes trigger has been found....

What does that mean?

It's like Ike's Side-B.

No, not quite. Ike's side-b activates as soon as you touch an enemy, which is why it goes through stuff like the support beams on Luigi's Mansion, and stops even if the opponent dodged it. This is going to be more like Sonic's neutral B or Toon Link's down air, which bounce off something if it damages it.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: Ryugi on September 11, 2009, 04:29:58 PM
Before I start, let me say that I've used this little guy in a slightly modified build of Brawl+.

I'm not sure if you're trying to make a balanced character here, or just trying to put something new into the mix, but if you're trying to make him balanced, I could offer a few suggestions to that effect.

His Whirlwind Kick is very easily spammable, and can easily carry an opponent across the entire course, doing damage to them as he does.  Don't get me wrong, I LOVE that I can do that, but the people I play against certainly don't.  What I might suggest is attempting to decrease the move's priority, so that is it harder to successfully strike and get them into the combo (assuming you can do this with PSA), and allowing people to more easily hit him out of it.  However, it sounds like you're already aware of this, but hey.   :P

Something else I noticed was that it was very difficult to actually use his Hadouken in serious combat.  Once I knocked someone away, I could try and start charging it to hit them, but after I did so, I couldn't carry the move around for a powerful strike later on.  Most characters that have this kind of ability can charge it, keep it, and unleash it later at a more advantageous time.  I'm not sure if you can do this with Kirby, but if you can, I think he'd benefit greatly from it, and make him more well-rounded.  If its the damage factor you're worried about there, you could always make it a less powerful strike to balance out the ability to carry the attack.

Really, that's all I can think of for the moment.  The combo of his attacks only gets people up to around 30-40% damage.  That's 2 hits with Ike, or virtually any other character, so while it LOOKS like you're owning them hardcore, you really aren't, and I like that.  It makes it fair.

Anyway, I hope that helps you a bit.  Great work!  He's a fun character to play with.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: Naruby on September 11, 2009, 06:56:48 PM
You don't have to rely on the fully charged Hadouken all the time.. you can use the level 1 Hadouken for more serious combat. It's like Ike's Neutral B, except less damage, less charge time, and more range. Keep it like that since it's supposed to act that way.

Here's a secret: In Amazing Mirror, if you have 1 HP left, Fighter Kirby's Hadouken changes into an already fully charged super powered Hadouken! SO... maybe you can (if you can that is..) make him have a level 3 Hadouken ALWAYS when his % is over 100 or 150 or something.. if that's TOO cheap, cut the frames in half so he has a super fast charge on Hadouken for faster level 3s. I think they found an action from Lucario on that % = Power thing.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new mov
Post by: UMOP on September 11, 2009, 07:33:18 PM
Before I start, let me say that I've used this little guy in a slightly modified build of Brawl+.

I'm not sure if you're trying to make a balanced character here, or just trying to put something new into the mix, but if you're trying to make him balanced, I could offer a few suggestions to that effect.

His Whirlwind Kick is very easily spammable, and can easily carry an opponent across the entire course, doing damage to them as he does.  Don't get me wrong, I LOVE that I can do that, but the people I play against certainly don't.  What I might suggest is attempting to decrease the move's priority, so that is it harder to successfully strike and get them into the combo (assuming you can do this with PSA), and allowing people to more easily hit him out of it.  However, it sounds like you're already aware of this, but hey.   :P

Something else I noticed was that it was very difficult to actually use his Hadouken in serious combat.  Once I knocked someone away, I could try and start charging it to hit them, but after I did so, I couldn't carry the move around for a powerful strike later on.  Most characters that have this kind of ability can charge it, keep it, and unleash it later at a more advantageous time.  I'm not sure if you can do this with Kirby, but if you can, I think he'd benefit greatly from it, and make him more well-rounded.  If its the damage factor you're worried about there, you could always make it a less powerful strike to balance out the ability to carry the attack.

Really, that's all I can think of for the moment.  The combo of his attacks only gets people up to around 30-40% damage.  That's 2 hits with Ike, or virtually any other character, so while it LOOKS like you're owning them hardcore, you really aren't, and I like that.  It makes it fair.

Anyway, I hope that helps you a bit.  Great work!  He's a fun character to play with.

Thanks for the extensive feedback, I really appreciate it.

First off, I haven't tried B+ at all, so I wouldn't know if he was broken even if I tested him, because I don't know the level the other characters play at. I am trying to make him balanced, but unfortunately, some things don't become apparent until I play real people. When testing, I figured real people would be able to dodge his side-b better than the cpus did, but it turns out to still be a bit too powerful. It'll be receiving a large nerf in combo ability, but as a compensation, it'll get a damage boost.

As for the hadouken, see Naruby's post, and my response to it below.

And thanks for the compliment, it's always nice to get those (:

You don't have to rely on the fully charged Hadouken all the time.. you can use the level 1 Hadouken for more serious combat. It's like Ike's Neutral B, except less damage, less charge time, and more range. Keep it like that since it's supposed to act that way.

Here's a secret: In Amazing Mirror, if you have 1 HP left, Fighter Kirby's Hadouken changes into an already fully charged super powered Hadouken! SO... maybe you can (if you can that is..) make him have a level 3 Hadouken ALWAYS when his % is over 100 or 150 or something.. if that's TOO cheap, cut the frames in half so he has a super fast charge on Hadouken for faster level 3s. I think they found an action from Lucario on that % = Power thing.

I would think of it more as Link or TL's arrow, but with power instead of range as it charges. Anyway, I know of the low health = instant charge thing, it's in Squeak Squad too, but I don't know how to or if I should include it. As it stands, his level 3 is just too powerful to be used in only 26 frames, no matter the condition.

Also, as an update, I'm almost done. I have the down-b working, I'm just tweaking it until I think it's balanced. I might not be done tonight, but it'll definitely be up tomorrow.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new moves!
Post by: thanyou on September 11, 2009, 07:47:41 PM
Also, as an update, I'm almost done. I have the down-b working, I'm just tweaking it until I think it's balanced. I might not be done tonight, but it'll definitely be up tomorrow.

*Cheers*


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new mov
Post by: Kirblord23 on September 11, 2009, 07:49:03 PM
i see where ur coming from UMOP. trying to keep true to the kirby games. because, naruby, in the kirby games you cant walk around with a full hadouken charge, now can you?
XP im really looking forward to see a nice fighter kirby when you get the down-b done.
oh and also, i think hadouken charge 3 does take a bit long to charge up now. can you shorten it a little?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.3 full version now up! 4 new mov
Post by: SS(BM,BB,F,F2)Guy on September 12, 2009, 06:48:00 AM
yo dude nice kirby so far but an idea hit me you can change the side special animation from the dash attack to kirby's f tilt but only if u can make him do it rapidly oh and u could make his side taunt his down smash if possible (and if u want to)and im not trying to force any of this on u sry for the long reply/suggestions


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 12, 2009, 05:59:05 PM
New version is up in the OP. Get it while it's fresh!


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on September 12, 2009, 06:01:33 PM
*Cheers again*


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 12, 2009, 06:14:23 PM
Wow, I feel dumb. I almost forgot to provide the link, lol. Okay, NOW there's a new version in the OP. (:


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: BassJX (JXXXG) on September 12, 2009, 06:22:18 PM
umop ur fighter kirby is amazing. and it's my favorite ability from kSSU or KSS.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: STUFF2o on September 12, 2009, 06:46:55 PM
:D YESZ 0.1.4!


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Captain N. on September 13, 2009, 05:28:33 PM
UMOP!!! I know that there is a "custom Kirby's special" code! Using this you could force Kirby to have Snakes special and head band then one could just texture hack it to make the head band red and get rid of his 5:00 shadow.


Would this work?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 13, 2009, 05:46:24 PM
Maybe, I'll have to see this code first. And we already have a texture thanks to thanyou, check a few pages back.

I want to try to find a way to give him his headband without having to use an external code. I was planning on searching his codes for the line that creates his hats, and go from there. If I figure out a way to give him his headband, I'm also going to try to use ASH to make a whole set of textures for him based off of thanyou's texture. Granted, this will be my first time using ASH, so it might be a bit of a challenge for me.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Captain N. on September 13, 2009, 07:52:51 PM
Once I find the code I'll post it but your method sounds superior.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Oizen on September 13, 2009, 11:38:34 PM
This is one of the few PSA things I've actually downloaded. For a headband couldn't you edit Kirby's Snake hat and remove the beard?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: LavaLatte [.Fade] on September 14, 2009, 02:57:13 AM
This is one of the few PSA things I've actually downloaded. For a headband couldn't you edit Kirby's Snake hat and remove the beard?

This has been discussed, the only problem is getting the headband w/o having to suck in Snake. =P


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: ItalianStallion on September 14, 2009, 03:08:40 AM
I love this PSA, i played on it for 3 hours straight today lol so by reading im guessing theres no headband kirby texture yet?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 14, 2009, 08:04:52 AM
I love this PSA, i played on it for 3 hours straight today lol so by reading im guessing theres no headband kirby texture yet?

There is, there's just no way to put it onto Fighter Kirby yet. It's my next task for Fighter Kirby, but I haven't really tried lately because I've been busy with other things.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on September 14, 2009, 09:09:07 AM
I'm also going to try to use ASH to make a whole set of textures for him based off of thanyou's texture. Granted, this will be my first time using ASH, so it might be a bit of a challenge for me.

Use Smashbox, it'll make everything easier for you. But if texturing isn't exactly your cup of tea, I wouldn't at all mind making a set of headband kirb's for ya, that and I planned on revamping my old texture because I should've used the angry eyes for many of the eye poses


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 14, 2009, 09:15:19 AM
I'm also going to try to use ASH to make a whole set of textures for him based off of thanyou's texture. Granted, this will be my first time using ASH, so it might be a bit of a challenge for me.

Use Smashbox, it'll make everything easier for you. But if texturing isn't exactly your cup of tea, I wouldn't at all mind making a set of headband kirb's for ya, that and I planned on revamping my old texture because I should've used the angry eyes for many of the eye poses

Alright, I'll use Smashbox. Thanks for the tip. If I can't figure out how to texture, or it bugs me too much, I'll let you take over. I just want to try at least once, you know?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Kirblord23 on September 14, 2009, 01:31:51 PM
oh umop i just remembered. In the kirby games red kirby had a white headband for fighter. do you think you or someone else can make a white headband for snake hat texture to go with the red kirby costume? itll be more authentic dat way :D


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on September 14, 2009, 01:35:26 PM
Alright, I'll use Smashbox. Thanks for the tip. If I can't figure out how to texture, or it bugs me too much, I'll let you take over. I just want to try at least once, you know?

Of course :D


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 14, 2009, 05:46:15 PM
oh umop i just remembered. In the kirby games red kirby had a white headband for fighter. do you think you or someone else can make a white headband for snake hat texture to go with the red kirby costume? itll be more authentic dat way :D

Yes, you can be sure of that. My plan is, using Squeak Squad's spray paints as a base, to have regular, red, green, either sapphire or ocean, shadow, and white as the textures.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on September 14, 2009, 10:45:53 PM
I only have 1 problem with the new move: There should be a slight pause at the beginning of the Bdair, it makes it less easy to spam, plus makes it feel just like Toon Link's Bdair, which I assume is the goal here. But other than that, I'm luvin it <3


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Ayzer on September 15, 2009, 05:33:37 PM
I had an idea to add to your b down "Slide Kick and Dive Kick" Idk if someone already told u this or if u just do not want to do it b/c i have not read through tha pages of this post. but maybe u can put tha B moves affect Like The Wave from his Suedoken (Im pretty sure i spelled it wrong) on Kirbys Kick and maybe make the kick a little stronger.
Its Just an idea. If you dont Like it. I apologize. If u do thats great and it would be a great addition to fighter kirby for your final renovation.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: VILE on September 15, 2009, 06:12:37 PM
Im gonna try to find out how to give kirby snakes hat, ill also make a texture for it.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 15, 2009, 06:26:33 PM
Im gonna try to find out how to give kirby snakes hat, ill also make a texture for it.

I've been trying that for a bit now, with no luck. If you find anything, let me know. We already have a texture by the way, and I was going to try to make a full set if I got the headband working.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Untouch on September 15, 2009, 07:38:32 PM
Chances are the kirby hats are model parts or variables.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 15, 2009, 08:05:27 PM
Well, I've figured out how to make it so Kirby DOESN'T get powers, lol. Now I need to figure out how to do the opposite...


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: kirbys246 on September 15, 2009, 09:52:24 PM
Nevermind :3


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: pokemonfan on September 16, 2009, 03:01:58 PM
how do I get Fighter Kirby! V0.1.4


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: SnesS on September 16, 2009, 04:57:00 PM
want a new vid? if yes then it be done by friday or so


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: pokemonfan on September 16, 2009, 06:31:29 PM
S.N.E.S.S. want is youer youtube Channel


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: ItalianStallion on September 16, 2009, 06:52:09 PM
Yeh S.N.E.S.S it would be great if u could make a video for Fighter Kirby 1.4 so we can see wats been fixed n added visually :happy:


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 16, 2009, 10:06:16 PM
Yes please, I don't think there is a video of 0.1.4 yet.

By the way, I've pretty much hit a dead end trying to give Kirby a headband using PSA. Don't think this means it'll never happen though, it's just going to take a while if it ever does (which I really want it to).


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on September 16, 2009, 10:14:55 PM
Yes please, I don't think there is a video of 0.1.4 yet.

By the way, I've pretty much hit a dead end trying to give Kirby a headband using PSA. Don't think this means it'll never happen though, it's just going to take a while if it ever does (which I really want it to).

Well if you found a way for him to not get the headband, then just add back the commands you took away, one at a time, but I've never opened Kirb up, so I wouldn't know if that's how it works =p


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 17, 2009, 06:53:27 AM
There's a lot of stuff going on that I can't see in PSA. I just found the line that triggers it at the right time. If I trigger it at a different time, it either freezes or does nothing.

EDIT: I'm trying to get someone who understands editing characters beyond what PSA can do to help me. In the meantime, I'm going to try making the textures. Wish me luck. (:


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: ItalianStallion on September 17, 2009, 04:26:29 PM
good luck buddy


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on September 17, 2009, 06:12:25 PM
There's a lot of stuff going on that I can't see in PSA. I just found the line that triggers it at the right time. If I trigger it at a different time, it either freezes or does nothing.

EDIT: I'm trying to get someone who understands editing characters beyond what PSA can do to help me. In the meantime, I'm going to try making the textures. Wish me luck. (:

Luck has been wished


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 17, 2009, 06:37:49 PM
Well, so far it's coming along pretty good. I've gotten green and red done, and the only problem I've seen is with his final smash eyes, but apparently that a problem for a lot of characters. I'll come back to it after I'm done with the rest of the textures, I guess.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on September 17, 2009, 08:21:37 PM
Well, so far it's coming along pretty good. I've gotten green and red done, and the only problem I've seen is with his final smash eyes, but apparently that a problem for a lot of characters. I'll come back to it after I'm done with the rest of the textures, I guess.

Yeah, Kirby's FS eyes stretch =p

AND! On the subject of FS's, might we expect one for Fighter Kirby?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 17, 2009, 09:01:49 PM
Well, so far it's coming along pretty good. I've gotten green and red done, and the only problem I've seen is with his final smash eyes, but apparently that a problem for a lot of characters. I'll come back to it after I'm done with the rest of the textures, I guess.

Yeah, Kirby's FS eyes stretch =p

AND! On the subject of FS's, might we expect one for Fighter Kirby?

Quite possibly. I might need some help for an idea, because I don't really want to fall back on a generic super-sized hadouken for it. That seems a bit cliché. I'm thinking some sort of super combo, but I don't know how I would go about doing that.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: ItalianStallion on September 17, 2009, 10:48:23 PM
the super combo sounds good to me. sort of like the one knuckle joe has, and for it to be finished with the fire shoryuken


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Blue on September 18, 2009, 01:21:18 PM
That sound's awsome, btw can't wait to test out the new version.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on September 18, 2009, 02:31:01 PM
Well, so far it's coming along pretty good. I've gotten green and red done, and the only problem I've seen is with his final smash eyes, but apparently that a problem for a lot of characters. I'll come back to it after I'm done with the rest of the textures, I guess.

Yeah, Kirby's FS eyes stretch =p

AND! On the subject of FS's, might we expect one for Fighter Kirby?

Quite possibly. I might need some help for an idea, because I don't really want to fall back on a generic super-sized hadouken for it. That seems a bit cliché. I'm thinking some sort of super combo, but I don't know how I would go about doing that.

I've got a pretty cool idea:

Fighter Kirby's FS: *Insert witty title that'll make everyone jizz their pants before even reading the description* - Kirby pulls off a super combo using all of his moves (And yes, C. Falcon does approve)

1st attack: Kirby does a flip kick that starts the combo, launching the char. straight up in the air a small distance (About as high as first jump)
  • It works like Ike's FS, if you miss, then the combo doesn't even start
  • Deals 3% damage
  • Has a set knockback
  • Uses USmash animation

Transition: Kirby then follows the characters that were launched up
  • Deals no damage
  • Uses the missed grab animation, just like the Rising Break

2nd attack: Kirby throws a mini hadouken in to the enemy(s)
  • ==OPTIONAL ATTACK== Skip if you want I just thought that a hadouken should be implemented in his FS
  • Deals 5% Damage
  • Uses regular Hadouken animation

3rd attack: Kirby begins beating on the enemy(s) with different attacks at blazing speeds
  • Deals 40% Damage
  • Uses many different animations as he moves around the enemies still in the air at VERY fast speeds. I'm thinking that it should be 20 attacks that deal 2% each

Final Blow: Kirby jumps back from the enemies who are still hovering and charges in the air for a moment,  and then slams back into them with a blazing kick that leads into an explosion, knocking back any enemies near Kirby even if they weren't caught in the FS combo.
  • Is just like Ike's final blow
  • Deals 10-30% Damage (I'm thinking only 10, but it IS the final blow, so I think it should be alot more than 10, but you should be the judge of that)
  • Jumping back uses Grabbed =>Escape animation. Charge uses ________ animation (I can't think of anything that'd look good like that DX) Blazing kick uses the animation you used for the Dive Kick
  • Uses same GFX as the Rising Break
  • Has same knockback as Ike's FS


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: ItalianStallion on September 18, 2009, 02:46:37 PM

I've got a pretty cool idea:

Fighter Kirby's FS: *Insert witty title that'll make everyone jizz their pants before even reading the description*



(http://i37.tinypic.com/2wex4zk.png)


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: SnesS on September 18, 2009, 06:33:19 PM
vid is on the way...  1-2 hrs. 3-4hrs tops


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: SnesS on September 18, 2009, 10:28:07 PM
here u go UMOP
http://www.youtube.com/watch?v=nPdcZdQDwX0


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: ItalianStallion on September 19, 2009, 03:55:16 PM
ooohhh lets check that video out :>.>:

EDIT: dammit im downloading this right now


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Pinutk™ on September 24, 2009, 02:14:28 PM
Would you mind if I took some of the attavks from this and made my own custom PSA outta this? I wasn't going to like release them just take a few of the attacks and add it to regular Kirby like the dive kick.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 24, 2009, 05:06:58 PM
No problem. I have no way of stopping you, and even if I did, there's no benefit from keeping my work to myself. If people can learn from my work, so much the better (:

EDIT: 10th page woot


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Pinutk™ on September 24, 2009, 05:54:20 PM
Cool! Thank you! I don't really know how to use PSA either so I'm kinda experimenting with this. Very nice job on it overall! One of my favorite PSA's =)


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: ItalianStallion on September 25, 2009, 01:23:35 PM
Are you going to change the air down B move? its not even that good or effective and if you miss the target its pretty much suicidal.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on September 25, 2009, 01:27:44 PM
I'll probably tweak it, but I'm not changing it entirely.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: HyperrCrow on September 25, 2009, 01:42:30 PM
Hey UMOP did you know that if you use the Neutral B of your Kirby in water it changes its appearance into a water?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: chaos on September 30, 2009, 08:32:37 PM
SNESS your our hero for providing videos


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: SnesS on September 30, 2009, 08:48:06 PM
SNESS your our hero for providing videos
lol... its the least i can do.



Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: chaos on October 01, 2009, 01:05:15 PM
SNESS your our hero for providing videos
lol... its the least i can do.




xD well most of us can't because we have no moneys to purchase such things like capture cards


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: ItalianStallion on October 01, 2009, 04:53:20 PM
did u give up on the headband?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: SnesS on October 01, 2009, 05:19:36 PM
SNESS your our hero for providing videos
lol... its the least i can do.




xD well most of us can't because we have no moneys to purchase such things like capture cards
actually funny story... capture cards are usually 100 or 200 bucks... but i got mine online for like 50 bucks. and i got lucky cuz i didnt look at teh  discription so i didnt kno if it came with software or if it even worked for a/v cables


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on October 01, 2009, 06:01:01 PM
SNESS your our hero for providing videos
lol... its the least i can do.




xD well most of us can't because we have no moneys to purchase such things like capture cards
actually funny story... capture cards are usually 100 or 200 bucks... but i got mine online for like 50 bucks. and i got lucky cuz i didnt look at teh  discription so i didnt kno if it came with software or if it even worked for a/v cables

I paid $5 for mine, its an old camera I found at a garage sale that doesn't shoot video anymore, but it can still record from a direct feed, and the quality is amazing, probably better than most decently priced capture cards, go to my yt channel to see it in action.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: chaos on October 01, 2009, 06:18:45 PM
SNESS your our hero for providing videos
lol... its the least i can do.




xD well most of us can't because we have no moneys to purchase such things like capture cards
actually funny story... capture cards are usually 100 or 200 bucks... but i got mine online for like 50 bucks. and i got lucky cuz i didnt look at teh  discription so i didnt kno if it came with software or if it even worked for a/v cables

I paid $5 for mine, its an old camera I found at a garage sale that doesn't shoot video anymore, but it can still record from a direct feed, and the quality is amazing, probably better than most decently priced capture cards, go to my yt channel to see it in action.

Lucky bastards xD


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on October 01, 2009, 07:59:42 PM
SNESS your our hero for providing videos
lol... its the least i can do.




xD well most of us can't because we have no moneys to purchase such things like capture cards
actually funny story... capture cards are usually 100 or 200 bucks... but i got mine online for like 50 bucks. and i got lucky cuz i didnt look at teh  discription so i didnt kno if it came with software or if it even worked for a/v cables

I paid $5 for mine, its an old camera I found at a garage sale that doesn't shoot video anymore, but it can still record from a direct feed, and the quality is amazing, probably better than most decently priced capture cards, go to my yt channel to see it in action.

Lucky bastards xD

Yup =)

Anyway, getting back on topic, how's the status on the headband coming along? Have yah discovered anything else interesting in your search?


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: HyperrCrow on October 02, 2009, 04:11:26 PM
I have a capture card too
hehehe
It only cost me $50 at best buy


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: chaos on October 02, 2009, 04:50:46 PM
>.> that would mean I need money


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: HyperrCrow on October 04, 2009, 08:47:57 PM
lol its worth
it almost never breaks


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on October 29, 2009, 02:42:27 PM
I think I may have found a way to give Kirby the headband, but WITHOUT PSA!!!!!

Get Brawlbox and replace Kirby's textures and models with the Fighter Kirby's textures and models and it should work, I haven't tested it tho, I'm at school right now >.>


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Kirblord23 on October 29, 2009, 02:58:03 PM
DANGIT THANYOU I JUST THOUGHT OF THIS .-.
Good job getting to this before me..I was just searching for this thread X)


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on October 29, 2009, 09:15:35 PM
DANGIT THANYOU I JUST THOUGHT OF THIS .-.
Good job getting to this before me..I was just searching for this thread X)

Now if we could just get a sign that hes seen it.......


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Alphatron on October 29, 2009, 09:59:31 PM
Is there are way to lock his A moves, so that pressing the button needed to do normal aerials does nothing?

Also, trophy replacement probably wouldn't work I assume, but try it anyway. The headband will be stiff though.

Man, I've been such a spoil sport lately.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on October 29, 2009, 10:12:28 PM
Is there are way to lock his A moves, so that pressing the button needed to do normal aerials does nothing?

Also, trophy replacement probably wouldn't work I assume, but try it anyway. The headband will be stiff though.

Man, I've been such a spoil sport lately.

No, I meant take Snake Kirby's model and texture I made for it and have it replace a costume for Kirby, so you wouldn't have to use PSA to get the headband to show.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: Alphatron on October 30, 2009, 06:24:17 AM
Ah. Thought you meant the fighter kirby trophy. My bad.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on October 30, 2009, 07:52:55 AM
DANGIT THANYOU I JUST THOUGHT OF THIS .-.
Good job getting to this before me..I was just searching for this thread X)

Now if we could just get a sign that hes seen it.......

...

To be honest, I haven't played Brawl in about a month. My interest is pretty low, but I'll try to get to it sometime this weekend. I was thinking of using BrawlBox to fix some other things, like giving him his Lucario copy ability charging animations instead of item throw animation for his hadouken. Hopefully I can find a better animation for the dive kick, too.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: thanyou on October 30, 2009, 12:04:46 PM
DANGIT THANYOU I JUST THOUGHT OF THIS .-.
Good job getting to this before me..I was just searching for this thread X)

Now if we could just get a sign that hes seen it.......

...

To be honest, I haven't played Brawl in about a month. My interest is pretty low, but I'll try to get to it sometime this weekend. I was thinking of using BrawlBox to fix some other things, like giving him his Lucario copy ability charging animations instead of item throw animation for his hadouken. Hopefully I can find a better animation for the dive kick, too.

I wish you good luck ^^

btw, I have a couple of suggestions for the Dive kick; Me thinks you can use the Side smash Low animation for the grounded Bd and if you can change the angle of the animation, use the Side smash animation again, but angle it slightly.


Title: Re: Challenger Approaching: Fighter Kirby! V0.1.4 up! All specials completed!
Post by: UMOP on January 16, 2010, 01:16:06 PM
I thought I would mention it here, because this is where Fighter Kirby was born. I'm looking for someone to take over this project, because apparently there is still a want for this to be completed and I'm way out of the brawl hacking limelight now. Send an AIM at MrUpsideDownMan if you think you are qualified to finish this, and we'll talk about you being charge. Please be well-versed in PSA and BrawlBox, at least.


Title: Re: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: Blue on January 16, 2010, 02:11:41 PM
Nooooooooooooooo!!!!!!!!!!!!!!! Finish it yourself!


Title: Re: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: guapified on January 24, 2010, 08:42:56 PM
you can use my fighter kirby texture. XD


Title: Re: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: Allbait on January 24, 2010, 08:45:53 PM
I thought it was already finished and the only thing left to do was make the texture o.o


Title: Re: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: thanyou on January 27, 2010, 08:04:42 PM
@ IceKirby and Alses

http://forums.kc-mm.com/index.php?topic=2314.msg22237#msg22237

Way ahead of you guys Xp


Title: Re: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: kazoka122 on April 18, 2010, 08:06:44 PM
um...i was messing with the models and textures to get the headband...but...nohing =/, anyone foudn anything these past months?


Title: Re: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: thanyou on August 09, 2010, 09:03:25 PM
I hate to bump this after so long, but maybe we could find which bone the head band attaches to and add it like the way Mew2k made those Jigglypuff hats.


Title: Re: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: ΔMΆTΣRASU on August 10, 2010, 11:21:22 AM
i can try to vertex ikes Headband over kirbys head :P


Title: Re: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: xxpikalexxx on August 27, 2010, 09:42:08 PM
why not just take the model of the kirbysnake pac thing and slap it onto kirby's model?


Title: Re: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: LavaLatte [.Fade] on August 28, 2010, 05:20:28 AM
why not just take the model of the kirbysnake pac thing and slap it onto kirby's model?

*Slapping* it on is actually rather difficult.


Title: Re: Fighter Kirby: Seeking New Project Manager, See Thread For Application Details
Post by: Allbait on August 28, 2010, 06:17:00 AM
why not just take the model of the kirbysnake pac thing and slap it onto kirby's model?

I tried that once... It didn't work very well...

Isn't there a way to take polygon 0 from kirbysnake and put it over a useless polygon in the normal kirby models? (polygon 0 = headband BTW)