Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Omniscient X on April 11, 2012, 12:32:36 AM



Title: Omni's Thread: Blaziken RELEASED ON THE VAULT
Post by: Omniscient X on April 11, 2012, 12:32:36 AM
Blaziken

Download Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=212400 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=212400)

(http://i1232.photobucket.com/albums/ff369/Omniscient_X/Ares_Banner_zpsb7ff23e9.png)
Enter the Battlefield of the Gods

(http://images.wikia.com/godofwar/images/7/78/Gowa-ares.jpg)
Ares, God of War
DL Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32316 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32316)

Video: some moves were not used (ie Neutral Special alternative Fireball, Phoenix Blitz dash attack, etc.)
SSBB Hacks: Ares Moveset V0.75. (http://www.youtube.com/watch?v=hMhuspHZbBY#)

Big thanks to MarioStar+ for making the moveset video!

Stats:

Size: 8/10
He’s the same size as Ganondorf.

Weight: 6/10
Ares’ has Olympian anatomy and thus has a degree of superhuman density in his bones and muscles making him heavier than the average human, however in order to boost his agility in battle Ares made himself considerably lighter than he should be resulting in a weight slightly less than Mario.

Walk: 4/10
Ares is in no hurry.

Run: 6/10
Ares doesn’t run very fast, although keep in mind he can fly.

Power: 9/10
The God of War is a powerhouse his arsenal includes vast pyrokinetic powers, god level strength, instantaneous weapon generation and a variety of other abilities.

Attack Speed: 6/10
Ares’ attacks have ruthless amounts of power, but only decent attack speed.  This allows opponents time to anticipate and react to Ares’ attacks, although it should be noted that his attacks have above average startup speed and it’s the ending lag suffered from a majority of attacks that drags this stat down.

Range: 6/10
Ares’ range is only expanded by his Fireballs and Fire Blasts, but aside from those he is a purely close combat character.

Priority: 7/10
Ares’ habit of infusing his attacks with flame energy significantly boosts the damage of his moves, and as a result he wields considerable priority on the battlefield.

1st Jump: 4/10
A below average first jump.

2nd Jump: 6/10
A standard aerial jump.

Recovery: 7/10
Once Ares’ flight capabilities have been mastered he has a reliable recovery ability.

Fall Speed: 6/10
Above average fall speed.

Air Speed: 4/10
Ares’ is somewhat hindered in the air and his moves offer him far greater effectiveness on the ground.

Crouch: 3/10
Essentially useless, can’t duck projectiles.

Hover: No

Crawl: No

Wall Jump: No

Glide: No

Additional Attributes:

Forward/Backward Rolls: Ares, being the God of War, is essentially all offense and nearly no defense, so what he gains in attack power he loses in defensive capabilities.  The result is that his “rolls” no longer offer intangibility so he stays solid throughout the entire animation meaning he can’t pass through attacks or hitboxes.  The rolls have been altered though; in that they are now faster “slide dodges” which means Ares’ has to physically move out of the way of the hitbox/projectile.  Hopefully this will be a unique gameplay mechanic that players will thoroughly enjoy.

Moveset:

Specials:

Neutral Special: Pyrokinesis, Ares has several uses for his ability to control the power of fire:
Grounded:
-Fireball, if the A-Button is pressed Ares will charge a large fireball in his palm and then throw it with considerable force, the range of the attack is about 4 stage builder blocks in length.  If the fireball hits anything it will explode in a large blast dealing only 7% fire damage but powerful forward knockback.
-Fire Blast, if nothing is pressed Ares will gather fire in his hands before unleashing a stream of fire that covers a 4 stage builder block range dealing 1% fire damage every frame spent in the stream with a maximum of 17% and medium forward knockback.  The attack suffers from considerable ending lag though.
Aerial:
-Fire Blast, Ares’ only option in the air, where he floats for a second and unleashes a blast of fire that covers the same area as the grounded version and also deals 5% fire damage and medium-strong knockback.

Side Special: Inferno Fist/Phoenix Assault, after significant windup Ares coats his fist in searing flames and punches the opponent dealing 14% fire damage and strong forward knockback.  This move has startup lag but has the benefit of one being one of Ares’ more powerful moves that does not suffer from punishable ending lag.  In the air Ares unleashes jets of flame from both his fists, propelling him forward while he’s enveloped in flames; the flame jets deal 7% fire damage and weak backward knockback while his body deals 10% fire damage and medium forward knockback.

Up Special: Flight, Ares possesses the ability to fly, albeit at a supersonic speed, which makes controlling the flight trajectory quite difficult.  Ares can stay aloft for a total of 2 seconds at a time, and precision with this ability is the key to mastering Ares but is difficult to do.

Down Special: Hells’ Gate, Ares opens a portal to a fiery dimension, directly in front of him, which unleashes several chains which bind enemies caught in their path and drag them close to the portal.  The portal negates all projectiles and deals

Standard Attacks:

Neutral Combo: Fatal Wound, Ares quickly jabs the opponent with his sword, which has considerable range, dealing 7% slash damage and weak forward knockback.

Upward Tilt: Wildfire Uppercut, Ares ignites his fist in a sphere of fire and delivers a powerful uppercut that deals 9% fire damage and medium upward knockback.

Forward Tilt: Same as Ganondorf’s (Spartan Kick)

Downward Tilt: Same as Ganondorf’s (Lowered Kick)

Dash Attack: Phoenix Blitz, a slower and less powerful version of Ares’ Aerial Side-Special, he unleashes jets of flame to propel him forward while he’s cloaked in flame.  Similar to its predecessor the jets deal 7% fire damage and weak forward knockback and his body deals 10% fire damage and medium set knockback.  Excellent attack for stopping projectiles and other attacks cold and then can be followed up with a neutral combo.

Throws:

Aerial Attacks:

Neutral Aerial: Same as Ganondorf’s (may change).

Forward Aerial: Warlord Strike, Ares imbues his fist with flames before performing a powerful haymaker swing, where his flame-engulfed fist deals 9% fire damage and hefty forward knockback.

Backward Aerial: Back Slam, Ares punches behind him dealing 8% regular damage and strong backward knockback.

Upward Aerial: Flip Kick, Ares backflips and performs two kicks that deal 7% regular damage and medium upward knockback.

Downward Aerial: Destructive Descent, Ares plummets towards the ground at an incredible speed and meteor smashes anyone in his way with 5% regular damage.  Upon slamming into the ground the force of Ares’ fall releases a shockwave of air extending in a radius of 2 stage builder blocks that deals no damage but knocks everyone off their feet and away with decent knockback.

Smash Attacks:

Upward Smash: Meteor Slam, Ares quickly gathers his strength and leaps into the heavens before coming crashing back down to the ground releasing a shockwave of fiery energy that spreads about 2.5 stage builder blocks in every direction.  The shockwave deals 17% fire damage and deals strong forward/backward knockback as it knocks enemies away from Ares, while the War God himself deals 10% fire damage and a meteor smash on his descent.  This attack in unique in that, while you are in the air, you can move in either direction at a formidable speed allowing you to leap and land on enemies. Despite the advantageous aspects of the attack the downfall is that Ares is incredibly vulnerable after he lands leaving the enemies free to assault him.

Side Smash: Wildfire Slash, Ares draws his sword and envelopes it in flames before performing a vicious slash with it.  Good range and power the sword deals 19% fire damage and powerful forward knockback.

Downward Smash: Terra Destruction, Ares punches the ground with his fist after a short startup, his incredible strength shattering the material beneath him and uprooting volcanic rock in a shockwave that expands for 3 stage builder blocks in front of him.  The shockwave of earth deals 15% regular damage and strong forward and slightly upward knockback, however the attack can only hit grounded opponents.

Taunts:

Up Taunt: N/A

Side Taunt: N/A


Down Taunt: God Mode Activation, when Ares is past 120% he has access to his “god mode” where his regular attacks are augmented and become powerful elemental attacks.  These enhancements occur to:

-Up-Tilt: Flare Burst, Ares charges fire in his hand and unleashes a quick blast of flame above his head dealing 12% fire damage and strong upward knockback.
-Side-Tilt: Pyro Onslaught, Ares leaps forward and slams his fist into the ground, unleashing an explosion upon contact with the earth.  The haymaker in the air does 6% fire damage and strong forward knockback and the explosion does 10% fire damage and powerful forward knockback.
-Down-Tilt: Fire Wave, Ares quickly stomps the ground creating an instantaneous wave of fire that deals 5% fire damage and medium forward/backward knockback depending on the opponent’s current position with respect to Ares.

Down-Smash: Obliterate, Ares smashes his fist into the ground with his incredible strength causing massive shards of earth to protrude which deal 21% regular damage and powerful forward or backward knockback depending on which side of Ares the enemy is on but it always knocks them away from Ares.  Lots of ending lag on this one, you can think of it as Terra Destruction's (the normal down smash) big brother and it is a great move with high KO potential.

Final Smash: Fallen Army, Ares summons an army of dead Spartan soldiers who rush out in front of him hitting anything in their way and dealing 20% slash damage and strong forward knockback per hit!  The attack lasts a total of around 10 seconds, and is capable of dishing out considerable damage.

(http://i1232.photobucket.com/albums/ff369/Omniscient_X/Zeus_Banner_zpsaa384110.png)
Enter Mount Olympus

(http://images.wikia.com/godofwar/images/b/b2/Zeus_render.png)
Zeus, God of the Sky PSA
Download Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Type=%Character%#ByUserID=9710&Moderated=All&Moderated=All (http://forums.kc-mm.com/Gallery/BrawlView.php?Type=%Character%#ByUserID=9710&Moderated=All&Moderated=All)

Stats:

Size: 8/10
He’s roughly the same size as Ganondorf.
Weight: 7/10
Zeus possesses Olympian anatomy and thus has a degree of superhuman density in his bones and muscles making him heavier than the average human, once again comparable to Ganondorf.
Walk: 4/10
Zeus’s walk is rather slow.
Run: 6/10
The God of the Sky neglects to use his superhuman speed as locomotion and only uses his regular speed which is only slightly faster than that of Ganondorf’s dash speed.
Power: 9/10
Zeus as King of the Gods has immense power, being capable of electrokinesis meaning he can generate and control electricity and lightning, he also possesses enormous strength being able to shatter stone with his punches and kill other gods with single blows.  This strength is on par with some of Brawl’s bosses like Galleom and Zeus can further augment his physical prowess with electrical stimulation making the attacks faster and more powerful.
Attack Speed: 7/10
Zeus incorporates his superhuman speed into his attacks, making rushes and dash moves very fast, while his punch and melee speed are nothing too fancy.  His lightning based attacks are faster than normal ones and the projectile or bolt powers are fairly quick in covering distance.
Range: 6/10
Zeus’s power encompasses a wide range but only with a certain amount of attacks, usually lightning based, while the rest of his moves a purely physical.
Priority: 8/10
Zeus has tremendous priority in a large majority of his attacks as a factor of his vast strength and lightning based abilities.  His lightning-augmented physical moves possess far more priority than they’re normal counterparts.
1st Jump: 6/10
An above average first jump.
2nd Jump: 5/10
A standard aerial jump.
Recovery: 7/10
Zeus’s recovery simply depends on how much damage he’s taken, but for the most part it’s pretty decent.
Fall Speed: 8/10
Pretty fast fall speed, and then again he is a heavy character.
Air Speed: 7/10
Zeus is the God of the Sky, after all, and therefore possesses great aerial control as a result.
Crouch: 3/10
Sub-Par pretty much useless, can’t duck projectiles.
Hover: No
Crawl: No
Wall Jump: Yes
Glide: No

Factors:

Fatigue of Olympus: Zeus starts the battle off, and each stock, at full power being able to use all his abilities to the fullest and deal out great damage and knockback, as well as being quiet durable and hard to kill.  However, as the King of the Gods takes damage he slowly loses power at around 25% damage it starts to become noticeable and some of his attacks weaken in power output by a couple percent in damage and about 5% in knockback decay but it isn’t until 50% where his durability takes a huge hit going from the knockback resistance of Ganondorf to that of Mario and at 100% he’s equivalent to Toon Link, at 150% his knockback resistance in extremely low even less so than Toon Link, making him quiet simple to kill.  His physical strength drops at a slower rate but it makes him a much easier opponent to fight as he takes damage.  Also his ability to use Flight is directly proportional to his damage and at 100% he can no longer use it at all.
Moveset:

Specials:

Neutral Special: Lightning Blast, Zeus will charge lightning in his hands for 2 seconds the first time the attack is used, then he will stop.  Now the next time the attack is used he will discharge a number of lightning bolts from his hands that cover an area of about 3 stage builder blocks in front of him dealing 12% electrical damage and high forward knockback.  In the air Zeus will hover while performing the attack, but it cannot be charged in the air, and if you haven’t charged it yet then Zeus will do nothing.  

Note: There are old pictures up on the thread I'll upload new ones once the move is complete and polished off.

Side Special: Thunder Rush, Zeus rushes forward in a blur as he moves so fast he breaks the sound barrier releasing miniature sonic booms as he dashes forward a distance of 4 stage builder blocks and then releases a larger sonic boom at the end of the rush.  The sonic booms deal no damage but the smaller ones drag anyone caught in the dash with Zeus until the end when the larger one flings them away with strong forward knockback.
Grounded Version:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120906_2330binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_0126binout.jpg)
Aerial Version:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120906_2337binout.jpg)

Up Special: Flight, Zeus can freely fly through the air for a certain amount of time and can either cancel the attack with X or Y, touch the ground and land, or cancel into his D-Air with the A button.  If his flight is canceled either purposely or by an enemy attack the timer will pause and Zeus can still go back into Flight, although only for as long as the time was that remained.  The time for Flight is dependent on Zeus’s damage:
-At 0%-25% Zeus can fly for 10 seconds
-At 25%-50% Zeus can fly for approximately 7 seconds
-At 50%-75% Zeus can fly for around 4 seconds
-At 75%-100% Zeus can fly for only 2 seconds
-At 100%+ Zeus cannot access Flight

Down Special: Godly Power, Zeus can use variety of abilities from his down special depending on the button pressed in combination.
-Thunder Quake, if nothing else is pressed on the ground Zeus will imbue his fists with electrical energy and pound the ground which creates a centralized earthquake that reaches about 2 stage builder blocks on each side of Zeus.  The quake will inflict 9% regular damage and medium upward knockback to any player touching the ground, but they must be on the ground, aerial opponents are immune to the quake.

-Kinetic Explosion, the only aerial move of Zeus’s Godly Powers, has Zeus briefly charge up electricity before releasing a large electromagnetic, spherical blast that does no damage but flings away enemies in the opposite direction with great knockback, although it is set knockback.

-Whirlwind Pulse, if the X or Y-buttons are pressed on the ground in conjunction with the D-Special, Zeus will project a swirling tornado from his outstretched palm, which deals no damage, that sucks opponents in that are farther away and pulls them into the base where they are flung away with strong, but set, forward knockback.

-Electric Judgment, if the A-Button is pressed, Zeus will call down a barrage of lightning that starts right next to him and moves forward for about 2 stage builder blocks before dissipating.  The lightning deals 7% electrical damage and medium forward knockback, but its real ability is in its transcendent priority which negates projectiles.

-Godly Might, if the L or R-Buttons are pressed Zeus will outstretch his arm and unleash a short range blast of blue telekinetic energy, covering about ½ a stage builder block in front of him, that does no damage but has tremendous forward knockback.  This move is far stronger than kinetic explosion, its knockback is not set, however Zeus can only use this move after he hits 100% as he becomes rather desperate and uses more of his power.

Standard Attacks:

Neutral Combo: Jolt Strike, same as Ganondorf’s but with 5% electrical damage and weak forward knockback, as an added bonus it can combo into any other tilt should it connect.

Upward Tilt: Olympian Uppercut, Zeus electrifies his fist and executes a rather fast uppercut where his fist deals 7% electrical damage and medium upward KB.
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_01243binout.jpg)

Forward Tilt: God Crusher, Zeus throws a ferocious punch, with some startup lag, that breaks the sound barrier and deals 9% regular damage and straight forward knockback that sends the opponent flying head over heels.  This is one of Zeus’s most straightforward super-strength moves, which clearly deals powerful knockback, though the punch is difficult to land due to the startup lag.  This punch actually is fairly quick but only Zeus’s fist has the hitbox and although that may sound like it doesn’t make a difference, the small hitbox makes it very difficult to connect with.
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_01242binout.jpg)

Downward Tilt: Lowered Kick, Zeus kicks from a crouched position dealing 5% regular damage and tripping opponents with weak forward knockback, not that strong but it knocks opponents down.

Dash Attack: Lightning Thrust, Zeus takes out his Master Bolt, activates it, and electrifies the dual bladed weapon before lunging into a sliding stab.  The blades of the Master Bolt do 8% electrical damage and medium forward knockback.  Note that both blades can do damage although getting hit by the back one causes backward knockback.
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_0115binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_0127binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_0127binout.jpg)
Throws:

Note: Grabs and Throws remain the same, but all throws have increased knockback to compensate for Zeus’s godlike physical strength.

Aerial Attacks:

Neutral Aerial: Same as Ganondorf’s (may change).

Forward Aerial: Lightning Arc, Zeus charges his fist full of lightning and energy and swings it in an arc dealing 17% electrical damage and strong forward and downward KB (at a negative 45 degree angle).  If Zeus hits the ground during this attack his fist slams into the surface releasing an electrical shockwave that deals 7% electrical damage and briefly stuns enemies in the surrounding area.
Landing:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_01252binout.jpg)

Backward Aerial: Fist of Kronos, Zeus charges his fist with lightning before slamming it behind him dealing powerful backward knockback and 12% electrical damage.
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_01251binout.jpg)

Upward Aerial: Flip Kick, Zeus backflips and performs two kicks that deal 7% regular damage and medium upward knockback.

Downward Aerial: Crashing Sky, Zeus hurtles toward the ground at a terrifying pace, meteor smashing anyone in his way with high straight down knockback and 9% regular damage. When he reaches the ground he slams into the earth throwing up rocks while sending out a shockwave that knocks opponents down and away from Zeus with 13% regular damage and medium-high forward/backward knockback depending on which side of Zeus they’re on.  It takes Zeus a little while to remove himself from the ground because he hit it so hard.

Comes down fast:

Hits the ground harder:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_0125binout.jpg)

Smash Attacks:

Upward Smash: Ionic Vortex, Zeus unsheathes his Master Bolt before plunging it into the earth which causes a tornado to erupt from the earth, reaching about 3-4 stage builder blocks into the air.  The vortex pulls enemies toward it at the base, while the mid section and center of the base send opponents skyward with tremendous force.  However, the very top of the swirling mass of wind simply keeps enemies and items entrapped within it; this is useful for catching attacking enemies off guard or stopping/redirecting thrown items.
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120904_17381binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_0124binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_01241binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_0137binout.jpg)

Side Smash: Bolt Slash, Zeus takes out his Master Bolt and activates it, sending electricity coursing off of it and uses it to slash in front of him, with a brief blast of lightning accompanying the blades.  The blades of the Master Bolt do 19% electrical damage coupled with high forward knockback, while the wave covers only a short distance of one stage builder block and does 9% electrical damage and stuns enemies.

Downward Smash: Wrath of Atlas, Zeus bends down and rips up a section of earth, lifts it above his head and then heaves forward a couple stage builder blocks.  While Zeus is ripping up the ground there’s a dust blast as he removes the slab of earth that knocks opponents down and deals 9% regular damage, the slab itself deals no damage until it is thrown.  At which point it will deal moderate forward knockback and 26% regular damage if an opponent is hit by it in the air.  If the enemy is hit by it as it contacts the ground again it will inflict 15% damage and cause the enemy to be stuck in the ground.

Rips it up:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120822_1828binout.jpg)
Throws it:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120822_18281binout.jpg)
Its got some range:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120907_01271binout.jpg)

Taunts:

Up Taunt: To be determined

Side Taunt: To be determined

Down Taunt: The Master Bolt, Zeus takes out his Master Bolt and activates it causing large bolts of lightning to course along its length; he sheathes it after about 2 seconds.  The blades of the Master Bolt inflict 12% electrical damage and high forward/backward knockback depending on which way the opponent runs into the weapon from.

Final Smash: Zeus’s Fury

Zeus draws an immense amount of lightning down from the heavens into his open palm, the lightning from the sky deals 15% electrical damage and medium forward knockback.  The God of the Sky then forms an immense Thunderbolt out of the coursing streams of energy which he then hurls across the stage, it has infinite horizontal range, and if it hits an enemy it explodes in a violent electrical explosion dealing 45% electrical damage and immense forward, usually one-hit knockout level, knockback to the opponent.
-Omni


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Kagemaru on April 11, 2012, 03:05:53 AM
Well I started a Electivire over DK...

Kinda dropped/put it aside to peruse other things... if you wanna consider doing him, I could give you the materials.

As for your poll... I can't say any of those choices suit my personal tastes... but if I had to choose, I'd say Feraligator... he was my favorite starter for his generation.


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Carnage on April 11, 2012, 04:27:04 AM
is there any dragonite/feraligator models in the vault? i dont think so  but maybe i missed them?

i voted venosaur ivysaur sure would like a fun moveset and theres is a vertex with the venusaur evo pack so the moveset would fit all 3 bulba evolutions :P


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Master Penis on April 11, 2012, 05:15:24 AM
I voted Dragonite because he is a sexy beast, but if you decide to do Tyranitar, I wouldn't mind.

Also, have you decided to continue work on your Sasuke PSA?


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: DSX8 on April 11, 2012, 05:46:48 AM
hmm i vote for Tyranitar cause he's a total beast and wouldnt mind having in mah brawlz!


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Omniscient X on April 11, 2012, 01:45:45 PM
I'm really liking Dragonite, got alot of options there and it would be really cool to do but there's also plenty of creative ideas I could do with the others!!

@Master Phoenix yes I'm still developing a perfect Susanoo over Sasuke and looking to make it functional quiet soon but it still needs alot of work :/

Also I'd like to hear any moves/attacks/abilities you guys think the respective moveset(s) for the Pokemon should have if they win!!
-Omni


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Master Penis on April 11, 2012, 02:07:10 PM
I think that Dragonite should have "multiscale" as an ability. So that when he is at 0% damage, all attacks do less to him. then one of his taunts could be Dragon Dance which increase attack and speed. For his Forward Smash, Dragon Claw would be epic. His Final Smash could be Outrage/Draco Meteor.


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Solar99 on April 11, 2012, 02:35:35 PM
I voted for Feraligatr. It'll be nice if Bowser would get a PSA.


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Carnage on April 11, 2012, 03:11:10 PM
why doesnt anybody tell me? is there a dragonite model over anyone that i missed? same for feraligator?


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Solar99 on April 11, 2012, 03:13:50 PM
why doesnt anybody tell me? is there a dragonite model over anyone that i missed? same for feraligator?
No but the models are on Model Resource.


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Carnage on April 11, 2012, 03:16:40 PM
so evryone thinks Omniscient X will also rigg the models? if thats so then dragonite would be fun but venasaur could use a fun moveset :P


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: RasenganKameha on April 11, 2012, 03:27:03 PM
these ideas are cool, but aren't you gonna finish up your Madara Uchiha PSA over
Link and your Sasuke PSA and release them?

i remember you working on them on another brawl website that people don't go
on at all, anyways are they close to being done?


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Master Penis on April 11, 2012, 04:59:50 PM
It'd be cool to atleast have a beta of what you've got so far ;)

On topic though, when will the poll end, cause I can't wait to see a Dragonite PSA :P


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Omniscient X on April 11, 2012, 10:47:15 PM
I'll end the poll in a couple days I've been drafting a couple movesets and hopefully I'll find somebody to rig the models for me!

I don't give out betas.
-Omni


Title: Re: Return to Brawl Hacking-Feeling a Pokemon PSA...
Post by: Omniscient X on April 15, 2012, 02:20:41 PM
Alright Dragonite is locked in as the winner!!  Start making suggestions as to what you want to see in the moveset/abilities and I'm starting planning the moveset and gathering necessary GFX also a side note I'm going to need somebody to rig him up over Lucario if they would be so kind and anybody who's good with SFX would be greatly appreciated...
-Omni


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Master Penis on April 15, 2012, 02:30:54 PM
Yes, I am glad to see Dragonite won. As for moveset ideas, it would be really cool if you could give him Dragon Dance as a taunt :P


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Gamma Ridley on April 15, 2012, 02:33:29 PM
Yes, I am glad to see Dragonite won. As for moveset ideas, it would be really cool if you could give him Dragon Dance as a taunt :P


Actually, I think Dragon Dance would be better as some sort of special or ability. Like, everytime it's used, his attacks come out a little faster and stronger, and it can be used up to two or three times?

Also, Outrage as a Final Smash please.


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: AnImAiNe on April 15, 2012, 03:23:05 PM
it would have been cool if he was over charizard so we could change the trainers pokemon but i know the final smash cant be changed


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Master Penis on April 15, 2012, 03:43:30 PM
awww, maybe you could put it over Yoshi???

And Dragon Dance would make more sense as a taunt rather than as a special. As for an ability, he should have Multiscale. The actual ability halves damage dealt to Dragonite when he has full HP, so when he has 0%-50% damage, he can take half of what he normally would???


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Carnage on April 15, 2012, 03:44:38 PM
Alright Dragonite is locked in as the winner!!  Start making suggestions as to what you want to see in the moveset/abilities and I'm starting planning the moveset and gathering necessary GFX also a side note I'm going to need somebody to rig him up over Lucario if they would be so kind and anybody who's good with SFX would be greatly appreciated...
-Omni
i doubt you find someone to do a rigg most riggers dont take requests at all  :S


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Pixels on April 15, 2012, 03:44:46 PM
Also, Outrage as a Final Smash please.

That would be awesome. Or maybe Draco Meteor, but I feel like that would be too similar to Ness/Lucas


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Omniscient X on April 15, 2012, 03:51:59 PM
Ya I'm trying to have someone rig him over Lucario and I can see Dragon Dance as a possible ability/taunt but I'm set on having Outrage as a Final Smash that'd be pretty awesome and has a lot of unique options.

I'm going to have Draco Meteor as an unlockable taunt after your past 150% since the way I'm constructing Dragonite he's fast and strong as well as possessing many powerful specials like Dragonbreath, Ice beam and Hyper Beam but he's a big target and he's going to be quiet light so he can be knocked around easily despite his size.  I think he's going to be a powerhouse even without Multiscale.
-Omni


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Gamma Ridley on April 15, 2012, 03:53:46 PM
Actually, I do know someone who started a Dragonite rig a long while ago... I could pester him to see if he'd maybe be interested in finishing it. :af:


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Omniscient X on April 15, 2012, 03:55:52 PM
That'd be awesome if he could!! Thank you Gamma but may I ask who he was rigging Dragonite over?
-Omni


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Gamma Ridley on April 15, 2012, 04:07:15 PM
I believe it was Charizard. Which limits the PSA potential, but there's always model porting.


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: AnImAiNe on April 15, 2012, 04:10:21 PM
so ivysaur and squirtle are capable of having psa's?


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Carnage on April 15, 2012, 04:14:56 PM
so ivysaur and squirtle are capable of having psa's?
yes but you need to use a very old psa wich lacks half of the stuff named in  the actual ones sadly


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Omniscient X on April 15, 2012, 04:16:52 PM
Nah I figured out a way to do it a long time ago you just port the character data to like mario to do the PSA I made a guide for it on Smashboards years ago.  It's pretty simple just time consuming, I'd rather him be over Lucario.
-Omni


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Carnage on April 15, 2012, 04:21:08 PM
Nah I figured out a way to do it a long time ago you just port the character data to like mario to do the PSA I made a guide for it on Smashboards years ago.  It's pretty simple just time consuming, I'd rather him be over Lucario.
-Omni
i imagine for testing should be a pain  always exporting and reinporting


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: AnImAiNe on April 15, 2012, 10:35:40 PM
would u also one day modify gyarados on squirtle a little like changing some of the moves that would be awesome having a functional gyarados for the trainer to use


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Carnage on April 16, 2012, 12:39:47 AM
would u also one day modify gyarados on squirtle a little like changing some of the moves that would be awesome having a functional gyarados for the trainer to use
i think that gyrados is only rigged to one bone so it cant move the rest of the body lol


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: AnImAiNe on April 16, 2012, 06:59:42 AM
oh lol snap i wish it was properly rigged but it would probably be deformed


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Master Penis on April 17, 2012, 05:26:00 AM
Hey Omni, just wondering, hows Dragonite coming along?


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Carnage on April 17, 2012, 12:32:21 PM
Hey Omni, just wondering, hows Dragonite coming along?
he still waiting for someone to rigg him i think


Title: Re: Dragonite is now the winner!! Suggest ideas for the moveset!
Post by: Omniscient X on April 17, 2012, 09:26:29 PM
Yes sir!  I am waiting for a rigg of him and nobody seems to comply to me requests :(  If everyone who sees this could ask a fellow hacker who's familiar with riggs to rigg him over Lucario that'd be great!  I'm also working on developing the beta moveset and making him balanced.
-Omni


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: Omniscient X on April 23, 2012, 07:51:55 PM
Please guys I'm need in serious need of a hacker to rig dragonite over Charizard I'll model port him if I have to!!  If you know any experienced "riggers" notify them, as I am in need of their assistance!
-Omni

PS: The moveset is coming along nicely and I will still try to incorporate move suggestions that are posted here!


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: Anivernage on April 23, 2012, 10:25:57 PM
are you still working on madara?
because ill like to rig a model i have for him and also
(http://i953.photobucket.com/albums/ae20/anivernage/preview.png)
(http://i953.photobucket.com/albums/ae20/anivernage/dragon.png)
over which character would you like him?


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: Boygos on April 24, 2012, 02:20:04 PM
Don't you think he would look a little silly on Lucario?


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: zutox on April 24, 2012, 02:38:32 PM
are you still working on madara?
because ill like to rig a model i have for him and also
([url]http://i953.photobucket.com/albums/ae20/anivernage/preview.png[/url])
([url]http://i953.photobucket.com/albums/ae20/anivernage/dragon.png[/url])
over which character would you like him?


The bumblebee hippo looks cute :)


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: Carnage on April 24, 2012, 03:09:05 PM
Don't you think he would look a little silly on Lucario?
charizard ftw :P


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: Gamma Ridley on April 24, 2012, 03:15:19 PM
Unlike Ridley, Dragonite does have fairly wide hips, so he'd be acceptable to import over Charizard.


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: AnImAiNe on April 24, 2012, 03:27:07 PM
i would love for dragonite to replace charizard


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: Master Penis on April 24, 2012, 03:41:57 PM
I agree with the previous people, plus, Charizard is in need of a cool moveset hack :P


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: Carnage on April 24, 2012, 04:24:46 PM
dragonite was released in the vault on charizard but he looks a bit wierd lol


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: AnImAiNe on April 24, 2012, 04:29:09 PM
hopefully someone will texture it to be more hd like but hopefully its good enough  :happy:


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: Carnage on April 24, 2012, 04:30:44 PM
hopefully someone will texture it to be more hd like but hopefully its good enough  :happy:
dont think  its the texture that make him wierd its the rigg he seems stretched lol


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: Omniscient X on April 24, 2012, 10:34:35 PM
Ya model is stretched but it will work for the time being.  I'm also going to need to port the model over Ganon or Ike as they have the best GFX and such for Dragonite to use as well as alot of space.  I would like to know exactly what limits porting gives me as well.  Anyway I'm very grateful for the Dragonite rig!

@Aniverage, I am still doing some work on Madara but I would rather do Hashirama also if you could try to rig your model on Dragonite and see if you could produce a less strained model?
-Omni


Title: Re: Enter the Dragonite-In need of someone to rig model
Post by: Carnage on April 25, 2012, 01:45:57 AM
Ya model is stretched but it will work for the time being.  I'm also going to need to port the model over Ganon or Ike as they have the best GFX and such for Dragonite to use as well as alot of space.  I would like to know exactly what limits porting gives me as well.  Anyway I'm very grateful for the Dragonite rig!

@Aniverage, I am still doing some work on Madara but I would rather do Hashirama also if you could try to rig your model on Dragonite and see if you could produce a less strained model?
-Omni
porting has no limits xD you can easily just make everything work  the only glitches is items that are attached to the head and body like bunny hood and franklin badje will be on the wrong place but normal items and heavy items is all fixable and also now we can add ext gfx easily  so ganon can have gfx models :P  i suport this on ganon .


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Omniscient X on April 30, 2012, 01:59:24 AM
I'm hoping porting is an option, because I've yet to see someone port the Pokemon Trainer's pokemon yet.  Either way I've finished the moveset so please read, review and reply with feedback!  I'm willing to add anything I think logical or interesting.
-Omni


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: AnImAiNe on April 30, 2012, 02:01:44 AM
hey omni did u get my pm? and kjp ported charizards model on fox for the carchar psa


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Omniscient X on April 30, 2012, 02:08:41 AM
Got it the snakes are being weird so I'm ripping them from a different game and trying again I'll let you know when they're rigged and oh alright this should work then thanks!
-Omni


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Master Penis on April 30, 2012, 05:32:19 AM
Its a really nice moveset Omni, you've managed to incorporate all/most of Dragonites amazing abilities.


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Carnage on April 30, 2012, 11:42:57 AM
altough the moveset seems nice dragonite doesnt  some moves dont exist like Giga Taill and Dragon Roar you should have used more elemental attacks since he has elemental punches it also has the move hurricane wich could be the airial Fs i guess or just an air attack and he has alot more interesting attacks for specials  useing hyper beam and giga impact isnt particulary imaginitive since those moves are awful leaving a dead turn :S dragonite has an huge movepool like dragon pulse, flametrower and maybe a water attack to see the diversity he has just some sugestions tough.


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Gamma Ridley on April 30, 2012, 11:46:41 AM
I don't know why people do this, but not every single move has to be a move from the game. You don't see Pikachu using electric attacks for every single move do you? In fact, Headbutt is arguably the only move he uses in his standard moveset, aside from specials.

I agree that Hyper Beam and Giga Impact should always be kept as a "last resort" kinda thing, and reserved for a time when you're really out of ideas.


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Royal_Blade on April 30, 2012, 12:32:33 PM
I don't know why people do this, but not every single move has to be a move from the game. You don't see Pikachu using electric attacks for every single move do you? In fact, Headbutt is arguably the only move he uses in his standard moveset, aside from specials.

I agree that Hyper Beam and Giga Impact should always be kept as a "last resort" kinda thing, and reserved for a time when you're really out of ideas.
But people would rather see more pokemon moves used for those characters. Like Pikachu could've used Iron Tail in it's moveset. And etc.

It's all personal preference.

But I do agree that not every move in a PSA has to be from their game of origin.


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: AnImAiNe on April 30, 2012, 12:35:18 PM
in the show they even use made  up moves sometimes. like buizel and pikachu using shilds of water and electricty to block attacks by spinning ash calls counter shield


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Royal_Blade on April 30, 2012, 12:37:45 PM
in the show they even use made  up moves sometimes. like buizel and pikachu using shilds of water and electricty to block attacks by spinning ash calls counter shield
Exactly!

Even in the shows they didn't use their own moves.

or like in the original where Charizard uses Magmar's Fire Spin to enhance his Seismic Toss.

As long as it makes sense and is fitting, why not use it?


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Omniscient X on April 30, 2012, 07:54:02 PM
I like the feedback so far here's what I have to say:
-First off the fundamental aspect to a Pokemon PSA is expanding concepts into new moves for instance Dragonite has learned Giga Impact which covers its body in energy.  It should be able to apply its creativity to lace its tail in energy alone using less total energy and maximizing damage output in one area.  This is just a rough example I'm thinking of letting players be able to use D-Smash to hit the field with Thunder and chuck pieces of rock high into the sky dealing extra damage and expanding the attack radius.
-These changes will come as I complete the moveset and PSA in the meantime if someone could get me a link on how exactly to port? Or I can just ask KJP how he did it.
-Lastly, I'm going to incorporate specifically Hurricane I just haven't figured out where I'm going to put it yet!
-Omni


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Carnage on May 01, 2012, 03:09:25 AM
I like the feedback so far here's what I have to say:
-First off the fundamental aspect to a Pokemon PSA is expanding concepts into new moves for instance Dragonite has learned Giga Impact which covers its body in energy.  It should be able to apply its creativity to lace its tail in energy alone using less total energy and maximizing damage output in one area.  This is just a rough example I'm thinking of letting players be able to use D-Smash to hit the field with Thunder and chuck pieces of rock high into the sky dealing extra damage and expanding the attack radius.
-These changes will come as I complete the moveset and PSA in the meantime if someone could get me a link on how exactly to port? Or I can just ask KJP how he did it.
-Lastly, I'm going to incorporate specifically Hurricane I just haven't figured out where I'm going to put it yet!
-Omni

porting its easy  snoopy has made the best tutorial ever
http://www.smashboards.com/showthread.php?t=276883 (http://www.smashboards.com/showthread.php?t=276883)


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Master Penis on May 11, 2012, 04:59:50 PM
hmmm hows Dragonite coming along? :P


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Omniscient X on May 14, 2012, 09:02:29 PM
So progress is steady I'm focusing on solidifying the animations for a v1 release and then PSAing it as my current Brawl disc is scratched so I'm having trouble beta testing so I'll have to order a new one. 

I've also been busy with alterations to the moveset employing more Generation V moves into the mix such as Hurricane and Dragon Tail, I also am trying to open up Dragonite's moveset by giving him options such as his D-Smash Thunder being able to be shot at the ground causing an explosion and rock fragments to be shot out and Dragon Rage being able to be turned into a beefed up version I have dubbed Dragon Blast that releases a larger energy ball accompanied by a raging inferno of flame. 
As far as taking advantage of Dragonite's attributes I feel I've done fine as his moves are not too over the op he's an extremely high level pokemon that in every appearence uses Hyper Beam and Giga Impact is a good match for it he can also wield (with the current moveset) Ice moves (Ice Beam), Flying and wind moves (Hurricane, Dragon Roar, etc.), Steel-type (Steel Wing in his natural combo, Iron Tail his D-Air), Electric-type (Thunder, his pummel, etc.), a variety of Normal type moves (Hyper Beam, Giga Impact), Psychic (Zen Headbutt), and so many Dragon-Type moves.
If I include anything else I'm going to give him Water Pulse a button-combo option for his D-Tilt having him blast water at the ground that knocks enemies down and deals 6% damage with medium knockback and I may include Fire Blast as a button combo input for his F-Smash.
Will update soon with moveset complete and final(ish) changes!!
-Omni

Post Merge: May 15, 2012, 12:16:22 AM
Done editting the moveset the F-Smash, D-Smash, D-Tilt, U-Tilt, and N-Air were expanded/replaced to include Dragon Blast (new move), Fire Blast, Water Pulse, Hurricane, Wing Attack, and a unique way to use Thunder.

May update with more moveset changes and tweaks later depending on feedback, reread the improved moveset, and the new Playstyle and Playing Against!
-Omni


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Carnage on May 15, 2012, 12:24:26 AM
can wait for a video preview of dragonite and did you start psaing yet? since you said you would be porting him did you decided to port him over who?


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Omniscient X on May 15, 2012, 12:53:42 AM
Ganondorf, haven't started PSAing really, just animations and anyone who has advanced knowledge of porting, your aid would be most helpful.
-Omni


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Carnage on May 15, 2012, 01:05:22 AM
Ganondorf, haven't started PSAing really, just animations and anyone who has advanced knowledge of porting, your aid would be most helpful.
-Omni
i could probably porting charizard to ganon if you want i did do some porting and since now we can add extgfx models now ganon not having noone its really a problem now :P later today or tomorow i will port charizard to ganon fix all the bone ref and send it to you just a random question will dragonite have a balanced psa or OP one?


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Omniscient X on May 15, 2012, 06:20:43 PM
Thanks for the port Carnage it helped me out a ton! 

As for the PSA Dragonite will be completely balanced, I hate OP movesets I don't get the point of them so I'm planning on reducing knockback resistance, weight and traction by a bit to make Dragonite harder to handle and take skill to use well.  But for now I'm just focusing on getting everything working and releasing a version of Dragonite after v1 I'll work on balancing after I get feedback and everything but that's a ways down the road...
-Omni


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Carnage on May 18, 2012, 06:28:39 PM
so did everything worked out perfect in the port? hurtboxes ,item,heavyitems,trown and such?


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: DannyDirnt on June 27, 2012, 01:54:32 AM
Good one! Who are you porting Dragonite over?


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: AnImAiNe on June 27, 2012, 06:44:03 AM
dont expect this to ever come out ...just sayin


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Jerza on June 27, 2012, 07:58:15 AM
Yes,I Still Wait For Dragonite Psa Too.


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: AnImAiNe on June 27, 2012, 08:03:13 AM
omni has a reputation of starting stuff and then not following through. ex: optimus prime,madara,sasuke,thor,star killer,dragonite (im assuming), and stuff he was gonna do with other people.


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Carnage on June 27, 2012, 11:02:54 AM
omni has a reputation of starting stuff and then not following through. ex: optimus prime,madara,sasuke,thor,star killer,dragonite (im assuming), and stuff he was gonna do with other people.
yeah thats sad but true  :S


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: metatrongrhm on June 27, 2012, 11:18:38 AM
^this...luckily enough for me, animaine(and at least 1 other) is working on a new sasuke hack(which is the project of omni's that i was always the most excited to see)


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Revan on July 12, 2012, 03:48:57 PM
It would be sweet to be able to use this in Project Pokemon Brawl. I would love to see this finished.


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Omniscient X on August 16, 2012, 01:18:59 AM
Sorry to bump guys but frankly Animaine is quite right due to computer difficulties I often have to abandon projects, although if you've seen one you've truly liked then message me and I may be able to help you in obtaining a somewhat finished version I may have.  I have cleansed my computer but I lost alot of files, I managed to salvage some PSAs and my effects folder so it looks like I'm starting from square 1 on this project  :-[ fortunately I believe Carnage may still have the ported model for me to do some work on.  Progress will be slow tho as I have about a 50% project I've kept in secret for those of you who played my Thor hack http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=*%25Thor%25*&ByUser=*&Credit=*&Info=*&Thumb1=*&Type=Character-PSA*-*&TypeAlt=Character&characterType=PSA*&characterListing=*#ByUserID=9710&Moderated=All&Moderated=All (http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=*%25Thor%25*&ByUser=*&Credit=*&Info=*&Thumb1=*&Type=Character-PSA*-*&TypeAlt=Character&characterType=PSA*&characterListing=*#ByUserID=9710&Moderated=All&Moderated=All) (If you haven't you should!) I'm essentially building on that yes he will have much more lightning, no he's not Thor but he is a "God".  I am eager to finish a beta to release to the community!
-Omni


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Omniscient X on August 20, 2012, 06:33:36 PM
Bump, I need a beta tester (Note: The hack you'll be testing is not Dragonite!)
-Omni


Title: Re: Enter the Dragonite-Completed Moveset & Stats, Feel free to review!
Post by: Carnage on August 20, 2012, 06:37:18 PM
Bump, I need a beta tester
-Omni
so it will be on ganon or charizard? i can test it but im pal so dont tell me to test sounds


Title: Re: Omni's Kingdom-Need a beta tester
Post by: Omniscient X on August 20, 2012, 06:50:13 PM
Sent you the download link, PM me with your findings.
-Omni

Post Merge: August 20, 2012, 08:33:48 PM
Need more beta testers, ASAP post here.
-Omni


Title: Re: Omni's Kingdom-Need a beta tester
Post by: Jerza on August 21, 2012, 01:50:36 AM
I Wanna Test Your Hack Too And I Can Make Pictures From Your Hack And Send Them In A Pm Too You, Oke ?


Title: Re: Omni's Kingdom-Need a beta tester
Post by: Bagel on August 21, 2012, 05:07:20 AM
I could test your hack as well if you want.


Title: Re: Omni's Kingdom-Need a beta tester
Post by: Omniscient X on August 22, 2012, 07:23:31 PM
Sorry guys just needed people to test ASAP a couple days ago, now however I will need beta testers this weekend.  My current work is not near completion but its to the point where I'm going to need help balancing it and keeping things from being OP, some of you I've already contacted.  If you wish to beta test simply PM me and I'll compile a list of testers who will receive the newest beta and test it.

Things I need you to look for:
-Anything that isn't aesthetically pleasing, tell me if you think some GFX should be improved
-OP on knockback and damage
-Making sure hitboxes and GFX line up (people should be sent flying if the lightning bolt never touched them)
-Animation glitches (I doubt there will be but I may have left some random animations from construction in odd places.)
-Feedback: there are certain moves that I am willing to change and/or modify if you can give me a detailed description of the move and if it fits the character.

Things Beta Testers get:
-Copy of the Complete v1 Moveset
-PSA and FitMotion
-I have a model I use which resembles the character I will include that as well in the zip file

Could always use more beta testers and feedback!
-Omni


Title: Re: Omni's Kingdom-Need a beta tester
Post by: Omniscient X on August 25, 2012, 07:30:39 PM
For Beta Testers PSA has:
-90% done of Standard Attacks
-60% done on aerial attacks
-25% done on Specials
-100% done on throws
-33% done on Smash attacks
-0% done on the Final Smash

Overall the PSA is nearing an acceptable beta stage, regardless tomorrow you will all receive a copy of the new PSA, MotionEtc and a basic model to use for testing.  There will be a moveset which you should read before testing and it will designate which moves are operational or mostly done and which are not.  Looking forward to a successful testing Sunday!
-Omni


Title: Re: Omni's Kingdom-Need a beta tester
Post by: Bagel on August 25, 2012, 08:29:24 PM
Can't wait bro, just curious, what timezone are you? I'm US Eastern.


Title: Re: Omni's Kingdom-Need a beta tester
Post by: Ikuto on August 25, 2012, 10:08:32 PM
lol it's funny how they're are so few people wanting to beta test, but if it were sasuke you'd see 20pgs of “can I beta test?” just saying. Also whos next after this psa?


Title: Re: Omni's Kingdom-Need a beta tester
Post by: Bagel on August 26, 2012, 05:47:56 AM
Thats because he clearly said to PM him if you wanted to be a beta tester....


Title: Re: Omni's Kingdom-Need a beta tester
Post by: Omniscient X on August 26, 2012, 03:24:12 PM
Well I'm US Mountain Time

Lol its actually funny for my madara and sasuke threads I couldn't get the crazy "beta testers" to shut up haha.  After this PSA I'm thinking about revisiting Madara or doing Hashirama Senju.
-Omni


Title: Re: Omni's Kingdom-Need a beta tester
Post by: metatrongrhm on August 26, 2012, 07:59:57 PM
Well I'm US Mountain Time

Lol its actually funny for my madara and sasuke threads I couldn't get the crazy "beta testers" to shut up haha.  After this PSA I'm thinking about revisiting Madara or doing Hashirama Senju.
-Omni
YES... And I'm sorry to say that I was one of those people that bugged you(I asked you once how much progress there was... That was my first post, and the reason for signing up to smashboards)


Title: Re: Omni's Kingdom-Need a beta tester
Post by: Omniscient X on August 26, 2012, 11:12:02 PM
Looking Like I may PM you beta testers tmrw with the files seeing as one of the moves took a little longer than I'd hoped it would.  Gotta finish a couple lightning moves then I'll upload it!
-Omni


Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: Bagel on August 27, 2012, 05:07:02 AM
I always pictured Zeus's lightning to be green-actual bolt, with blue-electrical currents around it. But I don't think that's even possible, so I vote green :P


Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: metatrongrhm on August 27, 2012, 01:35:08 PM
Cool, looking forward to it :)


Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: Omniscient X on August 27, 2012, 05:56:58 PM
Well I had to try a lot of different things and this is no where near the final product but here is a preview of Zeus's White Lightning (I had blue earlier and it just looks better with white, I also think white is a bit more "god-like". 
Preview:
Zeus blasting away
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120827_17351binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120827_1733binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120827_17331binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120827_1732binout.jpg)
Zeus preparing to zap Marth
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120827_1735binout.jpg)

I scrapped the aerials and I'm going to start over on those but I'm still going to upload a v.05 tonight just to shut some of the people up who whine about how I haven't released anything since Thor.  Note that only my signed up beta testers will receive the unfinished version I will not upload it to the public.
-Omni


Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: Chaos_Knight on August 27, 2012, 06:04:46 PM
That reminds me of this. :srs:
http://youtu.be/uBs06ZXtMzo (http://youtu.be/uBs06ZXtMzo)


Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: Omniscient X on August 27, 2012, 06:35:25 PM
Hmmm I'm not sure if that's bad or good...
-Omni

Post Merge: August 27, 2012, 11:19:43 PM
Beta is uploaded and beta testers have been sent a link, if you wish to beta test simply PM me
-Omni


Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: Carnage on August 28, 2012, 05:02:53 AM
feedback

tilts
all the tilts seem ok except the foward tilt it has some crazy knockback and direction if you hit any player near and edje even with 50% less they wont ever be able to get back on the stage since it has huge knockback that sends them foward and downward also up tilt could have abit more knockback and hitboxes should start a frame or 2 sooner.

Dash attack is that pit weapon?  the move is good but a few more knockback wouldnt hurt but pit s wepoan looks to tiny in ganon's huge hands

Down Smash that is way OP even if it gets reduced knockback you can just go near and edje and spam  the move making it impossible to get back on the stage since it has an huge range and hitbox

N-B it has the gfx but does nothing? i assume you still didnt give it the hitbox?

upB has an perfect movemente its so smooth to control, it really fells like flying lol until the nerf system is in effect this is the most OP recovery ever :P

wierd glitch somehow you messed ganon downB on the ground  he goes for the air version and only does the landing.



Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: metatrongrhm on August 28, 2012, 07:20:46 AM
-Standard A Attack (Neutral Combo)
Atm, seems the same as forward tilt, but worse
-Forward Tilt
It’s the same as neutral A, but quicker, and more powerful…
It doesn’t fit into the description in the moveset you’ve given, it doesn’t have a ‘laggy start’, and doesn’t look like it’s breaking the sound barrier during the punch.
Bit too much knockback?
-Downward Tilt
It’s fine
-Upward Tilt
The hitboxes are really weird for this attack... You have to be practically on top of the opponent in order to use it.
Graphically, it looks fine, and is a quick attack.
-Dash Attack
The animation for this one looks pretty cool, damage is fine, overall pretty good
-Up Special
Movement speed seems about right, maybe some hitboxes when you land(so that if you land ‘on’ an enemy, it hurts them?)
Can you make it possible to use specials in flight? I think it’d be quite cool to be able to call thunder and lightning down on your enemies while in flight.
-Down Smash
This move’d be amazing… If it weren’t so spammable… Maybe  put a timer on it? Or make it only usable <25%?


Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: Omniscient X on August 28, 2012, 09:41:50 PM
Alright, I've made the "Master Bolt" weapon larger so it fits Ganondorf's size more and I added some lag to the God Crusher move.

Tonight I'll finish up the aerials and place some restrictions on the down smash so it retains its power, speed, and range but it will probably only be usable once with a delay of at least 2 seconds in between (Cooldown time).
Soon after I've got time to complete the smashes and specials I'll upload a slot for Zeus on the OP until then I could really use someone to import and rig a Zeus model from God of War
-Omni


Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: metatrongrhm on August 29, 2012, 07:30:50 AM
God of War... I was wondering who you were basing this off of... I loved God of War :)


Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: Omniscient X on August 29, 2012, 09:55:31 AM
Ya God of War 3 really was awesome and making a Zeus moveset based loosely off of that seemed reasonable but i changed things like his weapon going from the Blade of Olympus to his Master Bolt.  The hardest thing so far is keeping the moves realistic and not OP because in GoW 2&3 Zeus's attacks are so powerful and so strong but that was realistic because Kratos was so powerful and kinda OP so he could take it.  Modifying the moves is a drag but the outcome will still be great!
-Omni


Title: Re: Omni's Kingdom-New Poll!! Come and Vote!
Post by: C.Q.C. on September 04, 2012, 01:15:24 AM
I'd rather you be doing Sasuke or Dragonite but this looks cool too.  When are you planning on releasing a beta version of Zeus?


Title: Re: Omni's Kingdom-Need some answers about Ganon's sword...
Post by: Omniscient X on September 04, 2012, 01:20:47 AM
Clearly everyone wants me to do those 2...despite the problems they always have.

I've already released betas to those who PM'd me for beta testing but I'm not sure when an official release will be... it could be fairly soon as I just finished the aerials which turned out fairly well.

However, I am just puzzled at Ganondorf's sword I'm not sure its a true article as I can't seem to get it to do what I want it to at all which is so annoying.  Does anyone know how to call it up? Besides the crap in the D-Taunt lol I need to know how to call it up in game and send it away like can it be called up as an Ext Gfx? Really need some answers on this...
-Omni


Title: Re: Omni's Kingdom-Need some answers about Ganon's sword...
Post by: AnImAiNe on September 04, 2012, 05:04:01 AM
Clearly everyone wants me to do those 2...despite the problems they always have.

I've already released betas to those who PM'd me for beta testing but I'm not sure when an official release will be... it could be fairly soon as I just finished the aerials which turned out fairly well.

However, I am just puzzled at Ganondorf's sword I'm not sure its a true article as I can't seem to get it to do what I want it to at all which is so annoying.  Does anyone know how to call it up? Besides the crap in the D-Taunt lol I need to know how to call it up in game and send it away like can it be called up as an Ext Gfx? Really need some answers on this...
-Omni
well the flare cold snake psa uses/calls on  ganon's sword so maybe looking at that  would help. at least it might answer whether it is a true article or not since snake can use it


Title: Re: Omni's Kingdom-Need some answers about Ganon's sword...
Post by: Carnage on September 04, 2012, 08:00:11 AM
ganon sword is an article you call it and make it go away like the apeal low coding loke at kjp dark ganon psa wich has a sword and swordless psa in one


Title: Re: Omni's Kingdom-Need some answers about Ganon's sword...
Post by: Omniscient X on September 04, 2012, 05:02:31 PM
Thanks guys I ended up just doing a little testing with the "unknown" codes within the Down Taunt and I got a sufficient amount of data which allowed me to make it work for the Up Smash.  Visually it looks about perfect but the hitboxes could use some tweaking, will post pics later.

That's about it for Zeus's Smashes other than throwing some lightning GFX on the F-Smash, so I'll touch up the aerials and then after that all I have to do is tweak the hitboxes on the Neutral Special, animate and code the Side and Down Specials.

Doesn't look like I'm too far away from a Version 1 Release!!!
-Omni

UPDATE: Tornado GFX and Up Smash Screenshots!
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120904_1738binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120904_17381binout-1.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120904_1743binout-1.jpg)


Title: Re: Omni's Kingdom-Need some answers about Ganon's sword...
Post by: AnImAiNe on September 04, 2012, 07:51:07 PM
that looks awesome


Title: Re: Omni's Kingdom-Need some answers about Ganon's sword...
Post by: Omniscient X on September 04, 2012, 07:59:19 PM
Took my forever to rig up the effects and get some quality animations for them.  But it was worth it  :happy:

Just polished off the aerials so I think I'll lay some ground work for the S-Special but before I release v1 I would also like to include an attack from the public.

So as Zeus's D-Special allows for options I may select a move from suggestions that are posted here
make sure you have:
-Attack description
-damage
-knockback
-function (why it would be useful)
-drawbacks (if any)

I look forward to suggestions!
-Omni


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: metatrongrhm on September 04, 2012, 09:14:06 PM
-Projection(Idk if this's possible... Are articles 'perfected'?)
-NA
-NA
-Leaves an intangible copy of Zeus wherever this move is used
The real Zeus is invisible and able to attack/be attacked
-The little tag thing above Zeus with his freaking name(possible to edit out of PSA full stop... but no-one ever seems to do so)


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: Omniscient X on September 04, 2012, 11:42:27 PM
-Projection(Idk if this's possible... Are articles 'perfected'?)
-NA
-NA
-Leaves an intangible copy of Zeus wherever this move is used
The real Zeus is invisible and able to attack/be attacked
-The little tag thing above Zeus with his freaking name(possible to edit out of PSA full stop... but no-one ever seems to do so)

Unfortunately, the only workable article slot is currently occupied by the tornado, which I deem far more necessary than a carbon copy of Zeus lol although I really wanted to be able to incorporate Projection I just never found a way.

I may settle for an attack where Zeus shoots a smaller tornado out of his hands, pushing the enemy back

However I'm still very open to suggestions and would love to hear what you guys have to say!!
-Omni

PS: Just found out one of the PSA files corrupted just spent quiet sometime rebuilding the PSA on some aerials :/ not fun


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: Carnage on September 05, 2012, 01:42:28 AM
you cant make articles do other stuff they dont do normaly yet


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: Omniscient X on September 05, 2012, 02:01:37 AM
No but even with the sword's usual parameters I could still achieve the effect of Projection its just that I'm already using the article
-Omni


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: Carnage on September 05, 2012, 07:20:59 AM
No but even with the sword's usual parameters I could still achieve the effect of Projection its just that I'm already using the article
-Omni
the ganon sword is preety much an extgfx if you wanna call it that since its only for show and does nothing else the only thing is you can make it have a gfx on its own bones like the shadow tip other than that is a standard ext gfx model


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: Omniscient X on September 05, 2012, 05:45:27 PM
the ganon sword is preety much an extgfx if you wanna call it that since its only for show and does nothing else the only thing is you can make it have a gfx on its own bones like the shadow tip other than that is a standard ext gfx model
Actually this in incorrect, articles have many advantages over External GFX.  One being that you can edit them to place hitboxes and GFX upon the bones of the article, second that it doesn't reside in the PSA file which means you can use insanely large models and textures and not cause freezing due to size constraints.  Possibly the best thing about an article is being able to give it multiple animations and be able to call them up and change the animation the article is currently performing.

Working on compiling a new beta to send out to the established beta testers will include:
-All tilts
-All Aerials
-All Smashes
-Neutral Special
-Revised Up Special (still with no damage constraints, for the purpose of testing ;) )

Should have a new beta up fairly soon!
-Omni


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: Carnage on September 05, 2012, 06:05:58 PM
Actually this in incorrect, articles have many advantages over External GFX.  One being that you can edit them to place hitboxes and GFX upon the bones of the article, second that it doesn't reside in the PSA file which means you can use insanely large models and textures and not cause freezing due to size constraints.  Possibly the best thing about an article is being able to give it multiple animations and be able to call them up and change the animation the article is currently performing.

Working on compiling a new beta to send out to the established beta testers will include:
-All tilts
-All Aerials
-All Smashes
-Neutral Special
-Revised Up Special (still with no damage constraints, for the purpose of testing ;) )

Should have a new beta up fairly soon!
-Omni
well that article its on the fitmotion so increasing the model will make the fitmotion hurt and from what i know ganon has a preety good psa filesize but a very limited fitmotionsize so that could be a disavantage to some chars


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: Omniscient X on September 05, 2012, 07:10:22 PM
Tornado=200 kb you throw that in one of the GFX slots in Ganon's PSA it freezes the game, throw it in the fitmotion? its fine.  I do not know a single character that's decent for PSAing who has more size available in the FitCharacter.pac file, most characters have large amounts of space in the fitmotion
-Omni


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: metatrongrhm on September 05, 2012, 08:30:05 PM
Cant wait to test :)


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: Omniscient X on September 06, 2012, 01:41:14 AM
Before I do release a beta I suppose I should tack on some kind of restraint for the D-Smash (the rock throw attack): Wrath of Atlas.  I was thinking just a simple variable that would be reset when Zeus jumps or something, but im not sure...any suggestions?  I would also like an example of how to code the suggestion as well
-Omni


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: metatrongrhm on September 06, 2012, 06:06:14 AM
maybe after he takes a certain amount of damage(which would fit with the 'wrath' part of the name)
idk about coding.


Title: Re: Omni's Kingdom-Suggest attacks for me to include in the Zeus PSA!
Post by: Omniscient X on September 06, 2012, 06:02:24 PM
I'm making it so that you can't use it again until after you've jumped, this should eliminate or at least minimize Zeus's ability to camp on the ground (Despite the fact that he is far more effective in the air).
-Omni

Post Merge: September 07, 2012, 02:01:46 AM
UPDATE Just added Zeu's current moveset and previews to the OP


Title: Re: Omni's Mount Olympus-Zeus preview added to the OP!
Post by: metatrongrhm on September 07, 2012, 01:36:36 PM
Looks awesome :)


Title: Re: Omni's Mount Olympus-Zeus preview added to the OP!
Post by: Anivernage on September 07, 2012, 06:04:28 PM
Awesome :happy: cant wait to try him out...but 2 things you put a pic 2 times and you forgot add this in your OP ;D
Zeus blasting away
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120827_17351binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120827_1733binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120827_17331binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120827_1732binout.jpg[/url])
Zeus preparing to zap Marth
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_120827_1735binout.jpg[/url])
-Omni




Title: Re: Omni's Mount Olympus-Zeus preview added to the OP!
Post by: Omniscient X on September 08, 2012, 02:37:37 AM
Lol that's because that move got a makeover ;) it's got that lightning ball gfx around his hands now and shoots a true barrage of lightning bolts rather than jsut one per hand!!  I will update with more screenshots tmrw!
-Omni


Post Merge: September 09, 2012, 04:58:18 PM
UPDATE  Beta Testers prepare!!  I will be PM'ing all signed up beta testers the newest beta which includes everything and all attacks are done and PSA'd except for the Down Special and Final Smash!  Note I will release another version to the public with everything except the Final Smash and I will rerelease it when the FS is done!
-Omni


Title: Re: Omni's Mount Olympus-Zeus preview added to the OP!
Post by: C.Q.C. on September 09, 2012, 11:28:36 PM
My Wii needs repair so I can't beta test for you :notimp:

Hoping to see a video soon tho!


Title: Re: Omni's Mount Olympus-Zeus preview added to the OP!
Post by: Omniscient X on September 09, 2012, 11:30:00 PM
Thats alright best of luck on repairing your Wii, however I do need a beta tester ASAP as my Wii cannot seem to load Brawl so I need to see if my latest build works!!

Post here if you can beta test for me ASAP!!
-Omni


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: metatrongrhm on September 10, 2012, 07:48:10 AM
-Standard A Attack (Neutral Combo)
Still doesn’t look ‘light speed’ when you use it.
There’s a lot of KB at higher opponent damage… But this’s quite a hard move to get right, so it’s fine(The other tilts are fine.
-Down Air:
Awesome move.
-Other Aerials:
Alright all round
-Down Smash:
Still as awesome as last time 
-Up smash:
Doesn’t always ‘fling’ the opponent, it depends on whether he can get past your character or not.
I’m not getting any damage from the sword.
Wouldn’t it be possible to place hitboxes around the tornado to hit people up, and then they’d be in the air?
-Neutral Special:
Move the ‘shine’ a bit lower, atm it’s just hovering over his hands.
Range is about half of FD
Side Special:
No hitboxes/Low KB
-Dash Attack:
The tip of the Master Bolt doesn’t have HB/KB on it, making this a hard attack to land.
-Throwing:
It’s pretty hard to hit an opponent with a thrown item


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: viewtifulduck82 on September 10, 2012, 11:11:18 AM
this psa sounds epic xD if you had to give a guestimate, when do you think you'd be able to put this piece of badassery on the vault?


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: Omniscient X on September 10, 2012, 04:09:17 PM
I'd say give it a week for me to animate the Down Special PSA it and polish off the stuff for the FS as well.  I'd like to get it in this week to the Vault but I'm not making any promises.

Also metatrongrhm are the white energy balls on the N-B above his hands? or on them?
-Omni


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: metatrongrhm on September 10, 2012, 05:10:05 PM
By 'energy ball', do you mean a sort of semi-transparent sphere with a 'cracked' texture?
If so, then yeah, they're on his hands


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: Omniscient X on September 10, 2012, 06:31:03 PM
No I mean there should be those electrical ones then there should be another orb maybe a white color that should be fairly bright?
-Omni


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: metatrongrhm on September 10, 2012, 07:20:36 PM
The bright one?
I think that's the one I was talking about, it's too high.

It looks like the 'lumos' spell in Harry Potter, if you've seen that?(that's the closest thing I can think of, and this's just from memory, can't get to my wii atm)


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: Omniscient X on September 10, 2012, 10:07:33 PM
exactly how much higher is it than the hands? like are we talking a length of the hand or the length of Ganondorfs body?

Also does he hover in the aerial N-B?

If one of the beta testers could upload some screenshots to the thread for the Neutral Special so I could throw them on the OP that'd be great my Wii is currently MIA
-Omni


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: Anivernage on September 10, 2012, 10:43:38 PM
exactly how much higher is it than the hands? like are we talking a length of the hand or the length of Ganondorfs body?

Also does he hover in the aerial N-B?

If one of the beta testers could upload some screenshots to the thread for the Neutral Special so I could throw them on the OP that'd be great my Wii is currently MIA
-Omni

I´ve been busy with rl but ill test him tommorrow i can take pics too ;D


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: Omniscient X on September 11, 2012, 12:15:24 AM
Alright thanks Anivernage!  Looking forward to seeing how the N-B actually turned out lol I hate not being able to test the stuff myself right now.
-Omni


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: metatrongrhm on September 11, 2012, 07:13:18 AM
It's kinda hard to see with the camera I was using, I estimated where the centres were in the picture:
(http://i.imgur.com/fKRHY.jpg)
(http://i.imgur.com/KO3hS.jpg)
I'd wait for Ani to take pictures imo


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: Omniscient X on September 11, 2012, 04:43:20 PM
Still a good job meta those pictures will help out and the labeling was a nice touch.  Now we wait for Anivernage...
-Omni


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8 released for beta testing!
Post by: Omniscient X on September 12, 2012, 05:37:04 PM
Yes it is but the D-Special will not have very many options in the first release, nor will there be an FS yet.

I'm still waiting for Anivernage's screenshots so I can correct the Neutral Special, so until then the process will be delayed.

Also I would like someone to make a moveset video for the Version 0.8 Build if they could is there anyone who has experience making videos?  Your help would be much appreciated!
-Omni


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8-Can anyone make a video for me?!?
Post by: KingJigglypuff on September 12, 2012, 05:39:20 PM
So the release date is still estimated to be within the next week right?
Don't do this. Do it again, and you're getting a Warning.


Title: Re: Omni's Mount Olympus-Zeus Build V 0.8-Can anyone make a video for me?!?
Post by: Omniscient X on September 12, 2012, 08:46:31 PM
Also going to add a new poll for the week since I'm having second thoughts about Zeus's primary weapon...

I'm adding a limiter on the Down Smash you can only use it once on the ground you have to double jump to recharge it, this was the best way (in my opinion) to add balance and prevent ground camping.
-Omni


Title: Re: Omni's Mount Olympus-Vote for Zeus's Weapon!
Post by: Anivernage on September 12, 2012, 10:23:30 PM
Pics

Down Smash
(http://i953.photobucket.com/albums/ae20/anivernage/al_120912_22392binout.jpg)
(http://i953.photobucket.com/albums/ae20/anivernage/al_120912_2240binout.jpg)
Like how the rock spins.

Up Smash
(http://i953.photobucket.com/albums/ae20/anivernage/al_120912_22393binout.jpg)
Sword/Bow thing doesnt hit on this one.

Neutral B
(http://i953.photobucket.com/albums/ae20/anivernage/al_120912_22401binout.jpg)(http://i953.photobucket.com/albums/ae20/anivernage/al_120912_22403binout.jpg)


Side B
(http://i953.photobucket.com/albums/ae20/anivernage/al_120912_22404binout.jpg)
Sometimes stucks in ground.

Down B
(http://i953.photobucket.com/albums/ae20/anivernage/al_120912_22402binout.jpg)
Does this that looks like the rock throw, then a strange animation >.>

I think you should make for tilt animation faster, for down b maybe youll change it, for NB i like it doesnt kill even you have high dmg.(thats good) Side b in ground mostly you move and sometimes you get stuck.



Title: Re: Omni's Mount Olympus-Vote for Zeus's Weapon!
Post by: Omniscient X on September 12, 2012, 10:53:45 PM
Thank you for the reference pictures, I apologize for the Down-Special as it hasn't even been edited yet I was just building an animation under that name so it calls it up for the regular Down-Special.

Good feedback too thanks!

Are both those N-B pictures on the ground though? It should be using a different animation for the air and Zeus should hover briefly.
-Omni


Title: Re: Omni's Mount Olympus-Vote for Zeus's Weapon!
Post by: Anivernage on September 12, 2012, 11:00:38 PM
Thank you for the reference pictures, I apologize for the Down-Special as it hasn't even been edited yet I was just building an animation under that name so it calls it up for the regular Down-Special.

Good feedback too thanks!

Are both those N-B pictures on the ground though? It should be using a different animation for the air and Zeus should hover briefly.
-Omni
Yep are the ground ones just moved the camera to hide the floor so you can see the entire GFX ;D


Title: Re: Omni's Mount Olympus-Vote for Zeus's Weapon!
Post by: Omniscient X on September 12, 2012, 11:29:58 PM
Alright sweet, did the aerial version work alright?

And since Blade of Olympus is winning the poll by such a large margin I'm taking the liberty of trying to get the model now.  Unfortunately there is a problem as I cannot directly rip it from the PS3 game so I'm going to take the model and texture from some skyrim hack and then get it into 3ds max!
-Omni


Title: Re: Omni's Mount Olympus-Blade of Olympus preview!
Post by: Gamma Ridley on September 13, 2012, 05:55:44 PM
What're you looking to import that over? Ganon's sword?


Title: Re: Omni's Mount Olympus-Blade of Olympus preview!
Post by: Anivernage on September 13, 2012, 05:55:59 PM
Alright sweet, did the aerial version work alright?

And since Blade of Olympus is winning the poll by such a large margin I'm taking the liberty of trying to get the model now.  Unfortunately there is a problem as I cannot directly rip it from the PS3 game so I'm going to take the model and texture from some skyrim hack and then get it into 3ds max!
-Omni
question i dont remember if zeus´s appeared on the gow 2 game because demonboy can rip models from the GOW2 game ;D
so you can also get blade of olympus ;D


Title: Re: Omni's Mount Olympus-Blade of Olympus preview!
Post by: Omniscient X on September 13, 2012, 06:02:10 PM
Sweet  ;D but I already have this model so im hoping someone can import it for me soon!  It'll be a nice addition I'm just worried about the file size a bit :/

@GammaRidley sorry I must've missed your comment earlier but I added multiple GFX to Ganondorfs file and the tornado is currently the article that replaces the sword.
-Omni



Title: Re: Omni's Mount Olympus-Blade of Olympus preview!
Post by: RasenganKameha on September 15, 2012, 08:28:55 PM
Sweet  ;D but I already have this model so im hoping someone can import it for me soon!  It'll be a nice addition I'm just worried about the file size a bit :/ @GammaRidley sorry I must've missed your comment earlier but I added multiple GFX to Ganondorfs file and the tornado is currently the article that replaces the sword. -Omni

did you get a good import model of Zeus for the new Zeus PSA over ganon?


Title: Re: Omni's Mount Olympus-Blade of Olympus preview!
Post by: Omniscient X on September 16, 2012, 12:25:37 PM
I asked demonboy about it so he's going to see what he can do about it.
-Omni


Title: Re: Omni's Mount Olympus-Blade of Olympus preview!
Post by: metatrongrhm on September 17, 2012, 05:40:04 AM
Everything in this project looks awesome...
Sasuke(x2)
Zeus
Shadow Mario/Bowzer Jr
Naruto+Luffy

Everything amazing's coming soon


Title: Re: Omni's Mount Olympus-Vote for Zeus's Release
Post by: Omniscient X on September 19, 2012, 09:58:45 AM
Everything amazing's coming soon
Indeed, well PSA work on the Down-Special is mostly done so I'm nearing completion.  I'm just waiting for somebody with some rigging skills to rig up the Blade of Olympus for me.


If you have any decent rigging/texturing skills please post here!  I could really use your help!!  :srs:

Working on getting a couple possibly models as fall backs if the Zeus model cannot be ripped from God of War 2 so I could use some help rigging and importing those as well!

Going to go through and polish off some of the animations to make them look "cleaner" and start to balance the PSA, the limiters are in place on the Up-special (recharges upon touching the ground/Wait1) and the Down-smash (recharges upon double jumping).  I'm gonna go through and soften some of the hitboxes to make them slightly less lethal.  Last on my list I might give the lightning textures a little work and alter the N-B effects such as angling and size to give it some variation  :happy:
-Omni


Title: Re: Omni's Mount Olympus-Vote for Zeus's Release
Post by: KingJigglypuff on September 20, 2012, 10:17:53 PM
Stop using your alt to bump your thread. The topic creator can safely bump their own thread without getting sanctioned


Title: Re: Omni's Mount Olympus-Zeus's Release by 9/29, Vote for Next Project
Post by: Omniscient X on September 20, 2012, 10:31:33 PM
Hopefully one of the posts you just deleted isn't completely gone as I would like the contents so I can add my beta ideas for throws into my moveset.
-Omni


Title: Re: Omni's Mount Olympus-Zeus's Release by 9/29, Vote for Next Project
Post by: Albafika on September 20, 2012, 10:33:57 PM
It's all in the Recycle Bin. If you can't find it, let me know which post was it. And don't do that again.


Title: Re: Omni's Mount Olympus-Zeus's Release by 9/29, Vote for Next Project
Post by: Chaos_Knight on September 20, 2012, 10:35:07 PM
Superman. Even though I don't follow DC, I just feel there needs to be more of it.


Title: Re: Omni's Mount Olympus-Zeus's Release by 9/29, Vote for Next Project
Post by: AnImAiNe on September 20, 2012, 10:44:22 PM
hasirama would be epic but i dont see how it could be done O_o


Title: Re: Omni's Mount Olympus-Zeus's Release by 9/29, Vote for Next Project
Post by: Omniscient X on September 20, 2012, 10:46:54 PM
Superman is easy for me now since I figured out how to make beam attacks with infinite range so heat vision would be a breeze, so I think he's completely do able and there's already a model import for him.

Hashirama is one I've wanted to do for a long time, I have so many wood-release effects I was planning on using for Madara back in the day and Hashirama would be epic to apply them to.

but for those who havne't played Darksiders or Darksiders 2 Death is such a versatile character and I'd be giving him an alterante form so long as jokekid could rig it up for me.


Title: Re: Omni's Mount Olympus-Zeus's Release by 9/29, Vote for Next Project
Post by: Jerza on September 21, 2012, 01:38:00 PM
I Suggest a axem rager psa over ness because there are 4 axem rangers imported over ness and i like to see a psa for them


Title: Re: Omni's Mount Olympus-Zeus (9/29), Next Project War!
Post by: Omniscient X on September 26, 2012, 06:07:08 PM
Due to the poll being ineffective, as there was a tie, I chose to do War (from Darksiders) over Ike!  I've been collaborating with jokekid on getting a Chaos Form model rigged and hopefully he'll complete that soon.  So I'll be giving War the ability to shapeshift in and out of his Chaos Form.

I'm forming a moveset at the moment and I've started on some animations and PSA work just for experimentation, this project will have a lot more PSA work than Zeus ever did and hopefully it'll be just as appealing both visually and aesthetically as a character!


Title: Re: Omni's Mount Olympus-Zeus (9/29), Next Project War!
Post by: XxTailsxX on September 26, 2012, 07:15:15 PM
if u plan on doing superman u can model port him onto rob and have n b heat vision done and possibly an up b


Title: Re: Omni's Mount Olympus-Zeus (9/29), Next Project War!
Post by: narutofan1 on September 29, 2012, 08:00:14 AM
the Zeus PSA should be coming out today, I'm excited for it.


Title: Re: Omni's Mount Olympus-Zeus (9/29), Next Project War!
Post by: Omniscient X on September 30, 2012, 02:11:09 PM
Sorry everyone haven't been able to access my computer the last couple days but I'm gonna polish off the Zeus stuff and pack it up and give you guys v 0.9 if everyone is ok with that.  Problems with Down-B kept it from being included in the initial release but when I finish it I'll release Version 1.  For now keep checking for updates I'll get everything uploaded today and throw it on the Vault!

Note: I didn't have the time or knowledge to rig the Blade of Olympus yet :( so it won't be in version 0.9


Title: Re: Omni's Mount Olympus-Zeus (9/29), Next Project War!
Post by: Ultraxwing on September 30, 2012, 04:02:21 PM
 i would avoid superman. i think he's the second most broken super hero concept ever thought up of. besides the Flash... [censored] Flash.

anyway, i can't wait for Zues. he sounds like a sexy PSA


Title: Re: Omni's Mount Olympus-Zeus (9/29), Next Project War!
Post by: Omniscient X on September 30, 2012, 08:45:13 PM
i would avoid superman. i think he's the second most broken super hero concept ever thought up of. besides the Flash... [censored] Flash.

anyway, i can't wait for Zues. he sounds like a sexy PSA

Not doing Superman, my next project is War from Darksiders I've already started on it and I'm ripping the Chaos Form model tonight and sending it to jokekid for rigging and importing.

*Bump*

Here's what I've been spending time at today, T-Posing War's Chaos Form to send to jokekid for rigging, here's the current model with red overlay:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/ChaosFormRender1.png)

This had to be ripped raw from the game via 3D Ripper DX and it was a pain but it'll be worth it in the long run  :happy:

Post your suggestions for War's moveset!

PS: The reason for the problems uploading was because the compile of Zeus version 0.9 was corrupted (? this is what it kept telling me when I went to open the files idk what happened) so I'm going to try to salvage some files and see what I can do there, I don't want to redo all that work between v0.8 and v0.9 :(


Check the OP Zeus released (Inside of "Mount Olympus")!


Title: Re: Omni's Realm-War in Progress (Need beta testers)
Post by: Omniscient X on October 14, 2012, 03:20:03 PM
Got the Chaos Form successfully rigged and imported into Brawl  :happy: works perfectly except it hasn't been UV Mapped for textures and such  :'( so I'm wondering if anyone can do that for me?

Forgot to upload a screenshot of the texture/model I adapted to fit Zeus:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121012_1748binout.jpg)

Here's Chaos Form In-Game:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121013_2358binout.jpg)

War is making substantial progress I'll upload some moveset photos and the entire planned moveset today as well.

And just like with Zeus I'm in need of some beta testers so feel free to PM me if you'd like to to test the newest beta of the current moveset!


Title: Update with Screenshots
Post by: Omniscient X on October 25, 2012, 01:03:28 AM
I've been slowly making progress with War as of now the Chaos Form article is now hexed, and it took me awhile since I had no idea how to do floating points for articles  :-\ but I got it done and RussMarrs got me a perfect rig for Chaos Form, so big thanks to him, but I still need someone to help me apply the textures I believe it currently needs UV Mapping.

Anyway I've done most of the animations now I'm just PSAing the rest of the moveset and I've found some suitable graphics for the "Chaos Energy" check them out:
The effects I'm going to use for the move Obliterate
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121025_0106binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121025_0107binout.jpg)

If anyone knows how to add another article it would be awesome to include Ruin in War's regular moveset instead of restricting him to the Final Smash...


Title: Re: Omni's Realm-War's updated progress
Post by: metatrongrhm on October 25, 2012, 04:02:00 PM
Awesomeness :)


Title: Re: Omni's Realm-War's updated progress
Post by: Carnage on October 25, 2012, 04:34:16 PM
you can add model changers not articles


Title: Re: Omni's Realm-War's updated progress
Post by: Anivernage on October 25, 2012, 04:45:59 PM
you can add model changers not articles
Yeah and make a custom boneset and you'll have extra space and the free article ;D

Btw looks really cool so far Omniscient :af:
Directly to my Sd ;D


Title: Re: Omni's Realm-War's updated progress
Post by: Omniscient X on October 25, 2012, 05:41:46 PM
Thanks for the interest guys lol and Carnage I know that but I like my transformation technique so far its pretty flawless and seems to work well, jokekid is going to see what he can do about getting the Chaos Form textured and if anyone else wants to give it a shot I'd be happy to send them the files!

I'm planning on doing the Up-Smash, Down-Smash and Neutral Special today and I'll have some screenshots up tonight, hopefully I can get everything working with those so I can check them off my list!  Most of the aerials are done as well, I just need to revise the Down-Aerial Meteor Strike and make a landing animation for it and a subaction with the appropriate effects and hitboxes.

I'll see you all later with some screenshots  :happy:

Here's the latest updates!!

Obliterate:
Sorry I'm currently getting someone to texture the Chaos Form but the "Chaos Energy" looks pretty decent  :happy:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121025_2121binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121025_2119binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121025_2021binout.jpg)

Tremor Smash:
Everything looks good except the "ground shatter" GFX from my Thor PSA are having trouble actually being called up from the coding I'm not sure why it could be because I added some GFX and Ike's numbers are whack (at least I got the GFX lined up perfectly with the fist  ;) )
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121025_2124binout.jpg)
Here's the ground shatter and what it will eventually look like:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_110609_18033binout.jpg)

Didn't get to the Neutral Special: Blade Geyser today   :-\ but I'll hopefully get some more moves done over the weekend  :srs:


Title: Special and Smashes Updates
Post by: Omniscient X on October 31, 2012, 02:06:37 AM
For those of you who are deprived of life and don't read the WIP thread here's an older preview of Tremor Smash
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121030_0051binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121030_0137binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121030_0105binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121030_0044binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121030_00111binout.jpg)

For the rest of you who've also been following me in the WIP thread, you're probably eager to see the newest previews, I'm sorry Chaos Form isn't in them texturing is apparently taking longer than expected  :notimp: but Anivernage will get it uploaded soon!  Erm where was I...Oh yes the previews!  I completed the Neutral Special: Blade Geyser today (or at least some lesser form of it, expect it to be much improved before the release) mostly just testing the hitboxes and if the GFX worked before I started throwing in alot of blades.
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121031_0200binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121031_02001binout.jpg)
Thankfully for me it worked flawlessly, the blades protrude from the ground quickly and shatter the earth they shoot up from as far as I'm concerned it looks and performs awesome!  So I'll be tacking on a radius of swords to cover him visually except I'm going to leave him open to attack from behind, I figure that'll make the move a lot less spammable, and it has a [censored] ton of lag.  See you all soon for another update when I get the textured Chaos Form  ;D hopefully tomorrow!


Title: Re: Omni's Realm-War's Specials In Progress (Previews in Newest Post)
Post by: AnImAiNe on October 31, 2012, 06:02:21 AM
YOOOOOOO this is freaking sick!!  i dont even know wo this character is but im can wait to have him.

woul i be able to gey some help with gfx for one of my psa's final smashes?


Title: Re: Omni's Realm-War's Specials In Progress (Previews in Newest Post)
Post by: Omniscient X on October 31, 2012, 09:45:45 AM
Sure Animaine just PM me what you need help with!
-Omni

Post Merge: November 01, 2012, 06:59:24 PM
Hey everyone Anivernage just finished the texture and UV Mapping so big thanks to him!!  :happy: Anyway here's the Chaos Form in game with its texture!
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121101_18561binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121101_1856binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121101_1859binout.jpg)
Note: I will be changing the sword texture to a more "fiery" look, and I'm looking forward to fixing some of the little problems it has but for the most part its pretty awesome  ;D

I'll be back with more updates on Harpoon Tackle and Blast of Hatred soon!!
-Omni


Title: Re: Omni's Realm-War's Specials In Progress (Chaos Form completed!!) SEE LAST POST!
Post by: Royal_Blade on November 03, 2012, 08:26:14 AM
Man... You are a beast at this kind of stuff.

I must learn your ways, take me as your pupil! XD


But seriously, your stuff looks awesome!


Title: Re: Omni's Realm-War's Specials In Progress (Chaos Form completed!!) SEE LAST POST!
Post by: Carnage on November 03, 2012, 01:28:03 PM
i dont have a clue who that hsi but that lava/flame creature looks badass is the psa on ganon?


Title: Re: Omni's Realm-War's Specials In Progress (Chaos Form completed!!) SEE LAST POST!
Post by: Omniscient X on November 03, 2012, 07:14:40 PM
@Royal Blade thanks for the hype lol

@Carnage it's War from Darksiders the "flame/lava creature" is his Chaos Form and nah this PSA is over Ike because War is sword wielding character.  I'm planning on making another shapeshifting character over Ganon but idk who.
-Omni


Title: Update on Chaos Form & a Proposal
Post by: Omniscient X on November 06, 2012, 05:33:56 PM
I've updated the sword texture for War's Chaos Form  :happy: see the results here:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121105_1712binout.jpg)

Alright, now I've been working on War frequently lately and I'd like to get it finished and at least get a beta out soon, so I have a decision to make!  For War's Neutral Special: Blade Geyser where should the swords erupt from the ground?  Here are the options:
1) It stays like it is and just causes a thicket of blades to rise only directly in front of War almost like a wall.

2)It causes swords to erupt in a straight line in front of War for like 2-3 stage builder blocks

3)It causes swords to be unleashed in a radius around War, but still leaving him open to aerial attacks.  (This is my personal favorite  ;D )

Make sure to cast your vote in the poll!! Note here's how it currently looks (Option #1):
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121105_1717binout.jpg)

On another note I've given War some "dash-dodges" instead of regular rolls, so War propels himself forward/backward at a high rate and covering about 1.8x the distance of Ike's regular roll, and always facing his point of origin or where he started from.  To balance it I reduced the intangibility frame time so that it is much harder to dodge projectiles via this technique, although it is still relatively easy to do so with War's regular (and unchanged) neutral dodge that happens when your press L/R+Down.

Working on Side Special: Harpoon Tackle currently!  Will update with more screenshots soon!  Look forward to hearing feedback!
-Omni


Title: Re: Omni's Realm-Vote for War's Neutral Special!! Chaos Form Updated!
Post by: KTH on November 06, 2012, 06:24:44 PM
Incredible, i love the effect you give for broken ground.


Title: Re: Omni's Realm-Vote for War's Neutral Special!! Chaos Form Updated!
Post by: Omniscient X on November 06, 2012, 06:35:57 PM
Thanks KTH, hopefully I can get that sampling texture to work properly.  For some reason my Chaos Form used to sample from the stage textures perfectly so I'm going to go back and study that and if all else fails I'll use the self-sampling textures from my Ike PSA!  Wanted to put this effect from Gekitou Special Naruto or whatever that pulverizes the ground and sends out a rolling shockwave but it was way to high in file size to be used, but if we learn to add articles or GFX into a motionetc file I'll be sure to add that one in!
-Omni

Just some fun previews:
Perfect Obliterate GFX & hitboxes
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121107_0055binout.jpg)

Sometimes when the background of Frigate Orpheon (when it goes dark) can darken the "ground shatter" GFX
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121107_0057binout.jpg)

Chaos Form vs Lucas
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121107_0100binout.jpg)

Kirby suffers the wrath of perfected hitboxes for Obliterate
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121107_0103binout.jpg)

...and then is impaled from below by Blade Geyser
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121107_0106binout.jpg)


Title: Re: Omni's Realm-Vote for War's Neutral Special!! Chaos Form Updated!
Post by: metatrongrhm on November 07, 2012, 12:14:20 PM
Sweet!
 :happy:


Title: Re: Omni's Realm-Vote for War's Neutral Special!! Chaos Form Updated!
Post by: Omniscient X on November 08, 2012, 04:52:49 PM
Thanks for all the interest guys!  

So I've been working on the Side Special: Harpoon Tackle and it's nearing completion it works pretty well I'll post in-game screenshots tonight.  In the meantime, I've started on the Up Special: Shadowflight and I've changed the function a little bit by allowing War to perform a partial transformation and sprout his wings from Chaos Form (albeit a bit larger to function for flight) seen in these progress screenshots:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/ChaosFormWings1.png)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/ChaosFormWings2.png)
a did not mean to give War this kind of "fallen angel" look but it suits him nicely  ;D

Also I'll be incorporating more partial transformations, this is the list I have so far:
-An alternate D-Tilt where War grows his Chaos Form's tail and performs a tail swipe with it.
-An alternate U-Tilt where War sprouts his Chaos Form's wings and slashes the air with them.
-An alternate dodge which functions as a shield where War sprouts the wings and envelopes himself with them, negating any damage from attacks (slightly slower on the start up than the standard shield, but provides a viable option should your shield be too small to absorb the attack).

Note that the partial transformations that function as an attack lack the "super armor" that a full Chaos Form transformation affords War with, and they are far less powerful.

I'm planning on including recolors so if someone would come forward and do that for me it'd be awesome!!  One recolor will be "Angelic War" with golden armor and an inverted Chaos Form (so it's skin will be a whitish glow and the "lava" will be a deep blue).

I think this will be an interesting addition to War's moveset!  See you all soon for more updates!
-Omni

P.S. I'm cutting my hack limit down to like 1-3 more hacks before I leave KCMM, but I will hold large polls for each hack where anyone can suggest a moveset and I WILL DO the winning idea.  Just thought I'd give you all a heads up  :-\


Title: Re: Omni's Realm-Vote for War's Neutral Special!! Chaos Form Updated!
Post by: Carnage on November 09, 2012, 02:36:25 AM
cant wait to try that mother just for the badassery altough i never played any of his games xD if you ever interested in making a pokemon trainer psa with me let me know i have details of my idea on my thread.


Title: Re: Omni's Realm-Vote for War's Neutral Special!! Chaos Form Updated!
Post by: metatrongrhm on November 10, 2012, 03:52:49 AM
... You're leaving :(
Well... I've never played Darksiders, but the moveset you've made looks awesome.


Title: Re: Omni's Realm-Vote for War's Neutral Special!! Chaos Form Updated!
Post by: FailureBiWinning on November 10, 2012, 06:22:42 AM
If you're still open to ideas for where the swords should erupt from in Blade Geyser; I think you could use all three. Which one you would get depends entirely on which direction you're tilting the control stick after initiating the neutral special. Allow me to explain:

1) You start the neutral special and leave the control stick in a neutral position: the blades will only rise directly in front of War.

2) You start the neutral special and press down on the control stick after it starts: the blades will erupt in a radius around War.

3) You start the neutral special and press forward (left or right depending on which direction War is facing) after it starts: the blades erupt in a line in front of War.

That's my suggestion; but if I absolutely had to pick just one, I'd go with the swords erupting in a radius. Still -if it's even possible- I think it'd be interesting if you gave him the ability to do all three.

Suggestions aside; I'm not too familiar with Darksiders, but I'm looking forward to the War moveset!


Title: Re: Omni's Realm-Vote for War's Neutral Special!! Chaos Form Updated!
Post by: Omniscient X on November 10, 2012, 07:36:02 PM
Guys, I've stated I'm going to do at least 3-4 more hacks  :happy: no need to stress and its only a thought I'm just excepting the reality that someday I'll leave, but it may be in the not too distant future.  Either way I'm glad you all like the ideas and the previews.

If you're still open to ideas for where the swords should erupt from in Blade Geyser; I think you could use all three. Which one you would get depends entirely on which direction you're tilting the control stick after initiating the neutral special. Allow me to explain:

1) You start the neutral special and leave the control stick in a neutral position: the blades will only rise directly in front of War.

2) You start the neutral special and press down on the control stick after it starts: the blades will erupt in a radius around War.

3) You start the neutral special and press forward (left or right depending on which direction War is facing) after it starts: the blades erupt in a line in front of War.

That's my suggestion; but if I absolutely had to pick just one, I'd go with the swords erupting in a radius. Still -if it's even possible- I think it'd be interesting if you gave him the ability to do all three.

Suggestions aside; I'm not too familiar with Darksiders, but I'm looking forward to the War moveset!

I absolutely love this.  This is the kind of feedback that I've wanted on all my movesets, and believe it or not I hadn't ever thought of this option!  I'll see where I could make the coding work (because I think I can make it work) and maybe I'll be able to do that, the only reason I wouldn't is I might have to add a lot of lines of code and that'd jack up the filesize.  What I might do is add some bones to War's model and maneuver them accordingly...ya I think that's what I'll do  ;)
-Omni

Post Merge: November 11, 2012, 09:42:52 PM
Just an update on my progress with War, I've been working on the Up-Special: Shadowflight this weekend and due to some setbacks I had to spend alot of time troubleshooting it.  Eventually though, I got it to work so I give you NEW PROGRESS  ;D
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121108_2345binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121108_2331binout.jpg)

Forgot to delete the sword glow code before I took the screenshots  :>.>palm: so that's why the ground shatter comes off the sword in that one pic, but the partial transformation works flawlessly!  So I'm looking for someone to make a preview video for War, if they would be so kind.

Also I've made some attribute alterations to match War's "god-like" physical prowess, so I've jacked up his strength so he can hurl boxes and heavy items a much farther distance as well as diminishing his dash speed but made his acceleration quicker.  His "boost-dash" rolls attribute for his speed making him fast in melee combat and I also made his 1st jump much greater, while also crippling his midair jump.  Here's a picture of the height he can get from his 1st jump:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121109_0004binout.jpg)
As he keeps pace with an enhanced-Avatar Ness.

I've made significant progress on the Neutral Special but haven't had time to test or take screenshots so I'll update soon!
-Omni


Title: Camera Person
Post by: Omniscient X on November 13, 2012, 04:13:19 PM
Bumped to find a video-taker lol view the last post for updates and alterations that for some reason didn't bump the thread  :notimp:
-Omni


Title: Wargreymon
Post by: Omniscient X on November 23, 2012, 03:12:31 PM
Well guys I'm not offering a beta release until we fix some of the model problems on Chaos Form for War so he's currently on pause until Anivernage gets his PC working again!

On a much more positive note I'm now drafting a moveset for Wargreymon and I'm accepted any suggestions you would like to add.  Look over the moveset on the OP and any move that has "N/A" in it is completely open to suggestions!!

I'm looking at the moveset from Digimon Rumble Arena to get more ideas and stuff, so please I'd love some feedback and new ideas  :happy:
-Omni


Title: Re: Omni's Realm-(War on Pause) Drafting Wargreymon!
Post by: AnImAiNe on November 23, 2012, 03:17:52 PM
what about "grey shield" on his back for down B? ive seen him use it in the show before.


Title: Re: Omni's Realm-(War on Pause) Drafting Wargreymon!
Post by: Omniscient X on November 23, 2012, 03:27:44 PM
I really wanted to do that move, but Gumdramon is rigging up a new model and idk if I'll be able to manipulate the "Grey Shield" to make the move as visually appealing as I would like  :-\ but I'll definitely put it on my list!
-Omni


Title: Re: Omni's Realm-(War on Pause) Drafting Wargreymon!
Post by: Carnage on November 23, 2012, 03:58:28 PM
digimons arent great for movesets imo becuase they only know like 3 or 4 moves while pokemons  have a big movepool  but thats only my 2 cents


Title: Re: Omni's Realm-(War on Pause) Drafting Wargreymon!
Post by: Omniscient X on November 23, 2012, 04:07:45 PM
Oddly enough since Digimon have their own "Brawl-like" games they actually have large moveset pools in addition to moves in the anime.  So in this sense they actually have more of a moveset/foundation to build a Brawl moveset on as Pokemon lacks a Platform-style fighting game.
-Omni


Title: Re: Omni's Realm-(War on Pause) Drafting Wargreymon!
Post by: Carnage on November 23, 2012, 04:14:18 PM
Oddly enough since Digimon have their own "Brawl-like" games they actually have large moveset pools in addition to moves in the anime.  So in this sense they actually have more of a moveset/foundation to build a Brawl moveset on as Pokemon lacks a Platform-style fighting game.
-Omni
i only watched the anime so i only know about 3-4 moves that each one does


Title: Re: Omni's Realm-(War on Pause) Drafting Wargreymon!
Post by: AnImAiNe on November 23, 2012, 05:26:42 PM
i think i have seen black wargreymon do the tornado move to dig underground im not sure if you would want to do that


Title: Re: Omni's Realm-(War on Pause) Drafting Wargreymon!
Post by: Lucifer_Gale on November 24, 2012, 10:06:09 AM
Oddly enough since Digimon have their own "Brawl-like" games they actually have large moveset pools in addition to moves in the anime.  So in this sense they actually have more of a moveset/foundation to build a Brawl moveset on as Pokemon lacks a Platform-style fighting game.
-Omni
For example this https://www.youtube.com/watch?v=KIU6ioGU1qQ (https://www.youtube.com/watch?v=KIU6ioGU1qQ), one of the best digimon games on the good old ps1, along with the first Digimon World  :happy:


Title: Re: Omni's Realm-(War on Pause) Drafting Wargreymon!
Post by: Omniscient X on November 25, 2012, 01:33:14 AM
Actually I'm using Digimon Rumble 2 as inspiration for alot of moves, but I suppose they're essentially the same thing  ;D

I'm looking at the layout I have so far and really there is not that much coding that I'm going to need to edit besides some (perhaps) over-the-top Smash Attacks and the Neutral Special (possibly the Down Special too).  Considering the hack is going to be on Ganon and he has a huge 500kb+ file size limit, I have some room to add in some extremely flashy GFX  r) so I'm thinking of adding some more "visually appealing" attacks.  Ideas include:
-A flaming shockwave formed from a claw slash for the Forward Smash
-A rapid-fire version of Terra Force, firing smaller energy spheres
-An application of Wargreymon's immense strength similar to the "Rock Throw" attack in my Zeus PSA, although it might be a bit more "brutal"  :happy:
-I'm thinking of giving Wargreymon access to Poseidon Force which is Terra Force but with water, which is usually a move only Wargreymon X can use.
-A lava geyser for the Upward Smash

As far as ideas I'd like to hear some more from you guys and I've laid out a Final Smash concept as well:
-Wargreymon will digivolve into Omnimon and then have two options:
1.  Press A and use Grey Sword and create a giant "slash" shockwave that deals high damage and medium knockback
2.  Press B and use Supreme Cannon and blast a beam across the stage dealing medium damage and high knockback.

That's all I have for concept updates for now!
-Omni


Title: Re: Omni's Realm-(War on Pause) Drafting Wargreymon!
Post by: Alex Climax on November 28, 2012, 09:36:23 AM
Just thought I'd update ya!

I'm done rigging his legs and arms already, still working on his bust and waist.

I gave him his extra shield bones, and I also rigged the hanging armor pieces that are on his side, so you can make them move if you so please. xD


Title: Re: Omni's Realm-(War on Pause) Drafting Wargreymon!
Post by: Omniscient X on November 28, 2012, 11:04:57 PM
Awesome thanks man, keep my posted on your progress!  Also if you could add in a couple more ThrowN bones that'd be great too I have some multiple projectile attacks planned!
-Omni


Title: Re: Omni's Realm-Wargerymon's moveset 90% finished, still needing some ideas...
Post by: Omniscient X on December 01, 2012, 02:19:05 PM
Alright I've updated the moveset feel free to read it and give feedback as you see fit.  I've finished every move with the exception of the Down Special, as much as I would like to make it Grey Shield "shield" moves are incredibly hard to do so I'll have to do some exploring in PSA before I create that move.  Also any ideas for the taunts would be appreciated, as you know I strongly favor "attack taunts" giving characters access to powerful moves on the ground after they've achieved a certain % level.  Look forward to hearing from you guys!
-Omni

Big thanks to Gumdramon for the model and rig  :happy:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/Wargreymon_progress.png)
And so it begins  :srs:

Post Merge: December 02, 2012, 02:37:26 PM
Bumped for progress on WArgreymon's Neutral Special: Terra Force, let me know if you guys have any complaints or concerns about the moveset or the model!
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/TerraForceProgress.png)
Will post in-game screenshots later!  And the fireball's textures aren't fully rendered in Brawlbox that texture is transparent where the black is and the texture animation creates a "fire" effect.
-Omni


Title: SCREENSHOTS!!!
Post by: Omniscient X on December 03, 2012, 10:13:53 PM
Updating with some progress on the Neutral Special: Terra Force, I've finished the grounded version of the N-B and I'm now making the aerial version of it.  I'm really pleased with how the custom animation flows and the effects have been tested so they fit perfectly into each segment of the move.  The throw is really fluid and so is the cooldown lag, hopefully I can get a video of it out soon!!  Until then here are some screenshots!!!  :happy:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_1920binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_19201binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_19221binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_1922binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_1923binout.jpg)
Hope you like the progress! Comments with feedback would be much appreciated!
-Omni


Title: Re: Omni's Realm-Wargreymon SCREENSHOT UPDATE
Post by: Anivernage on December 03, 2012, 10:16:32 PM
looks damn epic!


I like the gfx, its really cool.


Title: Re: Omni's Realm-Wargreymon SCREENSHOT UPDATE
Post by: Omniscient X on December 03, 2012, 10:22:33 PM
Thanks Ani, I'm going to give it a 90 degree rotate so that the "shine"/"glow" faces the stage, because right now it's angled so it's hard to see in-game.

I'm still trying to find/rip some decent lava graphics, because the ones from Norfair either suck or completely shaft the filesize.
-Omni


Title: Re: Omni's Realm-Wargreymon SCREENSHOT UPDATE
Post by: Anivernage on December 03, 2012, 10:23:41 PM
NSMB WII have many lava gfx for the levels.
Well, just a possibility. ;D


Title: Re: Omni's Realm-Wargreymon SCREENSHOT UPDATE (See Page 13: Reply #193)
Post by: Omniscient X on December 03, 2012, 10:26:30 PM
NSMB WII have many lava gfx for the levels.
Hmmm that's an interesting possibility I'll look into it  :happy: thanks!
-Omni


Title: Re: Omni's Realm-Wargreymon SCREENSHOT UPDATE (See Page 13: Reply #193)
Post by: Alex Climax on December 03, 2012, 10:31:07 PM
Alright I've updated the moveset feel free to read it and give feedback as you see fit.  I've finished every move with the exception of the Down Special, as much as I would like to make it Grey Shield "shield" moves are incredibly hard to do so I'll have to do some exploring in PSA before I create that move.  Also any ideas for the taunts would be appreciated, as you know I strongly favor "attack taunts" giving characters access to powerful moves on the ground after they've achieved a certain % level.  Look forward to hearing from you guys!
-Omni

Big thanks to Gumdramon for the model and rig  :happy:
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/Wargreymon_progress.png[/url])
And so it begins  :srs:

Post Merge: December 02, 2012, 02:37:26 PM
Bumped for progress on WArgreymon's Neutral Special: Terra Force, let me know if you guys have any complaints or concerns about the moveset or the model!
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/TerraForceProgress.png[/url])
Will post in-game screenshots later!  And the fireball's textures aren't fully rendered in Brawlbox that texture is transparent where the black is and the texture animation creates a "fire" effect.
-Omni

Glad to be of service.

It really helps me practice with my rigging.

Also, that Wargreymon is lookin awesome so far!


Title: Re: Omni's Realm-Wargreymon SCREENSHOT UPDATE (See Page 13: Reply #193)
Post by: Omniscient X on December 03, 2012, 10:49:12 PM
Rig works great did you see the new screenshots?  I'll copy them into this post for you!  But Gumdramon what bones are the shield parts rigged to?  I'm attempting to make a grey shield animation lol
-Omni
Screenshots:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_1920binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_19201binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_19221binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_1922binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_1923binout.jpg)


Title: Re: Omni's Realm-Wargreymon SCREENSHOT UPDATE (See Page 13: Reply #193)
Post by: Alex Climax on December 03, 2012, 11:20:15 PM
Rig works great did you see the new screenshots?  I'll copy them into this post for you!  But Gumdramon what bones are the shield parts rigged to?  I'm attempting to make a grey shield animation lol
-Omni
Screenshots:
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_1920binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_19201binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_19221binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_1922binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121203_1923binout.jpg[/url])

Yeap I saw em. Lookin badass!

and that would be the..

Shield L and Shield R bones.
Though I think I named them wrong... L is supposed to be R and R was supposed to be L. xD


Title: Re: Omni's Realm-Wargreymon SCREENSHOT UPDATE (See Page 13: Reply #193)
Post by: Omniscient X on December 03, 2012, 11:48:47 PM
It's all good!  ;D I'll see what I can do about a Grey Shield special!!
-Omni


Title: Re: Omni's Realm-Wargreymon SCREENSHOT UPDATE (See Page 13: Reply #193)
Post by: AnImAiNe on December 04, 2012, 12:58:22 AM
lol i said the wrong name for his shield back when i suggested that move. its really called "Brave Shield"


Title: Re: Omni's Realm-Wargreymon SCREENSHOT UPDATE (See Page 13: Reply #193)
Post by: Omniscient X on December 05, 2012, 07:28:44 PM
Yes Animaine I'm fully aware of that I just like the sound of Grey Shield

Well I'm having an exceptionally bad time finding an appropriate GFX to do Great Tornado justice, at first I figured a tornado effect would do.  However, I believe a more drill-esque effect would be more suitable for the attack the trouble is I can't seem to find one...and I'm not about to go scouring games to find one.  Also if you guys have any ideas as to where I should look for some water effects because I can retexture them to make some better lava effects for Lava Geyser as my current ones are rather chunky lol
-Omni


Title: Side-B Done, Updated the Down Special
Post by: Omniscient X on December 13, 2012, 12:23:37 AM
Finished the Side Special: Great Tornado  :happy:

Here are some screenshots to go along with it:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121213_0112binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121213_00471binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_121213_0047binout.jpg)
I'm having some technical difficulties with the texture but it's not a monumental problem I'll fix it tmrw, anyway the rings should be identical to those of "Ray Gun Shots" but with flame color.  I'm really pleased with the outcome of this special move as well, it is just as fluid as Terra Force, and Wargreymon really has an agile and smooth feel to him.  Now I'll polish off Flight and start on coding Grey Shield, the Down Special which I updated with a description in the OP.
-Omni


Title: Re: Omni's Realm-Wargreymon Moveset Updated, Side-B DONE!
Post by: Anivernage on December 13, 2012, 01:45:14 AM
Awesome! looks really cool so far. :af2:


Title: Re: Omni's Realm-Wargreymon Moveset Updated, Side-B DONE!
Post by: Alex Climax on December 18, 2012, 08:29:16 PM
Sweetness

Oh yea, finally finished your Agumon request tonight. Sorry I got to it so late though. I'll shoot it over to ya.


Title: Down Smash
Post by: Omniscient X on January 05, 2013, 06:32:43 PM
Whoa looks like I've been gone a little too long, time to get to work  :srs:

I've finished the standard attacks and the Down Smash: Fissure Slam

Here are some screenshots I think you'll all like  ;)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1748binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1746binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1745binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1744binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1739binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1733binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1755binout.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_17392binout.jpg)

Might tweak that texture sampler but it's doing a pretty good job, this move is finalized with the exception of a little damage and knockback changes!  And as of now I estimate I'm at about 40% with Wargreymon overall.  Also the aerial Terra Force (N-B) is done.
-Omni


Title: Re: Omni's Realm-Wargreymon Moveset-40%-Screenshots Added
Post by: SonicBrawler on January 05, 2013, 06:40:55 PM
Whoa looks like I've been gone a little too long, time to get to work  :srs:

I've finished the standard attacks and the Down Smash: Fissure Slam

Here are some screenshots I think you'll all like  ;)
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1748binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1746binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1745binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1744binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1739binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1733binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_1755binout.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130105_17392binout.jpg[/url])

Might tweak that texture sampler but it's doing a pretty good job, this move is finalized with the exception of a little damage and knockback changes!  And as of now I estimate I'm at about 40% with Wargreymon overall.  Also the aerial Terra Force (N-B) is done.
-Omni


You never cease to surprise me blue hedgehog


Title: Re: Omni's Realm-Wargreymon Moveset-40%-Screenshots Added
Post by: zutox on January 05, 2013, 07:15:39 PM
I am sure someone has asked already, but I couldn't find the answer, so here it is: Who is he over? It's looking really interesting, always good to see new PSAs


Title: Re: Omni's Realm-Wargreymon Moveset-40%-Screenshots Added
Post by: Kyouma on January 05, 2013, 07:19:26 PM
I am sure someone has asked already, but I couldn't find the answer, so here it is: Who is he over? It's looking really interesting, always good to see new PSAs
the  model was rigged over Samus, so I think its over Samus
btw this is PSA is going to be epic...


Title: Re: Omni's Realm-Wargreymon Moveset-40%-Screenshots Added
Post by: Alex Climax on January 05, 2013, 08:30:39 PM
Actually, I rigged that model over Ganondorf for Omni then handed it to him. xD

Also, loving that attack preview!


Title: Re: Omni's Realm-Wargreymon Moveset-40%-Screenshots Added
Post by: zutox on January 05, 2013, 08:55:30 PM
the  model was rigged over Samus, so I think its over Samus
btw this is PSA is going to be epic...

If over samus, then yeah this would be extremely epic indeed!
it's good that psaers take a look at the characters and see who already has lots of other PSAs on them. Samus, doesn't :D


Title: Re: Omni's Realm-Wargreymon Moveset-40%-Screenshots Added
Post by: AnImAiNe on January 05, 2013, 08:58:45 PM
If over samus, then yeah this would be extremely epic indeed!
it's good that psaers take a look at the characters and see who already has lots of other PSAs on them. Samus, doesn't :D
the last comment said he is over ganondorf not samus


Title: Re: Omni's Realm-Wargreymon Moveset-40%-Screenshots Added
Post by: zutox on January 06, 2013, 08:33:26 AM
the last comment said he is over ganondorf not samus

My bad, 5 am in the morning and you miss out on lots of things X3
Hopefully the perfect ganon port will be out soon


Title: Re: Omni's Realm-Wargreymon Moveset-40%-Screenshots Added
Post by: metatrongrhm on January 06, 2013, 02:35:50 PM
Sexy Down Smash :)


Title: Re: Omni's Realm-Wargreymon Moveset: New Poll Added Vote on the Up Smash!
Post by: Omniscient X on January 17, 2013, 03:17:48 PM
I figured I'd throw this poll up for Wargreymon's Up Smash just to see what everyone else wants, whatever the result will become his new Up Smash.  Please vote on the idea you like the best!

And I'm overjoyed to see everyone liked the Down Smash  ;)
-Omni


Title: Re: Omni's Realm-Wargreymon Moveset: New Poll Added Vote on the Up Smash!
Post by: narutofan1 on February 04, 2013, 09:25:27 AM
Anything new with your WarGreymon PSA?


Title: Re: Omni's Realm-Wargreymon Moveset: New Poll Added Vote on the Up Smash!
Post by: BlueBrain on February 04, 2013, 11:40:12 AM
i was thinking
would an improved, and specially made for PSA rig of war make u consider continueing him?


Title: Re: Omni's Realm-Returning with some Teasers
Post by: Omniscient X on May 13, 2013, 12:56:05 AM
Ah not much has changed since I last was here...so I return and dust off my old thread and projects as I've got some spare time to work with now.

Unfortunately I abandoned my last project because my files would get corrupted everytime I opened them and I spent weeks trying to figure them out and I couldn't solve the problem.  If anyone else feels up to the challenge I can send you my Wargreymon folder which contains everything you'd need to finish the PSA if you could purify the main files.

On a brighter note I've been working on a new project and I thought I'd hit you guys with some teaser screenshots  :yay:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130502_0201binout_zpsdab08c47.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130507_1907binout_zpsd60ce7d4.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130508_20491binout_zps152a7434.jpg)
Enjoy
-Omni


Title: Re: Omni's Realm-Returning with some Teasers
Post by: MarioStar+ on May 16, 2013, 11:02:13 AM
So... will you put your Wargreymon PSA on the vault? Even if it's not done yet.
And a brave person will continue the moveset?


Title: Re: Omni's Realm-Returning with some Teasers
Post by: AnImAiNe on May 16, 2013, 11:51:10 PM
i really love that fissure gfx. i hope you release wargreymon as is


Title: Re: Omni's Realm-Returning with some Teasers
Post by: MarioStar+ on May 17, 2013, 11:49:44 AM
Me too, but thoes the moveset have Wargreymon SFX? Or it's just Samus SFX
Whit Wargreymon PSA?


Title: Re: Omni's Realm-The God of War
Post by: Omniscient X on May 18, 2013, 02:44:57 PM
Firstly I'd like to announce that my newest project, Ares God of War, is nearing a beta stage and I'll be looking for testers soon just PM me if you're interested.  Secondly, Ares' moveset will replace War's in the OP in a couple days I've been changing it alot as I've been actually making it so it's going to have a different feel from my other projects.  It's loosely based off of Ares from the "God of War" games and I'm basing alot of his abilities off of abilities demonstrated in God of War: Ascension.

Now as to address the Wargreymon obstacle:
1) I'm not even sure if I want to put his unfinished PSA on the Vault
2) Even if I did it has a self-corrupting problem so nobody can modify/open it which means the PSA will not be completed/continued.
3) I'm using literally all of Wargreymon's GFX in the new Ares' PSA plus some brand new ones so I think everyone will be satisfied with those when I release it.

Here are some updated screenshots of Ares' new model and powers:
Fire Blast
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130518_1431binout_zps5ecf437d.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130518_1442binout_zpsf7bc0be5.jpg)

The new model/texture
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130514_1812binout_zps92596d52.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130515_0037binout_zpsa31b2543.jpg)
New Molten Rock Fissure GFX
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130514_0040binout_zps64dbec20.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130514_2148binout_zpse98bf92e.jpg)
-Omni


Title: Re: Omni's Realm-The God of War
Post by: AnImAiNe on May 18, 2013, 03:13:01 PM
thats dope


Title: Re: Omni's Realm-The God of War
Post by: MarioStar+ on May 19, 2013, 12:39:41 AM
For your Wargremon, I think it's best to put it on the vault cuz it's the 1st Digimon PSA
Ever Made, but if you think it isn't a good idea could you please send me the files by PM?


Title: Re: Omni's Realm-The God of War
Post by: Omniscient X on May 19, 2013, 04:37:51 PM
Having some trouble with Wargreymon's salvaged files they seem to be unplayable... :srs:...I have a couple beta testers who have the moveset though.  I'm currently hard at work on Ares' so I'll give Wargreymon a second chance after that!

Anyway, I'm going to add Ares' moveset to the OP with some pictures  :happy: but I'm missing a Down Special and I wanted to see if anybody had any ideas on a Down Special.  For reference I can tell you that his Neutral-B allows you to utilize a Fire Blast and charge and throw a Fireball, his Side-B is a powerful flame-powered punch, and his Up-B is Flight because I love giving characters flight  :notimp: .  Please post ideas I'd love to hear them!
-Omni


Title: Re: Omni's Realm-The God of War
Post by: MarioStar+ on May 19, 2013, 11:27:34 PM
Oh, it's unplayable! i thought it was playable but very un finished! Thanks.

So for Ares, what are his grabs like? I like the Ares texture.


Title: Re: Omni's Realm-The God of War
Post by: Omniscient X on May 19, 2013, 11:58:38 PM
No it's having trouble reading the file, I'm going to check it out later like I said.

As for Ares, his grabs are mostly clones of Ganondorfs except I'm going to add in a nice ground shatter effect for when he slams the character into the ground with his Down-Throw.  I've also thought about having him do a Mewtwo-esque Up-Throw by launching some fireballs upward as well, but those are extravagant additions to the moveset I'll add in after I'm done with the foundation of the moveset.  So far I'm done with all of the Smashes, All of the tilts except the Side-Tilt, Up-Special, and I'm 50% done with his Neutral-Special.
Still to do are:
-Side Special
-Down Special
-Side Tilt
-All Aerials
-Dash Attack

Once I've completed those I'll probably release it for beta testing and see what everyone thinks.  I've added in some new elements of control and gameplay that I think everyone will enjoy, as a unique change of pace.  You'll all get to see what I'm talking about when I throw up the moveset tonight or tmrw.
-Omni

UPDATE: Finished his Fire Blast attack and tweaked the Up-Smash a bit.  I'm curious to see if everyone likes the layout


Title: Re: Omni's Realm-The God of War
Post by: MarioStar+ on May 20, 2013, 12:18:01 PM
It seems interesting. Can't wait to see how it's gonna come out.


Title: Re: Omni's Realm-The God of War
Post by: Omniscient X on May 20, 2013, 12:41:40 PM
Moveset added I'm in a bit of a rush right now so I'll throw up the pictures for it later, hope everyone enjoys it!
-Omni


Title: Re: Omni's Realm: The God of War-Progress at 60%
Post by: Omniscient X on May 23, 2013, 10:44:46 PM
BUMPDATE

So I've accomplished alot, I've perfected exploding fireballs for part of the N-B, and I've gotten almost all standard attacks done.  Still no work on the aerials yet, but I will get there!  In the meantime I'm in need of beta testers, so if you'd like to give Ares a try then just shoot me a PM, I'll send you the files and you post back here with your findings!

In other news I've scrapped the Side-B that I was working on I'll revamp it later and try to get a different attack going, but I still need suggestions for the Down-B!!
-Omni


Title: Re: Omni's Realm: The God of War-Progress at 60%
Post by: AnImAiNe on May 24, 2013, 04:31:31 PM
the side smash doesnt hit at all
the nb seems like it would be better chargeable
the flight is too fast and lasts too long
i like the fissure gfx but the down smash and and up smash is strange cuz they aren't chargeable
ill post more feedback when i get back home


Title: Re: Omni's Realm: The God of War-Progress at 60%
Post by: Omniscient X on May 24, 2013, 04:44:32 PM
Alright sounds good, yeah I just fixed the Side Smash today and I think they N-B will have a better feel once I add the ending lag on.  The Up/Down Smashes will be chargeable I just haven't finished the animations for charging yet, flight is supposed to be too fast to control effectively so I'm going to tweak it a bit to hinder the handling ability.  Thanks for the feedback bro, looking forward to hearing some more later!
-Omni

UPDATE: Made a new sword for Ares it's all rigged up and ready to go but I need someone to texture it  :oshi: post here if you think you can do it!


Title: Re: Omni's Realm: The God of War-Progress at 60%
Post by: MarioStar+ on May 26, 2013, 06:14:11 AM
I Tested Ares and this is what I think about it:

-Good texture
-Nice moveset (I like the down smash)
-The flight is a bit too fast.
-Good animations.

And this is what I would like in up coming PSA:

-A glide mode for Ares to glide when in air.
- New taunts.
-A sword mode, whit sword fire effect.
-The Neutral B less powerfull.

Don't bother chainging the FS for now.

I will upload my video showing Ares's moveset on youtube, I will upload it each time there is
an update.


Title: Re: Omni's Realm: The God of War-Progress at 60%
Post by: Omniscient X on May 27, 2013, 03:27:40 AM
Alright so I've finished the D-Air, tweaked the Side Smash, now I'm polishing off the Side Special (I'll update this post with screenshots when I'm done with it) and I think I have an idea for the Down-Special check it out:

Down Special: Hell's Gate, Ares thrusts his right palm forward and a fiery portal opens creating a slight vacuum effect about 2 stage builder blocks in front of him.  After about 15 frames a flurry of chains shoot out about 2 stage builder blocks and drag anyone caught in them towards the portal with 3% slash damage being dealt occasionally.  Uninterrupted the chains will drag any enemies caught directly into the portal where they'll be dealt 8% fire damage and medium forward knockback, note that the portal negates all projectiles launched at Ares from the front.

This is just an idea and I'm not really sure yet but I think it'd be awesome to have an attack with fiery chains  :happy:
Please let me know your ideas for the Down-B!!
-Omni


Title: Re: Omni's Realm: The God of War-Progress at 60%
Post by: MarioStar+ on May 27, 2013, 03:48:18 AM
The idea is cool, but does it have to be stage builder blocks?


Title: Re: Omni's Realm: The God of War-Progress at 60%
Post by: Omniscient X on May 27, 2013, 04:59:48 AM
Erm are you referring to my units? Yes I prefer them to be in SBB (Stage Builder Blocks)  ;D

As for the idea I may or may not change that, but I just finished the grounded version of the Side Special and I'll make the aerial animation and PSA later!

Did you have an idea for the Down Special?
-Omni


Title: Re: Omni's Realm: The God of War-Progress at 60%
Post by: MarioStar+ on May 27, 2013, 08:41:34 AM
Well I like the vacuum idea. Will Ares have a sword mode?


Title: Re: Omni's Realm: The God of War-Progress at 60%
Post by: Omniscient X on May 27, 2013, 12:44:52 PM
As of now I still have about 200kb+ of free space on the PSA  :happy: so for those of you who don't know what that means, I still have a *censored*ton of space to use.  Theoretically yes I'd love to give him a sword mode, but I'm not sure that suits him...so I'm going to add multiple weapons onto the single sword model and modify them with visibility bones so I can have him use them all.  I'm trying to get someone to rig up these extra limbs, see here:
(http://images.wikia.com/godofwar/images/d/dd/God_of_War-Ascension_Anthony_Jones_26b.jpg)
, which Ares has in God of War which would be what would actually be activated when I make his "God Mode".  This is for a later version though, possibly v0.9, as it stands v0.6 will technically be complete once I'm done with the Side-Special.  Then all that's left is for me to create a Down Special and edit the Forward-Air and I'm ready to throw that puppy on the Vault!

So I'd say 1-2 days tops before the initial release of Ares!!  I'll do my best to follow along with that deadline!
-Omni

Post Merge: May 28, 2013, 03:09:52 AM
It's time for another...BUMPDATE!!

So I've got pretty much everything done, all that's left is the Down Special (still kinda brainstorming) and the Final Smash!  I've got everything else done and the OP has the updated moveset, I think you're all going to like this PSA and if anyone wants to test the current version without the Down Special & Final Smash just shoot me a PM.

Here's some eye candy to keep you guys entertained in the meantime:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130528_0204binout_zpsc29748c4.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_2255binout_zps4cb1ac41.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130528_0233binout_zpsc8c9f99a.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130528_02051binout_zps96d1f910.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130528_0103binout_zps516ba00f.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130528_0157binout_zpsce0d4bd0.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130528_0101binout_zps840d9176.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130528_0152binout_zpsea343a31.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130528_0005binout_zps39ac522d.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_2249binout_zps4aa7de1b.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_2325binout_zpsbf225d80.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_1756binout_zpsd43ab4a9.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_1658binout_zpsfca8fedc.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_18371binout_zpsb1fb3893.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_2325binout_zpsbf225d80.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_05111binout_zps2c839e7b.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_0455binout_zps65a4d937.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_0219binout_zps651f9cb3.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130527_02191binout_zpsbd7049f4.jpg)

Enjoy!
-Omni


Title: Re: Omni's Realm: The God of War-Progress at 95%
Post by: MarioStar+ on May 28, 2013, 03:49:28 AM
Wow that's what I call an Update. Keep it up! :)


Title: Re: Omni's Realm: The God of War-Progress at 95%
Post by: Kashomaru on May 28, 2013, 10:59:54 AM
Hi there. I've been watching your progress on making Ares for a while now and I must say I really like how good you make it. I'm writing this because I realized the link to Zeus's PSA may be invalid. (Only me?) I wanted to make you aware of this. Keep up the good work!


Title: Re: Omni's Realm: The God of War-Progress at 95%
Post by: Omniscient X on May 28, 2013, 11:09:08 AM
Thank you Kashomaru I never would have noticed that!  I will fix that when I return home tonight and I'm glad you're enjoying the progress on Ares!
-Omni


Title: Re: Omni's Realm: The God of War-Progress at 95%
Post by: MarioStar+ on May 29, 2013, 04:35:30 AM
For info I'm doing Ares CSPs (Name tags are done) and serie symbole.


Title: Re: Omni's Realm: The God of War-Progress at 95%
Post by: Ultraxwing on May 29, 2013, 05:07:02 AM
 i love this moveset.

though i wish the model wasn't so "ganondorf" though this is also reminescent of older brawl hax. is there a possibility that there will be a custom model?

either way i'm excited for this moveset


Title: Re: Omni's Realm: The God of War-Progress at 95%
Post by: Omniscient X on May 29, 2013, 05:12:35 AM
I'm really hoping that after this 1st release, I'll get evoke some interest in a capable rigger!  I have plenty of models that would look so cool for this PSA but I'm not at all an experienced rigger.  Thanks to Mariostar+ for making Nametags, symbols and CSPs for Ares I couldn't have done that without you bro!

I'll be updating this post later with Down-Special ideas (I believe I will have 4 conceptual ideas) then I will create a new poll and everyone can vote on them.  After 1-2 days I'm locking the poll and creating the Down-B and I think I'll release the PSA without a changed Final Smash, though if I find time I'll do my best to create one!
-Omni


Title: Re: Omni's Realm: The God of War-Progress at 95%
Post by: Ultraxwing on May 29, 2013, 05:34:03 AM
 in all honestly the only thing that would need "chaning" of the final smash is the model from a big boar into a firey beast of death of somesort.


Title: Re: Omni's Realm: The God of War-Progress at 95%
Post by: Omniscient X on May 29, 2013, 11:33:46 AM
I think he's either going to have a meteor shower or raise an army of dead flaming spartan soldiers  :happy:

Video is on the OP!
-Omni


Title: Re: Omni's Realm: The God of War-Moveset Video Added!
Post by: MarioStar+ on May 29, 2013, 11:45:38 AM
I will show everything in 1st public release video. Or next update. :)
Whit better video quality! :)


Title: Re: Omni's Realm: The God of War-Moveset Video Added!
Post by: zutox on May 29, 2013, 12:07:49 PM
All we need now is a perfect ganon rel...seriously...so..many good PSA over Ganon @..@


Title: Re: Omni's Realm: The God of War-Moveset Video Added!
Post by: MarioStar+ on May 29, 2013, 12:10:10 PM
I wanted to do Ares vs Zeus. :)

But they are both over Ganon.


Title: Re: Omni's Realm: The God of War-Vote in the Poll for the Down Special!
Post by: Omniscient X on May 29, 2013, 07:54:50 PM
So I'm going to leave Ares' Down-B move up to you guys here are the options:
-Hells’ Gate, Ares opens a portal to a fiery dimension, directly in front of him, which unleashes several chains which bind enemies caught in their path and drag them close to the portal.  The portal negates all projectiles and deals 2% fire damage per second for 4 seconds and then 6% fire damage and medium-strong forward knockback.  The portal stays open as long as you hold down the B button.

-No Escape, Ares engulfs his body in flames and unleashes chains in front and behind him that deal 7% slash damage and drag enemies towards him.  Upon touching him they’ll be dealt 13% fire damage and strong forward/backward knockback depending on whether they are in front or back of Ares.

-Burning Hostility, Ares channels flames through his sword before slamming it into the ground and causing flames to erupt forth from the ground causing 9% fire damage and medium upward knockback.

-Firestorm, a hail of fireballs rain down from the sky dealing 2-3% fire damage and medium forward knockback this attack can be controlled to an extent with the control stick.

Keep in mind if you have a suggestion post a description here and I'll put it on the poll!
-Omni



Title: Re: Omni's Realm: The God of War-Vote in the Poll for the Down Special!
Post by: MarioStar+ on May 30, 2013, 03:33:27 AM
I voted hells' Gate. :)


Title: Re: Omni's Realm: The God of War-Vote in the Poll for the Down Special!
Post by: Kashomaru on May 30, 2013, 01:11:12 PM
I cant decide! :D First, I thought of Hell's Gate but then realized how cool No Escape was. :D Maybe Firestorm too? Ahhhh this is hard. I think I will vote for No Escape.


Title: Re: Omni's Realm: The God of War-Vote in the Poll for the Down Special!
Post by: Omniscient X on May 31, 2013, 01:37:22 AM
Alright I just locked the poll and I'm working on Hell's Gate right now  :happy:, anyway I really posted just for everyone out there who wanted me to make Ganondorf have a "sword mode"...you got your wish  :>.>: I'm giving him a "god mode" activated by Down Taunt to give him a new set of elemental and weapon based attacks, however this will not be available for the V1 release as I've only completed a couple moves for that "mode".  Anyway I'm trying to get Hell's Gate done tmrw so I can release the V1.0 of Ares!! We'll just have to see what happens!
-Omni


Title: Re: Omni's Realm: The God of War-V1.0 Release coming soon!
Post by: MarioStar+ on May 31, 2013, 03:33:21 AM
Ok, I'm gonna do V1 video. Just tell me omni when you're ready for it. :)


Title: Re: Omni's Realm: The God of War-V1.0 Release coming soon!
Post by: Omniscient X on June 01, 2013, 12:11:29 AM
Unfortunately, complications have arose and I'm forced to cancel Hell's Gate  :oshi: but I'm still doing the runner up: No Escape as the Down-B I'm going to alter it a little to make it more appealing though  r).  Originally I was going to only allow this move to work on the ground, but now I'm adding in an extra feature for use in the air!  Going to finish the PSA tonight then polish it off tmrw and release it!  Feel free to get hyped!!!  :happy:
-Omni


Title: Re: Omni's Realm: The God of War-V1.0 Release coming soon!
Post by: MarioStar+ on June 01, 2013, 09:44:20 AM
Oh that's too bad... but no escape sounds great too. :)


Title: Re: Omni's Realm: The God of War-V1.0 Release coming soon!
Post by: Ultraxwing on June 01, 2013, 11:44:36 AM
*Hype train revving up and prepared to break some brick walls*


Title: Ares is on the Vault
Post by: Omniscient X on June 01, 2013, 06:38:16 PM
*Drumroll*

Ares is now on the Vault!  I included the updated moveset, playstyle and control list in the download as well so you can skim over those if you so wish :happy: Anyway it comes fully equip with God Mode and the Down-B is now perfect!  Have fun everyone and the download link is on the OP!
-Omni


Title: Re: Omni's Realm: The God of War-V1.0 Release coming soon!
Post by: SonicBrawler on June 01, 2013, 06:39:23 PM
i havent played him but the pics look amazing


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Omniscient X on June 01, 2013, 06:41:00 PM
Thanks bro he's on the Vault now and the link is in the OP so go ahead and give him a shot he's pretty fun to play as and I think I kept him pretty balanced.
-Omni


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Batman on June 01, 2013, 09:08:36 PM
I've played it so far. But even though there's no final smash, and when you use the vB air it's pretty awesome. As for the vB problem, sometimes when he lands he hovers and can't get off that position, assuming it wasn't edited.. But if you do fix that, and Hells Gate. As a recommendation you should make Hells Gate as vB air. You may have to adjust it a bit but still.. For V2 or what ever... ^^

EDIT: I gave it an 8.


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Omniscient X on June 01, 2013, 10:43:46 PM
You've confused me are you talking about aerial Down-B?  There shouldn't be one  :srs: are you referring to neutral B?  And Hell's Gate was scrapped I believe you're talking about No Escape it needs a revamp but i figured it was definitely worth releasing.  As everything stands now we have a model import, CSPs, Recolors and a V2.0 revamp that I'm currently working on now with polished moves and a more expansive God Mode moveset.
-Omni


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Batman on June 01, 2013, 11:20:00 PM
Of course as you jump you press down B for a certain move.
As for the glitch, it often does this: https://gstatic.com/images?q=tbn:ANd9GcSe5gFS6IyIYfkZF0nqq16kozywm9AtToXhhLip9QIM2 X2IvZpJkA

The way the jump is when pressing aerial vB when he's trying to land will often float and and stays like that until he gets hit.

But anywhom, I was talking about Hells Gate as vB aerial for a recommendation, serious. xD
But since you got rid of it's alright I guess... Lastly, awesome. Good luck on those other stuff though.

EDIT: For some reason the link won't confirm here. It attempts to show as a gif... Hopefully you know what I mean though. .__


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: AnImAiNe on June 01, 2013, 11:31:22 PM
yes down b in the air makes him stay still and floats for me as well. despite that im enjoying this a lot. its shaping up to be one of the best ganon psas.


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: MarioStar+ on June 02, 2013, 12:08:55 AM
Yeah CSP is 85% done (will have to revamp them and do Recolors csp)


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Omniscient X on June 02, 2013, 12:45:23 AM
Of course as you jump you press down B for a certain move.
As for the glitch, it often does this: https://gstatic.com/images?q=tbn:ANd9GcSe5gFS6IyIYfkZF0nqq16kozywm9AtToXhhLip9QIM2 X2IvZpJkA

The way the jump is when pressing aerial vB when he's trying to land will often float and and stays like that until he gets hit.

But anywhom, I was talking about Hells Gate as vB aerial for a recommendation, serious. xD
But since you got rid of it's alright I guess... Lastly, awesome. Good luck on those other stuff though.

EDIT: For some reason the link won't confirm here. It attempts to show as a gif... Hopefully you know what I mean though. .__
Okay now I think I know what you're talking about but oddly enough I'm trying to get it to glitch but it won't?  I'm not quite sure what's happening but there is no need to worry as I'm adding in a move for the Down-B although I haven't decided which one yet  :srs:

yes down b in the air makes him stay still and floats for me as well. despite that im enjoying this a lot. its shaping up to be one of the best ganon psas.
Thanks man I'm glad you're enjoying it I apologize for the glitches I'll get those fixed for the next version as of now I'm just working on God Mode moves and the Final Smash there will definitely be a poll for the final smash!  If you notice there are a couple animations I "rushed" towards the end of the completion of V1 and I'm already going back and revamping those to make them much more polished!  I'll include new screenshots in the next couple days.
-Omni


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Batman on June 02, 2013, 01:09:08 AM
Okay now I think I know what you're talking about but oddly enough I'm trying to get it to glitch but it won't?  I'm not quite sure what's happening but there is no need to worry as I'm adding in a move for the Down-B although I haven't decided which one yet  :srs:

I think you shoouulldd re-download it. Probably something happened afterwords. I will do the same if anything.
But anyway, I would like to recommend something for the Down-B, if anything. Besides Hells Gate, XD. Unless you already have all of this planned. But I will say it anyway, the up B for Ikes move going down but for Ares. But he swings his two long chains while going down, and they're on fire.


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Omniscient X on June 02, 2013, 01:47:12 AM
I think you shoouulldd re-download it. Probably something happened afterwords. I will do the same if anything.
But anyway, I would like to recommend something for the Down-B, if anything. Besides Hells Gate, XD. Unless you already have all of this planned. But I will say it anyway, the up B for Ikes move going down but for Ares. But he swings his two long chains while going down, and they're on fire.
I think you shoouulldd re-download it. Probably something happened afterwords. I will do the same if anything.
But anyway, I would like to recommend something for the Down-B, if anything. Besides Hells Gate, XD. Unless you already have all of this planned. But I will say it anyway, the up B for Ikes move going down but for Ares. But he swings his two long chains while going down, and they're on fire.
My friend you have just got my attention, I love that attack concept  :kdance: so what to call that attack hmmm...I'm thinking somewhere along the lines of Scorching Shackles?  I think that's rather fitting  :af: I will definitely make that move happen!  If you have anymore ideas even if you feel as though they would replace current moves please feel free to share them I can use all the collaborative creativity I can get!

The only other chain move I have planned is the forward throw where Ares will throw the enemy into the air then shackle them with a chain and pull them either down to the ground or back to him where he'll punch them and send them flying. r)
-Omni


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Batman on June 02, 2013, 02:45:58 AM
My friend you have just got my attention, I love that attack concept  :kdance: so what to call that attack hmmm...I'm thinking somewhere along the lines of Scorching Shackles?  I think that's rather fitting  :af: I will definitely make that move happen!  If you have anymore ideas even if you feel as though they would replace current moves please feel free to share them I can use all the collaborative creativity I can get!

The only other chain move I have planned is the forward throw where Ares will throw the enemy into the air then shackle them with a chain and pull them either down to the ground or back to him where he'll punch them and send them flying. r)
-Omni

Hah, no problem. I have no knowledge of PSA'ing what so ever, and I am bad at it when I do try. I'm more of an idealist if anything. But anywhom, I like the name. Also trust me, I will..

As for throws or his catch for starters, his catch should also be a chain and reels the opponent in, and has the chain around said opponent. It will have the same limitations as a regular catch. Don't know if this will be named. I don't have one for this at the time. But you'll probably have one.

His pummel should be headbutts. Hard ones.

I like the foward throw however, and the name. You should keep them.

Back throw he un-latches the opponent from his chain like using a Beyblade on a string making said opponent in dizzy state for 2 seconds. Don't know the name for this one either.

Down throw I actually have 2 suggestions.
1. Uses his chain again with the opponent still tied to the end, and he throws the opponent back and fourth like a seesaw 5 times. It can create small shockwaves and deal damage to enemies if too close.
2. He once again un-latches his opponent. Throws him onto the ground, and holds his fists together and lashes/pummles back and forth starting slowly then progressively gets faster and faster across the enemies body. He makes a finishing blow and also makes a small shockwave.
This one can either be up to you, or other users. Since I really can't decide for myself. Name for this should be Ares' Fury.

Up throw.
He stabs the opponent with his sword and lifts him up, then he slices the opponent while the opponent was on his sword. Simple enough.

If anything else needs some type of recommendations/suggestions. I'll be sure to let you know.


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: MarioStar+ on June 02, 2013, 03:51:21 AM
I gave Ares a 9/10 I think he diserves it.  :af2:
hope version 2 will be as good as V1.  Video coming soon.


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: zutox on June 02, 2013, 06:54:34 AM
Looking good! Here is the million dollar question: Since we do not have the perfect ganon port available yet, since it's not made, though of course we all hope it will be..will Ares maybe be portable using a marth.rel? I see a lot of PSAs are portable using the marth.rel method, like tabuu over fox that was originally made over ganondorf.


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: MarioStar+ on June 02, 2013, 09:38:48 AM
I think it's possible, I am not good at porting characters but I can try doing it just for a test.


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Omniscient X on June 02, 2013, 12:04:24 PM
Looking good! Here is the million dollar question: Since we do not have the perfect ganon port available yet, since it's not made, though of course we all hope it will be..will Ares maybe be portable using a marth.rel? I see a lot of PSAs are portable using the marth.rel method, like tabuu over fox that was originally made over ganondorf.
At this point I would assume I could do a port, although I personally am just going to have Ares take my Ganon slot because I hate the little tiny glitches with throws and other miscellaneous actions that come with ports.  V2 should definitely be better than V1 I've already finished some animations for some more God Mode moves I think everyone will enjoy I'm going to finish some PSA work on them and post some screenshots!
-Omni


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Kagemaru on June 12, 2013, 07:45:05 AM
You asked me to do something... I've forgotten what that is.

Do you still need it done? If so... what was it?


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: jrush64 on June 12, 2013, 03:37:38 PM
Omni, seeing as your on another level when it comes to gfx. Think you can please help with some GFX for Sasuke, Like Kirin?


Title: Re: Omni's Realm: The God of War-V1.0 has been Released!!
Post by: Omniscient X on June 12, 2013, 11:26:24 PM
Kagemaru I'd love for you to make those charge animations for the Up and Down Smash, since I'm rather incompetent when it comes to charging animations they confuse me  :>.>:

Jrush, sure send me a list of what you need and I'll see what I can do for Kirin I have some ideas...
-Omni

UPDATE: I'm thinking of either making a PSA for Poseidon or finishing the Ares revamp and buffing up the animations and giving him alot more attacks.  However, I cannot decide so I'm leaving it up to you guys  r)


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Tobi on June 13, 2013, 11:09:19 AM
what about madara? i dont mean to bring that up again but you could have the model from storm 3. since you have lots of different gfx. it would allow u to show off different elements instead of one element for your god psa and you seem like the most capable of pulling it off and it was a former plan of yours


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Omniscient X on June 13, 2013, 12:26:59 PM
The problem with Madara and "omnipotent" characters that abuse all the elements is that the GFX needed to accomplish such a PSA overloads the file size, with single element characters I can use a small array of high res GFX to create a variety of different aesthetically pleasing attacks where as multiple element characters I have to have a different GFX for every attack.  Madara is simply too complex as far as the number of extensive GFX needed, the only way I can foresee it happening is if someone imported the GFX and they were actually a part of his model on different ThrowN-esque bones.  If someone where to do that I would create the moveset and PSA it but I highly doubt that'll be happening anytime soon.
-Omni


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Tobi on June 13, 2013, 12:32:22 PM
what about the 2nd hokage he would only need water just like posiedon and he has lots of games to draw moves from as well as being able to make some

edit:or the 1st hokage who can use earth and trees. you have lots of earth gfx and trees or plants would be intresting to see


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Carnage on June 13, 2013, 04:40:26 PM
why is every psa you do based on gods? i mean gods arent even remotely loved, i mean they are just a boss fight or 2 and then they are forgoten even in GOW.


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Omniscient X on June 13, 2013, 06:05:36 PM
If I make a water-based PSA it'll be Poseidon hands down, as for the current theme of my PSAs they're interesting with their almost complete control over one specific element which leaves them easy to create logical weaknesses for while still giving them interesting and unique attacks!
-Omni


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: zutox on June 13, 2013, 07:25:45 PM
That chain attack! Omg! It's so awesome I can't stop spamming it XD
I'm hoping to see a port of him, preferably over one of the known portable characters, that way, we can all continue to love our Ganon hacks that just haven't been, or can't be ported. I'd love to see this guy vs Tabuu, or even better, vs Diablos  :af:
He also seems very balanced, from what I found at least. That is surprising considering how quickly he came about, so good work on that.
I have gotten him into a unusable state when pushing down B in air. When he lands he will be frozen and you can't do anything about it, he can slide over the stage, but the "status" won't go away until he is either hit, or dies. :oshi:

Also, I just suddenly remembered!
You said you like to make movesets based upon a single element?
Well then, how about Shiva the Ice Elemental Goddess that has an amazing model import over peach?

http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=*shiva*&ByUser=*&Credit=*&Info=*&Thumb1=*&Type=**&TypeAlt=*#ByUserID=15481&Moderated=All&Moderated=All&facebook=true (http://forums.kc-mm.com/Gallery/BrawlView.php?Moderated=1&Reported=All&Wifi=0&Name=*shiva*&ByUser=*&Credit=*&Info=*&Thumb1=*&Type=**&TypeAlt=*#ByUserID=15481&Moderated=All&Moderated=All&facebook=true)


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Omniscient X on June 13, 2013, 07:55:42 PM
Kinda sticking with the Greek gods for the moment and I promise if I do Poseidon he will wield water in all its forms including water, ice and mist.  I'm glad you liked the Ares PSA though I put alot of work into it and I"m pumping even more time into version 2 to fix all those little problems  ;)
-Omni


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: AnImAiNe on June 13, 2013, 08:58:25 PM
who would he be over?


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Omniscient X on June 14, 2013, 01:45:57 AM
At the moment I'm strongly considering Ike or Marth whichever suits the purpose better I'll look into it pretty soon, even though personally I feel the Ares revamp would yield a more promising end product.  Still open to any attack suggestions with Ares anything you feel suits a "War God" and Final Smash suggestions.  The one I'm planning on making is simply an army of spartans that charge forward, but I'm definitely looking to pull ideas from some collaborative creativity!
-Omni


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: zutox on June 14, 2013, 05:12:48 AM
At the moment I'm strongly considering Ike or Marth whichever suits the purpose better I'll look into it pretty soon, even though personally I feel the Ares revamp would yield a more promising end product.  Still open to any attack suggestions with Ares anything you feel suits a "War God" and Final Smash suggestions.  The one I'm planning on making is simply an army of spartans that charge forward, but I'm definitely looking to pull ideas from some collaborative creativity!
-Omni

My suggestion for his FS!
Considering the epicness of that chain attack, how about taking that a step further and upon using his FS, he will stretch burning chains out all over the field, making some zoom right past the camera if possible. After covering the field the chains will start burning before pulling opponents in, ending with him slamming opponents down into the ground with that awesome rock smash effect you used earlier in one of his attacks. How's that? :D

Also as far as the water God Poseidon goes, how about making him over someone who hasn't already got dozens of character PSA on them already?
Like Bowser, Pikachu or Olimar? Or even Zelda? I know Zelda has limited size, but I'm sure you could pull that off as there has been made psa over her before, though lacking in quality.


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: jrush64 on June 14, 2013, 02:08:53 PM
@Omni, I haven't really gotten to the Final smash yet but I'll let you know when I do. However, would you be able to do something about Black Chidori. Do you have any ideas on that?

Also Anivernage sent me a Madara model to rig for you. I haven't done it yet though. Why not Madara? I can rig effects to the model if you want.


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Omniscient X on June 14, 2013, 05:41:00 PM
My suggestion for his FS!
Considering the epicness of that chain attack, how about taking that a step further and upon using his FS, he will stretch burning chains out all over the field, making some zoom right past the camera if possible. After covering the field the chains will start burning before pulling opponents in, ending with him slamming opponents down into the ground with that awesome rock smash effect you used earlier in one of his attacks. How's that? :D

Also as far as the water God Poseidon goes, how about making him over someone who hasn't already got dozens of character PSA on them already?
Like Bowser, Pikachu or Olimar? Or even Zelda? I know Zelda has limited size, but I'm sure you could pull that off as there has been made psa over her before, though lacking in quality.
I am intrigued at your FS suggestion especially the part about having the chains zoom past the camera!  I think I could maybe manage something like that although it'd be more of a cinematic final smash so I'd definitely have to consult Bloody Canadian on that one, I'll keep the idea in mind.  As for characters honestly I hate PSAing any character who's file limits are incredibly constrained which, at least to me, is everybody except Link, Ike, Marth and Ganondorf.  However, maybe I'll make it over Link, I'm not even sure I'm going to make that PSA yet.

@Omni, I haven't really gotten to the Final smash yet but I'll let you know when I do. However, would you be able to do something about Black Chidori. Do you have any ideas on that?

Also Anivernage sent me a Madara model to rig for you. I haven't done it yet though. Why not Madara? I can rig effects to the model if you want.
Hmm black graphic effects are notoriously hard to pull off, but I used a few before and DivineOverlord has created some so I'll look into it.  Without browsing the files my first idea would be to grab Pikachu's Thunderjolt GFX and mess with those textures and make that an additional GFX (added in the EFLS) so we can alter the anchoring so it would stay anchored to the hand.  I love my lightning GFX I've used in my PSA but it's more of a "bolt" and here we're looking for a looping spark.  So I'll also delve into possibly using PSI Magnet GFX it'll just take me a couple days to come up with some sort of prototype GFX.
-Omni


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: AnImAiNe on June 14, 2013, 06:36:47 PM
is madara still a no go even tho jrush could attach the effects? if thats ok to ask


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Omniscient X on June 15, 2013, 02:49:23 AM
is madara still a no go even tho jrush could attach the effects? if thats ok to ask
It's not out the window but I would at least revamp Ares and release a V2 before I start another project, at least that's what I'm leaning towards now...also since MarioStar+ has been MIA I was wondering if someone could help me and make a moveset video?
-Omni


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: MarioStar+ on June 16, 2013, 09:30:34 AM
I have a problem whit my video tools so I can't make the video sorry, if someone could replace me it's cool ! thanks.


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Kashomaru on June 16, 2013, 02:13:25 PM
In that case can do it. Even though I was not a help for Beta-Testing... but I can make a Moveset video.


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Omniscient X on June 16, 2013, 02:20:47 PM
Alright awesome I mean the move list is already in there and if you could just cover everything that'd be great! Feel free, if you haven't already, to go to the OP and download Version 1!
-Omni


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Kashomaru on June 16, 2013, 02:56:15 PM
I do have it already. :D Video will be on tomorrow morning right after I wake up. lol


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: MarioStar+ on June 17, 2013, 02:57:53 AM
Thanks alot kashomaru! :)


Title: Re: Omni's Realm: A new PSA or a revamp? You decide!
Post by: Omniscient X on June 17, 2013, 06:22:56 PM
Big thanks to Kashomaru and here's the full Version 1 Moveset Video: Ares, God Of War V1.0 Moveset (http://www.youtube.com/watch?v=kpIgHvGNz5o#)
The frame rate is a little slow but it gets the point across and has good representation of the moveset/attributes.
-Omni

UPDATE: Here's where I'm shooting for with the newest model:
(http://images.wikia.com/gw/images/9/92/Avatar_of_Balthazar_concept_art.jpg)


Title: Re: Omni's Realm: A look at the V2 model
Post by: Kashomaru on June 18, 2013, 04:17:55 AM
No problem at all. That is one badass model. :D Is it for Ares V2?


Title: Re: Omni's Realm: A look at the V2 model
Post by: Omniscient X on June 18, 2013, 06:59:48 PM
That's more concept art, this is the model for the Version 2:
(http://cloud-2.steampowered.com/ugc/920113049610179398/224B54865362F9A9C7DDB5136D19FF30C25AE3EF/)
It will be textured like the "Balthazar" concept art above, the underlay at least so he looks like a fiery energy underneath the armor.

It just screams GOD OF WAR to me  :srs:
-Omni


Title: Re: Omni's Realm: What moves would you guys like to see in Version 2?
Post by: Omniscient X on June 22, 2013, 06:49:59 PM
BUMPDATE
So I'm about 50% through the Ares revamp and here's what's been done so far:
-remade and polished alot of animations
-Made Ares a little more susceptible to knockback than before
-tweaked some attacks damages to keep them more balanced
-Added a new sword model that I imported
-God Mode has been altered as follows:
  -Now grants extended flight time and allows you to fly even faster
  -Provides a slight speed buff
  -Allows you to use the God Mode Down Smash: Obliterate (see the OP)

Things I still need to do:
-Work on those charging animations for attacks
-The Final Smash
-Import a Mace model and rig it to the sword model to be used for God Mode Attacks
-Create God Mode equivalents for the following:
  -Side Smash
  -Up Smash
  -Neutral Special
  -Side Special
  -Dash Attack
  -Any Aerial Attacks except D-Air
  -Up/Side Taunts

I'm happy to add any other weapons you guys think would suit Ares' style as long as you have an idea that there is a 3d model for the aforementioned weapons!  Also I need help brainstorming some more God Mode attacks so think big and ridiculous, then post it here  ;)
-Omni

I just ripped this model and sent it off for rigging, big thanks to JRush:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/AresProgress_zps3188c4fe.png)


Title: Re: Omni's Realm: All New God Poll including Greek, Egyptian, Chinese, Norse...etc
Post by: Omniscient X on June 30, 2013, 01:40:49 PM
As Ares Version 2 nears completion, I feel the need to apologize as Poseidon technically won the last poll but I decided to revamp Ares anyway.  I felt it was unfair for you guys to only have one god to choose from so for the next PSA here are the candidates you can vote in the poll at the top of the page:

Ra, God of the Sun
(http://hydra-images.cursecdn.com/smite.gamepedia.com/2/2c/T_Ra_Silverado_Card.png)
(http://hydra-images.cursecdn.com/smite.gamepedia.com/c/c1/T_Ra_Heavy_Card.png)

Anubis, God of the Dead
(http://hydra-images.cursecdn.com/smite.gamepedia.com/e/e8/T_Anubis_Default_Card.png)

Set, God of Chaos
(http://th05.deviantart.net/fs7/PRE/i/2005/180/0/5/Seth_god_of_chaos_by_egypt_club.jpg)

Poseidon, God of the Seas
(http://hydra-images.cursecdn.com/smite.gamepedia.com/e/ea/T_Poseidon_Default_Brolo_Card.png)

Odin, Allfather
(http://hydra-images.cursecdn.com/smite.gamepedia.com/d/d3/T_Odin_Default_Card.png)

Fenrir, God of the Unbound
(http://hydra-images.cursecdn.com/smite.gamepedia.com/4/46/T_Fenrir_Default_Card.png)
-Omni


Title: Re: Omni's Realm: All New God Poll including Greek, Egyptian, Chinese, Norse...etc
Post by: Kashomaru on July 01, 2013, 05:02:36 AM
Ahh It's so hard to vote. Ic ouldnt be sure if Ra or Poseidon. But we already saw a Greek, I voted for Ra.


Title: Re: Omni's Realm: All New God Poll including Greek, Egyptian, Chinese, Norse...etc
Post by: BlueBrain on July 01, 2013, 05:26:58 AM
anubis.
if you find a model i could see if i can autorig him.

does the game SMITE have the model?


Title: Re: Omni's Realm: All New God Poll including Greek, Egyptian, Chinese, Norse...etc
Post by: Cyanide65 on July 01, 2013, 11:10:10 AM
Ra, God of the Sun. He could have a phoenix god mode where he is on fire. Got the thoght from YU GI OH


Title: Re: Omni's Realm: All New God Poll including Greek, Egyptian, Chinese, Norse...etc
Post by: Carnage on July 01, 2013, 11:54:12 AM
i voted poseiden becuase we need more water gfx on the game, besides squirtle no one actualy uses water moves, well mario has fludd but thats about it.


Title: Re: Omni's Realm: All New God Poll including Greek, Egyptian, Chinese, Norse...etc
Post by: Omniscient X on July 01, 2013, 12:40:05 PM
I think Ra or Poseidon will be great characters, and I also think Anubis would have a really unique touch and I could give him some different and outlandish abilities that would separate him from basic elemental PSAs.

@Jokeking I have the models for all of the gods in the poll and I ripped them straight from Smite.

@Cyanide there's definitely a possibility of something like that as a Final Smash or alternate moveset like God Mode for Ares.

@Carnage I do have some water GFX loaded up that I've been ready to use so Poseidon could really be a flashy character if he wins, I'm thinking his FS would be like his giant water construct in God of War III.

I encourage everyone to vote even if you don't really feel that obliged to, the more votes the more I feel like I'm doing the PSA the majority of the community wanted.  Another small note all the pictures (except for Set) are just dramatized versions of the models so the character will look exactly like they do in the preview pics of my last post!
-Omni


Title: Re: Omni's Realm: All New God Poll including Greek, Egyptian, Chinese, Norse...etc
Post by: Carnage on July 01, 2013, 12:43:38 PM
do you happen to have a wave gfx or something? im psaing gyarados and i cant get squirtle waterfall gfx since that is very wierd it isnt a called gfx its a bunch of ic basics that lead to wierd reff stuff


Title: Re: Omni's Realm: All New God Poll including Greek, Egyptian, Chinese, Norse...etc
Post by: Omniscient X on July 01, 2013, 03:54:54 PM
Ironically enough I don't have a wave yet, if I were going to do it I'd grab the lava wave from norfair and retexture and resize it, that might be a good solution.  Sometimes though you need to just construct a "wave" with small water GFX, personally I'd be raiding Kyogre's files in OpenSA and see if I could find either a GFX itself or the code to call it up.
-Omni


Title: Re: Omni's Realm: All New God Poll including Greek, Egyptian, Chinese, Norse...etc
Post by: MarioStar+ on July 02, 2013, 12:23:12 PM
I voted for Set, he's my favorite.


Title: Re: Omni's Realm: Ra, Anubis & Poseidon are all tied in the God Poll! Everyone vote!
Post by: Omniscient X on July 02, 2013, 09:26:27 PM
Ra, Anubis and Poseidon appear to be the 3 prospects for my next PSA, but right now they're all tied!  So I'm gonna need everyone to vote to break the tie!! Here are some details on those 3:

Anubis:
(http://hydra-images.cursecdn.com/smite.gamepedia.com/e/e8/T_Anubis_Default_Card.png)
-Will wield a khopesh for melee attacks
(http://1501bc.com/files/khopesh/weapons10.jpg)
-Will have access to shadow energy blasts/beams, sandstorms, energy gaze, soul summoning, tornadoes, etc.
-Will be able to erect earth structures and obelisks to impede opponents approaches
-Will be able to "steal" life or % from enemies.
-Will be able to go smash into the ground and travel beneath the earth before bursting out.
-Will be agile and adept in melee combat, but have plenty of ranged options.
-Light-Medium weight character.

Ra:
(http://hydra-images.cursecdn.com/smite.gamepedia.com/2/2c/T_Ra_Silverado_Card.png)
-Will be able to manipulate fire and solar energy
-Will have access to beams of solar energy, heat waves, fireballs etc.
-Will have a staff to deal out melee attacks
-Will have flight abilities
-Will be less powerful in close combat and prefer ranged attacks.
-Medium weight character.

Poseidon:
(http://hydra-images.cursecdn.com/smite.gamepedia.com/e/ea/T_Poseidon_Default_Brolo_Card.png)
-Will have trademark trident to deal out melee attacks
-Will have access to tidal waves, water blasts, blizzards, earthquakes, etc.
-Dash and movement will be augmented by riding on water
-Recovery move will be water spout
-Expect to have an equal amount of water and ice based attacks
-Will be equally powerful in melee and ranged combat.
-Heavy weight character.

Hope this preview sheds some more light upon what you guys are voting for!  The poll will end this Saturday!
-Omni




Title: Re: Omni's Realm: Ra, Anubis & Poseidon are all tied in the God Poll! Everyone vote!
Post by: _Data_Drain_ on July 03, 2013, 10:03:57 AM
Hm... If Anubis wins.

Don't go "The Mummy"'s route with him... He's by no means an evil God like they said in that movie.

As a matter of fact, he helped Isis bring Osiris back from the dead.


For move ideas... Look into his myths and stories. There could be a lot to use from there. I seem to recall a monster he happens to have that would really make a good final smash...


Title: Re: Omni's Realm: Ra, Anubis & Poseidon are all tied in the God Poll! Everyone vote!
Post by: Omniscient X on July 03, 2013, 10:59:17 AM
If Anubis wins he already has a partial moveset, that is by no means based on "The Mummy", in fact his moveset revolves around sand and shadow energy manipulation, with some necromancy interjected into the moveset as well.  His FS is called Death Gaze where he unleashes twin beams from his eyes that do massive damage and knockback.
-Omni

PS if there's anything you want included in one of the characters movesets just post it here, but be specific


Title: Re: Omni's Realm: Ra, Anubis & Poseidon are all tied in the God Poll! Everyone vote!
Post by: SonicBrawler on July 03, 2013, 03:11:18 PM
Looks like ra isn't winning… i Love him in Smite.


Title: Re: Omni's Realm: Ra, Anubis & Poseidon are all tied in the God Poll! Everyone vote!
Post by: Carnage on July 03, 2013, 03:14:52 PM
looks like we wont have a water psa sadly.


Title: Re: Omni's Realm: Ra, Anubis & Poseidon are all tied in the God Poll! Everyone vote!
Post by: Omniscient X on July 03, 2013, 09:42:31 PM
Yeah Ra in Smite is alot of fun, but I think I've done enough fireballs and fire streams, although I know there's much more to tap into on his front than what I've stated.  So I think Anubis or Poseidon would be a nice change of pace.

Yeah well if Anubis wins I don't see myself doing too many PSAs after this one so I'll package up the water GFX I have and I'll send them to you, Carnage.

Since Anubis has been in the lead, I've taken it upon myself to come up with a mockup moveset and it should be up by tmrw.
-Omni


Title: Re: Omni's Realm: Ra, Anubis & Poseidon are all tied in the God Poll! Everyone vote!
Post by: Carnage on July 04, 2013, 01:10:28 PM
well i hope they use a model since i cant work with the reff gfxs :(


Title: Re: Omni's Realm: Ra, Anubis & Poseidon are all tied in the God Poll! Everyone vote!
Post by: Omniscient X on July 04, 2013, 04:14:46 PM
Yeah I don't like reff GFX either, I prefer to work with models and most of them do some of them still need to be rigged if I get some free time this weekend I'll definitely rig them up (It's only 3 or 4 bones, but I'm terrible at rigging).  What exactly are you looking for as far as water GFX?
-Omni


Title: Re: Omni's Realm: Ra, Anubis & Poseidon are all tied in the God Poll! Everyone vote!
Post by: Carnage on July 05, 2013, 01:42:15 AM
i really wanted a wave or a waterfall, i need to make gyaraodos climb the waterfall or ride a wave xD


Title: Re: Omni's Realm: Anubis Wins! Moveset added to the OP! Open to move suggestions!
Post by: Omniscient X on July 05, 2013, 12:25:23 PM
Well that's excruciatingly simple lol so I'll get those GFX to you when I get a chance.

In other news Anubis has won the poll, I ended it a day early because he was winning by quite a large margin and I'd already pretty much developed his moveset.

Feel free to review his moveset in the OP, I based the standard moveset on the basis of his ability to manipulate shadow energy and being the Lord of the Underworld.  His "Lord of the Dead" mode will allow him access to more necromancy-based moves like summoning souls and skeletons to attack the opponent.  Feel free to suggest moves that I should add and I also need some ideas for the Side Special!
-Omni


Title: Re: Omni's Realm: Anubis Wins! Moveset added to the OP! Open to move suggestions!
Post by: 5una~ on July 05, 2013, 04:37:23 PM
Why not do Anubis over Lucario he is based off a Jakal and stuff


Title: Re: Omni's Realm: Anubis Wins! Moveset added to the OP! Open to move suggestions!
Post by: Omniscient X on July 06, 2013, 12:53:37 AM
 :>.>palm:

1) Not sure on his file size, and how much space is available.

2) I need a weapon bone, Ike has that to rig Anubis's khopesh to.

3) Making hacks over Ike is something I'm experienced with.

4) I already have base animations to work with for most attacks.

5) Lucario's bones don't come close to being proportional for Anubis's Smite model, where as Ike's are nearly perfect.

Under no circumstance would Anubis go over Lucario other than aesthetic similarities there is no benefit.
-Omni


Title: Re: Omni's Realm: Anubis Wins! Moveset added to the OP! Open to move suggestions!
Post by: BlueBrain on July 06, 2013, 08:23:56 AM
ike has no right finger bones though, if you're looking for a weapon wielder, marth is the best option, or even link, if you plan on using his articles...


Title: Re: Omni's Realm: Anubis Wins! Moveset added to the OP! Open to move suggestions!
Post by: Omniscient X on July 06, 2013, 01:03:48 PM
By weapon bone I mean sword bone, Anubis will not be manipulating his fingers at all so Ike is the most suitable option especially since his animations more represent Anubis's attacks.
-Omni


Title: Re: Omni's Realm: Anubis needs to be rigged/imported
Post by: Omniscient X on July 14, 2013, 09:19:21 PM
PSA work and animations have been in progress but all of them can only be rough drafts until I have the actual model rigged and able to work with.  So on that rather disheartening note I'd like to enlist the aid of anyone up to the challenge of rigging Anubis on Ike for me!  You will obviously be included as a collaborator for the Anubis hack and if you're interested just shoot me a PM.

UPDATE: I've decided that in Anubis's "Lord of the Dead Mode" he'll be able to summon forth a soul-like entity to enhance his attacks much like Susano'o does for Sasuke.  The question is what should the shroud/soul be?  The poll is at the top of the page please vote.
-Omni


Title: Re: Omni's Realm: Anubis needs to be rigged/imported
Post by: Carnage on July 15, 2013, 09:28:35 AM
finding a rigger to import something we want is the hardest thing on the vault sadly well i hope you eventualy find someone but the chances arent very high imo.


Title: Re: Omni's Realm: Anubis needs to be rigged/imported
Post by: Omniscient X on July 15, 2013, 04:22:33 PM
anubis.
if you find a model i could see if i can autorig him.

does the game SMITE have the model?
Joke King said he would do it but I'm having a hard time contacting him and if he's not going to do it I have no idea who would
-Omni


Title: Re: Omni's Realm: Anubis needs to be rigged/imported
Post by: Cyanide65 on August 02, 2013, 10:46:48 AM
So about that side special :af:
Plan A: Using  :bowser: as insperation a move that has long start up but with super armor. Anubis could use his weapons to blow his enimes away with significant knock-back.
Plan B: Holding the side b Anubis dashes (faster than his run) until you let go of the button. When you let go of the button Anubis uses his weapons to launch his opponent upwards/back or some where in the middle.


Title: Re: Omni's Realm: Anubis PSA Completion at 23%
Post by: Omniscient X on August 05, 2013, 07:05:18 PM
I'm working on the PSA right now, finally  ;D and I'd really like to give Anubis a unique Side Special and so many characters have these dashes and movement based moves.  So here are the options I've developed so far:

1) Shadow Armor: Anubis wraps himself in armor consisting of solidified dark energy that makes him invincible to attack for 50 frames and has a cooldown of 5 seconds.

2)Ethereal Assault: Anubis conjures forth an arm of his ethereal form and jabs it forward in a quick rush that moves him forward 1.5 stage builder blocks and the arm does 10% darkness damage and medium forward knockback.

3) Life Drain: Anubis blankets the area in front of him in a greenish energy haze that deals 1% damage to opponents per second and every time an opponent is inflicted 1% Anubis regains 1% health making this move deadly in a 4 player Brawl.

4) Nightmare Slash: Anubis slashes his khopesh imbued with dark energy and unleashes a shockwave of darkness that's the height of Ganondorf that travels for 4 stage builder blocks and inflicts 5% darkness damage and medium forward knockback.

Also I'm having trouble finding a decent "shadow dragon" for his ethereal form so I'm going to try to find someone to rig up this balrog model I have:
(http://fc07.deviantart.net/fs33/i/2008/310/b/d/Balrog_by_Nortenyo.jpg)
obviously the flames will either be green or purple depending on what the community wants once it's rigged there will be a poll for that.  I feel the Balrog is a more suitable summon for the Lord of the Underworld anyway.
-Omni


Title: Re: Omni's Realm: Anubis PSA Completion at 23%, Shadow Dragon in Last Post
Post by: Omniscient X on August 11, 2013, 02:50:20 PM
Balrog came prerigged which was a bonus until I figured out the wings and the head weren't rigged and that's just not quality so this is my current Shadow Dragon candidate as far as models go:
Pictures:
(http://images.wikia.com/finalfantasy/images/2/24/BahamutX%26X-2whole.jpg)(http://i15.tinypic.com/2z83ujr.jpg)
Video:
Bahamut in FFX (3ds max) (http://www.youtube.com/watch?v=QJLy-GATisE#)
I spent a whole day ripping this Bahamut model from FFX and thankfully it came with bones so I was able to toss it into Brawlbox rigged I will post some pictures as soon as I get the textures sorted out of it in game.  I'll be retexturing it to a black dragon with eerie green trim to give it that feel of death.

If you have any other ideas as far as "shadow dragons" go please let me know by replying here.
-Omni


Title: Re: Omni's Realm: Anubis PSA Completion at 23%, Shadow Dragon in Last Post
Post by: KingJigglypuff on August 11, 2013, 03:05:20 PM
Why not use the Chimera that Anubis kept by his side during the judgement of a deceased Egyptian? That is, if there's even a model of it.

I forgot his name (and most of his design), though I know the Egyptian Mythology backstory to it.

Maybe someone will know if I said how Anubis' judgement went in Egyptian Mythology...

This may not be entirely exact, though people who are into Egyptian Mythology should catch onto it.

After the death of an individual, Anubis takes the heart of the said individual, and puts it on one side of a balance scale. He then proceeds to put a few ounces/pounds (I can't remember which weight measurement was written) of lead on the other side of the balance scale.

If the lead weighs more, then the deceased individual goes onto paradise.

But if the heart weighs more (i.e. heavy with sin), then Anubis feeds both the heart and the deceased individual to a Chimera (all I know is that he has a crocodile head. And I think a hippo's body).


Title: Re: Omni's Realm: Anubis PSA Completion at 23%, Shadow Dragon in Last Post
Post by: Omniscient X on August 11, 2013, 03:27:07 PM
Ammut I guess is his name, thanks for the deep description though because people posted about it before but all they put was Chimera or Anubis's monster and I had nothing to go off of.  Here's an image of the Chimera: (http://fc01.deviantart.net/fs17/i/2007/128/4/6/Egyptian_Monster__Ammut_by_Freha.jpg)

Unfortunately his Ethereal Form should be bipedal so he can do a "Full Astral Projection" where his body hovers in the midsection of the form, and I have no idea where I could find a model for this beast though I will look through some sites and see what I can find!  Thanks again.
-Omni


Title: Re: Omni's Realm: Anubis PSA Completion at 23%, Shadow Dragon in Last Post
Post by: KingJigglypuff on August 11, 2013, 03:34:10 PM
Yes. That's exactly the Chimera I was talking about.

Though if you can't find an exact model of Ammut, there should be some models of crocodiles, hippos and possibly something for his headgear somewhere on the Internet, which you could merge into one model and rig it.

And glad to be of service. =P


Title: Re: Omni's Realm: Anubis PSA Completion at 23%, Shadow Dragon in Last Post
Post by: Omniscient X on August 11, 2013, 03:53:55 PM
I'll see what I can do!  Thanks again
-Omni


Title: Re: Omni's Realm: Anubis Nears 70% Completion, See the New model and previews here..
Post by: Omniscient X on August 27, 2013, 03:21:51 AM
Well Anubis finally has a model to go with the PSA that, while under construction, I'm happy to say is now nearing a beta-phase and near the end of the week I'll be looking for beta testers if you want to be one just shoot me a PM.

Huge thanks to my partner in crime Randomizer for rigging up this model beautifully, honestly that guy is quite the rigger.

Anyway what would a BUMPDATE without some previews  r)

Here you all go enjoy the first look at Anubis's new model and brand new attacks I've been working on:
Anubis, the Lord of the Dead
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130827_0009binout_zps50138d68.jpg)


Anubis utilizing Shadow Fury
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130826_23161binout_zpsd9e1f2a0.jpg)


Anubis right before smashing a volatile Dark Bomb into an opponent
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130826_2321binout_zps1c10dd70.jpg)


Anubis emerging from Underworld Immersion
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130826_2329binout_zpsd9dace08.jpg)


Anubis rides upward on a column of sand
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130827_0004binout_zps0d54b5f7.jpg)


Anubis's Obelisk
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130826_2021binout_zpsca3cb6ca.jpg)


Anubis unleashes swirling desert winds
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130827_00091binout_zps17eef7dc.jpg)


Anubis is not above using guns in a fight
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130827_0006binout_zps9dd592a5.jpg)


Anubis unleashes an Assist Trophy
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130827_0034binout_zps9ce6fba3.jpg)


Anubis ready to attack
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130827_0039binout_zps563e99e5.jpg)


Title: Re: Omni's Realm: Anubis Nears 70% Completion, See the New model and previews here..
Post by: ?uestion on August 27, 2013, 09:00:43 AM
Anubis looks great! Can't wait to use him in-game.


Title: Re: Omni's Realm: Anubis Nears 70% Completion, See the New model and previews here..
Post by: KingJigglypuff on August 27, 2013, 11:24:52 AM
The effects and the model look nice, but his legs look kinda odd.


Title: Re: Omni's Realm: Anubis Nears 70% Completion, See the New model and previews here..
Post by: zutox on August 27, 2013, 03:17:04 PM
I thought Anubis would be wielding his Scepter?

Like this: http://honda-cb750-s.456789.n3.nabble.com/file/n4027983/Anubis.jpg (http://honda-cb750-s.456789.n3.nabble.com/file/n4027983/Anubis.jpg)

He does look amazing though, even if I still think he'd look better with his scepter X3


Title: Re: Omni's Realm: Anubis Nears 70% Completion, See the New model and previews here..
Post by: Omniscient X on August 27, 2013, 05:41:03 PM
The effects and the model look nice, but his legs look kinda odd.

Thanks Jigz and yeah the legs are a minor as his model was already emaciated so with the slight warping that occurs between rigging and animations they did lose a little substance.  Randomizer and I are looking for ways to fix this now.

I thought Anubis would be wielding his Scepter?

Like this: [url]http://honda-cb750-s.456789.n3.nabble.com/file/n4027983/Anubis.jpg[/url] ([url]http://honda-cb750-s.456789.n3.nabble.com/file/n4027983/Anubis.jpg[/url])

He does look amazing though, even if I still think he'd look better with his scepter X3

Nah the scepter was crap lol the khopesh is way more badass even if it does need a texture revamp which I'm already working on.  The model came with a scepter but I made a khopesh blade model and mounted it on a sword hilt to give Anubis a badass sword.
-Omni


Title: Re: Omni's Realm: Anubis Nears 70% Completion, See the New model and previews here..
Post by: zutox on August 27, 2013, 06:23:05 PM
Ah okay. Will there be maybe an alternate costume with the scepter?
Kinda tired of seeing every single new character made wielding a sword X3


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: Omniscient X on September 09, 2013, 04:44:46 AM
  Well I suppose I'm not going to be writing to many more of these posts so I might as well make it a good one!  As a couple of you already know I'm going to be retiring from Brawl hacking at the end of this week, but I'm making sure to go out with a bang!
  I've been constantly working on Anubis and really trying to give him some unique attributes so that you guys as players can really enjoy him!  I've scrapped his ethereal form concept and he can now undergo a full transformation into his new form I've dubbed "Guardian of the Underworld", at least he can when he's in Lord of the Dead Mode.

So as far as progress goes I've got almost all of his moves working at this point the Up-Smash is still left on my todo list and I've got a couple more moves for LoD Mode but after that I'm going to package it up and send it out to beta testers early this week for immediate feedback so I can revamp whatever needs tweaking!

I've really been enjoying my "Shifting Sands" move where the Obelisk actually blocks projectiles and other attacks similar to Pit's Mirror Shield making you invulnerable to Assist Trophies, Pokemon and various projectiles so long as their not transcendent hitboxes and they must collide with the Obelisk even if they're inside of it the hitbox will override theirs and destroy their hitbox so it won't actually hit you.  I really think most of the players who use this move are going to love it as well!

Here's some screenshots of that attack:
Negating some projectiles:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130908_22431binout_zps730c364e.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130908_2224binout_zps4897cb7d.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130908_2115binout_zpsb775ad46.jpg)

Blocking some Assist Trophy attacks:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130908_2204binout_zps9c1e392f.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130908_2200binout_zps940fb408.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130908_2229binout_zps47451fce.jpg)

Did I mention the Obelisk topples over at the end of the attack and buries enemies??  :af2:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130908_2255binout_zps0d021811.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130909_0226binout_zps58cd31dd.jpg)

As for the Guardian of the Underworld I'm still working on a good texture for the beastie but for the moment here's what he looks like:
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130909_01071binout_zpse13e283a.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130909_0134binout_zps99d56dba.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130909_0136binout_zps02cea4bc.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130909_0138binout_zps844a8350.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130909_0157binout_zpsa11edcc0.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130909_0158binout_zps7d029330.jpg)
(http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_130909_0201binout_zpsa377d547.jpg)

Well I hope this keeps most everyone sedated for the moment and hopefully you're all looking forward to the final release of Anubis later this week!
-Omni

PS: Beta Testers are still welcome just shoot me a PM


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: zutox on September 09, 2013, 08:44:09 AM
Guardian of the underworld is Sanctuary Keeper from FFX? :D
Also, that obelisk attack looks pretty darn sweet.
Sad to hear you are quitting brawl hacking though


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: Omniscient X on September 09, 2013, 09:44:15 AM
Guardian of the underworld is Sanctuary Keeper from FFX? :D
That sir is damn impressive that you got that right off the bat lol.  Yeah I almost went with an energy textured Behemoth, but I thought the SK just had a bit of a darker appearance.  I may change the transformation a bit I'm not a big fan of his wings but they're in the model so he might sprout them for a couple attacks!
-Omni


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: Tabuu Forte Akugun on September 09, 2013, 11:04:39 AM
Great. Another great PSA maker is retiring. D: Soon there'll only be me (okay PSA maker), SB (cool PSA maker) and KJP (Awesome PSA maker) left. D: I know real life can be a pain and all, but still. It always saddens me to see a Brawl hacker retire. :(

I'll be sure to check out your stuff sometime in your memory, if I may say that.


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: zutox on September 09, 2013, 12:53:48 PM
Uhh...I replied but my reply is not here..how strange.

Anyways, I feel so accomplished XD

If you can change the model you might want to remove his face "horns" I think that would make him better suited for anubis, and it's really a dead (get it..underworld...oh never mind XD) ringer for where the model originally came from :) 


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: Omniscient X on September 09, 2013, 06:26:53 PM
@Tabuu I may make it simply an extremely long hiatus, but chances are I don't return.

@Zutox yeah I may edit the model a little or completely switch models to another beast but I'll see what I can do.

I did see this when I was googling for Anubis Monsters (http://reviewjpegs2.tripod.com/sitebuildercontent/sitebuilderfiles/Anubus2-1.jpg) guess its from yugioh but it looks to be a fitting jackal like monster.
-Omni


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: DrunkRussian on September 09, 2013, 08:23:18 PM
The second one looks better IMO
sad to see you and your skills and GFX thread go, but sometimes you just don't have time to give to hobbies.
I'll take a guess as to why your retiring:
College?
If not no idea as you don't have your age listed :P


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: Omniscient X on September 10, 2013, 12:14:21 AM
Nah already in college, I just have alot on my plate and not enough time to keep up this hobby, I'm going to update this post with a screenshot for an alternate beast form and then use whichever one wins the poll.
-Omni

PLACEHOLDER FOR UPDATE


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: zutox on September 10, 2013, 08:38:03 AM
Image hosted by tripod? O..o that is your Anubis monster? XD


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: the_randomizer on September 16, 2013, 09:22:03 AM
Crap! And I was gonna send him the completed version of Anubis. Please log on today, Omniscient X!   Anyone have his email address? I need to tell him this right away, that his Anubis is completed as he was supposed to get back to me.


He was supposed to get the link to Anubis no later than Sunday, and due to unforeseen circumstances, I couldn't get it to him till last night, but it seems he is no longer going to be on the Vault and therefore, I have failed big time.


Again, if anyone knows his email, please tell me via PM.


Title: Re: Omni's Realm: Retirement and New Previews for Anubis's Guardian Form
Post by: SpoonTheMan on September 19, 2013, 12:29:44 PM
Are Anubis and Zeus going to make it to V1, and are your 3 characters all going to have custom character models made for them? The movesets look really awesome! But I can't let them into my game without some proper character models (not retextures of Ganon)...


Title: Re: Omni's Realm: Sceptile looking for Beta Testers and Suggestions!
Post by: Omniscient X on October 06, 2014, 02:41:16 AM
Hey guys threads revived, looking for suggestions and beta testers!  Read the new and improved OP and check out the progress on Sceptile!
-Omni


Title: Re: Omni's Realm: Sceptile looking for Beta Testers and Suggestions!
Post by: Carnage on October 06, 2014, 03:18:49 AM
im up for it if you want xD i already delibered my sigestions  but once i watch the moveset in motion i can say more.


Title: Re: Omni's Realm: Sceptile looking for Beta Testers and Suggestions!
Post by: Omniscient X on October 06, 2014, 12:06:02 PM
Sounds good Carnage I'll add you to the list!
-Omni


Title: Re: Omni's Realm: Sceptile looking for Beta Testers and Suggestions!
Post by: amircury on October 06, 2014, 12:33:03 PM
Might I be able to test this Sceptile?


Title: Re: Omni's Realm: Sceptile looking for Beta Testers and Suggestions!
Post by: Omniscient X on October 06, 2014, 02:34:18 PM
Of course!  I'll add you to my list, expect to recieve a PM with the beta link sometime around Thursday or Friday.
-Omni

Post Merge: October 07, 2014, 01:25:29 PM
Vote on Sceptile's Down Special!  Here are the options:

Earthquake: Sceptile stomps the ground unearthing plates of rock on all sides that do 10% damage and strong knockback away from Sceptile.  Good startup speed but lots of cooldown lag and simple to dodge by jumping.

Dragon Pulse: Sceptile builds up energy and then unleashes a wave of energy that does 7% damage and medium-strong knockback depending on how long it's charged for.

Root Wall: See moveset in the OP.

If you have another suggestion I'll add it to the poll!
-Omni


Title: Re: Omni's Realm: Sceptile-Vote for his Down Special now!!
Post by: Omniscient X on October 10, 2014, 04:16:01 PM
Sorry bumping the thread to get beta testers attention.  I'm a little behind where I'd like to be at this point, that being said I can still release a beta tonight, however it'll just be a single moveset whereas I could release one tomorrow night with the moveset swapping taunts so you guys can try out: X-Scissor, Bullet Seed, etc.

So beta testers vote in the poll!
-Omni


Title: Re: Omni's Realm: Sceptile - Beta Testers vote for what you want!
Post by: Carnage on October 10, 2014, 06:41:33 PM
im thinking the more stuff to test the more things we can  say about the  moveset itself and im liking your doing alot of moves, sceptile will really fell like a pokemons with so many move options on a single pac file and changed on the fly shame for no mega sceptile  model for model changer and use mega sceptile as FS xD.


Title: Re: Omni's Realm: Sceptile - Beta Testers vote for what you want!
Post by: Omniscient X on October 11, 2014, 01:22:18 AM
Still looking for a vertexer to help me with the Mega Sceptile model!  We could easily make it out of the current Sceptile one that I'm using.  Just need someone passionate enough to make some simple vertex edits and then apply some changed textures.  Plenty of space in FitLucario00.pac
-Omni

Post Merge: October 12, 2014, 02:42:01 AM
Wow this was a stressful day I was under the impression that Projected Smash Attacks had FIXED the "save" corruption problem evidently that is not the case lost about 70% of my work on Sceptile this morning just worked my ass off for the rest of it getting it all back and then some.  Up Special is being a bit odd but I think I know how to fix it but alas I've been coding for somewhere close to 8 hours and now I'm calling it quits for today.  Sorry beta testers I let you down but I'll be getting you all a copy of my current work midday tomorrow!  On the upside I included some new features since I had lots of time to adjust the code so I inputted a new canceling system for the specials and started work on the multimoveset concept.  Bullet Seed is being a [censored] and X-Scissors animation is quiet difficult with Sceptile's relatively short arms.  Don't expect ANY multi-moveset moves tomorrow but I'll be shipping the beta testers an updated version on Monday or Tuesday depending on how fast feedback is received, that version will include all the fixes they wanted as well as some multi-moveset moves.
-Omni


Title: Re: Omni's Realm: Sceptile - Beta Release
Post by: Carnage on October 13, 2014, 05:52:27 AM
i didnt know psa could  corrupt stuff damn that must have sucked i only use bb to psa since the day it launched so im know  my ways around bb corrupts but i never knew psa can also corrupt.

here is my feedback

Run speed i think its way to fast especialy the startup i fell a slowdown here is needed imo

Side Special while the side special itself is a solid move it needs to be only usable in the air once or you can just spam it left and right and never fall im not a fan of the infinite air stalling if you want to kinda of move.

Down special i have no issues to repor it works good both the ground and air version but i would sugest a hitbox on sceptile when crahsing down on the down special so he would spike hit ppl on the air down before touching the ground.

Neutral special if you start charging the move in the air and land he will keep sliding left and right guess you need some undefined 10 on set air ground and some disalow horizontal movement for no slides even when doing leaf storm this happens the slide its very comon.

Foward smash i dont think the all lag idea works very well here an chance instead of lag after the move we would get self damage? in smash when a move is ususlay too good self damage is  the most used punshinment for using it and i think in this case it could work well

AA combo besides the head glitch you meantioned my AA combo still goes AAA with lucario kick on the end guess that shouldnt happen since your OP says they are only 2 slashes.


Cant charge the down smash?


very solid beta shame you lost alot of your work.


Title: Re: Omni's Realm: Sceptile - Beta Release
Post by: highonphazon on October 13, 2014, 07:44:31 AM
Still looking for a vertexer to help me with the Mega Sceptile model!  We could easily make it out of the current Sceptile one that I'm using.  Just need someone passionate enough to make some simple vertex edits and then apply some changed textures.  Plenty of space in FitLucario00.pac
-Omni

Post Merge: October 12, 2014, 02:42:01 AM
Wow this was a stressful day I was under the impression that Projected Smash Attacks had FIXED the "save" corruption problem evidently that is not the case lost about 70% of my work on Sceptile this morning just worked my ass off for the rest of it getting it all back and then some.  Up Special is being a bit odd but I think I know how to fix it but alas I've been coding for somewhere close to 8 hours and now I'm calling it quits for today.  Sorry beta testers I let you down but I'll be getting you all a copy of my current work midday tomorrow!  On the upside I included some new features since I had lots of time to adjust the code so I inputted a new canceling system for the specials and started work on the multimoveset concept.  Bullet Seed is being a [censored] and X-Scissors animation is quiet difficult with Sceptile's relatively short arms.  Don't expect ANY multi-moveset moves tomorrow but I'll be shipping the beta testers an updated version on Monday or Tuesday depending on how fast feedback is received, that version will include all the fixes they wanted as well as some multi-moveset moves.
-Omni

DANG, sorry to hear that. I can't imagine losing my work with Dark Samus... 70%? I would've quit but glad to hear you've stuck it out.

I'll be sending some feedback later today too. I'm anticipating great graphical work!


Title: Re: Omni's Realm: Sceptile - Beta Release
Post by: highonphazon on October 15, 2014, 01:55:01 PM
Here's some feedback on the current Sceptile beta. Mainly graphical comments:

Positive:YAY
-Solarbeam looks great. Knockback feels about right
-Down Smash looks good too.
-Nice use of the chain whip  ;D

Negative:Areas to Re-examine
-Aesthetically, I think the graphic for Earthquake ends too abruptly. If you could make it lasts a couple more frames, kinda like fade it out so to speak, I think that would look better.
-I'm not sure if that's Giga Impact's final graphic, but if it is it could use some particle effects to spice it up.
-You could maybe use the white ball glow graphic that happens as Samus' armor break for the Solarbeam charge up. Just a thought
-Side tilt is a bit too fast for me to tell it's slamming with the tail.


Title: Re: Omni's Realm: Sceptile - Beta Release
Post by: Omniscient X on October 15, 2014, 02:34:18 PM
Thank you Carnage and HighonPhazon here are the changes I'm making before the next beta release in addition to everything else I have planned:

-Neutral B gets added charging effects as well as disallowing horizontal movements.

-Side B gets a slight cooldown time to prevent it from being spammable

-Up B gets hitbox

-Down B I've got some ideas about the Earthquake GFX, normally it would look fine its just that I intentionally sped it up, instead I'll slow it down and have it operate independently from the subaction.

-I'll touch up his run speed and acceleration although as the highest speed stat of all starters and grass-type I think he deserves to move that fast, he's not supposed to be slow.

Up Smash: Aerial Ace is done so that will be in the next beta.

-Forward Smash: Frenzy Plant will get a revamp in animations soon and I'll host a poll whether it should suffer ending lag or self-damage, though to be parallel with the game version it's a clone of Hyper Beam which leaves the user vulnerable for a turn, which to me should be lag.

-Down Smash: I'll add a chargeup animation.

-All Aerials will be complete

-Giga Impact's GFX are undergoing change it'll be a spiraling cloak of yellow fire with a sphere of purple energy underneath.

Once again I'm still taking move suggestions, but for an update here are the add-on moves I have planned still:

Neutral B: Bullet Seed, can be held indefinitely has a bit longer range than Leaf Storm but deals much less damage per second in comparison good for halting approaches.

Side B: Giga Impact, a slower and stronger version of Leaf Rush allowing the option of turning it into a kill move rather than a damage racker.

Down-B: Mega Punch, Sceptile slugs the enemy with a fistful of energy if it connects the force of the blow generates a concussive blast of air from the pressure change that tosses nearby enemies and items away.  In the air Sceptile will drop to the ground and punch the ground releasing an AOE burst of air that pushes enemies away.

Side Smash: X-Scissor, Sceptile slashes its arms in an "X" releasing a similarly shaped burst of energy that travels a short distance, medium damage and high knockback.

Down Smash: Dragon Pulse, pressing A has Sceptile unleash a shockwave of blue energy around itself, while pressing B has it focus the blast in front of it dealing medium knockback and medium damage.

Down-Tilt: Swift, Sceptile unleashes a barrage of Star-shaped projectiles.

i might add some more, Seed Bomb, Double-Edge, Outrage and Dragon breath are all contenders.

These are some pretty extensive updates I encourage you to read the above and respond with your thoughts.
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Carnage on October 15, 2014, 06:24:27 PM
alt of downB being mega punch just fells wierd i mean it would simply be a punch  a best alt of downB imo would be seed bomb spit a seed foward that would explode on contact kinda of deal.

so neutral B will have 3 move options? solarbeam,leaf storm and bullet seed?


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Omniscient X on October 15, 2014, 06:32:06 PM
I thought about the option of 3 Neutral Specials, but I liked the whole idea of swapping and customizing his moveset midgame and having 3 negates the ability to mix and match on some level.  So it'll probably stay as is giving you an applicable defense out of the charging of Solarbeam.

Thought about Seed Bomb but that feels a bit strange, a thought was giving Double Team a new purpose that images of Sceptile would run left and right while the real one became invisible for a short time.  Though I had given some thought to Dragon Pulse or Protect.
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Large Leader on October 15, 2014, 07:34:44 PM
a thought was giving Double Team a new purpose that images of Sceptile would run left and right while the real one became invisible for a short time. 

Just a random idea (haven't played a Pokémon game since original Red, and I never got to finish it ;_;), why not have him run right and left, and after a button input, have him turn into one of the clones and allow him to follow up with an attack.


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Omniscient X on October 15, 2014, 07:56:59 PM
Just a random idea (haven't played a Pokémon game since original Red, and I never got to finish it ;_;), why not have him run right and left, and after a button input, have him turn into one of the clones and allow him to follow up with an attack.
I like the idea the main restraining factor that acts as an obstacle for Double Team is the filesize of a clone model and I don't know how to do it with just the model in the FitCharacter00.pac
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Large Leader on October 15, 2014, 08:14:25 PM
I like the idea the main restraining factor that acts as an obstacle for Double Team is the filesize of a clone model and I don't know how to do it with just the model in the FitCharacter00.pac
-Omni

It might bloat up motionetc file size. But why not have Sceptile (I think it is? Excuse my bad knowledge of Pokémanz) be animated to seem like he’s running back and forth by having him translate back and forth while having his model scale from 0.0001 to 1 every frame (so frame 10 has 0.0001 and frame 11 has 1). You’d probably have to also rotate his model by 180 so he can go back and forth.

Either that, or have extremely low poly version of him in the motion etc (optimize the hell out of that sucker) and animate them the same way like I described.


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Omniscient X on October 15, 2014, 08:24:29 PM
Already tried the 1st thing, that's just a pure "afterimage" style effect, I think if anything I'd just have him blitz with afterimages and be intangible, there's a much better chance that Sceptile gets the ability to Protect, with slight ending lag.
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Large Leader on October 15, 2014, 08:28:59 PM
that's just a pure "afterimage" style effect,

Excuse my knowledge (which from now on, I promise I'll try not to bring up), but isn't that what Double Team is? Kinda? A bit?

I mean, that's what it kinda was like in Pokémon stadium, although the afterimage was more transparent as opposed to flickering.


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Omniscient X on October 15, 2014, 09:03:33 PM
It really should be multiple solid clones of Sceptile that would not be able to actually damage the opponent but look like they're attacking, so the opponent would have to decipher which one is the real one amidst the chaos.
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Large Leader on October 15, 2014, 09:24:59 PM
It really should be multiple solid clones of Sceptile that would not be able to actually damage the opponent but look like they're attacking, so the opponent would have to decipher which one is the real one amidst the chaos.
-Omni

I know that you might/will run into filesize issues, which is why I'm continuing to respond lol

Why not rig up lower poly versions of Sceptile onto the main skeleton and have a visibility bone set to them?

I'm assuming that you haven't reached the model file size on whoever Sceptile is over, of course.


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Omniscient X on October 15, 2014, 11:28:03 PM
I know that you might/will run into filesize issues, which is why I'm continuing to respond lol

Why not rig up lower poly versions of Sceptile onto the main skeleton and have a visibility bone set to them?

I'm assuming that you haven't reached the model file size on whoever Sceptile is over, of course.
It's a good idea, it's just that low poly models would probably make it simple to differentiate between the fakes as well as I have some ideas that I think will better serve as alternate Down Specials  ;)
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Carnage on October 16, 2014, 03:00:36 AM
yeah the issue with clones is the filesize they take out i would go for something less file consuming considering you want to add alot of moves and so on.


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Omniscient X on October 16, 2014, 07:30:54 PM
Just used one of my old tricks to compress my filesize by about 80kb, I'm about to go nuts on Sceptile with even more GFX.

Prepare for some hype up previews!

Revamping Solarbeam and Giga Impact GFX, retexturing Earthquake effects and slowing animation.
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Carnage on October 16, 2014, 07:54:56 PM
80kb that is  huge compression lol any chance the solarbeam turns to yellow? or it will stay green?


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Omniscient X on October 16, 2014, 09:07:45 PM
80kb that is  huge compression lol any chance the solarbeam turns to yellow? or it will stay green?

Actually I'm thinking it'll turn white!  I think I'm going to alter it to act more like ROB's fully charge Robo Beam so it extends horizontally quickly, but not instantly so opponents have a chance to dodge! In exchange for decreased speed it will no longer do set knockback, but starts out with medium knockback and does 25% damage.  Next to Frenzy Plant and Mega Evolution this should be among Sceptile's ultimate moves.

Think like this incarnation of Solarbeam: (http://img2.wikia.nocookie.net/__cb20120913031757/p__/protagonist/images/7/7e/Sceptile_Solarbeam.jpeg)
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Carnage on October 17, 2014, 01:39:23 AM
that is a nice color for it.


Title: Re: Omni's Realm: Sceptile- Updates and Previews
Post by: Omniscient X on October 20, 2014, 05:13:57 PM
Got alot of work done on Sceptile this weekend, FYI to beta testers who're reading this and never posted their feedback you will NOT receive the next beta unless you post feedback on the first.  Anyway always looking to add new testers to the team!  Also I've been hoping to get some help from a "texture guru" who knows their way around the different file types and creating new (simple) textures for effects.  Also anybody who's had success vertexing would be a huge asset to my team so let me know if you could do so!

Without further senseless babble from me I present you with a quote from the WIP Thread and some goals for the future.

Revamped Giga Impact and got X-Scissor working flawlessly, although the graphics may be subject to alteration soon once I get a public consensus.  Also FINALLY got Bullet Seed working as an Alt-B that you can flawlessly switch in and out for Solarbeam/Leaf Storm.

Giga Impact:
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_141019_01271binout_zps6e4209eb.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_141020_0101binout_zps50e2a073.jpg[/url])

Bullet Seed:
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_141020_1447binout_zps747dfe9d.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_141020_0152binout_zps2877d747.jpg[/url])

X-Scissor:
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_141019_0158binout_zps51605bb5.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_141020_1448binout_zpsb8f1bce5.jpg[/url])

  Still got plenty of file space left so Dragon Pulse is definitely on its way, Earthquake is currently under construction as I add a "fissure" effect to it and it's more of a shockwave of earth now.  Other alternate moves to expect in the week to come:

Down-B: Protect, almost instantaneous startup lasts for 20-30 frames allows you to block any frontal assault, suffers from ending lag to balance the move out.

Dragonbreath: Exhales a cyclone of swirling energy that pushes the opponent backward with great force, but no damage.

Seed Bomb: Press A during Bullet Seed to shoot a single seed with explosive tendencies, on contact with an enemy it will explode dealing 15% damage and strong forward knockback.

Sword Dance: Sceptile quickly focuses its energy and raises its offensive capabilities for one attack, slicing attacks (F-Air, Side-B, Dash Attack, Down-Smash, and X-Scissor) gain a knockback and damage boost the next time they're used.

Double-Edge: Sceptile glows white and leaps toward the enemy dealing high damage and knockback, but 12% self damage.

I'll be reanimating Frenzy Plant, and Dragon Claw will get a "Mega" version where if you charge it all the way up Sceptile performs multiple slashes with both hands dealing a little less knockback, but more damage and it's far harder to avoid.
-Omni


So this week got alot of alternate moves I'll be experimenting with, as always if you think of one (EVEN IF IT'S NOT A "LEGIT" MOVE BECAUSE UNIQUENESS MAKES PSAs GREAT!) please let me know, and I'll be doing some cleaning up with Sceptile's overall appearance definitely looking to get started on coding Mega Sceptile soon!
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: Large Leader on October 20, 2014, 06:07:35 PM
Quick question, what GFX did you use for the second pic of X-Scissor?


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: Omniscient X on October 20, 2014, 06:21:10 PM
Well that's not the current one, but that's Cresselia's Psycho Cut model from the Spear Pillar stage that I tried out I remembered seeing it somewhere in a Link hack and I grabbed that blue texture from that, I believe that was your Skyward Sword Link am I right?  Anyway I liked it but it was a bit too edgy I wanted something a bit smooth so I've been editting a sword flare model this afternoon to replace both GFXs.
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: KingJigglypuff on October 20, 2014, 07:27:08 PM
Hmm...

Well, I guess I could test your Sceptile if you're still accepting testers. I'd like to try getting more involved with PSA modders who wish to better themselves.


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: Large Leader on October 20, 2014, 07:37:25 PM
... it was a bit too edgy...

If only you knew the story behind it lol

It's good that you're making your own. The SS Link one was rather... meh. It was the best that we had at the time. I'm looking forward to see what you're going to put out.

I'd like to try getting more involved with PSA modders who wish to better themselves.

I think Omniscient X is a pretty cool guy. Eh make PSAs and doesn't afraid of anything :V


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: Omniscient X on October 20, 2014, 07:53:47 PM
Hmm...

Well, I guess I could test your Sceptile if you're still accepting testers. I'd like to try getting more involved with PSA modders who wish to better themselves.
I'd be honored to have you give it a test.  I'm sending out the Beta version 2 this Wednesday night.

If only you knew the story behind it lol

It's good that you're making your own. The SS Link one was rather... meh. It was the best that we had at the time. I'm looking forward to see what you're going to put out.

I think Omniscient X is a pretty cool guy. Eh make PSAs and doesn't afraid of anything :V
Haha there's always a story behind every GFX, and I thought the SS LInk one wasn't bad it just wasn't quite what I felt like fit the "feel" of the move.  Thanks hombre, are you already signed up for the beta?
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: Large Leader on October 20, 2014, 08:01:26 PM
are you already signed up for the beta?
-Omni

Unfortunately, I have to decline. Classes are starting to get heated up with midterms and other exams coming up.

If you ever need any help, don't bother to ask. I'm usually trying to procrastinate on my other projects.

Just don't tell anyone >.>


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: Omniscient X on October 20, 2014, 08:17:21 PM
No worries, you make any progress on Anubis?
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: Large Leader on October 20, 2014, 08:19:14 PM
No worries, you make any progress on Anubis?
-Omni

I will as soon as I get through this week. Do you by any chance have the model of the scepter you were going to use for the Doggie?


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: Omniscient X on October 20, 2014, 08:53:01 PM
Hmm well I'm on a different computer, but what is the "Doggie"?  You mean that massive spiked behemoth Anubis becomes when he enters God Mode on some attacks?
-Omni


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: Large Leader on October 20, 2014, 09:43:33 PM
but what is the "Doggie"?

>Anoobis
>Not calling him Doggie

srsly man :V

I'll poke around to find a model for his "God of Death" mode thing. I'm thinking about using Nasus' Ulti Model from his Pharoah skin.


Title: Re: Omni's Realm: Sceptile- Updates and Looking for Teammates to Assist!
Post by: Omniscient X on October 20, 2014, 11:09:13 PM
It's yours to do with what you want man, just make sure you give The Randomizer credit he helped me out with the models and stuff back in the day.
-Omni

Post Merge: October 22, 2014, 07:24:34 PM
I feel as though I've overlooked a crucial detail in my Sceptile PSA, and that is Leaf Storm.  Having it as a cancel option out of Solarbeam's charge really wasn't fair so with a very prominent lack of a Mega Sceptile model I'll be moving Solarbeam to the Final Smash.  The good news is that Leaf Storm is now becoming Sceptile's Neutral-B and I'll do my best to do it justice.

Anyway Beta is getting released late tonight I'll be doing some last minute swaps and what not here's the list for beta testers to focus on:
Side-Tilt
All Aerials except the Back and Neutral Air those are still under construction.
All Smashes
All Specials

Alternate Moves:
X-Scissor (F-Smash)
Bullet Seed (Neutral-B)
Seed Bomb (Press A during Bullet Seed)

Now I'm definitely creating another hack after this most likely another Pokemon I'm currently leaning towards Nidoking I have a pretty crazy moveset planned.  Anyway feel free to comment on your thoughts and suggestions especially with the decision of recreating Leaf Storm and repurposing Solarbeam.
-Omni


Title: Re: Omni's Realm: Sceptile- Leaf Storm overtaking Solarbeam
Post by: Carnage on October 24, 2014, 05:05:29 PM
i see you say your starting on nidoking? as far as i know nidoking has no model import right? just an old vertex wich doesnt look too goodat this time and age,  or you got someone to rig you a model?

just wanting to know.


Title: Re: Omni's Realm: Sceptile- Leaf Storm overtaking Solarbeam
Post by: Omniscient X on October 24, 2014, 05:39:46 PM
I'll be using that vertex as a base for animations right now, but I've got a well respected model importer giving it a shot with the 3ds model so hopefully he comes through!  Anyway right now I'm just doing some coding I know I'll need for Ice Beam, Earth Power, Thunder, Horn Drill etc.  Basically all I'm doing is laying groundwork this weekend and I have all the GFX ready and they look beautiful if I do say so myself.  As before I'll be taking move suggestions for Nidoking, however I'll keep him away from the public eye for the most part until Sceptile is very near completion.
-Omni


Title: Re: Omni's Realm: Sceptile- Leaf Storm overtaking Solarbeam
Post by: KingJigglypuff on October 24, 2014, 05:42:04 PM
Alright, I've gotten your build. And here's my thoughts and impressions.

Attributes: It runs too fast and jumps too high.

Model: I'm generally not a fan of Russmarr's work. The rigging is pretty bad on this. I feel you should have a custom skeleton ot have someone who's more skilled at rigging rig Sceptile's X/Y model over Lucario's skeleton.

Animations: You need to do a lot more work on these animations, as I can barely tell what Sceptile is doing most of the time. Even if I lowered my standards, I wouldn't accept these.

Jab: It does too little damage for just a two hit jab.

Side Tilt: It's rather slow for such an agile character. The initial knockback is rather high as well for such low damage.

Dash Attack: Seems good. Quick start-up, okay damage, and reasonable endlag.

Side Smash (Frenzy Plant): I feel you should re-map Frenzy Plant to a Final Smash. The move, while has high damage output feels underwhelming. It just seems out of place for a Side Smash, given how slow the move it.

Side Smash (X-Scissor): I feel this move should be a close-range move, rather than a long range move. This move also cannot charge. The knockback can be toned down as well.

Up Smash: This move can't charge for some reason. Though while the start-up is quick, the movement is very slow. The damage should also decrease as the move goes on.

Down Smash: This move also can't charge for some reason. The damage is very low for such a slow move. You should also make the animation suit two hits, one on each side. Or remap to Side Smash and fix it, as it hits from behind.

Forward Air: I can't really tell with this move. The hitboxes seem too big for this attack. The knockback could also be toned down a bit. This move should also not send foes at a downward angle.

Up Air: You should decrease the knockback on this move. It's good for juggling, but it can KO pretty early if used right.

Down Air: Very spammy for a spike move.

Synthesis + Solar Beam: I feel Sceptile should heal a little when using Synthesis (but make sure it doesn't go into negative damage). The beam could also use a nerf to knockback.

Bullet Seed: The GFX could be a bit more animated. You should also increase the DI, as foes can take about 60 damage minimum if they can manage to DI out of the move.

Additional thing for Neutral Special: If using Synthesis or Bullet Seed while jumping, you'll go up very high. Also if you land while using the move, you'll be able to move left and right. You should fix this.

Side Special: You need to either make this move a once in air time use only, or make Sceptile go into helpless after using, as this move is insanely broken.

Up Special: You should add some start-up to this move. And since this is Giga Impact, I feel you should increase the damage.

Down Special: This is a very spammy move.

Overall Thoughts: I don't really like this. There's so much more work you could do on this moveset. Don't take it the wrong way, as my standards are much higher than the average user's.


Title: Re: Omni's Realm: Sceptile- Leaf Storm overtaking Solarbeam
Post by: Omniscient X on October 24, 2014, 05:48:17 PM
Alright, I've gotten your build. And here's my thoughts and impressions.

Attributes: It runs too fast and jumps too high.

Model: I'm generally not a fan of Russmarr's work. The rigging is pretty bad on this. I feel you should have a custom skeleton ot have someone who's more skilled at rigging rig Sceptile's X/Y model over Lucario's skeleton.

Animations: You need to do a lot more work on these animations, as I can barely tell what Sceptile is doing most of the time. Even if I lowered my standards, I wouldn't accept these.

Jab: It does too little damage for just a two hit jab.

Side Tilt: It's rather slow for such an agile character. The initial knockback is rather high as well for such low damage.

Dash Attack: Seems good. Quick start-up, okay damage, and reasonable endlag.

Side Smash (Frenzy Plant): I feel you should re-map Frenzy Plant to a Final Smash. The move, while has high damage output feels underwhelming. It just seems out of place for a Side Smash, given how slow the move it.

Side Smash (X-Scissor): I feel this move should be a close-range move, rather than a long range move. This move also cannot charge. The knockback can be toned down as well.

Up Smash: This move can't charge for some reason. Though while the start-up is quick, the movement is very slow. The damage should also decrease as the move goes on.

Down Smash: This move also can't charge for some reason. The damage is very low for such a slow move. You should also make the animation suit two hits, one on each side. Or remap to Side Smash and fix it, as it hits from behind.

Forward Air: I can't really tell with this move. The hitboxes seem too big for this attack. The knockback could also be toned down a bit. This move should also not send foes at a downward angle.

Up Air: You should decrease the knockback on this move. It's good for juggling, but it can KO pretty early if used right.

Down Air: Very spammy for a spike move.

Synthesis + Solar Beam: I feel Sceptile should heal a little when using Synthesis (but make sure it doesn't go into negative damage). The beam could also use a nerf to knockback.

Bullet Seed: The GFX could be a bit more animated. You should also increase the DI, as foes can take about 60 damage minimum if they can manage to DI out of the move.

Additional thing for Neutral Special: If using Synthesis or Bullet Seed while jumping, you'll go up very high. Also if you land while using the move, you'll be able to move left and right. You should fix this.

Side Special: You need to either make this move a once in air time use only, or make Sceptile go into helpless after using, as this move is insanely broken.

Up Special: You should add some start-up to this move. And since this is Giga Impact, I feel you should increase the damage.

Down Special: This is a very spammy move.

Overall Thoughts: I don't really like this. There's so much more work you could do on this moveset. Don't take it the wrong way, as my standards are much higher than the average user's.
I appreciate the feedback, like I said earlier the PSA is nowhere near finished, so on that note I'll take this in stride and you've given me plenty to fix and edit.  Hopefully the next build leaves you with a better taste in your mouth.
-Omni


Title: Re: Omni's Realm: Sceptile- Leaf Storm overtaking Solarbeam
Post by: Large Leader on October 24, 2014, 06:58:37 PM
Yo, quick question Omni. Why doesn't Anubis use his staff and is using a khopesh?

I should be able to start on Anubis this weekend. If not, its because I finally got a model of Dante and am preparing him for rigging.


Title: Re: Omni's Realm: Sceptile- Leaf Storm overtaking Solarbeam
Post by: Omniscient X on October 25, 2014, 01:00:35 AM
Yo, quick question Omni. Why doesn't Anubis use his staff and is using a khopesh?

I should be able to start on Anubis this weekend. If not, its because I finally got a model of Dante and am preparing him for rigging.
Right on.  Well I found a khopesh online and The Randomizer rigged it all up I didn't want the staff because I felt like the khopesh would be more aggressive and allow me to use reuse some frames from Ike's animations.  I can't totally remember everything thats on that hack but I believe it was one of my more graphic heavy PSAs so you should have alot to work with there.  But as always should you need anything GFX-related just shoot me a PM.

Can't wait to see the work you do on him I know it'll be a great hack, and I do think the staff is more fitting now that you bring it up.
-Omni


Title: Re: Omni's Realm: Sceptile- Leaf Storm overtaking Solarbeam
Post by: Large Leader on October 25, 2014, 08:32:02 AM
Where did you get Anubis's (Anubis'?) Model from? Directly from Smite? Do you still have the model for the staff?


Title: Re: Omni's Realm: Sceptile- Leaf Storm overtaking Solarbeam
Post by: Omniscient X on October 25, 2014, 03:08:48 PM
I wish I'm not on that computer anymore, but yes I ripped it straight from smite.  Download Smite and inside some of the files you can find the models then I used a converter online to get it to 3ds or something that I could import into 3DS MAX and then ship off to my rigger!
-Omni


Title: Re: Omni's Realm: Sceptile- Leaf Storm overtaking Solarbeam
Post by: highonphazon on October 26, 2014, 12:46:22 AM
I'll be checking the latest version tomorrow, and I'll keep in mind it's still in the beta stages, ha.


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: Omniscient X on November 08, 2014, 12:41:01 AM
Alright I threw Nidoking's moveset on the OP if you notice his grounded attacks and aerials aren't really planned that's cause they're not!  I wanted to see what you guys had to say so post your move suggestions here!  They can be on any move, moves you want to see available for move swap in a special, new smash attacks and especially the Final Smash.  Looking forward to reading what you guys had to say!
-Omni


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: Carnage on November 08, 2014, 02:37:43 AM
so nidoking will be over bowser?

a move i dont like is the neutral special i mean 3 moves for a single special seems to overkill imo.

Moves that nidoking needs are
Flamethrower and fire blast since they are some of the standard moves you see on them i

 flamethrower as a side move to the up smash
Fire blast side move for side special

you could use any of this moves for aerial moves

fire punch
ice punch
thunder punch
aqua tail
poison jab
shadow claw
poison tail

any of this moves are simple punchs or tail movements that fit very well on aerials

FS i would put horn drill on the FS how would it work
it would be  a grounded FS nidoking would stomp the ground for afew times doing left and right with his feets for afew seconds anyoen on the ground would be buried then time would stop while he chargees his horn and then rushes foward ohko anyone that is buryed.


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: BlueBrain on November 08, 2014, 03:21:01 AM
how about side smash being randomly picked between fire, ice or thunder punch?


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: Omniscient X on November 09, 2014, 11:07:16 PM
so nidoking will be over bowser?

a move i dont like is the neutral special i mean 3 moves for a single special seems to overkill imo.

Moves that nidoking needs are
Flamethrower and fire blast since they are some of the standard moves you see on them i

 flamethrower as a side move to the up smash
Fire blast side move for side special

you could use any of this moves for aerial moves

fire punch
ice punch
thunder punch
aqua tail
poison jab
shadow claw
poison tail

any of this moves are simple punchs or tail movements that fit very well on aerials

FS i would put horn drill on the FS how would it work
it would be  a grounded FS nidoking would stomp the ground for afew times doing left and right with his feets for afew seconds anyoen on the ground would be buried then time would stop while he chargees his horn and then rushes foward ohko anyone that is buryed.


I definitely see some of these being possibilities, I love the thought on the Horn Drill FS, I hadn't even given that a chance before but now I'll definitely take it into consideration.  Some for sures you can expect to see are:

F-Air: Shadow Claw
(http://img4.wikia.nocookie.net/__cb20091009045150/pokemonfakemon/images/3/38/Glameow_Shadow_Claw.png)

B-Air: Poison Tail


how about side smash being randomly picked between fire, ice or thunder punch?


I'm not a fan of the elemental punches I find them a bit too generic and I can't really add any kind of cool flare to them where as Mega Punch is aimed to look like this:
(https://38.media.tumblr.com/3bcb07a17657360c998388794c0e3ca3/tumblr_mu2woy0GBY1qb4uyvo1_500.gif)
OR this:
(https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0CAcQjRw&url=http%3A%2F%2Fwww.reddit.com%2Fr%2Fpokemon%2Fcomments%2F1nmgdg%2Ffire_punch_to_the_face%2F&ei=t1RgVMuyOJTcoATvsYD4Bg&psig=AFQjCNHu6fxpsW4D4Wa0zXCE-d2gycvmLw&ust=1415685591664865)


Anyways I'm trying to decide if I'm going to throw Hyper Beam in or not as I think I could glaze over a beam GFX with some cool purple and black gradients and get a pretty cool graphic.

Rock Slide is possibly another move that could be added though I'm not sure where it would fit in his moveset, and Head Smash has a pretty good chance of being added as an alternate Side Special or smash attack
(http://img1.wikia.nocookie.net/__cb20140506191318/pokemon/images/thumb/2/26/Roark's_Rampardos_Head_Smash.png/500px-Roark's_Rampardos_Head_Smash.png)

We'll see where everything ends up like.  I'd love to hear new move suggestions remember it doesn't need to be a legit known move!  Make up your own stuff and share it.  I think I might add a custom move to the mix in the form of Rock Shard where Nidoking exhales a bolt of rock that shatters against fighters and deals weak damage but high knockback.
-Omni


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: AceGamer on November 10, 2014, 06:12:27 AM
heres some more moves who can try Omni
Thrash
Chip Away
Double Kick
Brick Break
Rock Tomb
Stone Edge
Drill Run
Super Power
Double Edge

hope they help ;)


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: Omniscient X on November 11, 2014, 04:15:07 AM
Super power is confirmed, its the Down Throw and it should end up being pretty epic.

Might add Brick Break if I can get it to cut projectiles... not sure though.

Double Kick is definitely going to be his dash attack, and Stone Edge is already planned for a Move Swapped Down Smash.

So I have a slot to fill as a Side B Move Swap for Giga Impact, so I'm wondering does anybody want to see Nidoking be able to use Toxic? 

I've revamped what I've done already Thunder looks a bit nicer and does set knockback now to remove the KO potential, Horn Drill has a windbox to help you suck in enemies into the drill and actually do decent damage, and Earth Power's spikes got a little texture touch up and the lava textures are much better now and have a texture animation.

So for Earth Power I'm thinking about 2 options:

1- I can stick with what I have now and it's all ground spikes until you gain a Sheer Force point and you can rip up a wave of lava instead.

2- I can add lava to all the charges so it splashes up over the spikes at some point during the move and deals fire damage and a bit more knockback.


I'm also working on Surf right now and I have a wave graphic or it can cause an angled eruption of water...

Looking forward to reading everyone's thoughts on these matters!
-Omni


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: AceGamer on November 11, 2014, 05:18:00 AM
Well the thing is toxic isn't a move tht does direct damage, it just poisons pokemon. So if u use tht as a move swap I figure you'd have to give them a increasing damage effect and the only way to do tht would be to put a flower on their head. If u do tht I say u shud make the flower invisible or maybe replace flower graphic with purple bubbles if possibe. And i say u go with option 2 for earth power


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: BlueBrain on November 11, 2014, 05:50:10 AM
any change to the flower effect would make the flower item's effect also be changed...

i can see toxic as a burst of toxic air coming out of his mouth, similar to PM squirtle's bubble gun, but deal very low damage and knockback with the flower effect


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: AceGamer on November 11, 2014, 05:58:49 AM
ohhhh ok, ya that would work


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: Omniscient X on November 13, 2014, 02:21:40 AM
So I've just about finished Earth Launch and Stone Edge will update with screenshots later in the week when I find the time.

On a somewhat humorous note Nidoking is an extremely obnoxious AI to play against mainly because it spams Thunder and Earth Launch trying to beat the crap out of me at higher percentages with Mega Punch.  Move Swap actually plays an interesting part in AI gameplay as well as after it KOs you it will use a taunt giving it new moves to surprise you with.  All the same if someone knows how to edit AIs or a good one to switch it with that would be great, because as much as I love being Giga Impacted at point blank I'd love it to use some moves more sparingly.  Apparently Bowser never uses Bowser Bomb from the ground at level 9 because it hasn't touched Earth Power in a match yet.

I'm also a bit stuck on what to do for the Up Special in the air, so any thoughts and suggestions on that would be most appreciated and I'm still open minded to Side Special Alternate possibilites.
-Omni


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: Carnage on November 13, 2014, 01:55:10 PM
for aerial up special i would reuse mega horn like a diagonaly  move up with gfx on his horn gfx

side b alt i would go for drill run like his horn gfx starts rotating and he rushes foward?

shame nidoking isnt over snake ported becuase you could modify snakes mines to be toxic spikes traps and that would bee preety fun xD


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: Omniscient X on November 14, 2014, 12:29:51 AM
I feel as though Megahorn is a tad too powerful for an Up Special, I made that mistake with Sceptile's Giga Impact (which I will fix in time).  As his Up Smash he braces himself before thrusting his horn upwards which is enlarged and glowing it cracks the ground beneath him and generates a slight windbox at his feet, it exudes power so the Up Special version might be a perversion of that.

I thought about making him use Stone Edge to create a rock for him to surf upwards with, but I think that too might be overdoing it a bit.

I like the Drill Run idea in fact I had that made before I switched to Giga Impact, mostly because I've made a few standard moves that revolve around the horn, and I wanted to give him a new aspect.

I removed alot of super armor frames from the attacks so Nidoking will function more like an offensive specialist, other than some of his most powerful moves, which do equip super armor, he will be void of a defense like that.  I want the player to use his increased agility and movement-based attacks to control the battlefield.
-Omni


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: highonphazon on November 14, 2014, 10:57:37 AM
So Sceptile's on hold? In that case, I'd love to see where your going with Nidoling (lol) Nidoking! Any pics or vids?

Oh and a suggestion for a move.... he totally needs EARThQUAKE, how it looked and sounded in Pokemon Stadium 2. Your Thor PSA IIRC has a "earth shatter" gfx and if you or I can think of a "light ring" that expands it could look really cool. This is a probably really out there suggestion but the combo of his animation in PS2 and the graphics of the move was quite badass!

Maybe have it as the down special and it could be  similar to Donkey Kong's hitboxes, except bigger and slower with a chance to bury the opponent.


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: Omniscient X on November 14, 2014, 11:29:23 AM
For the moment yes.

Earthquake already is his aerial Down-B he slams into the ground and unleashes a wave of earth in front of him, no worries it will be included in the final version  ;)

EDIT: So here's some of Nidoking's standard moves:

Neutral Combo: Shred an almost identical version of Bowser's twofold claw swipes, simply because it allows for a good melee setup.

Upward Tilt: Poison Sting, Nidoking fires a large glowing purple spike from his horn dealing 7% poison/flower damage and medium upward knockback.  It's short range functioning like one of Samus's Charge Shot custom moves and it'll look like this:
(http://cdn.bulbagarden.net/upload/b/ba/Nidorino_Poison_Sting_PO.png)

Forward Tilt: Fire/Ice/ThunderPunch, Nidoking throws a quick right hook that has a 33% chance of being either Fire, Ice or Thunder Punch.  The flame version deals 6% and medium-strong knockback, the ice version freezes opponents but doesn't knock them back very far with 10% damage, and the thunder version paralyzes the opponent very briefly before sending them flying with 8% damage and medium knockback.  (This move may change to Poison Jab.)

Downward Tilt: Tail Whip, Nidoking whips his tail in front of him tripping any grounded opponents and dealing 4% damage, good range with the tail.

Dash Attack: Double Kick, Nidoking takes a step then leaps kicking with his right foot before slamming opponents with his tail, the kick deals 5% damage and no knockback by pulling you into the tail attack with thumps opponents with 9% damage and strong knockback.
-Omni


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: highonphazon on November 14, 2014, 10:44:13 PM
Really good ideas so far, especially the ftilt. Maybe have a one percent (since 33 three times is 99 lol) chance of being Mega Punch with the same killing power as Bowser's Fsmash? Just a random dumb idea ha.

Are you referencing Pokemon Stadium for any animations? I though his pose while doing Horn Drill was so sick back in the day. What would be even cooler is importing a clip of the announcer from The Pkmn Stadium games when he says, "THAT WAS BRUTALLL!!!" And putting a slight chance at having it play when the attack connects (assuming you're implementing it of course).

If that sounds at all interesting to you let me know because I know my way around Super Sawndz and can import the audio.


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: Omniscient X on November 14, 2014, 11:32:33 PM
Hmm I could really use some audio for Nidoking in general and I like the "THAT WAS BRUTAL" sound effect so yeah if you could have those imported at some time that would be awesome!

Also some updates to Nidoking:

Special Attributes:
Ground-Type: When Nidoking lands normally (not from a special move) he cracks the ground and slightly pushes opponents away from him.

Up Special: When Nidoking uses Earth Launch with one or more Sheer Force point(s) the ground around the rock pillar explodes with lava dealing 8% fire damage to enemies and set upward knockback that puts them within range of Nidoking and his aerial attacks...
-Omni


Title: Re: Omni's Realm: Nidoking- Suggest Moves
Post by: Omniscient X on November 24, 2014, 03:21:09 PM
I must admit I got to watching some Infamous: Second Son gameplay videos to see how this "Concrete Power" looked and it gave me some great ideas for a variety of terrakinetic moves for Nidoking that use Pokemon moves as a base, for example I believe you'll find Stone Edge to be a beautiful breath of fresh air as far as smash attacks function and the fact that it looks awe-inspiring in its full animation and effects.

I've given most moves a great visual update redoing most of the graphic effects so I need to post more progress pics and I've scrapped Giga Impact (despite the fact I finished the move) because I feel it doesn't suit Nidoking's style it seems like more of a Ganondorf Final Smash move than a functional Side-B.  Right now I'm considering Toxic where Nidoking spews a poisonous cloud in front of him dealing continuous damage but no flinching.  If you have suggestions I implore you to post them here and a poll will ensue at the end of the week.
-Omni


Title: Re: Omni's Realm: Nidoking- Need a new Side-B!
Post by: Tabuu Forte Akugun on November 24, 2014, 04:40:25 PM
Nidoking is next on my priorities list, Omni. I  was focusing on Lord Fredrik mainly because he's been giving me a crapload of trouble with his shaders.


Title: Re: Omni's Realm: Nidoking- Need a new Side-B!
Post by: Large Leader on November 24, 2014, 04:40:58 PM
Nidoking is next on my priorities list, Omni. I  was focusing on Lord Fredrik mainly because he's been giving me a crapload of trouble with his shaders.

You got the files, right?


Title: Re: Omni's Realm: Nidoking- Need a new Side-B!
Post by: Tabuu Forte Akugun on November 24, 2014, 04:49:52 PM
Of course. :)


Title: Re: Omni's Realm: Nidoking- Need a new Side-B!
Post by: Omniscient X on November 24, 2014, 06:12:47 PM
Awesome, look forward to hearing the progress!

So I'm thinking about adding Hyper Beam as a sort of Super Move at the cost of 5 Sheer Force points...
-Omni


Title: Re: Omni's Realm: Nidoking- Need a new Side-B!
Post by: Omniscient X on December 02, 2014, 11:47:15 PM
Alright thought I'd give the thread a little bump here's the new Side Special:

Side-B: Toxic, Nidoking unleashes a blast of sustained smog for a period of around a second and a half the cloud reaches about 2 stage builder blocks in front of Nidoking.  The farthest part of the cloud deals 1% poison damage per 10 frames, the middle deals 2% poison damage per 10 frames and the closest part deals 4% poison damage per 10 frames.  This is an excellent way to negate approaches by simply fear of damage the closest cloud can deal a maximum of 24% in a second and a half if you're stuck within it for the entire duration, the downside is the smog doesn't cause knockback or flinching similar to how Fox's Blaster operates.  The great part?  Toxic can be canceled into any other attack in Nidoking's arsenal at any point during the attack, allowing you to play mindgames with the opponent.

Now I've switched up Nidoking's Sheer Force Meter system so that instead of running away from the battle to spam your Down Taunt to gain Sheer Force Points, you now gain them from landing powerful hits on enemies.  Nidoking's tilts each award you 1/2 of a Sheer Force Point per hit and his smash attacks (Megahorn, Mega Punch and Iron Tail) give you 1 whole Sheer Force Point.  Remember that Sheer Force Points are expended by using smash attacks (which use a 1/2 a point per use), using Earth Power (which uses 1 Sheer Force Point) or using Nidoking's Super Moves.  You can have a maximum of 10 Sheer Force Points at a time.  Nidoking will briefly flash blue when you have 5 and red when you have 10.

Fissure: Rips the ground asunder and any opponents caught in it take high upward knockback and 20% damage but not a OHKO. (Cost 5 Sheer Force Points)

Eruption: Nidoking slams the ground unleashing a river of lava onto the stage dealing 10% damage and strong forward knockback, this move is great for securing kills it presents a challenge to enemies in its own right. (Cost 5 Sheer Force Points)

Hyper Beam: Nidoking quickly charges energy before leaping into the air and sweeping the ground with a beam of concussive energy, causing explosions on the ground as it moves across the ground. The beam deals high damage (15-25%) but weak knockback while the explosions inflict the inverse with low damage (3-6%) and high forward knockback. (Cost 10 Sheer Force Points)

Let me know your thoughts on the Sheer Force mechanic and his new Side-B: Toxic.
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Tabuu Forte Akugun on December 10, 2014, 03:38:33 PM
Rig's finished for Nidoking. Looks godawful with Bowser's ridiculous animations, but fine on its own. I'm having Drogoth fix the textures and then I'll send him over tomorrow!


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 10, 2014, 04:20:45 PM
Almost done with mapping it. I'll be able to send Nidoking by tomorrow morning.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 10, 2014, 06:43:09 PM
Alright! Sounds good!

Fissure and Eruption are getting a revamp before I post more previews I could also use someone proficient in creating GIFs and interested in making them for all Nidoking's attacks.

Still looking for beta testers for Nidoking, I think he presents a really enjoyable alternate to Bowser.
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 10, 2014, 07:21:22 PM
Since my semester will be pretty much over after tomorrow, I'm down to beta test it.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 10, 2014, 07:51:47 PM
Awesome I'll add you to the list!  I thought I'd be at beta stage tonight but it looks like it'll be a couple more days and I'd like to have his attacks done that required the model to complete so everyone can test those as well!
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 11, 2014, 06:40:01 AM
I'm finished with the UV Mapping. Tried throwing it in BBox, but it gave me a null pointer exception to some bones.

Added them into the Skin modifier and it works fine in Brawl Box.
,
I know you don't want to have bone edits or at least not that many bone edits... I'll show you why you probably should have bone edits, in a few minutes.

Post Merge: December 11, 2014, 07:14:29 AM
Here's what the rigged Nidoking looks on Bowser

(http://i.imgur.com/eiBb8T2.png)


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Tabuu Forte Akugun on December 11, 2014, 04:00:54 PM
Rigging that thing was a nightmare. And besides, he's using custom animations.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 11, 2014, 04:35:39 PM
No I'm certainly down for bone edits on the tail legs whatever needs them those I will certainly implement.  The rig looks good except for the tail and the legs.  While yes it looks fine in Brawlbox the texture is like a splash texure he looks like a glob of purple.  By all means please edit the bones to where you think it looks best and I will edit the animations to accompany the changes.  Specifically the tail I need that to be very flexible so bone edit the crap out of those bones to remove any warping, please!

All in all though well done Tabuu, the model looks great and works very well with the animations and after a couple tweaks it will be perfect  :happy: thank you so much!

So I continue work on Fissure and Eruption and add Iron Tail and Poison Jab to my list to have ready for Sunday when I will distribute the beta!
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Carnage on December 12, 2014, 01:54:06 AM
idkn tbh the rigg doesnt look good it looks like nidoking is handicaped or something he looks too fat and the bag part looks very wierd but i know bowser is extremely hard to rig over since even anivernage had a very hardtime rigging over bowser and groudon doesnt look to good either.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Tabuu Forte Akugun on December 12, 2014, 08:57:13 AM
idkn tbh the rigg doesnt look good it looks like nidoking is handicaped or something he looks too fat and the bag part looks very wierd but i know bowser is extremely hard to rig over since even anivernage had a very hardtime rigging over bowser and groudon doesnt look to good either.


.........I am NEVER, EVER rigging over that son of a [censored] Bowser again. >.<


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 12, 2014, 09:41:08 AM
Yeah well for the moment I need someone to correct the texture map because like I said something went from there, were you guys working with a .pcs that maybe you at one point went back to a .pac?  Because that historically causes problems like this texture malfunction.

In other news Fissure is like 70% done, Eruption is next.  Hopefully I'll get most of his other moves done by Sunday for beta handouts, but I'm not making any promises.

The way his Super Moves are giving him an edge looks like I'm going to have to nerf Nidoking's Final Smash in order to balance him out since even Hyper Beam allows you to essentially obliterate whatever is on a 20-30% portion of the stage.  Keep in mind the Super Moves have super armor start up protection but once the move actually starts producing hitbox or any flashy GFX Nidoking is totally vulnerable so blast him with something before he lays waste to you.
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 12, 2014, 10:11:32 AM
I think it's something wrong with the shaders. But the problem that I had with Chrom isn't the same as the one I have with Nidoking.

Still looking around for answers.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 12, 2014, 12:47:53 PM
Alright let me know when you've got some answers, also you mentioned bone edits would you be willing to tweak the rig with said bone edits?
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 12, 2014, 04:59:37 PM
I'll see if I can get my old rig up and running and use that as a base.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 13, 2014, 12:24:03 AM
Alright sounds good, I'm going to PSA of TAbuu's in the meantime can't you use his work too or do you have to basically start from scratch?
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 13, 2014, 09:05:55 AM
Unfortunately, the latter. For now, just work on his model. If I can get mine up and running, I'll help you port your animations over the model.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 13, 2014, 01:45:57 PM
Alright, sounds good.  Did you get the texture mess worked out?  Or are you still working on that?
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 13, 2014, 02:22:11 PM
Alright, sounds good.  Did you get the texture mess worked out?  Or are you still working on that?
-Omni

No one seems to know what's wrong lol


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 13, 2014, 03:00:10 PM
Did you check with Nanobuds?
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 13, 2014, 04:02:09 PM
Yep.

And Aniverage, and StupidMarioFan, and Gamidame_K.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 13, 2014, 05:38:59 PM
Hmmm and nobody can figure it out? Also is the texture warp happening for you in-game too? or is it just me?
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 13, 2014, 06:07:12 PM
Happens to me too


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 14, 2014, 03:05:06 PM
Alright is there anything I can do to help with the new bone edits?
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 14, 2014, 03:17:37 PM
Alright is there anything I can do to help with the new bone edits?
-Omni

Nevermind, the files seem to keep crashing upon opening >.>


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 15, 2014, 03:18:22 AM
So no bone edits?  Try using the ones that were uploaded for Tabuu to use.

If I'm on my own on this then I'll just do what I can to make the model work, but I am going to need that texture glitch fixed.

Work on the Super Moves and misc attacks continue, however due to technical difficulty with the Nidoking model there's no beta release tonight.
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 16, 2014, 05:29:30 PM
Figured out how to get the bone edits for the tail to work. It shouldn't be too difficult, because it's just the tail.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 17, 2014, 12:50:29 AM
Awesome thank you drogoth, I cannot stress how great this news is!
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Large Leader on December 17, 2014, 11:31:57 PM
Sent the files. It SHOULD work perfectly now.

The rig on the tail might need work, but the textures and everything else should be fine.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 18, 2014, 02:29:42 AM
Awesome man the rig on the tail works great, you have my gratitude on this.

Will be updating with new screenshots of everything soon.
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Carnage on December 18, 2014, 06:12:46 AM
cant wai to see how the model looks ingame.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Velen on December 18, 2014, 07:59:46 AM
Okay, being someone who has written quite a few Pokemon PSAs...I have a few things I want to say:

- The Specials selects for Nidoking seem rather haphazard in choice:

I mean, yeah, Nidoking can learn most of those moves. It's nice you paid that much attention to detail, but let me ask you a question:

Do the moves you've currently select or created, do they really characterize Nidoking as a character rather than some random monster with lots of powers?

This was something I ran headfirst into with my Clefable PSA idea a long while back, it was just a huge assortment of move it could learn the move choice was all over the place, it had no central theme.

With Nidoking, you've selected Ice Beam, Thunder, Giga Impact, and Earth Power / Sludge Bomb or Wave as specials, two of which is a move-swap thing. He can learn all of these moves, but do they fit Nidoking character-wise? A brute whose greatest asset is Physical Force? I'm not saying he shouldn't have any projectiles, that would be just silly.

-but the current moveset seems largely like just an assortment of Pokemon moves. Granted, I did that a lot with my Pokemon PSAs myself, but I also tried to be inventive. Use the Pokemon's physical characteristics or stuff from their Pokedex data as inspiration for new, made up moves, as Sakurai as done. Sometimes sticking only to Pokemon moves is far too restrictive on you for ideas.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Carnage on December 18, 2014, 08:39:59 AM
Okay, being someone who has written quite a few Pokemon PSAs...I have a few things I want to say:

- The Specials selects for Nidoking seem rather haphazard in choice:

I mean, yeah, Nidoking can learn most of those moves. It's nice you paid that much attention to detail, but let me ask you a question:

Do the moves you've currently select or created, do they really characterize Nidoking as a character rather than some random monster with lots of powers?

This was something I ran headfirst into with my Clefable PSA idea a long while back, it was just a huge assortment of move it could learn the move choice was all over the place, it had no central theme.

With Nidoking, you've selected Ice Beam, Thunder, Giga Impact, and Earth Power / Sludge Bomb or Wave as specials, two of which is a move-swap thing. He can learn all of these moves, but do they fit Nidoking character-wise? A brute whose greatest asset is Physical Force? I'm not saying he shouldn't have any projectiles, that would be just silly.

-but the current moveset seems largely like just an assortment of Pokemon moves. Granted, I did that a lot with my Pokemon PSAs myself, but I also tried to be inventive. Use the Pokemon's physical characteristics or stuff from their Pokedex data as inspiration for new, made up moves, as Sakurai as done. Sometimes sticking only to Pokemon moves is far too restrictive on you for ideas.
thenically due to sheer force nidoking best and most powerful moves are all special moves so it depends on what you mean with if it identifies nidoking.

Since i do competitive battling for me a nidoking main charactersitic is sheer force with earth power,sludje wave,ice beam and flamethrower/fire blast.

For ppl who only watch the anime nidoking is manly mega horn, mega punch  and manly just contact moves.

So the identification depends on the person actually knowing nidoking(stats ability and such) or just seeing the anime nidoking.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: BlueBrain on December 18, 2014, 09:07:16 AM
thenically due to sheer force nidoking best and most powerful moves are all special moves so it depends on what you mean with if it identifies nidoking.

Since i do competitive battling for me a nidoking main charactersitic is sheer force with earth power,sludje wave,ice beam and flamethrower/fire blast.

For ppl who only watch the anime nidoking is manly mega horn, mega punch  and manly just contact moves.

So the identification depends on the person actually knowing nidoking(stats ability and such) or just seeing the anime nidoking.
yet the anime nidoking is more of a "character" where he has personality, or at least can have one, whereas in the games, it's just a tool used to win a game...

so, IN MY OPINION, a anime based moveset could be more interesting. (please note the phrase "in my opinion", you are completely entitled to your own, just as i am to mine.)


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: King Draco on December 18, 2014, 09:25:31 AM
whereas in the games, it's just a tool used to win a game...
Ouch.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Tabuu Forte Akugun on December 18, 2014, 09:27:19 AM
Hey, congrats on getting that pesky tail fixed! :D

Can't wait to see the screens!


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Carnage on December 18, 2014, 09:44:54 AM
Ouch.
ouch indeed poor nidoking.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: KingJigglypuff on December 18, 2014, 11:30:53 AM
thenically due to sheer force nidoking best and most powerful moves are all special moves so it depends on what you mean with if it identifies nidoking.

Since i do competitive battling for me a nidoking main charactersitic is sheer force with earth power,sludje wave,ice beam and flamethrower/fire blast.

For ppl who only watch the anime nidoking is manly mega horn, mega punch  and manly just contact moves.

So the identification depends on the person actually knowing nidoking(stats ability and such) or just seeing the anime nidoking.
That's not really what Velen meant, Carnage. Smash doesn't usually take canon into consideration most of the time.

Take a look at my write up for Swampert's moveset (or any of my other Pokemon moveset write-ups), and you'll get a general idea of what Velen was talking about.

I share Velen's gripe because just because a Pokemon can learn said move, does that mean it should? I feel Pokemon movesets with that are just variations of moves the Pokemon can learn just make the moveset cluttered.

My suggestion for Omni is that he should look at Nidoking's physical features, and build his moveset off that, alongside the traits the Anime and Pokedex entries show for the said Pokemon.

But this is Omni's PSA, so he's the one that calls the shots with this moveset.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Carnage on December 18, 2014, 06:18:10 PM
That's not really what Velen meant, Carnage. Smash doesn't usually take canon into consideration most of the time.

Take a look at my write up for Swampert's moveset (or any of my other Pokemon moveset write-ups), and you'll get a general idea of what Velen was talking about.

I share Velen's gripe because just because a Pokemon can learn said move, does that mean it should? I feel Pokemon movesets with that are just variations of moves the Pokemon can learn just make the moveset cluttered.

My suggestion for Omni is that he should look at Nidoking's physical features, and build his moveset off that, alongside the traits the Anime and Pokedex entries show for the said Pokemon.

But this is Omni's PSA, so he's the one that calls the shots with this moveset.
i understood that but i prefer to see the pokemon use moves than randonly kick, punch on all directions becuase we already have anough of those chars ingame and i like the diversity of every move fell "diferent" rather than brawl standard punch foward, kick backl tail swipe left and so on, its all a matter of opinion.

I  like to see things diferent from the brawl standard moves some ppl prefer brawl style movesets, its all a matter of taste and i get your point of view and velen's but i prefer it the way omni is doing it tbh more pokemon canon in smash never hurts in my point of view considering all the brawl pokemons use the standard formula having some that stand out isnt that bad.


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 18, 2014, 07:03:38 PM
Alright I'm going to try not to throw more wood on the fire, but instead educate everyone a little bit on what I've been up to.

First off I apologize for not keeping the OP updated with the current moveset as the one on there is drastically different from the one I'm actually working on at the moment all though technically it's still under construction.

I've literally combed the internet for any anime on Nidoking there's not much but what I have found I've adapted into moves, as well as moves made by similarly shaped Pokemon for example Aggron.

I've taken his description about his hide and tail and also put those to use no worries I'll update the OP with his new and improved moveset soon.
-Omni


Title: Re: Omni's Realm: Nidoking- Toxic Added & Sheer Force Explained
Post by: Omniscient X on December 23, 2014, 02:14:10 AM
Bump

Alright here's some previews of Nidoking's final stages, huge thanks to Tabuu and Drogoth for making this model and rig possible!

([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_141221_1823binout_zps386da6bd.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_141221_1824binout_zps0e066326.jpg[/url])
([url]http://i1232.photobucket.com/albums/ff369/Omniscient_X/al_141221_1822binout_zps54f65d99.jpg[/url])

He's nearing completion and beta testing WILL commence this weekend as a belated Christmas present to all the people willing to throw Bowser aside for a day and play as "The Drill" pokemon!
-Omni



UPDATE: The moveset has been updated with the current one including all the new aspects.  I think I found the common ground between the "classic" Pokemon-move fanatics and the "unique" apparently more creative aspects of the moves.  This will force either type of person to play with Nidoking with an open mind and implore strategy from all types of moves.

Also just for the people who like to comment on the attack names, you don't possess a unique viewpoint or anything I consciously want you skimming over common titles of attacks so you read more into it and see that my twist on these moves is beyond what you would have expected or recognized.

On a somewhat lighter note this is an incredible PSA for graphics I had to custom make most of these and I think you're all going to thoroughly enjoy the show you can put on when you play as Nidoking.


Title: Re: Omni's Realm: Nidoking- COMPLETELY REBUILT MOVESET
Post by: Carnage on December 26, 2014, 08:10:48 AM
i wish you could take abit of belly to nidoking he looks abit too fat imo.


Title: Re: Omni's Realm: Nidoking- COMPLETELY REBUILT MOVESET
Post by: Omniscient X on December 20, 2015, 04:48:49 PM
Well I'm back to finish Nidoking over the next month I'll update this thread with screenshots and adjustments to the moveset, it's nearly done I'm just going to polish it off with some nice aesthetic touches.

As always if you have any move suggestions you'd like to see Nidoking use please suggest them here, the don't have to be "moves" they can be something you created that's entirely new.
-Omni


Title: Re: Omni's Realm: Nidoking- COMPLETELY REBUILT MOVESET
Post by: KingJigglypuff on December 20, 2015, 04:52:06 PM
If I recall correctly, a criticism that was pointed out was trying to fill Nidoking's moveset to the brim with moves it can learn, rather than having moves that fit the character.

Take my moveset plan for my planned Pokemon characters for example. Other than that, there's nothing else I can think of.


Title: Re: Omni's Realm: Nidoking- COMPLETELY REBUILT MOVESET
Post by: Omniscient X on December 20, 2015, 05:07:09 PM
Hmmm well I was thinking of replacing a couple moves, I was thinking of giving his Side-B the customization capability I'm not sure if I like Toxic when I play with it I get the feeling it's too much of a Shiek-esque move.  So I was brainstorming and I thought about Sludge Wave, I liked the concept of some poison water I envisioned almost like a sludge/purple mud version of Hydro Pump.  Where Nidoking would expel a stream of sludge/acid that would have a simultaneous push and flower effect so the damage hitboxes would do no KB and the push ones would do no damage.  I'm definitely going to add a more physical option for the Side-B as well.  I know the Neutral Thunder/Ice Beam/Horn Drill seems like a clusterf*ck on paper but in-game it is really enjoyable to use, though Thunder needs more startup lag.

KJP, any specific suggestions you were thinking of? Even a concept idea would be great!
-Omni


Title: Re: Omni's Realm: Nidoking- COMPLETELY REBUILT MOVESET
Post by: KingJigglypuff on December 20, 2015, 05:33:18 PM
Nidoking is defined by its sheer strength with its tail and venom-packed horn.

Design moves based around that concept. Though do more than just that. Add a punch/kick here and there. Get creative without going overboard. You could take a few inspirations from Charizard/Bowser if need be.

You could even have a mechanic in which every horn attack "poisons" the foe if hit with the tip or a defined sweetspot (flower effect).


Title: Let's get some Beta Testers!
Post by: Omniscient X on January 07, 2016, 02:24:07 AM
So Nidoking's moveset just got updated, I'm nearing completion with him though I have to tweak a fair amount of moves.  However, as always I'd like input on the moveset and what everyone likes/dislikes BUT its nearly beta tester time!  Who has the guts to take Nidoking for a spin?  I'll need some detailed feedback as always, but I'm fairly certain you'll all get a kick out of playing with him I know I enjoy it!

I'll post some screenshots in a few days I'm going to finish my edits on his specials and smashes so the beta plays as smooth as I would like it to!

If you haven't already I recommend you go read the new moveset!
-Omni

EDIT: I'll also be releasing Anubis and Sceptile with Nidoking when he's completed I never released them because in my mind they weren't "finished" but I think you guys will have a lot of fun with both of them so I'll throw them on the Vault in the near future.


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: RedipsTheCooler on January 07, 2016, 05:18:14 AM
I could do it.

EDIT: how far along In production is sceptile? Or is this the wrong time to ask?


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: Afterthought on January 07, 2016, 06:38:11 AM
I'd also love to test Nidoking. His moveset always intrigued me, I wanna see just how viable it is in-game.


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: Ultraxwing on January 07, 2016, 10:36:31 AM
I'm willing to test as well,
I'm not a humongous mega fan of Pokemon, but due to my non biased nature, i can give the best input.


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: SonicBrawler on January 07, 2016, 01:47:10 PM
i havent been on this website in ever. i come back and see you are still working. thats awesome! :D


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: PseudoTypical on January 07, 2016, 02:16:53 PM
Nidoking's my favorite Pokemon! I never thought people would have interest in making such a thing as this, so I'm pretty excited. Can't wait to see more of this.


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: TravixMan Productions on January 07, 2016, 09:21:38 PM
I would love to test out Nidoking as well.  One of my favorite ground types and it's pretty diverse in typing.


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: zutox on January 08, 2016, 05:09:11 PM
You are releasing Anubis as well? Omg finally, I have waited forever :D So we are getting not one, not two but 3 new characters? All aboard the hype train!


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: Omniscient X on January 09, 2016, 06:49:08 PM
Yes, 3 separate characters but I warn you all now that Anubis has some moves I never changed from Ike, a couple tilts and aerials but I know someone will pick it up and fill in the gaps.

Sceptile is a bit overpowered and could use someone's touch for balancing.

So Nidokings progress is steady, I need to rebuild the Side-B still and tweak the Neutral-B and animations are done on the aerials.  I'm probably at 75-80% right now obviously the beta will come out at 100%.

Current beta tester list is as follows:
-TravixMan
-PsuedoTypical
-UltraxWing
-HypnotizeScourge
-Galvatron

Anyone else is still welcome to join the list just post and I will add you to it.
-Omni


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: omegafalcon on January 09, 2016, 06:56:53 PM
What if Nidoking's Horn Drill moved diagonally when used in the air and in return lost some of its power. It doesn't look like Nidoking has any recovery options whatsoever.


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: PseudoTypical on January 09, 2016, 07:04:27 PM
I should say, Omni, I'm probably not the best beta tester. I play PM mostly and I don't even have a vBrawl build that could work with him. I'm still gonna watch this play out and see if I can come up with something so I can use him later. :)


Title: Re: Omni's Realm: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: Omniscient X on January 09, 2016, 07:22:33 PM
@PsuedoTypical well give it a shot if it doesn't work then no worries.

@OmegaFalcon Nidoking's lack of recovery is a deliberate move on my part, I built his D-Air so that when you combine it with his midair jump he can recovery effectively.  This is so that it takes skill to play with him efficiently and also discourages the abusing of Earthquake from a double jump.  It further makes players learn to short hop with him (Yes I changed his short hop capabilities from Bowser's original ones) in order to effectively wield his air game, which is a considerable portion of his playstyle. 
Despite all this I must say I like the Horn Drill idea, I've considered changing it a couple times but I do like where it's at now.  I'll make edits to his armor and/or rolls to disable any weaknesses from cheap KOing like lightly spiking off an edge after a grab.  Mostly thats what the beta is for so people play with him and find out any glaring strengths or weaknesses that weren't deliberately created!

Any move suggestions are more than welcome to be shared here, I believe the input of others will help me make a well-rounded character out of Nidoking.
-Omni


Title: Re: Omni's Thread: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: Omniscient X on January 14, 2016, 03:54:19 AM
Sorry for the wait guys, I meant to update the thread sooner.

I have the tilts almost exactly how I want them:

-I added a new netural jab with Nidoking stabbing forward with his horn doing poison damage and the second move of the jab is a horn swing upward from the jab tossing opponents into the air to set up for an aerial chase.
-The F-tilt is now a stomp that causes a small hitbox near Nidoking's foot to become a spike with almost set low knockback with the purpose of being a tool to interrupt approaches, set up for forward smashes and punish recoveries from the edge.

The smashes need a little work because after a couple complaints of how distorted Nidoking looks in Bowser's idle stance I remade most of the animations so I have to go back and redo the smash attack animations as well as some of the specials.

Please as always feel free to ask questions or leave suggestions.
-Omni


Title: Re: Omni's Thread: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: Tabuu Forte Akugun on January 14, 2016, 11:59:54 AM
I can't wait to see what you've done with this since I haven't really followed since my godawful rig for him. XP


Title: Re: Omni's Thread: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: Meeper12346 on January 24, 2016, 08:56:12 AM
I'd love to test. Nidoking is my favorite Poison type pokemon and it's diverse moveset would be very interesting to try out in Smash.


Title: Re: Omni's Thread: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: jackal27 on February 04, 2016, 03:16:47 PM
Oh man Nidoran male is my favorite Pokemon ever so I can't wait to see this. If you need any more testers, I have experience in competitive play. Is this just being built for Brawl or will be balanced for PM at all?


Title: Re: Omni's Thread: Nidoking- REVAMPED Nearing Completion...Beta Testers?
Post by: Omniscient X on February 10, 2016, 11:01:53 PM
Sorry for the delay guys I've switched to PM 4.0 and I've been trying to remake Nidoking so he's compatible, on the upside I'll be releasing new versions of past hacks including Electivire (which I gave Thunder and Thunderpunch, as well as the Motor Drive ability) and Blaziken (who I completely remade in the likeness of the Pokken incarnation) both of which the goal was to make them usable in competitive (or semi-competitive) play.  If anybody wants to fool around with a very low level beta version of Nidoking for vBrawl feel free to shoot me a PM and I'll hit you with a DL link, just no leaking  :)

Have great day and as always feel free to leave questions or suggestions below for any of the hacks I'm working on!
-Omni


Title: Re: Omni's Thread: Blaziken RELEASED ON THE VAULT
Post by: Omniscient X on July 19, 2016, 10:09:19 PM
Bringing the thread back to front page to give you guys some news!  I released Blaziken on the Vault since I haven't actually got around to putting much of my work up on BV in ages.  I'll place a link in the first post when I can, in the meantime it's over Captain Falcon and you should be able to find it even if it's not approved yet!

Let me know how you guys like it and read the info tab so you learn how to use a couple of the secret commands you gotta know to take full advantage of the moveset.

DL Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=212400 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=212400)

I have CSPs. Stock Icons and the rest of that self-indulgent stuff if you guys really want those I can update it in the days to come with an added folder for those goodies.
-Omni


Title: Re: Omni's Thread: Blaziken RELEASED ON THE VAULT
Post by: Omniscient X on September 30, 2016, 07:50:30 PM
Just wanted to give the thread a quick bump, for anyone who hasn't played Blaziken I could really use some feedback to flesh him out some more.  

There will be more updates to come.

Welcoming character suggestions.
-Omni

@DVK