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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Large Leader on April 17, 2013, 02:42:18 PM



Title: Large Leader's PSA's™: Closing!
Post by: Large Leader on April 17, 2013, 02:42:18 PM
Hey everyone, Large Leader here.

DISCLAIMER ABOUT MY HACKS:

1. Unless specified, my hacks won't work for Project M.
2. None of my hacks will be 100% true to the games. This is so that each character won't feel overloaded in comparison to Brawls cast.

Color legend within each moveset:

Lime Green - Animation is done
Red - PSA is done
Blue - PSA and Animation is done
Green - Is Released
No color - Not Worked On (Yet!)

WIP Movesets:


PROJECT! Ocarina of Time Magic Power Link!

Wait4: Link tightens his belt
Wait5: Link stretches his arms
Wait6: Link taps his feet on the ground

Wait7: Link bends over and breaths heavily. This can only be done if Link has at least or more than 100% damage

There are two sets of basic attack combos:

Attack 11, 12, 13 - Two slashes right with a final slash left

Forward Tilt - Is a 3 hit combo. Two fast stabs with a final stronger stab.

AttackLow - A stab from behind his shield

Attack Dash - Jump strike


Neutral Special: Bow - Link pulls out his bow and shoots and arrow. Depending on the last smash attack you've used, you'll either fire a normal arrow, ice arrow, or fire arrow.


Side Special: Deku Nut Toss - Link pulls out a Deku Nut and throws it on the ground close to himself. The attack itself deals very little damage, while stunning the opponents for a quick follow-up attack.

Down Smash: Din's Fire - Kneeling down, Link slams his left hand on the ground causing a dome of fire to slowly expand around him. The dome hits multiple times, each doing less damage.

Up Smash: Nayru's Love - Kneeling down, Link places his hands on the ground beside him causing a blue, diamond-shaped barrier to form around him. The shield causes a small amount of damage over time to enemies next to, or inside it and it reflects projectiles.

Side Smash: Farore's Wind - Link's Side Smash is no longer a two part smash. Instead, it's an extremely versatile one part Side Smash. Depending on the direction that you move the control stick, Link will fire Farore's Wind in a different direction.

Final Smash: Ocarina of Time – Link pulls out the Ocarina given to him by Zelda as a child and plays a small tune depending on the button input.

No Button Input: Song of Time – Link plays the Song of Time which slows down the movements of all his enemies

If A is Pressed: Song of Storms – Link plays the Song of Storms which causes Lightning to strike down on enemies around him

If B is pressed: Sun’s Song – Link plays the Sun’s Song which causes all enemies around Link to catch fire.

RELEASED PROJECTS!

Skyward Sword Link

Brawl Vault Entry: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35144 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35144)

Link
Attributes: He'll be like Link :af:, but he'll have a faster run speed (he be sprintin')

Neutral B: Bow. I'll be using the Sacred Bow over his Regular one, although I am in the process of acquiring his other bows as well. Stats of the arrow will be the same, no increased knockback or anything. If I make an edit, it'll be toning down the damage.

Side B: Beetle. Yep. It won't have any of the Gale Boomerang Graphics or the small push/grab thingy it had. Will have return hitboxes.

Down B: Bombs. No change here, other than texture.

Up B: Spin Attack. No change here, either.

Dash Attack: Link performs a jump strike.

AAA+: Link performs his three hit combo before moving to his Attack 100. His Attack 100 will be the Illusion Stab. I experimented with the "waggle in all directions" and that didn't turn out quite neat and nice.

Side Tilt 1: Shield Bash (see Other Random Stuff Section).

Side Tilt 2: Link's normal Side Tilt

Up Tilt : Similar to normal Link's uptilt except he spins.

Down Tilt: Same

Up Air: Link Spins and slashes upward.

Neutral Air: Link slashes infront of him and then turns around to slash behind himself

Forward Air: Same.

Back Air: Link spins around and slashes behind himself before turning back forward

Down Air: Link swings downwards with his Shield and then his sword. The shield will be a spike while his sword will knock the opponent upwards.

Side Smash: Link performs a spin slash in one direction, and can attack again with a spin slash in the opposite direction.

Up Smash: Same

Down Smash: Same. Although the first hit links into the next. Will have reduced knockback to compensate.

Ground Final Smash: Link's sword crackles with energy as he crouches to the ground. He suddenly will leap into the air with the Master Sword held high while spinning and then plunge it into the ground. Will have a very large hitbox and deal tons of damage, but won't grab you a kill unless they get hit by the sword itself.

Air Final Smash: Same as original Link's

Other Random Stuff for Link not related to smacking the life out of someone!:

Entry: Link's trusty Loftwing flies overhead as he plummets to the stage. Upon landing, he unsheaths his sword and pulls his shield off his back.

Shield Bash: Link rams his shield forward and allows him to block all damage up to 20% and reflecting all article projectiles. Damage that can be absorbed is subject to change.

Sailcloth Fall: Link will whip out his trusty Sail Cloth as he falls. He'll have reduced fall speed, although he'll be very mobile.

Skyward Fall: Link lets go of the Sailcloth and then spreads his arms wide as he falls down. He'll have increased fall speed, but he won't be very mobile at all.

Right Taunt: Fi will dance above you as you stare around at the pretty-pretty sparkles.

Up Taunt: Here's where it gets interesting. Link spins his sword and then points in towards the sky. The sword begins to glow, and after a few moments, you return to your Waiting Animation. Except for one change: Your sword is now charged with energy. Now, you can perform any three attacks of your choosing and they'll throw out a Skyward Strike.

Skyward Strike: A projectile that's thrown out by all A-Attacks. It is NOT a replacement for the Bow, so it doesn't have super special awesome range. Does 7% Damage. Damage is subject to change.

Now for some goodies!

First Beta (Unreleased) Preview of Link
Skyward Sword Link PSA Preview (http://www.youtube.com/watch?v=ipRmax-W-vM#ws)

A Beta picture of Link's Skyward Strike.....
(http://sphotos-b.xx.fbcdn.net/hphotos-snc7/393703_448009438609128_91572101_n.jpg)

And two videos!

First is Fi's dance
Fi Dance (http://www.youtube.com/watch?v=ODZcRs5efdE#)
Next is the Beta version of Link's Final Smash
New Final Link (http://www.youtube.com/watch?v=MbuZxh1sAXY#)

Hector: Fire Emblem 7

Brawl Vault Entry: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202557 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202557)

Wait - Changed to Hector's Great Lord Wait

AAA - Will be changed to AA. Will consist of two swings of his axe going back and forth.

Side Tilt - A Stab with the head of Hector's Axe. Relatively fast, low damage, and can be used to set up a combo.

Up Tilt - An upward swing with Hector's Axe.

Attack Dash - Hector performs a one handed slash with his axe, from top to bottom.

Up Smash - Hector puts his axe over his head and spins it. Very slow start up. Multi hit.

Side Smash - Hector spins and then brings his axe diagonally downwards. Debating whether or not to make it a two part smash attack.

Air Up - Hector spins  his axe striking the opponent multiple times. Sends them upwards. Very fast and does moderate damage.

Air Back - Hector turns around and kicks his opponent.

Neutral Special - Same as Ike's except does more damage and has lightning gfx. If a full charge is achieved, Hector will have the ability to OHKO almost anyone, anything, anywhere. The downside being that the move has ridiculous amounts of end lag if fully charged.

Side Special - Here is what sets apart what any normal Hector moveset would do. His side special is a 3 part move which can be used to either bring the enemy towards you for a quick basic attack combo or finish the combo for a huge knockback move.

Hector's Side Special:

Part 1: Set up - Hector pulls his axe back.
Part 2:  Grab - Hector Grabs the opponent with his axe and pulls them towards him. At this point, either you can continue the combo, or stop and start beating up your opponent with a basic attack combo or a grab. Does no damage.
Part 3: Spin - Hector spins, hitting the opponent with his axe twice: once with the hilt and again with the blade of his axe. Does a lot of damage and great knockback.

Up Special - Hector jumps up, and then plunges downward with his axe. Only has one hitbox going up and then another going down. Does more damage if they are hit with the blade of the axe.

Down Special - Counter - Hector taunts the opponent. When hit, Hector takes full damage while returning 3 times the damage done to him.

Final Smash - Hector throws a small throwing axe at his opponent, stunning them. He then spins Armads above him, then smashes it into the ground and leaps forward into the air. Hector then plunges downward with his axe. This Final Smash will happen even if the initial axe doesn't connect

Final Smash Air: Hector spins twice and then spikes the opponent down with his axe.


Roy: Fire Emblem 6!

Brawl Vault Entry: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202556 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202556)


Wait 1: His basic stance will be the Sword of Seals unsheathed and in his hand.
Wait 2: Roy sheathes his sword. The wait will last at least 200 frames.

AA Combo - Will be different compared to Marth's. Will be a bit stronger than Marth's.

Side Smash - Will be a quick stab.

Down Smash - Roy slashes in one direction, and then spins.

Up Smash - Roy performs an overhead slash, making a wide arc

Dash attack - Will be a lunging stab.

Neutral Air - Roy spins with his sword

Forward Air - Roy slashes horizontally with his sword

Back Air - Roy stabs backwards with his sword

Down Air - Roy performs a backflip and slashes downward. Can spike, and spikes hard when it hits.

Side Special - Has five parts

Part 1 - Roy does a low slash, stunning the opponent
Part 2 - He follows up by perform a horizontal slash
Part 3 - Afterwards, he performs an overhead slash
Part 4 - Crouching down, he performs a rising uppercut into a backflip
Part 5 - To end it off, he rushes forward, knocking the enemy upwards

Neutral Special - Will be his signature Flare Blade except with a different animation. Will have two different hitboxes. One will be on his sword, the other will be a projectile that explodes when it comes in contact with an enemy. Only one hitbox can connect. If the sword connects, then the projectile won't get sent out. If the sword doesn't connect, the projectile is sent out.

Down Special - Same as what he does in Melee/Project M

Up Special - Will be what he does in Melee/Project M. If all the hitboxes connect, then Roy can follow up with any aerial attack

Final Smash - Roy raises the Sword of Seals into the air as it bursts into flame. Roy instantly heals 30 damage.

Spot Dodge - Will be similar to the way Roy dodges in Fire Emblem 6.

RECYCLE BIN

Here are projects that are (for now) either On Hold or Cancelled until further notice.

Angeal - Crisis Core: Final Fantasy (Moveset is 10% planned)
(http://i1214.photobucket.com/albums/cc489/abdmir/AngealCGModel-CrisisCore_zps10dd4cf9.png)

Ephraim/Kain Highwind (Moveset is 100% planned)
(http://i1214.photobucket.com/albums/cc489/abdmir/Ephraimfull167485_zpsa665a654.jpg)
(http://i1214.photobucket.com/albums/cc489/abdmir/Kain_DS_CG_Render_zpsf691d595.png)

PROJECT! Tidus: Final Fantasy X/Dissidia

AAA Combo: Two slashes, going back and forth.

Dash Attack: FFX basic attack


Forward Tilt: Tosses a Blitzball

Down Tilt: CF-esque kick

Up Tilt: Headbutt Blitzball upwards? Or upward slash?


Up Air: Upwards spinning dropkick

Neutral Air: Spins rapidly with Brotherhood

Down Air: Slashes downwards and flips

Back Air: Throws a Blitzball


Front Smash: Cut and Run

Up Smash: Dart and Weave

Down Smash: Full Slide


Up Special: Jecht Shot

Neutral Special: Stick and Move (Analog stick determines direction of throw)

Forward Special: Spiral Cut

Forward Special Air: Slice and Dice

Down Special: Energy Rain



Final Smash: Equip Cadalbolg.

Tidus equips Cadalbolg, making all his attacks deal more damage and changing his running animation. Running allows him to reflect projectiles, if he's facing the right direction.

If Tidus uses his Neutral Special while in Overdrive, he performs Blitz Ace

Cadalbolg's increased damage does not apply to Blitz Ace.

PROJECT! Zack Fair: Final Fantasy 7 - Crisis Core

Wait1: His Wait from Crisis Core

Attack 11: A vertical slash
Attack 12: A horizontal slash to the left
Attack 13: A horizontal slash to the right
Attack 14: A spin slash to the left

S Tilt: A strong horizontal slash
U Tilt: A fast jumping spin slash
D Tilt: A sweeping slash

S Smash: Blizzaga/Thundara/Firaga Blade - Zack pulls his sword back and slashes forward. The element of the attack is dependent on the element that is being used for his N Special
U Smash: A two part smash. Zack jumps up and swings his sword over his head and then lands with his sword beneath him.
D Smash: A fast spinning slash

N Special: Blizzard/Thunder/Fire - Zack lowers his sword and holds his left hand close to his body. He then releases a small fireball/thunderbolt/iceball. If fully charged, he releases three fireballs/thunderbolts/iceballs.

S Special: Power Attack

U Special: Jump

D Special: Assault Twister. The element of the attack changes depending on the element for N Special. If used in the air, it will give Zack great horizontal momentum.

Special Features: DMW

The DMW will determine what Limit Break Zack will use for his final smash. The DMW has four states:

Normal - Doesn't glow any color
Sky High - Glows orange
Heavenly - Glows teal

You can go up tiers in the DMW by hitting your attacks. You can go down in tiers of you take too much damage.

Final Smash: Limit Break

Depending on the DMW, Zack will perform a different Limit Break.

Normal: Chain Slash - 5 fast slashes. Does the least damage and has the least knockback
High: Meteor Shots - 10 Meteors land diagonally in front of Zack. Does moderate damage and knockback
Heavenly: Apocalypse - One huge thunderstorm. Does the most damage and knockback.

PROJECT! Sephiroth: Final Fantasy 7/Crisis Core/Advent Children/Dissidia

Wait1: Holds his Katana upwards at an angle

Attack 11: A quick stab
Attack 12: A horizontal slash to the left
Attack 13: a spin jump into the air and then landing with his katana below him

F tilt: a wide horizontal swing
U tilt: a wide upward slash
D tilt: a quick stab

F air: Sephiroth swings his sword infront of him vertically (from top to bottom)
U air: Sephiroth stabs upwards multiple times
D air: Hell's Gate - Sephiroth swings his sword upwards (and gains a slight bit of upwards momentum) before plunging downwards.
B ait: Sephiroth spins and slices at his opponent

F smash: a quick spinning slash
U smash: a strong stab upwards
D smash: summons four glowing orbs around him that deal either fire, ice, electric, or normal damage. Slow start up and high knockback

N special: Draw Slash - Sephiroth pulls his sword back and swings forward horizontally releasing a wide slash with long range
U special: Heaven's Light - Sephiroth spins and the jumps upwards.

F special: disappears and reappears either at the same spot he was originally at or a short distance infront or behind his starting position.
D special: Fervent Blow/Godspeed - Throws out sword beam things. If they connect, Sephiroth follows the opponent.

Grab: Thrusts forward to stab the opponent
Grab Attack: Slides his katana deeper into the opponent and then quickly pulls back
Throw Forward: Slings the opponent off his katana, tossing them forward
Throw Up: Slides the opponent lower onto his katana before launching them upwards
Throw Back: Spins and tosses his opponent behind him
Throw Down: Uses his foot to slide his opponent off his katana
Grab Release: Let's the opponent jump off his Katana

Ground Final Smash Option 1: Octaslash
The first part, if it hits it'll knock the enemy into the air
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation7_zps792a6ad7.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation7_zps792a6ad7.gif.html)

Sephiroth then jumps after them
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation8_zps3a8fab63.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation8_zps3a8fab63.gif.html)

Then he slashes them three times
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation9_zps834acffb.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation9_zps834acffb.gif.html)

After which he then lands on the ground, jumps upwards, flips, and then slashes through his enemy
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation13_zps3b91d0f3.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation13_zps3b91d0f3.gif.html)


Air Final Smash Option 1: Heartless Angel - Sephiroth traps an opponent infront of him and then deals lethal damage.


Final Smash Option 2: Supernova - Sephiroth slashes at his opponent, knocking them backwards. He then pulls his sword back and slashes the opponent one more time sending them into a giant explosion.



Genesis - Crisis Core: Final Fantasy (Moveset is 30% planned) Model is being Rigged
(http://i1214.photobucket.com/albums/cc489/abdmir/Genesis_reads_LOVELESS_zps84fa6bd4.jpg)

Cain and Abel (Moveset is 100% planned)
(http://i1214.photobucket.com/albums/cc489/abdmir/CainandAbel_zps4dda53fa.jpg)

PROJECT ON HOLD! Jaffar: Fire Emblem 7
Heavy
Quick
Can crit (damage *3)

Wait1: knives out. Kinda like Snake
Wait2: looks around left and right, then back to Wait1
Wait transition: sheathes his knives and goes to Wait1*
Wait1*: Assassin idle stance in FE:7

Attack11: right knife across to left
Attack12: left knife across to right
Attack13: stab forward with both knives

Dash attack: Thief attack animation

F tilt: rising slash with right knife
U tilt: Snake's up tilt
D tilt: Sheik's down tilt

F air: slash forward with both knives
N air: kick
B air: turn around and slash downwards, can spike
U air: backflip kick
D air: slash with left knife, can spike

F smash: overhead slash with both knives
D smash: slash in both directions
U smash: Sheik up smash

N special: cloak. Dodge skillshots and attacks. No counter attack
F special: disappears and reappears a short distance forward. If an enemy is hit, Jaffar spins and hits the opponent with his knives
U special: rushes in a direction and slashes multiple times
D special: disappears and then reappears, can slash at the end of it. If no slash command is given, then it has high ending lag.

Final smash: Jaffar pulls out his knives and spins them. Disappears. And then 4 giant areas around him are hit (next to, above, and below him). If enemies are hit, they take damage. Can crit to 1 shot opponents.

S Taunt: Wolfs "what's the matter? Scared?" Taunt
U taunt: sheiks taunt melee taunt
D taunt: Sheik's wait 2

Victory1: Wolf's victory2
Victory2: Kneeling on one leg looking down, then looks to the side
Victory3: does Sheik's Up special animation and disappears

PROJECT ON HOLD! Raven: Fire Emblem 7!
Background: Raven can be considered the original Ike in North America (he was the first person to perform 'Aether' on this side of the world). Along with sharing a few similar design choices, they also both share having a giant sword that they can swing with ease.

Moveset and Other info:

He will be strong and fast. The perfect mix of Marth and Ike (leaning more towards Ike). An end-game Raven has little to no weaknesses, the only weakness being durability (which can easily be fixed by simply killing the enemy before they react).

Major Changes from Ike:

Much faster than Ike
Slightly weaker than Ike
Slightly less durable than Ike

AAA Combo: A vertical swing into a horizontal swing into an overhead slash.

Side Tilt: Will be similar to a baseball bat swing.

Dash Attack: Jump slash

Front smash: Raven performs a frontflip and slashes with his sword. Slow start up and huge damage.

Down smash: Raven crouches down and performs a quick spin.

Up Air: Raven performs a front flip slash. Very fast and can potentially spike

Side Special: Raven lunges and thrusts his sword forward. If he connects, Raven will have the option to perform a backflip.
 
Down Special: Raven pulls his sword back and then dashes forward. Can hit multiple enemies in a row

Back Dodge: Backflip

Front Dodge: Spins behind the opponent in front of him

Spot Dodge: Raven bows his head and moves his sword lower down his back. Barely any major movement.



Title: Re: Drogoth's PSA Projects
Post by: AnImAiNe on April 17, 2013, 09:12:04 PM
Protoman-i don't think life sword should be the neutral B. The life sword is final smash typpe move. its one of the strongest moves


Title: Re: Drogoth's PSA Projects
Post by: Large Leader on April 18, 2013, 01:19:57 PM
Life Sword was probably the wrong name for it. Long Sword would be better.

Edited the OP. Added two videos. One showcasing Fi's Dance and the other showcasing Link's new Final Smash.


Title: Re: Drogoth's PSA Projects
Post by: Large Leader on April 21, 2013, 03:29:01 PM
UPDATE: I should have an ingame preview of the Skyward and Sailcloth Falls along with all the aerial moves, taunts, Sacred Bow, and Clawshot up soon.

On a separate note, I ripped some models from Skyward Sword, just need to import them.


Title: Re: Drogoth's PSA Projects
Post by: BeastSonic on April 21, 2013, 04:32:45 PM
Ah I remember when I played Zelda Wind Waker.. Good old Times :)
I Hope that Skyward Link getting popular :)


Title: Re: Drogoth's PSA Projects
Post by: Large Leader on April 24, 2013, 06:07:18 PM
Just started to PSA the Skyward Strike. But making sure the Graphic shows up in every Subaction is a pain because you can’t copy and paste. Hoping that BBox 0.68 gets released soon. If not, I guess I’ll just have to slave through the process…

The hitboxes themselves should be done. Again, just have to put them into the subactions.

When I get the Skyward Strike done, I’ll have a video showcasing the hack. Albeit done in poor cell phone quality, but a video nonetheless.


Title: Re: Drogoth's PSA Projects: Beta Preview of Link!
Post by: Large Leader on June 02, 2013, 01:08:55 PM
New Preview of Link is up in the OP! Check it out!
_________________________________________________ _____________________________________
Exams will be over on Thursday. So I'll be able to get back into PSAing and whatnot. I can say that the Front Smash's animations are completely fixed.

I made a quick fix for the Sailcloth to Skyward Fall transition, so it should work now.

I still need to get the WallRun to work.

The Final Smash also needs to be worked on. For some reason, it 'works' in the air (the animation plays but no damage), but it won't play on the ground.

_________________________________________________ _____________________________________
EDIT:

Shield Bash now reflects projectiles correctly WITHOUT the spawning of a Franklin Badge. Makes an awesome *CLANG* noise now, too.

Sailcloth to Skyward Fall works PERFECTLY. Now you can press the jump button while in mid fall and transition whenever you want. 

Still have no idea about the Final Smash, or the Wall Run. 

For the Final Smash, the problem is the same.

For the Wall Run, the animation plays but he doesn't travel vertically off the ground and he gets stuck in his fall animation forever until he gets hit. I tried using Set Air/Ground to Air, but then instead of being unable to move and being stuck in the corner in his fall animation, he was able to be moved left and right while still in his fall animation, but couldn't do anything else.

PROGRESS IS PROGRESS
_________________________________________________ __________________________________

UPDATE!

So I remade/revamped the Attack 100 to look like the Illusion Stab from Melee.

Changed the Attack 11 and 12. Going to test in game to see if they look okay.

The Air Final Smash (aka Triforce Slash) works as intended. The Ground Final Smash, however, does not.

The hack is nearing completion. If I can't get someone to rig the sailcloth, I'll just use Snake's Cypher and remodel/retexture it.

And just need the Skyward Strike Graphic to show up.

And finally... Any ideas for a new taunt?

I'll be making a new preview of Link soon. Stay tuned!


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Akeno/Archer on June 02, 2013, 02:12:07 PM
There are some great ideas over here! I'm watching this thread ;D

Anyway, I think you should make Link jump higher for a longer FS, then do a large hitbox, doesn't need to be OP, but something quite powerful or that multihit... That's my opinion though...


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 02, 2013, 02:33:42 PM
Yeah, the hitbox for the final smash will be huge. Not the size of Final Destination, but pretty darn big.

If you get hit by the sword when he hits the ground... Good luck...


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Akeno/Archer on June 02, 2013, 02:56:25 PM
Exactly what I thought xD

SkyStrike is smaller than SS Link by Sacred Team, it looks more like the original^^


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 03, 2013, 07:06:44 PM
Well well good to see you started your skylink. If you need any help just ask, I can do texture, advance psa and slow animating. If you need I can import the skystrike model I imported in mine if you need it.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 03, 2013, 07:17:56 PM
I actually found it the model a while back. I'm debating whether to use that one or a retextured version of the Kaitengiri model.

And I was working on him before I started helping you guys out. Just decided to start him back up again. Nice to see that he's almost done after at least a year of waiting.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 03, 2013, 07:23:03 PM
I actually found it the model a while back. I'm debating whether to use that one or a retextured version of the Kaitengiri model.

And I was working on him before I started helping you guys out. Just decided to start him back up again. Nice to see that he's almost done after at least a year of waiting.
Oh didn't know that, well just let me know if you need anything, sense you helped with Sacred Team Skylink.

Also someone is making a true skystrike for me, using a custom made model from scratch and a custom texture model, that rotates as it spins. Which means it can be reflect able, when its done, (whenever that is) do you want that?


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 03, 2013, 09:33:14 PM
Unless you're replacing:

The Bow
The Beetle/Boomerang
The Bombs
The Fairy/Fi
The Loftwing
The Clawshot or any of it's parts

it will NOT be reflectable.

That's because no matter what you do, it won't be a real article. If I'm not mistaken, we have NOT been able to make new articles. Only fake them.

But when it's done, I'd be more than happy to take a look at it.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 03, 2013, 10:12:50 PM
Unless you're replacing:

The Bow
The Beetle/Boomerang
The Bombs
The Fairy/Fi
The Loftwing
The Clawshot or any of it's parts

it will NOT be reflectable.

That's because no matter what you do, it won't be a real article. If I'm not mistaken, we have NOT been able to make new articles. Only fake them.

But when it's done, I'd be more than happy to take a look at it.
Damn.... I didn't know that, well when he finishes it, I'll be glad to send it over.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 05, 2013, 03:11:38 PM
Just got two awesome animations for the Front Smash. It's going to be similar to the Spin Attack, just done twice and different spin directions.

Made a new Up Air as well. Gonna check how all of those look in game


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 05, 2013, 03:16:17 PM
Umm about some of the stuff, is that me Sacred Bow?, it has mi animations and all?


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 05, 2013, 04:02:53 PM
Actually...

It isn't your bow, and it isn't your animations.

That bow (along with yours and it's texture) is ripped from Skyward Sword. Got it from there.

I made the animations myself.

I actually haven't played with your version of SkyLink since the last time I worked on the Skyward Strike (before the Sacred Bow).

So yeah, I never even saw it at work :P


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 05, 2013, 04:19:48 PM
Actually...

It isn't your bow, and it isn't your animations.

That bow (along with yours and it's texture) is ripped from Skyward Sword. Got it from there.

I made the animations myself.

I actually haven't played with your version of SkyLink since the last time I worked on the Skyward Strike (before the Sacred Bow).

So yeah, I never even saw it at work :P
Same as for mine, I exported the bow, Loftwing,  bettle and Fi from Skyward Sword. Had them rigged and I imported them into Link.pac same for the textures. Well if you need sfx for your skylink just ask I have a pack of them and even sounds i didn't use.

Also you should try it out, the smash attacks you want for yours are actually my tilt attacks haha


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 05, 2013, 04:27:07 PM
I checked your tilt's out, and I didn't really think they fit for a smash attack. Didn't have that "oomph" I was looking for.

Tested out the new smash attacks that I found and they look great. As does the Up Air. Just need to speed them up.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 05, 2013, 04:34:56 PM
I checked your tilt's out, and I didn't really think they fit for a smash attack. Didn't have that "oomph" I was looking for.

Tested out the new smash attacks that I found and they look great. As does the Up Air. Just need to speed them up.
haha well I plan to make my own Skylink PSA own my own, it turned out as mine but then become Sacred. Mine won't even be like the one that is up now. But that is later.

AS for your "oomph" good luck, that is how i was, I couldn't find anything or thing of anything that looked like it had the ability to kill.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 05, 2013, 04:53:41 PM
Found a weird glitch

For some reason, when Link does the second part of his smash, he repeats the first subaction. I know for a fact that I renamed it correctly, and I even checked it in BrawlBox to see if it was named correctly (which it was)

And for some reason, whenever Link charged up his Skyward Strike, it'd only hit if he used his Side Tilt, never any other attack...

Weird...


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 05, 2013, 09:25:50 PM
Found a weird glitch

For some reason, when Link does the second part of his smash, he repeats the first subaction. I know for a fact that I renamed it correctly, and I even checked it in BrawlBox to see if it was named correctly (which it was)

And for some reason, whenever Link charged up his Skyward Strike, it'd only hit if he used his Side Tilt, never any other attack...

Weird...
I hope you mean your sky link, it sounds like a goto offset problem. Check that first, also if your Skystrike has a bit variable set up and the other moves don't have it, It can possible effect the moves.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 05, 2013, 09:28:29 PM
Nope, I know it isn't a goto offset problem. It doesn't require Goto offsets in the first place.

And the second part was never an error before. It just happened recently.

Have no idea what's going on.

Another glitch I found with the front smash, if you time it correctly, you can essentially do the first part of the front smash forever.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 05, 2013, 09:37:16 PM
 Well now its time for you to experience what the Sacred team experienced with there skylink.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 06, 2013, 01:01:52 PM
Final Smash now works perfectly! (WOOOOOT)

I'll have a vid of it up as soon as I fix the side smash problem

Also fixed the Skyward Strike problem. The GFX doesn't show up, but that isn't a problem.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Akeno/Archer on June 06, 2013, 01:08:20 PM
Final Smash now works perfectly! (WOOOOOT)

I'll have a vid of it up as soon as I fix the side smash problem

Also fixed the Skyward Strike problem. The GFX doesn't show up, but that isn't a problem.
Yaay!! What's the matter with the Side Smash? I had a problem for it too with my DF Toon Link...


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 06, 2013, 01:16:17 PM
Whenever you press A to go to the second part of the side smash, he'll repeat the first part. And since he repeats the first part, he can just sit there and spam it to his hearts content.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Akeno/Archer on June 06, 2013, 01:37:51 PM
Oh... I didn't had something like this... try to take the same hitboxes as the normal link, then scale them to your animation... there is that one RA Bit, but I don't really understand how does it work...


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 06, 2013, 01:46:53 PM
Hitboxes aren't a problem, I believe it's the RA Bit. IIRC, that RA Bit allows the smash to go to it's second part. But I don't know what's interfering with it.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Akeno/Archer on June 06, 2013, 02:05:34 PM
Subroutine SubRoutine23 in the SubRoutines list
Asynchronous Timer: frames=33
Offensive Collision: Id=0, Bone=29, Damage=15, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.8, Z Offset=6.5, Y Offset=0, X Offset=-1, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410
Offensive Collision: Id=1, Bone=29, Damage=15, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.8, Z Offset=1, Y Offset=0, X Offset=-1, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410
Offensive Collision: Id=2, Bone=23, Damage=14, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3.4, Z Offset=0.9, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=981665410
Offensive Collision: Id=3, Bone=0, Damage=14, ShieldDamage=0, Direction=361, BaseKnockback=25, WeightKnockback=0, KnockbackGrowth=90, Size=3, Z Offset=0, Y Offset=9, X Offset=1.5, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=579012226
Synchronous Timer: frames=10
Terminate Collisions
Synchronous Timer: frames=2
Bit Variable Set: RA-Bit[16] = true
Asynchronous Timer: frames=50
Bit Variable Clear: RA-Bit[16] = false
Allow Interrupt


The Subroutine at the beginning is for a sword glow. It has no effect on the move itself (it was there before I changed the timers and it still worked fine).

Any help regarding this would be awesome, because this is the biggest problem that I have left.
Did you try to remove it?
And if it's not the problem, try to add this instead of Bit Variable Clear RA bit[16] :

If Button Pressed: IC-Basic[0]
   Change Subaction: sub action=AttackS4S-2 (or whatever you named it...)
Else
   If Button Not Pressed:
      Change Subaction: sub action=AttackS4S-2 (Or change it to another subaction)
   End If
End If



Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 06, 2013, 04:23:36 PM
Did you try to remove it?
And if it's not the problem, try to add this instead of Bit Variable Clear RA bit[16] :

If Button Pressed: IC-Basic[0]
   Change Subaction: sub action=AttackS4S-2 (or whatever you named it...)
Else
   If Button Not Pressed:
      Change Subaction: sub action=AttackS4S-2 (Or change it to another subaction)
   End If
End If



Yes add that but after the terminate collision. Then have the rest of the coding for the attack.
Then when its executed ingame it should work regardless of the RA-Bit.

Another thing is do you see where the RA-Bit=false is. That is for after 50 frames you can't do the second smash, the first smash will be executed again. You can also remove that as well or up the Asynchronous Timer so your second smash window will be higher.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Akeno/Archer on June 07, 2013, 05:37:02 AM
Did you try to remove it?
And if it's not the problem, try to add this instead of Bit Variable Clear RA bit[16] :

If Button Pressed: IC-Basic[0]
   Change Subaction: sub action=AttackS4S-2 (or whatever you named it...)
Else
   If Button Not Pressed:
      Change Subaction: sub action=AttackS4S-2 (Or change it to another subaction)
   End If
End If


Yes add that but after the terminate collision. Then have the rest of the coding for the attack.
Then when its executed ingame it should work regardless of the RA-Bit.

Another thing is do you see where the RA-Bit=false is. That is for after 50 frames you can't do the second smash, the first smash will be executed again. You can also remove that as well or up the Asynchronous Timer so your second smash window will be higher.
I might use this code for a little PSA... or to update one of mine...
I "borrowed" this code from Jrush's Lightning PSA, when I was studying how could he placed 5 A ATTACKS on a character supposed to have 2.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 07, 2013, 04:08:42 PM
Since Link is oh so close to completion, I'll reveal who I'm working on next.

And he's kinda listed in the OP, although not directly  :af:

Ocarina of Time Adult Link!


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 07, 2013, 09:18:29 PM
I'm gonna try yours out, I would love to see it to.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 07, 2013, 09:37:57 PM
Honestly, the only things that are left for my Skyward Sword Link are:

Skyward Strike Graphic to be visible
Skyward Strike subroutine in all the a-attacks (right now, only Attack 11, 12, and 13 have it)
Wall Run (optional)
and maybe a new taunt


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 07, 2013, 09:44:02 PM
 If you haven't already seen, I got the new revamped Skystrike Model, that rotates when it is send out. Like in Skyward Sword, all that is left is the transparencies, when its done and I've test ingame to see if it works. I'll send it to you as well. Its not a FLAT 2D plane, it has more of a crescent moon shape, that isn't flat, with a brand new revamped style texture.

Also Drogoth, I noticed in your video, when you had a skystrike on the sword and you slashed the opponent, how did you get that electric sound? (Like pikachu's down smash sfx shock)


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 07, 2013, 10:02:18 PM
If you haven't already seen, I got the new revamped Skystrike Model, that rotates when it is send out. Like in Skyward Sword, all that is left is the transparencies, when its done and I've test ingame to see if it works. I'll send it to you as well. Its not a FLAT 2D plane, it has more of a crescent moon shape, that isn't flat, with a brand new revamped style texture.

Cool, can't wait to check it out.

Also Drogoth, I noticed in your video, when you had a skystrike on the sword and you slashed the opponent, how did you get that electric sound? (Like pikachu's down smash sfx shock)

It's simpler than you think.

It's a flag. You go down to it and go to the SFX played or something similar to that. That's how I got the Shield Sound (the clang) and the Electricity sound to play.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 07, 2013, 10:07:19 PM
It's simpler than you think.

It's a flag. You go down to it and go to the SFX played or something similar to that. That's how I got the Shield Sound (the clang) and the Electricity sound to play.
In Brawlbox PSA or Smash Attacks because I never seen a play sound come up


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 07, 2013, 10:14:20 PM
It comes up in both.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: OmegaS3 on June 07, 2013, 11:27:10 PM
ok what, Idk what you mean.

I'm in Smash attacks 2.7 right now, Looking at my skystrike and the flag collision is 3A830602. So I know that 8306 is the slash sfx. So how do I click play sound?


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 09, 2013, 03:56:10 PM
Got off from my flight to Texas some time ago, and finally got all set up.

What does this mean?

I won't be able to hack at all for two weeks. All I'll be able to do is maybe change a file name or two, but nothing that requires the usage of BBox. And since I already used BBox to edit the PSA, I can't use PSA to edit the PSA.

So....

Yeah, be back with germane updates soon.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion!
Post by: Large Leader on June 27, 2013, 11:26:13 AM
Got back from my vacation and I'm ready to get back into hacking.

The only things remaining are:
1. Fixing up the speed of the ground final smash
2. Making the Skyward Strike graphic show up
3. Fixing the attack 100
4. Fixing the second smash attack

Then I can start working on my next project...

EDIT: Poll has been added. Cast your votes!


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Akeno/Archer on June 27, 2013, 01:13:30 PM
Hoho! You're back and ready!

Well then, may I help ya on something?


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Large Leader on June 27, 2013, 08:14:09 PM
If anything if you could figure out how to make the Skystrike graphic show up. Its really bugging me because it shouldn't be as hard as it is.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: OmegaS3 on June 27, 2013, 09:02:58 PM
Its easy man, first replace a external gfx your not using, then just call it. It wont show in game unless u don't call it.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Large Leader on June 28, 2013, 12:00:35 AM
If you remember correctly, I was the one who made it work for your Skylink when it was in internal beta.

No, that method doesn't seem to work. I've tried it.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: OmegaS3 on June 28, 2013, 12:13:42 AM
If you remember correctly, I was the one who made it work for your Skylink when it was in internal beta.

No, that method doesn't seem to work. I've tried it.
Wrong Sir, you got my collision to work, I imported the graphic and made it show up :p


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Large Leader on June 28, 2013, 10:11:44 AM
Wrong yet again

Where do you think I got the pic of the Skystrike graphic? It never showed up on my SS link, the codijg for the attack is drastically different. So which SS link was I using?

The original Kaitengiri graphic was my idea but after I got it to show up in game, the thread was closed and I didn't have anyone to send my file to.

Anyways, enough OT talk.

Talk about the new PSA ideas in the poll!


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Akeno/Archer on June 28, 2013, 10:28:55 AM
I voted for the Link with Magic arrows ;D


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: OmegaS3 on June 28, 2013, 11:42:47 AM
Wrong yet again

Where do you think I got the pic of the Skystrike graphic? It never showed up on my SS link, the codijg for the attack is drastically different. So which SS link was I using?

The original Kaitengiri graphic was my idea but after I got it to show up in game, the thread was closed and I didn't have anyone to send my file to.

Anyways, enough OT talk.

Talk about the new PSA ideas in the poll!

Funny because when I tested the one you made it froze everytime, secondly, I used the aura effect, then the cressila (however you spell that) then tempestime skystrike. Your coding froze the game so I had to make a new coding with a different EGFX which worked. Also if I'm work then why does mine work and not yours.  :srs: I know how to code GFX, its my specialty after all.

But as for the vote I choose Magic Arrow Link.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Large Leader on June 28, 2013, 12:15:53 PM

Funny because when I tested the one you made it froze everytime, secondly, I used the aura effect, then the cressila (however you spell that) then tempestime skystrike. Your coding froze the game so I had to make a new coding with a different EGFX which worked. Also if I'm work then why does mine work and not yours.  :srs: I know how to code GFX, its my specialty after all.

But as for the vote I choose Magic Arrow Link.

Exactly, because I never sent the new version to you when I finished it.

I'll wait a bit more for a few more votes if anything before closing the poll..

Maybe close it after I've finished Link.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: OmegaS3 on June 28, 2013, 12:20:27 PM
Exactly, because I never sent the new version to you when I finished it.

I'll wait a bit more for a few more votes if anything before closing the poll..

Maybe close it after I've finished Link.

I've been making a Zero PSA, (as you already know) His B attack, Side B and Tilts all use External gfx that fly out his sword. So if you need any help making the skystrike fly, I can assist with the problem.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Large Leader on June 30, 2013, 02:29:24 PM
Alright, so I made some progress with the Skystrike graphic. It now shows up and has color. The only problem is that it doesn't travel with the hitbox itself. It just seems to appear where it ended up.

I can fix it two ways, one is making the animation of the Skystrike move forward.

The second is somehow finding a way to anchor the graphic to the hitbox, but I have no idea how to do this way.

Any suggestions?


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Akeno/Archer on June 30, 2013, 03:01:15 PM
Alright, so I made some progress with the Skystrike graphic. It now shows up and has color. The only problem is that it doesn't travel with the hitbox itself. It just seems to appear where it ended up.

I can fix it two ways, one is making the animation of the Skystrike move forward.

The second is somehow finding a way to anchor the graphic to the hitbox, but I have no idea how to do this way.

Any suggestions?
I'm making an update of the Like Minus version I released, an attack has all its hitboxes screwed up. Solution :
BrawlBox + Model + Animations + PSA. And when you're on the hitboxes, scale them with the XYZ offsets... (it's on the throw N, right?)


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Large Leader on June 30, 2013, 03:44:02 PM
The problem isn't the hitboxes, it's the graphic itself.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: OmegaS3 on June 30, 2013, 11:13:14 PM
Alright, so I made some progress with the Skystrike graphic. It now shows up and has color. The only problem is that it doesn't travel with the hitbox itself. It just seems to appear where it ended up.

I can fix it two ways, one is making the animation of the Skystrike move forward.

The second is somehow finding a way to anchor the graphic to the hitbox, but I have no idea how to do this way.

Any suggestions?
The problem isn't the hitboxes, it's the graphic itself.
I tried to help you but again, you acted as you knew what you was talking about. But to answer your question is, you need to do two things.

1st thing

1. Fix the animation and have the bone you want the skystrike on, move accordingly.


2nd thing

1. In your PSA coding, set the graphic to the moving bone. This will allow the graphic to move as the animation does.



This is how you fix your problem. I know this because my new Zero PSA utilizes extreme custom External GFX, that can be charged, which allows for 9 custom moving GFX on my end.





Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Large Leader on July 01, 2013, 12:06:13 AM
I tried to help you but again, you acted as you knew what you was talking about. But to answer your question is, you need to do two things.

1st thing

1. Fix the animation and have the bone you want the skystrike on, move accordingly.


2nd thing

1. In your PSA coding, set the graphic to the moving bone. This will allow the graphic to move as the animation does.


This is how you fix your problem. I know this because my new Zero PSA utilizes extreme custom External GFX, that can be charged, which allows for 9 custom moving GFX on my end.

Unfortunately, I DO know what I'm doing. Those were the first things I did when I tried to add the graphic and the problems still persist.

I'll test it again. Maybe the graphic was moving too fast and I couldn't catch it. Not sure.

Again, I know what I'm doing. I've done it before. And I've done it successfully.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: OmegaS3 on July 01, 2013, 12:09:09 AM
Unfortunately, I DO know what I'm doing. Those were the first things I did when I tried to add the graphic and the problems still persist.

I'll test it again. Maybe the graphic was moving too fast and I couldn't catch it. Not sure.

Again, I know what I'm doing. I've done it before. And I've done it successfully.

Iight fine I'm done, have fun getting it to work properly.


Title: Re: Drogoth's PSA Projects: Link is nearing Completion! Poll has been added!
Post by: Large Leader on July 01, 2013, 04:00:31 PM
Suddenly Protoman. EXE got 2 more votes.

And still no votes for Hector.

Edit: Oh my, another vote for Protoman.EXE and now it's a tie.

Someone break it :srs:


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Large Leader on July 19, 2013, 12:59:41 PM
Decided to take a break from Hacking for a while.

Need to fix up a few animations so the sword is extended out.

But I won't be able to release Link until I get some models that I requested rigged up and sent back.

So I'll start on the next PSA when I finish with SS Link.
_____________________________________________
Bump

Another tie...

If it isn't broken by 2 est Ill close the poll and blindly decide which one to work on.

Just in case someone is wondering, both hacks have to potential to have problems.

Both will have graphical glitches.

Protoman will have model limitations unless a better one can get made/rigged.
______________________________________________

New Poll, check it!
______________________________________________

Completed the animations for the Taunt to initiate the magic moves, Din's Fire, and Farore's Wind. Just need to finish Naryu's Love.

Going to start on the coding soon.

Going to also include the Biggoron Sword and the Megaton Hammer...

I have a feeling that this PSA will take a loooooooooooong time to finish.
________________________________________________

Put the basic groundwork for all the magic moves plus some moves involving the Biggoron Sword and the Megaton Hammer.

Let's see how this goes...


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: justadood on July 20, 2013, 01:43:04 PM
wait, you're changing the sideB right?.. the gale boomerang's only in twilight anyways, and i think you saw my change list thing to my moveset, right?


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: OmegaS3 on July 20, 2013, 01:50:16 PM
wait, you're changing the sideB right?.. the gale boomerang's only in twilight anyways, and i think you saw my change list thing to my moveset, right?

Man your all over the vault, usually people already have there whole move set in mind when they post the thread, unless its in the help section. Just saying.

Also Drogoth tell me if you get the Magic Arrow to work via taunt. Its never been done, the furthest anyone has gotten is random arrows


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: justadood on July 20, 2013, 03:17:57 PM
well i had a moveset in mind, but as people told me which parts were possible and what isn't, i adapted my ideas and changed them lil by lil... then of course there's the fact that i forgot that oot link only had magic arrows, not bomb; and twili link only had bomb arrows, and no magic or dekunuts (so my idea to take out the galeboomerang model for a bomb arrow makes no sense since i can't gice him dekunut throw to replace sideB anymore) XP


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: OmegaS3 on July 20, 2013, 03:21:31 PM
well i had a moveset in mind, but as people told me which parts were possible and what isn't, i adapted my ideas and changed them lil by lil... then of course there's the fact that i forgot that oot link only had magic arrows, not bomb; and twili link only had bomb arrows, and no magic or dekunuts (so my idea to take out the galeboomerang model for a bomb arrow makes no sense since i can't gice him dekunut throw to replace sideB anymore) XP
Honestly IDK what is possible in PSA, people told me that I can't do things and I seemed to have done them. The main thing I know that isn't possible is editing items, such Link's Bombs and things like the Home Run Bat, but we can re texture them or replace there model and animations.


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Large Leader on July 20, 2013, 04:12:11 PM
wait, you're changing the sideB right?.. the gale boomerang's only in twilight anyways, and i think you saw my change list thing to my moveset, right?

Yeah, I saw it. He'll have a different Side B altogether.


Also Drogoth tell me if you get the Magic Arrow to work via taunt. Its never been done, the furthest anyone has gotten is random arrows

I probably won't be able to. Articles don't care about what happens outside of their subactions. I decided to change the arrows based on how much you've charged the bow.

The hardest part for this hack will be making sure I have enough file space for all the Biggoron and Megaton hammer moves.


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: justadood on July 20, 2013, 04:31:55 PM
hmm... ...you could make it so if the person presses the taunt used to change the arrow type WHILE CHARGING the arrow, it'd release an arrow with a different flag..?


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Large Leader on July 20, 2013, 06:40:37 PM
hmm... ...you could make it so if the person presses the taunt used to change the arrow type WHILE CHARGING the arrow, it'd release an arrow with a different flag..?

Nothing you do will effect it. That's just how it is right now.


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: OmegaS3 on July 21, 2013, 12:56:18 AM
Yeah, I saw it. He'll have a different Side B altogether.

I probably won't be able to. Articles don't care about what happens outside of their subactions. I decided to change the arrows based on how much you've charged the bow.

The hardest part for this hack will be making sure I have enough file space for all the Biggoron and Megaton hammer moves.
Ahhh ok mate, it shouldn't be to much coding unless your making a entire PSA for when wielding the hammer and biggoron sword. But even with that it shouldn't be so hard.


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Large Leader on July 21, 2013, 12:51:36 PM
Ahhh ok mate, it shouldn't be to much coding unless your making a entire PSA for when wielding the hammer and biggoron sword. But even with that it shouldn't be so hard.

I'm more concerned about having enough subactions for the attacks.

I'm already making it so that no matter the mode he's in, his aerials are the same. Which is a shame, I had good some good ideas for them.


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: OmegaS3 on July 21, 2013, 06:29:40 PM
I'm more concerned about having enough subactions for the attacks.

I'm already making it so that no matter the mode he's in, his aerials are the same. Which is a shame, I had good some good ideas for them.
Could you use Bits and Cases. Like have when a item is out that bit is activated. As I think about it we really don't have much room for new sub-actions.


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Tormod on July 21, 2013, 07:46:08 PM
Could you use Bits and Cases. Like have when a item is out that bit is activated. As I think about it we really don't have much room for new sub-actions.

Yes this, I was just going to suggest that. You can save space by putting any move with the same animation  in the same sub action. You can also add animations to the motion file to use up some of the empty sub action slots in the PSA file. As far as size goes, you've got lots of space before you run into problems. The motion file will most likely be your space limiter, but that can be reduced without too much trouble.


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Large Leader on July 21, 2013, 07:51:13 PM
That's if I was sharing animations, but I'm not. I'll be using custom animations.


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Tormod on July 21, 2013, 08:15:33 PM
That's if I was sharing animations, but I'm not. I'll be using custom animations.
Ahh well then you may just have to limit the number of moves you change if you didn't want to add new ones. It can be a pain anyways, I've had trouble rerouting links sub actions anyways. It would be cool though even if it only changed some moves anyways, like brawl weapons.


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Large Leader on July 21, 2013, 08:22:50 PM
Ahh well then you may just have to limit the number of moves you change if you didn't want to add new ones. It can be a pain anyways, I've had trouble rerouting links sub actions anyways. It would be cool though even if it only changed some moves anyways, like brawl weapons.

I'm planning to only change the Front Smash and maybe the tilts.

Then adding in one new wait. It won't be too much, I hope.



Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Large Leader on July 25, 2013, 01:46:14 PM
Remade animations for the Magic Start Up, Din's Fire, and Farore's Wind. Just need to make Naryu's Love and all the magic moves are done.

New Poll in the OP


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Large Leader on July 29, 2013, 09:20:34 AM
OP updated with the moveset changes coming for the new Ocarina of Time Magic Link.


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Large Leader on August 05, 2013, 03:03:05 PM
New Poll with an updated OP

Check it!


Title: Re: Drogoth's PSA Projects: Link at 90%! OP Updated! New Project and Poll!
Post by: Large Leader on August 24, 2013, 05:44:41 PM
Okay so I know I haven't posted any updates at all recently. I lost the will to hack and it hasn't exactly come back to me yet. On top of that the new semester is about to start.

In other words, I'm not going to be on and posting updates. Don't know if I'll even come back at all. We'll see.

See you guys


Title: Re: Drogoth's PSA Projects: OP Changed; Check OP
Post by: Large Leader on October 03, 2013, 12:20:20 PM
Alright guys, a small update on my status.

First semester has been pretty tough. Still kicking myself for some stupid decisions, but hey, can't do anything about it now. Haven't had much time to do anything but study and the occasional break.

Anyways, I just wanted to inform you all that I'll be releasing the Buggy Version of Skyward Sword Link. I haven't been able to keep in touch with the person who was going to rig the external models for me and there isn't much left aside from small bug fixes (such as Attack100 leaving you in that animation after releasing A, but still attacking and also the front smash keeps repeating itself if you try to do front smash 2).

I'll also be releasing the Ocarina of Time Magic Powered Link soon. I keep running into problems whenever I import the fire dome graphic for some odd reason. I'll look into a fix and see if I can do anything about it. But for now, all the magic power moves are attached to a smash (Up, Down, and Forward2).


Title: Re: Drogoth's PSA Projects: OP Changed; Check last post for updates
Post by: Large Leader on October 27, 2013, 09:24:15 AM
Well, I have some bad news for you guys.

My desktop (where 99.99% of my work is done) refuses to start. So all the work on Magic Power Link and Skyward Sword Link are completely gone.

But in the case of Skyward Sword Link, I have a copy of the files on my SD card, so not all the work is lost. If anything, I'll be set back by at least 5 updates or so.

I'll see what I can do.


Title: Re: Drogoth's PSA Projects: OP Changed; New Project!
Post by: Large Leader on November 29, 2013, 09:59:16 PM
Got my new laptop and restarted on hacking.

Currently working on Hector from FE:7

I only need to animate a handful of moves and all that should be left is the coding.


Title: Re: Drogoth's PSA Projects: SS Link RELEASED!; New Project!
Post by: Akeno/Archer on December 07, 2013, 04:37:24 PM
It's great that you released SS Link! Now, I'm looking forward for that Hector you're working on ;D


Title: Re: Drogoth's PSA Projects: SS Link RELEASED!; New Project!
Post by: Large Leader on December 07, 2013, 05:56:33 PM
All I really need to do is animate about 4 or 5 moves and then code his moveset.

That is if I don't want to work on grabs, taunts, etc and just main moves.


Title: Re: Drogoth's PSA Projects: SS Link RELEASED!; New Project!
Post by: Jade_Rock on December 08, 2013, 12:01:17 PM
I just downloaded and by the description it looks very nice!Will post results later.

Also do you plan on making other versions like P:M and Minus?


Title: Re: Drogoth's PSA Projects: SS Link RELEASED!; New Project!
Post by: Large Leader on December 08, 2013, 12:14:04 PM
Thanks!

And no, I'm not planning to make any versions for PM or Minus.

I barely play PM and never play Minus. Maybe I'll make one for PM, but that will have to wait until the Semester is over.

Currently no work is being done, as it's finals week. As soon as this week is over, I should be finishing/finished with Hector and the coding should be underway.

Post Merge: December 10, 2013, 10:02:57 AM
Bump

Added Hector's WIP Moveset that I'm currently working with.


Title: Re: Drogoth's PSA Projects: SS Link RELEASED!; Hector FE:7 IN PROGRESS
Post by: Revan on December 10, 2013, 07:04:53 PM
Kind of already working on Hector lol.

http://forums.kc-mm.com/index.php?topic=64229.0 (http://forums.kc-mm.com/index.php?topic=64229.0)


Title: Re: Drogoth's PSA Projects: SS Link RELEASED!; Hector FE:7 IN PROGRESS
Post by: Large Leader on December 10, 2013, 08:01:21 PM
Kind of already working on Hector lol.

[url]http://forums.kc-mm.com/index.php?topic=64229.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=64229.0[/url])


I'm basing mine more off of Great Lord Hector as opposed to Lord Hector (or that's what it seems from your Wait animation).

Anyways, we'll be having different movesets. Not like much will clash over.


Title: Re: Drogoth's PSA Projects: SS Link RELEASED!; Hector FE:7 IN PROGRESS
Post by: Revan on December 10, 2013, 09:05:49 PM
I'm basing mine more off of Great Lord Hector as opposed to Lord Hector (or that's what it seems from your Wait animation).

Anyways, we'll be having different movesets. Not like much will clash over.

I see, ours will be over Gannon anyways :p also on a side note, for his counter you have listed in the op, you may want to decrease the damage output. We have the Black Knight's counter doing the same thing and it was killing Ike at 36% at 1.7 haha


Title: Re: Drogoth's PSA Projects: SS Link RELEASED!; Hector FE:7 IN PROGRESS
Post by: Large Leader on December 10, 2013, 09:09:18 PM
I see, ours will be over Gannon anyways :p also on a side note, for his counter you have listed in the op, you may want to decrease the damage output. We have the Black Knight's counter doing the same thing and it was killing Ike at 36% at 1.7 haha

Hitting Hector during counter will be too easy to do, I want it to be rewarding to hit such a slow start up counter.

I'll tweak his damage if need be.


Title: Re: Drogoth's PSA Projects: SS Link RELEASED!; Hector FE:7 IN PROGRESS
Post by: Revan on December 10, 2013, 09:14:26 PM
Totally, same with the Black Knight's. Its nearly twice as slow as Ike's and still Murders with only 1.6 output, while still taking damage from being hit. But do as you will, judging from your other work you know what your doing. Just trying to throw out my two cents and all that.


Title: Re: Drogoth's PSA Projects: SS Link RELEASED; Hector FE:7 IN PROGRESS; NEW PROJECTS
Post by: Large Leader on December 17, 2013, 05:56:53 PM
No problem, mate. Appreciate it.

Post Merge: December 12, 2013, 01:58:06 PM
Aaaaaaaaaaaaaaaaaand finally done with finals.

Immediately staring with finishing Hector's animations

UPDATE: I'm brainstorming a new moveset: Raven from Fire Emblem 7. I'll be basing his moveset from the animations of Myrmidons, Mercenaries, and Heroes from Shadow Dragon, Blazing Sword, and Awakening.
________________________________________________
I'm also considering working on a Roy PSA.
________________________________________________
Updated OP with Raven and Roy's moveset.

I'm just asking to overwork myself lol
________________________________________________
Finally started on the animations for Roy.

Having a bit of trouble with Raven's arm... but I'll definitely get it to work somehow
________________________________________________
Finished the dash attack animation, the new side special, and the wait2 for Roy

Finished the Wait animation for Raven.
________________________________________________
Almost done with all the animations for Roy, only need two more. Then all that's left is the PSA.

Will probably redo Raven's wait animation and then start on him as soon as Roy's animations are done.


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Large Leader on December 21, 2013, 10:50:28 PM
Alright guys, I have some bad news.

I'll be going on vacation soon, so I won't be able to get any work done in regards to Hector, Roy, or Raven. So that sucks.

But worse, is that I need to detach myself from this past time. I really, REALLY need to focus on the upcoming semester in College. ESPECIALLY since I'm changing my major to Computer Science.

So until I get back online, see you later mates.


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Large Leader on December 31, 2013, 03:53:38 PM
Poofing in to give some additional information.

Roy only needs one more animation before he's completed.

Hector needs his smashes, aerials, his basic combo, and his counter to be animated. I'll probably redo his final smash too (either redo the animation or completely make a new one)

I need to start Raven (only finished his wait animation :P)

I MIGHT work on Lyn.

I'll be working on at least two Marth PSAs after I'm done with Roy.

Prince Marth will mostly deal with chaining Dancing Blade and make hitting with the tip more rewarding (while doing even less damage for hitting with the edge).

Longsword Marth... Well. You'll see. You could probably guess how he plays out, just by seeing the name.
Percentage Completed List:

Roy: 50% - Needs PSA to be done
Hector: 30% - Needs a handful of animations and PSA to be done
Raven: 1% - Needs animations and PSA to be done
Lyn: 0% - Idea Stage
Prince Marth: 0% - Idea Stage
Longsword Marth: 0% - Idea Stage


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Jade_Rock on January 10, 2014, 06:00:58 PM
Are you still on vacation?It would be really cool if you keep working on these,but I understand if you don't have the time life gets to all of us.:)



Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Large Leader on January 12, 2014, 03:29:54 PM
Yeah I'm back from vacation. The semester started so I still don't have a lot of time, but I was able to finish two more animations for Hector.

Ill probably finish all the animations for all the planned characters before I psa them, or maybe ill psa them immediately. Who knows?
Post Merge: Today at 06:29:33 PM
Finished Hector's Dash Attack and using his old final smash as his up special.

I'm coming up with a completely new final smash for Hector, I have no idea how it's going to turn out but I hope it's good lol

As usual, no PSA updates on Roy. For some reason BBox keeps crashing when I want to edit the PSA

I'll probably start on Lyn next.


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Jade_Rock on January 12, 2014, 03:33:51 PM
As usual, no PSA updates on Roy. For some reason BBox keeps crashing when I want to edit the PSA
[/quote

Stupid BrawlBox...Anyways I hope it works eventually,are you using the newest version?


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Large Leader on January 12, 2014, 03:40:55 PM
The new bbox doesn't PSA

Only 0.68b and all previous versions do.

I prefer to use 0.68 because of being able to copy paste. And that's a big function.


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Jade_Rock on January 12, 2014, 04:23:33 PM
Why would an update take out a feature...


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Large Leader on January 12, 2014, 05:11:59 PM
Because BJ was making Ikarus, which was supposed to be for Psaing$ and bbox is for the reest

He never finished Ikarus... Now you know where I'm coming from :P

Also just tried to PSA again and it works... No idea why. But at least it works.


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Jade_Rock on January 12, 2014, 05:23:55 PM
That makes since,glad it works now.

Will you be continuing or are these on hold?


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Large Leader on January 12, 2014, 05:36:28 PM
Ill work on them whenever I can or whenever I have free time between classes.


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Jade_Rock on January 12, 2014, 05:39:40 PM
Alright take your time,no rush.

Do you know who will be releasing first?


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Large Leader on January 12, 2014, 05:43:37 PM
No clue, actually. Probably Roy with Hector soon after.


Title: Re: Drogoth's PSA Projects: FIRE EMBLEM PSA'S ON HOLD! See last post for more info
Post by: Large Leader on January 15, 2014, 08:01:28 AM
Currently drafting a new moveset.

And I can say without a doubt, that it's probably the moveset that I'm most hyped for.

Also Fire Emblem related.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S KINDA ON HOLD!
Post by: Jade_Rock on January 15, 2014, 01:28:51 PM
Alright then good luck with the new moveset.

I wonder who it is.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S KINDA ON HOLD! NEW POLL
Post by: Large Leader on January 16, 2014, 05:54:33 PM
Voting without posting is a crime

:srs:


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL
Post by: Jade_Rock on January 16, 2014, 07:27:29 PM
I'll post!

Wow so many amazing ideas!
I'm torn between Oot link and hector

On one hand Oot was a great game and Link is one of my favorite smash charcaters.
On the other we have hector who wields an axe which is something new and fresh.
A decloned Roy is also good,but I just like the above 2 more.

I'm going with Hector.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL
Post by: Akeno/Archer on January 17, 2014, 11:31:03 AM
Voting without posting is a crime

:srs:
Imma smooooth criminal! :p


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, NEW CHARACTER WITH MOVESET!
Post by: Large Leader on January 18, 2014, 03:58:17 PM
Announcing the new character...

And it's Jaffar, the Angel of Death!

Easy enough to guess that his Final Smash will be Silencer. As an Assassin, Jaffar has one of the most powerful passives in the game: The able to one-hit kill anyone (except for Final Bosses, which does half their health).

His final smash will be his normal crit animation, while there is a chance for him to crit and one shot his opponent.

All of Jaffar's abilities will have a chance to crit, so his base damage will be low while crit damage will be 3x what he normally does.

Since there is no Jaffar model, I'll be using the models for Sothe and Volke when I release the PSA (I'm currently in the process of rigging them, I only have one major problem until I'm done).
______________________________
Updated OP with Jaffar's moveset.
______________________________
Great news guys! Sothe's model has been rigged by yours truly!

WHEW!!!

(http://i1214.photobucket.com/albums/cc489/abdmir/Sothedone_zps782e33ae.jpg)


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Jade_Rock on January 18, 2014, 09:07:24 PM
Cool!New character so he's an assassin?
This are all such cool movesets and I never even played a FE game.

Seems like Raven is going to win at this rate.

Can't wait for ANY of these to release.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 18, 2014, 09:24:05 PM
Looks like it at this rate.

I just wish I knew who was voting lol

I'll start putting more emphasis on Raven, but Roy and Hector will probably come down the pipeline first. Just by virtue of being worked on first.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Jade_Rock on January 18, 2014, 10:46:12 PM
Alright then Axes sound fun anyway.

Where are all you other voters at?


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Calypso on January 19, 2014, 01:00:01 AM
Um hi Drogoth I um voted for the Jaffar PSA it will fit Sothe but I just hope Jaffar himself gets imported someday.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 19, 2014, 07:47:38 AM
Um hi Drogoth I um voted for the Jaffar PSA it will fit Sothe but I just hope Jaffar himself gets imported someday.

The model would have to be made from scratch, unfortunately. And I don't really have the time to learn modelling (rigging took long enough). I could probably put a bunch of models together though. Like, Sothe's body. Genie's legs. Someone wearing sandals for feet. The head will probably be the hardest part.


And who ARE these people that are picking Raven? lol


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Jade_Rock on January 19, 2014, 10:33:54 AM
Lol you will never find out...


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Revan on January 19, 2014, 10:46:14 AM
I like that your doing Jaffar, but the fact that your using Sothe for the model is pretty awesome because of his lord like position, making him more suitable for a brawl character. A knife user psa period will be a cool psa though.
If you ever want any animations done for him don't be afraid to ask.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 19, 2014, 12:46:36 PM
I like that your doing Jaffar, but the fact that your using Sothe for the model is pretty awesome because of his lord like position, making him more suitable for a brawl character. A knife user psa period will be a cool psa though.
If you ever want any animations done for him don't be afraid to ask.

I've always preferred Jaffar over pretty much any assassin I've ever played as. Matthew and Sothe come close, but Jaffar always takes the cake lol

He'll be dual wielding knives, not single wielding like he did in POR and RD. Although I might make small motionetc victory animation edits for Volke (I've got a model for him), Sothe, and maybe even Leila if I ever get around to modeling.

Now I just need to find a generic model for their knives, right now I'm using the Killing Edge for POR, RD which is literally Jaffar's Knife.

_____________________________________

Not really related to coding and animating, but I finally released Sothe out into the vault.

Have fun!


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Akeno/Archer on January 19, 2014, 01:20:30 PM
You have quite a challenge up your shoulders... Making a PSA over Sheik isn't the easiest thing in moveset modding...


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 19, 2014, 01:27:24 PM
I'll probably take out a lot of Zelda's coding and make the PSA similar to the Spiderman PSA.

Another option is making it so that another female related to the respective Fire Emblem game is Zelda.

For example, Iwwi is releasing Miciah over Zelda. If you have my hack and his, you get Miciah who transforms into Sothe, and so on.

And don't forget, I've got loads of experience on my back. Remember, I've been working on PSAing before I helped Sacred out with their Sky Link.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Revan on January 19, 2014, 01:35:10 PM
Hmm its over Sheik is it? If your planning on a transforming Sothe and Miciah i'd say its a good idea, but if your gearing this psa to be more Jaffar it doesnt make much sense to be transforming.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 19, 2014, 01:37:48 PM
The initial PSA - which is Jaffar - will have no transforming.

When (and if) I go back to edit it, I'll leave the transforming in and just edit around what I can.

If I can get a model of Nino somehow (custom made, obviously), then I could do the transformation for Jaffar. But that'd probably severely limit what I can do for him.

So many options... so little time lol


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Revan on January 19, 2014, 01:42:59 PM
Lol
You could always model swap him over someone else and scrap the transforming thing, saving the file size limit.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 19, 2014, 01:47:48 PM
I was thinking of doing that and putting the PSA over MetaKnight for his final smash and then give it a chance to crit.

Probably will end up doing that lol


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Akeno/Archer on January 19, 2014, 01:48:54 PM
I'll probably take out a lot of Zelda's coding and make the PSA similar to the Spiderman PSA.

Another option is making it so that another female related to the respective Fire Emblem game is Zelda.

For example, Iwwi is releasing Miciah over Zelda. If you have my hack and his, you get Miciah who transforms into Sothe, and so on.

And don't forget, I've got loads of experience on my back. Remember, I've been working on PSAing before I helped Sacred out with their Sky Link.
True... Though there isn't alot of Sheik PSA... But yea. You have more experience than I do, so... I only wish there could be a good PSA to put Sheik over... But you have another option, the one with the ASF1niks code...


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 19, 2014, 01:50:36 PM
True... Though there isn't alot of Sheik PSA... But yea. You have more experience than I do, so... I only wish there could be a good PSA to put Sheik over... But you have another option, the one with the ASF1niks code...

You're right, the code that separates their memory restrictions or something like that. It could possibly work

I could, but it'd be a hassle with all the reports "Y DIS DUN WORK DSJKFJSDLKF" and stuff.

Post Merge: January 19, 2014, 01:53:50 PM
Can someone get an ingame preview of Sothe?

I can't use my Wii at all, unfortunately.

And unfortunately, Dolphin doesn't want to work with my computer.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Calypso on January 19, 2014, 02:28:06 PM
Wait if you can't use your Wii or Dolphin how are you going to use your PSA's when your done making them. It doesn't seem right you should be able to enjoy your hack too, I mean your going to work so hard making it and not get to use it, I hope you can get a new Wii soon Drogth I really do.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Akeno/Archer on January 19, 2014, 02:30:04 PM
You're right, the code that separates their memory restrictions or something like that. It could possibly work

I could, but it'd be a hassle with all the reports "Y DIS DUN WORK DSJKFJSDLKF" and stuff.

Post Merge: January 19, 2014, 01:53:50 PM
Can someone get an ingame preview of Sothe?

I can't use my Wii at all, unfortunately.

And unfortunately, Dolphin doesn't want to work with my computer.
I'll take one for you tomorrow if anyone doesn't beat me on it...


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 19, 2014, 03:59:58 PM
Wait if you can't use your Wii or Dolphin how are you going to use your PSA's when your done making them. It doesn't seem right you should be able to enjoy your hack too, I mean your going to work so hard making it and not get to use it, I hope you can get a new Wii soon Drogth I really do.

Lol. It's not like that. My wii was being used at the time. But I really don't like playing anymore, I enjoy making the hacks more.

I'll take one for you tomorrow if anyone doesn't beat me on it...


It's good. I was able to get some pics. Thanks anyways


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Calypso on January 19, 2014, 05:16:38 PM
Lol. It's not like that. My wii was being used at the time. But I really don't like playing anymore, I enjoy making the hacks more.

Oh I see, I admit that I don't fully understand how making it is more fun than using it, but as long as your happy and having fun that's perfectly fine. ;)


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 19, 2014, 05:44:44 PM
It's something that happens when you've been in the business of changing things from their original state for a long time.

Anyways, I should be staring to make some more animations for Raven by Tuesday and finish up the last few animations for Hector.

The up smash is much more tougher than his up air...


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Jade_Rock on January 19, 2014, 06:19:26 PM
Anyways, I should be staring to make some more animations for Raven by Tuesday and finish up the last few animations for Hector.

The up smash is much more tougher than his up air...

So Hector is almost done?Please say yes!


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 19, 2014, 07:27:51 PM
lol almost done.

PSAing isn't too tough or time consuming. Just the animating.

If I lock down, I should have the PSA done the same day that I finish the animations.


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Jade_Rock on January 19, 2014, 07:37:19 PM
Great! I can't wait also Hector is getting closer to Raven(which doesn't really matter now)

So Raven after Hector or someone else?


Title: Re: Drogoth's Projects: FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 19, 2014, 07:39:06 PM
I'll focus more on Raven when Hector is done. But by virtue of being worked on first, Roy might get completed before Raven.

Afterwards, it'll probably be Jaffar, then Lyn, and then at the end OoT Link.

Post Merge: January 20, 2014, 01:17:46 PM
I just remembered something very important about  OoT Link.

When I tried to add ext graphics, bbox kept crashing. No idea why and never figured out why it happened.

I'll take him off the poll...


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Jade_Rock on January 20, 2014, 02:27:34 PM
So he's not even possible...that sucks,oh well how's hector going,are you almost done?


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 20, 2014, 02:48:16 PM
No work done today. Been enjoying my day off and studying.

Will work on him tomorrow for sure, though. I have a giant break between classes so I need something to do lol


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Jade_Rock on January 20, 2014, 03:42:39 PM
It's cool man take your time,you don't really see many FE psa's other than Roy so whenever it comes out I'm sure it'll be fun.

Have a nice day off :)


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW POLL, SOTHE IS RIGGED! NEW MOVESET!
Post by: Large Leader on January 20, 2014, 06:20:53 PM
Decided to get some animating done in the night.

Have about 7 animations before Hector just needs PSAing.

Post Merge: January 20, 2014, 07:22:49 PM
I come bearing gifts!

Check out the OP!


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Jade_Rock on January 20, 2014, 07:47:49 PM
Nice gifts can't wait for this!

Who is it over again?


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Large Leader on January 20, 2014, 07:55:08 PM
It's going to be over Ike, so you can port him over anyone you want.


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Jade_Rock on January 20, 2014, 08:00:29 PM
Sweet another Ike psa I already have 4 Ike's because brawlEx,but whatever more FE psa's the better!


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Large Leader on January 20, 2014, 08:26:49 PM
It's nice to see that someone's excited about it lol

I'm just wondering what a nice counter stance would look like.

Maybe transition to Hector's Lord Wait for a moment. Or maybe make that an alternate wait for him.

Decisions, decisions.


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Calypso on January 20, 2014, 08:31:51 PM
If your talking about a counter for Hector I see it being very slow but high damage and knockback but balanced out a little by taking a long time to preform. Like your opponent can dodge it if they react fast and didn't use a attack with long end lag.

Just trying to be helpful.


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Large Leader on January 20, 2014, 08:32:55 PM
Yeah, I'm going to make it slow and extremely powerful.

I know what animation I'm going to use for the counter attack, but I have no idea what to use for his counter 'stance' (while he's waiting to be hit)


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Calypso on January 20, 2014, 08:42:28 PM
Um here's a idea I have.

Hector stands calmly arm over his shoulder his ax going halfway down his back at an angle, they attack and he takes a quick step back (kinda like how he dodges in game but not to the side in this one) like he say it coming but can't quite dodge in time because of his heavy armor but because the armors heavy he takes very reduced damage and then hits the opponent hard.


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Jade_Rock on January 20, 2014, 09:29:12 PM
What should the multiplier for counter be?

Marth is 1.1
Ike is 1.2
Roy is 1.5

So if it's slow then at least Roy's right maybe even 2x.


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Large Leader on January 21, 2014, 06:44:40 AM
Um here's a idea I have.

Hector stands calmly arm over his shoulder his ax going halfway down his back at an angle, they attack and he takes a quick step back (kinda like how he dodges in game but not to the side in this one) like he say it coming but can't quite dodge in time because of his heavy armor but because the armors heavy he takes very reduced damage and then hits the opponent hard.

Thanks for reminding me about his dodge! Almost completely forgot about it.

What should the multiplier for counter be?

Marth is 1.1
Ike is 1.2
Roy is 1.5

So if it's slow then at least Roy's right maybe even 2x.

Probably anywhere from 1.5 (what RevenantGenesis is using for his Black Knight PSA) all the way to 3.0

All depends on the testing.


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Jade_Rock on January 21, 2014, 01:43:22 PM
Ok that makes sense,he seems to be pretty slow.


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Large Leader on January 21, 2014, 02:20:48 PM
Working on a counter attack animation.

I really don't want to do the air counters... Maybe ill leave them be...


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Calypso on January 21, 2014, 02:45:09 PM
Maybe Hector could have a different attack in the air than a counter?


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Large Leader on January 21, 2014, 03:24:53 PM
No idea what I could give him as an alternative, to tell you the truth.


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Jade_Rock on January 21, 2014, 03:31:01 PM
I guess just a random axe slash really...

Also 15 years of SSB!On year  15 SSB4 will release seriously guys give us at least a quarter date...


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Large Leader on January 21, 2014, 05:45:07 PM
Meh, maybe I'll give him an axe spike or something.

Making a new attack dash animation and finished all his ground counters. I'll probably PSA him tomorrow or the day after I finish his last animation.


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR!
Post by: Jade_Rock on January 21, 2014, 07:19:51 PM
Ok!

How long does psaing take?


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR! UPDATED OP! NEW POLL!
Post by: Large Leader on January 22, 2014, 03:28:23 PM
It doesn't really take that long if you know what you're doing.

Although the amount of bugs/how complex the move is can dictate how many bugs it has.

OP has more gifs for you all
_______________________________________________
Unfortunately, I've had to move Raven to On Hold.

I haven't played FE: Awakening (aside from the Demo) and I'd prefer not to ruin it for myself by watching youtube vids of it (as it's almost impossible to get references from there).

As soon as I get/finish Awakening, I'll start working on Raven.

Until then, the priority goes as such:

Hector,
Roy,
Jaffar,
any other PSA that I'm working/planning on.
_______________________________________________

Currently rigging Yasuo. After I'm done with him I'll finish up rigging Darius and Jarvan, finish up 3 more animations, and then PSA Hector.


Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR! UPDATED OP! NEW POLL!
Post by: Jade_Rock on January 22, 2014, 04:33:06 PM
OK then,I voted Lyndis.



Title: Re: Drogoth's FIRE EMBLEM PSA'S! NEW PREVIEWS OF HECTOR! UPDATED OP! NEW POLL!
Post by: Akeno/Archer on January 22, 2014, 05:13:27 PM
Lyndis.


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Large Leader on January 24, 2014, 07:22:32 AM
Aside from the second side smash, dash attack, the new counter attack, the final smash, making sure the side smash flows correctly, and gfx changes the PSA is pretty much done.

Still need to animate the final, probably needs two animations and one animation edit.
_____________________________________
Alright, so I've pretty much finished Hector's moveset.

Anyone wanna test him to make sure that he's bug free?


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Jade_Rock on January 24, 2014, 08:23:48 AM
Sure  I can test in a bit.



Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Akeno/Archer on January 24, 2014, 10:36:36 AM
Aside from the second side smash, dash attack, the new counter attack, the final smash, making sure the side smash flows correctly, and gfx changes the PSA is pretty much done.

Still need to animate the final, probably needs two animations and one animation edit.
_____________________________________
Alright, so I've pretty much finished Hector's moveset.

Anyone wanna test him to make sure that he's bug free?
I can test him right here, right now... I have other things to test, so I can do him at the same time.


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Large Leader on January 24, 2014, 11:19:10 AM
Sure  I can test in a bit.


I can test him right here, right now... I have other things to test, so I can do him at the same time.


Alright, sent it out.

I'm not really worried about balance right now, mostly about crashes/freezes/bugs/etc.


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Akeno/Archer on January 24, 2014, 12:06:18 PM

Alright, sent it out.

I'm not really worried about balance right now, mostly about crashes/freezes/bugs/etc.
Alright.

Post Merge: January 24, 2014, 12:22:39 PM

Alright, sent it out.

I'm not really worried about balance right now, mostly about crashes/freezes/bugs/etc.
Okay, so... I tested Hector, and I got to say :

The only bug I found was that his FS camera was still on even after the Final Smash
Other than that, the AAA combo doesn't let him move.
The Up B doesn't let him in air, but I suppose that you're working on another thing for this move.

I like him... Also, it's not a bug on itself, but his Up B is almost impossible to land...


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Large Leader on January 24, 2014, 12:53:40 PM
Alright.

Post Merge: January 24, 2014, 12:22:39 PM
Okay, so... I tested Hector, and I got to say :

The only bug I found was that his FS camera was still on even after the Final Smash
Other than that, the AAA combo doesn't let him move.
The Up B doesn't let him in air, but I suppose that you're working on another thing for this move.

I like him... Also, it's not a bug on itself, but his Up B is almost impossible to land...

Alright, I'll get to that as soon as I can
What do you mean that his AAA combo doesn't let him move? Does he T-Pose or something?
Also describe that. Does he not move up or what?

And I think you mean the "jump up" part of his Up B being hard to hit.


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Nao-chan on January 24, 2014, 01:59:10 PM
Alright, I'll get to that as soon as I can
What do you mean that his AAA combo doesn't let him move? Does he T-Pose or something?
Also describe that. Does he not move up or what?

And I think you mean the "jump up" part of his Up B being hard to hit.
I think he means that he doesn't move forward while the animations imply otherwise. Honestly I wouldn't know since I haven't seen it. Also didn't know you were doing all this stuff looks awesome. I'll definitely be following this thread.


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Large Leader on January 24, 2014, 02:02:35 PM
I think he means that he doesn't move forward while the animations imply otherwise. Honestly I wouldn't know since I haven't seen it. Also didn't know you were doing all this stuff looks awesome. I'll definitely be following this thread.

Hector was never meant to move forward for his jabs. I don't know myself seeing as I haven't even played with it lol

And thanks man. Hope you enjoy it here.


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Nao-chan on January 24, 2014, 02:04:53 PM
 I certainly will! Anything Fire Emblem related has got my attention. I recently fell for it and love it now. Also if you need testers I'm willing to help.


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Jade_Rock on January 24, 2014, 02:17:42 PM
The only bugs I found have already been posted


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Akeno/Archer on January 24, 2014, 02:22:04 PM
Alright, I'll get to that as soon as I can
What do you mean that his AAA combo doesn't let him move? Does he T-Pose or something?
Also describe that. Does he not move up or what?

And I think you mean the "jump up" part of his Up B being hard to hit.
Actually, I meant that he is suppose to move forward during the combo, he gets back on his previous place...
And when he jumps up, well, that's way too fast, and he does that move more strangely in the air...


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Large Leader on January 24, 2014, 02:26:18 PM
Actually, I meant that he is suppose to move forward during the combo, he gets back on his previous place...
And when he jumps up, well, that's way too fast, and he does that move more strangely in the air...

Alright, I think I know what the problem is for the jab.

And can you be more specific with the up special?


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Akeno/Archer on January 24, 2014, 02:29:53 PM
Alright, I think I know what the problem is for the jab.

And can you be more specific with the up special?
Well... It doesn't look like a jump, it looks more like a teleportation and a landing. But in air it's worse, he teleports, then land... and if you try it after the edge, you fall straight down like if you teleported downward...


Title: Re: Drogoth's Fire Emblem PSAs! Hector's almost done! I NEED TESTERS!
Post by: Large Leader on January 24, 2014, 02:33:04 PM
Well... It doesn't look like a jump, it looks more like a teleportation and a landing. But in air it's worse, he teleports, then land... and if you try it after the edge, you fall straight down like if you teleported downward...

Can you take a video of the move? I don't mind if it's cellphone quality or anything, I just want to know what it looks like.

Also, since that's pretty much the only problem, how's the balancing on Hector? Is he too strong/weak/etc?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Akeno/Archer on January 24, 2014, 03:14:18 PM
Can you take a video of the move? I don't mind if it's cellphone quality or anything, I just want to know what it looks like.

Also, since that's pretty much the only problem, how's the balancing on Hector? Is he too strong/weak/etc?
It's gonna be cellphone quality... Except if you know a camera which can film Dolphin...


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 24, 2014, 03:23:54 PM
You can download a screencapturing software pretty much anywhere. There's some free ones around.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Akeno/Archer on January 24, 2014, 03:30:30 PM
You can download a screencapturing software pretty much anywhere. There's some free ones around.
I'll do that.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 24, 2014, 04:22:00 PM
I'm surprised with the problem with it in the air. I didn't touch his landing subactions at all.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: ShinyMammoth on January 24, 2014, 07:38:56 PM
Since you tried to help me with chrom's final smash I'm down to test your hector if you still need people to.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 25, 2014, 11:27:05 AM
Since you tried to help me with chrom's final smash I'm down to test your hector if you still need people to.

Sure, ill send you a copy of his files.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: ShinyMammoth on January 25, 2014, 11:50:12 AM
Sure, ill send you a copy of his files.
Cool cool. I'll get to it as soon as I get off work.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 25, 2014, 04:46:29 PM
Alright so I was able to get a bit of testing myself and here were the problems that I saw:

Hector's Up Smash needs hitboxes to launch people into the helicopter spin. - Done
Hector's Up B in the air doesn't allow him to DI left and right - Should be Done
Hector's Down B in the air doesn't go to his Up B in the air - Working on later
Hector's Final isn't working properly. - Should be done
Hector's Side B on ground and air aren't working properly. - Working on later


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Nao-chan on January 25, 2014, 04:54:23 PM
Alright so I was able to get a bit of testing myself and here were the problems that I saw:

Hector's Up Smash needs hitboxes to launch people into the helicopter spin. - Done
Hector's Up B in the air doesn't allow him to DI left and right - Should be Done
Hector's Down B in the air doesn't go to his Up B in the air - Working on later
Hector's Final isn't working properly. - Should be done
Hector's Side B on ground and air aren't working properly. - Working on later
I can test those right now for you. It would only take me like 10 minutes to come back with confirmation.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 25, 2014, 05:09:27 PM
I can test those right now for you. It would only take me like 10 minutes to come back with confirmation.

I'm currently testing them myself, I haven't updated the dropbox link yet.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Nao-chan on January 25, 2014, 05:27:57 PM
I'm currently testing them myself, I haven't updated the dropbox link yet.
Oh, okay. Well if ever you need a tester I'm always willing.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: ShinyMammoth on January 25, 2014, 05:59:58 PM
So I just finished looking at hector and honestly what you said here.
Alright so I was able to get a bit of testing myself and here were the problems that I saw:

Hector's Up Smash needs hitboxes to launch people into the helicopter spin. - Done
Hector's Up B in the air doesn't allow him to DI left and right - Should be Done
Hector's Down B in the air doesn't go to his Up B in the air - Working on later
Hector's Final isn't working properly. - Should be done
Hector's Side B on ground and air aren't working properly. - Working on later


Pretty much sums up my thoughts. I didn't try the final >.> but also I feel like you should be able to grab the ledge out of your up B too.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 25, 2014, 06:12:58 PM
So I just finished looking at hector and honestly what you said here.
Pretty much sums up my thoughts. I didn't try the final >.> but also I feel like you should be able to grab the ledge out of your up B too.


Yeah, Hector can now DI left and right from his up special. I have to make an animation fix for his up b, so that he can grab.

I also need to lower the kb that I added to the helicopter spin hits.

And still working on the side special and final and the down B in the air.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: ShinyMammoth on January 25, 2014, 06:16:02 PM
What exactly do you want the down b to do again?

And for his up be make sure to set his edge grab in the correct actions.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 25, 2014, 06:18:21 PM
I want the down b to do the up b. A simple change subaction doesn't work, so I need to fiddle with it more. Or maybe I forgot to add it in...

I'm pretty sure that I added the grab ledge event, but like 20 frames after the animation is over. Whoops...


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: ShinyMammoth on January 25, 2014, 06:54:06 PM
I want the down b to do the up b. A simple change subaction doesn't work, so I need to fiddle with it more. Or maybe I forgot to add it in...

I'm pretty sure that I added the grab ledge event, but like 20 frames after the animation is over. Whoops...

In the first action of his down b just put Change Action:(first action of up b) Requirement: In Air and it should do it just fine.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Akeno/Archer on January 25, 2014, 06:54:46 PM
I want the down b to do the up b. A simple change subaction doesn't work, so I need to fiddle with it more. Or maybe I forgot to add it in...

I'm pretty sure that I added the grab ledge event, but like 20 frames after the animation is over. Whoops...
Goto subaction doesn't work? I'm sure it does...
In the first action of his down b just put Change Action:(first action of up b) Requirement: In Air and it should do it just fine.
Ninja'd  :>.>:


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 25, 2014, 07:22:07 PM
In the first action of his down b just put Change Action:(first action of up b) Requirement: In Air and it should do it just fine.

I BELIEVE that I've done it already. Not really sure seeing as I'm on a different laptop right now...

I have a new idea for the final smash... I guess I'll wait till tomorrow to try it out.

Hopefully Dolphin decides to work.

Question about Dolphin, can you play Brawl without a wiimote/gc controller/etc?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: ShinyMammoth on January 25, 2014, 07:34:49 PM
I wouldn't mind taking a look at his .pac if you want to update your dropbox?


and for dolphin i use my keyboard.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 25, 2014, 07:37:04 PM
Yeah, that's what I meant.

Just need to find a tut on getting hacks on Dolphin...


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Lito on January 25, 2014, 07:38:42 PM
Out of curiosity... why don't you guys work together for your Fire Emblem PSAs?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 25, 2014, 07:42:55 PM
Out of curiosity... why don't you guys work together for your Fire Emblem PSAs?

We have different ideas? I 'unno lol.

They also have to work on Pokemon Brawl as well, so they have that to worry about.

I don't have that restriction/responsibility.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: ShinyMammoth on January 25, 2014, 07:52:56 PM
Yeah, that's what I meant.

Just need to find a tut on getting hacks on Dolphin...

I don't remember exactly where but theres a tut on youtube I think it's called playing project M on dolphin. Or something like that...


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 25, 2014, 08:01:58 PM
Alright thanks for the heads up.

Can't wait to finish this hack up.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: ShinyMammoth on January 25, 2014, 08:21:27 PM
Project M - Dolphin Set-Up Tutorial (http://www.youtube.com/watch?v=SP03UBBcqvw#)

In case you didn't already find it.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 26, 2014, 09:11:32 AM
Project M - Dolphin Set-Up Tutorial ([url]http://www.youtube.com/watch?v=SP03UBBcqvw#[/url])

In case you didn't already find it.


Yep, that's the same one I found.

UPDATE:
Sent out an updated version of the Hector Beta. Post here if you wanna test!


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Nao-chan on January 26, 2014, 02:12:30 PM
Yep, that's the same one I found.

UPDATE:
Sent out an updated version of the Hector Beta. Post here if you wanna test!
I want to!


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Lito on January 26, 2014, 02:31:59 PM
Hey there man, I'm up for some testing.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 26, 2014, 03:41:12 PM
Lost my SD card, for now.

Luckily I had a backup of Hector on my laptop :P

Sent you both the link for Hector. Have fun


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Nao-chan on January 26, 2014, 09:40:01 PM
Lost my SD card, for now.

Luckily I had a backup of Hector on my laptop :P

Sent you both the link for Hector. Have fun
Okay on the issues you mainly wanted testing in.
1: Side B; It kinda works but it seems that the animations you used messes the whole move up. Sometimes it hits and sometimes it just lightly pushes the opponent behind you once you reach them. Unless that was intentional. Also is it supposed to have little knockback?
2: Down B in air; He doesn't do anything. If you rapid tap down and B he kinda slows his decent. but he doesn't go into a counter animation. Again, unless that was intentional.
3: Final Smash; This one is a bit strange. It will only work properly if you are directly over a floating platform. Ex: In Smashville or Battlefield. If it's over an open base platform like Final Destination, it does the initial strike to get them in the air, hits them once, then one more time sending them down below you before the final blow. Then you fly straight upwards, about the height of Hyrule Temples death boundary and slowly fall down. It doesn't do the whole move or full amount of damage. If you are over a platform though it seems to work just fine which is what's puzzling about it.

On the lesser notes, His up B is fine on the ground. I just think it's decent needs to be slowed down a bit to hit characters a little better. In the air though it sends you up in the air, same as with the FS but at least twice that distance. and you slowly fall downwards. I really don't know how you got that to happen but it looks very strange.

One more thing. Maybe adding a sweet spot on his BAir with added knockback, would be nice. Other than that he's pretty well done.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: ShinyMammoth on January 27, 2014, 12:35:28 AM
Alright So I have checked out your hector.

In reference to the things you wanted checked out.

His side-B First off, You can interrupt it before the animation ends. Therefore making it go into special fall is avoided and you can spam the attack. You could even Side-B then mash Neutral-A so he will interrupt the attack with his neutral a air and still be able to up-b or side-b again. Also if you manage to get the hitbox to connect it seems a second animation begins to play? I can't really tell if that was intended or not.

Heavy was spot on for his down-b in the air. Did you redirect it to his fall?

And I couldn't explain the issues with his final better then heavy.

Are you using Brawlbox or PSA to make this?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Akeno/Archer on January 27, 2014, 12:43:00 AM
I don't know if I can add something in everything which has been said...
Ah yea, his Up goes below the platforms, it means that when you do the Up B under a platform, instead of stopping it on the platform, he goes through it... The same happens in the air...
His side B is messed up too... You have to mash the buttons on ground to make him go forward... And his charging animation can only be activated in the air, and as said by ShinyMammoth, you can spam it... Other than that, his other moves are fine...
I didn't test Air Down B... I'll try to see what's happening... Ground Down B is fine though...


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Nao-chan on January 27, 2014, 02:11:10 AM
Yeah, I'd say everything other than what I mentioned above works just fine. It's mainly just the final and his air up b, air down b, and both air and ground side b that are the only issues.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 27, 2014, 09:48:39 AM
Thanks for all the feedback guys, I really appreciate it.

Okay on the issues you mainly wanted testing in.
1: Side B; It kinda works but it seems that the animations you used messes the whole move up. Sometimes it hits and sometimes it just lightly pushes the opponent behind you once you reach them. Unless that was intentional. Also is it supposed to have little knockback?

I never re-edited the hitboxes so the move ends up pushing the person behind you instead of close to you for the spin. I also didn't re-edit the hitboxes for the spin so it doesn't have a lot of kb.

Quote
2: Down B in air; He doesn't do anything. If you rapid tap down and B he kinda slows his decent. but he doesn't go into a counter animation. Again, unless that was intentional.

Yeah he's not supposed to counter in the air. He's supposed to do his up special.

Quote
3: Final Smash; This one is a bit strange. It will only work properly if you are directly over a floating platform. Ex: In Smashville or Battlefield. If it's over an open base platform like Final Destination, it does the initial strike to get them in the air, hits them once, then one more time sending them down below you before the final blow. Then you fly straight upwards, about the height of Hyrule Temples death boundary and slowly fall down. It doesn't do the whole move or full amount of damage. If you are over a platform though it seems to work just fine which is what's puzzling about it.

The "attack" part of the final (where Ike does all the hits in the air) only has the ending part of the final. I honestly don't understand the rest of what's wrong. A picture or a video would go a long way in explaining the problem.

Quote
On the lesser notes, His up B is fine on the ground. I just think it's decent needs to be slowed down a bit to hit characters a little better. In the air though it sends you up in the air, same as with the FS but at least twice that distance. and you slowly fall downwards. I really don't know how you got that to happen but it looks very strange.

That's odd. I haven't changed a thing about the hitboxes or fallspeed at all...

Quote
One more thing. Maybe adding a sweet spot on his BAir with added knockback, would be nice. Other than that he's pretty well done.

Completely agree with you. The back air has very little kb.



Are you using Brawlbox or PSA to make this?

BBox. And I did use the change subaction. Probably should have used change action. I instead tried to change the reference inside the downB in the air in the action scripts. Looks like that didn't work lol.

And I still haven't found my sd card :( so I'm really relying on you guys for the testing/feedback :P

I've updated the Dropbox link that you guys already have. Download the new FitIke.pac (that I believe is clearly labelled as new) and re-test please :P

Post Merge: January 27, 2014, 12:21:56 PM
Blah! Almost got Dolphin to work with my hacks. For some reason it's not loading the sd.raw even though it's in the folder.

It ran PM just a few seconds before it though, lol


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: ShinyMammoth on January 27, 2014, 12:33:26 PM
In order for his down B to transition you need to add a change action to his action script not his subaction. Adding change sub action will only make him Do the one specified new change. Where changing actions via the action script will make him completely stop what he is doing and begin the new specified action.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 27, 2014, 12:36:42 PM
In order for his down B to transition you need to add a change action to his action script not his subaction. Adding change sub action will only make him Do the one specified new change. Where changing actions via the action script will make him completely stop what he is doing and begin the new specified action.

In both his subaction and action scripts for his down b, I've redirected the SpecialLwHi to go to SpecialHi1. If it still doesn't go then I'll just use an old animation I had for Hector's final and just add hitboxes and a "allow/disallow ledge grabbing"


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Jade_Rock on January 27, 2014, 03:11:49 PM
you could inject hector files into your iso if the SD.raw doesn't work


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Lito on January 27, 2014, 03:25:26 PM
Well from what you mentioned, everyone else got it spot on. A shame I didn't get here sooner. Also for me the up special just fails to move me upward in the air, although it makes it look like that it lies. I was right next to the ledge, move forward and when I used the up special to recover I died.  The last thing I'm gonna mention is touch ups, a few animations to go well into the idle, but I doubt that's high priority and highly understandable. Great PSA so far and I love those recolors. Can't wait for more.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 27, 2014, 05:23:57 PM
I was right next to the ledge, move forward and when I used the up special to recover I died. 

Yeah, I really need to add that "allow edge grabbing"...

The last thing I'm gonna mention is touch ups, a few animations to go well into the idle

The only one that I have a personal problem with is Hector's Second Forward Smash.

There's a chance that I'll redo it, but not before I'm done with everything else (bug fixes and the other movesets).


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Nao-chan on January 27, 2014, 06:27:22 PM
Yeah, I really need to add that "allow edge grabbing"...

The only one that I have a personal problem with is Hector's Second Forward Smash.

There's a chance that I'll redo it, but not before I'm done with everything else (bug fixes and the other movesets).
Did you do any work on the Final Smash in the update? Because the same problem occurs where he floats up after the second hit in the air.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 27, 2014, 06:48:55 PM
Did you do any work on the Final Smash in the update? Because the same problem occurs where he floats up after the second hit in the air.

Nope. I'm still not sure what you mean.

Do you mean float up like Ike does or something else?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Nao-chan on January 27, 2014, 07:34:51 PM
Nope. I'm still not sure what you mean.

Do you mean float up like Ike does or something else?
I'm uploading a video now. I'll post it when it's done.

Edit: Here You go. It's 6 minutes but shows you all the moves. Plus the glitches.
Fire Emblem: Hector PSA Test for SSBB (http://www.youtube.com/watch?v=-BnMWNZZCSA#ws)
I'd watch it in youtube since you can actually read the annotations better. They don't get cut off. Also there's a bit of me trying to hold back laughter on his Up Air B moves, it just looks so ridiculous.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 28, 2014, 05:44:35 AM
Hmmm. Are you using PM?

Because that might be it. Can you try using regular vBrawl?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Akeno/Archer on January 28, 2014, 05:51:24 AM
I'm uploading a video now. I'll post it when it's done.

Edit: Here You go. It's 6 minutes but shows you all the moves. Plus the glitches.
Fire Emblem: Hector PSA Test for SSBB ([url]http://www.youtube.com/watch?v=-BnMWNZZCSA#ws[/url])
I'd watch it in youtube since you can actually read the annotations better. They don't get cut off. Also there's a bit of me trying to hold back laughter on his Up Air B moves, it just looks so ridiculous.
Hmmm. Are you using PM?

Because that might be it. Can you try using regular vBrawl?
Strange... I don't have the 2 main glitches you mentionned... His skyward Up B and his fall through Air Side B... Though he looks like he teleports when he does his Up B (and you can see it in your video)


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 28, 2014, 05:55:10 AM
The teleport thing happens because the jump is extremely fast. I wanted to match how fast he jumped with Ike's.


Although no one can deny that Hector's the best NBA player ever.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Akeno/Archer on January 28, 2014, 05:57:45 AM
The teleport thing happens because the jump is extremely fast. I wanted to match how fast he jumped with Ike's.
Yea, but that's on the fall part where it's kinda weird though...


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 28, 2014, 06:03:25 AM
Yea, but that's on the fall part where it's kinda weird though...

Probably something with PM. I'd have to edit Ike's PSA from PM to make it work flawlessly on that.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Akeno/Archer on January 28, 2014, 06:04:25 AM
Probably something with PM. I'd have to edit Ike's PSA from PM to make it work flawlessly on that.
I use vBrawl and it does exactly what I mention...


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 28, 2014, 10:05:28 AM
So do/did I. From what I saw, it's intentional/intended/etc. I'm more worried about getting the side b and the final working correctly and I have an idea for the side b. I'm confused as to why the final isn't burying them when I set it to bury them... Oh I got an idea... I'll post back when I update the dropbox link.

Updated the Dropbox link.

Changes Made:

-Counter Stance and Attack are much slower (went from 0.25 FSM to about 0.6 or 0.8 I believe)
-SpecialHi2 has hitboxes right before going down
-SpecialHi2 should be able to grab the ledge
-Eruption now has much more damage and knockback if fully charged
-Front Smash 1 has slightly reduced knockback
-Front Smash 2 has more knockback and moves slightly forward
-Attack 11 and 12 have larger frame speed modifiers
-Final Smash will HOPEFULLY work correctly

No changes made to his SpecialS at all. I'm not sure if the video showed it correctly, but did Hector only spin when the first swing hit? If he spun even if it didn't hit, then I need to add a "If Hitbox connects"

Post Merge: January 28, 2014, 10:33:36 AM
Oh and make sure you download both the fitike.pac and the fitikemotionetc.pac



Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Nao-chan on January 28, 2014, 02:31:06 PM
So do/did I. From what I saw, it's intentional/intended/etc. I'm more worried about getting the side b and the final working correctly and I have an idea for the side b. I'm confused as to why the final isn't burying them when I set it to bury them... Oh I got an idea... I'll post back when I update the dropbox link.

Updated the Dropbox link.

Changes Made:

-Counter Stance and Attack are much slower (went from 0.25 FSM to about 0.6 or 0.8 I believe)
-SpecialHi2 has hitboxes right before going down
-SpecialHi2 should be able to grab the ledge
-Eruption now has much more damage and knockback if fully charged
-Front Smash 1 has slightly reduced knockback
-Front Smash 2 has more knockback and moves slightly forward
-Attack 11 and 12 have larger frame speed modifiers
-Final Smash will HOPEFULLY work correctly

No changes made to his SpecialS at all. I'm not sure if the video showed it correctly, but did Hector only spin when the first swing hit? If he spun even if it didn't hit, then I need to add a "If Hitbox connects"

Post Merge: January 28, 2014, 10:33:36 AM
Oh and make sure you download both the fitike.pac and the fitikemotionetc.pac
Okay, but for some reason I cant get vBrawl to run with codes. Every time I try it wont load what I have on the SD card. I have the Apps, Codes, and Private folders all on the root of the card. I dunno, is there something I'm missing?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 28, 2014, 02:35:05 PM
Okay, but for some reason I cant get vBrawl to run with codes. Every time I try it wont load what I have on the SD card. I have the Apps, Codes, and Private folders all on the root of the card. I dunno, is there something I'm missing?

Does VBrawl just not run period or does it load PM instead?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Nao-chan on January 28, 2014, 02:36:30 PM
Does VBrawl just not run period or does it load PM instead?
It won't load the gecko screen. It acts like it can't read the SD card, even when I have it in there. I don't know what I'm doing wrong. If there's a tutorial out there somewhere on how to do it could you point me to it?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 28, 2014, 03:12:11 PM
I haven't used Gecko in ages...

Maybe the hook you're using is the wrong one or maybe you have codes turned off.

Check the config section on Gecko's menu


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Nao-chan on January 28, 2014, 03:18:47 PM
I haven't used Gecko in ages...

Maybe the hook you're using is the wrong one or maybe you have codes turned off.

Check the config section on Gecko's menu
I'll try.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing!
Post by: Large Leader on January 28, 2014, 03:50:20 PM
I'll try.

Good luck, mate.

Anyone else been able to test the PSA?

Post Merge: January 28, 2014, 04:11:59 PM
Started PSAing Roy today

almost done with the whole moveset outside of the side special and making references in all the moves for his final.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Nao-chan on January 28, 2014, 05:31:54 PM
Good luck, mate.
Anyone else been able to test the PSA?
Okay I got it all figured out. Now I'll start testing him. I'll be back with some info for ya.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Akeno/Archer on January 28, 2014, 05:35:55 PM
Good luck, mate.

Anyone else been able to test the PSA?
Not yet...

Started PSAing Roy today

almost done with the whole moveset outside of the side special and making references in all the moves for his final.
Sounds great!


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Nao-chan on January 28, 2014, 05:58:52 PM
 Okay, it seriously must've been something with PM's physics coding, because he worked just fine this time. No weird flying up glitches or anything.

Now on to business. His specials work fine. and his neutral B damage and knockback are much better. I still didn't notice if you added a sweet spot for higher knockback on his BAir though. I guess I could look at it in BB.

His Up Smash should have a stronger hit at the last bit of the move to knock the enemy skyward. Same with his UAir. Also make either it's re-hit rate closer together or make the hitboxes themselves closer. I don't know how you went about doing the multi-hit with these moves.

One last thing. With his Forward Smash, I think he needs to go a little bit further when he lungs for the second strike. I can try animating it for you to give a better example.

Everything else looks good though. It's much better when glitches aren't in your way.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Large Leader on January 28, 2014, 06:06:03 PM
I'll add more kb in general to his bair.

Yeah, I agree. I'll add another section of hitboxes for the up smash.

Honestly Hector shouldn't even have a two part smash, it should have been one with a starting hitboxes with the last swing lol. I might have forgotten to add the moves character flag.

Post Merge: January 28, 2014, 06:12:08 PM
How did the final smash work?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Nao-chan on January 28, 2014, 06:21:45 PM
How did the final smash work?
It worked just fine. Like I said I think it was PM's physics that were messing it up. But from what I saw today, it worked flawlessly. I'd say add a bit of extra damage to the last strike. But that's up to you.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Large Leader on January 28, 2014, 06:25:28 PM
Was the person you hit buried in the ground?

If you could throw another vid my way, that'd be great.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Nao-chan on January 28, 2014, 06:36:31 PM
Was the person you hit buried in the ground?

If you could throw another vid my way, that'd be great.
No, they just got sent into the air like normal. Where is the Bury Flag I don't see it on the Final End at all?

That video will be a while. But I'll get on it.

One little tip. When you set the frame speed modifier in his counter stance to 0.25x. You should've changed it back to normal speed after the Bit Variable Clear: RA-Bit[17]= false was reached. It makes the move last quite a lot longer than it should. I'd say put it to normal speed at frame 19-20.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Large Leader on January 28, 2014, 06:54:42 PM
The bury flag is in the first hit of the final

And I wanted the move to be slow the whole way through. If you wiff it then you'll be open. If you hit it, then you're rewarded with a giant hit. I might make the multiplier 2x


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Nao-chan on January 28, 2014, 07:08:42 PM
The bury flag is in the first hit of the final
Oh, well the way Ike's FS works is that he hits the enemy in the sky. So you'd have to figure out a way around that part of it to get the bury flag to actually work. If I knew I'd tell you.

Edit: I'm trying to clean up your Forward Smash 2 Animation right now. So far so good. I'll show it to you when I'm done with it.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Lito on January 28, 2014, 08:53:45 PM
So about his up special, turns out I figured out the problem. When he uses Aether it's not the same as Ike's. He will not actually ascend when using Aether leading to some rather silly and pathetic recovers. Down Special in air is Aether with the same problem stated as before. Side special stands in place. To fix the Final Smash I suggest getting rid of the animation that he shares with his up tilt unless you can find a sure way to fix this. Side special should slide if he's running, feels weird otherwise. That's all I could find for now.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Nao-chan on January 28, 2014, 09:37:34 PM
Okay here it is. The secondary Forward Smash animation. I added a few gif's so you can preview it first to see if you want to use it or not.

Imgur doesn't like me so I'm just gonna do it this way instead. The animation is in there as well.
https://www.dropbox.com/sh/ykzywddnqewltqn/9PqrCXBWrC (https://www.dropbox.com/sh/ykzywddnqewltqn/9PqrCXBWrC)


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Large Leader on January 29, 2014, 06:20:35 AM
So about his up special, turns out I figured out the problem. When he uses Aether it's not the same as Ike's. He will not actually ascend when using Aether leading to some rather silly and pathetic recovers.

Is this with the new FitIke.pac that I updated? He still doesn't grab ledges as he goes up? Welp, I've still got a few more ideas.

Quote
Down Special in air is Aether with the same problem stated as before.

Noted

Quote
Side special stands in place.

It's supposed to

Quote
To fix the Final Smash I suggest getting rid of the animation that he shares with his up tilt unless you can find a sure way to fix this.

Yeah, probably should. Otherwise he just ends up jumping back and hitting nothing.

Quote
Side special should slide if he's running, feels weird otherwise. That's all I could find for now.

He's not supposed to slide :P

Okay here it is. The secondary Forward Smash animation. I added a few gif's so you can preview it first to see if you want to use it or not.

Imgur doesn't like me so I'm just gonna do it this way instead. The animation is in there as well.
https://www.dropbox.com/sh/ykzywddnqewltqn/9PqrCXBWrC (https://www.dropbox.com/sh/ykzywddnqewltqn/9PqrCXBWrC)

The biggest change I saw was TransN moving 6 units forward as opposed to my 2 :P

I'll probably end up completely redoing the animation later on (probably after he's released).

Just need to figure out why he's not burying people.

Post Merge: January 29, 2014, 06:57:38 AM
Okay, just to make sure.

Hector's final DOES NOT BURY and sends the opponent into the air, correct?

Post Merge: January 29, 2014, 02:02:18 PM
Okay, I should need at least 20 more minutes of working on Roy's psa before he's done.

Who wants to test him when he's done?


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy will need testers!
Post by: Nao-chan on January 29, 2014, 02:38:45 PM
The biggest change I saw was TransN moving 6 units forward as opposed to my 2 :P

I'll probably end up completely redoing the animation later on (probably after he's released).
I also completely re animated his arms, hands, and fingers so he's always holding the axe, and so the swing itself was centered more so it can hit farther. Also animated his legs towards the end to make him look like he's stepping back into his Wait1 position. And yes I moved him forward just a bit more for reach and connectivity purposes. He looks pretty good in game though. It took me a little over an hour to do. But it's up to you if you use it or not. Just trying to help.

Okay, I should need at least 20 more minutes of working on Roy's psa before he's done.

Who wants to test him when he's done?
I'll test him for you. Is he on PM or did you port him on vBrawl? Just so I know what to test him with.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy will need testers!
Post by: Large Leader on January 29, 2014, 02:41:13 PM
Always on vBrawl. Over Marth.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy will need testers!
Post by: Nao-chan on January 29, 2014, 02:47:49 PM
Always on vBrawl. Over Marth.
Alright, just needed to make sure. Should be interesting though.


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy will need testers!
Post by: Large Leader on January 29, 2014, 02:49:33 PM
I really hope that the side special works, lol

I need to dig into Eldiran's Zero PSA to see how he did the transformation.

Post Merge: January 29, 2014, 05:35:11 PM
Jesus Christ, I just got my mind blown.

There was SUCH an easier way to get Skyward Strike to work...

Going to throw up a quick poll seeing as Lyn is the obvious winner lol


Title: Re: Drogoth's Fire Emblem PSAs! Hector only needs testing! Roy's almost done!
Post by: Lito on January 29, 2014, 05:36:29 PM
Is this with the new FitIke.pac that I updated? He still doesn't grab ledges as he goes up? Welp, I've still got a few more ideas.

Noted

It's supposed to

Yeah, probably should. Otherwise he just ends up jumping back and hitting nothing.

He's not supposed to slide :P

The biggest change I saw was TransN moving 6 units forward as opposed to my 2 :P

I'll probably end up completely redoing the animation later on (probably after he's released).

Just need to figure out why he's not burying people.

Post Merge: January 29, 2014, 06:57:38 AM
Okay, just to make sure.

Hector's final DOES NOT BURY and sends the opponent into the air, correct?

Post Merge: January 29, 2014, 02:02:18 PM
Okay, I should need at least 20 more minutes of working on Roy's psa before he's done.

Who wants to test him when he's done?

About Side Special: Oops.

About up special: Nono, the problem is that he doesn't move upwards at all, it just looks like he does but the reality is that he doesn't. It's like he teleports upwards and then teleports to the same spot he was without even ascending a bit. If you use his up special below a ledge he won't move up the ledge either. Whether that's intentional or not, it's weird. I'm not saying fix it, just giving my two cents on it.

Edit: I'll test out Roy. Just count me in for all of your tests.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 29, 2014, 05:43:45 PM
About up special: Nono, the problem is that he doesn't move upwards at all, it just looks like he does but the reality is that he doesn't. It's like he teleports upwards and then teleports to the same spot he was without even ascending a bit. If you use his up special below a ledge he won't move up the ledge either. Whether that's intentional or not, it's weird. I'm not saying fix it, just giving my two cents on it.

That's... really odd. I've never had a problem with the TransN bone not correctly doing stuff. Maybe I'll try moving the HipN bone, instead. Definitely not intentional.

Quote
Edit: I'll test out Roy. Just count me in for all of your tests.

I'd prefer if you posted every time.

Easier for me to make sure that I sent out the file to the people who want to test it and not miss anyone.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Nao-chan on January 29, 2014, 05:48:13 PM
That's... really odd. I've never had a problem with the TransN bone not correctly doing stuff. Maybe I'll try moving the HipN bone, instead. Definitely not intentional.

I'd prefer if you posted every time.

Easier for me to make sure that I sent out the file to the people who want to test it and not miss anyone.
Did you finish your work on Roy? Cause I already said I'd test him earlier. Just wondering.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 29, 2014, 05:48:51 PM
As soon as I get results from the poll, I'll edit the PSA. At which point he'll be done and just need testing.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Nao-chan on January 29, 2014, 05:52:12 PM
As soon as I get results from the poll, I'll edit the PSA. At which point he'll be done and just need testing.
Wow, I'm the only one that voted so far? Huh.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 29, 2014, 05:53:49 PM
The poll was set up almost five minutes ago lol

I don't expect many people to vote that fast, if at all.

If 1 Slash wins, then Roy's release might be delayed for like... an extra hour at most lol


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Nao-chan on January 29, 2014, 06:03:45 PM
Oh I didn't know you put it up just now. Haha oops. Oh well, so far it's tied 1 to 1.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 29, 2014, 06:06:13 PM
It'll probably take at least a week before all the votes are in.

I'll probably start working on Lyn at that time.

Then I have to re-rig the model for Sothe. Then start rigging up Volke and Sothe (as a Whisper). And THEN start working on the Jaffar PSA.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Nao-chan on January 29, 2014, 06:11:14 PM
It'll probably take at least a week before all the votes are in.

I'll probably start working on Lyn at that time.

Then I have to re-rig the model for Sothe. Then start rigging up Volke and Sothe (as a Whisper). And THEN start working on the Jaffar PSA.
That is quite a lot you have on your plate. Sheesh.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 29, 2014, 06:15:48 PM
Thankfully, auto rig does most of the work for me. It's just the small pieces and bits that I have to fix.

And sometimes whole legs :P

When this poll is done, I'll have another poll up asking whether to have Lyn over Link or Marth.

And as much as it pains me to say it, I'll probably have to redo the PSA for Skyward Sword Link...


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Nao-chan on January 29, 2014, 06:26:30 PM
And as much as it pains me to say it, I'll probably have to redo the PSA for Skyward Sword Link...
Is it cause of the way you found out how to redo the skyward strike?


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 29, 2014, 07:30:29 PM
Is it cause of the way you found out how to redo the skyward strike?

Yeah

Whether or not the graphic will show up is a different question lol


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Lito on January 29, 2014, 07:57:00 PM
That's... really odd. I've never had a problem with the TransN bone not correctly doing stuff. Maybe I'll try moving the HipN bone, instead. Definitely not intentional.

I'd prefer if you posted every time.

Easier for me to make sure that I sent out the file to the people who want to test it and not miss anyone.

I'll gladly post with no problem. I was just giving you a heads up that I will definitely assist you no matter what.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 30, 2014, 06:36:14 AM
I'll gladly post with no problem. I was just giving you a heads up that I will definitely assist you no matter what.

Appreciate it, mate.

Bumping the thread so that the poll will get more attention. Honestly, that's the only thing holding back Roy from being completed.

That and making sure his side special works.

Will start working on Lyn today, I guess. Just wish I could figure out what was wrong with Hector's final.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Nao-chan on January 30, 2014, 11:39:19 AM
 So you wanted the first initial strike of Hectors Final Smash to Bury the enemy? I might test something out later with him to see if it works. Just an idea I had.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 30, 2014, 11:44:55 AM
So you wanted the first initial strike of Hectors Final Smash to Bury the enemy? I might test something out later with him to see if it works. Just an idea I had.

Go for it, at this point I'll take any help that I can get with it.

Post Merge: January 30, 2014, 12:24:16 PM
Alright so I just took a quick glance at Lyn's model that's on the vault...

Nintendo did a terrible job making her. Even for an assist trophy she looks absolutely terrible.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Nao-chan on January 30, 2014, 01:01:05 PM
Go for it, at this point I'll take any help that I can get with it.

Post Merge: January 30, 2014, 12:24:16 PM
Alright so I just took a quick glance at Lyn's model that's on the vault...

Nintendo did a terrible job making her. Even for an assist trophy she looks absolutely terrible.
Maybe someone did a decent job on recreating her in some model resource site or something?


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Akeno/Archer on January 30, 2014, 01:13:33 PM
Go for it, at this point I'll take any help that I can get with it.

Post Merge: January 30, 2014, 12:24:16 PM
Alright so I just took a quick glance at Lyn's model that's on the vault...

Nintendo did a terrible job making her. Even for an assist trophy she looks absolutely terrible.
Well... You'll have to use the scale button like a boss... Or wait for another model...

Maybe someone did a decent job on recreating her in some model resource site or something?
I'd like to see one... Because the one from Brawl is... Like drogoth said... Terrible...


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 30, 2014, 01:33:28 PM
Well... You'll have to use the scale button like a boss... Or wait for another model...
I'd like to see one... Because the one from Brawl is... Like drogoth said... Terrible...

What's there to scale? lol

Maybe the trophy model of Lyn, but I doubt that's any better.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Akeno/Archer on January 30, 2014, 01:39:43 PM
What's there to scale? lol

Maybe the trophy model of Lyn, but I doubt that's any better.
Well y'know? Make animations like Mario, using the scale button, for these sheety-elbows and such... Lol...


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 30, 2014, 02:08:18 PM
Well y'know? Make animations like Mario, using the scale button, for these sheety-elbows and such... Lol...

I was using the model rigged by Beyond (over Link) and the other one (forgot who it was by, but it was over Marth).

They were both Brawl's Assist Trophy model.

They both were terrible models (but awesome rigs).

Looking for MMD models of Lyn, but I'm finding the same Brawl Assist Trophy as before.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Akeno/Archer on January 30, 2014, 02:53:36 PM
I was using the model rigged by Beyond (over Link) and the other one (forgot who it was by, but it was over Marth).

They were both Brawl's Assist Trophy model.

They both were terrible models (but awesome rigs).

Looking for MMD models of Lyn, but I'm finding the same Brawl Assist Trophy as before.
Yea... I looked around a bit to find her... I failed...


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll!
Post by: Large Leader on January 31, 2014, 05:35:55 AM
Yea... I looked around a bit to find her... I failed...

Same here.

I'd love to PSA Lyn, but not with a model like that..

Alright guys, I've moved OOT Link back into Project from being on hold. Hopefully he doesn't give me any trouble.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: law_law on January 31, 2014, 07:21:13 PM
Hector is my fave FE character of all time.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Jade_Rock on January 31, 2014, 08:13:40 PM
Can I test Roy?


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Lito on January 31, 2014, 09:57:58 PM
I'm down for testing Roy. Send him when you can.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Large Leader on February 01, 2014, 08:17:05 AM
Hector is my fave FE character of all time.

It couldn't have been done without you and Tormod. I owe a lot to you two!

Can I test Roy?
I'm down for testing Roy. Send him when you can.

As soon as the poll has a definitive winner ;)

That's the only thing holding Roy back :P


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Akeno/Archer on February 01, 2014, 08:40:18 AM
Same for me :P

When do you end the poll time (I voted 5 slashes, personnaly)


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Large Leader on February 01, 2014, 08:53:58 AM
Usually after a week, whoever gets the most votes. If its still a tie, it will be decided whenever one. Of the two tied options gets the first vote.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Akeno/Archer on February 01, 2014, 09:11:52 AM
Usually after a week, whoever gets the most votes. If its still a tie, it will be decided whenever one. Of the two tied options gets the first vote.
I see... Owell... Hope the 2nd option will have the most votes >D


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Large Leader on February 01, 2014, 09:16:49 AM
We'll see what the outcome is lol

Technically 1 slash is winning (I had some irl friends vote too) and it ended up being 1 vote ahead of 5 slashes :P

And the gifs of Link in the OP are still WIPs. I realllllly need to work on Din's Fire.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Nao-chan on February 01, 2014, 11:56:07 AM
Well I already said it earlier but when the poll is done I'll test out Roy for you as well. The more feedback the better right?


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Large Leader on February 01, 2014, 12:37:49 PM
Definitely, and since I doubt Roy's going to have a ton of bugs, ill need feedback on balancing.

I might also work on a PM version of Hector.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Nao-chan on February 01, 2014, 01:31:14 PM
Cool, sounds good.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Akeno/Archer on February 01, 2014, 01:55:10 PM
Definitely, and since I doubt Roy's going to have a ton of bugs, ill need feedback on balancing.

I might also work on a PM version of Hector.
Well... Not everyone is doing PSAs for Project M... Definitely a good idea...
Als, if you need advices for balancing, you know you can count on me ;)


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: KingJigglypuff on February 01, 2014, 01:55:46 PM
Your Link Animations seem good, but you'll need to do some work on foot placement.


Title: Re: Drogoth's Fire Emblem PSAs! Hector and Roy need testers! New Poll! New Link GIFS
Post by: Large Leader on February 01, 2014, 04:41:15 PM
Project M has such a higher play rate that not making versions for it would be more detrimental than the trouble of going through and making it lol

Yeah, the foot placement is absolutely terrible. Its far from done, and I personally hate looking at it. Only reason I deal with it is because that's all I had time to do.

Stay tuned folks.

EDIT

Decided to end the poll early (it looks like 5 slashes wins). New poll in the OP. Made a new animation for Din's Fire and edited the old one so it looks a bit better. Also polished up the Nayru's Love animation.


Title: Re: Drogoth's PSAs! Hector and Roy need testers! New Poll! New OoT Link GIFS!
Post by: Jade_Rock on February 01, 2014, 11:32:07 PM
Teleporting spin attack also it's faster than his side smash so it seems it would be more useful.


Title: Re: Drogoth's PSAs! Hector and Roy need testers! New Poll! New OoT Link GIFS!
Post by: Akeno/Archer on February 02, 2014, 03:19:20 AM
Project M has such a higher play rate that not making versions for it would be more detrimental than the trouble of going through and making it lol

Yeah, the foot placement is absolutely terrible. Its far from done, and I personally hate looking at it. Only reason I deal with it is because that's all I had time to do.

Stay tuned folks.

EDIT

Decided to end the poll early (it looks like 5 slashes wins). New poll in the OP. Made a new animation for Din's Fire and edited the old one so it looks a bit better. Also polished up the Nayru's Love animation.
Yes! And for the poll... The new side smash idea is interesting... I voted for it ;D


Title: Re: Drogoth's PSAs! Hector and Roy need testers! New Poll! New OoT Link GIFS!
Post by: Nao-chan on February 02, 2014, 03:48:59 AM
Yes! And for the poll... The new side smash idea is interesting... I voted for it ;D
So did I. I thought it would be an interesting idea to mix up the battle. and keep a good combo going as well.


Title: Re: Drogoth's PSAs! Hector and Roy need testers! New Poll! New OoT Link GIFS!
Post by: Large Leader on February 02, 2014, 07:37:58 AM
Yes! And for the poll... The new side smash idea is interesting... I voted for it ;D
So did I. I thought it would be an interesting idea to mix up the battle. and keep a good combo going as well.

I don't know which one of you two it was, but it looks like you voted incorrectly :P


Title: Re: Drogoth's PSAs! Hector and Roy need testers! New Poll! New OoT Link GIFS!
Post by: Akeno/Archer on February 02, 2014, 08:25:29 AM
I don't know which one of you two it was, but it looks like you voted incorrectly :P
I think it was me... Meh... whatever... I like the 2nd idea too :P


Title: Re: Drogoth's PSAs! Hector and Roy need testers! New Poll! New OoT Link GIFS!
Post by: Large Leader on February 02, 2014, 11:05:08 AM
Finished up Links's new down tilt and backflip back dodge. I've been currently thinking of different ways to incorporate all of OoT Link's slashes.

I don't know if I should include all these ideas I'm having or not. This was supposed to be Magic Power Link not Everything-Link-did-as-an-adult Link :P

Edit
Bump

Sent all the Roy files to the testers.

Remember to rename "Roy" to "Marth" and all the files.

Edit
Bump again

Finished the deku nut throw animation, jump attack, new forward tilts, two new attack 11, 12, and 13 sets.

Will work on making Link walk back and forth when he charges his up B on the ground and giving him a different charge up and spin animation, along with a special animation that plays when he charges up his spin attack.

Will probably be borrowing Tormod's animations for FD Link's waits.

Hmmm, I'm thinking about making Farore's Wind his front smash with a new animation. Unfortunately, I might have to make him only have one front smash for balancing purposes.


Title: Re: Drogoth's PSAs! Hector and Roy need testers! New Poll! New OoT Link GIFS!
Post by: Nao-chan on February 03, 2014, 08:17:02 PM
 Okay I just got done testing Roy. Not too bad. I like what you did. But I couldn't test everything.

Things that don't work: His Up B, and UAir B. They dont get the chance to use the hitboxes because of the infinite loop you put just before them. Then he goes into his Wait1 Pose if you press B again. You can't move once this occurs. Unless you keep the momentum from the move itself. But you just slide from one end to the other until you reach a cliff or the end of the stage. Then you go into immediate special fall.  You'll see what I mean in much greater detail once I upload the video. His FS crashes the game, so I couldn't test that at all.

His Side B only does one strike that dizzies the enemy. I don't know if you wanted it to connect to another move or not.

Okay now for the moves that need some slight changes.

His Neutral B needs 1.) to be slower 2.) to have more range and 3.) the SFX and GFX need to match the pace of the move. They come too early, before you even strike.

Also you seemed to have not given him very many Fire based attacks. I think his Neutral B, Up B, and Down B need to have fire added to them with the according GFX and SFX to go with them. Also his Down B should have more knockback to it. He was stronger than Marth in that regard.

Other than that he's good. I would suggest changing his BAir animation though. It looks so out of place for him. Or at least modify it a little so his legs aren't sticking out so much.

I'll post the video soon. I'll edit this post when it's done.

Edit: Okay here's the video.
http://www.youtube.com/watch?v=U_bYlMbS9OM

The Flare Blade doesn't send out a secondary attack wave at all. The FS crashes once you press B when you have the Smash Ball.

I can test or even add some SFX and GFX for you in BrawlBox myself. I already did for his taunts and wins.


Title: Re: Drogoth's PSAs! Hector and Roy need testers! New Poll! New OoT Link GIFS!
Post by: Large Leader on February 03, 2014, 08:57:01 PM

Things that don't work: His Up B, and UAir B. They dont get the chance to use the hitboxes because of the infinite loop you put just before them. Then he goes into his Wait1 Pose if you press B again. You can't move once this occurs. Unless you keep the momentum from the move itself. But you just slide from one end to the other until you reach a cliff or the end of the stage. Then you go into immediate special fall.  You'll see what I mean in much greater detail once I upload the video.

Bleh, then my idea didn't work... Oh well.

Quote
His FS crashes the game, so I couldn't test that at all.

At what part? Immediately after you activate it or what?

Quote
His Side B only does one strike that dizzies the enemy. I don't know if you wanted it to connect to another move or not.

Nope, but at least know that works almost perfectly.
Quote
Okay now for the moves that need some slight changes.

His Neutral B needs 1.) to be slower 2.) to have more range and 3.) the SFX and GFX need to match the pace of the move. They come too early, before you even strike.

I don't have an sd card, I can't really test the sfx and gfx... Yet

Although, the range thing... Does flare blade not send out a ranged hitbox?

Quote
Also you seemed to have not given him very many Fire based attacks. I think his Neutral B, Up B, and Down B need to have fire added to them with the according GFX and SFX to go with them. Also his Down B should have more knockback to it. He was stronger than Marth in that regard.

Yeah, plan to add fire in soon. Just wanted to see if this stuff worked
Quote
Other than that he's good. I would suggest changing his BAir animation though. It looks so out of place for him. Or at least modify it a little so his legs aren't sticking out so much.

Noted
Quote
I'll post the video soon. I'll edit this post when it's done.
Awesome


Title: Re: Drogoth's PSAs! Hector and Roy need testers! New Poll! New OoT Link GIFS!
Post by: Nao-chan on February 03, 2014, 09:33:58 PM
 Okay video's up. It's in my previous post.


Title: Re: Drogoth's PSAs! Hector and Roy need testers! New Poll! New OoT Link GIFS!
Post by: Large Leader on February 04, 2014, 07:29:10 AM
Updated the dropbox link with the new FitRoy.pac

The SpecialHi should work correctly, or at least I hope so. As should the Side Special and the Final Smash.

Haven't made any other changes so far. Will probably add a frame speed modifier to the up smash, slow down the Flare Blade Slash, and make sure the hitboxes are hitting correctly on Flare Blade.

Post Merge: February 04, 2014, 07:57:53 AM
Updated the Dropbox Link.

Added all of the above fixes, except for the correct hitboxes. I don't really know why they aren't correctly hitting. Probably need to check the frames where the hit first starts to come out.

Post Merge: February 04, 2014, 04:33:44 PM
Alright, so I made new animations for Link's Side Smash (Farore's Wind)

If all the coding is done correctly, he should be able to do Farore's Wind in all four directions (Up, Down, Left, and Right).

I also remade Link's animation from OOT for when he is at low health.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 04, 2014, 04:47:02 PM
 Alright I'll get on testing Roy again.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 04, 2014, 05:05:56 PM
Awesome.

I think OoT Link might be the fastest I've worked on a hack lol.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 05, 2014, 03:34:37 AM
Okay, Roy seems to be the same as before. The Up B still performs the same way as last time, where he goes into invincible Wait1 animation and stays that way. Also there are no hitboxes.

His Side B is better, but the connecting hitbox is hard to actually achieve to go into the next strike. I've only gotten to the second hit. Cant really get it to work smoothly.

His Final Smash doesn't crash the game anymore, but it's still broken. Now he just goes into Wait1 like his Up B, but this time he's completely intangible. You walk right through him. He just gets stuck there and you cant move at all. Meaning the match wont end until you restart it.

The Neutral B seems to have the same issue where the fire wave doesn't come out. I saw the hitbox in Brawl Box but when I used it in-game it wasn't there.

All his normal moves are fine, except that you seemed to have mistakenly slowed down his Down Smash to a ridiculous amount, and not his Up Smash. Other than that, the normal moves work as intended. I would say that some of the animations would need a touch up though. His Dash Attack in particular. I could do that for you if you want.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 05, 2014, 05:24:43 AM
Okay, Roy seems to be the same as before. The Up B still performs the same way as last time, where he goes into invincible Wait1 animation and stays that way. Also there are no hitboxes.

Alright, I'll scrap my idea for the up-B and just leave it like Marths.
Quote
His Side B is better, but the connecting hitbox is hard to actually achieve to go into the next strike. I've only gotten to the second hit. Cant really get it to work smoothly.

Yeah, definitely need to add more time so you can go to the next hit.

Quote
His Final Smash doesn't crash the game anymore, but it's still broken. Now he just goes into Wait1 like his Up B, but this time he's completely intangible. You walk right through him. He just gets stuck there and you cant move at all. Meaning the match wont end until you restart it.

Interesting... I might know why.

Quote
The Neutral B seems to have the same issue where the fire wave doesn't come out. I saw the hitbox in Brawl Box but when I used it in-game it wasn't there.

Did you hit someone with the sword first? Or did you try to hit from a distance?

Quote
All his normal moves are fine, except that you seemed to have mistakenly slowed down his Down Smash to a ridiculous amount, and not his Up Smash. Other than that, the normal moves work as intended. I would say that some of the animations would need a touch up though. His Dash Attack in particular. I could do that for you if you want.

Didn't mean to slow the down smash too much and I'm going to remake the animation for his up smash and dash attack.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 05, 2014, 06:18:45 AM
Did you hit someone with the sword first? Or did you try to hit from a distance?

With the Flare Blade attack, I tried both. From a distance and up close. It didn't work right. The sword hitboxes were there though.

Alright, I'll scrap my idea for the up-B and just leave it like Marths.

For his Up B, what exactly were you trying to do with it? I'm intrigued. Also try to make it a multi hit fire attack.



Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 05, 2014, 06:22:37 AM
With the Flare Blade attack, I tried both. From a distance and up close. It didn't work right. The sword hitboxes were there though.

That's interesting... Maybe I'll just leave both hitboxes there.

Quote
For his Up B, what exactly were you trying to do with it? I'm intrigued. Also try to make it a multi hit fire attack.

So that if you pressed B a little bit before Roy jumped, you could charge it for a little bit and perform a stronger version of the attack (using Thany's De-cloned Roy's Up B animation). I'm pretty sure I can get it to work, now that I looked at the code again (for some reason, it didn't save my changes and was left the same).

Updated the link again, this time only the FitRoy MostRecent is the one that needs to be downloaded. The Side Special should (in theory) continue on with the combo, I believe the up special should be fixed (if the program saved it...), and the final smash should be working correctly.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 05, 2014, 06:33:54 AM
So that if you pressed B a little bit before Roy jumped, you could charge it for a little bit and perform a stronger version of the attack (using Thany's De-cloned Roy's Up B animation). I'm pretty sure I can get it to work, now that I looked at the code again (for some reason, it didn't save my changes and was left the same).

Updated the link again, this time only the FitRoy MostRecent is the one that needs to be downloaded. The Side Special should (in theory) continue on with the combo, I believe the up special should be fixed (if the program saved it...), and the final smash should be working correctly.
Okay, that would actually be pretty awesome if you can get it to work.

I'll test him now and see if it saved your work this time.


Edit: Alright, well the Final Smash has gone back to crashing the game upon activation. The Up B still doesn't work. Same problem occurs as before. His Side B works, but still hard to connect. I think I know why though hold on and let me check something... Okay, do you need to have the Set Loop on the SpecialS1 to be infinite for the move to transition to the next?

Post Merge: February 05, 2014, 09:05:48 AM
I've been trying to work on some methods to get your ideas to work, with Brawl Box. So far I haven't been successful but I'm still trying.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 05, 2014, 09:10:54 AM
Okay, that would actually be pretty awesome if you can get it to work.

I'll test him now and see if it saved your work this time.


Edit: Alright, well the Final Smash has gone back to crashing the game upon activation. The Up B still doesn't work. Same problem occurs as before. His Side B works, but still hard to connect. I think I know why though hold on and let me check something... Okay, do you need to have the Set Loop on the SpecialS1 to be infinite for the move to transition to the next?

Post Merge: February 05, 2014, 09:05:48 AM
I've been trying to work on some methods to get your ideas to work, with Brawl Box. So far I haven't been successful but I'm still trying.

Alright, I still have ideas to get the final smash to work.

Might just make the Up B not throw him into special fall if all the hits connect.

And yeah, you need the infinite loop for it to work for some odd reason. What hit can you get to before the combo stops?


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 05, 2014, 09:26:02 AM
The second one. Which is annoying, because the only way it starts up the second hit is if the opponent is right on top of me. The only hitbox that seems to apply to the If statement is the LShoulderN Bone one.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Akeno/Archer on February 05, 2014, 09:29:37 AM
Alright, I still have ideas to get the final smash to work.

Might just make the Up B not throw him into special fall if all the hits connect.

And yeah, you need the infinite loop for it to work for some odd reason. What hit can you get to before the combo stops?
1st one only... And the 2nd if playing in slow motion free for all...


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 05, 2014, 09:32:48 AM
Okay I got the SpecialHi to transition to your new SpecialHiStart animation but cant get it to go to the loop charging animation. Also you didn't seem to have any hitboxes on your SpecialHiFullCharge animation. So I added some for you. Also updated some of the animations, and effects. His SFX and GFX. I can send the files to you so you dont need to edit all of them.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 05, 2014, 09:39:03 AM
Okay I got the SpecialHi to transition to your new SpecialHiStart animation but cant get it to go to the loop charging animation.

Don't worry about it. I want Roy to be really easy to pick up. Thinking back on it, I don't think anyone who just picked him up would know that he could charge his SpecialHi to begin with. Allowing SpecialHi interrupt into any aerial attack would be much more visible and open up more room for combos and stuffs.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 05, 2014, 09:47:32 AM
Don't worry about it. I want Roy to be really easy to pick up. Thinking back on it, I don't think anyone who just picked him up would know that he could charge his SpecialHi to begin with. Allowing SpecialHi interrupt into any aerial attack would be much more visible and open up more room for combos and stuffs.
Yeah I suppose. Do you want the extra GFX and SFX stuff I worked on? It looks pretty good, so far anyway. I haven't put any fire GFX on him yet though. But I can if you want. It wouldn't take that long.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 05, 2014, 10:15:23 AM
Yeah I suppose. Do you want the extra GFX and SFX stuff I worked on? It looks pretty good, so far anyway. I haven't put any fire GFX on him yet though. But I can if you want. It wouldn't take that long.

I just got my sd card so I'll be able to do some testing by myself. Albeit I need to learn how to use gecko.

But if you alreadu got it done, then I'll happily take it off your hands.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 05, 2014, 10:26:54 AM
Alright here you go, glad I could help.
https://www.dropbox.com/sh/1qkucm7ytm6aka5/0ZOllE8JVD (https://www.dropbox.com/sh/1qkucm7ytm6aka5/0ZOllE8JVD)


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 05, 2014, 11:08:23 AM
Alright here you go, glad I could help.
https://www.dropbox.com/sh/1qkucm7ytm6aka5/0ZOllE8JVD (https://www.dropbox.com/sh/1qkucm7ytm6aka5/0ZOllE8JVD)

The pac that's in the download, is it the most updated one or an older one?


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 05, 2014, 11:13:27 AM
 It's the most recent one you gave me.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 05, 2014, 12:41:06 PM
Alright, thanks.

I don't wanna add too much fire gfx to Roy because it just seems too overdone. I just want to add fire to some of his skills, mainly his Flare Blade, Final Smash, and his Final Smash enhanced strikes.

Post Merge: February 05, 2014, 01:54:55 PM
Updated Roy... again.

I just realized that the 3rd, 4th, and 5th hits of Roy's side special were Button Pressed instead of Button Press. Changed that.

Removed the charge up idea from Roy's Up Special, so that should work without a problem.

Hopefully, the final smash will work.

No fire gfx or sfx were added this time.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 05, 2014, 11:16:14 PM
Did you use the FitMotion file I gave you? Because when I re-downloaded it, it was the old one without my changes.

Did you figure out how to get the Flare Blade to have that fire wave work at all? I couldn't figure it out.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: OmegaS3 on February 05, 2014, 11:31:54 PM
Did you use the FitMotion file I gave you? Because when I re-downloaded it, it was the old one without my changes.

Did you figure out how to get the Flare Blade to have that fire wave work at all? I couldn't figure it out.
Kienamaru's Roy Fusion has a flare blade that shoots a wave of fire. Look at that as a base


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 05, 2014, 11:57:40 PM
Kienamaru's Roy Fusion has a flare blade that shoots a wave of fire. Look at that as a base
Is it in the Vault now? Or would I need to ask him for it?

Edit: Never mind I think I have his Prince Roy PSA already.

Post Merge: February 06, 2014, 04:49:07 AM
I tested the update, Good news! the Side B works! Only one problem though, only the first and last hit does damage the other 3 don't hit the opponent at all for some reason. The FS still crashes but I don't know if you did anything with it yet. Up B works fine, but I'd replace it with what I did for the charged version. Replace the animation too, to go with it.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 05:33:03 AM
Kienamaru's Roy Fusion has a flare blade that shoots a wave of fire. Look at that as a base

I'm trying to do something different though. If it was just the fire wave, it'd be easy.

I tested the update, Good news! the Side B works! Only one problem though, only the first and last hit does damage the other 3 don't hit the opponent at all for some reason. The FS still crashes but I don't know if you did anything with it yet. Up B works fine, but I'd replace it with what I did for the charged version. Replace the animation too, to go with it.

Huh, don't know why the side b would do that.

Ill take a loook at SDooms's Cloud and see what he did.

And I already told you my decision on the up b :P
The reason being that when I was playing EY's Grey Fox, I didn't even know that pressing A and B together would make him do the attack100 in the air. Really killed it for me.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 06, 2014, 06:16:26 AM
I'm trying to do something different though. If it was just the fire wave, it'd be easy.

Huh, don't know why the side b would do that.

Ill take a loook at SDooms's Cloud and see what he did.

And I already told you my decision on the up b :P
The reason being that when I was playing EY's Grey Fox, I didn't even know that pressing A and B together would make him do the attack100 in the air. Really killed it for me.
I didn't mean to make it charge up. I just meant swap out that animation and replace his normal SpecialHi one with it. Then make it a multi-hit fire attack. Which would be easy to copy paste what I did on it already.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 07:25:33 AM
I didn't mean to make it charge up. I just meant swap out that animation and replace his normal SpecialHi one with it. Then make it a multi-hit fire attack. Which would be easy to copy paste what I did on it already.

I thought about it when I first started making the PSA, but I don't want to add too much visual noise to the move. Just want something simple.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 06, 2014, 07:41:21 AM
I thought about it when I first started making the PSA, but I don't want to add too much visual noise to the move. Just want something simple.
Ah, alright I see what you mean.

Was it you that posted on my Ike PSA on YouTube? About the animations I used.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 07:43:44 AM
Ah, alright I see what you mean.

Was it you that posted on my Ike PSA on YouTube? About the animations I used.

Yeah, that was me lol


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 06, 2014, 07:46:33 AM
Yeah, that was me lol
I had a feeling it was. The animations were good ideas. That's why I used them. I was thinking of doing an upward strike for Ike's counter on the ground, as an anti-air move of sorts. Its very useful against jump attackers.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 07:48:10 AM
I had a feeling it was. The animations were good ideas. That's why I used them. I was thinking of doing an upward strike for Ike's counter on the ground, as an anti-air move of sorts. Its very useful against jump attackers.

I don't mind that you used the, just make sure to collab me for the animations.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 06, 2014, 07:50:20 AM
I don't mind that you used the, just make sure to collab me for the animations.
I'll make sure to update my hack as a collab, later on today though. Haven't slept all night. I'm getting tired.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 08:09:54 AM
Alright

Looked over at DO's Ichigo and have an idea as to what I need to do for the final.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Akeno/Archer on February 06, 2014, 08:31:30 AM
Alright

Looked over at DO's Ichigo and have an idea as to what I need to do for the final.
It's gonna be flashy it you took your idea from one of DO's PSA :D


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 08:49:35 AM
It's gonna be flashy it you took your idea from one of DO's PSA :D

It was probably the least flashiest thing that DO ever did.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Akeno/Archer on February 06, 2014, 08:52:27 AM
It was probably the least flashiest thing that DO ever did.
Lol... I didn't play with all of them, so I'm not sure...
I like how your avi makes your posts better xD
Looks like you laughed before replying...


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 09:14:00 AM
Lol... I didn't play with all of them, so I'm not sure...
I like how your avi makes your posts better xD
Looks like you laughed before replying...

I try :P

Updated the dropbox again.

Hopefully the final will work. I used the coding that DO did for the Action Script but not for the Subaction Script. If it doesn't work now, I'll replicate the Subaction coding. And if it STILL doesn't work, then I'll think of something :P


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Akeno/Archer on February 06, 2014, 09:39:15 AM
I try :P

Updated the dropbox again.

Hopefully the final will work. I used the coding that DO did for the Action Script but not for the Subaction Script. If it doesn't work now, I'll replicate the Subaction coding. And if it STILL doesn't work, then I'll think of something :P
Lol... Ahem... I think you never posted the Dropbox link on your thread... Or it was some pages ago... not sure...
Anyway, I'll test him tomorrow if you want me to... Not able to use Wii right now...


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 09:42:41 AM
Lol... Ahem... I think you never posted the Dropbox link on your thread... Or it was some pages ago... not sure...
Anyway, I'll test him tomorrow if you want me to... Not able to use Wii right now...

I PM'd you the dropbox link :P


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Akeno/Archer on February 06, 2014, 11:02:20 AM
I PM'd you the dropbox link :P
Lol, yea ^^'
My bad...


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 03:50:50 PM
No problem.

Just need that feedback ;)


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 06, 2014, 05:24:08 PM
No problem.

Just need that feedback ;)
I'll get right on that!


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 05:36:06 PM
I'll get right on that!

Awesome.

Drafting up ideas for Ephiriam from Sacred Stones. He might only be a small psa/animation change in comparison to Hector and Roy.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 06, 2014, 07:23:49 PM
 I tested your Roy again just before I went and tested Chrom. Did you forget to change his Up B or something? He goes into SpecialFall and he's invincible again while doing it. The FS still crashes and the 2nd- 4th Side B attacks still don't have hitboxes. Also all the SFX and GFX stuff I did wasn't there either. Did you use one of the older .pac's to start from?


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 07:55:51 PM
I tested your Roy again just before I went and tested Chrom. Did you forget to change his Up B or something? He goes into SpecialFall and he's invincible again while doing it. The FS still crashes and the 2nd- 4th Side B attacks still don't have hitboxes. Also all the SFX and GFX stuff I did wasn't there either. Did you use one of the older .pac's to start from?

No, I don't believe I used the old one :/

Used the one that you sent over...


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 06, 2014, 07:58:57 PM
No, I don't believe I used the old one :/

Used the one that you sent over...
Well that's odd. I could check it again but I could've sworn a lot of things were like the older versions you used before.

Okay Try re downloading the FitMarth.pac It should be the right one now. Just add your new stuff to it and I'll test him out for ya.
https://www.dropbox.com/sh/1qkucm7ytm6aka5/0ZOllE8JVD (https://www.dropbox.com/sh/1qkucm7ytm6aka5/0ZOllE8JVD)


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 06, 2014, 08:25:35 PM
I'll get to it tomorrow at around 1 EST. Always get home late on Tuesdays and Thursdays.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 06, 2014, 08:28:42 PM
I'll get to it tomorrow at around 1 EST. Always get home late on Tuesdays and Thursdays.
That's fine by me. Whenever you have the time.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 06:28:50 AM
Fixed the up special so it's normal.

I still don't know why the Side B isn't hitting correctly. I threw in a regular offensive collision that bury's and does 34 damage. So if something like that happens, I know to change it to offensive instead of special offensive.

Hopefully the final works lol.

As soon as the final and side special are fixed, all it needs is sfx and gfx before I ship it out.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Ultraxwing on February 07, 2014, 06:33:11 AM
I'll be glad to do feedback/ and i heard you were using DO work to get some stuff done.
i thought DO was awesome, he helped me and a few others make the PSA where i couldn't, and still can't,

if you need mroe feedback, i'm game my man.

also you are making a new Ichigo? one not so "problematic" or broken really.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 06:45:44 AM
I'll be glad to do feedback/ and i heard you were using DO work to get some stuff done.
i thought DO was awesome, he helped me and a few others make the PSA where i couldn't, and still can't,

if you need mroe feedback, i'm game my man.

also you are making a new Ichigo? one not so "problematic" or broken really.

Yeah, DO has done some crazy stuff. Last time I checked, he pumped out 3 full PSAs in a week. The man is crazy, I say.

Sure, I'll send you the dropbox link for Roy. Hector is pretty much done, I just need/want to fix his Final and rip some SFX from a game before I ship him out.

And no, I'm not making a new Ichigo. Never really got into Bleach. I'll mostly be doing Fire Emblem PSAs with Legend of Zelda on the side. And pretty much anything that interests me at the time :P

So... Some new ideas for PSAs. I'll only start working on them after I finish up Link (and after Jaffar as well, if I ever end up fixing Sothe's pants... that sounded weird).

Ephraim over Marth - Will most likely be a small animation/psa change from Marth.
Cain and Abel over Ice Climbers - This will probably be the most difficult thing I do. But I think it'd be awesome if I could pull it off.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Ultraxwing on February 07, 2014, 06:59:58 AM
Yeah, DO has done some crazy stuff. Last time I checked, he pumped out 3 full PSAs in a week. The man is crazy, I say.

Sure, I'll send you the dropbox link for Roy. Hector is pretty much done, I just need/want to fix his Final and rip some SFX from a game before I ship him out.

And no, I'm not making a new Ichigo. Never really got into Bleach. I'll mostly be doing Fire Emblem PSAs with Legend of Zelda on the side. And pretty much anything that interests me at the time :P

So... Some new ideas for PSAs. I'll only start working on them after I finish up Link (and after Jaffar as well, if I ever end up fixing Sothe's pants... that sounded weird).

Ephraim over Marth - Will most likely be a small animation/psa change from Marth.
Cain and Abel over Ice Climbers - This will probably be the most difficult thing I do. But I think it'd be awesome if I could pull it off.
Ah!

wish DO was around still. well, you have a full plate. and you are quite enthusiastic about this.

i intend to make a PSA in the future, and i might need your help at some point. but this is the future, pretty far future. cause i'm still doing computer stuff.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 09:28:44 AM
Yeah, wish DO was still around as well. He would have gone insane with all the new stuff you could do now.

The only thing really holding me back is not having models for some hacks (Cain and Abel, although I can just use Marth and needing a legitimate Jaffar). But I'll do as much as I can.

If you need any help, I'll do the best that I can. Your best bet is the search function. Also, hit up ShyGuy's "Mythbuster's" topic. Has a lot of good information that you might want to use.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 07, 2014, 12:00:34 PM
 So you updated the Dropbox link then I assume? I'll get to work testing him again.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 12:10:21 PM
Yeah, it's been updated since this morning.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 07, 2014, 12:13:32 PM
I like how you labeled it this time. Very convenient.

EDIT: Okay the FS still crashes but it gets a little farther than the very first frame I'd say he gets to frame 10-18 before crashing. Still don't know what it is thats making it crash. I see you're giving him 30% health back like Thany's PSA did with Rex Ignis Spatha. What else are you trying to do to it?

Also the Side B still isn't fully functional. Try putting the Terminate Collisions before the Set Loop Infinite. Maybe that'll help. Don't know why just a suggestion.

Oh and his Side B in the air doesn't transition to the dash move you put in. It never did. Just letting you know.

Post Merge: February 07, 2014, 02:56:16 PM
Horray!!! I've made some progress! I was able to fix the Side B problem. ;D on ground anyway. Now it works just fine, no problems. Each hit now connects perfectly. I'll send you the file with my fixes I just have to tweak a few things SFX and GFX wise for his Entry animation.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 03:44:46 PM
Awesome lol

Might just take you on as a partner for my psa's. Aside from fixing my problems, you're pretty good with gfx and sfx (stuff I really don't have patience for).

That, and to help you improve your animating. You have lots of potential, especially with your waits :P


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 07, 2014, 03:48:02 PM
Awesome lol

Might just take you on as a partner for my psa's. Aside from fixing my problems, you're pretty good with gfx and sfx (stuff I really don't have patience for).

That, and to help you improve your animating. You have lots of potential, especially with your waits :P
Cool thanks! I would love that. I'm almost done with my tweaks then I'll re-post it for you.

EDIT: Okay I'm almost done I'm just testing out some new animations I remade for his 4th and 5th Side B.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 06:35:31 PM
Yeah, I kinda copped out on the 4th hit. I didn't make it transition to a crouch and just left it as is.

I know exactly what's causing Roy's final to crash and it's making me sad lol

And looking at RevenantGenesis' Hector final reminded me to correctly make those animations.

Fun Fact: Hector's gonna be left handed when he's released.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 07, 2014, 06:47:05 PM
Sweet, and yeah I re-made his 4th strike to crouch now. It looks much better. I just need to get the button activation timing down, almost F-ing there. It's taking me longer than I thought. But I hope you'll be pleasantly surprised with the end result. You know, apart from the FS. What's making it crash anyway?


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 06:50:16 PM
You know, apart from the FS. What's making it crash anyway?

A float variable set: la bit 666 = 5. That's what tells it that he can do something different five times. It seems that as soon as they read that line, that it crashes.

I'll check the final out tomorrow, if not, then Monday.

I set it to 666 on purpose. Devil is associated with fire. And it's easy to remember :P


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 07, 2014, 06:55:46 PM
A float variable set: la bit 666 = 5. That's what tells it that he can do something different five times. It seems that as soon as they read that line, that it crashes.

I'll check the final out tomorrow, if not, then Monday.

I set it to 666 on purpose. Devil is associated with fire. And it's easy to remember :P
Oh, Yeah I did see that in there. I wonder why it's doing that though. Somehow Thany got something like that to work. I wonder what she did differently?


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 06:59:27 PM
We were doing different things.

I wanted a bit to be set so that he could do something else whenever he wanted.

Thany wanted Roy to do the attack, no matter what and then heal. Nothing more or less.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 07, 2014, 07:03:21 PM
Would it even be possible to do it the way you're trying to?
Is there a reason you made all of his Side B attacks do Electric damage?


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 07:15:58 PM
DivineOverlord (DO) did it. SDoom did it. I'm sure I can do it.

Nothing is impossible (in due time). It just takes some effort, time, motivation, dedication, and most importantly, courage.

Now only if I could find time to do Hector's animations...


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 07, 2014, 07:20:44 PM
DivineOverlord (DO) did it. SDoom did it. I'm sure I can do it.

Nothing is impossible (in due time). It just takes some effort, time, motivation, dedication, and most importantly, courage.

Now only if I could find time to do Hector's animations...
Yup, yup. I just have one more thing to test and I'll send you my work.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 07:24:51 PM
Alright, have fun.

Also, does Roy do his P:M taunts or something else/what I had before?


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 07, 2014, 07:36:05 PM
Alright, have fun.

Also, does Roy do his P:M taunts or something else/what I had before?
He does the PM ones, why?


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 07:45:48 PM
Just wanted to make sure that the motionetc was up to date.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 07, 2014, 08:55:04 PM
I'm finally done with what I wanted to do. Everything should work, but the FS of course. Either way here you go. I put a lot of work in this time. Hope my changes are suitable to your needs. Finished all the GFX's and SFX's that I thought should be there. I also made some slight changes to some of the properties of the Specials as well.

https://www.dropbox.com/sh/1qkucm7ytm6aka5/0ZOllE8JVD (https://www.dropbox.com/sh/1qkucm7ytm6aka5/0ZOllE8JVD)

Sheesh, this practically took me all day.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 07, 2014, 09:29:40 PM
Lol awersome!

What changes did you make to the specials?


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Jade_Rock on February 07, 2014, 10:26:51 PM
Hey I noticed that you guys made a lot of progress on Roy,Hector and Oot Link
Sorry I couldn't test anything...had 2 projects due for school last week,but now it's the weekend so I should be good.

Can someone make a post with the latest version of those hacks?
Thanks.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 07, 2014, 11:53:00 PM
Lol awersome!

What changes did you make to the specials?
I made his Up B do a multi-hit fire attack, a total of six hits. His Down B has fire added to it. His fully charged Neutral B has fire while his normal version doesn't. I still couldn't figure out the fire wave and why that wasn't appearing. Lastly his Side B attacks are all fire based except the first one. But I did update the last two hits myself I hope you like them.

Oh yeah and I gave him the correct sword glow. The one that Thany made for Roy.

EDIT: Re download please, I forgot to change the actual model for the sword flare/glow. It should be the correct one now. Whoops :P


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 08, 2014, 07:42:57 AM
Alright, awesome.

Next thing on the list is fixing the Air Side Special. After that, I can worry about the Final Smash.

I should also have the OP updated with nice pictures/headers for all the hacks (except for Jaffar, Projects on Hold, and Skyward Link) by Monday. If not all of them, then at least Hector.

I'm a tad bit lost as to what I should do for Hector's final smash...

Also, Cain and Abel are a real possibility.

It's gonna happen guys.

Post Merge: February 08, 2014, 08:29:02 AM
Hey I noticed that you guys made a lot of progress on Roy,Hector and Oot Link
Sorry I couldn't test anything...had 2 projects due for school last week,but now it's the weekend so I should be good.

Can someone make a post with the latest version of those hacks?
Thanks.

For OoT Link, I've only gotten some animations done. I just need to vertex a deku nut to look like an Ocarina, reskin it and then I can animate Link's final smash.

The most updated Roy is the one what HeavyD88 put up there.

And Hector hasn't been updated at all. He'll be getting cleaner animations for his Front Smash (both of them), and hopefully (depending on what I want to do with it) a cleaned up Final Smash as well.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Jade_Rock on February 08, 2014, 10:32:10 AM
Ok great thanks for that.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 08, 2014, 11:16:54 AM
No problem.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Jade_Rock on February 08, 2014, 01:27:44 PM
So I tested Roy a bit

A little to floaty
Is up b on ground supposed to not rise?It's actually useful.
Some animations don't seem smooth.
His B move,am I missing the point?It doesn't do much for how long it takes...

I didn't test final smash.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 08, 2014, 03:56:41 PM
Ill make him less floaty for sure.

... What?

I need to remake some animations for him. Up special and back air are the worst offenders. I also need to make a new jumpb animation.

I haven't been able to test it myself, but I should be able to now (got my sd card). Ill definitely make the uncharged flare blade come out faster. I also need to add screen shake and rumble to when he starts charging his flare blade.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 08, 2014, 04:35:03 PM
Ill make him less floaty for sure.

... What?

I need to remake some animations for him. Up special and back air are the worst offenders. I also need to make a new jumpb animation.

I haven't been able to test it myself, but I should be able to now (got my sd card). Ill definitely make the uncharged flare blade come out faster. I also need to add screen shake and rumble to when he starts charging his flare blade.
The rumble is already there if you charge long enough its towards the end of the charge like it should be.

Also if you get close to max charge and release B, he'll do a max of 40% damage. I think the fully charged should do 50-60%, instead of 20%.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 08, 2014, 04:37:40 PM
The rumble is already there if you charge long enough its towards the end of the charge like it should be.

Also if you get close to max charge and release B, he'll do a max of 40% damage. I think the fully charged should do 50-60%, instead of 20%.

Alright, I'll keep that in mind when I update him.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Jade_Rock on February 08, 2014, 04:57:12 PM
With the up-b on the ground thing he rises a little like it's barely noticeable and then he goes into his special fall animation,it still knocks them upward and when you hit ground they are still in the air and I just do short hop aireals.

I'll try to get a vid about the up-b thing.I can just record it with my 2ds later.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 08, 2014, 05:39:50 PM
Alright, I'll keep that in mind when I update him.
Never mind I already did. Also I scaled him down in size. Just a little. He's a bit too tall, so I fixed that. Also I'm trying an Offensive Collision, instead of the Special Offensive Collision over his Neutral B to see if that works at all.

EDIT: Nope, didn't make a difference.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Jade_Rock on February 08, 2014, 06:13:46 PM
Roy up b vid.
http://youtu.be/XKBd9RvKFzU (http://youtu.be/XKBd9RvKFzU)

Sorry about quality.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 08, 2014, 06:18:27 PM
Roy up b vid.
[url]http://youtu.be/XKBd9RvKFzU[/url] ([url]http://youtu.be/XKBd9RvKFzU[/url])

Sorry about quality.
I think he did something with the momentum of the move. I know I didn't do that.

EDIT: Okay I updated the previous Dropbox link with a stronger Max Charge N-B. I also scaled him down a little bit to his actual size.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 08, 2014, 06:22:01 PM
I think he did something with the momentum of the move. I know I didn't do that.

Nope, haven't touched the file since yesterday morning.

I think I know a solution to that.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 08, 2014, 06:26:02 PM
Nope, haven't touched the file since yesterday morning.

I think I know a solution to that.
What about his N-B attack? I still can't figure that one out for the life of me.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 08, 2014, 06:28:16 PM
I have an idea for that, too.

Its just a matter of if and when I get to a computer. That's all.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Nao-chan on February 08, 2014, 06:32:45 PM
Alrighty then. When you update it I'll test it as soon as possible.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Jade_Rock on February 08, 2014, 07:17:57 PM
Same here.


Title: Re: Drogoth's PSAs: Hector & Roy need testers! OoT Link moveset in progress!
Post by: Large Leader on February 08, 2014, 07:51:43 PM
I finally found out what I wanted to do for Hector's final:

Hector Final Smash:

Hector throws a throwing axe at someone in front of him. The first person it hits will be stunned. Hector then spins Armads with one hand and slams it down. Swinging it from his left hand to his right hand, Hector leaps into the air and crashes down ontop of his opponent. The landing hitbox will encompass Armads as well as Hector.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Jade_Rock on February 08, 2014, 09:12:03 PM
Yay hopefully Hector is done soon!


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Nao-chan on February 08, 2014, 10:58:10 PM
I finally found out what I wanted to do for Hector's final:

Hector Final Smash:

Hector throws a throwing axe at someone in front of him. The first person it hits will be stunned. Hector then spins Armads with one hand and slams it down. Swinging it from his left hand to his right hand, Hector leaps into the air and crashes down ontop of his opponent. The landing hitbox will encompass Armads as well as Hector.

Quite ambitious there. Hopefully it comes together nicely.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 09, 2014, 12:29:52 PM
Quite ambitious there. Hopefully it comes together nicely.

On paper, it doesn't seem complicated at all. I just hope it isn't in practice :P


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Lito on February 09, 2014, 02:00:31 PM
Cain and Abel are on Horseback aren't they? Is that how they'll play out here?


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 09, 2014, 02:12:35 PM
Unfortunately, it'd probably be impossible to do something like that.

The horse would need a custom boneset and then to save file space, I'd probably only be able to animate the top half of the body and the legs of the two riders would be meh. Not to mention how large it would be (the model and it's filesize)

No, Cain and Abel will be on foot. Although they will be able to throw spears for heir final smash.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Lito on February 09, 2014, 02:37:22 PM
Unfortunately, it'd probably be impossible to do something like that.

The horse would need a custom boneset and then to save file space, I'd probably only be able to animate the top half of the body and the legs of the two riders would be meh. Not to mention how large it would be (the model and it's filesize)

No, Cain and Abel will be on foot. Although they will be able to throw spears for heir final smash.

Now that's a shame because I was wondering if something like it was possible... Do they work together?


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 09, 2014, 02:40:32 PM
Yes, they'll be together. They're over Ice Climbers.

Hopefully, I'll be able to get a friend to voice the duo.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Lito on February 09, 2014, 04:09:04 PM
Yes, they'll be together. They're over Ice Climbers.

Hopefully, I'll be able to get a friend to voice the duo.

And they'll be spearmen, correct? We need more spears in Smash Bros, I'd love to see Ephraim since he's my favorite Lord.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 09, 2014, 04:54:42 PM
And they'll be spearmen, correct? We need more spears in Smash Bros, I'd love to see Ephraim since he's my favorite Lord.

Cain and Abel will mainly be swordsmen, with the ability to toss spears.

And if there was an awesome Ephraim model, I'd totally work on a moveset for him. Sadly, the only thing we have is a vertex of a spear and a reskin.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Lito on February 09, 2014, 05:38:21 PM
Cain and Abel will mainly be swordsmen, with the ability to toss spears.

And if there was an awesome Ephraim model, I'd totally work on a moveset for him. Sadly, the only thing we have is a vertex of a spear and a reskin.

That's a darn shame, Ephraim is awesome. It'd be cool if their specials had something to do with spears so you can have the best of both worlds. But still, great concept you got here. Good to see the most (if not second most) popular archetype for Fire Emblem being represented.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 09, 2014, 09:32:15 PM
Yep, I expect the duo to be quite a challenge.

Now that I've seen Roy over and over again, I might just learn modeling to make his awakening costume...

I'm absolute in love with that artwork...

Post Merge: February 10, 2014, 09:17:14 AM
I'm finally done with what I wanted to do. Everything should work, but the FS of course. Either way here you go. I put a lot of work in this time. Hope my changes are suitable to your needs. Finished all the GFX's and SFX's that I thought should be there. I also made some slight changes to some of the properties of the Specials as well.

https://www.dropbox.com/sh/1qkucm7ytm6aka5/0ZOllE8JVD (https://www.dropbox.com/sh/1qkucm7ytm6aka5/0ZOllE8JVD)

Sheesh, this practically took me all day.

Did you make those animations or did you take them from Lilith's psa?

Post Merge: February 10, 2014, 09:44:00 AM
New animation completed for Roy's up smash and a small edit made to his back air.

Working on a new attack dash animation

Post Merge: February 10, 2014, 11:41:10 AM
Finished a prototype dash animation.

Updated the dropbox link


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Nao-chan on February 10, 2014, 06:21:08 PM
Did you make those animations or did you take them from Lilith's psa?

 I know they look similar, but I made them myself.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 10, 2014, 07:04:28 PM
Alright.

Finally got my SD card semi set up.

Unfortunately, I don't think I have a recent backup of all the codes that I was using before I lost my old sd card, so I have to individually go through all of my files and see what I'm keeping/discarding.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Nao-chan on February 10, 2014, 10:16:24 PM
 I'll test him to see what you did. Anything specific you want feedback on?

EDIT: Well it seems you figured out the Up B issue. It works just fine now. Side B is good. Everything seems to check out, apart from the two main problems you've been having with the Neutral B and FS.

Also were the SpecialS4-5 animations I did not good enough? I didn't see them in the update.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 11, 2014, 06:15:18 AM
I have something different planned for Special4 and Special5... didn't really make sense, if you know what I mean.

Good to hear that almost everything is working. Currently working on replicating Roy's critical strike start up as a Lord (and it's a pain, so much HipN movement...)

Will start working on Hector today. Want to get him finished up.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Nao-chan on February 11, 2014, 06:27:07 AM
Nice. Hope it all comes together well. I just got done some animating work myself. It is so friggin tedious. I really wish there was an easier way to go about it.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 11, 2014, 06:36:09 AM
Were you able to test out the new animations? Did they transition smoothly?

I'm not too happy with the dash attack, I might improve it a bit more.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Nao-chan on February 11, 2014, 03:49:29 PM
Were you able to test out the new animations? Did they transition smoothly?

I'm not too happy with the dash attack, I might improve it a bit more.
The dash attack was the only one that didn't. And I think you made it a bit to slow.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 11, 2014, 03:55:28 PM
The dash attack was the only one that didn't. And I think you made it a bit to slow.

Yeah, the animation is too slow. I added a frame speed modifier to it along with increasing the frame speed modifier on the up smash.

The only thing I wasn't able to test was the aerial side special.

Post Merge: February 11, 2014, 04:19:58 PM
Started to animate Hector's new Final Smash.

Got the axe throw down. Also got a model for the axe as well. I have the first half of the animation (before the jump) done.

Let's hope the coding works.

Post Merge: February 11, 2014, 04:49:40 PM
Can someone test to see if Roy's final smash still crashes?


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Nao-chan on February 11, 2014, 06:46:49 PM
Well on my last test his FS did still crash. Which was yesterday at like 10pm for me.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 11, 2014, 06:51:55 PM
I'm not sure if I updated it today or not. I definitely know I updated some hitboxes and whatnot, but don't remember about the final.

Just test if Roy jumps up in the air when he does his side B. When I checked this morning, he didn't really jump up.

Post Merge: February 12, 2014, 02:36:52 PM
Did more work on Hector's final, I should be done with it in about a day. I'll probably import Marth's critical strike health bar thing for when Hector smacks them.

I might import a FE7 style stage for the Final, or I might not. Meh :P


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Nao-chan on February 12, 2014, 10:51:26 PM
Roy still doesn't jump up with the SpecialS4. He did with the animation I made for it though. That is if that was what you were talking about.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 13, 2014, 06:19:27 AM
The reason I removed it was because it looks too similar to Liliths work. I'm going to make a new animation for specials4 with dolphin slash as a base, just with what I had in mind. Also going to be making a new entry animation, as well as an alternate specialnend for when roy doesn't have a full charge flare blade.

What about his air side special? Does that work?


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Nao-chan on February 13, 2014, 11:42:21 AM
It kinda works. The moves transition to one another, but it seems to only move him forward when he's over the stage, not off stage. Also he doesn't move like in the anim, he just sort of teleports to the end of the range of motion you specified in the animation.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 13, 2014, 11:45:43 AM
Aright I should have his air side b fixed up soon. The sidespecial4 should be done by today as well as fixing up the sidespecial5.

Hopefully, I can get the final to work correctly with KJP and EY's help

Finished Hector's final smash animation. I absolute hated animating they cape....

Post Merge: February 13, 2014, 02:08:44 PM
Alright, I updated the pac file with new animations for SideSpecialS4, SideSpecialS5, and hopefully the final works correctly.

Still reanimating the dash attack.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: ShinyMammoth on February 13, 2014, 06:08:50 PM
I might import a FE7 style stage for the Final, or I might not. Meh :P
:>.>:
Oh drogoth, where would you be without us?


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 13, 2014, 06:16:42 PM
Lol, it's the only way to make it believable that when they're in the air that they're standing on something. If you can give me an alternative, I'll be willing to take it lol

I'm going to do something similar to that Ephraim stage that's on the vault... Which for some reason is no longer there...



Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: ShinyMammoth on February 13, 2014, 06:31:03 PM
You could alwaysd do it sdo that each hit causes the 'shock' effect to occur. Usually lasts long enough for the next hit to go through. Most importantly, you need to decide whether or not its a 3 part, two part, or one part final
If the strikes are as fast as I'd believe they are, you should be fine.

I could try to see what's up if you send the file, but you should have it under control.

Idk you seemed to have it all figured out here...

Oh and time manipulation. Don't forget that.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 13, 2014, 06:42:49 PM
Except Hectors doing his crit animation, there's only one strike for that one.

I'll just do the testing and see what I get :P


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: ShinyMammoth on February 13, 2014, 07:01:20 PM
Hit box on the axe throw with paralyze hit flag, and if hit box connects loop for sub action change. Time manipulation at the start of the next sub action. Almost positive it would work.

Regardless though, If you insist on stealing our idea make sure you credit us properly.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! Cain and Abel WIP!
Post by: Large Leader on February 13, 2014, 07:03:23 PM
Change sub action doesn't like working without a fight with finals for some reason, that's something I learned with SS link.

But regardless of what happened, I just got an awesome idea that I want to see if it can work.

Post Merge: February 14, 2014, 06:19:20 PM
Finished animating and coding Hector's final. Hopefully he'll be able to do both versions of his final (the new one on the ground and Ike's vbrawl one in the air).

Finished animating OoT Link's deku nut throw. Wondering what I should put as his air side special


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Nao-chan on February 14, 2014, 07:16:27 PM
I tested Roy again. His Side B works fine now. Only thing is, on the 5th hit he kinda slides back to where he started sliding, even though you have the move character setting on. Same with the Side B in the air. He moves forward fine. But when the animation ends, he goes back to where he started.

His FS doesn't crash anymore, but he wont exit his FS state once he uses it. he can just keep using it over and over. also the camera stays where he uses it as well, and doesn't transition to the normal camera.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Large Leader on February 14, 2014, 07:24:13 PM
I tested Roy again. His Side B works fine now. Only thing is, on the 5th hit he kinda slides back to where he started sliding, even though you have the move character setting on. Same with the Side B in the air. He moves forward fine. But when the animation ends, he goes back to where he started.

His FS doesn't crash anymore, but he wont exit his FS state once he uses it. he can just keep using it over and over. also the camer stays where he uses it as well. and doesn't transition to the normal camera.

I know how to fix the Side B problems for both grounded and aerial.

I'll probably add a Exit FS State when I get back to him.

Good to know that he's almost done. Just needs two animation changes: uncharged Flare Blade and a completely new JumpAerialB and he'll be done and shipped out.

I should have all of Hector's updated files soon, if not now.

Updated all of Hector's files right now. Roy should be perfect and ready to go by Monday or so (might still need a few gfx fixes for when his Final Smash is activated).


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Nao-chan on February 14, 2014, 07:29:10 PM
Alright cool, Is he just supposed to heal and that's it? For his FS that is.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Large Leader on February 14, 2014, 07:30:12 PM
Alright cool, Is he just supposed to heal and that's it? For his FS that is.

No, he'll heal and then be able to use any of his sword attacks (aside form his specials) 5 times and deal increased damage on each hit. After 5 hits his sword will go back to normal.

Actually... I don't think Roy is fully updated... I might have missed a piece of code and not updated it...


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Nao-chan on February 14, 2014, 07:33:06 PM
No, he'll heal and then be able to use any of his sword attacks (aside form his specials) 5 times and deal increased damage on each hit. After 5 hits his sword will go back to normal.

Actually... I don't think Roy is fully updated... I might have missed a piece of code and not updated it...
Oh, so your giving him a boost mode huh? Interesting.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Large Leader on February 14, 2014, 07:34:10 PM
Alright, so the FitMarth.pac should be the most recent one but there's a new FitMarthMotionEtc I believe... I'm not exactly sure.

If Roy had a new dash attack along with a new entry animation (but only facing one direction), then the most recent version of the Motion file was uploaded. If not, then we still have the old one in play. But I do believe the most recent one was in use by you.

Tell me if Hector crashes or does anything weird :P


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Nao-chan on February 14, 2014, 07:41:25 PM
Alright, so the FitMarth.pac should be the most recent one but there's a new FitMarthMotionEtc I believe... I'm not exactly sure.

If Roy had a new dash attack along with a new entry animation (but only facing one direction), then the most recent version of the Motion file was uploaded. If not, then we still have the old one in play. But I do believe the most recent one was in use by you.

Tell me if Hector crashes or does anything weird :P
Oh so you updated hector as well? I don't  remember if I still have the link for him. I'll check if I do.

EDIT: Nevermind I still have it. Also do I use the one's that say NEW for Roy's PSA? Okay the FitMotion was updated. I don't know about the PSA side of it yet though. The Entry definitely needs some cleaning up though that's for sure, but it's a good Idea.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Lito on February 14, 2014, 09:34:29 PM
I saw Ephraim on the OP and squealed like a little girl.

Gods bless you friend.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Large Leader on February 15, 2014, 12:54:41 AM
Oh so you updated hector as well? I don't  remember if I still have the link for him. I'll check if I do.

EDIT: Nevermind I still have it. Also do I use the one's that say NEW for Roy's PSA? Okay the FitMotion was updated. I don't know about the PSA side of it yet though. The Entry definitely needs some cleaning up though that's for sure, but it's a good Idea.

Yeah, it was something I made up 5 minutes before class. Definitely needs some polish (especially leg movement)

I saw Ephraim on the OP and squealed like a little girl.

Gods bless you friend.

I really wanna make Ephraim, its just a problem of finding/creating a good moveset that's worrisome. The waits and the neutral special are easy enough. But after that, things get a bit blurry.

Has anyone been able to test Hector?


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Nao-chan on February 15, 2014, 01:05:33 AM
I'll test Hector soon.

EDIT: Tested him. His Final works fine in the air but if you do the grounded version, he throws the enemy up, then they just float and spin in place for a second or two, then fall out of the hit. Hector doesn't initiate the next part of the attack like he's supposed to.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Large Leader on February 15, 2014, 09:06:49 AM
I'll test Hector soon.

EDIT: Tested him. His Final works fine in the air but if you do the grounded version, he throws the enemy up, then they just float and spin in place for a second or two, then fall out of the hit. Hector doesn't initiate the next part of the attack like he's supposed to.

... Can you make a video? It really helps when I can see what's wrong with things I haven't had experience with :P


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Nao-chan on February 15, 2014, 10:40:49 AM
I will, but probably in a day or two. Haven't slept yet. I've been trying to test a character out for someone, and make a new texture for that character as well.

EDIT:Do you know anything about dealing with transparencies for characters?

EDIT 2: Nevermind I got some help with it.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Large Leader on February 15, 2014, 12:53:22 PM
Alright, so I've made Hector's Side B function perfectly.

His final is still giving trouble, but I expect to find a solution soon.

Roy is now acting weird. Now he does his Air Side B slash in place, and then slides to wherever he should actually be.

Final smash still centers the screen on him, even though the "Normal Camera" event is there. Maybe I should add it in earlier.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Nao-chan on February 15, 2014, 01:11:45 PM
Alright, so I've made Hector's Side B function perfectly.

His final is still giving trouble, but I expect to find a solution soon.

Roy is now acting weird. Now he does his Air Side B slash in place, and then slides to wherever he should actually be.

Final smash still centers the screen on him, even though the "Normal Camera" event is there. Maybe I should add it in earlier.
Usually when it comes to the camera angles, the placement of the Normal Camera can be real finicky. Also, Great! That's one step closer to Hector being done. I don't really know what's going on with Roy's Air Side B. That's what it did initially, then you got it to move, then he would move back to where he started, and now this? I just don't even know anymore.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Large Leader on February 15, 2014, 02:48:53 PM
Yeah... I might just remake the animation just so I know what's going on with it lol

Still not sure what's causing people to be knocked up for Hector's final...


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Nao-chan on February 15, 2014, 03:48:15 PM
Yeah... I might just remake the animation just so I know what's going on with it lol

Still not sure what's causing people to be knocked up for Hector's final...
Yeah that was a weird one for sure. It looks hilarious though.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Large Leader on February 15, 2014, 10:23:29 PM
Alright, so I hopefully fixed the animation problems. Roy is pretty much done aside from adding the fire gfx for when the Final Smash is activated and the increased damage.

Hector... still has his final to be fixed. He also needs a new taunt, which I know exactly what to do.


Title: Re: Drogoth's PSAs: Hector & Roy almost done! OoT Link WIP! OP Updated!
Post by: Nao-chan on February 16, 2014, 05:22:29 AM
Sweet. Did you update the Dropbox? I'll test them when you have.


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Large Leader on February 17, 2014, 07:06:19 PM
Not yet, I'll post when I do so.

Post Merge: February 16, 2014, 01:15:06 PM
Tried the animation again, and came up with the same problem...

I have no idea what the problem is.

Post Merge: February 17, 2014, 07:02:16 PM
OHMYGODGUYSIJUSTDIDIT!!!!!

Super Smash Bros Brawl Hector PSA Final Smash Test (http://www.youtube.com/watch?v=iWQpFDeuIN8#ws)

I literally spent DAYS trying to figure this out. Nothing else other than this. AND IT'S DONE!


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Nao-chan on February 17, 2014, 07:21:10 PM
Not yet, I'll post when I do so.

Post Merge: February 16, 2014, 01:15:06 PM
Tried the animation again, and came up with the same problem...

I have no idea what the problem is.

Post Merge: February 17, 2014, 07:02:16 PM
OHMYGODGUYSIJUSTDIDIT!!!!!

Super Smash Bros Brawl Hector PSA Final Smash Test ([url]http://www.youtube.com/watch?v=iWQpFDeuIN8#ws[/url])

I literally spent DAYS trying to figure this out. Nothing else other than this. AND IT'S DONE!
Horray!!! Well then, that must've been a [censored] to get right. Congratulations!


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Akeno/Archer on February 17, 2014, 07:26:40 PM
Not yet, I'll post when I do so.

Post Merge: February 16, 2014, 01:15:06 PM
Tried the animation again, and came up with the same problem...

I have no idea what the problem is.

Post Merge: February 17, 2014, 07:02:16 PM
OHMYGODGUYSIJUSTDIDIT!!!!!

Super Smash Bros Brawl Hector PSA Final Smash Test ([url]http://www.youtube.com/watch?v=iWQpFDeuIN8#ws[/url])

I literally spent DAYS trying to figure this out. Nothing else other than this. AND IT'S DONE!
Aaaaah... Great! That axe attack looks great! Though you should add some "Moves Character" flag, but other than that, it looks awesome!


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Large Leader on February 17, 2014, 07:32:15 PM
Horray!!! Well then, that must've been a [censored] to get right. Congratulations!

[censored] is putting it lightly. But we can't say anything worse. Think of the children!

Aaaaah... Great! That axe attack looks great! Though you should add some "Moves Character" flag, but other than that, it looks awesome!

lol I know I forgot it. But I just didn't care. Also need to add a frame speed modifier.

And I still don't care lol. I'm just happy that it's done.


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Nao-chan on February 17, 2014, 07:38:53 PM
[censored] is putting it lightly. But we can't say anything worse. Think of the children!

lol I know I forgot it. But I just didn't care. Also need to add a frame speed modifier.

And I still don't care lol. I'm just happy that it's done.
Whoops forgot about the kiddies. Yeah, it needs that MC Flag in there, and a damage boost for sure. I'm guessing you were only working on the move itself, not what it actually can deal out to the opponent.


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Large Leader on February 17, 2014, 07:44:03 PM
Whoops forgot about the kiddies. Yeah, it needs that MC Flag in there, and a damage boost for sure. I'm guessing you were only working on the move itself, not what it actually can deal out to the opponent.

How's 75 damage with ridiculous KB?


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Nao-chan on February 17, 2014, 08:07:38 PM
How's 75 damage with ridiculous KB?
Sounds fine to me. It's an FS after all.


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Large Leader on February 17, 2014, 08:24:01 PM
Alright, added the movesCharacter Flag and added more damage and KB to the attack. Probably need more KB...

Still not sure what's up with Roy, although the grounded version of the last hit seems to be working correctly. The Aerial side special still makes that same weird error thing. I might just use character momentum and be done with it.


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Nao-chan on February 17, 2014, 08:27:26 PM
Alright, added the movesCharacter Flag and added more damage and KB to the attack. Probably need more KB...

Still not sure what's up with Roy, although the grounded version of the last hit seems to be working correctly. The Aerial side special still makes that same weird error thing. I might just use character momentum and be done with it.
Cool, whenever you update the dropbox I'll see if I can fix it. Oh and to test both Hector and Roy. Did you ever get to changing Hectors side smash? You said earlier that you planned on reanimating it.


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Large Leader on February 17, 2014, 08:40:42 PM
Cool, whenever you update the dropbox I'll see if I can fix it. Oh and to test both Hector and Roy. Did you ever get to changing Hectors side smash? You said earlier that you planned on reanimating it.

Nope, haven't animated it yet. I'll probably do it on Wednesday. I'm taking tomorrow off :P


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Nao-chan on February 17, 2014, 08:42:17 PM
Nope, haven't animated it yet. I'll probably do it on Wednesday. I'm taking tomorrow off :P
Alright. Well when everything's done I'll give them a testing run.


Title: Re: Drogoth's PSAs: Roy almost done! OoT Link WIP! HECTOR'S FINAL SMASH DONE!
Post by: Large Leader on February 20, 2014, 05:57:25 PM
Alright, so the first swing of Hector's side smash is done.

Hopefully, I fixed Roy's side special.

Link's animations are pretty much done, I just need to PSA him.

Anyone who wants to help test Roy and Hector, please post.

Also, I know it isn't Fire Emblem related, but I'll be working on a Zack Fair moveset. Maybe even Genesis and Angeal as well (they have a strong chance of being included). Heck, I might even put Jaffar on the back burner for those three.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 20, 2014, 06:23:49 PM
Alright, so the first swing of Hector's side smash is done.

Hopefully, I fixed Roy's side special.

Link's animations are pretty much done, I just need to PSA him.

Anyone who wants to help test Roy and Hector, please post.

Also, I know it isn't Fire Emblem related, but I'll be working on a Zack Fair moveset. Maybe even Genesis and Angeal as well (they have a strong chance of being included). Heck, I might even put Jaffar on the back burner for those three.
I don't know much about FFVII, but if you ever do a Lightning PSA, count me as a collab :srs:


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 20, 2014, 06:33:59 PM
I don't know much about FFVII, but if you ever do a Lightning PSA, count me as a collab :srs:

I probably will, but it'll probably be animation touch ups of what JRush already did.

But I might make my own version sooner or later.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 20, 2014, 07:10:35 PM
You should revamp the Kain Psa :3
Zack will be ultra similar to Cloud, you should consider borrowing from Cloud psas. Genesis/angeal would seem unnecessary to me.

Doing other main characters though, that would be amazing. A squall moveset where you can actually pull the trigger when he swings his sword for boosted damage would be ace, if possible. A Cecil Harvey moveset would be awesome for paladin OR dark knight, or both if you can transform them. Magic heavy Terra would be sweet too.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Nao-chan on February 20, 2014, 07:31:24 PM
Alright, so the first swing of Hector's side smash is done.

Hopefully, I fixed Roy's side special.

Anyone who wants to help test Roy and Hector, please post.
I'll do it. I've gotta test some things of mine anyway.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 20, 2014, 09:26:56 PM
You should revamp the Kain Psa :3
Zack will be ultra similar to Cloud, you should consider borrowing from Cloud psas. Genesis/angeal would seem unnecessary to me.

Zack will be quite unique with what I have planned in mind. The only similar attack might be the aerial attacks and jumps. And I already have a couple of ideas for Genesis and Angeal. Those two are requests from my older brother. Not something I can ignore, or throw away lightly. ;)

Quote
Doing other main characters though, that would be amazing. A squall moveset where you can actually pull the trigger when he swings his sword for boosted damage would be ace, if possible. A Cecil Harvey moveset would be awesome for paladin OR dark knight, or both if you can transform them. Magic heavy Terra would be sweet too.

I'm human, man. One thing at a time lol.

I'll do it. I've gotta test some things of mine anyway.

Ill send you the files tomorrow afternoon.

I've noticed that Roy's aerial final doesn't zoom the camera while his grounded version does. I don't actually remember if I fixed it or not... Whoops.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Nao-chan on February 21, 2014, 12:10:00 AM
Ill send you the files tomorrow afternoon.

I've noticed that Roy's aerial final doesn't zoom the camera while his grounded version does. I don't actually remember if I fixed it or not... Whoops.
That's odd. It was before you updated it.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 21, 2014, 05:33:57 AM
That's odd. It was before you updated it.

Whoops, I mean the reverse.

Don't stay up late kids, you forget how to read.

But another note, on the ground Roy does his aerial final smash animation. I'm sure I fixed it, but ill check the code one more time before I send it.

Post Merge: February 21, 2014, 07:57:48 AM
Finished animating Chain Slash for Zack.

Updated the Dropbox link with Roy and Hector. I didn't do any PSA work on Hector's new side smash, so the hitboxes might be wonky. Haven't animated his second swing yet, so it's still the same as before.

I haven't coded in an air final smash for Hector yet, so be wary about bugs with that.

Hopefully Roy works properly, as I usually hope...


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Kyouma on February 21, 2014, 08:36:51 AM
I think the world needs a Tifa PSA
(more because of the tons of SZerosuit models and lack of space)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 21, 2014, 09:40:38 AM
I think the world needs a Tifa PSA
(more because of the tons of SZerosuit models and lack of space)

Ill definitely consider characters that don't have PSAs

Fun fact, Zack is going to have four final smashes.

Chain Slash, Healing Wave, Meteor Shots, and Apocalypse. All of which are completed.

I might make Rush Assault and Octaslash if I'm feeling up for it.

Post Merge: February 21, 2014, 03:24:16 PM
Made 2 and a half of the swings for Zack's normal AAA combo. He'll have a 4 hit combo like in Crisis Core.

Up B will be Jump
Neutral B will be Fire/Thunder/Blizzard (taunts change which one you do)
Down B will be... something lol. Maybe I'll make that Octaslash
Side B will probably be Rush Assault.


Post Merge: February 22, 2014, 09:53:17 AM
Just ripped Zacks models from Crisis Core. Will probably start rigging them on Monday.

And I completely finished off planning his moveset, hopefully I can get a mini DMW working for him.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Calypso on February 22, 2014, 07:37:37 PM
Kagemaru was making a Tifa PSA, he finished the animations (I'm pretty sure) and Kingjigglypuff offered to PSA her but I don't know what happened since then, but I do hope someone makes Tifa happen.

http://forums.kc-mm.com/index.php?topic=41500.2205 (http://forums.kc-mm.com/index.php?topic=41500.2205)

Link to Kagemaru's thread 148 to 150 is about Tifa, oh and hi everyone. ;)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 22, 2014, 09:29:52 PM
Kagemaru was making a Tifa PSA, he finished the animations (I'm pretty sure) and Kingjigglypuff offered to PSA her but I don't know what happened since then, but I do hope someone makes Tifa happen.

[url]http://forums.kc-mm.com/index.php?topic=41500.2205[/url] ([url]http://forums.kc-mm.com/index.php?topic=41500.2205[/url])

Link to Kagemaru's thread 148 to 150 is about Tifa, oh and hi everyone. ;)


Interesting... I'll look into it later, right now Zack is top priority.


Oh and 1k post get.

Post Merge: February 22, 2014, 11:04:45 PM
Reanimating all the final smashes/limit breaks for Zack.

Apocalypse is almost done imo. I just need to add a bit more movement at the end and maybe a little more rotation in the beginning.

Chain Slash needs a full revamp

Meteor Shots just needs a small jump back animation and it'll be perfect.

Animated a new neutral special, but will probably reanimate that too.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Nao-chan on February 24, 2014, 04:05:12 PM
Alright. I tested Roy and Hector. Roy works fine except for one thing. His Side Air B doesn't move unless you're over the ground. Dunno how to go about fixing that myself. I've already tried a few ideas, but none of them worked.

As for Hector. He also works fine aside from his Air FS. It doesn't work at all. Also I'd suggest adding a final hit with more knockback and hitlag to his Up Smash and Up Air. Just so it can actually knock out an opponent.

Oh wait I forgot to mention, Hector's Side B doesn't do a second strike once you press then release the B button. He just swings once and that's it. At least they're both getting closer to being finished now.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 24, 2014, 05:08:13 PM
Yeah, I think I might have uploaded thw wrong build for Hector, I should have already edited the kb and damage. I still need to fix the air special, and I accidentally broke the side special.

Still don't know what's wrong with Roy...

And rigging Zack is... Well, its going. I think I need to redo the shoulders and finish rigging two of his fingers. Otherwise he's pretty much done. Either that, or just use JRush's models that he already rigged.

Still polishing up his Final Smash animations.

Still haven't started OOT Link's PSA


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Nao-chan on February 26, 2014, 02:50:59 PM
So how are Roy and Hector coming along?


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 26, 2014, 03:12:09 PM
I've been doing nothing but rigging Zack in the past few days, and I just found out that I have to rerig him.

I was able to animate a few moves for Zack (his 4 attack combo, a wait animation, and a forward aerial jump), but that was it.

I haven't done any work on Roy (I don't know how to fix his problem) or Hector (more preoccupied with Zack right now)

I just want to figure out what's wrong with Roy and release him already. What a tease!


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Nao-chan on February 26, 2014, 04:07:05 PM
Yeah, I can understand that frustration. I wish I knew what the issue was, but I have no idea what the problem is.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 26, 2014, 04:42:28 PM
I'm probably going to scrap the aerial dash for something else at this rate. Ill also try to see if Marth's vbrawl dash attack also does what Roy's does right now.



Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Nao-chan on February 26, 2014, 05:08:30 PM
 So the only thing holding him back from release is his Aerial Side B, and his Dash Attack correct? Did you give up on the fire wave for his Neutral B?


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 26, 2014, 08:58:39 PM
So the only thing holding him back from release is his Aerial Side B, and his Dash Attack correct? Did you give up on the fire wave for his Neutral B?

Yep, and I'm going to add the P:M version of Roys flare blade for his uncharge version so that it isn't as punishing to use.

The fire wave, ill add after I add the new animation in.

But nothing will be released until I fix that movement problem. Its also holding Hector back.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Nao-chan on February 26, 2014, 11:08:11 PM
Yep, and I'm going to add the P:M version of Roys flare blade for his uncharge version so that it isn't as punishing to use.

The fire wave, ill add after I add the new animation in.

But nothing will be released until I fix that movement problem. Its also holding Hector back.
what's the movement problem with Hector again? Is it his Air FS?


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 05:48:55 AM
what's the movement problem with Hector again? Is it his Air FS?

Ground FS


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 27, 2014, 10:01:27 AM
I just noticed that Ephraim is in your planned list.

Holy mother of [censored], I've been wanting Ephraim for ages. Spear users are awesome. Kain is good and from my favorite game, but it's still wonky.  Perhaps you can work the two together? Both being spear users, their movesets would naturally fit together.

If you need help planning, I'm willing to come up with stuff.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 10:17:33 AM
I just noticed that Ephraim is in your planned list.

Holy mother of [censored], I've been wanting Ephraim for ages. Spear users are awesome. Kain is good and from my favorite game, but it's still wonky.  Perhaps you can work the two together? Both being spear users, their movesets would naturally fit together.

If you need help planning, I'm willing to come up with stuff.

I probably will work those two together. Now that I think of it, IF (and it's a big IF) I work on Kain, I'll reanimate some of his moves and then just put that with Epharim. A lot of Kain's moves could use better animations, but it'd fit Epharim perfectly.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 27, 2014, 10:20:25 AM
I probably will work those two together. Now that I think of it, IF (and it's a big IF) I work on Kain, I'll reanimate some of his moves and then just put that with Epharim. A lot of Kain's moves could use better animations, but it'd fit Epharim perfectly.
I probably will work those two together. Now that I think of it, IF (and it's a big IF) I work on Kain, I'll reanimate some of his moves and then just put that with Epharim. A lot of Kain's moves could use better animations, but it'd fit Epharim perfectly.
The only move Kain has that doesn't really fit Ephraim is his side-b magic spell, which Kain doesn't really need anyway.

Despite never using any form of Jump in the FE games, it's totally plausible that he could use those kinds of moves.

Would you be open to me writing up some moveset ideas for a Kain/Ephraim set? I'm kind of really excited for this idea.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 10:22:22 AM
The only move Kain has that doesn't really fit Ephraim is his side-b magic spell, which Kain doesn't really need anyway.

Despite never using any form of Jump in the FE games, it's totally plausible that he could use those kinds of moves.

Would you be open to me writing up some moveset ideas for a Kain/Ephraim set? I'm kind of really excited for this idea.

Sure, why not?


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 27, 2014, 11:45:48 AM
Rough Draft. No Up-Tilt, Dash, Grabs, or Final Smash yet.
* Means it's in the other Kain PSA in some form.

Normals:
A: Stab Middle
AA: Stab Middle, Stab High
AAA: Stab Middle, Stab High, Stab Low
AAAA: Stab Middle, High, Low, strong middle sweep.
OR
AAAA: Stab MHL, then finisher with “Critical Hit”  if all three make contact(see Side Smash)

Up Smash: Stab spear straight into the air, like Marth's sword.
Down Smash: Spinning low-sweep with spear.
Side Smash - “Critical Hit“: Spin blade behind followed by a powerful lunge forward.
http://img1.wikia.nocookie.net/__cb20101014065949/fireemblem/images/5/5c/Ephraim_%28Lord%29.gif (http://img1.wikia.nocookie.net/__cb20101014065949/fireemblem/images/5/5c/Ephraim_%28Lord%29.gif)

Side Tilt: Kain/Ephraim plants the spear tip first into the ground and pole-vault kicks forward/up.
https://www.youtube.com/watch?v=Rvbdm5dHygU (https://www.youtube.com/watch?v=Rvbdm5dHygU) (32 seconds in)
Down-Tilt: Low stabbing lunge.
Up-Tilt:

AIR:
Neutral: Front Flip Spin with spear.
Forward: Spinning horizontal swing.
Back: Straight lunge backward with blunt end of spear.
Up: Wide overhead swing. 90 degree angle from top left to top right.
Down: Wide under-body swing.

Specials:
*Neutral-B: Charged Gugnir (Spear Throw)- Kain/Ephraim charges up and then hurls his spear forward, horizontally. The more it is charged, the more damage it does. Less damage at close range, more damage at long range.

Neutral-B air: Gugnir (Spear Throw) - Kain/Ephraim hurls his spear at a downward angle. http://storage.siliconera.com/wordpress/wp-content/uploads/2010/09/image_thumb216.png (http://storage.siliconera.com/wordpress/wp-content/uploads/2010/09/image_thumb216.png)
http://img1.wikia.nocookie.net/__cb20110403231354/finalfantasy/images/b/b1/Kain_Gungnir.jpeg (http://img1.wikia.nocookie.net/__cb20110403231354/finalfantasy/images/b/b1/Kain_Gungnir.jpeg)

Side-B: Great Lord Critical Hit - Kain/Ephraim spins the blade behind them for damage, then moves forward in a spinning motion for a low, powerful hit.
http://img2.wikia.nocookie.net/__cb20101014065914/fireemblem/images/0/08/Ephraim_Great_Lord.gif (http://img2.wikia.nocookie.net/__cb20101014065914/fireemblem/images/0/08/Ephraim_Great_Lord.gif)

OR

SideB: Throw and Retrieve: Kain/Ephraim throws his spear in low arch, which plants itself in the ground. He rushes to retrieve it, plowing through anything in the way, then jumps back to original position. Invincibility during rush.
http://i.imgur.com/nTPThP1.png (http://i.imgur.com/nTPThP1.png)

*Up-B: Jump - Kain/Ephraim crouches, then hurtles himself upward. Tip of spear has hitboxes all the way up. Then, he plunges straight downward into the stage for high damage. Area around impact gets wind-knock back.
http://fc01.deviantart.net/fs70/f/2011/075/7/1/kain_jump_animated_sprite_by_aibryce-d3brhqy.gif (http://fc01.deviantart.net/fs70/f/2011/075/7/1/kain_jump_animated_sprite_by_aibryce-d3brhqy.gif)

Up-B air:  Celestial Shooter- Kain/Ephraim swings upward with his spear, at the apex he spins it like a helicopter.
http://img3.wikia.nocookie.net/__cb20110403231007/finalfantasy/images/0/09/Kain_CelestialShooter.jpeg (http://img3.wikia.nocookie.net/__cb20110403231007/finalfantasy/images/0/09/Kain_CelestialShooter.jpeg)
OR
*Up-B air: Rising Drive - Kain/Ephraim spins the spear like a helicopter upward.
http://img3.wikia.nocookie.net/__cb20110403231726/finalfantasy/images/4/45/Kain_RisingDrive.jpeg (http://img3.wikia.nocookie.net/__cb20110403231726/finalfantasy/images/4/45/Kain_RisingDrive.jpeg)


Down-B: Counterattack. - Rather than avoid damage altogether, Kain/Ephraim takes damage, but returns it twofold with a wide swinging motion.

Down-B Ground: Sky Rave - Flip downward and then drive downward in a spinning motion, with a downward spike on contact. Doesn’t stop until it makes contact with something. (Don’t use over a pit.)
http://img3.wikia.nocookie.net/__cb20110403231825/finalfantasy/images/b/b2/Kain_SkyRave.jpeg (http://img3.wikia.nocookie.net/__cb20110403231825/finalfantasy/images/b/b2/Kain_SkyRave.jpeg)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Lito on February 27, 2014, 02:16:31 PM
Rough Draft. No Up-Tilt, Dash, Grabs, or Final Smash yet.
* Means it's in the other Kain PSA in some form.

Normals:
A: Stab Middle
AA: Stab Middle, Stab High
AAA: Stab Middle, Stab High, Stab Low
AAAA: Stab Middle, High, Low, strong middle sweep.
OR
AAAA: Stab MHL, then finisher with “Critical Hit”  if all three make contact(see Side Smash)

Up Smash: Stab spear straight into the air, like Marth's sword.
Down Smash: Spinning low-sweep with spear.
Side Smash - “Critical Hit“: Spin blade behind followed by a powerful lunge forward.
[url]http://img1.wikia.nocookie.net/__cb20101014065949/fireemblem/images/5/5c/Ephraim_%28Lord%29.gif[/url] ([url]http://img1.wikia.nocookie.net/__cb20101014065949/fireemblem/images/5/5c/Ephraim_%28Lord%29.gif[/url])

Side Tilt: Kain/Ephraim plants the spear tip first into the ground and pole-vault kicks forward/up.
[url]https://www.youtube.com/watch?v=Rvbdm5dHygU[/url] ([url]https://www.youtube.com/watch?v=Rvbdm5dHygU[/url]) (32 seconds in)
Down-Tilt: Low stabbing lunge.
Up-Tilt:

AIR:
Neutral: Front Flip Spin with spear.
Forward: Spinning horizontal swing.
Back: Straight lunge backward with blunt end of spear.
Up: Wide overhead swing. 90 degree angle from top left to top right.
Down: Wide under-body swing.

Specials:
*Neutral-B: Charged Gugnir (Spear Throw)- Kain/Ephraim charges up and then hurls his spear forward, horizontally. The more it is charged, the more damage it does. Less damage at close range, more damage at long range.

Neutral-B air: Gugnir (Spear Throw) - Kain/Ephraim hurls his spear at a downward angle. [url]http://storage.siliconera.com/wordpress/wp-content/uploads/2010/09/image_thumb216.png[/url] ([url]http://storage.siliconera.com/wordpress/wp-content/uploads/2010/09/image_thumb216.png[/url])
[url]http://img1.wikia.nocookie.net/__cb20110403231354/finalfantasy/images/b/b1/Kain_Gungnir.jpeg[/url] ([url]http://img1.wikia.nocookie.net/__cb20110403231354/finalfantasy/images/b/b1/Kain_Gungnir.jpeg[/url])

Side-B: Great Lord Critical Hit - Kain/Ephraim spins the blade behind them for damage, then moves forward in a spinning motion for a low, powerful hit.
[url]http://img2.wikia.nocookie.net/__cb20101014065914/fireemblem/images/0/08/Ephraim_Great_Lord.gif[/url] ([url]http://img2.wikia.nocookie.net/__cb20101014065914/fireemblem/images/0/08/Ephraim_Great_Lord.gif[/url])

OR

SideB: Throw and Retrieve: Kain/Ephraim throws his spear in low arch, which plants itself in the ground. He rushes to retrieve it, plowing through anything in the way, then jumps back to original position. Invincibility during rush.
[url]http://i.imgur.com/nTPThP1.png[/url] ([url]http://i.imgur.com/nTPThP1.png[/url])

*Up-B: Jump - Kain/Ephraim crouches, then hurtles himself upward. Tip of spear has hitboxes all the way up. Then, he plunges straight downward into the stage for high damage. Area around impact gets wind-knock back.
[url]http://fc01.deviantart.net/fs70/f/2011/075/7/1/kain_jump_animated_sprite_by_aibryce-d3brhqy.gif[/url] ([url]http://fc01.deviantart.net/fs70/f/2011/075/7/1/kain_jump_animated_sprite_by_aibryce-d3brhqy.gif[/url])

Up-B air:  Celestial Shooter- Kain/Ephraim swings upward with his spear, at the apex he spins it like a helicopter.
[url]http://img3.wikia.nocookie.net/__cb20110403231007/finalfantasy/images/0/09/Kain_CelestialShooter.jpeg[/url] ([url]http://img3.wikia.nocookie.net/__cb20110403231007/finalfantasy/images/0/09/Kain_CelestialShooter.jpeg[/url])
OR
*Up-B air: Rising Drive - Kain/Ephraim spins the spear like a helicopter upward.
[url]http://img3.wikia.nocookie.net/__cb20110403231726/finalfantasy/images/4/45/Kain_RisingDrive.jpeg[/url] ([url]http://img3.wikia.nocookie.net/__cb20110403231726/finalfantasy/images/4/45/Kain_RisingDrive.jpeg[/url])


Down-B: Counterattack. - Rather than avoid damage altogether, Kain/Ephraim takes damage, but returns it twofold with a wide swinging motion.

Down-B Ground: Sky Rave - Flip downward and then drive downward in a spinning motion, with a downward spike on contact. Doesn’t stop until it makes contact with something. (Don’t use over a pit.)
[url]http://img3.wikia.nocookie.net/__cb20110403231825/finalfantasy/images/b/b2/Kain_SkyRave.jpeg[/url] ([url]http://img3.wikia.nocookie.net/__cb20110403231825/finalfantasy/images/b/b2/Kain_SkyRave.jpeg[/url])



I think this is an awesome moveset, however I'd like to give a few my own suggestions as well.

To continue tradition Ephraim should have counter, while Kain has the other move. Ephraim should throw a javelin or a spear instead of his lance.

Ephraim's side special should be Luna, since it's the Great Knight signature move and that's his class in Awakening. He simply slashes past his opponent similar to Ike's side special except it's not chargeable. It's a quick and powerful hit with a lot of ending lag.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 02:37:45 PM

I think this is an awesome moveset, however I'd like to give a few my own suggestions as well.

To continue tradition Ephraim should have counter, while Kain has the other move. Ephraim should throw a javelin or a spear instead of his lance.

Ephraim's side special should be Luna, since it's the Great Knight signature move and that's his class in Awakening. He simply slashes past his opponent similar to Ike's side special except it's not chargeable. It's a quick and powerful hit with a lot of ending lag.


I have no problem with you adding your own input.

Ephraim won't have anything representing the Great Knight from Awakening.

But I may take it into consideration ;)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 27, 2014, 04:12:56 PM
I was trying to avoid "tradition" by changing it up ever so slightly. It's counter, but it does a little more damage in return for you taking damage.

Drogoth, comments on the rough draft?


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 04:30:43 PM
I like the ideas, although I might make two changes:

1. ground down B to be the same as air down B
2. ground up B to be the same as air up B

Otherwise the ideas look nice.

I've currently been animating Genesis (and I noticed Kyouma's laziness :srs:) and it's not going too bad. I'm just a little sad that his feet aren't bound to his feet (they're bound to his knees) and that his coat isn't rigged to anything (it'd be kinda hard to rig it to something, so I don't blame Kyouma for that).


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 27, 2014, 04:36:51 PM
1. Counter for both or Sky Rave for both? Not a terrible change by any means, I just put that in there thinking it'd be an interesting extra move.

2. Jump has to be a part of the moveset, but using Jump when you're already mid-jump might be weird.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 04:39:20 PM
Rising Drive as both his Aerial Up Specials and Sky Rave as both his down specials.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 27, 2014, 04:41:38 PM
No counter on a Fire Emblem PSA? Ballsy, I like it.
Ahh, it wouldn't be Kain without Jump! Ephraim could totally do jump. :x


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 05:35:59 PM
I just like having uniformity between aerial and grounded versions of moves.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Lito on February 27, 2014, 07:05:10 PM
No counter?! GASP!

And also I still think that they should have some differences in their moveset just so they won't feel out of place with their universes. Sure they're spearmen but they're different in many ways.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 07:17:20 PM
No counter?! GASP!

And also I still think that they should have some differences in their moveset just so they won't feel out of place with their universes. Sure they're spearmen but they're different in many ways.

I don't think Riddlers moceset had anything that wouldn't fit either universe.

And yeah, no counter. 2mainstream4me


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 27, 2014, 08:23:54 PM
If it's only for uniformity, you can still make jump work. The animation might have to be a little different. From the ground: crouch, jump, plummet. Air: bend as if hitting an invisible platform, jump higher, plummet


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 08:33:15 PM
I thought of something like that, but I don't really like the plunge type of moves. It's bad enough that I have to do it for Zack :P

But I'll see what I can do.

Aaaaand I need to rig a model of Genesis myself.

The work never ends lol


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 27, 2014, 08:40:33 PM
The only thing is that if this is to be a moveset based on Kain and Ephraim, jump has to be included. It's basically Kains defining move, even from his original game. D:


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 08:45:46 PM
The only thing is that if this is to be a moveset based on Kain and Ephraim, jump has to be included. It's basically Kains defining move, even from his original game. D:

Jump will definitely be included, most likely as a final smash (99% chance). But I'm quite sure that it will not be an up special.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 27, 2014, 08:50:02 PM
Eh, I'm gonna stop arguing it because you seem pretty set in your ways, but jump needs to be an accessible-at-all-times move for Kain, or it's not Kain. It's not a final smash or a limit break, it's his primary method of fighting. If you wanna do it as a final smash, that would be dragoons pride, which is essentially super jump


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 27, 2014, 08:56:01 PM
Lol why am I even arguing, this is a request it's what you want lol.

I'll add the jump and then the helicopter thingy at the end of the special hi in the air.

Animated an air final smash for Genesis which I call Supernova (yes, I know it's three name of another move, but I don't care :P)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 28, 2014, 12:21:23 PM
I didn't mean to be a pain in the ass, just wanted to be accurate.
I wish I knew more about Crisis Core to comment on Genesis. D:


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 02:06:18 PM
Nah, it's fine.

Finished rigging Zack completely and I started with Genesis. The wing is going to be a pain in the ass...

and I just realized that I rigged it to the wrong side...

damnit.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on February 28, 2014, 02:13:28 PM
Whenever you finish Zack, I have to have it.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 05:19:58 PM
Here's some animations:

Wait1:
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation13_zps027df0f1.gif?)

Attack 11:
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation14_zpsd93de04f.gif?t=1393626535)

Attack12:
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation15_zpsaa8d8fc6.gif?t=1393626859)

Attack13 and 14 are done (14 needs some revision)

I will have a preview of the first half of the Apocalypse Limit Break soon.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Lillith on February 28, 2014, 05:56:54 PM
Can't quite pinpoint the problem, but Attack12 looks odd.

Attack11 and the wait are fine though.
good luck for the rest.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 05:59:05 PM
Can't quite pinpoint the problem, but Attack12 looks odd.

Attack11 and the wait are fine though.
good luck for the rest.

Yeah, I had the same feeling myself. I think it's something with the sword... not sure


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 06:06:16 PM
Here's some animations:

Wait1:
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation13_zps027df0f1.gif?[/url])

Attack 11:
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation14_zpsd93de04f.gif?t=1393626535[/url])

Attack12:
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation15_zpsaa8d8fc6.gif?t=1393626859[/url])

Attack13 and 14 are done (14 needs some revision)

I will have a preview of the first half of the Apocalypse Limit Break soon.
I think the Attack11 comes from Pit... If it doesn't, then great job! Just the transition looks a bit fast... Or Brawlbox made it too fast...

Is attack12 a double attack? I mean... Does it hit twice? It looks like it...
And the combo seems interesting... With 4 hits...
Looking forward to see that Apocalypse Limit Break too! As the full moveset


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Lillith on February 28, 2014, 06:08:20 PM
Attack 11 is Link's items swing I think.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Nao-chan on February 28, 2014, 06:08:32 PM
I think it's the right arm itself. The angle he's swinging it at just looks off. Other than that nice work. His left leg in wait1 needs to be touched up a bit though.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 06:09:58 PM
I think the Attack11 comes from Pit... If it doesn't, then great job! Just the transition looks a bit fast... Or Brawlbox made it too fast...

Is attack12 a double attack? I mean... Does it hit twice? It looks like it...
And the combo seems interesting... With 4 hits...
Looking forward to see that Apocalypse Limit Break too! As the full moveset

Nope lol. Yeah BBox made it fast.

Attack12 has Zack pulling to the right and then slashing.

The whole combo is done, it just needs polish on the last swing.

And the first 3/4 of Apocalypse is done, just need to do the last part. Might have a WIP of it up on Monday.

Post Merge: February 28, 2014, 06:11:11 PM
Attack 11 is Link's items swing I think.

Yep, looks perfect and saw no reason not to use it.

I think it's the right arm itself. The angle he's swinging it at just looks off. Other than that nice work. His left leg in wait1 needs to be touched up a bit though.

Yeah, I forgot to edit it when I polished the other bones/frames/etc


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 06:35:18 PM
Nope lol. Yeah BBox made it fast.

Attack12 has Zack pulling to the right and then slashing.

The whole combo is done, it just needs polish on the last swing.

And the first 3/4 of Apocalypse is done, just need to do the last part. Might have a WIP of it up on Monday.

Post Merge: February 28, 2014, 06:11:11 PM
Yep, looks perfect and saw no reason not to use it.

Yeah, I forgot to edit it when I polished the other bones/frames/etc
Lol... At least you find a good one! This Zack guy is the one I really like along Sephiroth and Genesis in the whole FFVII... At least, from the videos I saw...


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 06:41:03 PM
Lol... At least you find a good one! This Zack guy is the one I really like along Sephiroth and Genesis in the whole FFVII... At least, from the videos I saw...

I'm currently rigging Genesis (or at least was until I got home) and I'll be rigging (or maybe find on the vault) Sephiroth and rigging Angeal as well.

Hopefully, I can get Zack to have a DMW mechanic. Depending on the amount of times you've hit an opponent, you'll glow a different color and have a different Final Smash/Limit Break:

With 0-29 points in DMW (Normal): Chain Slash (requires the first hit to make contact otherwise it fizzles out)
With 30-49 points in DMW (High): Meteor Shots (happens automatically)
With 50-79 points in DMW (Sky High): Octaslash (requires the first hit to make contact otherwise it fizzles out)
With 80-100 points in DMW (Heavenly): Apocalypse (happens automatically)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 06:44:30 PM
I'm currently rigging Genesis (or at least was until I got home) and I'll be rigging (or maybe find on the vault) Sephiroth and rigging Angeal as well.

Hopefully, I can get Zack to have a DMW mechanic. Depending on the amount of times you've hit an opponent, you'll glow a different color and have a different Final Smash/Limit Break:

With 0-29 points in DMW (Normal): Chain Slash (requires the first hit to make contact otherwise it fizzles out)
With 30-49 points in DMW (High): Meteor Shots (happens automatically)
With 50-79 points in DMW (Sky High): Octaslash (requires the first hit to make contact otherwise it fizzles out)
With 80-100 points in DMW (Heavenly): Apocalypse (happens automatically)
Sounds great! Oh... Does he do that Meteor Rain attack as a Normal attack too? I mean... Not as a Final Smash...


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 06:50:27 PM
Sounds great! Oh... Does he do that Meteor Rain attack as a Normal attack too? I mean... Not as a Final Smash...

Nope.

His specials will be as follows:

Up special: Jump (think of my SS Link's final smash except without spinning and electricity) can cancel out of it at the apex of the jump
Side Special: Dash
Neural Special: Blizzaga/Firaga/Thundara (change using taunt)
Down Special: Assault Twister


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 07:07:59 PM
Nope.

His specials will be as follows:

Up special: Jump (think of my SS Link's final smash except without spinning and electricity) can cancel out of it at the apex of the jump
Side Special: Dash
Neural Special: Blizzaga/Firaga/Thundara (change using taunt)
Down Special: Assault Twister
I see... Owell, still looking forward for them FF PSAs!


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 07:12:42 PM
I see... Owell, still looking forward for them FF PSAs!

I've animated an air FS for Genesis based on his CG animated scene with Sephiroth (with all those fire balls) along with a wait animation and a WIP Blade Charge animation (both from that same CG animated scene with Sephiroth and his actual move).

Fun fact, Genesis has a skill called Dancing Blade. Which will be used by him and will utilize Marth's last side special low attack.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 07:14:42 PM
I've animated an air FS for Genesis based on his CG animated scene with Sephiroth (with all those fire balls) along with a wait animation and a WIP Blade Charge animation (both from that same CG animated scene with Sephiroth and his actual move).

Fun fact, Genesis has a skill called Dancing Blade. Which will be used by him and will utilize Marth's last side special low attack.
Lol... If that's the CG I'm thinking about, then this should look badass!


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 07:19:39 PM
;)

http://www.youtube.com/watch?v=1KxjGn30PDA


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 07:23:34 PM
;)

[url]http://www.youtube.com/watch?v=1KxjGn30PDA[/url]
That's exactly when I started to like Genesis! :happy:


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 07:39:26 PM
Ill be putting up a WIP preview of Genesis's Air FS and Zacks Apocalypse in a bit.

Also animated half of a hair flip for Genesis. Gotta make him as fabulous as possible.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 07:57:00 PM
Ill be putting up a WIP preview of Genesis's Air FS and Zacks Apocalypse in a bit.

Also animated half of a hair flip for Genesis. Gotta make him as fabulous as possible.
Haha! I think I already have an Alt recolor idea for him xD


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Lillith on February 28, 2014, 07:59:20 PM
Haha! I think I already have an Alt recolor idea for him xD
You called~?


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 08:05:26 PM
You called~?
Not at all~ (http://a.deviantart.net/avatars/h/u/hurrplz.png?1)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 08:10:19 PM
First WIP half of Apocalypse before BBox derped for me

(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation17_zps96561b32.gif?)

WIP preview of Genesis's new Air Final Smash

(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation18_zps27759d93.gif?t=1393643333)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 08:13:59 PM
First WIP half of Apocalypse before BBox derped for me

(http://[url=http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation17_zps96561b32.gif?t=1393642670]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation17_zps96561b32.gif?t=1393642670[/url])

WIP preview of Genesis's new Air Final Smash

(http://[url=http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation18_zps27759d93.gif?t=1393643333]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation18_zps27759d93.gif?t=1393643333[/url])
Hmm... Nice... Zack looks like he obtained divine powers
Genesis looks like he wants some SuperNova falling on the battlefield!


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 08:24:01 PM
Hmm... Nice... Zack looks like he obtained divine powers
Genesis looks like he wants some SuperNova falling on the battlefield!

The best part will be that Genesis and Angeal will be able to use their WIIIIIIIINGS

or atleast have them visible when they have the smash ball lol

I'll also be adding that spin attack that he does at 1:13


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 08:31:43 PM
The best part will be that Genesis and Angeal will be able to use their WIIIIIIIINGS

or atleast have them visible when they have the smash ball lol

I'll also be adding that spin attack that he does at 1:13
Aaah... But you'll have to add custom bones right? Or will you use Brawl Physics?
That fabulous spin... Looks good for a Up Smash... 8)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 08:37:39 PM
Aaah... But you'll have to add custom bones right? Or will you use Brawl Physics?
That fabulous spin... Looks good for a Up Smash... 8)


Nope, I'll be rigging it to Ike's LMant01N (left upper cape bone). Hopefully I'll be able to add some influence to the bottom part of his coat to the lower cape bones (so that it flows and whatnot).

Ike has about 6-7 bones for his bandanna and he has about 9 bones for his cape.

1 bone will be for his Wing with the other 15 can be used for the Final Smash hitboxes and gfx.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 08:47:53 PM
Nope, I'll be rigging it to Ike's LMant01N (left upper cape bone). Hopefully I'll be able to add some influence to the bottom part of his coat to the lower cape bones (so that it flows and whatnot).

Ike has about 6-7 bones for his bandanna and he has about 9 bones for his cape.

1 bone will be for his Wing with the other 15 can be used for the Final Smash hitboxes and gfx.
Ah... Now that you mention it... Oh by the way, isn't Genesis' sword a bit too long? It looks like Sephy's katana...


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 08:55:55 PM
Ah... Now that you mention it... Oh by the way, isn't Genesis' sword a bit too long? It looks like Sephy's katana...

That model is Kyouma's. I'm still rigging my own version.

But the Rapier is supposed to be that size. Which is extremely odd.

Also, the spin attack from the video will probably be a side smash.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 09:05:16 PM
That model is Kyouma's. I'm still rigging my own version.

But the Rapier is supposed to be that size. Which is extremely odd.

Also, the spin attack from the video will probably be a side smash.
Quite odd, indeed...
Isn't that high for a Side Smash? I still think it's better for a Up Smash, but... Owell, we'll see how does it turn out :)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 09:17:18 PM
Quite odd, indeed...
Isn't that high for a Side Smash? I still think it's better for a Up Smash, but... Owell, we'll see how does it turn out :)

Genesis gets a whole lot of horizontal movement when he does the spin. He'll have hitboxes going up and down, so you could use that instead of the up smash for some mind games ;)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 09:36:17 PM
Genesis gets a whole lot of horizontal movement when he does the spin. He'll have hitboxes going up and down, so you could use that instead of the up smash for some mind games ;)
Seen this way, i agree with you... just like that Cloud PSA where he leaps and smash his sword on the ground... except that Genesis puts more elegance into it x)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on February 28, 2014, 09:51:40 PM
Seen this way, i agree with you... just like that Cloud PSA where he leaps and smash his sword on the ground... except that Genesis puts more elegance into it x)

Ill be using a move similar to what you described for Angeal :P


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Akeno/Archer on February 28, 2014, 09:54:17 PM
Ill be using a move similar to what you described for Angeal :P
lol...


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Calypso on March 01, 2014, 12:20:51 AM
Those PSA look and sound so very good and awesome and well amazing.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on March 01, 2014, 07:34:45 AM
Those PSA look and sound so very good and awesome and well amazing.

Thanks!

Ill start animating some of Zacks specials and smashes on Monday.

Still drawing up concepts for Genesis.

Still don't know Roy or Hector's problem... :/


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Nao-chan on March 01, 2014, 10:42:20 AM
 Did you try starting a topic to ask the community if they could help figure it out?


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on March 01, 2014, 11:12:04 AM
Yeah I did, still nothing.

Officially going to take on Kain as a project.

That's like... 9 projects lol


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on March 01, 2014, 11:40:54 AM
Took me a minute to realize you were Drogoth.
Ephraim should work with the Kain moveset, so I wouldn't "Delay" him, that's why I used moves with influences from both.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on March 01, 2014, 11:43:51 AM
Took me a minute to realize you were Drogoth.
Ephraim should work with the Kain moveset, so I wouldn't "Delay" him, that's why I used moves with influences from both.

In the case of Ephraim and Kain, they won't be put on the backburner for the other characters since they both straddle the fence with their moveset.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on March 01, 2014, 12:34:20 PM
Rough Draft. No Up-Tilt, Dash, Grabs, or Final Smash yet.
* Means it's in the other Kain PSA in some form.

Normals:
A: Stab Middle
AA: Stab Middle, Stab High
AAA: Stab Middle, Stab High, Stab Low
AAAA: Stab Middle, High, Low, strong middle sweep.
OR
AAAA: Stab MHL, then finisher with “Critical Hit”  if all three make contact(see Side Smash)

Up Smash: Stab spear straight into the air, like Marth's sword.
Down Smash: Spinning low-sweep with spear.
Side Smash - “Critical Hit“: Spin blade behind followed by a powerful lunge forward.
[url]http://img1.wikia.nocookie.net/__cb20101014065949/fireemblem/images/5/5c/Ephraim_%28Lord%29.gif[/url] ([url]http://img1.wikia.nocookie.net/__cb20101014065949/fireemblem/images/5/5c/Ephraim_%28Lord%29.gif[/url])

Side Tilt: Kain/Ephraim plants the spear tip first into the ground and pole-vault kicks forward/up.
[url]https://www.youtube.com/watch?v=Rvbdm5dHygU[/url] ([url]https://www.youtube.com/watch?v=Rvbdm5dHygU[/url]) (32 seconds in)
Down-Tilt: Low stabbing lunge.
Up-Tilt:

AIR:
Neutral: Front Flip Spin with spear.
Forward: Spinning horizontal swing.
Back: Straight lunge backward with blunt end of spear.
Up: Wide overhead swing. 90 degree angle from top left to top right.
Down: Wide under-body swing.

Specials:
*Neutral-B: Charged Gugnir (Spear Throw)- Kain/Ephraim charges up and then hurls his spear forward, horizontally. The more it is charged, the more damage it does. Less damage at close range, more damage at long range.

Neutral-B air: Gugnir (Spear Throw) - Kain/Ephraim hurls his spear at a downward angle. [url]http://storage.siliconera.com/wordpress/wp-content/uploads/2010/09/image_thumb216.png[/url] ([url]http://storage.siliconera.com/wordpress/wp-content/uploads/2010/09/image_thumb216.png[/url])
[url]http://img1.wikia.nocookie.net/__cb20110403231354/finalfantasy/images/b/b1/Kain_Gungnir.jpeg[/url] ([url]http://img1.wikia.nocookie.net/__cb20110403231354/finalfantasy/images/b/b1/Kain_Gungnir.jpeg[/url])

Side-B: Great Lord Critical Hit - Kain/Ephraim spins the blade behind them for damage, then moves forward in a spinning motion for a low, powerful hit.
[url]http://img2.wikia.nocookie.net/__cb20101014065914/fireemblem/images/0/08/Ephraim_Great_Lord.gif[/url] ([url]http://img2.wikia.nocookie.net/__cb20101014065914/fireemblem/images/0/08/Ephraim_Great_Lord.gif[/url])

OR

SideB: Throw and Retrieve: Kain/Ephraim throws his spear in low arch, which plants itself in the ground. He rushes to retrieve it, plowing through anything in the way, then jumps back to original position. Invincibility during rush.
[url]http://i.imgur.com/nTPThP1.png[/url] ([url]http://i.imgur.com/nTPThP1.png[/url])

*Up-B: Jump - Kain/Ephraim crouches, then hurtles himself upward. Tip of spear has hitboxes all the way up. Then, he plunges straight downward into the stage for high damage. Area around impact gets wind-knock back.
[url]http://fc01.deviantart.net/fs70/f/2011/075/7/1/kain_jump_animated_sprite_by_aibryce-d3brhqy.gif[/url] ([url]http://fc01.deviantart.net/fs70/f/2011/075/7/1/kain_jump_animated_sprite_by_aibryce-d3brhqy.gif[/url])

Up-B air:  Celestial Shooter- Kain/Ephraim swings upward with his spear, at the apex he spins it like a helicopter.
[url]http://img3.wikia.nocookie.net/__cb20110403231007/finalfantasy/images/0/09/Kain_CelestialShooter.jpeg[/url] ([url]http://img3.wikia.nocookie.net/__cb20110403231007/finalfantasy/images/0/09/Kain_CelestialShooter.jpeg[/url])
OR
*Up-B air: Rising Drive - Kain/Ephraim spins the spear like a helicopter upward.
[url]http://img3.wikia.nocookie.net/__cb20110403231726/finalfantasy/images/4/45/Kain_RisingDrive.jpeg[/url] ([url]http://img3.wikia.nocookie.net/__cb20110403231726/finalfantasy/images/4/45/Kain_RisingDrive.jpeg[/url])


Down-B: Counterattack. - Rather than avoid damage altogether, Kain/Ephraim takes damage, but returns it twofold with a wide swinging motion.

Down-B Ground: Sky Rave - Flip downward and then drive downward in a spinning motion, with a downward spike on contact. Doesn’t stop until it makes contact with something. (Don’t use over a pit.)
[url]http://img3.wikia.nocookie.net/__cb20110403231825/finalfantasy/images/b/b2/Kain_SkyRave.jpeg[/url] ([url]http://img3.wikia.nocookie.net/__cb20110403231825/finalfantasy/images/b/b2/Kain_SkyRave.jpeg[/url])
Perhaps for up-tilt, it could be similar to the side tilt I wrote in, only he kicks straight upward instead, more range but not as strong as the up-smash? Or just a mid-sized overhead swing.

Grab could be similar to the Sephiroth grab, where he can grab from a distance by impaling with the spear.
(http://i68.photobucket.com/albums/i6/X-Cloud/Brawl/03.jpg)
If so: Side-throw: Spin with the opponent and launch them forward.
Down-throw: Lift and then slam the impaled opponent into the ground for a big bounce.
Up-throw: Throw them straight upward, animated as such: Swing the opponent down, around, and then straight up.
Back throw: Throw the opponent backwards like a catapault: straight over the head backwards.
Pummel: Pull the opponent in closer for a number of punches, OR un-stab and restab the opponent repeatedly while they're sort of stunned?


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on March 01, 2014, 12:39:37 PM
Nyeh, not a fan of the impale grab. I'll probably keep it the same as Marths for now.

Only reason I'd do it is if I'm working on Sephiroth (which I will be, soon enough).

Ill see about the up tilt when I get to it.


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on March 01, 2014, 12:46:49 PM
Aw, it sounded nice in my head. I was a fan of that.
Maybe instead, grab with his hands, but still do the back-throw? :3
Grab - jab spear into abdomen, catapult backwards?


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on March 01, 2014, 12:48:42 PM
For some reason BBox doesn't want to make the full gif of Zacks WIP Apocalypse :srs:

Ill make a video of it in BBox whenever I can.

I might take the animation from the Cloud PSA for the backthrow (stab the person, turn around and kick them away)


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Riddler on March 01, 2014, 12:49:36 PM
For some reason BBox doesn't want to make the full gif of Zacks WIP Apocalypse :srs:

Ill make a video of it in BBox whenever I can.

I might take the animation from the Cloud PSA for the backthrow (stab the person, turn around and kick them away)
If brawlbox won't do it, download a screen recorder and upload it to youtube?


Title: Re: Drogoth's PSAs: Hector, Roy, & OoT Link! Final Fantasy PSAs?
Post by: Large Leader on March 01, 2014, 12:51:27 PM
If brawlbox won't do it, download a screen recorder and upload it to youtube?


Yeah, that's what ill do. Its what I did for Roy's side special, although I don't think I put it up here...

But you should still be able to get to my youtube account from the Hector preview vid in the OP.

Post Merge: March 01, 2014, 02:06:45 PM
Here's a WIP preview of Apocalypse:

Super Smash Bros Brawl Hacks: Zack Fair Apocalypse Final Smash (http://www.youtube.com/watch?v=ucozSF0q7wk#ws)


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: ShinyMammoth on March 01, 2014, 06:10:14 PM
Yeah, that's what ill do. Its what I did for Roy's side special, although I don't think I put it up here...

But you should still be able to get to my youtube account from the Hector preview vid in the OP.

Post Merge: March 01, 2014, 02:06:45 PM
Here's a WIP preview of Apocalypse:

Super Smash Bros Brawl Hacks: Zack Fair Apocalypse Final Smash ([url]http://www.youtube.com/watch?v=ucozSF0q7wk#ws[/url])


Ummmm....

..

What is he doing? Besides floating obviously.

..

Oooh wait a minute, just rewatched it. Is this some lame explode everything final smash??



Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Large Leader on March 01, 2014, 06:18:20 PM
Ummmm....

..

What is he doing? Besides floating obviously.

..

Oooh wait a minute, just rewatched it. Is this some lame explode everything final smash??




I'm assuming that you haven't played FF or Crisis Core.

It's more like an electrical storm.
 
Apocalypse Limit Break (http://www.youtube.com/watch?v=3x5M6S3YwhQ#)

And just saying, don't know if you were trying or not, but that's that came off as slightly rude. I'd like to keep it calm and civilized here.


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: ShinyMammoth on March 01, 2014, 06:36:40 PM
I'm assuming that you haven't played FF or Crisis Core.

It's more like an electrical storm.

So yes then? The question was more in reference to how it was going to work. Like is it going to kill the whole stage? or will it actually be a balanced final where you have ample opportunity to avoid/sheild it?

And just saying, don't know if you were trying or not, but that's that came off as slightly rude. I'd like to keep it calm and civilized here.

I was more or less typing out my thought process as I was watching your animation. I try to critique animations as if I was someone who knows nothing and is seeing this character do this for the first time. If it came off rude that only means you interpreted it that way.


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Large Leader on March 01, 2014, 06:42:55 PM
So yes then? The question was more in reference to how it was going to work. Like is it going to kill the whole stage? or will it actually be a balanced final where you have ample opportunity to avoid/sheild it?

If I wanted to stay true to the game, then this should take up the whole stage and 1-shot everything.

But I don't want to do that.

It'll take up approximately half of Final Destination and will have a long delay before the electrical storm actually hits. The hitboxes can be shielded and come down at regular intervals (albeit every lightning bolt will have a different timing). So if you can powershield at the right time, then you can block the whole thing. Getting hit by one bolt will stun you and do about 20% damage, if you don't block the first one, you'll get hit by all of them. KB will be high, seeing as it can be easily blocked and is blatantly telegraphed like no other.

Quote
I was more or less typing out my thought process as I was watching your animation. I try to critique animations as if I was someone who knows nothing and is seeing this character do this for the first time. If it came off rude that only means you interpreted it that way.

You could have said something along the lines of "From what I see, it's just a giant explosion". But in the end, it was my mistake in interpreting it and acting on it, not yours.

I can't really show GFX in the model viewer unless I already added it (which I haven't done so). This is still all very early stage in the process. I'm just throwing up something for everyone to see, because why not?


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: ShinyMammoth on March 01, 2014, 06:56:28 PM
If I wanted to stay true to the game, then this should take up the whole stage and 1-shot everything.

But I don't want to do that.

It'll take up approximately half of Final Destination and will have a long delay before the electrical storm actually hits. The hitboxes can be shielded and come down at regular intervals (albeit every lightning bolt will have a different timing). So if you can powershield at the right time, then you can block the whole thing. Getting hit by one bolt will stun you and do about 20% damage, if you don't block the first one, you'll get hit by all of them. KB will be high, seeing as it can be easily blocked and is blatantly telegraphed like no other.

Thats good to hear. I am just tired of seeing hacks come out with the cheap and cheezy, kill everyone everywhere no matter what.

You could have said something along the lines of "From what I see, it's just a giant explosion". But in the end, it was my mistake in interpreting it and acting on it, not yours.


I think I should have said "Is this going to be another lame explode everything everywhere Final. Similar to (instert psa here)" Because I was trying to ask about the final while still expressing my disgust for that style of final.



Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Large Leader on March 01, 2014, 06:58:16 PM
Thats good to hear. I am just tired of seeing hacks come out with the cheap and cheezy, kill everyone everywhere no matter what.

Agreed. I like my PSA's to be fun and balanced for both the player and the enemy.

Quote
I think I should have said "Is this going to be another lame explode everything everywhere Final. Similar to (instert psa here)" Because I was trying to ask about the final while still expressing my disgust for that style of final.

It's both our faults, so no harm done.


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Renova on March 01, 2014, 09:02:54 PM
Awesome!!!!!!!! Who is Zack over?


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Large Leader on March 02, 2014, 12:56:36 PM
Zack and Angeal will be over Ike.

Genesis will be over Ganondorf

Sephiroth will be over Link

Made new animations for Zack's Thundara/Firaga/Blizzaga.

Will start animating the taunt to change between the three modes either tomorrow or on Monday.

Post Merge: March 02, 2014, 12:29:41 PM
Preview of Zack's Thunder/Fire/Blizzard

If fully charged, it will become Thundara/Firaga/Blizzaga

The first animation (SpecialNStart) will have a FSM of 0.5 and the last animation (SpecialNEnd) will have a FSM of about 1.5-1.8

Super Smash Bros Brawl Hacks: Zack Fair Neutral Special (http://youtu.be/1TaVgXZAve8)


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 02, 2014, 08:38:45 PM
Nice, I like it! When it's ready to be tested, you can PM me and I can test along with taking in-game pictures. Of course that's your choice though. ;D


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Large Leader on March 02, 2014, 08:44:53 PM
Nice, I like it! When it's ready to be tested, you can PM me and I can test along with taking in-game pictures. Of course that's your choice though. ;D

Sure, ill keep that in mind. Although Zack is far from being beta tested.


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 03, 2014, 08:17:12 AM
No problem, I can wait. You see I have high expectations so you should take your time. ;D


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Renova on March 03, 2014, 10:16:14 AM
Crisis Core was such a good game. I'm glad you're giving Zack a PSA.


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Large Leader on March 03, 2014, 01:41:39 PM
Been trying to animate today and... it just isn't going as smoothly as before. And it's started to get me frustrated, which isn't good at all.

I'm going to be taking a break from animating and whatnot for a while.


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Nao-chan on March 03, 2014, 02:16:11 PM
That's what I had to do. It takes a lot out of you when you just keep doing it constantly. A break is always a good thing. Rest the body and mind. You'll feel much better afterwards.


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Large Leader on March 03, 2014, 02:47:30 PM
Yeah, I don't know what's up with my animating recently.

I'll probably just stick to PSAing OoT Link and sending him out for testing and videos :P

Post Merge: March 03, 2014, 04:57:40 PM
Bleh, just so as to not stifle progress ill just use Jrush's Zack animations. No point in making a complete duplicate of something that already exists.

Of course, I'll credit him. I'd be stupid not to.


Title: Re: Zack Fair's Seventh Heaven: Hector, Roy, & OoT Link! Zack and Genesis Previews!
Post by: Large Leader on March 05, 2014, 03:23:00 PM
Started to do small animation edits for Sephiroth today. Specifically Draw Slash which will be his Neutral B.

After a very laggy start, you can charge the attack, after releasing the button Sephiroth slashes directly infront of him dealing moderate damage and extremely heavy kb.

His aerial final will be Heartless Angel. After singling out one target, Sephiroth delas 999% damage instantly killing them (or just giving them the damage and having no kb, still deciding on this). The upside is that its does ridiculous damage, the downside is that Sephiroth is completely vulnerable during the attack, so you can interrupt him.

And before anyone asks, his PSA will be over Link while  his model and animations will be over Marth.

Post Merge: March 06, 2014, 09:42:03 AM
Here's a Beta Preview of Draw Slash (and coincidentally the Wait animation)

As you can see, he's....

LEFT HANDED!!!!!

(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation20_zps0a080ec7.gif)


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 06, 2014, 09:53:40 AM
Hey Zack, is Hector complete yet?


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 06, 2014, 09:58:18 AM
Hey Zack, is Hector complete yet?

He's at 90%

He has one glitch with his ground final smash and I need to code the air final smash. Otherwise, he's done.

Roy is worse, he's at 99%

He has two glitches, both doing with sliding back to where you originally started :srs:

And the biggest problem is that it SHOULDN'T have those problems, but it does. And no one seems to know why the problem even exists.

EDIT:

Hopefully, I fixed Hector's Final Smash sliding and hopefully Roy's problem as well (although I'm not sure about his dash attack)

Currently coding Hector's air final. It'll be the last 3 hits of Ike's Final Smash and will spike the opponent downwards.


Okay, so hopefully they're both done with the fixes...

Anyone wanna test for me :af:


AAAAAAAAAAAAAAAAAND THE'YRE DONE!

I just need to take some pics of them and have them uploaded to the vault!


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 06, 2014, 02:23:50 PM
Really? Can't wait to see how they turn out! :happy:


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Nao-chan on March 06, 2014, 02:49:08 PM
Oh so you finally were able to fix those son's of [censored]es? Excuse my language, but sheesh, that took quite a while. Congratulations!


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 06, 2014, 03:02:15 PM
Oh so you finally were able to fix those son's of [censored]es? Excuse my language, but sheesh, that took quite a while. Congratulations!

Yeah, it took me a while. And don't worry about language. The one's who don't want to see it have the filter, those that don't care usually have it off :P


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Nao-chan on March 06, 2014, 03:07:00 PM
Yeah, it took me a while. And don't worry about language. The one's who don't want to see it have the filter, those that don't care usually have it off :P
I've tried setting that to off but it didn't work for some reason. I'll try again since they did a major update, so it might actually work now.

Anyway how'd you get the side specials to work?


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 06, 2014, 03:15:39 PM
I've tried setting that to off but it didn't work for some reason. I'll try again since they did a major update, so it might actually work now.

Anyway how'd you get the side specials to work?

Magic.

But seriously. I just used momentum code. I decided I might as well use it. I haven't tested to see if you can use it multiple times. Also, Roy's FS only heals right now, and doesn't do anything else. But I'm done lol. I'm so done with them.

Also, I don't think Hector's throwing axe shows up during his final smash.

But like I said, I'm done.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Nao-chan on March 06, 2014, 03:26:29 PM
Yeah I can understand that. They did take quit a while to make it to the finish line. An absurd amount actually.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 06, 2014, 03:45:39 PM
Yeah I can understand that. They did take quit a while to make it to the finish line. An absurd amount actually.

Yeah, tell me about it lol

Hope everuone enjoys those two! Because I sure didn't :P


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Lillith on March 06, 2014, 04:01:35 PM
Hope everuone enjoys those two! Because I sure didn't :P

I don't think you're supposed to say that XD


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 06, 2014, 04:04:23 PM
I don't think you're supposed to say that XD

Shhh, they don't know that.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Nao-chan on March 06, 2014, 07:27:03 PM
Hey, I know you already released him, but I tried to remake your Entry animation for Roy.
This is what I did.
(http://i.imgur.com/KtBhpPK.gif)


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 06, 2014, 07:33:36 PM
Hey, I know you already released him, but I tried to remake your Entry animation for Roy.
This is what I did.
([url]http://i.imgur.com/KtBhpPK.gif[/url])


I like it, but the entry animation I made was a placeholder for when I remake it.

I have a good idea in mind ;)

Although I'll definitely send it to you for animating the fingers or something. I hate animating fingers :srs:


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Nao-chan on March 06, 2014, 08:40:25 PM
I like it, but the entry animation I made was a placeholder for when I remake it.

I have a good idea in mind ;)

Although I'll definitely send it to you for animating the fingers or something. I hate animating fingers :srs:
Sure I can do that. Right now I only have like one big animation challenge I have to get done. Lucina's FS. Kinda been procrastinating on it. Really just need to get it out of the way, cause I know it's gonna take me a while.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 06, 2014, 08:47:54 PM
Sure I can do that. Right now I only have like one big animation challenge I have to get done. Lucina's FS. Kinda been procrastinating on it. Really just need to get it out of the way, cause I know it's gonna take me a while.

Yeah, that's what Hector's final smash felt like. Coding and animating :P

Good luck

And from this post (until further notice) I'll be working on Sephiroth. Aside from having a beta version of Draw Slash done, I've also completed a teleport side special for him.

I've also decided to put him over Ike instead of Link. Just realized that animating Octaslash would be easier that way :P


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Lillith on March 06, 2014, 08:53:11 PM
I've also decided to put him over Ike instead of Link. Just realized that animating Octaslash would be easier that way :P
I'd call you lazy for that, but... Roy and Hector.
...
Good luck.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 06, 2014, 09:14:35 PM
I'd call you lazy for that, but... Roy and Hector.
...
Good luck.

I don't quite follow :>.>:


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Lillith on March 06, 2014, 09:17:59 PM
I'm referring to the amount of trouble they gave you.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 06, 2014, 09:22:38 PM
I'm referring to the amount of trouble they gave you.

No one shall speak of them :notimp:

This is probably why they cut Roy from brawl :P


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Lillith on March 06, 2014, 09:25:47 PM
Nah, Pit stole his spiky hair and Ike stole his fire then they tossed him into an alternate dimension. *Shot*


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 07, 2014, 03:04:42 PM
Nah, Pit stole his spiky hair and Ike stole his fire then they tossed him into an alternate dimension. *Shot*


I saw the mock "Roy in Brawl" picture that used Marth's body along with Pit's head. The hair was the worst thing I've seen in my life. It was like Pit took his hair, made it look like [censored], and said "Yeah, this works"

Anyways, back on topic...

Uhh....

Oh yeah!

Before anyone asks: Sephiroth WILL stab the person for his grab and he will NOT be able to fly or have wings.


Post Merge: March 07, 2014, 07:10:02 AM
Starting making the grab animations. Need to redo the CatchAttack one, although the Catch and CatchWait animations need small tweaks (the sword arm needs to be slightly bent).


Here's some previews of Sephiroth:

Wait2
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation0_zps0f26d7c0.gif)

Attack11
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation2_zps0fa504ef.gif)

Attack12
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation3_zpsce2807f9.gif)

Attack 13

GOTCHA!

It's still in progress ;)


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Akeno/Archer on March 07, 2014, 03:31:33 PM
I saw the mock "Roy in Brawl" picture that used Marth's body along with Pit's head. The hair was the worst thing I've seen in my life. It was like Pit took his hair, made it look like [censored], and said "Yeah, this works"

Anyways, back on topic...

Uhh....

Oh yeah!

Before anyone asks: Sephiroth WILL stab the person for his grab and he will NOT be able to fly or have wings.


Post Merge: March 07, 2014, 07:10:02 AM
Starting making the grab animations. Need to redo the CatchAttack one, although the Catch and CatchWait animations need small tweaks (the sword arm needs to be slightly bent).


Here's some previews of Sephiroth:

Wait2
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation0_zps0f26d7c0.gif[/url])

Attack11
(http://[url=http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation2_zps0fa504ef.gif]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation2_zps0fa504ef.gif[/url])

Attack12
(http://[url=http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation3_zpsce2807f9.gif]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation3_zpsce2807f9.gif[/url])

Attack 13

GOTCHA!

It's still in progress ;)
I see what you did there... :>.>:
If you need any help with Sephy, shot me a PM... Me wants to help for the Momma's boy moveset!


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 07, 2014, 03:37:57 PM
Updated the previous post with Attack11 and Attack12.

Attack13 is in progress

First starting slash of Octaslash needs polishing.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 07, 2014, 06:32:41 PM
Hey Zack, I just tested your Hector and Roy hack. I have to admit they are pretty good and fun to play with. But there are some problems I would like to tell you even though you already released it. I don't know if it's just my problem but Hector can't seem to perform his FS. I can get the FS but when I press B to activate it, nothing happens. Also looking from the preview, the FS looks a bit weak from my opinion. Another drawback is his Up B. It is a bit too fast. Everytime I get sent flying and I use it he automatically dies. And it's not just fast, it's REALLY fast. Like I don't even see him when I use it. I also checked out the preview vid, and even there it's too fast for the CPU to control. Out of that no other problems.

For Roy the only problem I see in him is his speed and his animations. I'm not going to complain because I don't know how to PSA myself but I find his animations, a bit sloppy (I'm sorry). I feel that it's not fluent enough to perform combos that a melee Roy would perform. I know this is supposed to be totally different from the melee Roy but even so, compared to normal characters and PSA's I have played before, I find his animations and attacks to be a bit sloppy. Also he is kind of slow. Like not slow, but not as fast as he should be either. Well that's all the problems I have for him.

Other than that, I know you spent a great deal of time on them and they really made you frustrated and all. I hope that if you have any spare time, maybe you consider some upgrades? I don't know it's your choice after all. Other than that, great job on them! ;)


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 07, 2014, 06:37:25 PM
Animated a whole lot more of Octaslash (only need the final jump and the the dash through the person).

As usual, my animations always need polishing...

And I need to figure out how many Y units up Ike is during his final smash. I actually need Sephiroth to land on the ground and then jump back up for the final slash :P

I can get the FS but when I press B to activate it, nothing happens. Also looking from the preview, the FS looks a bit weak from my opinion.

Wut?

The Preview that I had/have was an older version of the final. You actually can't be too far away from the person when you activate it. The hitbox actually comes out from his hand, so the initial stun won't land unless that hits. The final will still go on, even if the stunning axe doesn't hit, but it should still happen.

And don't worry about damage, it's practically a OHKO if you hit it.

Quote
Another drawback is his Up B. It is a bit too fast. Everytime I get sent flying and I use it he automatically dies. And it's not just fast, it's REALLY fast. Like I don't even see him when I use it. I also checked out the preview vid, and even there it's too fast for the CPU to control. Out of that no other problems.

... are you using Project M?

I need to update the hack description. The PSA doesn't work with P:M at all.

Quote
For Roy the only problem I see in him is his speed and his animations. I'm not going to complain because I don't know how to PSA myself but I find his animations, a bit sloppy (I'm sorry). I feel that it's not fluent enough to perform combos that a melee Roy would perform. I know this is supposed to be totally different from the melee Roy but even so, compared to normal characters and PSA's I have played before, I find his animations and attacks to be a bit sloppy. Also he is kind of slow. Like not slow, but not as fast as he should be either. Well that's all the problems I have for him.

Eh, they were the first time that I tried animating (most of Link's attacks were animation swaps from Toon Link along with other animations that you don't really see).

I've only really made 7 animations for it (the dash attack, up smash, back aerial jump, back air, Entry, Wait2 and Wait3)

I can tell you for a fact that the Entry and Back air attack are by far the most sloppiest I've done (Entry needs polishing and I might even just revamp Back Air or take it from Pit)

The Up smash I'm fine with (although it could use some polish)

The Back Aerial Jump along with the Wait2 and 3 are fine imo

Quote
Other than that, I know you spent a great deal of time on them and they really made you frustrated and all. I hope that if you have any spare time, maybe you consider some upgrades? I don't know it's your choice after all. Other than that, great job on them! ;)

Yeah, I'm going to revamp them later.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 07, 2014, 07:11:13 PM
Wut?

The Preview that I had/have was an older version of the final. You actually can't be too far away from the person when you activate it. The hitbox actually comes out from his hand, so the initial stun won't land unless that hits. The final will still go on, even if the stunning axe doesn't hit, but it should still happen.

And don't worry about damage, it's practically a OHKO if you hit it.
No like the FS still stays in me and nothing happens, so technically I glow until someone smashes the FS out of me.

... are you using Project M?

I need to update the hack description. The PSA doesn't work with P:M at all.
No I am using vbrawl with BrawlEx applied. I added Hector using BrawlEx.

Eh, they were the first time that I tried animating (most of Link's attacks were animation swaps from Toon Link along with other animations that you don't really see).

I've only really made 7 animations for it (the dash attack, up smash, back aerial jump, back air, Entry, Wait2 and Wait3)

I can tell you for a fact that the Entry and Back air attack are by far the most sloppiest I've done (Entry needs polishing and I might even just revamp Back Air or take it from Pit)

The Up smash I'm fine with (although it could use some polish)

The Back Aerial Jump along with the Wait2 and 3 are fine imo
Yeah the sloppy animations I was referring too was the back air mostly and the Neutral Special is a bit weird too. Maybe that's just my opinion though.

Yeah, I'm going to revamp them later.
Great, look forward to them. ;)





Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 07, 2014, 07:14:27 PM
No like the FS still stays in me and nothing happens, so technically I glow until someone smashes the FS out of me.
 No I am using vbrawl with BrawlEx applied. I added Hector using BrawlEx.

That's... odd. I use BrawlEx myself, but I have Hector over normal Ike and not a clone.

I have no idea what's wrong. Try using Hector over normal Ike.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 07, 2014, 07:19:34 PM
That's... odd

I have no idea what's wrong. Try using Hector over normal Ike.
I will try and report back to you then.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 07, 2014, 07:46:30 PM
Thanks.

It's just weird for that to happen...


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 07, 2014, 09:43:11 PM
Thanks.

It's just weird for that to happen...
Hey I just tried it out, and it works over normal Ike. Maybe it's just a BrawlEx thing. Well anyways I still think you should fix that Up B of your though. It's still pretty fast.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 08, 2014, 12:29:42 AM
Hey I just tried it out, and it works over normal Ike. Maybe it's just a BrawlEx thing. Well anyways I still think you should fix that Up B of your though. It's still pretty fast.

Yeah, that's definitely something I'll fix when I revamp him... which I won't do for a long time.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 08, 2014, 08:24:48 AM
Yeah, that's definitely something I'll fix when I revamp him... which I won't do for a long time.
Haha, I can definitely understand that. ;D


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 08, 2014, 10:40:10 AM
Will probably revamp Sephiroth's stab-grab today. Not really in the mood to do major animating.

And I should probably start on OoT Link...


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Jade_Rock on March 08, 2014, 11:41:57 AM
Well since he works over normal ike try making an ike clone of normal ike,his files can be found in resources which has all original unmodified files.

Also I would love to test,but my game just doesn't work...:(
It froze after the loading in brawlEx so I'm like ok maybe I messed up somewhere I then tried normal and same result which really sucks,I had this for 5 years and never had this issue...


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 08, 2014, 12:15:09 PM
Well since he works over normal ike try making an ike clone of normal ike,his files can be found in resources which has all original unmodified files.

Also I would love to test,but my game just doesn't work...:(
It froze after the loading in brawlEx so I'm like ok maybe I messed up somewhere I then tried normal and same result which really sucks,I had this for 5 years and never had this issue...

Same thing happened with me, BrawlEx just refused to work, so I just downloaded Nebulon's BrawlEx Package.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Jade_Rock on March 08, 2014, 12:42:44 PM
Nebulon's pack doesn't even work for me I should try cleaning my disc and see what happens.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 08, 2014, 12:56:50 PM
Nebulon's pack doesn't even work for me I should try cleaning my disc and see what happens.

Definitely give that a shot.

I might borrow some animations from the old Sephiroth PSA's on the vault like the run and special fall animations.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 08, 2014, 02:34:22 PM
Nebulon's pack doesn't even work for me I should try cleaning my disc and see what happens.
Yeah try that, but it's weird how Nebulon's pack isn't working for you....did you try switching the hooktype to AXNEXTFRAME? Also are you using Riivoloution? I heard it's quite hard for Riivo users.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 08, 2014, 03:00:10 PM
Yeah try that, but it's weird how Nebulon's pack isn't working for you....did you try switching the hooktype to AXNEXTFRAME? Also are you using Riivoloution? I heard it's quite hard for Riivo users.

No one's gotten a working version of BrawlEx working on Riivo yet.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 08, 2014, 03:59:30 PM
No one's gotten a working version of BrawlEx working on Riivo yet.
Yeah, that's why I was wondering if he was using Riivo or not. Probably is, if even Nebulon's pack is not working for him. But then again, there is that hooktype thing that people always seem to forget. Even I forgot it, when I first used Nebulon's pack.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 08, 2014, 04:40:34 PM
Yeah, that's why I was wondering if he was using Riivo or not. Probably is, if even Nebulon's pack is not working for him. But then again, there is that hooktype thing that people always seem to forget. Even I forgot it, when I first used Nebulon's pack.

You have to edit the XML for BrawlEx to work with Riivo

If you don't do it, nothing will work. Changing the Hooktype won't make a difference.

In other news...

There's nothing :P

I took today off to spend some time (albeit extremely limited) with my girlfriend and just some time for myself. I doubt I'll get any time tomorrow, so I'm hoping to get some animating in on Monday (mainly working on the Catch, CatchAttack, and the Attack13).

Post Merge: March 08, 2014, 05:53:21 PM
GUYS I FOUND IT!

I FOUND ALL THE HIGH POLY MODELS FROM CRISIS CORE!!

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

Ahem...

Now Genesis will actually look nice :)


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Akeno/Archer on March 08, 2014, 06:09:06 PM
You have to edit the XML for BrawlEx to work with Riivo

If you don't do it, nothing will work. Changing the Hooktype won't make a difference.

In other news...

There's nothing :P

I took today off to spend some time (albeit extremely limited) with my girlfriend and just some time for myself. I doubt I'll get any time tomorrow, so I'm hoping to get some animating in on Monday (mainly working on the Catch, CatchAttack, and the Attack13).

Post Merge: March 08, 2014, 05:53:21 PM
GUYS I FOUND IT!

I FOUND ALL THE HIGH POLY MODELS FROM CRISIS CORE!!

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

Ahem...

Now Genesis will actually look nice :)
That was a burst of joy! Well, glad to hear that you found them! Now... You know what to do? ;)


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 08, 2014, 06:18:53 PM
That was a burst of joy! Well, glad to hear that you found them! Now... You know what to do? ;)

Definitely. Going to spend a whooole lot of time rigging him up and making him look nice.

But Sephiroth will be my main focus when I start working again.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Jade_Rock on March 08, 2014, 10:02:23 PM
Alright what the hell?!

Vbrawl doesn't even work I get a silent freeze after the now loading...No "The disc could not be read,check wii operations manual" thingy. :(

I really wanna try Roy and Hector and now theres some more ExModules,Nebulon updated his pack,so much stuff to try...

Anyway congrats on finishing Roy and Hector good luck with your next project. :)


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: GoMB-BallGamer4774 on March 08, 2014, 10:21:43 PM
Alright what the hell?!

Vbrawl doesn't even work I get a silent freeze after the now loading...No "The disc could not be read,check wii operations manual" thingy. :(

I really wanna try Roy and Hector and now theres some more ExModules,Nebulon updated his pack,so much stuff to try...

Anyway congrats on finishing Roy and Hector good luck with your next project. :)
Oh man I just downloaded his pack a few days ago and now he's gone updating it again. Good thing its nothing to major. Just some fixes on balancing the clones.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 09, 2014, 09:55:51 AM
Doesn't Nebulon's pack have a Hector hack as well?

You know, I don't get why Roy has more dls than Hector. There's thousands of Roy PSAs and only one Hector PSA (2 if I count Nebulons pack).makes no sense :P


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Akeno/Archer on March 09, 2014, 11:24:45 AM
Doesn't Nebulon's pack have a Hector hack as well?

You know, I don't get why Roy has more dls than Hector. There's thousands of Roy PSAs and only one Hector PSA (2 if I count Nebulons pack).makes no sense :P
Roy's more popular than Hector... After all, this boy has been in Melee and Hector is more a character for the Fire Emblem fans...
Though I have both...


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 09, 2014, 11:28:13 AM
Roy's more popular than Hector... After all, this boy has been in Melee and Hector is more a character for the Fire Emblem fans...
Though I have both...

Yeah, you're right :P


You should totes do some advertising for Hector... :af:


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Akeno/Archer on March 09, 2014, 01:25:47 PM
Yeah, you're right :P
 :af:
Yes I do.
Oh, when do you plan to fix the Up B? Maybe you should just add the moves character in his action flag... Or keep almost the same codeset Ike used for his Up B and add some FSM...

:>.>: That was planned


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Jade_Rock on March 09, 2014, 04:46:58 PM
Yay brawl works! I replaced the save file with an old backup the save I had and it worked.

I will test whatever later can't right now...


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 10, 2014, 01:03:08 PM
Yes I do.
Oh, when do you plan to fix the Up B? Maybe you should just add the moves character in his action flag... Or keep almost the same codeset Ike used for his Up B and add some FSM...


It already has moves character. I'm just going to remake the move when I decide to revisit the movesets I've completed.

Progress on Zack and Genesis' PSA has been halted until I finish up rigging up their high poly models which shouldn't take too long.



Here's a small preview of the Sephiroth moveset I'm working on:

Grabs:


Catch:
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation10_zps27a97c11.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation10_zps27a97c11.gif.html)

CatchAttack:
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation5_zps7ce5a30e.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation5_zps7ce5a30e.gif.html)

CatchCut
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation6_zps9177f991.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation6_zps9177f991.gif.html)


Final Smash


Spinny thing he does
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation7_zps792a6ad7.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation7_zps792a6ad7.gif.html)

If he hits
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation8_zps3a8fab63.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation8_zps3a8fab63.gif.html)

He then flies after them and hits themhits them three times
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation9_zps834acffb.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation9_zps834acffb.gif.html)

I have to clean up the end of the catch and the catch cut, but otherwise I'm satisfied for now.

Still have to animate him landing, then jumping up and performing one more slash for his final smash.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Akeno/Archer on March 10, 2014, 01:43:44 PM
It already has moves character. I'm just going to remake the move when I decide to revisit the movesets I've completed.

Progress on Zack and Genesis' PSA has been halted until I finish up rigging up their high poly models which shouldn't take too long.



Here's a small preview of the Sephiroth moveset I'm working on:

Grabs:


Catch:
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation10_zps27a97c11.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation10_zps27a97c11.gif.html[/url])

CatchAttack:
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation5_zps7ce5a30e.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation5_zps7ce5a30e.gif.html[/url])

CatchCut
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation6_zps9177f991.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation6_zps9177f991.gif.html[/url])


Final Smash


Spinny thing he does
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation7_zps792a6ad7.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation7_zps792a6ad7.gif.html[/url])

If he hits
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation8_zps3a8fab63.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation8_zps3a8fab63.gif.html[/url])

He then flies after them and hits themhits them three times
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation9_zps834acffb.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation9_zps834acffb.gif.html[/url])

I have to clean up the end of the catch and the catch cut, but otherwise I'm satisfied for now.

Still have to animate him landing, then jumping up and performing one more slash for his final smash.

Looks cool! Sephiroth looks like he's gonna torture alot!
That catch attack is... creepy :>.>:
Other than that, I'm really curious about that Final Smash...


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 10, 2014, 02:10:14 PM
Looks cool! Sephiroth looks like he's gonna torture alot!
That catch attack is... creepy :>.>:
Other than that, I'm really curious about that Final Smash...

Yeah, the catch attack was a bit difficult to do. I wanted him to make the opponent slide down on his sword and then pull back really fast to make them go back up.

Final Smash will be... special...

You'll see


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Akeno/Archer on March 10, 2014, 03:19:49 PM
Yeah, the catch attack was a bit difficult to do. I wanted him to make the opponent slide down on his sword and then pull back really fast to make them go back up.

Final Smash will be... special...

You'll see
The catch attack would be perfect with this face (http://media.animevice.com/uploads/3/34097/668625-1146523_372893676146957_178484698_n.jpg)
Bad jokes aside, it's kinda hard to make him shake his sword, I'm not the best at animating (Ithinkyouknowthislol) but I would suggest you to focus more on his arm than on his body movements...
Oh, and that FS... Me is curious :>.>:


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 10, 2014, 03:21:20 PM
The catch attack would be perfect with this face ([url]http://media.animevice.com/uploads/3/34097/668625-1146523_372893676146957_178484698_n.jpg[/url])
Bad jokes aside, it's kinda hard to make him shake his sword, I'm not the best at animating (Ithinkyouknowthislol) but I would suggest you to focus more on his arm than on his body movements...
Oh, and that FS... Me is curious :>.>:


Yeah, I wanted to move the arm more than anything.

But I need to find the perfect place between having it bent during the wait and then when he pushes it forward.

Like I said earlier about the final, still needs about two more animations before it's done. And it'll probably be the some of the harder animations.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Akeno/Archer on March 10, 2014, 03:56:21 PM
Yeah, I wanted to move the arm more than anything.

But I need to find the perfect place between having it bent during the wait and then when he pushes it forward.

Like I said earlier about the final, still needs about two more animations before it's done. And it'll probably be the some of the harder animations.
You're maybe going to take me for a madman, but I try to imitate the move IRL to see if that's legit, then I try to animate it (and strangely, it doesn't work like intended... At least for me :P )


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 10, 2014, 03:59:23 PM
You're maybe going to take me for a madman, but I try to imitate the move IRL to see if that's legit, then I try to animate it (and strangely, it doesn't work like intended... At least for me :P )

Believe me, I try all my animations (or at least most of them) myself irl before I animate it.


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Akeno/Archer on March 10, 2014, 04:45:08 PM
Believe me, I try all my animations (or at least most of them) myself irl before I animate it.
I'd like to see you trying the Helm Splitter in your room... it's... kinda risky... Even with a wooden sword xD


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Large Leader on March 10, 2014, 11:41:58 PM
I'd like to see you trying the Helm Splitter in your room... it's... kinda risky... Even with a wooden sword xD


Try spinning a kendo stick over your head for Hector's final and Roy's dash attack and upsmash.

EDIT:

Alright, need one more segment of the final smash (when he lands at the end) and then Octaslash will be completed:

(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation13_zps3b91d0f3.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation13_zps3b91d0f3.gif.html)


Title: Re: Zack Fair's Seventh Heaven: Zack, Sephiroth and Genesis Previews!
Post by: Nao-chan on March 11, 2014, 01:20:42 AM
I do that kinda thing a lot as well. It definitely helps me out when I need a decent real life reference.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Previews in OP!!
Post by: Large Leader on March 13, 2014, 12:06:03 AM
Started on the landing animation for Sephiroth's final.

After that, I'm going to be working on Heartless Angel and then reworking the CatchAttack animation.


EDIT:
CatchAttack has been polished up.

Working on the landing next.

Landing completed (unpolished). Heartless Angel, here I come.

Finished off an unpolished version of Sephiroth's down throw

(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation14_zpse5365904.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation14_zpse5365904.gif.html)


Updated the OP with gifs and the completed version of Sephiroth's moveset.

If anyone is wonder what my next project going to be (after Sephy, Genesis, and Zack).

Here's a hint

Tidus Laugh 10 HOURS (http://www.youtube.com/watch?v=-lfiTebewnc#)

And yes, it'll not only be his taunt, but one of his victory animations.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Previews in OP!!
Post by: Lillith on March 13, 2014, 12:11:48 AM
...Will his final smash be the laugh?


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Previews in OP!!
Post by: Large Leader on March 13, 2014, 12:15:06 AM
...Will his final smash be the laugh?

Just edited my post :P

Although I could make a version for him where his laugh IS his FS :V


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Previews in OP!!
Post by: Lillith on March 13, 2014, 12:17:38 AM
Ah.
I see then.
...
Good luck.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Previews in OP!!
Post by: Large Leader on March 13, 2014, 12:21:41 AM
I just hope I don't decide to start on other people as well.

Otherwise I'll never finish anyone :V


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Previews in OP!!
Post by: Lillith on March 13, 2014, 12:23:25 AM
I just hope I don't decide to start on other people as well.

Otherwise I'll never finish anyone :V
I know how that is.
So... Yeah, don't do it.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Previews in OP!!
Post by: Large Leader on March 13, 2014, 12:27:13 AM
I know how that is.
So... Yeah, don't do it.

I'll be sure to take your advice :P

Moved Jaffar to On Hold.

I really need to rig up Zack and Genesis...


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Previews in OP! New Poll!
Post by: Akeno/Archer on March 13, 2014, 06:17:45 AM
...Will his final smash be the laugh?
*Inserts Tidus' laugh*
Tidus Laugh 10 HOURS (http://www.youtube.com/watch?v=-lfiTebewnc#)


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Previews in OP! New Poll!
Post by: Large Leader on March 13, 2014, 11:17:30 AM
*Inserts Tidus' laugh*
Tidus Laugh 10 HOURS ([url]http://www.youtube.com/watch?v=-lfiTebewnc#[/url])


I can only think of the reactions of people when they actually use the final smash.

I do hope people realize that rigging the models will push the timeline for Zack's release back... a considerable amount.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Previews in OP! New Poll!
Post by: Jade_Rock on March 13, 2014, 05:50:49 PM
Calm yourself don't get overwhelmed!


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animations Completed! New Poll!
Post by: Large Leader on March 14, 2014, 11:04:36 AM
Calm yourself don't get overwhelmed!

Yeah, I know :P

I've moved all the FE characters (except for Ephraim/Kain) to On Hold/Cancelled for now (until I finish the FF characters).

Going to add Tidus in the OP whenever I finish up his moveset.

Updated the OP as I was animating, so Sephiroth is REEEEAAALLLY close to being done now.


UPDATE: All of Sephiroth's animations are completed. Now onto the PSA!


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animations Completed! New Poll!
Post by: Akeno/Archer on March 14, 2014, 12:35:12 PM
Yeah, I know :P

I've moved all the FE characters (except for Ephraim/Kain) to On Hold/Cancelled for now (until I finish the FF characters).

Going to add Tidus in the OP whenever I finish up his moveset.

Updated the OP as I was animating, so Sephiroth is REEEEAAALLLY close to being done now.


UPDATE: All of Sephiroth's animations are completed. Now onto the PSA!
Hoho! Sephiroth will be badass! I'm sure about this!


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animations Completed! New Poll!
Post by: Large Leader on March 14, 2014, 01:21:17 PM
Forgot to make an Entry Animation... whoops :P

Still have to make the taunts and the victory animations. THEN it's PSA time :P

Post Merge: March 15, 2014, 04:11:59 PM
Here's a preview of Sephiroth's Down Smash:

https://www.youtube.com/watch?v=tQlDwpHNPfI (http://www.youtube.com/watch?v=tQlDwpHNPfI#ws)


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! New Poll!
Post by: Akeno/Archer on March 15, 2014, 06:20:18 PM
Forgot to make an Entry Animation... whoops :P

Still have to make the taunts and the victory animations. THEN it's PSA time :P

Post Merge: March 15, 2014, 04:11:59 PM
Here's a preview of Sephiroth's Down Smash:

[url]https://www.youtube.com/watch?v=tQlDwpHNPfI[/url] ([url]http://www.youtube.com/watch?v=tQlDwpHNPfI#ws[/url])
Ahem, he needs some transition between his wait and his D-Smash animation, or is it because BBox take the GIF too fast? Oh, and if you want him to look a bit more alive, I'd advise you to move a little bit his torso and his shoulders, just a little move, but let his legs at the same place... They don't really need to move if this animation is like Shadow Flare from Dissidia... Or really slight momentum...


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! New Poll!
Post by: Large Leader on March 15, 2014, 06:45:24 PM
Ahem, he needs some transition between his wait and his D-Smash animation, or is it because BBox take the GIF too fast? Oh, and if you want him to look a bit more alive, I'd advise you to move a little bit his torso and his shoulders, just a little move, but let his legs at the same place... They don't really need to move if this animation is like Shadow Flare from Dissidia... Or really slight momentum...

That's the Down Smash animation, it doesn't include the start or the charge animations.

And yeah, I want to add a bit more of a "snap" to his torso and arms.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! New Poll!
Post by: Akeno/Archer on March 15, 2014, 07:25:13 PM
That's the Down Smash animation, it doesn't include the start or the charge animations.

And yeah, I want to add a bit more of a "snap" to his torso and arms.
Ah yea, forgot that... And yea... He needs some... "snap"?


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! New Poll!
Post by: Large Leader on March 15, 2014, 08:33:02 PM
Ah yea, forgot that... And yea... He needs some... "snap"?

Probably should have mentioned that first :P

I have an awesome idea for the front throw. Going to animate it in Maya when I have everything set up. Until then, I'll be PSAing Sephiroth.

The worst part was that I was PSAing FitMarth instead of FitIke :(


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! New Poll!
Post by: Large Leader on March 18, 2014, 08:30:06 PM
After a lot of deliberation, I still have yet to come to a conclusion as to make a Sephiroth PSA a compilation of Crisis Core, FF7, and AC or not..

In other news, I've been rigging Zack again. I'm going to start on his buster sword costume next.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! New Poll!
Post by: Archer(AkenoS3) on March 19, 2014, 09:02:30 AM
After a lot of deliberation, I still have yet to come to a conclusion as to make a Sephiroth PSA a compilation of Crisis Core, FF7, and AC or not..

In other news, I've been rigging Zack again. I'm going to start on his buster sword costume next.
Add some slight parts of Dissidia and you're making the BEST Sephiroth ever!


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! New Poll!
Post by: Large Leader on March 19, 2014, 02:10:45 PM
Add some slight parts of Dissidia and you're making the BEST Sephiroth ever!

I'm not going to take much from Dissidia. Although I'm totally going to do my best to emulate his runfrom that game.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! New Poll!
Post by: Kyouma on March 19, 2014, 02:42:47 PM
indeed, the change between the animation and the standing pose needs to be fixed


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! New Poll!
Post by: Large Leader on March 19, 2014, 03:07:16 PM
indeed, the change between the animation and the standing pose needs to be fixed

I'd fix it up in Maya, but I just can't figure out what I'm doing with that program :P

I'll fix up the animations when I finish rigging up Buster Sword Zack. I'm probably not going to rig Bathing Suit Zack...

Post Merge: March 19, 2014, 08:41:33 PM
Bumping with another poll

That would probably end up being the smallest psa I'd ever work on.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 21, 2014, 07:04:24 PM
So I admit I totally suck at animating runs:

(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation15_zpsb2633cba.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation15_zpsb2633cba.gif.html)

Oh, and here's some more animations while I'm at it:

Side Tilt (will be revamped) - Inspired from the FF7 CC cutscene when he fights Genesis
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation16_zpseabb6a8c.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation16_zpseabb6a8c.gif.html)

Up Tilt (might be revamped) - Inspired from the FF7 CC cutscene when he fights Genesis
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation17_zpsb82fa880.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation17_zpsb82fa880.gif.html)

Up Air - Based off of FF: AC
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation18_zpse15fcc5e.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation18_zpse15fcc5e.gif.html)

Side Special (Back) - Based off one of the skills he uses in FF7 CC
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation19_zpsd2a0d018.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation19_zpsd2a0d018.gif.html)

The forward version of the Side Special is exactly the same, except that he turns around after he moves forward.
The Down Smash has also been edited, but it still needs a good amount of polishing (especially around the legs)


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Lillith on March 21, 2014, 08:42:06 PM
Soooo I got this comment on the Roy and Hector preview, since it's more directed for you'll Imma write it here.

 

"I recently got into applying mods to Brawl and I have to say that this looks VERY promising!

One thing I would have to say that needs work is his up Special. Like Akeno/Darkfire mentioned, it seems that he jumps up, but stays in the same position afterwards. This kinda limits his recovery a lot (granted, Hector isn't that speedy of a character to begin with in FE7 unless if you max his stats out with Speedwings or good RNG).

Anyways, I'm REALLY looking forward to the final version of this project! Keep up the good work whoever created this! :)"

...Mostly just reiterates what you know, but hey!


BUT ANYWAY.
Sephy looks pretty nice so far! Probably the only Sephy PSA I'll ever use, haha.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 21, 2014, 08:58:23 PM
Soooo I got this comment on the Roy and Hector preview, since it's more directed for you'll Imma write it here.


I would have never seen it :P
Thanks, and I replied to it on the video.

Quote
Sephy looks pretty nice so far! Probably the only Sephy PSA I'll ever use, haha.

Awww, that's adorable

thanks :v


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Archer(AkenoS3) on March 22, 2014, 05:55:51 AM
Soooo I got this comment on the Roy and Hector preview, since it's more directed for you'll Imma write it here.

 

"I recently got into applying mods to Brawl and I have to say that this looks VERY promising!

One thing I would have to say that needs work is his up Special. Like Akeno/Darkfire mentioned, it seems that he jumps up, but stays in the same position afterwards. This kinda limits his recovery a lot (granted, Hector isn't that speedy of a character to begin with in FE7 unless if you max his stats out with Speedwings or good RNG).

Anyways, I'm REALLY looking forward to the final version of this project! Keep up the good work whoever created this! :)"

...Mostly just reiterates what you know, but hey!


BUT ANYWAY.
Sephy looks pretty nice so far! Probably the only Sephy PSA I'll ever use, haha.
Everything you said here was from the comment? Lol...
But indeed, Sephy looks cool so far :D


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 22, 2014, 12:37:10 PM
Made a new taunt animation along with fixing up the Attack13 animation, so it's good to go. I really need to polish up Attack11 and 12 as well.

Finished animating Heartless Angel as well as making a new Wait animation.

Will animate Hell's Gate, the second part of the up special, a new entry animation and start brainstorming ideas for an aerial side special.

This Sephiroth is now starting to get influences from AC and 7 now...

Whoops :af:


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Archer(AkenoS3) on March 22, 2014, 07:36:58 PM
Made a new taunt animation along with fixing up the Attack13 animation, so it's good to go. I really need to polish up Attack11 and 12 as well.

Finished animating Heartless Angel as well as making a new Wait animation.

Will animate Hell's Gate, the second part of the up special, a new entry animation and start brainstorming ideas for an aerial side special.

This Sephiroth is now starting to get influences from AC and 7 now...

Whoops :af:
If you want a good Air Side B, there's that Oblivion technique,  or Sudden Cruelty...


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 22, 2014, 08:09:06 PM
If you want a good Air Side B, there's that Oblivion technique,  or Sudden Cruelty...


Nah, there's already a PSA that uses Oblivion (the popular one lol)

I'm thinking of making Sephiroth's Up Special Heaven's Light. Then for his aerial side special, I could make him stall in the air for a second (when you decide where to fly), and he'll fly in that direction. Instead of going into Special Fall, he'll just float downwards really slowly.

I'll probably use Fervent Blow and Godspeed for his Ground and Aerial Side Specials.

Post Merge: March 22, 2014, 09:56:04 PM
Finished Animating Hell's Gate and it's landing.

Here's a few gifs:

New Wait Animation along with Hell's Gate and landing (the landing's been fixed)
Super Smash Bros Brawl Hack: Sephiroth animation preview (http://www.youtube.com/watch?v=SZx13JdvQyE#ws)
New Taunt Animation need to fix the shoulderpad :V
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation21_zps230d2338.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation21_zps230d2338.gif.html)


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Nao-chan on March 23, 2014, 02:27:20 AM
Nice job on those animations. The only thing with the taunt is his left shoulder pad. It kinda spins in a weird way, when it should follow his arm and shoulder movement.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Akeno/Archer on March 23, 2014, 05:47:45 AM
Hmm... Sexy animations... The only thing I would suggest you is making him swing his sword like Ike's Up Air for the Hell's Gate animation... Or something that way, it would make it more accurate... At least, this is what he does in Dissidia.
he's mah favorite after Lightning, lol...


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 23, 2014, 07:54:29 AM
Hmm... Sexy animations... The only thing I would suggest you is making him swing his sword like Ike's Up Air for the Hell's Gate animation... Or something that way, it would make it more accurate... At least, this is what he does in Dissidia.
he's mah favorite after Lightning, lol...

Yeah, ill add that in.



Post Merge: March 23, 2014, 08:01:59 AM
Nice job on those animations. The only thing with the taunt is his left shoulder pad. It kinda spins in a weird way, when it should follow his arm and shoulder movement.

Yeah, I know. Always ends up happening when I copy and paste a frame, for some reason. Its an easy fix, though.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Nao-chan on March 23, 2014, 06:36:34 PM
Yeah, I know. Always ends up happening when I copy and paste a frame, for some reason. Its an easy fix, though.

 That's because one frame has it set to a different angle than the other. It's worse when one of them is a negative value, then it really flips out of control.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 23, 2014, 07:13:47 PM
That's because one frame has it set to a different angle than the other. It's worse when one of them is a negative value, then it really flips out of control.

No, that's not what I meant.

In some of Sephiroth's animations, if I copy the animation frame and paste it on the same frame the rotations (especially for the shoulder armor) mess up. It only happens occasionally, but it's a pain to try and fix sometimes.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Akeno/Archer on March 24, 2014, 12:34:14 AM
No, that's not what I meant.

In some of Sephiroth's animations, if I copy the animation frame and paste it on the same frame the rotations (especially for the shoulder armor) mess up. It only happens occasionally, but it's a pain to try and fix sometimes.
You have to go through the keyframes of the animation of the shoulderpad and cut their X/Y/Z values...


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 24, 2014, 05:58:23 AM
You have to go through the keyframes of the animation of the shoulderpad and cut their X/Y/Z values...

Yep, I know :P


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Akeno/Archer on March 24, 2014, 06:27:14 AM
Yep, I know :P
I'd like to do it for you, but I got alot of things to do right now...


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 24, 2014, 06:40:44 AM
Don't worry about it, I should have it fixed by later today.

If not, its because I was studying :P


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Akeno/Archer on March 24, 2014, 10:44:06 AM
Don't worry about it, I should have it fixed by later today.

If not, its because I was studying :P
Lol... Alright... Will I be allowed to borrow your Sephy PSA when he's done? I have an idea for an OC who fights kinda like Sephiroth... With a bigass katana too, just a bit smaller though... lol


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 24, 2014, 11:11:52 AM
Lol... Alright... Will I be allowed to borrow your Sephy PSA when he's done? I have an idea for an OC who fights kinda like Sephiroth... With a bigass katana too, just a bit smaller though... lol

Sure, no problem


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Akeno/Archer on March 24, 2014, 12:06:28 PM
Sure, no problem
Haha! Thanks!
Oh, btw, no Supernova for Sephy, then?


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 24, 2014, 12:18:34 PM
Haha! Thanks!
Oh, btw, no Supernova for Sephy, then?

Nope, he has Octaslash from Crisis Core.

Although I might change it to something else... not exactly sure.

Depending on what FS I give it will determine what character he'll be over.

If Octaslash then Ike
If Else then Else


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Akeno/Archer on March 24, 2014, 12:51:57 PM
Nope, he has Octaslash from Crisis Core.
I see...
Owell, looking forward for CC/FFVII/AC/Dissidia Sephiroth, then :D

Oh, and... Any progress with Genesis?


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Large Leader on March 24, 2014, 01:19:59 PM
I see...
Owell, looking forward for CC/FFVII/AC Sephiroth, then :D

Oh, and... Any progress with Genesis?

It's more like CC/FFVII/AC/Dissidia Sephiroth.

No progress on the Genesis rig, although I did start him up some weeks ago.

I did finish up animating Fervent Blow and Godspeed.

I also imported Gensis' Black Wing from Crisis Core as an ExtGfx for Sephiroth for when he flies. Although I'm not sure I'll use it, in the end.

Post Merge: March 24, 2014, 02:53:44 PM
Screw me, now I want to do a Bahamut PSA


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Yet Another Poll!
Post by: Akeno/Archer on March 24, 2014, 03:53:58 PM
It's more like CC/FFVII/AC/Dissidia Sephiroth.

No progress on the Genesis rig, although I did start him up some weeks ago.

I did finish up animating Fervent Blow and Godspeed.

I also imported Gensis' Black Wing from Crisis Core as an ExtGfx for Sephiroth for when he flies. Although I'm not sure I'll use it, in the end.

Post Merge: March 24, 2014, 02:53:44 PM
Screw me, now I want to do a Bahamut PSA
Fixed... Lol...
Sounds cool for the Fervant Blow/Godspeed... May we have a preview?
Oh, and Bahamut PSA, I think SuperLucario603 is working on a PSA like that. Over Charizard, if I recall...


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: Large Leader on March 26, 2014, 09:59:23 AM
Fixed... Lol...
Sounds cool for the Fervant Blow/Godspeed... May we have a preview?
Oh, and Bahamut PSA, I think SuperLucario603 is working on a PSA like that. Over Charizard, if I recall...


Ill put some previews up when I get home, which is like in about 30 minutes. This bus has wifi :P

I find the username familiar, but I haven't heard of any updates. Anyways, Ill be rigging the model either over Ganon or Charizard depending on how the moveset pans out. And also depending on how long Bahamuts arms are.

Alright here it is

All animations need some polish
Fervent Blow:
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation25_zps896680de.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation25_zps896680de.gif.html)

The dash afterwards (needs serious work):
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation26_zps73f1e33d.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation26_zps73f1e33d.gif.html)

Godspeed
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation23_zpsc7527bc2.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation23_zpsc7527bc2.gif.html)

Dash afterwards
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation24_zps25789332.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation24_zps25789332.gif.html)

Added a new poll. Please vote as it will determine Sephiroth's fate!


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: Akeno/Archer on March 26, 2014, 10:28:33 AM
Both seems great! The Octaslash as a Ground Final Smash and the Supernova as an Air Final Smash!


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: zutox on March 26, 2014, 10:56:23 AM
How could I not be following this?  Gotta fix that right now. *fix* there, much better!
I also thought Octaslash for ground and Supernova as air was fitting.
I'm liking the fact that he is based on Sephiroth in general and not specifically to just one game or movie :)

Also, what is this I hear about a Bahamut psa? This is incredible news to me :D
When it comes to final fantasy I guess I wouldn't mind filling my brawl with it X3 
I'm actually surprised nobody decided to make some of the iconic monster/characters that we see in most ff games, like Chocobo or Cactaur or Moogle.

Anyways, does this Bahamut psa have a thread where I can read more?


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: Large Leader on March 26, 2014, 11:26:47 AM
Anyways, does this Bahamut psa have a thread where I can read more?

It does, but there haven't been any updates since January so... no idea if they're working on it.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: zutox on March 26, 2014, 11:31:39 AM
Started on the landing animation for Sephiroth's final.

After that, I'm going to be working on Heartless Angel and then reworking the CatchAttack animation.


EDIT:
CatchAttack has been polished up.

Working on the landing next.

Landing completed (unpolished). Heartless Angel, here I come.

Finished off an unpolished version of Sephiroth's down throw

([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation14_zpse5365904.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation14_zpse5365904.gif.html[/url])


Updated the OP with gifs and the completed version of Sephiroth's moveset.

If anyone is wonder what my next project going to be (after Sephy, Genesis, and Zack).

Here's a hint

Tidus Laugh 10 HOURS ([url]http://www.youtube.com/watch?v=-lfiTebewnc#[/url])

And yes, it'll not only be his taunt, but one of his victory animations.


Oh wow, another one of the most awesome ff characters? I'm floating on chocolate pudding...(or something)
Tidus is one of my favorite main cast ff characters, along with Zidane.  Maybe because he wasn't the emotional wreck, or quiet badass but had a more positive attitude.
Did you know Tidus was originally meant to have black hair?
 They changed it because it required less from the ps2 to animate the light hair :P


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: Large Leader on March 26, 2014, 11:41:28 AM
I won't get any work done on Tidus until I finish up Sephiroth (at least).

I'd preferrably like to start on him when I finish Sephiroth and Zack.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: zutox on March 26, 2014, 11:45:07 AM
Of course, on thing at a time ^^
Very much looking forward for Sephys release, that's for sure!


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: Large Leader on March 27, 2014, 10:44:47 PM
Revamping the Catch Animations (finished CatchWait, Attack, and Cut for now)

Also finished revamping the first part of Hell's Gate (the start) along with adding a Fair, Bair, and taking the UAir from DO's Sephiroth.

Will start on Supernova when I finish the rest of the Catch animations.

Then it's onto taunts.


Okay, so somehow while I was trying to do the catch animations, I ended up revamping Heartless Angel.

*Sigh* Here we go again... :P

Now for the revamped animations:

Heartless Angel:
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation27_zps93a11ba0.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation27_zps93a11ba0.gif.html)

Catch (will be slowed down)
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation28_zps417fe8b2.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation28_zps417fe8b2.gif.html)

CatchAttack
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation29_zps8e5f8284.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation29_zps8e5f8284.gif.html)

CatchWait
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation30_zpsf72a8dc1.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation30_zpsf72a8dc1.gif.html)

ThrowForward (need some feedback on this):

(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation31_zps538de2b4.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation31_zps538de2b4.gif.html)

ThrowUp
(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation32_zpsbba65237.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation32_zpsbba65237.gif.html)

Animated Shadow Flare for the Ground Throw. Sephiroth pulls his sword out from his opponent and as they are falling down, he jumps up, spins, and summons four orbs of darkness that converge on the opponent.

Just need to revamp the Back Throw and then I can get started on Supernova.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: zutox on March 28, 2014, 06:13:20 PM
Revamping the Catch Animations (finished CatchWait, Attack, and Cut for now)

Also finished revamping the first part of Hell's Gate (the start) along with adding a Fair, Bair, and taking the UAir from DO's Sephiroth.

Will start on Supernova when I finish the rest of the Catch animations.

Then it's onto taunts.


Okay, so somehow while I was trying to do the catch animations, I ended up revamping Heartless Angel.

*Sigh* Here we go again... :P

Now for the revamped animations:

Heartless Angel:
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation27_zps93a11ba0.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation27_zps93a11ba0.gif.html[/url])

Catch (will be slowed down)
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation28_zps417fe8b2.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation28_zps417fe8b2.gif.html[/url])

CatchAttack
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation29_zps8e5f8284.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation29_zps8e5f8284.gif.html[/url])

CatchWait
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation30_zpsf72a8dc1.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation30_zpsf72a8dc1.gif.html[/url])

ThrowForward (need some feedback on this):

([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation31_zps538de2b4.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation31_zps538de2b4.gif.html[/url])

ThrowUp
([url]http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation32_zpsbba65237.gif[/url]) ([url]http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation32_zpsbba65237.gif.html[/url])

Animated Shadow Flare for the Ground Throw. Sephiroth pulls his sword out from his opponent and as they are falling down, he jumps up, spins, and summons four orbs of darkness that converge on the opponent.

Just need to revamp the Back Throw and then I can get started on Supernova.


That throw forward does look a bit off. It's like his leg isn't bending where it should or something along those lines. I think that it would perhaps fit him better to hold onto the sword with both hands while he yanks it backwards and does a straight kick forward instead of a side kick. When he yanks it back he should end up in his "stance" like he does on the up throw.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: Lillith on March 28, 2014, 06:20:29 PM
Maybe for the throw you can make him toss the victim up and then kick them.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth PSA Started! Sephiroth Final Smash Poll!
Post by: Large Leader on March 29, 2014, 12:47:38 PM
Thanks for the feedback guys. For now, I'm just using a modified version of Ike's back throw for Sephiroth's forward throw.

Made my own version of Sephiroth's up air attack (the multi-stab). Also finished up remaking the back throw (nothing special, he just turns and then tosses them).

Now it's on to Supernova.

And a disclaimer:

I'm going to rig Sephiroth's Standard Dissidia Outfit for the moveset.

Hopefully, I'll be able to have Sephiroth use his AC/FF7 Wing for his normal costume and his Dissidia Wing for his Dissidia costume.

New poll for Tidus!


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Akeno/Archer on March 29, 2014, 12:54:18 PM
Y u no both?


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Large Leader on March 29, 2014, 04:19:22 PM
Because options :V


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Akeno/Archer on March 29, 2014, 04:53:44 PM
Meh... Poll voters are choosing the same option as me :P *hides to create fake accounts to increase my option* lol
Seriously, what would differenciate Tidus if you make him more Dissidia based than FFX?


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Large Leader on March 29, 2014, 05:48:22 PM
Meh... Poll voters are choosing the same option as me :P *hides to create fake accounts to increase my option* lol
Seriously, what would differenciate Tidus if you make him more Dissidia based than FFX?

Waits, runs, taunts (maybe), victory animation.

Maybe some others too :P


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Akeno/Archer on March 29, 2014, 06:42:15 PM
Waits, runs, taunts (maybe), victory animation.

Maybe some others too :P
Oh, I see... Owell, not really much. I thought it would be like: Dissidia Side B would be... Idk, Slice 'n Dice while FFX Side B would be... Hum... A ball based attack?
Anyway, y'know what I mean, right?


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Large Leader on March 29, 2014, 07:32:54 PM
Oh, I see... Owell, not really much. I thought it would be like: Dissidia Side B would be... Idk, Slice 'n Dice while FFX Side B would be... Hum... A ball based attack?
Anyway, y'know what I mean, right?

Yeah I understand :P

... started playing Dissidia the other day lol


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Archer(AkenoS3) on March 30, 2014, 04:18:59 PM
Yeah I understand :P

... started playing Dissidia the other day lol
Lol good game indeed... I play Lightning and Sephiroth, what about you?


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Large Leader on March 30, 2014, 04:39:52 PM
Just started playing as Firion (I finished Tidus' story)

Almost done rigging Tidus (and he actually turned out alright... As opposed to Zacks midsection)

And here's a progress pic with the circles showing what I have to fix.

(http://i1214.photobucket.com/albums/cc489/abdmir/Tidusprogress_zpsfeb27f58.png) (http://s1214.photobucket.com/user/abdmir/media/Tidusprogress_zpsfeb27f58.png.html)

And Tidus will equip his Ultima Weapon for his FS.


Title: Re: Zack Fair's Seventh Heaven: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Archer(AkenoS3) on March 31, 2014, 04:36:34 PM
Aaaahh Tidus and his Caladbolg...


Title: Re: Tidus' Stadium: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Large Leader on March 31, 2014, 08:52:02 PM
You're going to love his Final Smash then

Hint, it's not Blitz Ace


Title: Re: Tidus' Stadium: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Akeno/Archer on March 31, 2014, 11:52:49 PM
You're going to love his Final Smash then

Hint, it's not Blitz Ace
You're doing like Hidan, now? Lol...

Oooh... I wonder what will it be...


Title: Re: Tidus' Stadium: Sephiroth Animation Revamps! Tidus Moveset Poll!
Post by: Nao-chan on April 01, 2014, 12:06:35 AM
He's looking mighty fine there man. Nice work. If you need a tester when you're at that stage for him, you know I'm good for it.


Title: Re: Tidus' Stadium: Sephiroth Animation Revamps! Tidus Rig and Animation Start!
Post by: Large Leader on April 02, 2014, 09:54:18 AM
You're doing like Hidan, now? Lol...

Oooh... I wonder what will it be...


I was planning to do this ever since I started Zack. And I wasn't able to find anything I deemed worthy for Sephiroth :P

He's looking mighty fine there man. Nice work. If you need a tester when you're at that stage for him, you know I'm good for it.


Sure thing.

Edited OP with Tidus' moveset.

Post Merge: April 01, 2014, 02:56:29 PM
Unpolished version of Tidus' side tilt

(http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation37_zpsedcd7527.gif.html?sort=3&o=1)

Needs a whole revamp. Which I will do tomorrow.

Wait2 will also be revamped tomorrow.

Post Merge: April 02, 2014, 09:40:33 AM
Completely redid Tidus' rig and have almost no problems with it now.

Also redid the Forward Tilt, which I actually might revamp again

(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation38_zps5d9ca8d6.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation38_zps5d9ca8d6.gif.html)

Post Merge: April 02, 2014, 11:47:29 AM
Thanks to SDoom I was able to animate a rough run for Tidus

(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation39_zps3645d7cc.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation39_zps3645d7cc.gif.html)

Yes, I realize I could just use Ike's run :srs:

Post Merge: April 03, 2014, 09:36:07 AM
UPDATE: 4/3/2014


My college finals are going to start this month, so I'm probably not going to get a lot of animating/rigging/psaing done (optimally, I don't want to do any of it for this month). Hopefully, I'll be able to get right back to my projects when my break starts.

I'll still be here, but I'm going to try and stave off my urge to hack :P


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Nao-chan on April 03, 2014, 12:15:39 PM
Good luck with your exams man.


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Akeno/Archer on April 03, 2014, 12:50:02 PM
UPDATE: 4/3/2014


My college finals are going to start this month, so I'm probably not going to get a lot of animating/rigging/psaing done (optimally, I don't want to do any of it for this month). Hopefully, I'll be able to get right back to my projects when my break starts.

I'll still be here, but I'm going to try and stave off my urge to hack :P
Lol... When I think I have my highschool exams too... It's damn hard to still be around... Or should I say... It's hard to stay focused on studies while thinking about modding xD


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Large Leader on April 03, 2014, 01:37:07 PM
Good luck with your exams man.

I appreciate it ;)

Lol... When I think I have my highschool exams too... It's damn hard to still be around... Or should I say... It's hard to stay focused on studies while thinking about modding xD

This, so much XD

Also should have probably added. Whenever I work on hacking, I'm going to focus more on helping Kagemaru out with his Spiderman. Helping him is long overdue.


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Akeno/Archer on April 03, 2014, 01:47:20 PM
I appreciate it ;)

This, so much XD

Also should have probably added. Whenever I work on hacking, I'm going to focus more on helping Kagemaru out with his Spiderman. Helping him is long overdue.
Lol... You 2 are animators and PSAers, though he prefers animating than PSAing... And I assume you prefer PSAing than animating, huh? Or you don't really care?


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Large Leader on April 03, 2014, 02:05:46 PM
I don't really care, but I find animating to be a tad bit more fun than PSAing. Mostly because if I see something wrong, I can fix it right away as opposed to testing for an hour. But PSAing was where I started, and where I'm strongest. Animating is second and rigging is dead last :P

I see where you're going, though XD


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Akeno/Archer on April 03, 2014, 02:27:50 PM
I don't really care, but I find animating to be a tad bit more fun than PSAing. Mostly because if I see something wrong, I can fix it right away as opposed to testing for an hour. But PSAing was where I started, and where I'm strongest. Animating is second and rigging is dead last :P

I see where you're going, though XD
I see... Owell, I think when break's gonna start, we're gonna have alot of free time time to work on our projects ;D
And MAYBE FINISH one of them XD


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Large Leader on April 07, 2014, 02:06:27 PM
I have a beta version of Tidus' spiral cut completed. The ending of the move (the landing) is really murdering me.

Anyone wanna help and try and fix it :P ?


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Nao-chan on April 07, 2014, 05:45:44 PM
I can try for you. What problems are you having with it exactly?


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Large Leader on April 07, 2014, 07:01:57 PM
I can try for you. What problems are you having with it exactly?

HipN Rotations.

They're fine in the beginning and then go to [censored] at end.

Like complete [censored]


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Nao-chan on April 07, 2014, 07:28:24 PM
Well I can try and fix it for you if you want.


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Large Leader on April 08, 2014, 04:03:35 PM
Don't worry about it. Kage was able to animate a new one for me.

Here's a video of a version of Cut and Run:

http://youtu.be/ghMIIePvtEs (http://youtu.be/ghMIIePvtEs)

If it hits, it will go into a backflip.

This is what happens when it doesn't hit.

Post Merge: April 08, 2014, 05:00:51 PM
And here's Spiral Cut, by Kage:

(http://i1214.photobucket.com/albums/cc489/abdmir/BrawlboxAnimation40_zpse6b27fe9.gif) (http://s1214.photobucket.com/user/abdmir/media/BrawlboxAnimation40_zpse6b27fe9.gif.html)


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Nao-chan on April 08, 2014, 07:46:10 PM
Damn, Kage's animation looks great!


Title: Re: Tidus' Stadium: Updates will be slow/nonexistant READ LAST POST!
Post by: Large Leader on April 08, 2014, 08:10:41 PM
Tell me about it lol


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 13, 2014, 05:04:27 PM
Alright, time for an update.

As you can see, I've reached the bandwidth limit for my pictures. So that won't be reset until the 3rd of NEXT month. Surprisingly enough, I've never had problems with bandwidth for the last three years, so this caught me off guard.

Now onto the stuff I'm usually here for...

Next week is the last week before Finals week. I'm not going to do any PSAing/Animating/Rigging/Importing at all. I'll mostly be focused on studying and just making sure I don't die during the exams.

After that, I'll be done with the semester. I'll be helping Kagemaru out with Spiderman, (and maybe) Wolverine, and Nightcrawler. In the long run, it shouldn't put Sephiroth or Tidus that far back down the pipeline, I've recently found out that I actually PSA at a rather respectable speed.

Now for some actual updates of my hacks:

Sephiroth simply needs to have Supernova completed. After that, all that's left is PSAing. I might go back and redo some animations after I test him out in-game.

The same goes for Tidus, even though he hasn't had much work done on him. If you weren't able to see it, Kagemaru made an awesome FFX Spiral Cut animation. I also put up a video of Cut and Run from Dissidia. I've also completed a secondary Wait animation for Tidus (Dissidia inspired), and hopefully will be able to revamp the primary Wait to look much more like his Wait in FFX.

I've also been writing out some code to see how I would implement different gameplay functions fro Dissidia and FFX. I'm quite sure I'll be able to code "Press A to fill the bar to do more damage" for Sephiroth's Supernova, and I'm close to being able to do the "Get the cursor in the center of the bar" for Tidus' Blitz Ace.

About Tidus' rig... Tidus needs a bit more work before I consider him "Complete". He needs work on his feet, left leg, and right shoulder.

And for anyone who's wondering: I haven't forgotten about Zack Fair. Not in the slightest. But I do realize that I'll have to completely re-rig him, his current one is absolutely terrible. And I still haven't forgotten about Genesis, Angeal, Ephraim, and all my other hacks. But as of now, studies come first. And after that, it's Kage's stuff, with Sephiroth and Tidus following.

Last, but absolutely not least, I haven't forgotten about my OoT Magic Link hack. Although I haven't mentioned him up there, he does have all his animations completed, and only needs to be PSA'd. If I have free time between classes, exams, and studying, I'll do my best to finish him up.

If anyone has questions about my work or anything needs to be clarified or if you just have something you'd like to say, I'll still be on here. I just won't be working on my stuff.
_________________________________________________ _______________

Here's something I whipped up in a couple of minutes...

Got bored and wanted to redo the jump attack animation for my OOT Link Hack.

So I became a hypocrite and said "Might as well use SSB4's dash attack"

(http://i.imgur.com/5xQOF8R.gif)

I added about 20 frames at the end of the actual animation, only so that when it looped it wasn't too fast.


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 17, 2014, 09:40:09 PM
Would anyone mind testing this?

https://www.dropbox.com/sh/cd5zjnob45vewo9/YI5oSkT2RY (https://www.dropbox.com/sh/cd5zjnob45vewo9/YI5oSkT2RY)

For Link


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Akeno/Archer on April 18, 2014, 06:06:00 AM
Would anyone mind testing this?

https://www.dropbox.com/sh/cd5zjnob45vewo9/YI5oSkT2RY (https://www.dropbox.com/sh/cd5zjnob45vewo9/YI5oSkT2RY)

For Link
I'm gonna test him.


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 18, 2014, 01:26:31 PM
Alright, thanks!


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Nao-chan on April 20, 2014, 02:15:05 AM
I'll test him for ya. What would like in terms of feedback? Just general notes or more in depth for certain moves?


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 20, 2014, 09:19:11 AM
Just the F, U, and D Smashes.


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Nao-chan on April 20, 2014, 11:39:30 PM
Alrighty then.


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Akeno/Archer on April 21, 2014, 02:14:17 PM
Tested them.
Hitboxes needs some work though... Especially for the U-Smash... It seems a bit too low compared to the GFX. But what is he supposed to do on the S-Smash? There isn't a single GFX about it...


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 21, 2014, 02:22:12 PM
The SSmash is supposed to be something similar to a Force Push. It has a small hitbox coming from his hands and moving outwards. Haven't put any gfx yet. I'll probably either make my own or just use a premade one.

But the GFX work, right?

Could you get a cellphone vid or something? I'd really like to see where I need to fix stuff.

And I'll be adding defensive collisions onto Link's Down Smash along with Super Armor to make it less punishing.


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Akeno/Archer on April 21, 2014, 02:56:50 PM
The SSmash is supposed to be something similar to a Force Push. It has a small hitbox coming from his hands and moving outwards. Haven't put any gfx yet. I'll probably either make my own or just use a premade one.

But the GFX work, right?

Could you get a cellphone vid or something? I'd really like to see where I need to fix stuff.

And I'll be adding defensive collisions onto Link's Down Smash along with Super Armor to make it less punishing.
Not at home now... And my Dolphin is pretty laggy... I could get you a vid, but you wouldn't like the quality... I mean, the FPS... Though I can ask someone to make you a vid... >.>


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 21, 2014, 03:50:14 PM
Let's ASK KITSU!!!!!


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Lillith on April 21, 2014, 05:36:52 PM
(http://i41.photobucket.com/albums/e289/Kitsu-chan8/2111_zps58cf8d80.jpg)
Oh shi--


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: amircury on April 21, 2014, 06:02:49 PM
What's this about videos? I have the capability to record these sorts of things, so might I be able to offer assistance?


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Akeno/Archer on April 21, 2014, 06:29:47 PM
Let's ASK KITSU!!!!!
You totally read my mind! *highfives*

([url]http://i41.photobucket.com/albums/e289/Kitsu-chan8/2111_zps58cf8d80.jpg[/url])
Oh shi--
(http://i.imgur.com/ON6CSVh.jpg)

What's this about videos? I have the capability to record these sorts of things, so might I be able to offer assistance?
Well... Tidus may ask you. I may ask you... Everyone may ask you.


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: amircury on April 21, 2014, 06:38:30 PM
Well... Tidus may ask you. I may ask you... Everyone may ask you.
I welcome the requests.


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 21, 2014, 08:33:43 PM
Whoever can, just go to the previous page and download the files in the link and record the F, D, and U smashes please :)


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: amircury on April 21, 2014, 08:35:56 PM
Whoever can, just go to the previous page and download the files in the link and record the F, D, and U smashes please :)
I'll get right on that!


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 21, 2014, 08:42:43 PM
Thanks, I appreciate it!


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: amircury on April 21, 2014, 09:01:47 PM
https://www.youtube.com/watch?v=3kXRbGb4w20 (https://www.youtube.com/watch?v=3kXRbGb4w20)

Hopefully this is at least somewhat the sort of video you were after. If not, let me know and I'll redo it.

((i apologize for the quality in advance))


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 21, 2014, 09:19:05 PM
Are you using P:M or something? Or are you running BrawlEx (or vBrawl) with the melee FD stage?


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: amircury on April 21, 2014, 09:20:16 PM
Are you using P:M or something? Or are you running BrawlEx (or vBrawl) with the melee FD stage?
Project M. Why? Was I not supposed to use P:M?


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 21, 2014, 09:23:33 PM
Yeah, weird stuff happens if you use a non-PM moveset with PM. Can you try using it with vBrawl or (if you want) BrawlEX?


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: amircury on April 21, 2014, 09:25:34 PM
Yeah, weird stuff happens if you use a non-PM moveset with PM. Can you try using it with vBrawl or (if you want) BrawlEX?
Yeah, sure. I'll do that soon.


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 21, 2014, 09:27:06 PM
Awesome, thanks.


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 24, 2014, 08:25:53 PM
Alright, so I'm done with the semester for now.

Going to upload a gif of Tidus' final smash, whenever it finishes encoding from BBox.

Post Merge: April 24, 2014, 08:28:12 PM
(http://i.imgur.com/iivIA9U.gif)

Here you go guys, I know it needs a lot of polish, but I think it's turning out pretty good.


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: zutox on April 25, 2014, 04:09:50 PM
I think my computer is playing that gif waaaay too fast. It looks like two slashes, then a third slash the other way, but it is going so fast it's hard to tell. Either way, I am really excited about it X3


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Large Leader on April 25, 2014, 06:04:38 PM
It's four slashes. Honestly, I just animated the pull back and the end of the swing for each one and then just added a single frame in between. Had to slow down the gif so you could see it at all :P

I'll definitely be adding more frames so that it's more fluid

As a celebration for the end of the semester, I bring to you the fastest moveset that I've ever made....

MAGIC POWER LINK!

"Wait, what? You mean like cheeky and overused elemental moves?"

How old do you think I am? FIve?

"... yes"

Well... screw you, because it's not.

First up is Nayru's Love
(http://i.imgur.com/LHgepfx.jpg)

As you can see, the diamond thingy majiggy actually shows up. In a few seconds, I'll be making it so that it can reflect projectiles if timed correctly.

Next is Farore's Wind

Wait a second, but I don't have a picture for that?

Well that's because it's nothing special as of yet. It literally looks like a badly animated Force Push.

And Last but not least.

Wait, is that a red bowl on a blue plate in the sky?
(http://i.imgur.com/eX7LEzi.jpg)

Wait, I know. It's the Olympic Torch!
(http://i.imgur.com/CvZ9zZH.jpg)

No? So what is it?

IT'S DIN'S FIRE!
(http://i.imgur.com/QJrCygx.jpg)

As you can tell, I royally screwed up the scaling on the graphic.

And there you have it. The moveset will have a few more tweaks (like having the new SSB4 Link Dash Attack and Up Air Thrust).

Hope you enjoy the previews!


Title: Re: Tidus' Stadium: READ THE LAST POST, PLEASE!
Post by: Lillith on April 25, 2014, 06:28:22 PM
Din's Maximum Fire? Din's Fire of DOOM?


Title: Re: Tidus' Stadium: Back to work with OOT Link and Tidus
Post by: Large Leader on April 27, 2014, 09:31:52 AM
I'd leave the graphic like that, but I'm already going to make Tidus' laugh as his secret Final Smash along with his taunt.

So you never know which one he's doing :notimp:

Post Merge: April 26, 2014, 11:06:29 AM
Tidus' Blitz Ace

(http://i.imgur.com/8fIxbSE.gif)


Title: Re: Tidus' Stadium: Back to work with OOT Link and Tidus
Post by: Large Leader on April 29, 2014, 01:41:14 PM
Finally redid Farore's Wind

(http://i.imgur.com/pFhq7Yv.gif)


Title: Re: Tidus' Stadium: Back to work with OOT Link and Tidus
Post by: Tabuu Forte Akugun on April 29, 2014, 02:22:50 PM
Nice and fluid. I like it. ;D


Title: Re: Tidus' Stadium: Back to work on Tidus. OOT Link on the Vault!
Post by: Large Leader on April 30, 2014, 08:19:57 AM
Fixed that small arm problem he has when he's moving back to his Wait Animation.

I think I'll probably be releasing it soon. Maybe even today...

Anyways, back to Tidus!

Post Merge: April 29, 2014, 09:18:18 PM
Haven't completely finished up OOT Link, but I've deemed him completed enough to release into the vault!

Have fun!

Post Merge: April 30, 2014, 08:04:34 AM
(http://i.imgur.com/PYKUZHa.gif)

Tidus' new wait animation.

Post Merge: April 30, 2014, 06:28:15 PM
http://youtu.be/NSPlEJwJB_8 (http://youtu.be/NSPlEJwJB_8)

IT'S DONE!


Title: Re: Tidus' Stadium: Back to work on Tidus. OOT Link on the Vault! BLITZ ACE DONE!
Post by: Large Leader on May 04, 2014, 04:32:31 PM
Alright, so recently I've been getting used to Maya for animating. Animated Spiral Cut along with new squat animations as well.

Also tweaked the hurtboxes so they fit Tidus' body, along with adding extra bones for Energy Rain and the Blitzball.

So it's officially a custom model :P


Title: Re: Tidus' Stadium: Back to work on Tidus. OOT Link on the Vault! BLITZ ACE DONE!
Post by: zutox on May 04, 2014, 04:54:46 PM
I am so excited to see this done. Tidus has been made before, both pretty well, and pretty badly :P  Really looking forward to see this ^^


Title: Re: Tidus' Stadium: Back to work on Tidus. OOT Link on the Vault! BLITZ ACE DONE!
Post by: Large Leader on May 04, 2014, 05:04:57 PM
I am so excited to see this done. Tidus has been made before, both pretty well, and pretty badly :P  Really looking forward to see this ^^


I'll do my best :P

Just curious, which one do you think was better JRush's or DO's?

Post Merge: May 04, 2014, 05:51:00 PM
(http://i.imgur.com/2HQuXe2.gif)

Here's a Blitzball throw animation based off Dissidia.

A little too... choppy in my opinion. But it's good enough for now.


Title: Re: Tidus' Stadium: Back to work on Tidus. OOT Link on the Vault! BLITZ ACE DONE!
Post by: zutox on May 04, 2014, 07:17:32 PM
I'll do my best :P

Just curious, which one do you think was better JRush's or DO's?

Post Merge: May 04, 2014, 05:51:00 PM
([url]http://i.imgur.com/2HQuXe2.gif[/url])

Here's a Blitzball throw animation based off Dissidia.

A little too... choppy in my opinion. But it's good enough for now.


DO's for sure. So it is a bit op but I balanced that out myself for use in my brawl.
I did try JR's "Tidus" but not only was the only thing I could relate to Tidus in anyway his model, but the moves were so choppy and some even seemed to start in the middle of their animation. He felt about 40% complete as a character and didn't have any "Tidus" vibe at all.


Title: Re: Tidus' Stadium: OOT Link on the Vault! Tidus animation progress!
Post by: Large Leader on May 06, 2014, 04:06:45 PM
DO's for sure. So it is a bit op but I balanced that out myself for use in my brawl.
I did try JR's "Tidus" but not only was the only thing I could relate to Tidus in anyway his model, but the moves were so choppy and some even seemed to start in the middle of their animation. He felt about 40% complete as a character and didn't have any "Tidus" vibe at all.


Well, I'll try my best to make Tidus as accurate I can to both FFX and Dissidia. Such as the Spiral Cut animation being taken from FFX while Tidus' Front Smash (Cut and Run, I believe) is from Dissidia. The models will also be from Dissidia along with rigging his FFX themed costume from Dissidia.



Updated the OP ever so slightly.

Will hopefully get more work done on Tidus tomorrow.



Here's the first kick for the Jecht Shot.

I think I accidentally took out too many keyframes...

Whoops.

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


I'm happy to announce that JRush has given me permission to use his animations/models for my own hacks (giving him credit/collab credit ofcourse).

What does this mean?

It means that I don't have to make every single animation from scratch. Although, I'd like to, but for the sake of progress, I'll use JRush's. Hopefully in future releases I'll be able to make my own.



IMPORTANT: Tidus will be over Link now, instead of Ike.


Title: Re: Tidus' Stadium: OOT Link on the Vault! Tidus animation progress!
Post by: Large Leader on May 12, 2014, 06:19:18 PM
http://youtu.be/AMxUUGln7Ns (http://youtu.be/AMxUUGln7Ns)

Here's Cut and Run

Needs the Hold animation.
Also needs Tidus to throw his sword into the air and catch it (he'll do it at the part where he spins).
Need to decide whether he's going to go to his wait animation or fall animation


Title: Re: Tidus' Stadium: Tidus animation progress!
Post by: TheShyGuy on May 15, 2014, 01:43:57 PM
The animation is pretty stiff.  How about adding a more lively anticipation and end recoil for the flip.  You may also wanna take a look at some backflip references because I'm sure no-one is able to do a backflip while being stiff as a board. 

Take a look at some animation princiciples too
http://en.wikipedia.org/wiki/12_basic_principles_of_animation (http://en.wikipedia.org/wiki/12_basic_principles_of_animation)


Title: Re: Tidus' Stadium: Tidus animation progress! Custom Rig Success?
Post by: Large Leader on May 16, 2014, 07:47:26 PM
Yeah, I'm going to be definitely reworking the backflip. It was a mission for me to make Maya rotate it properly.

The lack of recoil is because I was basing it off of Dissidia, where he doesn't have much recoil after jumping backwards.

Post Merge: May 16, 2014, 07:46:40 PM
(http://i.imgur.com/PuHKick.jpg)

Got the custom Rig working

But for some reason, when I play using VBrawl Link (I'm using BEx), VBrawl Link ends up being Tidus as well. Don't know why, but eh. I got this much working.

That and I need to do something with those "transparencies" on Brotherhood, Caladbolg, the shirt thing, the collar thing, and the short/pant things.


Title: Re: Tidus' Stadium: Tidus animation progress! Custom Rig Success?
Post by: Large Leader on May 19, 2014, 12:49:07 PM
Was testing the custom rig with dolphin. I need to get a better recording utility. It dropped my FPS from 60 to 30-25

https://www.youtube.com/watch?v=fElVswY9P34 (http://www.youtube.com/watch?v=fElVswY9P34#ws)

That and I have no idea what the hitbox was up to when it froze. Hopefully it's just PSA problems.



It is indeed a PSA problem, so that'll be an easy fix

Post Merge: May 19, 2014, 07:25:58 PM
Updated OOT Magic Link coding and animations.

Have fun!

Post Merge: May 20, 2014, 12:02:26 AM
I'll be animating Din's Fire (yet again) along with looking for (or maybe even making and texturing) a model for Din's Fire as well.


Title: Re: Tidus' Stadium: Tidus animation progress! Custom Rig Success! PSAing a few moves
Post by: The Following on May 20, 2014, 06:46:25 PM
Looking good so far... I gotta say, this is one of the characters I'm most excited for.. The animations thus far are looking really smooth.


Title: Re: Tidus' Stadium: Tidus animation progress! Custom Rig Success! PSAing a few moves
Post by: Large Leader on May 20, 2014, 09:04:00 PM
Thanks :)

Update on Din's Fire


(http://i.imgur.com/VWc4dN9.gif)

(http://i.imgur.com/GuW70Aa.gif)

Not sure which one I want to use for Din's Fire. Leaning towards the second one.


Title: Re: Tidus' Stadium: Tidus animation progress! Custom Rig Success! PSAing a few moves
Post by: TheShyGuy on May 20, 2014, 11:07:49 PM
They need startups. They move too fast to the ground pose.  The second one is nicer, but his sword is in the way of his face.  

Here's a reference in case you need one. Go to 2:10

www.youtube.com/watch?v=EMnUR-z84tU (http://www.youtube.com/watch?v=EMnUR-z84tU#)

A few key differences are the start up and the end key frame.  Link's body is actually more on his right side.  His right elbow is more back and up too.  His head also down to the right instead of left and hitting his sword.  Although it's hard to tell + I never played the game, but I'd say his left arm should be more straight then bent.


Title: Re: Tidus' Stadium: Tidus animation progress! Custom Rig Success! PSAing a few moves
Post by: Nao-chan on May 20, 2014, 11:55:09 PM
Well he basically used Ganondorfs SpecialAirS and SpecialLwEndAir as the base animations for these. Still nice though.


Title: Re: Tidus' Stadium: Tidus animation progress! Custom Rig Success! PSAing a few moves
Post by: Large Leader on May 22, 2014, 03:01:40 PM
I had made an animation for Din's Fire, but my display drivers crashed and when that happens almost every program I have running crashes. Just went with Ganon's animations for the sake of presentation.

Initially, I wanted to base it off OOT, but after seeing that neither Nayru's Love or Farore's Wind would be 100% accurate to OOT (especially Farore's Wind, which is 0% accurate to OOT), I've decided to use a different animation.

I also concepted it out, so hopefully it'll turn out good :P



So I did a thing

http://youtu.be/M-LZt_JNgRs (http://youtu.be/M-LZt_JNgRs)

I didn't use the updated Din's Fire animation, nor did I use the updated code for Nayru's Love and Din's Fire for the preview. But it should all be there in the download.


Title: Re: Tidus' Stadium: Custom Rig Success! Might take a break... getting burned out.
Post by: Nao-chan on May 25, 2014, 09:02:24 PM
You should use Links Gale Boomerang GFX for Farore's Wind. Maybe tilt it horizontally so it's shooting from the palm of his hand.


Title: Re: Tidus' Stadium: Custom Rig Success! Might take a break... getting burned out.
Post by: Large Leader on May 26, 2014, 12:30:37 AM
I think I have the gfx that I'm going to use for it somewhere on my hard drive, just need to actually add it in.



http://youtu.be/_VQi2IXhCJw (http://youtu.be/_VQi2IXhCJw)

Just an update on Tidus

I have no idea what's going on with the gfx


Title: Re: Tidus' Stadium: Custom Rig Success! Might take a break... getting burned out.
Post by: Large Leader on May 28, 2014, 07:47:40 PM
I'm still alive guys!

http://youtu.be/m73Fq1U1dr0 (http://youtu.be/m73Fq1U1dr0)

Here's a small updated Preview of Tidus. Enjoy :)

I know there are problems (such as the feet going through the ground and that the Blitzball shows up during the fall animations, which has been fixed). I still have a problem with the second Blitzball throw which STILL refuses not to connect. The first and the last one are fixed.


Title: Re: Tidus' Stadium: Custom Rig Success! Might take a break... getting burned out.
Post by: The Following on May 28, 2014, 08:15:23 PM
With every preview, my anticipation grows... I can't get passed how fluid everything looks.

Keep up the awesome work!


Title: Re: Tidus' Stadium: Jecht Shot works... ish. Blitz Ace redone
Post by: Large Leader on May 31, 2014, 08:09:23 PM
Thanks! :D

I'm working on making another preview, but Jecht Shot is being a meanie again. The first hit isn't stunning like it should, and the second hit isn't doing anything at all.


Title: Re: Tidus' Stadium: Jecht Shot works... ish. Blitz Ace Redone! Spiral Cut Redone!
Post by: Large Leader on June 05, 2014, 02:38:35 PM
http://youtu.be/YnaJsSTX35Y (http://youtu.be/YnaJsSTX35Y)

Update! With unfinished Spiral Cut coding too!

Post Merge: June 05, 2014, 02:38:04 PM
http://youtu.be/i4qiW96g4_w (http://youtu.be/i4qiW96g4_w)

Jecht Shot is almost 100% complete!

Just need to figure out why the first hit isn't stunning, and it's done!


Title: Re: Tidus' Stadium: Jecht Shot works... ish. Blitz Ace Redone! Spiral Cut Redone!
Post by: Pikezer1337 on June 05, 2014, 03:28:32 PM
The blitzball combo looks REALLY awesome man!


Title: Re: Tidus' Stadium: Jecht Shot works... ish. Blitz Ace Redone! Spiral Cut Redone!
Post by: Large Leader on June 05, 2014, 03:59:22 PM
The blitzball combo looks REALLY awesome man!

Not like I came up with the combo or anything :P It's based off his Jecht Shot in Dissidia.

Thanks anyways :D


Title: Re: Tidus' Stadium: Jecht Shot works... ish. Blitz Ace Redone! Spiral Cut Redone!
Post by: Large Leader on June 09, 2014, 09:25:13 AM
So while I've been taking a break from Tidus, I was doing something else:

Wait1

(http://i.imgur.com/hArfSv4.gif)

Wait 2

(http://i.imgur.com/dO4Q7YR.gif)

Attack11 (will only have 1 attack)

(http://i.imgur.com/nax7Ebm.gif)

Front Smash Start

(http://i.imgur.com/fFj7HLQ.gif)

Front Smash Attack

(http://i.imgur.com/gm2FHkE.gif)

Up Smash Start

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

Up Smash

(http://i.imgur.com/g5Bo93Z.gif)


Title: Re: Tidus' Stadium: Jecht Shot, Blitz Ace and Spiral Cut Redone! New Project Reveal!
Post by: Archer(AkenoS3) on June 09, 2014, 10:05:46 AM
So while I've been taking a break from Tidus, I was doing something else:

Wait1

([url]http://i.imgur.com/hArfSv4.gif[/url])

Wait 2

([url]http://i.imgur.com/dO4Q7YR.gif[/url])

Attack11 (will only have 1 attack)

([url]http://i.imgur.com/nax7Ebm.gif[/url])

Front Smash Start

([url]http://i.imgur.com/fFj7HLQ.gif[/url])

Front Smash Attack

([url]http://i.imgur.com/gm2FHkE.gif[/url])

Up Smash Start

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

Up Smash

([url]http://i.imgur.com/g5Bo93Z.gif[/url])


Will you use the ideas I gave you last time?


Title: Re: Tidus' Stadium: Jecht Shot, Blitz Ace and Spiral Cut Redone! New Project Reveal!
Post by: Large Leader on June 09, 2014, 10:39:27 AM
Will you use the ideas I gave you last time?

Most likely, unless I come up with alternatives.


Title: Re: Zed's Temple: Stream Over!
Post by: Large Leader on June 23, 2014, 05:25:51 PM
I'm streaming!

http://www.twitch.tv/takeshi85 (http://www.twitch.tv/takeshi85)



Thanks for everyone who showed up for the stream. Zed's almost completely rigged up now  :af:



Stream up again. This time it's PSAing Dark Link. Come on over!


Aaaaaaaaand it's over again. Thanks for whoever showed up!



Summary of what was done today for Dark Link:

REFF graphics added to Dark Link (Fire)
New Down Smash was added in (will be replaced in the future)
Arrow is added to Dark Link's Neutral Special (will be replaced in the future)
No wait animations for Link remain now

What was done for other hacks:

Hector's up Special and Ground FS are fixed and now works 100% correctly (needs a gfx fix on the FS).



Stream back on today. Come on over!


Title: Re: Zed's Temple: Stream On!
Post by: Large Leader on June 28, 2014, 06:09:15 PM
Hey guys, I'm not dead! Here's a Hector animation!

(http://i.imgur.com/voMB6FN.gif)

Will stream soon.


Title: Re: Zed's Temple: Stream On!
Post by: Large Leader on July 01, 2014, 02:47:34 PM
Okay, sorry about lying the other day.

I'm streaming today for sure...

More like now :D

My brother needs the internet, so I'll stream as soon as he's done.


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Large Leader on July 08, 2014, 05:31:21 PM
Custom rigged tentacles for Dark Link's Down Smash (and maybe even his ult)

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


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Lillith on July 08, 2014, 05:42:04 PM
Well, that's a pretty interesting thing for a D-Smash... Was there any inspiration from Dark Samus Assist Trophy? Hehehe~


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Large Leader on July 08, 2014, 05:43:39 PM
Well, that's a pretty interesting thing for a D-Smash... Was there any inspiration from Dark Samus Assist Trophy? Hehehe~

Actually, no.

I don't even know what I was thinking of. I just thought that I wanted my Dark Link to be different than the others.

And for some reason, tentacles was the first thing that came to my mind.

Stop looking at me like that :srs:


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Lillith on July 08, 2014, 05:46:17 PM
...Well then.
I'm walking this way now.
And quickly.


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: KingJigglypuff on July 08, 2014, 05:49:17 PM
And for some reason, tentacles was the first thing that came to my mind.
I've seen enough hentai to know where this is going...
(http://a.deviantart.net/avatars/h/u/hurrplz.png?1)


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Large Leader on July 08, 2014, 05:51:04 PM
I've seen enough hentai to know where this is going...
([url]http://a.deviantart.net/avatars/h/u/hurrplz.png?1[/url])


You just gave me an idea for his Final Smash...

Damnit, man.


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Archer(AkenoS3) on July 08, 2014, 06:41:23 PM
I've seen enough hentai to know where this is going...
([url]http://a.deviantart.net/avatars/h/u/hurrplz.png?1[/url])
You just gave me an idea for his Final Smash...

Damnit, man.
(http://i1.ytimg.com/vi/L87CC4i4mC8/hqdefault.jpg)
(http://a.deviantart.net/avatars/h/u/hurrplz.png?1)


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Large Leader on July 09, 2014, 03:55:54 PM
The best part is, is that its over Link's boomerang.

I'd have to test to see if it can be reflected or not, though...

Quick question, anyone know which bone decides where Link's bow should be shot from? ThrowN?



Decided to make Dark Link's Down/Side Special. And decided to steal Ganon's FS animation

(http://i.imgur.com/oyAQPA9.gif)

(http://i.imgur.com/I0uSP0W.gif)

(http://i.imgur.com/9stcmVK.gif)

Inspired by Rain from Mortal Kombat. Depending on how long you hold the B button, you'll go a certain distance forward/backward.


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Lillith on July 09, 2014, 04:00:20 PM
So... He goes into the ground and appears next to anyone unlucky enough to be around?
...
Cool!


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Large Leader on July 09, 2014, 04:05:35 PM
So... He goes into the ground and appears next to anyone unlucky enough to be around?
...
Cool!

AFAIK, it's impossible to make him do that (homing attacks OP) but you can direct him to go in a certain direction.

So technically, yes.


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Lillith on July 09, 2014, 04:12:24 PM
I didn't mean in the sense of homing attacks, I just mean in the sense of a creepy stalker.


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Large Leader on July 09, 2014, 04:20:37 PM
I didn't mean in the sense of homing attacks, I just mean in the sense of a creepy stalker.

Oh, yeah.

Yeah...

I'm thinking of moving that Tentacle move to Down Special and this teleport move to his side special.

So you can creep behind someone and surprise 'em with tentacles.



Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Lillith on July 09, 2014, 04:21:51 PM
...WALKING AWAY NOW :<


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: KingJigglypuff on July 09, 2014, 04:42:06 PM
I'm thinking of moving that Tentacle move to Down Special and this teleport move to his side special.

So you can creep behind someone and surprise 'em with tentacles.
I have most certainly seen enough hentai to know where this is going to go.


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Archer(AkenoS3) on July 09, 2014, 04:51:35 PM
I didn't mean in the sense of homing attacks, I just mean in the sense of a creepy stalker.
I have most certainly seen enough hentai to know where this is going to go.
You two really have some creepy mind.
Says the guy who thought the exact same things :v


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Large Leader on July 09, 2014, 05:17:47 PM
Heaven forbid it gets Featured

"Surprise your friends with TENTACLES!"

But seriously... Need to work on aerials, a new up special, and a new animation for the ending of the neutral special.

And a final smash. Not sure whether to go with the tentacles or another final smash.


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Archer(AkenoS3) on July 09, 2014, 05:48:43 PM
Heaven forbid it gets Featured
Heaven maybe, I don't :P


"Surprise your friends with TENTACLES!"
inb4someone brings a pervy comment.

But seriously... Need to work on aerials, a new up special, and a new animation for the ending of the neutral special.

And a final smash. Not sure whether to go with the tentacles or another final smash.
You still have my ideas, don't you? ;)


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Large Leader on July 09, 2014, 07:03:27 PM
Heaven maybe, I don't :P

Odeer

Quote
inb4someone brings a pervy comment.

Its bound to happen.

Quote
You still have my ideas, don't you? ;)

Yep, definitely using your idea for a neutral special. Just hoping I can add more flare to it.

Trying to channel my inner DivineOverlord in this one.


Title: Re: Zed's Temple: Dark Link Phases In!
Post by: Archer(AkenoS3) on July 09, 2014, 07:43:37 PM
Odeer
You know who am I, don't you? ;)

Its bound to happen.
Curious that it still didn't happen.

Yep, definitely using your idea for a neutral special. Just hoping I can add more flare to it.

Trying to channel my inner DivineOverlord in this one.
I think I have to read them again though... lol...


Title: Re: The Captain's PSA's: Dark Link Phases In! Check the OP for an epic gif!
Post by: Large Leader on July 14, 2014, 11:08:03 AM
Here's the down smash/down special

I used the wrong crouch animation for the start of the down smash. I'll see if I can fix it without breaking everything.

Start
(http://i.imgur.com/EgnzSBW.gif)

End
(http://i.imgur.com/J6X7Oyd.gif)

Post Merge: July 11, 2014, 05:32:37 PM
I remade the neutral special for Dark Link.

(http://i.imgur.com/xOu7Fd4.gif)

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

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

The first swing of his arm is the initial ball/blast, the second swing is the detonation of the initial blast.



Bump for Sweet Justice!

And an awesome gif in the OP.

And a Dark Link Preview video

http://youtu.be/XDIz8Uwi22k (http://youtu.be/XDIz8Uwi22k)


Title: Re: The Captain's PSA's: Dark Link Preview in last post! OP has an epic gif!
Post by: Large Leader on July 17, 2014, 11:01:59 PM
So after a very, very, very long time (actually, since the name "Kakusei" was revealed). I finally got my hands on Fire Emblem: Awakening...

The fact that I just got it, goes hand in hand with the following picture:

(http://i.imgur.com/zDZ886K.png)

It's happening, folks.


Title: Re: The Captain's PSA's: Dark Link Preview! Epic gif in OP! AWESOME SWORDSMAN WIP!
Post by: TheShyGuy on July 19, 2014, 01:38:24 AM
How do you animate?  The last post's animations are very stiff.  My workflow includes turning the default key tangents to Stepped mode and then make all the core key frames.  This allows me to focus just on the keyframes and timing without worrying about or being distracted by weird interpolation issues.  I call that the blocking phase.  After that, I work on small segments. I convert the keys to linear or spline.  At this stage, I'm making sure the things animate nicely between within a segment.  This is where the "sub"(?) animation comes in and I focus less on the keyframes, and more on the way things move throughout.  After that, I hit the graph editor to make nice clean curves and ensure things are doing what I think they should.  Then I repeat for the next segment.  That's my workflow with HIK and it seems to work good so far. 


Title: Re: The Captain's PSA's: Dark Link Preview! Epic gif in OP! AWESOME SWORDSMAN WIP!
Post by: Large Leader on July 19, 2014, 09:40:51 AM
Yeah, I struggle a lot with interpolation, and it ends up screwing up some of my animations.

I'm not happy with the last posts animations either, but they're better than what I had before, imo. I'm going to redo it again, sooner or later.

Right now, I'm working on:

-Dark Link's fall animations and aerials. After that, I have to do his tilt attacks, and then finally his Up Special, Aerial Side Special, Aerial Down Special, and Final Smash.
-My old SS Link (cleaning up the coding)
-New FS for Roy
-Fixing an Ext Gfx Error on Hector
-Chrom
-Starting to learn how Modelling works (specifically want to make a custom model for SS Link's Skyward Strike).

My Final Fantasy Hacks are on hold until I improve the rigs. Looking back, I'm not happy with either Zack or Tidus' rig.


Title: Re: The Captain's PSA's: Dark Link Preview! Epic gif in OP! AWESOME SWORDSMAN WIP!
Post by: Large Leader on July 24, 2014, 12:29:45 PM
So I started to work on Roy's new Final Smash

(http://i.imgur.com/nhfG2mV.gif)

I know exactly how I want to code it, but the problem is there... Why does he stomp his foot? (I'm assuming TSG or KJP are going to show up and help out :V)


Title: Re: The Captain's PSA's: Dark Link Preview! New Roy FS! Chrom started!
Post by: TheShyGuy on July 24, 2014, 01:08:22 PM
Is that baked?  Try sampling every frame?

Check the curve? It looks like a duplicate frame with bad tangents.


Title: Re: The Captain's PSA's: Dark Link Preview! New Roy FS! Chrom started!
Post by: Large Leader on July 24, 2014, 01:52:37 PM
Is that baked?  Try sampling every frame?

Check the curve? It looks like a duplicate frame with bad tangents.


Not baked yet. It's still in maya, which is kinda worrying me.

And... in english please :P

Post Merge: July 24, 2014, 02:25:34 PM

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

Fixed the problem. I added a few more inbetweens after making the gif, so the final result is slightly slower. But still the same concept.


Title: Re: The Captain's PSA's: Dark Link Preview! New Roy FS! Chrom started!
Post by: TheShyGuy on July 24, 2014, 03:18:17 PM
Curve: Select a bone/joint/control(Human IK). Open the graph editor (Window->Animation->Graph Editor).  The curves you see are what I'm talking about. The tangents, like in BB, show when selecting a keyframe (the dots on the curve/line). The tangents just affect the err curve heh of the...curve....lol that's not helpful.  You're just gonna have to look at the curves and make sure there isn't anything weird going on.


Title: Re: The Captain's PSA's: Dark Link Preview! New Roy FS! Chrom started!
Post by: Large Leader on July 24, 2014, 03:29:22 PM
So it was what I thought it'd be lol

Thanks for giving that tip to KJP about changing tangents to Linear. It works beautifully.

Post Merge: July 25, 2014, 05:49:34 PM
New Roy Taunt/Entry animation

(http://i.imgur.com/j2PRlq8.gif)

I'll probably add more of a pause when he raises the sword, so it bursts into flame before he spins it and sheaths it.


Title: Re: The Captain's PSA's: Dark Link Preview! Roy Revamp! Scorpion Start! Chrom WIP!
Post by: Large Leader on August 02, 2014, 01:58:40 PM
Stream Up


Title: Re: The Captain's PSA's: Dark Link Preview! Roy Revamp! Scorpion Start! Stream Up!
Post by: Large Leader on August 14, 2014, 08:08:00 PM
I've been really quiet as of late, and there's a lot of reasons for that:

-I've been tinkering on Roy. Got a couple of more animations for him. But nowhere near as far as Dark Link, who I have not worked on at all.

-I'm completely rerigging Tidus along with his alt costumes from the Dissidia games

-I've been acquiring more models to rig. And with more models, means more PSA's, which I'm not too keen on.

-I've kinda been bored with Brawl hacking. Not planning to leave permanently any time soon, though.

See you guys around.


Title: Re: The Captain's PSA's: Dark Link! Roy Revamp! Tidus Re-Rig!
Post by: Large Leader on August 25, 2014, 07:09:26 PM
Is this my third time on Zack? Can't tell anymore.

I moved the hand bones to match his fingers more.

([url]http://i.imgur.com/MIxLGd1.png[/url])


Restarted the Tidus rig from the beginning: His model rip from Dissidia. Thanks to Satoshi, I also have his alternate costumes. Right now, he's already TPosed and waiting to be rigged, so this is an old picture.

([url]http://i.imgur.com/lMM0q42.png[/url])

Also restarted Zed. Going to put him on Link. He won't be an import, I'm planning to make him a full  custom moveset:

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

Boneset is going to use Link's as a base.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig!
Post by: zutox on August 26, 2014, 01:06:41 PM
Omg that Zack and Tidus o..o Those models do look pretty amazing. I can't wait....But I have to XD


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig!
Post by: Large Leader on August 26, 2014, 02:36:08 PM
Omg that Zack and Tidus o..o Those models do look pretty amazing. I can't wait....But I have to XD

Considering that I'm kind of a perfectionist when it comes to rigging and animating, it might take a while :P

Zack will have all of his costumes from Crisis Core (First Class, First Class with Buster Sword and Slicked back hair, Beach)

The reason Second Class and End Game Zack aren't listed is because they're pretty much just texture differences. If there are actual model differences, then I'll rig them up.

Tidus already has a good amount of work done on him, but I might have to redo a lot of it after rerigging him.

And Zed is in his own little world. By far probably the hardest I'll have to rig, animate, and PSA.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig!
Post by: Large Leader on September 02, 2014, 02:38:37 PM
I don't do this often...

(http://i.imgur.com/xcJyK8C.png)


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Large Leader on September 04, 2014, 04:57:45 PM
Low quality animations incoming:

Ignore the fact that the Monado is in his hand, that the other Monado isn't on his back, and that his hands are white.

Was in a rush to do these, but they're "okay". I'm going to improve them in the future.

([url]http://i.imgur.com/48jqYtV.gif[/url])

([url]http://i.imgur.com/Kf6OJXh.gif[/url])

I know the second one looks a bit choppy. Takes a literal second to fix, so it'll look much more smooth.


Attack13 with messed up rotations on the ending. Will fix in BBox.

([url]http://i.imgur.com/1xnGVmP.gif[/url])

Next is the Bair (coming soon). Which oddly enough is the same animation I made for my Roy PSA with a couple of changes.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: amircury on September 04, 2014, 05:01:10 PM
You're really doing good, Captain~ I would say "much better than I could do", but I actually never tried to animate anything, so...~


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Large Leader on September 04, 2014, 05:05:47 PM
I'll probably finish the Bair, Fair, DTilt, and UTilt tomorrow.

Chances are, I'll only be able to finish the Bair, but who knows.

Then FSmash, DSmash, USmash, USpecial, SSpecial, DSpecial.

Finally, it'll be the jump and run animations.

Still have no idea what the FTilt looks like or any of his taunts.

Hopefully I can code him easily.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: amircury on September 04, 2014, 05:14:34 PM
I'll probably finish the Bair, Fair, DTilt, and UTilt tomorrow.

Chances are, I'll only be able to finish the Bair, but who knows.

Then FSmash, DSmash, USmash, USpecial, SSpecial, DSpecial.

Finally, it'll be the jump and run animations.

Still have no idea what the FTilt looks like or any of his taunts.

Hopefully I can code him easily.
Ah, I got the taunts covered~

(https://i.imgflip.com/btd6p.gif)

I have reason to believe this is one of his taunts (the animation has nothing to do with Riki being there, so what else could it be)

(https://i.imgflip.com/btdaf.gif)

Famitsu confirmed this is one of his taunts, and not the start to his Final Smash like some may think.

And for the other taunt, I have no idea, but I imagined something like this:

(https://i.imgflip.com/btdbx.gif)

Minus the whole Art Change thing. So basically, him swinging the Monado around.
As for the F-Tilt, just using Ike's should do (if this is going over Ike, that is).

Post Merge: September 04, 2014, 05:21:38 PM
Also, jump and run animations:

Jump and Double Jump
(https://i.imgflip.com/btdgo.gif)
(A bit small, but perhaps you get the point)

Run
(https://i.imgflip.com/btdky.gif)
(albeit sped up a bit by the power of Monado Speed)


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Large Leader on September 04, 2014, 05:31:34 PM
Alright, thanks!

Is it just me, or do some of Shulk's animations remind me of Snake?


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: amircury on September 04, 2014, 05:39:22 PM
Alright, thanks!

Is it just me, or do some of Shulk's animations remind me of Snake?
Nah, some of the misc. animations remind me of Snake too.

Post Merge: September 04, 2014, 05:48:20 PM
Also, your goals for tomorrow are really ambitious. Four animations in one day? Well, you did get three done today, I guess~ And an animation you're doing tomorrow is technically already done, so you're making three more tomorrow.

Still, I like how hard you're working~ This'll be a good PSA. I can feel it.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Large Leader on September 04, 2014, 06:03:07 PM
Oh snap, just remembered that I'd be going out tomorrow. Well, I should still at least have time for the Bair and Fair along with his fall animation.

I can feel it.

y u do dis



Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: amircury on September 04, 2014, 06:06:19 PM
Oh snap, just remembered that I'd be going out tomorrow. Well, I should still at least have time for the Bair and Fair along with his fall animation.
That's good enough for me. You should still have time to make a Beta by Tuesday~ I hate to ask this of you, but if it comes down to you not having enough time to do the rest, perhaps you could prioritize the Special attacks? They're what I care the most about in any fighter.

y u do dis
...I promise you, that joke was 100% unintentional. Shulk is getting to me, man. Hahaha.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Large Leader on September 04, 2014, 06:10:29 PM
I hate to ask this of you, but if it comes down to you not having enough time to do the rest, perhaps you could prioritize the Special attacks?

Yeah, it shouldn't be too big of a deal to focus on those first. I might make some of my own changes to the moves (such as making the Side B able to cancel out into any aerial move).

Quote
...I promise you, that joke was 100% unintentional. Shulk is getting to me, man. Hahaha.

Yeah, sure  :>.>:


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: amircury on September 04, 2014, 06:19:02 PM
Yeah, it shouldn't be too big of a deal to focus on those first. I might make some of my own changes to the moves (such as making the Side B able to cancel out into any aerial move).
Ah, that sounds cool. Thank you. As long as the special attacks are PSA'd (and perhaps some of the Smash attacks, but that's a grey area), I'm happy with that being the beta.

Yeah, sure  :>.>:
I swear, man! I can't control it! The Shulk hype is too strong!


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Lillith on September 04, 2014, 06:33:52 PM
I may be able to help with random PSA stuff if I stop being lazy. *Hides behind table*


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: amircury on September 04, 2014, 06:41:30 PM
I may be able to help with random PSA stuff if I stop being lazy. *Hides behind table*
So, based on what I've seen from you...

...Basically never, right? :P


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Lillith on September 04, 2014, 06:43:13 PM
shushhhhhhhhhhh


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Large Leader on September 04, 2014, 06:47:36 PM
I may be able to help with random PSA stuff if I stop being lazy. *Hides behind table*

The only thing I'd probably need help with is SFX ID's in PSA. But I SHOULD be able to do it. Even though I hate doing it.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: amircury on September 04, 2014, 06:53:45 PM
shushhhhhhhhhhh
Your shushing just shows that it's the truth~

The only thing I'd probably need help with is SFX ID's in PSA. But I SHOULD be able to do it. Even though I hate doing it.
Ooooh, yeah. That sounds like something that's gonna take a bit of work.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Large Leader on September 05, 2014, 09:22:26 AM
Got off my lazy bum and finished this.

(http://i.imgur.com/xj0dX5a.gif)

Will fix the ending in BBox.

Next is Air Slash, I believe.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: amircury on September 05, 2014, 09:34:04 AM
Got off my lazy bum and finished this.

([url]http://i.imgur.com/xj0dX5a.gif[/url])

Will fix the ending in BBox.

Next is Air Slash, I believe.

Ooh, I like it. Although, I'm a bit confused. Is that the animation for Back Slash?


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Large Leader on September 05, 2014, 09:47:40 AM
Yeah. Will add the vertical and horizontal movement in BBox. Much easier than putting it in through Maya.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: amircury on September 05, 2014, 09:49:13 AM
Yeah. Will add the vertical and horizontal movement in BBox. Much easier than putting it in through Maya.
Ah, alright. The fact that the jump he does when using that move wasn't there is what confused me.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Large Leader on September 05, 2014, 09:53:20 AM
Oh, whoops. Here's a better one

(http://i.imgur.com/tf0SIJu.gif)

The squatting before the jump needs to be a bit longer. And maybe adding a few frames to the jump. But overall that's how I want it to look.


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: amircury on September 05, 2014, 09:56:41 AM
Oh, whoops. Here's a better one

([url]http://i.imgur.com/tf0SIJu.gif[/url])

The squatting before the jump needs to be a bit longer. And maybe adding a few frames to the jump. But overall that's how I want it to look.

I like it! You're doing really good~


Title: Re: The Captain's PSA's: Dark Link! Roy! FF Characters Re-Rig! SSB4 Shulk Start!
Post by: Large Leader on September 05, 2014, 10:52:43 AM
Thanks.

I don't think I'll be able to do Air Slash today. But maybe I will. Not too sure.

Do you have a gif or video of the animation Shulk does when he chooses an Art?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 11:15:14 AM
Thanks.

I don't think I'll be able to do Air Slash today. But maybe I will. Not too sure.

Do you have a gif or video of the animation Shulk does when he chooses an Art?
Not right now, because Shulk does a different animation for each Art he chooses. I can get some soon, however.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Falconpunch1729 on September 05, 2014, 11:27:59 AM
i have learned that riki is not one of shulks taunts but rather an assist trophy:

http://smashbros-miiverse.com/items/riki (http://smashbros-miiverse.com/items/riki)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 05, 2014, 01:05:57 PM
i have learned that riki is not one of shulks taunts but rather an assist trophy:

[url]http://smashbros-miiverse.com/items/riki[/url] ([url]http://smashbros-miiverse.com/items/riki[/url])


Yep, we knew that.

Post Merge: September 05, 2014, 01:18:20 PM
Working on Air Slash right now

Post Merge: September 05, 2014, 01:22:46 PM
(http://i.imgur.com/5qpmHsy.gif)

I messed up the gif, so the first half (the squat) loops twice. Will make it transition to the fall animation.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 01:34:39 PM
Yep, we knew that.

Post Merge: September 05, 2014, 01:18:20 PM
Working on Air Slash right now

Post Merge: September 05, 2014, 01:22:46 PM
([url]http://i.imgur.com/5qpmHsy.gif[/url])

I messed up the gif, so the first half (the squat) loops twice. Will make it transition to the fall animation.


You messed up embedding the image in your post, but I fixed it~ also, the animation looks good, outside of the error at the beginning. But that's just an error with the gif, according to you~


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 05, 2014, 02:36:57 PM
Thanks.

Been playing Xenoblade for a bit. Really enjoy what I've played so far.

Will work on the second strike of Air Slash and then start working on Visions.

Is there a video/gif/reference I could use for the Monado Art selection animation that might be used in Smash4?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 03:12:12 PM
Thanks.

Been playing Xenoblade for a bit. Really enjoy what I've played so far.

Will work on the second strike of Air Slash and then start working on Visions.

Is there a video/gif/reference I could use for the Monado Art selection animation that might be used in Smash4?
I can get you gifs for the animations in Smash 4. They show all the different ones in his trailer.

...Because I fear this may be a source of confusion, allow me to clarify. When I said Shulk uses different animations for each Art he chooses, I meant that's what he does in Smash 4, not Xenoblade (although I think he might have different animations in Xenoblade too, but I digress).


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 05, 2014, 03:59:53 PM
Nah don't worry about it. Was on me, I wasn't reading all the posts. Been in a rush today.

Going to finish up the second attack for Air Slash.

Post Merge: September 05, 2014, 04:12:07 PM
Second Slash done

Will add a transition to the fall animation after I'm done with all the other important stuff.

(http://i.imgur.com/KJK4ka2.gif)

Visions is next


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 04:18:20 PM
Nah don't worry about it. Was on me, I wasn't reading all the posts. Been in a rush today.

Going to finish up the second attack for Air Slash.

Post Merge: September 05, 2014, 04:12:07 PM
Second Slash done

Will add a transition to the fall animation after I'm done with all the other important stuff.

([url]http://i.imgur.com/KJK4ka2.gif[/url])

Visions is next

Nice. Makin' good time here~ Also, here are the Art animations you asked for:

Jump
(https://i.imgflip.com/bugi7.gif)

Speed
(https://i.imgflip.com/bugnr.gif)

Shield
(https://i.imgflip.com/bugp4.gif)

Buster
(https://i.imgflip.com/bugq6.gif)

Smash
(https://i.imgflip.com/bugr1.gif)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 05, 2014, 04:22:18 PM
Speed, Shield, and Buster are broken

Here's the start of Visions. Nothing fun. Just a pose. Might slow the bobbing a bit to look more like breathing. But that's the general gist of it.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 04:23:41 PM
Speed, Shield, and Buster are broken

Here's the start of Visions. Nothing fun. Just a pose. Might slow the bobbing a bit to look more like breathing. But that's the general gist of it.

Funny how the only Arts that were actually in Xenoblade have broken gifs.

Also, there's no image there.

Post Merge: September 05, 2014, 04:25:44 PM
Speed
(http://i.imgur.com/BVlfA5O.gif)

Shield
(http://i.imgur.com/eLZM2ao.gif)

Buster
(http://i.imgur.com/o8E5iUv.gif)

These work?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 05, 2014, 04:31:03 PM
Whoops, forgot to put up visions:

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

And yeah, they work


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Lillith on September 05, 2014, 04:43:34 PM
Ike counter for shield.
...
What? It's obvious isn't it?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 05, 2014, 04:44:22 PM
nope it's actually vision which is just another counter lol :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 04:45:50 PM
Whoops, forgot to put up visions:

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

And yeah, they work

Ah, good~

At this rate, you should have a beta out soon, and that makes me happy~


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Lillith on September 05, 2014, 04:46:13 PM
nope it's actually vision which is just another counter lol :)

Shield
([url]http://i.imgur.com/eLZM2ao.gif[/url])

Was talking about this thing.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 05, 2014, 05:27:01 PM
that's his neutral b lol it changes into all sorts of arts like buster, speed etc. it seem confusing but it's not lol ;D :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 05:29:41 PM
that's his neutral b lol it changes into all sorts of arts like buster, speed etc. it seem confusing but it's not lol ;D :)
Kitsu is saying you could use the animation for Ike's counter for the Shield animation.

...I think.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 05, 2014, 05:46:35 PM
oh well that would be pretty smart lol but making the same animation is pretty easy ;D :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 06:00:54 PM
Also, Shulk has two known animations for the attack part of Vision.

The attack I showed you earlier
(https://i.imgflip.com/bq1m3.gif)

The other attack
(https://i.imgflip.com/bujqn.gif)

If you haven't already animated the attack part of Vision, you can use whichever is easiest for you.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 05, 2014, 06:58:12 PM
lol i'm not animating it lol i just said it's easy enough to do lol ;D


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 07:17:23 PM
lol i'm not animating it lol i just said it's easy enough to do lol ;D
I wasn't talking to you.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 05, 2014, 07:21:49 PM
oh my bad :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 05, 2014, 08:40:10 PM
Also, Shulk has two known animations for the attack part of Vision.

The attack I showed you earlier
(https://i.imgflip.com/bq1m3.gif)

The other attack
(https://i.imgflip.com/bujqn.gif)

If you haven't already animated the attack part of Vision, you can use whichever is easiest for you.

First pic is broken, but I already have it so it's all good.

I can make the attack part cycle in two animations. Hopefully I can get it set up so that it's damage based. If you take above a certain threshold of damage, you do animation A. If you take less than that threshold, you do animation B.

If not, I'll just have it randomize between the two.

And I'm about 4/5 of the way done for the first counter. I should be able to get the second part done soon.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 08:59:57 PM
First pic is broken, but I already have it so it's all good.

I can make the attack part cycle in two animations. Hopefully I can get it set up so that it's damage based. If you take above a certain threshold of damage, you do animation A. If you take less than that threshold, you do animation B.

If not, I'll just have it randomize between the two.

And I'm about 4/5 of the way done for the first counter. I should be able to get the second part done soon.
Sounds good to me. I wasn't aware you could do that, so that's why I said you can do one or the other.

Awww, yeah. This is comin' along real nice~


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 05, 2014, 09:09:56 PM
oooh the shulk hype is too strong "i'm really felli'n it!" lol but yeah man nice work can't wait to see how this turnes out keep up the good work! ;D lol btw are you doing any more final fantisy psa's or are you going to do another character psa like say for instances ratchet from ratchet and clank :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 05, 2014, 09:14:22 PM
I'll try my best to get the animations done by tomorrow. Chances are that for Beta, Monado Arts will only have 1 animation no matter which one you choose.

And his FS will still probably be Ike's, for the Beta.

So what will probably get rolled out for a Tuesday release (I'm not sure if I can, but I sure will try)

=Back Slash (Ground and Aerial)

=Air Slash [Start up and follow up slash] (Ground and Aerial)

=Monado Arts [Will probably only switch to one Art and then default mode] (Ground and Aerial). It won't allow you to run around while cycling through the Art(s). So for the beta, it'll be a quick animation into a mode change.

=Visions [1 version of the counter] (Ground, don't know how the aerial animation looks)



I'll try to get to the FF PSA's after Shulk. But I have to rig the models first, which shouldn't be too bad.

Chances are, I'll prioritize Dark Link over them. But we'll see.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 05, 2014, 09:16:24 PM
oooh nice i like that can't wait to test out the beta :) also smarth idea about the arts so will you eventually give them different animations for later beta's?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 05, 2014, 09:19:43 PM
I'll try my best to get the animations done by tomorrow. Chances are that for Beta, Monado Arts will only have 1 animation no matter which one you choose.

And his FS will still probably be Ike's, for the Beta.

So what will probably get rolled out for a Tuesday release (I'm not sure if I can, but I sure will try)

=Back Slash (Ground and Aerial)

=Air Slash [Start up and follow up slash] (Ground and Aerial)

=Monado Arts [Will probably only switch to one Art and then default mode] (Ground and Aerial). It won't allow you to run around while cycling through the Art(s). So for the beta, it'll be a quick animation into a mode change.

=Visions [1 version of the counter] (Ground, don't know how the aerial animation looks)



I'll try to get to the FF PSA's after Shulk. But I have to rig the models first, which shouldn't be too bad.

Chances are, I'll prioritize Dark Link over them. But we'll see.
Shulk's Arts having one animation is fine by me. And the FS being the same is also cool. At my club, we don't use Smash Balls anyway.

And as long as he has his Specials, I'm fine with that being the beta~ Like I said, the specials are what I care the most about.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 05, 2014, 09:24:32 PM
yup true with out specials he would look weird lol :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 08:43:13 AM
oooh nice i like that can't wait to test out the beta :) also smarth idea about the arts so will you eventually give them different animations for later beta's?


Hopefully, I'll be able to make it so that when you first activate it that you can also run around before choosing the Art you want to use. And yes, hopefully I'll beable to give him different animations for when he chooses an art.

Post Merge: September 06, 2014, 09:33:56 AM
And here's the first attack of visions. I might add more frames for when he "lands" to make it a bit longer. But the animation is pretty long as is. About 200 frames.

(http://i.imgur.com/5fmgMTK.gif)

He will go in the air a bit when he slashes. Will give him a small jump in BBox.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 10:01:27 AM
Hopefully, I'll be able to make it so that when you first activate it that you can also run around before choosing the Art you want to use. And yes, hopefully I'll beable to give him different animations for when he chooses an art.

Post Merge: September 06, 2014, 09:33:56 AM
And here's the first attack of visions. I might add more frames for when he "lands" to make it a bit longer. But the animation is pretty long as is. About 200 frames.

([url]http://i.imgur.com/5fmgMTK.gif[/url])

He will go in the air a bit when he slashes. Will give him a small jump in BBox.

That's pretty good animation~ I like how long it is. So, now you almost have the animations for all the specials done, right? You just need the Monado Art animation, if I'm keeping track correctly.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 10:09:19 AM
That's pretty good animation~ I like how long it is. So, now you almost have the animations for all the specials done, right? You just need the Monado Art animation, if I'm keeping track correctly.

Yep, and then all that's left is the coding.

I forgot... which art does what?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 10:14:13 AM
Yep, and then all that's left is the coding.

I forgot... which art does what?
Do you mean, like, the effect they have on Shulk? If so, here:

 翔 (Jump): Higher jumps, lower defense.
 疾 (Speed): Faster movement, weaker attacks.
 盾 (Shield): Higher defense, slower movement.
 斬 (Buster): Stronger attacks, weaker launch ability.
 撃 (Smash): Stronger launch ability, weaker attacks, lower defense against launching.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 10:32:26 AM
Here's Buster

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

Not really happy with it. But eh.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 10:34:06 AM
Here's Buster

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

Not really happy with it. But eh.

Yeah, I can see where you could improve it, but whatever. It's good enough for me.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 06, 2014, 10:37:00 AM
Here's Buster

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

Not really happy with it. But eh.


Its a little off but it's pretty good not bad :)

Post Merge: September 06, 2014, 10:38:15 AM
Maybe you should move his right leg back a little and bring down the hips then it should look a little better :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 10:48:01 AM
So all I have to do now is export the animations and start coding them. Here we go.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 11:06:50 AM
So all I have to do now is export the animations and start coding them. Here we go.
Now begins the hard part, I assume. Coding and whatnot sounds difficult.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 06, 2014, 11:11:11 AM
Yes now it's time to get to the meat of the meal and man coding can be a [censored] sometimes I hate coding which is hard for me to do certain psa's so I feel your pain captain :) and good work even though exporting animations from Maya can take long unless you get used to it like me it'll take minutes :) but again good progress :D


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 11:59:39 AM
So good news: No freezing

Bad news: Some of the moves don't work correctly

Good News: I think I know how to fix some of them

Bad News: I don't know how to fix all of them and it'll take a lot of testing.

The ride never ends


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 12:02:57 PM
So good news: No freezing

Bad news: Some of the moves don't work correctly

Good News: I think I know how to fix some of them

Bad News: I don't know how to fix all of them and it'll take a lot of testing.

The ride never ends

Just like Mr. Sakurai's wild ride, it's never truly over.

...Wait, have you coded most of the moves that fast?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 06, 2014, 12:20:36 PM
So good news: No freezing

Bad news: Some of the moves don't work correctly

Good News: I think I know how to fix some of them

Bad News: I don't know how to fix all of them and it'll take a lot of testing.

The ride never ends



wait.... (:0 that was incredibly fast... :D ;D dude your a prodigy but thats sucks but if you need any testing or help i'm here and not all the moves work which ones?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 12:26:41 PM
Yeah, they're all pretty much done.

The bugs are kinda funny to watch, actually...


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 12:28:57 PM
Yeah, they're all pretty much done.

The bugs are kinda funny to watch, actually...
Damn, you work fast! I think, if you can get those moves working, you should have a working beta really soon~

...I kinda want to see the bugs now. Heheh.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 06, 2014, 12:30:05 PM
Yeah, they're all pretty much done.

The bugs are kinda funny to watch, actually...
Damn, you work fast! I think, if you can get those moves working, you should have a working beta really soon~

...I kinda want to see the bugs now. Heheh.

ooh i wana help too and just record it and show the problems lol :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 01:09:29 PM
Alright.

So Grounded Back Slash is working perfectly.

I need to add a Frame Speed Modifier to Visions Attack

I need the Monado Art to actually start working :P

And I need to fix air Slash and set it so that it can go to the second slash.

I'll probably get that all done by Monday.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 01:12:56 PM
Alright.

So Grounded Back Slash is working perfectly.

I need to add a Frame Speed Modifier to Visions Attack

I need the Monado Art to actually start working :P

And I need to fix air Slash and set it so that it can go to the second slash.

I'll probably get that all done by Monday.
Sounds good to me~ I'm so excited for this~


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 06, 2014, 02:29:46 PM
Alright.

So Grounded Back Slash is working perfectly.

I need to add a Frame Speed Modifier to Visions Attack

I need the Monado Art to actually start working :P

And I need to fix air Slash and set it so that it can go to the second slash.

I'll probably get that all done by Monday.
that's fantastic! :) i can't wait for the beta on tuesday if you can get it done lol :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 04:51:29 PM
Alright. So Back Slash is almost working perfectly now. It does as much damage as Ike's front smash, so I need to give it some ending lag. Because you can just spam it and try and 3 shot your opponent.

Air Slash just needs a hitbox and then a command to make it go into the second hit. I can get this done easily. So I'm saving this for the end.

Monado Art - Buster needs to work lol. I have a couple of ideas to get it to work. Will work on this as soon as I have Back Slash working perfectly (even if it doesn't have end lag).

I also need to add model changers. If I get lazy, I can just scale the sword so that it's invisible and make it scale to normal within a frame to make it appear.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 04:53:48 PM
Alright. So Back Slash is almost working perfectly now. It does as much damage as Ike's front smash, so I need to give it some ending lag. Because you can just spam it and try and 3 shot your opponent.

Air Slash just needs a hitbox and then a command to make it go into the second hit. I can get this done easily. So I'm saving this for the end.

Monado Art - Buster needs to work lol. I have a couple of ideas to get it to work. Will work on this as soon as I have Back Slash working perfectly (even if it doesn't have end lag).

I also need to add model changers. If I get lazy, I can just scale the sword so that it's invisible and make it scale to normal within a frame to make it appear.
The model changers will make it so he uses the activated Monado (the one with the beam) when he attacks, I assume?

Also, sounds like Back Slash is making good progress~ If only it was possible to make it do more damage if you hit the person from behind, like how it is in Smash 4 (and Xenoblade).


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 05:53:28 PM
The model changers will make it so he uses the activated Monado (the one with the beam) when he attacks, I assume?

Also, sounds like Back Slash is making good progress~ If only it was possible to make it do more damage if you hit the person from behind, like how it is in Smash 4 (and Xenoblade).

Completely forgot about the beam. Whoops lol. But yeah, guess I need another model changer with that.

And yeah, it's unfortunate you can't make it do more damage if it hits from behind.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 05:54:38 PM
Completely forgot about the beam. Whoops lol. But yeah, guess I need another model changer with that.

And yeah, it's unfortunate you can't make it do more damage if it hits from behind.
Wait, if you forgot about that, what was the model changer originally planned for?

It's just the limits of what can be coded with PSA, I suppose.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 06, 2014, 05:56:07 PM
Wait, if you forgot about that, what was the model changer originally planned for?

It's just the limits of what can be coded with PSA, I suppose.
completely true it sucks too unless someone can find out how to crack it then it's impossible for now :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 06:07:09 PM
Wait, if you forgot about that, what was the model changer originally planned for?

It's just the limits of what can be coded with PSA, I suppose.

For the Monado on his back.

It's how Link can "sheath" his sword and put his shield on his back.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 06:15:49 PM
For the Monado on his back.

It's how Link can "sheath" his sword and put his shield on his back.
Ohhhh, I see. I wasn't aware model changers were used like that. Interesting.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 07:17:28 PM
Yep.

Haven't worked on anything Shulk related ever since the last update.

Hopefully I'll be able to edit him a bit more before I stop for today


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 06, 2014, 08:20:17 PM
cool :) keep up the good work your doing very well :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 06, 2014, 11:47:08 PM
Fun Fact: LA Bit 200 seems to make Dolphin ask for you to insert the SSBB disk.

Monado Arts still not functioning, even though it should. Will look into it more tomorrow

Air Slash is almost working.

And Visions Attack works. I just need to be able to slow down time a whole lot more. And the time manipulation event isn't working for some reason :\


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 06, 2014, 11:53:38 PM
Fun Fact: LA Bit 200 seems to make Dolphin ask for you to insert the SSBB disk.

Monado Arts still not functioning, even though it should. Will look into it more tomorrow

Air Slash is almost working.

And Visions Attack works. I just need to be able to slow down time a whole lot more. And the time manipulation event isn't working for some reason :\
Even with the roadblocks, you're doing good. I'm surprised at how fast you made it to this stage.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 07, 2014, 09:18:48 AM
Fun Fact: LA Bit 200 seems to make Dolphin ask for you to insert the SSBB disk.

Monado Arts still not functioning, even though it should. Will look into it more tomorrow

Air Slash is almost working.

And Visions Attack works. I just need to be able to slow down time a whole lot more. And the time manipulation event isn't working for some reason :
dude even if you have problems it's OK also I can test him to see if his minado arts work because I have a Wii so it wont say insert disk lol but dude your doing well keep up the good work :)

Post Merge: September 07, 2014, 09:28:29 AM
Oh BTW how is the time manipulation placed did you use that or the frame speed modifier?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 07, 2014, 12:46:06 PM
dude even if you have problems it's OK also I can test him to see if his minado arts work because I have a Wii so it wont say insert disk lol but dude your doing well keep up the good work :)

Post Merge: September 07, 2014, 09:28:29 AM
Oh BTW how is the time manipulation placed did you use that or the frame speed modifier?

Fixed the problem with the insert game disc.

I'm using the Time Manipulation event and a Frame Speed Modifier as well.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 07, 2014, 12:48:00 PM
I'm using the Time Manipulation event and a Frame Speed Modifier as well.
...I have no idea what either of those terms mean, but it sounds cool, so keep up the good work!


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 07, 2014, 01:54:13 PM
Alright, so the time manipulation works on his counter.

I'm not 100% sure if Monado Arts is working, but I'm sure I almost have it.

Air Slash is still being a dummy. Just... so many weird glitches.

And Back Slash only needs a couple of changes before it's good to go.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 07, 2014, 02:02:02 PM
Alright, so the time manipulation works on his counter.

I'm not 100% sure if Monado Arts is working, but I'm sure I almost have it.

Air Slash is still being a dummy. Just... so many weird glitches.

And Back Slash only needs a couple of changes before it's good to go.
Hmmm. So, do you think the beta will still be out tomorrow, or is it possible to have it out by today?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 07, 2014, 02:22:43 PM
If I can figure out why the momentum codes aren't working, I can probably get it out today.

If not, it'll probably be realeased tomorrow.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 07, 2014, 02:29:15 PM
If I can figure out why the momentum codes aren't working, I can probably get it out today.

If not, it'll probably be realeased tomorrow.
Yaaaaay~ In that case, I hope you get it figured out. What's the problem with Air Slash? Is it just straight up not doing what you want it to?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 07, 2014, 02:45:07 PM
Yaaaaay~ In that case, I hope you get it figured out. What's the problem with Air Slash? Is it just straight up not doing what you want it to?

He goes up like he should

But he doesn't stop, he keeps flying away


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Turb0k on September 07, 2014, 02:48:49 PM
He goes up like he should

But he doesn't stop, he keeps flying away
His planet must have needed him...


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 07, 2014, 02:55:46 PM
He goes up like he should

But he doesn't stop, he keeps flying away
Well that's... interesting.

shulk for most op recovery 2014

Is it possible to port the coding for another move to his, and add whatever else you need? Like, give Air Slash the coding for Dolphin Slash, and then add whatever else you need to make it so he can use a follow-up slash?


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 07, 2014, 03:05:30 PM
He goes up like he should

But he doesn't stop, he keeps flying away

lol fly shulk fly like the wind lol but seriously that sucks but  it's kinda funny though :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 07, 2014, 03:13:03 PM
Well that's... interesting.

shulk for most op recovery 2014

Is it possible to port the coding for another move to his, and add whatever else you need? Like, give Air Slash the coding for Dolphin Slash, and then add whatever else you need to make it so he can use a follow-up slash?

Nope, Dolphin Slash uses Float Points and you can't just transfer them from one character to another.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 07, 2014, 03:16:09 PM
Nope, Dolphin Slash uses Float Points and you can't just transfer them from one character to another.
Well, damn it. Well then, all I can do is wish you good luck, cheer you on from here, and hope that you can figure it out.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 07, 2014, 04:27:59 PM
Nope, Dolphin Slash uses Float Points and you can't just transfer them from one character to another.

welp that's a true pain :) i hope you can figure this out man all i can do is cheer you on plus that is a problem i've never encountered but yeah good luck my friend :)


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 08, 2014, 04:28:26 PM
Sorry guys, I still haven't been able to figure out what's causing Shulk to freak out during Air Slash.

I'll try to get him to work tomorrow, but I might need more time.

Or I might just have to port him over another character altogether.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 08, 2014, 04:31:20 PM
Sorry guys, I still haven't been able to figure out what's causing Shulk to freak out during Air Slash.

I'll try to get him to work tomorrow, but I might need more time.

Or I might just have to port him over another character altogether.
Darn it. Well, I guess there's not much we can do about it if he just keeps glitching no matter what.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 08, 2014, 05:20:06 PM
I'll probably port him to Marth. It shouldn't be too difficult to do. Just would have to remove the Bandana bones and I'd be good to go.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: amircury on September 08, 2014, 05:42:11 PM
I'll probably port him to Marth. It shouldn't be too difficult to do. Just would have to remove the Bandana bones and I'd be good to go.
That doesn't sound like it should take too long, but with my limited knowledge on this stuff, I have no idea how long it'd actually take.

Eh, whatevs. It was a long shot to get him done by tomorrow, and I shouldn't of given you a deadline, even if it wasn't a hard deadline.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: powerofthe17 on September 08, 2014, 06:41:05 PM
I'll probably port him to Marth. It shouldn't be too difficult to do. Just would have to remove the Bandana bones and I'd be good to go.

sounds good! that actually may be easier since ,marth's up b is almost like shulks lol


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 09, 2014, 03:25:19 PM
Eh, whatevs. It was a long shot to get him done by tomorrow, and I shouldn't of given you a deadline, even if it wasn't a hard deadline.

Don't sweat it. I was actually trying to finish it by today on my own.

I'll start working on him again after this week ends. I have an important exam coming up on Friday.


Title: Re: The Captain's PSA's: SSB4 Shulk! Progress on Pages 53 and 54
Post by: Large Leader on September 13, 2014, 11:56:05 AM
I know I've been really quiet in the past week, but I was able to get Shulk to load over Marth. So that's done.

Now with that out of the way, does anyone know if Shulk's Aerial Back Slash makes him fall down forever like Ike's Aether?


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 13, 2014, 12:17:41 PM
Now with that out of the way, does anyone know if Shulk's Aerial Back Slash makes him fall down forever like Ike's Aether?
As far as I have seen, it does not.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 13, 2014, 12:29:22 PM
As far as I have seen, it does not.

Just confirmed that it does lol

https://www.youtube.com/watch?v=tr6WPeT87LM (https://www.youtube.com/watch?v=tr6WPeT87LM)

This is going to help alot


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 13, 2014, 12:31:19 PM
Just confirmed that it does lol

https://www.youtube.com/watch?v=tr6WPeT87LM (https://www.youtube.com/watch?v=tr6WPeT87LM)

This is going to help alot
Well, shows you what I know. Heheheh. You can never trust me with anything again.

Post Merge: September 13, 2014, 12:50:11 PM
Also, if you don't mind my asking, do you think you're almost done with SSB4 Shulk? As in, do you think his Beta will be released soon?


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 13, 2014, 01:18:49 PM
Also, if you don't mind my asking, do you think you're almost done with SSB4 Shulk? As in, do you think his Beta will be released soon?

It should be released soon if it was on Ike. But since it's on Marth, it might take a bit longer (need to copy over Ike's subaction coding for his attacks, dodge, and airdodge onto Marth).

Then there's the problem with Monado Arts, which I got an idea which might work. Not sure if it will, though. But it's worth a shot.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: powerofthe17 on September 13, 2014, 02:16:31 PM
cool i hope this works lol


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 13, 2014, 02:54:52 PM
First part of Air Slash works perfectly now!

Just need to add the input command for the second part and it'll be done.

Post Merge: September 13, 2014, 03:07:14 PM
Update showing the moves that "work"

http://youtu.be/f3lw1BkQmtY (http://youtu.be/f3lw1BkQmtY)


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 13, 2014, 03:19:01 PM
First part of Air Slash works perfectly now!

Just need to add the input command for the second part and it'll be done.

Post Merge: September 13, 2014, 03:07:14 PM
Update showing the moves that "work"

[url]http://youtu.be/f3lw1BkQmtY[/url] ([url]http://youtu.be/f3lw1BkQmtY[/url])

That counter sure took a while to land~

Also, he looks hilarious with the two Monados. But he's looking good so far~


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 13, 2014, 03:20:59 PM
That counter sure took a while to land~

Also, he looks hilarious with the two Monados. But he's looking good so far~

I swear, they just never want to attack me

Post Merge: September 13, 2014, 03:38:47 PM
Got the aerial version of Air Slash to work. It comes out 14 frames faster than the grounded version, so it's pretty fast.

Don't know why the aerial version isn't letting me use the second part of the Air Slash. Might probably fix itself when I add the SpecialFall animation there.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: powerofthe17 on September 13, 2014, 06:26:11 PM
Dude that wax epic! Nice work!

Post Merge: September 13, 2014, 07:07:46 PM
oh yeah also for the counter are gonna do a freeze for the oppenent?


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 13, 2014, 08:39:52 PM
Yeah, it freezes time long enough for Shulk to attack

Post Merge: September 13, 2014, 08:32:05 PM
And from what I've been able to gather, Monado Arts is almost completely working.

The coding for all the arts will be there, but only Buster will be the one that works.

What will happen is that Shulk will stand in his wait animation for 100 frames, and within the 1.45 or so seconds, you can enter B to change the art. Every time you activate it, it will turn off the other Art you previously had.

Almost done...


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: powerofthe17 on September 13, 2014, 09:24:21 PM
yes can't wait to play beta! XD


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 13, 2014, 09:48:15 PM
Yeah, it freezes time long enough for Shulk to attack

Post Merge: September 13, 2014, 08:32:05 PM
And from what I've been able to gather, Monado Arts is almost completely working.

The coding for all the arts will be there, but only Buster will be the one that works.

What will happen is that Shulk will stand in his wait animation for 100 frames, and within the 1.45 or so seconds, you can enter B to change the art. Every time you activate it, it will turn off the other Art you previously had.

Almost done...
Sounds good enough to me~ I can't wait to see the finished beta.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 14, 2014, 11:39:17 AM
Added in his basic attack combo

Added in Snake's run animation with a small tweak.

Same thing for his fall

Made a new special fall animation

Aerial Air Slash works perfectly now. Just need to tweak the hitboxes.

Now, I just need to get the model changers to work, and the beta will almost be done.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 14, 2014, 12:04:39 PM
Added in his basic attack combo

Added in Snake's run animation with a small tweak.

Same thing for his fall

Made a new special fall animation

Aerial Air Slash works perfectly now. Just need to tweak the hitboxes.

Now, I just need to get the model changers to work, and the beta will almost be done.
Awwww, yeah. You're making good progress, especially considering you had to move him over to a new character, and then copy all the coding for the previous character to the new one AND make it work.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 14, 2014, 02:52:35 PM
All that's left to do after fixing the model changer is making sure the Monado on Shulk's back is where it should be.

And also for making Buster affect all his A moves.

And also for Aerial Back Slash making him fall forever until he lands.

Then he'll be done.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 14, 2014, 02:57:09 PM
All that's left to do after fixing the model changer is making sure the Monado on Shulk's back is where it should be.

And also for making Buster affect all his A moves.

And also for Aerial Back Slash making him fall forever until he lands.

Then he'll be done.
And... How long should that take, exactly? Just want an estimate, because I'm impatient. Heheh.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 14, 2014, 05:36:29 PM
And... How long should that take, exactly? Just want an estimate, because I'm impatient. Heheh.

1. If I have the animations open with the PSA, it won't take more than an hour. Probably less. This is of course hoping that my computer's vid card doesn't crash or anything

2. Should be relatively easy. Will take about 3 lines of code followed by editing the hitboxes. Should take about an hour or less (most likely less).

3. Won't take too long. Just need to test it, that's all.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 14, 2014, 05:41:20 PM
1. If I have the animations open with the PSA, it won't take more than an hour. Probably less. This is of course hoping that my computer's vid card doesn't crash or anything

2. Should be relatively easy. Will take about 3 lines of code followed by editing the hitboxes. Should take about an hour or less (most likely less).

3. Won't take too long. Just need to test it, that's all.
So... Could you have it done by tomorrow? Tuesday? That's the vibe I'm getting here.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 14, 2014, 06:20:00 PM
Yeah, I could probably have it done by Tuesday or Monday night. All depends on whether or not I have more work to do. Which I hope I don't.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 14, 2014, 06:59:16 PM
Yeah, I could probably have it done by Tuesday or Monday night. All depends on whether or not I have more work to do. Which I hope I don't.
Sweet. Thanks for working on this for me.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 14, 2014, 07:13:17 PM
Crap, just saw that Monado Arts has a timer on it.

Welp, time to add that as well lol. Shouldn't be too hard.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 14, 2014, 07:21:20 PM
Crap, just saw that Monado Arts has a timer on it.

Welp, time to add that as well lol. Shouldn't be too hard.
I thought it'd be obvious that it'd have a timer on it.

Even with the debuffs it gives, you can't let Shulk have one art for as long as he so desires.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 14, 2014, 07:25:25 PM
I'll need to add visual confirmation that the effect is working as well.

Shouldn't be too tough.

Do you know how many seconds/how long Shulk can stay in each stance?


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 14, 2014, 07:45:02 PM
I'll need to add visual confirmation that the effect is working as well.

Shouldn't be too tough.

Do you know how many seconds/how long Shulk can stay in each stance?
About 15 seconds.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: powerofthe17 on September 15, 2014, 04:59:27 PM
awww yeah can't wait til it's finished :P :) nice work btw


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 15, 2014, 07:08:02 PM
Ugh, so some big stuff came up today. Just when I was about to work on Shulk too..


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 07:10:53 PM
Ugh, so some big stuff came up today. Just when I was about to work on Shulk too..
It seems like that's a common theme here.

Heheh. Just kidding. Don't worry about it. I don't care how long it takes, as long as he gets done eventually.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 15, 2014, 07:34:27 PM
Was able to squeeze in a bit of editing.

Monado Arts is at 100%

It even runs out :D

Only Buster works right now, but that's good enough for the beta lol

Just need to finish the Aerial Back Slash and I'll be able to ship it out for download


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: powerofthe17 on September 15, 2014, 07:37:52 PM
yahoo! :)


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 07:40:19 PM
Was able to squeeze in a bit of editing.

Monado Arts is at 100%

It even runs out :D

Only Buster works right now, but that's good enough for the beta lol

Just need to finish the Aerial Back Slash and I'll be able to ship it out for download
And how long will that take?

Because if you can have it done by 3:15 tomorrow, I can have it ready for my next club meeting. Hahaha~

Just kidding. I'm more excited to try it for myself, rather than try to get it out for my club.

EDIT: Oh, also, is there GFX for Monado Arts? you know, like the Kanji that appear on his back when he's choosing an art, or the glowing parts of his body when he's using said art, etc., etc.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 15, 2014, 07:47:32 PM
And how long will that take?

Because if you can have it done by 3:15 tomorrow, I can have it ready for my next club meeting. Hahaha~

Just kidding. I'm more excited to try it for myself, rather than try to get it out for my club.

EDIT: Oh, also, is there GFX for Monado Arts? you know, like the Kanji that appear on his back when he's choosing an art, or the glowing parts of his body when he's using said art, etc., etc.

Hopefully not too long. I think I can get it done by like 10 AM EST tomorrow if I can't get it done today

And there's a GFX, just no Kanji. Don't even know what the Kanji is lol. If I did, I'd just google it, put some color behind it, and load it up as an EXT GFX. Right now, Shulk glows Purple when he uses Buster. His right hand also gets a small burst of dark purple thingy once a second or so during his wait animation.

Going to add it to all his other moves too.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 07:51:22 PM
Hopefully not too long. I think I can get it done by like 10 AM EST tomorrow if I can't get it done today

And there's a GFX, just no Kanji. Don't even know what the Kanji is lol. If I did, I'd just google it, put some color behind it, and load it up as an EXT GFX. Right now, Shulk glows Purple when he uses Buster. His right hand also gets a small burst of dark purple thingy once a second or so during his wait animation.

Going to add it to all his other moves too.

Sweet, man. I'm hoping you can get it done soon.

Also, yeah, he's got Kanji behind him when using Monado Arts. E.X.:

(http://www.ssbwiki.com/images/thumb/b/b2/Shulk_reveal_Monado_Arts.jpg/640px-Shulk_reveal_Monado_Arts.jpg)
This red Kanji appears behind him when selecting the Smash art.

The Kanji 斬 appears behind him when selecting Buster.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 15, 2014, 07:56:37 PM
Alright, just downloaded an image of the Kanji

Will probably update the PSA later on with all the correct Kanji.

For now, it'll just be glowing purple lol.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 07:58:59 PM
Alright, just downloaded an image of the Kanji

Will probably update the PSA later on with all the correct Kanji.

For now, it'll just be glowing purple lol.
Alrighty then. Good enough for me.

Final question before I let you focus on... whatever you're doing right now. Since there's only one Art right now, how will Monado Arts work? Just press B once and boom, you're in the Buster stance, or what?


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 15, 2014, 08:03:30 PM
What happens is that you go into your Wait stance.

The wait Stance (both normal and the Monado Arts Prep) is 100 frames long.

In those 100 Frames, depending on when you hold down B you get a different Art (I might have to tweak this part).

You perform the animation for the Art and then bam, you're using that Art.

The Art lasts for at least 10 seconds (hopefully 15, if I did the math right), and will decay over time no matter what you do. When it hits zero, the Art working and then you're back to normal.

While the Art is active, you'll have a different indicator: Buster (for now) has the dark aura purple gfx thing on Shulk's hand.

When the Art is no longer active, the indicator will stop appearing.


Title: Re: The Captain's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 08:04:53 PM
What happens is that you go into your Wait stance.

The wait Stance (both normal and the Monado Arts Prep) is 100 frames long.

In those 100 Frames, depending on when you hold down B you get a different Art (I might have to tweak this part).

You perform the animation for the Art and then bam, you're using that Art.

The Art lasts for at least 10 seconds (hopefully 15, if I did the math right), and will decay over time no matter what you do. When it hits zero, the Art working and then you're back to normal.

While the Art is active, you'll have a different indicator: Buster (for now) has the dark aura purple gfx thing on Shulk's hand.

When the Art is no longer active, the indicator will stop appearing.
Ah, cool. I'm surprised you managed to code something like this. I didn't think it'd be possible to code something as complex as stance changes.


Title: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 15, 2014, 08:10:13 PM
I'm just not 100% sure the other Arts will work with the button inputs that I have put in.

Guess we'll find out when I make the other ones lol


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 08:32:28 PM
I'm just not 100% sure the other Arts will work with the button inputs that I have put in.

Guess we'll find out when I make the other ones lol
Holy crap, you're Shulk now. You are becoming one with your PSA.

Anyway, it'll all work out in the end. It may be complex, but I have faith that you can do it.


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 15, 2014, 08:34:16 PM
Holy crap, you're Shulk now. You are becoming one with your PSA.

Anyway, it'll all work out in the end. It may be complex, but I have faith that you can do it.

You can ask Naoto/HD/whatever his name is now, I always change my name to whoever I'm working on. The Captain was an exception.

And thanks :D I'll do the best I can do.


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 08:35:23 PM
You can ask Naoto/HD/whatever his name is now, I always change my name to whoever I'm working on. The Captain was an exception.

And thanks :D I'll do the best I can do.
Good to know. I'll keep that in mind, then.

I believe in you! Believe in the me that believes in you!


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: powerofthe17 on September 15, 2014, 08:56:09 PM
you can do it man you've come some far keep up the good work and you changed your name again lol actually like tidus, then you had c.falcon, and now shulk lol best names ever! lol :D :)


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 15, 2014, 09:25:16 PM
Aerial Back Slash is coded in.

Just need to edit a bit of code/the animation so that it's slower when you land and I'l be ready to ship Shulk out on a beta


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 09:29:07 PM
Aerial Back Slash is coded in.

Just need to edit a bit of code/the animation so that it's slower when you land and I'l be ready to ship Shulk out on a beta
...That SOUNDS like it'll take, like, 10 minutes, but knowing how complex all this PSA stuff is, I wouldn't be surprised if it took an hour. Hahaha.


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 15, 2014, 09:34:03 PM
I think I fixed it, but I don't want to test it right now. Got some other work to take care of.

Should have it finished by tomorrow morning, for sure.

Will still be answering questions until I go to sleep lol


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 09:35:20 PM
I think I fixed it, but I don't want to test it right now. Got some other work to take care of.

Should have it finished by tomorrow morning, for sure.

Will still be answering questions until I go to sleep lol
I GOT A QUESTION

WHY WON'T YOU JUST GIVE IT TO ME NOW YOU LIL PUNK

Haha. I don't think there's any more questions for me to ask. Everything's covered, and now all I have to do is await his release~


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 15, 2014, 09:38:54 PM
I GOT A QUESTION

WHY WON'T YOU JUST GIVE IT TO ME NOW YOU LIL PUNK

Becaz i du wat i want >:V


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 09:39:35 PM
Becaz i du wat i want >:V
I WILL END YOU

AND I'LL MAKE IT LOOK LIKE A BLOODY ACCIDENT


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Lillith on September 15, 2014, 09:41:35 PM
Maybe he'll give it to you if you 'rawr' at him.

Curious to see how the PSA'll turn out, though.


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 09:43:19 PM
Maybe he'll give it to you if you 'rawr' at him.

Curious to see how the PSA'll turn out, though.
I'm assuming that tactic has worked for you before. Heheh.

I'm really curious too. I especially want to see how the Monado Arts end up working.


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Lillith on September 15, 2014, 09:44:29 PM
I'm assuming that tactic has worked for you before. Heheh.
What are you implying? *Stare*


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 15, 2014, 09:47:30 PM
What are you implying? *Stare*
Me? I'm not implying anything. Perish the thought.


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Lillith on September 15, 2014, 09:53:02 PM
Me? I'm not implying anything. Perish the thought.

(http://i.gyazo.com/53460d1ff7f511a24b8b11da338f0642.png)


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: powerofthe17 on September 15, 2014, 11:06:14 PM
([url]http://i.gyazo.com/53460d1ff7f511a24b8b11da338f0642.png[/url])
watch your back you got a ninja on ya >:) make a move slice! Muhahahahaha! But yeah one more question if it takes 100 frames per click of the b button will it cycle through normally because in the 3ds version I can just press b a lot of times till I see speed and it cycles through at any speed you tap it too fast or slow lol :D but still I'm getting impatient too lol :)


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: LJSTAR on September 16, 2014, 05:10:21 AM
This PSA seems really interesting ! If you don't mind, I would love to make CSP/BP for it


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Archer(AkenoS3) on September 16, 2014, 05:37:57 AM
Drogoth/Tidus/Zack/Zed/Captain/Shulk... Maybe more... The only thing I know is that you put more names than me and Nao did xD

Anyway, yeah. Your Shulk PSA seems really interesting. Looking forward to see it in action!


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 16, 2014, 06:15:23 AM
This PSA seems really interesting ! If you don't mind, I would love to make CSP/BP for it

Go for it. Got no problems with that :P

Drogoth/Tidus/Zack/Zed/Captain/Shulk... Maybe more... The only thing I know is that you put more names than me and Nao did xD

Anyway, yeah. Your Shulk PSA seems really interesting. Looking forward to see it in action!

I work on a lot of things. Whether they get done or not is something completely different :P


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: powerofthe17 on September 16, 2014, 08:05:52 AM
Wait are you almost finished yet and I'm not gonna get noticed agai n guess everyone hates me in kcmm oh well just just answer my question >:(


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 16, 2014, 08:42:02 AM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206275 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206275)


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 16, 2014, 08:47:45 AM
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206275[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206275[/url])

Aw, yeah. Time to test this thing out~


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 16, 2014, 08:58:46 AM
Go crazy


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: amircury on September 16, 2014, 09:00:12 AM
Go crazy
I would, but I have to wait until club, because that's where my Wii is right now. Heheh.


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Archer(AkenoS3) on September 16, 2014, 10:20:33 AM
Wait are you almost finished yet and I'm not gonna get noticed agai n guess everyone hates me in kcmm oh well just just answer my question >:(
powerofthe17: Please Shulk-senpai, notice m---
*Shulk releases his own PSA as an ALPHA build* :v

Aw, yeah. Time to test this thing out~
Go crazy
I would, but I have to wait until club, because that's where my Wii is right now. Heheh.
Oh yeah! I'm really feeling it! xD


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 16, 2014, 01:20:00 PM
powerofthe17: Please Shulk-senpai, notice m---
*Shulk releases his own PSA as an ALPHA build* :v
Oh yeah! I'm really feeling it! xD

I completely misread what he put up. So...

Yeah...

Not really feeling that lol


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Tabuu Forte Akugun on September 16, 2014, 01:33:06 PM
I'm trying it out. :)

- I have a hard time switching Arts... It doesn't always seem to work.
- new animations are great, I love them. I can't wait for more of his own attacks!
- Up B seems... very Marth-like, still. I can't put my finger on it, but it just doesn't feel finished.

Maybe I'm wrong on all these counts since I didn't read all the posts. But overall, I appreciate the effort put into it just the same, and I will be downloading each and every update!


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 16, 2014, 02:35:17 PM
-You have to hold B after you press B the first time to switch into Buster.
-Thanks
-It really is lol. And it's 100% custom made animation too.


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Tabuu Forte Akugun on September 16, 2014, 02:40:54 PM
-You have to hold B after you press B the first time to switch into Buster.
-Thanks
-It really is lol. And it's 100% custom made animation too.

All right, thanks for the tip. Hope you didn't mind my critique.

And yeah, good luck.


Title: Re: Shulk's PSA's: SSB4 Shulk now on Marth! Progress on Pages 53 and 54
Post by: Large Leader on September 16, 2014, 03:22:25 PM
Thanks, and it's not a problem. I'd like to make it as perfect as I can.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: powerofthe17 on September 16, 2014, 04:42:36 PM
I completely misread what he put up. So...

Yeah...

Not really feeling that lol
powerofthe17: Please Shulk-senpai, notice m---
*Shulk releases his own PSA as an ALPHA build* :v
Oh yeah! I'm really feeling it! xD
lol she understtod what i was trying to say lol do you read minds esdes3? :V
lol i wanted you to misread it shulk lol -3-


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: Archer(AkenoS3) on September 17, 2014, 05:49:44 AM
Thanks, and it's not a problem. I'd like to make it as perfect as I can.
I need to tes-- no. To "feel it" to tell you my opinion. :laugh:

lol she understtod what i was trying to say lol do you read minds esdes3? :V
I know I'm sexy, I know Esdese is hot, but behind my comp, I'm a guy :V
And yes, I read minds. "I'm really feeling it!" XD


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: powerofthe17 on September 17, 2014, 06:02:45 AM
I need to tes-- no. To "feel it" to tell you my opinion. :laugh:
I know I'm sexy, I know Esdese is hot, but behind my comp, I'm a guy :V
And yes, I read minds. "I'm really feeling it!" XD
lol wow never knew but yeah bro that's crazy 0_o lol UK but I tested it things are coming around smoothly for shulk lol


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: Large Leader on September 17, 2014, 09:06:05 AM
Finished his dash attack

Gonna play Xenoblade for a bit and then work on the Forward Tilt, Down Tilt, and Up Tilt.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: LJSTAR on September 17, 2014, 09:41:39 AM
So... I tried the render/CSP/BP
Err... I'm not really feelin' it, tbh

The pose isn't really the SSB4, but I did this to avoid few clipping and such
(http://i.imgur.com/D4Q7wHA.png)
(http://i.imgur.com/uWcJK0k.png)(http://i.imgur.com/qXPmSM1.png)

I would love to make recolors based on SSB4, but there isn't any "high res" screen of them (to see the details), so I guess I'll wait before doing them


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: Archer(AkenoS3) on September 17, 2014, 09:52:56 AM
So... I tried the render/CSP/BP
Err... I'm not really feelin' it, tbh

The pose isn't really the SSB4, but I did this to avoid few clipping and such
([url]http://i.imgur.com/D4Q7wHA.png[/url])
([url]http://i.imgur.com/uWcJK0k.png[/url])([url]http://i.imgur.com/qXPmSM1.png[/url])

I would love to make recolors based on SSB4, but there isn't any "high res" screen of them (to see the details), so I guess I'll wait before doing them
Well, it look really good. But it's that I'm not really feelin' it... The Sm4sh feel...
Owell, why not trying the pose he does in Shulk's sig?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: powerofthe17 on September 17, 2014, 04:37:05 PM
why not use the smash4 one as a csp? :D lol


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: LJSTAR on September 17, 2014, 05:36:05 PM
why not use the smash4 one as a csp? :D lol

Y'see, in the pose, his knee wasn't feelin' it, so the sword was hiding that part :
(http://i.imgur.com/7gDDPCz.png)

Well, it look really good. But it's that I'm not really feelin' it... The Sm4sh feel...
Owell, why not trying the pose he does in Shulk's sig?

Huh... I could try that one too, I guess (I'm not too good with poses .-.)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: Large Leader on September 18, 2014, 01:13:42 PM
So umm...

Yeah, I got caught up in playing Xenoblade and...

Didn't get any other animations done today lol. Hopefully I'll be able to get some down tomorrow.

Post Merge: September 18, 2014, 08:22:42 AM
Got off my lazy bum and finished the Forward Tilt.

Will have to do a bunch of studying today, so I probably won't be able to finish anything else today.

Will most likely get a lot of animation work done on Friday.

What's planned to get done on Friday:

Wait-Squat Animation
Squat-Wait Animation
Down Tilt Animation
Up Tilt Animation

And if I'm feelin' it, I'll work on the Front and/or Up Smash animations.



Quick question

Does Shulk's Monado look like Bleachmagic's Monado II model when he attacks with his Monado when it lets out a beam?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: amircury on September 18, 2014, 01:34:19 PM

Quick question

Does Shulk's Monado look like Bleachmagic's Monado II model when he attacks with his Monado when it lets out a beam?
Does what do what when what happens? I'm afraid I have no idea what you're asking here.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: Large Leader on September 18, 2014, 01:40:58 PM
Does what do what when what happens? I'm afraid I have no idea what you're asking here.

Look at any gif where the Monado's laser pops out when he attacks.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: amircury on September 18, 2014, 01:45:57 PM
Look at any gif where the Monado's laser pops out when he attacks.
Mm-hmm. I understood that part. But what do you want to know? If the original Monado looks more like the second Monado when the beam comes out?

...Perhaps I'm not the best person to answer this. Heheh.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: Large Leader on September 18, 2014, 01:48:39 PM
Yeah, that


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: amircury on September 18, 2014, 01:55:27 PM
Yeah, that
Well, if that's what you're asking, then yes, I'd certainly say so. The two Monadoes look very similar when they're opened up.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: Large Leader on September 18, 2014, 03:56:40 PM
I'll either have to edit the PSA again so that you can have yet ANOTHER Monado show up with a beam. Or just make the beam show up for the attacks


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: amircury on September 18, 2014, 04:26:06 PM
I'll either have to edit the PSA again so that you can have yet ANOTHER Monado show up with a beam. Or just make the beam show up for the attacks
The second option would probably be best.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Released!
Post by: Large Leader on September 18, 2014, 05:22:46 PM
Updated the download with bugfixes

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206275 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206275)

Enjoy

Post Merge: September 18, 2014, 06:28:45 PM
I was kinda feeling it today, so I animated...

Wait - Squat animation
Squat - Wait animation
Down Tilt animation

Will work on Up Tilt and FSmash tomorrow, hopefully.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: powerofthe17 on September 18, 2014, 07:21:12 PM
Updated the download with bugfixes

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206275[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206275[/url])

Enjoy

Post Merge: September 18, 2014, 06:28:45 PM
I was kinda feeling it today, so I animated...

Wait - Squat animation
Squat - Wait animation
Down Tilt animation

Will work on Up Tilt and FSmash tomorrow, hopefully.
nice update my friend :D :) also will you update the build or finish everything up til your final release lol :)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: Large Leader on September 18, 2014, 07:49:48 PM
nice update my friend :D :) also will you update the build or finish everything up til your final release lol :)

I plan to release a beta with the tilts along with the smash attacks.

Then another version with the aerial attacks

Not sure what I should give for his Final Smash, though.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: amircury on September 18, 2014, 07:56:23 PM
I plan to release a beta with the tilts along with the smash attacks.

Then another version with the aerial attacks

Not sure what I should give for his Final Smash, though.
The Chain Attack would be pretty impossible to code, wouldn't it...? Hm. You could just do the same thing the other Shulk PSA did and use the Monado Buster.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: Large Leader on September 18, 2014, 08:06:28 PM
I... think I could code it. Not sure how the aerial version of the move would work, though.

Actually, it's possible. At least in the way I'm thinking about it. As long as the character models for Dunban and Riki exist, I can do it. At least I hope I can lol


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: amircury on September 18, 2014, 08:31:44 PM
I... think I could code it. Not sure how the aerial version of the move would work, though.

Actually, it's possible. At least in the way I'm thinking about it. As long as the character models for Dunban and Riki exist, I can do it. At least I hope I can lol
Yeah, the models for those two are probably out there... somewhere. I dunno where, but somewhere.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: Large Leader on September 18, 2014, 08:35:04 PM
Thank God for bleachmagic, he's uploaded both Dunban and Rikki.

That's a load off of my mind. Will work on the other animations first, of course.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: amircury on September 18, 2014, 09:12:36 PM
Thank God for bleachmagic, he's uploaded both Dunban and Rikki.

That's a load off of my mind. Will work on the other animations first, of course.
Yaaaay~ Crisis averted~


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: Large Leader on September 19, 2014, 08:24:25 AM
-Finished his Up Tilt

-Added a Monado II model that shows up when he'll attack. Will add the laser next.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: Angelglory on September 19, 2014, 10:00:18 AM
So is this Shulk using the same model import that has serious rigging flaws or is it a new rig?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: Erico9001 on September 19, 2014, 11:11:41 AM
Hey, I tried out the Shulk, and I really like what you've done so far. The animations are looking great, especially when I consider that they are originals.

I just want to make sure- Monado Buster is the only Monado mode, right? ..Or am I not putting in the right input to change it?

Some constructive criticism:
The attacking animations look good, but there are some issues with speed that could be easily fixed.

-The AAA combo is too slow.
-The side B should probably come out faster at the start of the move (end of the move is fine though).
-Lastly, I have to agree that the up B seems a little like Marth's still. I think the reason for that is the high speed at which it comes out, so slowing it down might get rid of that effect.

Yeah, just make use of the frame speed modifier or maybe delete/add some frames to the animations, and the issues will be solved.

Oh yeah, and maybe try to get somebody to do a new rig of Shulk. I tried to get somebody to do so back when I made my Shulk moveset, but I had no success. My hopes are that there might be more interest now that Shulk's in ssb4...


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT!
Post by: amircury on September 19, 2014, 12:50:36 PM
I just want to make sure- Monado Buster is the only Monado mode, right? ..Or am I not putting in the right input to change it?
Oh, hey, it's the creator of the old Shulk moveset! Cool~

Anyway, I can answer this question in Shulk's stead. At the moment, yes, Buster is the only Art you can change into using the N-B.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 21, 2014, 08:01:44 AM
So is this Shulk using the same model import that has serious rigging flaws or is it a new rig?


Same. I don't really have the patience to rerig it :P

Hey, I tried out the Shulk, and I really like what you've done so far. The animations are looking great, especially when I consider that they are originals.

I just want to make sure- Monado Buster is the only Monado mode, right? ..Or am I not putting in the right input to change it?

Some constructive criticism:
The attacking animations look good, but there are some issues with speed that could be easily fixed.

-The AAA combo is too slow.
-The side B should probably come out faster at the start of the move (end of the move is fine though).
-Lastly, I have to agree that the up B seems a little like Marth's still. I think the reason for that is the high speed at which it comes out, so slowing it down might get rid of that effect.

Yeah, just make use of the frame speed modifier or maybe delete/add some frames to the animations, and the issues will be solved.

Oh yeah, and maybe try to get somebody to do a new rig of Shulk. I tried to get somebody to do so back when I made my Shulk moveset, but I had no success. My hopes are that there might be more interest now that Shulk's in ssb4...


1. Monado Buster is the only mode, yes. You use it by activating B, and then Holding B again.

2. Yeah, I'll need to speed it up

3. I might just leave it as is. It has the strength of Ike's Forward Smash in a relatively fast move.

4. Sure, I'll give that a shot.

5. Look at my response to the first quite lol

I'd rig it, but I just don't have the patience or the time right now. That's why I dropped Zack and Tidus for now.

Post Merge: September 21, 2014, 07:59:16 AM
Here's the two Monado's

(http://i.imgur.com/dtBexjq.png)

Didn't even have to edit the PSA bone references :D

What's left for the Beta:

-Down Smash
-Up Smash
-Coding for tilts and smashes.

V1 will have:

-Aerials
-Taunts
-New Wait animations

Final will have:

-Misc Animations(?)
-Grabs
-Final Smash

Post Merge: September 21, 2014, 09:19:59 AM
Messed up making the gif so... there you go

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


I'll make the charge animation after I'm dome with the rest of the smash attacks


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: amircury on September 21, 2014, 09:45:40 AM
I'm impressed that you're already to a point where you can be thinking about a beta. You work a lot faster than I thought you would.

Anyway, that animation looks good~ A bit choppy, but that's a result of the gif messing up, I assume.

Also, recolors might be a thing to think about.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 21, 2014, 10:03:23 AM
Won't be working on the recolors. Others can work on it. And if anything, there's probably someone who already put the recolors up.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 21, 2014, 07:08:00 PM
Won't be working on the recolors. Others can work on it. And if anything, there's probably someone who already put the recolors up.
I think they have some from the other shulk psa :)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 22, 2014, 09:14:50 AM
Was going to work on the Down Smash today, but I got caught up with playing Xenoblade.

Might be able to work on it a bit later.

But man, I'm looking at the videos and gifs for it... There doesn't seem to be an actual From Wait 1 - to the Down Smash transition. It just seems to go to the beginning of it without any real transition...

Post Merge: September 22, 2014, 09:15:11 AM
Reference: http://cdn.makeagif.com/media/9-22-2014/y6f_i4.gif (http://cdn.makeagif.com/media/9-22-2014/y6f_i4.gif)

Post Merge: September 22, 2014, 10:05:55 AM
Alright, I've decided to make some changes to what the arts will do:

Original
_______________
翔 (Jump): Higher jumps, lower defense.
疾 (Speed): Faster movement, lower jumps, weaker attacks.
盾 (Shield): Higher defense, lower jumps, weaker attacks, slower movement.
斬 (Buster): Stronger attacks, weaker launch ability, lower defense.
撃 (Smash): Stronger launch ability, weaker attacks, lower defense against launching.

Mine
______
翔 (Jump): Higher jumps
疾 (Speed): Faster movement, weaker attacks.
盾 (Shield): Higher defense, weaker attacks, slower movement.
斬 (Buster): Stronger attacks, weaker launch ability
撃 (Smash): Stronger launch ability, weaker attacks


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: ThePoisonMirage on September 22, 2014, 03:37:14 PM
If you could make a Little Mac psa that would be amazing,and if u could,make it a project m psa? If you could just give me some feedback.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: amircury on September 22, 2014, 03:55:34 PM
Alright, I've decided to make some changes to what the arts will do:

Original
_______________
翔 (Jump): Higher jumps, lower defense.
疾 (Speed): Faster movement, lower jumps, weaker attacks.
盾 (Shield): Higher defense, lower jumps, weaker attacks, slower movement.
斬 (Buster): Stronger attacks, weaker launch ability, lower defense.
撃 (Smash): Stronger launch ability, weaker attacks, lower defense against launching.

Mine
______
翔 (Jump): Higher jumps
疾 (Speed): Faster movement, weaker attacks.
盾 (Shield): Higher defense, weaker attacks, slower movement.
斬 (Buster): Stronger attacks, weaker launch ability
撃 (Smash): Stronger launch ability, weaker attacks
I approve of these changes. Also, I love how, out of all the arts, Jump has nothing holding it back. Not like it matters, because Jump doesn't give you THAT much of an edge, I just thought it was funny.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 22, 2014, 04:08:47 PM
Was going to work on the Down Smash today, but I got caught up with playing Xenoblade.

Might be able to work on it a bit later.

But man, I'm looking at the videos and gifs for it... There doesn't seem to be an actual From Wait 1 - to the Down Smash transition. It just seems to go to the beginning of it without any real transition...

Post Merge: September 22, 2014, 09:15:11 AM
Reference: [url]http://cdn.makeagif.com/media/9-22-2014/y6f_i4.gif[/url] ([url]http://cdn.makeagif.com/media/9-22-2014/y6f_i4.gif[/url])

Post Merge: September 22, 2014, 10:05:55 AM
Alright, I've decided to make some changes to what the arts will do:

Original
_______________
翔 (Jump): Higher jumps, lower defense.
疾 (Speed): Faster movement, lower jumps, weaker attacks.
盾 (Shield): Higher defense, lower jumps, weaker attacks, slower movement.
斬 (Buster): Stronger attacks, weaker launch ability, lower defense.
撃 (Smash): Stronger launch ability, weaker attacks, lower defense against launching.

Mine
______
翔 (Jump): Higher jumps
疾 (Speed): Faster movement, weaker attacks.
盾 (Shield): Higher defense, weaker attacks, slower movement.
斬 (Buster): Stronger attacks, weaker launch ability
撃 (Smash): Stronger launch ability, weaker attacks
nice! nice choices and smart too i think they'l be a bit better lol :)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 22, 2014, 06:22:52 PM
If you could make a Little Mac psa that would be amazing,and if u could,make it a project m psa? If you could just give me some feedback.

Will not work on a Little Mac PSA unless there's a much better model that's been made/being worked on.

I might make a P:M version of it when I'm done with the Final Version

I approve of these changes. Also, I love how, out of all the arts, Jump has nothing holding it back. Not like it matters, because Jump doesn't give you THAT much of an edge, I just thought it was funny.

I could make it so that you take more damage (maybe 3 or 5 extra damage) when you get hurt. But I don't think that'd do much.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 23, 2014, 04:08:02 PM
that would be cool about the changes that don't affect the arts much nice progress :)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 23, 2014, 11:39:16 PM
Original
_______________
翔 (Jump): Higher jumps, lower defense.
疾 (Speed): Faster movement, lower jumps, weaker attacks.
盾 (Shield): Higher defense, lower jumps, weaker attacks, slower movement.
斬 (Buster): Stronger attacks, weaker launch ability, lower defense.
撃 (Smash): Stronger launch ability, weaker attacks, lower defense against launching.

Mine
______
翔 (Jump): Higher jumps
疾 (Speed): Faster movement, weaker attacks.
盾 (Shield): Higher defense, weaker attacks, slower movement.
斬 (Buster): Stronger attacks, weaker launch ability
撃 (Smash): Stronger launch ability, weaker attacks

I like it too, but I think you should put a small downside for the Jump one too


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 24, 2014, 06:50:58 AM
I might just combine Jump and Speed together.

Currently, I'm thinking about just giving the player 5 more damage every time they're hit. Idk, might try that first.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: zutox on September 24, 2014, 07:30:37 AM
Tidus and Zack is dropped..? But..but *sob-sob*


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 24, 2014, 07:34:16 AM
Until I rig them/Get them rigged better than I had them.

Tidus had a really bad rig. Specifically his arms, neck, and legs.

Zack didn't have properly rigged hands. Also had problems with his arms and legs.

Post Merge: September 24, 2014, 10:55:10 AM
Updated Art List:

 翔 (Jump): Higher jumps, take more damage
 疾 (Speed): Faster movement, weaker attacks.
 盾 (Shield): Take less damage, slower movement.
 斬 (Buster): Stronger attacks, weaker launch ability.
 撃 (Smash): Stronger launch ability, weaker attacks.

Now specifics for Jump and Shield

Jump: Take an extra 3-5 damage
Shield: Heal 3-5 damage depending on how much damage is given by an attack. It also can't/won't/shouldn't over-heal you.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 24, 2014, 06:10:49 PM
Until I rig them/Get them rigged better than I had them.

Tidus had a really bad rig. Specifically his arms, neck, and legs.

Zack didn't have properly rigged hands. Also had problems with his arms and legs.

Post Merge: September 24, 2014, 10:55:10 AM
Updated Art List:

 翔 (Jump): Higher jumps, take more damage
 疾 (Speed): Faster movement, weaker attacks.
 盾 (Shield): Take less damage, slower movement.
 斬 (Buster): Stronger attacks, weaker launch ability.
 撃 (Smash): Stronger launch ability, weaker attacks.

Now specifics for Jump and Shield

Jump: Take an extra 3-5 damage
Shield: Heal 3-5 damage depending on how much damage is given by an attack. It also can't/won't/shouldn't over-heal you.
dude thats awesome! also i like how for speed you don't have lower jumps because it doesn't make a huge differenece


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 24, 2014, 06:17:40 PM
Shulk will now be included in the next update (I think) of Project M Unbound


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: amircury on September 24, 2014, 06:26:32 PM
Shulk will now be included in the next update (I think) of Project M Unbound
As in the alpha of Shulk? Or are you gonna give them the beta once it's done?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 24, 2014, 06:30:37 PM
As in the alpha of Shulk? Or are you gonna give them the beta once it's done?

Any and all versions lol. I'm still working on my own timeline, though.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: amircury on September 24, 2014, 06:35:06 PM
Any and all versions lol. I'm still working on my own timeline, though.
Well, I figured, I just wondered what version would be included first.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 24, 2014, 07:32:09 PM
Shulk will now be included in the next update (I think) of Project M Unbound
hype! lol but thats pretty cool so when is the next update?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 24, 2014, 08:32:07 PM
hype! lol but thats pretty cool so when is the next update?

Soon as I finish the animations for the Down and Up Smash and their coding.

It's taking a while, I've had to study for exams and work on papers and programs. So I might finally get some time this Friday. I SHOULD be able to push an update out by at least next week.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 24, 2014, 10:40:34 PM
Soon as I finish the animations for the Down and Up Smash and their coding.

It's taking a while, I've had to study for exams and work on papers and programs. So I might finally get some time this Friday. I SHOULD be able to push an update out by at least next week.
I feel your pain I have exams in 2 weeks so I've been in time laps for a min but yeah I hope you can pass your exams good grades pay off! :)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 26, 2014, 09:28:22 AM
Finished his down smash. Will probably finish up Smash later today


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 26, 2014, 01:56:40 PM
Just wondering, will you make the symbols appear when changing between modes ?
I've made them just in case (I can make them bigger if needed) :
(http://i.imgur.com/0fhprtt.png) (http://i.imgur.com/3kod3Hn.png) (http://i.imgur.com/qMftFjY.png) (http://i.imgur.com/CHzTBlG.png) (http://i.imgur.com/SL1bGPA.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: KingJigglypuff on September 26, 2014, 02:33:55 PM
I feel you can do so much more with this.

I downloaded this to see how things look, and I'm overall not impressed. Don't take it the wrong way. It's just that I have high standards when it comes to stuff like this. More so than other users.

The animations feel sluggish and lack needed movement. The only animation I like is the Art Buster animation (it has fluid movement, but could use a little work near the end). All your other custom animations need a lot more work.

I'd also suggest you give that Monado a rig for it to open up. And Shulk's model itself needs a bit of a revamp.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 26, 2014, 02:54:21 PM
I feel you can do so much more with this.

I downloaded this to see how things look, and I'm overall not impressed. Don't take it the wrong way. It's just that I have high standards when it comes to stuff like this. More so than other users.

The animations feel sluggish and lack needed movement. The only animation I like is the Art Buster animation (it has fluid movement, but could use a little work near the end). All your other custom animations need a lot more work.

I'd also suggest you give that Monado a rig for it to open up. And Shulk's model itself needs a bit of a revamp.


It's fine man :V I need more "here's what you need to do" type of feedback with the animations, because I know some of them are just really, really, really bad (like Attack12)

Moves like Air Slash 1 and 2, along with his Attack12 and 13 need a lot of work in my opinion. That and Visions counter start animation needs to be changed a bit.

Art Buster is one of my least favorite animations. Just looks... weird in my opinion. But thanks lol

I'm going to use a model changer for the Monado to open up. I personally would love to have a rig of it opening up, but I don't think the current model is made to be taken apart like that. And there was that guy working on an updated Shulk model on Ike.

Just wondering, will you make the symbols appear when changing between modes ?
I've made them just in case (I can make them bigger if needed) :
([url]http://i.imgur.com/0fhprtt.png[/url]) ([url]http://i.imgur.com/3kod3Hn.png[/url]) ([url]http://i.imgur.com/qMftFjY.png[/url]) ([url]http://i.imgur.com/CHzTBlG.png[/url]) ([url]http://i.imgur.com/SL1bGPA.png[/url])


That's awesome. Will definitely use them.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 26, 2014, 04:18:12 PM
I'm really feeling it! lol sorry had too it's was too much to hold in lol anyway those kanji's look great!! :)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 26, 2014, 04:46:15 PM
If I can find the original monado model in the game files, along with shulk, would you like that to be done? i'm pretty good with rigging and could get it done for ya, altho it'll be made over a custom boneset tho due to the monado having bones to open up :p


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 26, 2014, 05:00:06 PM
If I can find the original monado model in the game files, along with shulk, would you like that to be done? i'm pretty good with rigging and could get it done for ya, altho it'll be made over a custom boneset tho due to the monado having bones to open up :p

I'd love it, actually.

I'd also love having a better model for Shulk. The current one is... well... you know lol

And if you do rig Shulk up as a custom rig, the extra bone that I'd need (not including the ones needed for the Monado to open up) is called BackMonado which is a child of BustN. Prefer to have it under all the RShoulderN references.

And please, leave all the Tsune, Tare, and Mantle bones. I don't want to have to change all the bone references again Q.Q


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 26, 2014, 05:11:48 PM
I'd love it, actually.

I'd also love having a better model for Shulk. The current one is... well... you know lol

And if you do rig Shulk up as a custom rig, the extra bone that I'd need (not including the ones needed for the Monado to open up) is called BackMonado which is a child of BustN. Prefer to have it under all the RShoulderN references.

And please, leave all the Tsune, Tare, and Mantle bones. I don't want to have to change all the bone references again Q.Q
oh.. umm.... lets see... was it rigged over ike?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 26, 2014, 05:19:06 PM
I have the ripped files of the iso already, if needed
Characters, armors (or even armorless*cough*)
Oh, and also, this may be useful :
(http://i.imgur.com/Fmygpjp.png)
Face model used in the cutscene, with rigged eyes and jaw, I thought this could be useful for giving some expression for the import :D


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 26, 2014, 05:20:21 PM
oh.. umm.... lets see... was it rigged over ike?


I have the ripped files of the iso already, if needed
Characters, armors (or even armorless*cough*)
Oh, and also, this may be useful :
([url]http://i.imgur.com/Fmygpjp.png[/url])
Face model used in the cutscene, with rigged eyes and jaw, I thought this could be useful for giving some expression for the import :D


Did you get the models tho :V


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 26, 2014, 05:28:38 PM
I have the ripped files of the iso already, if needed
Characters, armors (or even armorless*cough*)
Oh, and also, this may be useful :
([url]http://i.imgur.com/Fmygpjp.png[/url])
Face model used in the cutscene, with rigged eyes and jaw, I thought this could be useful for giving some expression for the import :D
ur not the only 1 with the iso ripped :p

but hard to locate the models due to being numbered..

came across like 6 monado's so far... and a nude shulk... ._.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 26, 2014, 05:31:35 PM
The Playable characters start with "16"
... Or at least it seems so

And yeah, having names such as "244322334" is annoying, lol


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 26, 2014, 05:34:35 PM
The Playable characters start with "16"
... Or at least it seems so

And yeah, having names such as "244322334" is annoying, lol
yeah... 16###### is playable characters
25####### - weapons
26/27/30####### - some npc's

now where r the cutscene models? ._.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 26, 2014, 05:36:27 PM
IF I'm not wrong, I think it use the default "game" models (for the armor and such), except for the face, which is a separate file


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 26, 2014, 05:41:34 PM
IF I'm not wrong, I think it use the default "game" models (for the armor and such), except for the face, which is a separate file
well i found multiple shulk faces... 1 with him wearing glasses, and another with a tiara.. lmao


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 26, 2014, 05:45:07 PM
Aren't those the ones used when you have an equipment in the "hat" slot ? lol
You mean models such as this one ? Right ?
(http://i.imgur.com/PhFAWrj.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 26, 2014, 05:49:28 PM
Aren't those the ones used when you have an equipment in the "hat" slot ? lol
You mean models such as this one ? Right ?
([url]http://i.imgur.com/PhFAWrj.png[/url])
yep pretty much! xD

anyways just came across shulk's movable face.. so thats a plus

do u know where the monado is that has the animated texture on it? i cant find it...


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 26, 2014, 06:25:42 PM
. and a nude shulk... ._.

Yeah, definitely need that.

For the fan service.

No, I'm serious :V


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 26, 2014, 06:40:16 PM
here's what i have pieced together so far... idk if i'll do any other outfits for him

(http://i.imgur.com/frnJoHx.png)
(http://i.imgur.com/7S9s0w7.png)
(http://i.imgur.com/vkddd3a.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 26, 2014, 06:42:57 PM
i'm trying to remake the model but i'm no good with texture's but i'll try and revamp it to my best and anyone can rig it over ike so yeah here's some progress
(http://i.imgur.com/ULYB4iX.jpg?1)
(http://i.imgur.com/T0Gabya.jpg?1)
any thing to note on this model? also i'm using a modified face of marth and shorts i remade for him :)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 26, 2014, 07:34:53 PM
here's what i have pieced together so far... idk if i'll do any other outfits for him

([url]http://i.imgur.com/frnJoHx.png[/url])
([url]http://i.imgur.com/7S9s0w7.png[/url])
([url]http://i.imgur.com/vkddd3a.png[/url])


You don't have to if you don't want to :P

i'm trying to remake the model but i'm no good with texture's but i'll try and revamp it to my best and anyone can rig it over ike so yeah here's some progress
([url]http://i.imgur.com/ULYB4iX.jpg?1[/url])
([url]http://i.imgur.com/T0Gabya.jpg?1[/url])
any thing to note on this model? also i'm using a modified face of marth and shorts i remade for him :)


Well, there's a guy already making their own custom/revamped Shulk and they're almost done last time I checked. Do whatever you want lol


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 26, 2014, 08:03:17 PM
You don't have to if you don't want to :P
imma send u a pm


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 26, 2014, 09:16:00 PM
Finished the up smash.

Will rework the Front Smash animation, code all the tilts, dash attack, and smash attacks before Beta is out.

Will release a V2 of the beta with animation fixes so they look better. More specifically:

Attack12
Attack13
Up Special
Up Special Part 2
Counter Start
Counter End

Then I need to make a P:M friendly version with a different counter animation and no time manip

Also realized that I'll have to change all the bone references in the offensive collisions with DSX8 is done with his rig


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 26, 2014, 11:04:57 PM
Finished the up smash.

Will rework the Front Smash animation, code all the tilts, dash attack, and smash attacks before Beta is out.

Will release a V2 of the beta with animation fixes so they look better. More specifically:

Attack12
Attack13
Up Special
Up Special Part 2
Counter Start
Counter End

Then I need to make a P:M friendly version with a different counter animation and no time manip

Also realized that I'll have to change all the bone references in the offensive collisions with DSX8 is done with his rig
nice can't wait for the new beta :D nice work :)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 27, 2014, 02:21:14 AM
yep pretty much! xD

anyways just came across shulk's movable face.. so thats a plus

do u know where the monado is that has the animated texture on it? i cant find it...

Sadly, I don't know where it is, I find several Monado model, but none of them had the animated texture...

That's awesome. Will definitely use them.

those kanji's look great!! :)

Glad you like them !
Since I had a bit of free time, I decided to make them bigger, just in case they were too small before (now they are too big, but can be resized down if needed):
(http://i.imgur.com/Yit5NUC.png) (http://i.imgur.com/t9QvZuk.png) (http://i.imgur.com/qYd85Jr.png) (http://i.imgur.com/E7b6CRo.png) (http://i.imgur.com/gXiK54F.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 27, 2014, 02:25:21 AM
here's what shulk will look like.. altho i cant seem to find the energy beam.. do ya know where its at LJSTAR?
(http://i.imgur.com/6DnPOyj.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 27, 2014, 07:41:51 AM
here's what shulk will look like.. altho i cant seem to find the energy beam.. do ya know where its at LJSTAR?
([url]http://i.imgur.com/6DnPOyj.png[/url])


Are the hands and fingers separate or are they like PSP models where the thumb and finger are separate and then the rest of the hand is one block?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 27, 2014, 08:01:27 AM
They be all separate! Altho the original model only had 1 bone for his fingers that moved them all lol


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 27, 2014, 10:38:08 AM
They be all separate! Altho the original model only had 1 bone for his fingers that moved them all lol

Excellent.

Cant wait to get my hands on the model


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 27, 2014, 10:06:24 PM
still working on the boneset... but so far coming along fine. 2nd pic shows the bones for the face.
(http://i.imgur.com/dMA6NyZ.png)
(http://i.imgur.com/8U3PE2E.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 28, 2014, 07:14:18 AM
Looks like you're using Marth's boneset.

And the boneset looks nice so far. Just hope I remember to make all the emotions for all the moves lol


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 28, 2014, 07:36:44 AM
nope, not using his boneset at all, all 100% custom, just named after his boneset.. like the sword.. thats about it. face rig done tho

(http://i.imgur.com/H6ahiKr.png)
(http://i.imgur.com/TyhCUGy.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Josue66 on September 28, 2014, 08:07:08 AM
You are doing something related to the new smash?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: KingJigglypuff on September 28, 2014, 08:25:03 AM
The hair and face could be modeled and textured so much better.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 28, 2014, 08:35:45 AM
The hair and face could be modeled and textured so much better.

The model is from Xenoblade.

And the face rig. I'm going to have so much fun with it.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 28, 2014, 08:51:26 AM
The hair and face could be modeled and textured so much better.
what shulk said... Its from xenoblade chronicles.. The model is only about 5k faces and the textures could majorly be improved due to filespace being low.

And the face rig. I'm going to have so much fun with it.
heh u shall.. LJSTAR gave it a try and said it was pretty solid and animates well. Right now i got his neck and shoulders rigged. Ill continue after i sleep.

Btw, ur shulk animations makes new shulk stretch majorly... xD


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 28, 2014, 09:28:48 AM
Btw, ur shulk animations makes new shulk stretch majorly... xD

Definitely going to have fun remaking all of my animations lol


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Archer(AkenoS3) on September 28, 2014, 10:11:49 AM
Definitely going to have fun remaking all of my animations lol
You're really feelin' it! :v


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 28, 2014, 11:42:41 AM
You're really feelin' it! :v

That's an understatement

Haven't been able to work on the Front Smash today. Been working on my own programming project so it's been taking up some time.

Will hopefully get it done by today, and I can start coding the attacks on Monday


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: amircury on September 28, 2014, 12:12:24 PM
That's an understatement

Haven't been able to work on the Front Smash today. Been working on my own programming project so it's been taking up some time.

Will hopefully get it done by today, and I can start coding the attacks on Monday
Sounds like you're already almost ready to release the beta. Jesus, it feels like you just released the alpha yesterday. You work insanely fast.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 28, 2014, 12:19:33 PM
Sounds like you're already almost ready to release the beta. Jesus, it feels like you just released the alpha yesterday. You work insanely fast.

Fast, but subpar animations. Want to go back and improve them.

Hopefully, I'll get on that by next weekend. Have another exam coming up to study for.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Archer(AkenoS3) on September 28, 2014, 12:36:02 PM
Fast, but subpar animations. Want to go back and improve them.

Hopefully, I'll get on that by next weekend. Have another exam coming up to study for.
I see where you're coming from...
Oh well... Looking forward for Shulk's beta!


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 28, 2014, 08:02:44 PM
I see where you're coming from...
Oh well... Looking forward for Shulk's beta!

Finished the Front Smash, but I want a lot of critique on it. Will bother KJP about it tomorrow :V

Will export all the other animations, make a few fixes in BBox, and start on the coding.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 28, 2014, 11:43:56 PM
seems like i was a bit too drunk last night and made some errors on the shoulders...

note to self: dont rig when drunk, otherwise u'll wake up to see a messy rig (even tho the face was perfect).

here's my progress so far..

Done:
-Face
-Neck
-Shoulders
-Elbows
-Bust
-Waist
-Hip
-Sleeves for the hands
-Both Monado's

Left to do:
-Hands
-Fingers
-Hips (for the legs)
-Legs
-Knee's
-Feet
-Toes

(http://i.imgur.com/N91SDfS.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 29, 2014, 03:24:59 AM
seems like i was a bit too drunk last night and made some errors on the shoulders...

note to self: dont rig when drunk, otherwise u'll wake up to see a messy rig (even tho the face was perfect).

here's my progress so far..

Done:
-Face
-Neck
-Shoulders
-Elbows
-Bust
-Waist
-Hip
-Sleeves for the hands
-Both Monado's

Left to do:
-Hands
-Fingers
-Hips (for the legs)
-Legs
-Knee's
-Feet
-Toes

([url]http://i.imgur.com/N91SDfS.png[/url])
!!!! Drunk! That explains the deep face but never the less good progress mate :)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 29, 2014, 03:40:25 AM
hah thanks... anyways, shulks fingers, feet and knee's r done.. just gotta do his thighs and he's good to go.

i had to give him 1 bone for his thumbs due to not many verts to have his thumb bend.

edit:
shulk is finished.. here's what he looks like with ur current alpha animation, which was based on Ike's boneset I assume due to the animations in there..
(http://i.imgur.com/lPInKQ3.png)
(http://i.imgur.com/XVid4cJ.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 29, 2014, 08:14:20 AM
Rig looks fantastic!

Can't wait to get my hands on it :D


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 29, 2014, 09:49:03 AM
Wow, awesome work there ! He look way better now :D
... must... resist... rendering attempt... urge... gnnnnh

I'm even more hyped for the PSA now :srs:


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 29, 2014, 10:33:19 AM
So I wanted to test the way the Monado opens up along with the new expressions I'm going to have to do (oh joy...)

Ended up with this

(http://i.imgur.com/VG7WyZT.png)

No Shulk, that's not a guitar

inb4 "I'm feelin' it" :V

ignore the fact that his left foot is in the floor :V


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 29, 2014, 10:39:54 AM
Im really feelin' it~


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 29, 2014, 11:03:17 AM
I just saw that there is something weird about his knees, you can see a part of his legs, but I guess there wasn't any other way to make it, lol (I think the original model had a bone just for this part)

And lol'd at the Monado Guitar, I could imagine him at some kind of rock concert
"ARE YOU FEELING IIIIT !?"


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Archer(AkenoS3) on September 29, 2014, 11:26:21 AM
"ARE YOU FEELING IIIIT !?"
*Insert some crowd yelling "We're really feelin' it!" here*


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 30, 2014, 02:15:39 AM
I decided to start on the recolors, only made 2 so far (gonna be hard to find good references for the others...)
(http://i.imgur.com/5UfbjSX.png)(http://i.imgur.com/pYrEmbl.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Boobsey on September 30, 2014, 04:47:57 AM
(gonna be hard to find good references for the others...)

Look no further
http://imgur.com/a/4puyM (http://imgur.com/a/4puyM)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 30, 2014, 05:01:31 AM
Look no further
[url]http://imgur.com/a/4puyM[/url] ([url]http://imgur.com/a/4puyM[/url])

Thanks ! But I use them as a reference already, the problem is that I can't really see what's bellow for his shorts or shoes

I also have the pic with small screenshot of every recolor for him, but it's pretty small, I can't really see the details on it (but it'll be very helpful)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Izumo on September 30, 2014, 05:27:06 AM
Want me to help you with the recolors? :P
Thanks ! But I use them as a reference already, the problem is that I can't really see what's bellow for his shorts or shoes

Post Merge: September 30, 2014, 05:47:45 AM
:D if you want references, go on to miiverse.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: amircury on September 30, 2014, 06:27:49 AM
I decided to start on the recolors, only made 2 so far (gonna be hard to find good references for the others...)
([url]http://i.imgur.com/5UfbjSX.png[/url])([url]http://i.imgur.com/pYrEmbl.png[/url])

His recolors are on this Famitsu page:
(http://nintendoeverything.com/wp-content/gallery/smash-bros-3ds-famitsu/smash-fam-43.jpg)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 30, 2014, 06:51:04 AM
His recolors are on this Famitsu page:
([url]http://nintendoeverything.com/wp-content/gallery/smash-bros-3ds-famitsu/smash-fam-43.jpg[/url])

Those were the "small screenshot" that I was talking about

Want me to help you with the recolors? :P

I don't think that'll be really necessary, only two more recolor left to do and it should be quick to make them :p


Anyway, two more recolors :
(http://i.imgur.com/CsWKaXm.png) (http://i.imgur.com/qgfWzK3.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 30, 2014, 08:43:36 AM
Imported all the animations into BBox. Will start the coding either tonight or tomorrow morning.

Also, anyone know of a good blue laser model I can use for the Monado?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 30, 2014, 09:38:43 AM
How about the Beam Sword's ?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 30, 2014, 10:54:44 AM
Is there no texture or model for the monado beam in xenoblades iso?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 30, 2014, 10:57:07 AM
I tried to find it but no luck...
And it isn't in the same file as the Monado


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on September 30, 2014, 11:14:05 AM
I might just make the gfx myself.

Just need to know the colors for the beams in ssb4


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Izumo on September 30, 2014, 01:06:30 PM
I might just make the gfx myself.

Just need to know the colors for the beams in ssb4

Aren't they all blue? Or are u talking about the kanjis?


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on September 30, 2014, 03:04:56 PM
The Monado's beam is blue is most of the attack (except for the Backslash and Airslash where the beam is red)

And last two recolors are made :
(http://i.imgur.com/QryjJjo.png) (http://i.imgur.com/WwmGSGQ.png)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on September 30, 2014, 05:06:01 PM
The Monado's beam is blue is most of the attack (except for the Backslash and Airslash where the beam is red)

And last two recolors are made :
([url]http://i.imgur.com/QryjJjo.png[/url]) ([url]http://i.imgur.com/WwmGSGQ.png[/url])
nice recolors! :)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on September 30, 2014, 07:20:59 PM
Quote
[4:05:11 PM] Shulk: is it possible to have both normal expressions and then bones for the face's expressions?
[5:42:59 PM] DSX8/Mike: for vis0?
[5:43:08 PM] Shulk: yeah
[5:43:12 PM] DSX8/Mike: as in like ikes and marths?
[5:43:17 PM] Shulk: mhmm
[5:43:22 PM] DSX8/Mike: mmm yeah it is
[5:43:36 PM] Shulk: because I'm not going to have fun with making expressions over again D=
[5:44:39 PM] DSX8/Mike: Dx

so ya.. he wants to use vis0 for faces now... :c


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: LJSTAR on October 01, 2014, 03:00:31 AM
nice recolors! :)
Thanks !

so ya.. he wants to use vis0 for faces now... :c
Well, wouldn't it be easier to edit the face in 3ds Max and add it to the .pac/.pcs with BrawlBox ? (Merging object or something like that)


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on October 01, 2014, 06:40:27 PM
Started the coding for the subactions. Should have it done by tomorrow afternoon if I get enough time to work on it.

Will have to obviously change ALL the subactions because of the new boneset along with bone references. So I need to check if the model will load up to begin with lol.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: powerofthe17 on October 01, 2014, 07:20:53 PM
Started the coding for the subactions. Should have it done by tomorrow afternoon if I get enough time to work on it.

Will have to obviously change ALL the subactions because of the new boneset along with bone references. So I need to check if the model will load up to begin with lol.
lol yeah and i hope his body doesn't stretch again other wise he's a human slenderman lol :P


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: Large Leader on October 01, 2014, 08:58:35 PM
Nah, found a workaround to port ALL the animations so I don't have to do them myself hehe

Thanks to DSX8, I also fixed a problem with his waist. Although it took two days to actually fix ._.


Title: Re: Shulk's PSA's: SSB4 Shulk ALPHA Bugfix OUT! Preview of Beta!
Post by: DSX8 on October 02, 2014, 02:40:16 AM
Nah, found a workaround to port ALL the animations so I don't have to do them myself hehe

Thanks to DSX8, I also fixed a problem with his waist. Although it took two days to actually fix ._.
so what was the problem with the waist? o.o


Title: Re: Shulk's PSA's: SSB4 Shulk Beta V1 OUT
Post by: Large Leader on October 03, 2014, 07:30:00 PM
so what was the problem with the waist? o.o


No clue, but I rotated every value with WaistN by 10 and it works :P



Alright, so I've decided that the Beta v1 won't have a blue laser coming from the Monado. I'll save that for V2. V2 will also include a new Art or two. Specifically Speed and Jump.

Will work on fixing all the sword rotations for attacks, making sure the hitboxes are in the right places, and then fixing bone references




Here's the beta

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206506 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206506)

I'll update it tomorrow to fix the run animation specifically.

Will update it a bit with animation updates to Attack12, Attack13, Front Smash End, and Back Slash some time soon.


Title: Re: Shulk's PSA's: SSB4 Shulk Beta V1 OUT
Post by: LJSTAR on October 04, 2014, 06:05:43 AM
So, I tried it a little bit and I just realized how the side B is pretty OP ._.

Particularly if you do a short hop and then backslash, you can hit the opponent two time and dealing 42% to him
Also, an odd thing I've noticed, if the opponent is right behind you when the air backslash landing animation is done, he'll be taking a hit right before Shulk switch back to his "wait" animation

I like the smash attack, just need the beam to make them better, but they are pretty good looking ! (the up one looks a bit weird tho)
Also, just an idea for the down smash, how about making it spin only once or twice when the smash is not completely charged ?


Title: Re: Shulk's PSA's: SSB4 Shulk Beta V1 OUT
Post by: Large Leader on October 04, 2014, 09:11:00 AM
Particularly if you do a short hop and then backslash, you can hit the opponent two time and dealing 42% to him

Alright, I'll probably add more frames to the Backslash Fall animation


Quote
Also, an odd thing I've noticed, if the opponent is right behind you when the air backslash landing animation is done, he'll be taking a hit right before Shulk switch back to his "wait" animation

Wat

Quote
I like the smash attack, just need the beam to make them better, but they are pretty good looking ! (the up one looks a bit weird tho)

I'll take a look at it

Quote
Also, just an idea for the down smash, how about making it spin only once or twice when the smash is not completely charged ?

I could do that.


Title: Re: Shulk's PSA's: SSB4 Shulk Beta V1 OUT
Post by: LJSTAR on October 04, 2014, 12:01:26 PM
Wat


I don't know how to explain that, a gif will explain it better :
(http://i.imgur.com/Ig3GMph.gif)


Title: Re: Shulk's PSA's: SSB4 Shulk Beta V1 OUT
Post by: Archer(AkenoS3) on October 04, 2014, 12:45:14 PM
I don't know how to explain that, a gif will explain it better :
([url]http://i.imgur.com/Ig3GMph.gif[/url])
Hitboxes problem?


Title: Re: Shulk's PSA's™: SSB4 Shulk Beta V1 Bugfix OUT
Post by: Large Leader on October 05, 2014, 09:05:36 PM
I don't know how to explain that, a gif will explain it better :
([url]http://i.imgur.com/Ig3GMph.gif[/url])


Fixed it. Going to update the dropbox link right now when I fix another bug that popped up

Bugfix will be coming soon. Fixed the above problem and it screwed something else up. Probably screwed up some float variables lol. Will do more testing before I make a final bugfix and put it up.

But that'll have to wait for later. I'll be out for the rest of the day/night



Finally was able to fix the bugs/glitches/demons of hell.

Updating the current link right now.


Title: Re: Shulk's PSA's™: SSB4 Shulk Beta V1 Bugfix OUT
Post by: LJSTAR on October 15, 2014, 06:41:01 AM
I've made a pack with CSP/BP (from SSB4), CSS, hud name and game icon
Even if the 8th CSP/BP is the armor-less one, I've made a place holder "green team" recolor for it

https://www.dropbox.com/s/1cpjojv9zlhy9qt/Shulk.rar (https://www.dropbox.com/s/1cpjojv9zlhy9qt/Shulk.rar)

Screens :
Costumes :
(http://i.imgur.com/B8si3ux.png)

Close-up on the new eye texture
(http://i.imgur.com/pNOuMhN.png)


Title: Re: Shulk's PSA's™: SSB4 Shulk Beta V1 Bugfix OUT
Post by: Large Leader on October 15, 2014, 07:41:00 PM
I know I've been really silent as of late, and it's because I've been doing a whole lot of thinking about what to do next.

I've decided to shelf Shulk (that sounds weird...) for a while and work on other projects that I've had in mind for a very long time.

Let's see if they can even come to fruition lol


Title: Re: Shulk's PSA's™: SSB4 Shulk Beta V1 Bugfix OUT
Post by: Large Leader on October 20, 2014, 08:04:10 PM
Here's a hint as to what I've been working on.

NOTE: Not everything that's there will be completed/ever completed/am I even considering to even do

(http://i.imgur.com/JqwIRVS.png)


Title: Re: Shulk's PSA's™: Shulk is Shelfed for Now. Here's a Hint on my next Project!
Post by: DSX8 on October 23, 2014, 04:28:01 AM
i know who it is >_>


Title: Re: Shulk's PSA's™: Shulk is Shelfed for Now. Here's a Hint on my next Project!
Post by: Large Leader on October 23, 2014, 07:05:46 AM
i know who it is >_>

If you didn't, I'd be extremely concerned.


Title: Re: Shulk's PSA's™: Shulk is Shelfed for Now. Here's a Hint on my next Project!
Post by: Large Leader on October 30, 2014, 07:07:08 PM
I'm not dead yet

Been working on some Captain Falcon stuff:

([url]http://i.imgur.com/WD5CbnX.gif[/url])

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

Both look better on my screen as opposed to after making the gif...


Title: Re: Shulk's PSA's™: Shulk is Shelfed for Now. So Many Projects, So Little Time. Poll
Post by: Large Leader on November 02, 2014, 04:25:02 PM
New Poll! Vote now!

UPDATE: Jeez. OoT Ganon is winning by a LANDSLIDE.



Title: Re: Shulk's PSA's™: Shulk is Shelfed. So Many Projects, So Little Time. Poll Time!
Post by: Archer(AkenoS3) on November 03, 2014, 12:44:16 PM
You now know the next character you'll be. :v


Title: Re: Shulk's PSA's™: Shulk is Shelfed. So Many Projects, So Little Time. Poll Time!
Post by: Large Leader on November 03, 2014, 04:33:14 PM
You now know the next character you'll be. :v

I'm going to leave the poll up until Wednesday or Thursday.

But Megaman.EXE is starting to watch up!

Who knows what my new Avi will be?!


Title: Re: Shulk's PSA's™: Shulk is Shelfed. So Many Projects, So Little Time. Poll Time!
Post by: Archer(AkenoS3) on November 03, 2014, 04:47:09 PM
Meh. I voted for C. Falcon... But OoT Ganon seems to have the upper hand.


Title: Re: Shulk's PSA's™: Shulk is Shelfed. So Many Projects, So Little Time. Poll Time!
Post by: Large Leader on November 03, 2014, 06:10:43 PM
I wanted to finish up Falcon too, but looks like he'll be lower priority as I work on the others.

This is actually the most votes I've ever had in a poll :P


Title: Re: Shulk's PSA's™: Shulk is Shelfed. So Many Projects, So Little Time. Poll Time!
Post by: highonphazon on November 04, 2014, 05:04:19 PM
Heh looks like it's gonna be Ganon. I've been wanting a really well done OoT Ganon mod too. And unless I totally missed one in the Vault, I haven't seen a great one yet.

I deem thunderballz and tridents absolutely necessary!


Title: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Large Leader on November 06, 2014, 06:54:15 AM
Heh looks like it's gonna be Ganon. I've been wanting a really well done OoT Ganon mod too. And unless I totally missed one in the Vault, I haven't seen a great one yet.

I deem thunderballz and tridents absolutely necessary!

The thunderball will definitely be included.

And the Final Smash is going to be pretty awesome, if I can get it to work properly.



SEVEN MORE HOURS LEFT IN THE POLL!

I'll be closing the poll myself when I wake up, so vote vote vote vote vote!



And that's it folks!

The winner of the poll is OoT Ganon!


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Archer(AkenoS3) on November 06, 2014, 07:08:49 AM
You now know the next character you'll be. :v
Told ya. :V


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Large Leader on November 06, 2014, 12:13:49 PM
Told ya. :V

Hey!

Megaman was making a comeback :V


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Tabuu Forte Akugun on November 06, 2014, 12:15:39 PM
Oh [censored], I am SO including this in my build. ;)


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Large Leader on November 06, 2014, 12:40:55 PM
Here's some teasers for you:

OoT Ganon will be over Lucario (Thunderball Projectile and Counter)

B - Thunderball

Up Smash - Yellow Beams of energy fly upwards

Front Smash - Elbow Smash with extremely low KB. Pressing A right afterwards will cause Ganon to swing....
HIS SWORD


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Archer(AkenoS3) on November 06, 2014, 01:30:52 PM
Hey!

Megaman was making a comeback :V
Totally. :V

Here's some teasers for you:

OoT Ganon will be over Lucario (Thunderball Projectile and Counter)

B - Thunderball

Up Smash - Yellow Beams of energy fly upwards

Front Smash - Elbow Smash with extremely low KB. Pressing A right afterwards will cause Ganon to swing....
HIS SWORD
I really like the idea of the Thunderball projections. But will he keep the same ability as Lucario?


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Large Leader on November 06, 2014, 02:34:59 PM
I really like the idea of the Thunderball projections. But will he keep the same ability as Lucario?

What do you mean "same ability"?


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Lillith on November 06, 2014, 03:06:51 PM
Probably being able to charge it or something.


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Archer(AkenoS3) on November 06, 2014, 03:08:04 PM
What do you mean "same ability"?
Getting stronger because of damage.


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Large Leader on November 06, 2014, 03:09:28 PM
Getting stronger because of damage.

Definitely part of the plan. Was one of the reasons I put him over Lucario lol


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Lillith on November 06, 2014, 03:11:19 PM
Definitely part of the plan. Was one of the reasons I put him over Lucario lol
My interest for this just rose like, 100%


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Archer(AkenoS3) on November 06, 2014, 03:52:43 PM
Definitely part of the plan. Was one of the reasons I put him over Lucario lol
My interest for this just rose like, 100%
Same here. I wanna see where it's going.


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Large Leader on November 06, 2014, 05:25:27 PM
(http://i.imgur.com/Z4HjJS9.gif)

New Second part for FSmash (Sword not included yet :V)

Will change how he sheaths it, that's just a placeholder.


Title: Re: Ganon's PSA's™: Moveset is 100% Planned out. Animating has begun!
Post by: Lillith on November 06, 2014, 05:26:58 PM
([url]http://i.imgur.com/Z4HjJS9.gif[/url])

New Second part for FSmash (Sword not included yet :V)

Will change how he sheaths it, that's just a placeholder.

Woohoo, it's different from literally every Sword Ganon moveset that's been made. XD


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: Large Leader on November 10, 2014, 08:41:20 PM
Small edit to the ending/sheathing part. It's more cloer to the final version that you might see.

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

It was originally going to be a one arm smash, but I decided for two. No reason why :V

Post Merge: November 08, 2014, 12:35:00 PM
New poll! Please vote!



(http://i.imgur.com/anQbf51.png)

Will be included in Ganondorf's Final Smash

Needless to say, it's going to be epic.


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: Riddler on November 10, 2014, 10:55:31 PM
If it's OoT Ganondorf, what does the dragon have to do with anything?
Hell, aside from the name of his side-b in Smash, what do dragons have to do with Ganondorf at all?


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: Omniscient X on November 10, 2014, 10:59:03 PM
I love where this is going, especially the Final Smash.

If you need any fireballs, beams of darkness, etc. as far as graphics go, just let me know.
-Omni


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: Large Leader on November 11, 2014, 01:59:20 AM
If it's OoT Ganondorf, what does the dragon have to do with anything?
Hell, aside from the name of his side-b in Smash, what do dragons have to do with Ganondorf at all?

Artistic Freedom.

It's a huge factor. Take Captain Falcon for example lol


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on November 11, 2014, 02:07:35 AM
It will be really weird seeing anything related to dragons with Ganondorf (the only thing anyhow related to dragons and Ganondorf was Volvagia, but it didn't went any further than just Ganondorf reviving him) and Ganon would be better, but i like dragons more, so, i don't have much to complain about. Just make him look more Gerud...ish or closer to Ganon. I think i know how this Final Smash will work...


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: Mortimer on November 11, 2014, 07:51:30 AM
Artistic Freedom.

You have my blessing now.


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: Large Leader on November 11, 2014, 09:14:16 AM
It will be really weird seeing anything related to dragons with Ganondorf (the only thing anyhow related to dragons and Ganondorf was Volvagia, but it didn't went any further than just Ganondorf reviving him) and Ganon would be better, but i like dragons more, so, i don't have much to complain about. Just make him look more Gerud...ish or closer to Ganon. I think i know how this Final Smash will work...

The dragon will have no editing. It's already been optimized to 70% and I don't want to fiddle with it anymore. In my opinion, it's fine as is.

And I'm not sure you do ;)

There's only three people in this world who know what the Final Smash will be like ;)

You have my blessing now.

Why thank you, I appreciate it.

I love where this is going, especially the Final Smash.

If you need any fireballs, beams of darkness, etc. as far as graphics go, just let me know.
-Omni

Fortunately, Lucario has everything I need: Aura Sphere can be reused as Ganon's Energy Ball. Among other things I don't wish to reveal at this time.

I'll have to hold Nidoking off for a bit as I do this, though (aside from the fact that Bowser is extremely difficult to rig over, in my opinion...)


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: BlueBrain on November 11, 2014, 09:15:32 AM
i'm assuming you'll make a custom ganon or something for the FS, i'm dissapointed it wont be a transformation FS though, specially since it is OoT after all, and ganon was the most epic boss of all...


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: Large Leader on November 11, 2014, 09:30:36 AM
i'm assuming you'll make a custom ganon or something for the FS, i'm dissapointed it wont be a transformation FS though, specially since it is OoT after all, and ganon was the most epic boss of all...

Having a transform  FS would probably be smarter in the long run. But seeing as it's on Lucario and not Wario/Bowser, I opted for a different Final Smash.

Remember, I haven't shown EVERYTHING that I plan to do for the moveset. So hang on tight for more info!



Regarding more info...

Ganondorf needs about 4 more animations so that all his animations aside from FS and Extra Misc animations are completed. I'll be using all his misc and wait animations from vBrawl along with a bunch of vBrawl animations.

FS will have 4 or 5 animations (the 4th is when you miss, and the 5th is when you hit with it).

He'll have about 5 Extra Misc animations.

Then, all that'll be left is coding everything.


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: Riddler on November 11, 2014, 11:51:47 AM
Artistic Freedom.

It's a huge factor. Take Captain Falcon for example lol
At that point it's not "OoT Ganondorf" anymore though. Putting the OoT on it implies it's based directly on it. A good final smash would be either a controllable Ganon transformation or his energy ball assault. Or rushing through on his horse. The dragon is just completely unrelated to him. Other than that it all looks great, it's just that the dragon is completely out . Captain Falcon's artistic freedom stemmed from him having no out-of-vehicle animations to work with. Ganondorf has plenty to work with.


Title: Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW
Post by: Large Leader on November 11, 2014, 12:52:35 PM
At that point it's not "OoT Ganondorf" anymore though. Putting the OoT on it implies it's based directly on it. A good final smash would be either a controllable Ganon transformation or his energy ball assault. Or rushing through on his horse. The dragon is just completely unrelated to him. Other than that it all looks great, it's just that the dragon is completely out . Captain Falcon's artistic freedom stemmed from him having no out-of-vehicle animations to work with. Ganondorf has plenty to work with.

I'm panning to include everything you've listed (Beast Ganon, Energy Ball assault which I'm assuming is that beam thing he does, and riding his horse) . But even with that, I need to come up with moves to cover up the holes in this moveset.

If you have a problem with it, you're more than welcome to edit it after I release it to fit to your liking. You could remove the dragons from both Gerudo Dragon and the FS, add a couple of gfx and you're golden.

But that's not what I want to do. I want my OoT Ganon to have flair. Not just "Oh, he used magic, ok". I want to hear "Holy [censored] where did that come from?"


Here's a list from the Zelda Wiki outlining the attacks used by Ganondorf:

Energy balls - included
Shock wave punches - included
Spread energy balls - included

Other things he's done:

Reflect stuff with his cape - included
turns into Beast Ganon - included
Rides a horse - included
Fly around - included

Honestly, that's about it. What do you want me to do? Include him playing an Organ so it's more "OoT Authentic"?


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Mortimer on November 11, 2014, 01:55:58 PM
Hey, by the way, being a bit off-topic, I hope I didn't disencourage you of doing what you wanted to do. You should just know you will have some headaches. And if you are unlucky it will probably shorten your lifespan in some weeks.  >D
Kidding. But will grant you white hair sooner.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 11, 2014, 02:10:00 PM
Hey, by the way, being a bit off-topic, I hope I didn't disencourage you of doing what you wanted to do. You should just know you will have some headaches. And if you are unlucky it will probably shorten your lifespan in some weeks.  >D
Kidding. But will grant you white hair sooner.

Don't worry, I already have white hair. I think I look pretty good with it.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Turb0k on November 11, 2014, 02:15:01 PM
Honestly, that's about it. What do you want me to do? Include him playing an Organ so it's more "OoT Authentic"?
That needs to be a victory animation!


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 11, 2014, 02:19:43 PM
That needs to be a victory animation!

If I could, I would. Although I think the two dragon GFX's might take up a bunch of space.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Riddler on November 11, 2014, 03:05:31 PM
I'm panning to include everything you've listed (Beast Ganon, Energy Ball assault which I'm assuming is that beam thing he does, and riding his horse) . But even with that, I need to come up with moves to cover up the holes in this moveset.

If you have a problem with it, you're more than welcome to edit it after I release it to fit to your liking. You could remove the dragons from both Gerudo Dragon and the FS, add a couple of gfx and you're golden.

But that's not what I want to do. I want my OoT Ganon to have flair. Not just "Oh, he used magic, ok". I want to hear "Holy [censored] where did that come from?"


Here's a list from the Zelda Wiki outlining the attacks used by Ganondorf:

Energy balls - included
Shock wave punches - included
Spread energy balls - included

Other things he's done:

Reflect stuff with his cape - included
turns into Beast Ganon - included
Rides a horse - included
Fly around - included

Honestly, that's about it. What do you want me to do? Include him playing an Organ so it's more "OoT Authentic"?
I hope you're not taking offense to this criticism. The hack as a whole is looking good, but the authenticity is killed with the random dragon.

There are plenty of things you can do to add flair without adding things that are completely irrelevant.

My opinions:
The final smash should probably be Beast Ganon, since that's his last resort in the game.
Neutral B: Energy Ball. Big damage, slower speed than side-b.
Side B: 5x Homing Energy Balls- Consider Samus' homing missile as inspiration. Easy to dodge, but unblockable. Less damage than energy ball.
Up-B: Levitate. Self-explanitory. Probably no damage but great recovery.
Down-B: Ground-punch. massive shockwave AOE damage and/or stun effect

Alternately: Neutral B: Energyball/Homing Energyball. As you charge it, input a direction to determine whether it's a regular ball or the 5x spread, giving Ganondorf ways to play mindgames.
Side B: Horse-Dash, similar to Wario's motorcycle.

Grab: If possible, encase them in a crystal like he would to Zelda.

A attacks can all be different punches, kicks, and sword attacks.

Post Merge: November 11, 2014, 03:14:30 PM
Further Alternately: The ground-punch can be his down smash, with big startup lag, with Down-B as your cape reflect.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 11, 2014, 03:15:42 PM
I hope you're not taking offense to this criticism. The hack as a whole is looking good, but the authenticity is killed with the random dragon.

There are plenty of things you can do to add flair without adding things that are completely irrelevant.

The only way I won't include the dragons is if they interfere with the inclusion of other, more vital gfx/code. Otherwise they're in. Like I said before, I have no problem with it if someone takes them out and replaces them with darkness GFX or something. I just won't be doing it, if file space allows.

Quote
My opinions:
The final smash should probably be Beast Ganon, since that's his last resort in the game.

I'm not going to comment on this for now. Not because "2r00d4me" or anything. I just don't want to comment on this for now. Plans might change as I start to compile the whole moveset together inside FitLucario.pac

Quote
B: Energy Ball. Big damage, slower speed than side-b.
Side B: 5x Homing Energy Balls - Consider Samus' homing missile as inspiration. Easy to dodge, but unblockable. Less damage than energy ball.
Up-B: Levitate
Down-B: Ground-punch, massive shockwave AOE damage and/or stun effect

Everything you've listed is already included in the moveset. The only difference being that the Side B isn't possible to replicate as you might want it to be. So the Side B will be Gerudo Dragon and I'll move the homing energy beam/balls to somewhere else. I might decide to just have the shadow of a dragon show up, instead of it coming out to hit once or twice. But again, it all depends on the amount of space I have left.

Quote
Alternately: Neutral B: Energyball/Homing Energyball. As you charge it, input a direction to determine whether it's a regular ball or the 5x spread, giving Ganondorf ways to play mindgames.

Ganondorf is already going to require a hell of a lot of file space. As much as I would love to include that for mind games, I just can't.

Quote
Side B: Horse-Dash, similar to Wario's motorcycle.

This will be his entry animation.

Quote
Grab: If possible, encase them in a crystal like he would to Zelda.

It should be possible, but might bloat file size. But for now, he's using his VBrawl grab and throw animations

Quote
A attacks can all be different punches, kicks, and sword attacks.

Already done


As you can tell, there's a lot I've just revealed that I wanted to keep hidden. But, oh well.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: KingJigglypuff on November 11, 2014, 03:16:23 PM
It doesn't always have to be canon. Just mainly fitting for the character. I do feel if Ganondorf could summon a Dragon, then he would. If we have to only use canon resources, then the majority of say, Pokemon movesets would be cluttered and/or limited. Not to mention, Thunder Jolt, Aura Storm, and Puff Up aren't real Pokemon moves. OoT Ganondorf is a sorcerer, so I feel he should make his moveset to reflect that. Not to mention in Twilight Princess, Ganondorf's magic allowed Zant to bring the Dragon, Stallord back to life as an undead skeleton.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Riddler on November 11, 2014, 03:21:00 PM
Don't call it "OoT Ganondorf" then, because it's misleading, and anyone who goes to download it will be confused.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: KingJigglypuff on November 11, 2014, 03:30:43 PM
You're kinda overlooking things, Riddler. It's just two moves. Everything else is going to reflect his canon abilities. I don't see what the fuss is about. I mean, I can understand your concern if he made the dragon thing a gimmick, but it's only for two moves, so I think he's fine.

Not to mention, things are listed as WIP for a reason. He could possibly scrap the dragon thing all together. Also, his poll has the majority of voters picking the dragon option, so I'm not sure why you care so much. But hey, you can't please everyone.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 11, 2014, 03:32:59 PM
You're kinda overlooking things, Riddler. It's just two moves. Everything else is going to reflect his canon abilities. I don't see what the fuss is about. I mean, I can understand your concern if he made the dragon thing a gimmick, but it's only for two moves, so I think he's fine.

Not to mention, things are listed as WIP for a reason. He could possibly scrap the dragon thing all together. Also, his poll has the majority of voters picking the dragon option, so I'm not sure why you care so much. But hey, you can't please everyone.

Haven't you heard?

Everyone wants the Dragons.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Riddler on November 11, 2014, 03:38:51 PM
You're kinda overlooking things, Riddler. It's just two moves. Everything else is going to reflect his canon abilities. I don't see what the fuss is about. I mean, I can understand your concern if he made the dragon thing a gimmick, but it's only for two moves, so I think he's fine.

Not to mention, things are listed as WIP for a reason. He could possibly scrap the dragon thing all together. Also, his poll has the majority of voters picking the dragon option, so I'm not sure why you care so much. But hey, you can't please everyone.
I care because if this is going into the vault as "OoT" Ganondorf, it should reflect what he can actually do and represent the character accurately in anything he's not canonically able to do, otherwise the name is misleading. Minus the weird names in his Smash Bros. moves, Ganondorf has literally nothing to do with dragons. Zant/Stallord may be an argument, but not only is it a huge stretch, it's TP, not OoT. I'm sorry that I don't blindly support things and that constructive criticism is such a bad thing (seems to be a trend at this site). Artistic freedom is fine when you don't have anything to work with, but if you DO have source material, you should work with it. Ganondorf has so much potential without having to invent things.

As for the "it's just two moves" argument: Special moves define a character, and as of Brawl, Final Smashes REALLY define a character. That's why it's important.

I don't mind if he includes it, I just don't like the misleading name. It's not an accurate portrayal.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: BlueBrain on November 11, 2014, 03:47:03 PM
when you give constructive criticism, you should also accept the other person not following it.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: KingJigglypuff on November 11, 2014, 03:48:22 PM
I care because if this is going into the vault as "OoT" Ganondorf, it should reflect what he can actually do and represent the character accurately in anything he's not canonically able to do, otherwise the name is misleading. Minus the weird names in his Smash Bros. moves, Ganondorf has literally nothing to do with dragons. Zant/Stallord may be an argument, but not only is it a huge stretch, it's TP, not OoT. I'm sorry that I don't blindly support things and that constructive criticism is such a bad thing (seems to be a trend at this site). Artistic freedom is fine when you don't have anything to work with, but if you DO have source material, you should work with it. Ganondorf has so much potential without having to invent things.

As for the "it's just two moves" argument: Special moves define a character, and as of Brawl, Final Smashes REALLY define a character. That's why it's important.

I don't mind if he includes it, I just don't like the misleading name. It's not an accurate portrayal.
I'm not blindly supporting anything. And I'm highly critical of various mods even so I withhold extremely high standards. So don't go dismissing me as some white knight. We're trying to be rational here. No one was ever attacking your criticism.

But I see your point. Perhaps he could do a middle ground that would make everyone happy?


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Riddler on November 11, 2014, 03:53:23 PM
He seems dead set on the dragon, which is fine in itself. The hacker is at liberty to do as they will. Just don't give it a misleading title so that when people download it without having seen this thread (most people) won't wonder why the hell there's a dragon.

@"No one was attacking your criticism"
"I'm not sure why you care so much. But hey, you can't please everyone." "I don't know what the fuss is."
Those are two lines that invalidate my criticism.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 11, 2014, 03:55:03 PM
Ganondorf has so much potential without having to invent things.

I've already listed what Ganondorf accomplishes on-screen and I've told you that I'm including all of it.

I also said that I STILL needed to include some moves to cover up holes.

Right now your "constructive criticism" is a lot like "I don't like how this is because I don't". I've given reasons over and over again stating WHY I'm not taking your criticism and using it, but you keep ignoring it over and over.

Many people I've asked, ranging from complete strangers that I barely met all the way to old friends, all the way to colleagues, agree that the Dragon (at least in Gerudo Dragon) would make a really awesome addition into the moveset. None have said "Ganondorf didn't do that, so don't put it in otherwise I'm going to get mad".

I'm not dismissing your arguments as unimportant or telling you to GTFO. All I'm asking is for you to reevaluate everything we've said (we as in you and I) and see if it's still a glaring problem that would compromise the quality of this moveset.

And most importantly, if it's constructive criticism, give me an ALTERNATIVE. What should I put in instead? Like I said before, I already revealed a large chunk of his moveset. Use that knowledge and tell me what ELSE he could do.

Please don't say "Beast Ganon for FS". I've already taken that into consideration. The current Dragon based final smash along with Beast Ganon final Smash are all tentative depending on File Size constraints.

EDIT: Holy [censored] guys. Let me post lol


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: KingJigglypuff on November 11, 2014, 04:02:30 PM
@"No one was attacking your criticism"
"I'm not sure why you care so much. But hey, you can't please everyone." "I don't know what the fuss is."
Those are two lines that invalidate my criticism.
I was never intending to dismiss your criticism with those statements. My intention was having you elaborate on your statements a bit more. I'm sorry if I made you think otherwise. I'm generally not good with wording stuff.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Riddler on November 11, 2014, 04:06:22 PM
My constructive criticism has included alternatives. You can do variations of certain moves and retain the flair you want. Consider a character like Little Mac: If you use just what we know he can do, it leaves a ton of holes. You fill in those holes with variations and assumptions that make sense. In your case, a dragon is only relevant based on the name of one of his moves in Smash Bros. Think of which moves are most important to his character: Shockwave Punch, Energy Ball, Spread-Energy Ball. His shockwave punch is only shown in game to be used on the ground, but that doesn't mean he can't put all of that force into punch directed at an opponent (thus why Warlock Punch makes sense). Using that logic, you've just filled in two spots with a single move. Down-Smash or Down-B can punch into the ground, causing the shockwave, and F-Smash or Side-B can direct that shockwave punch directly into an opponent instead. This same reasoning applies to any of his moves. You've already begun the process of thinking creatively with what he can do and got the spread-energy balls as an up-attack. Keep at it like that. In what other ways can you use his regular energy ball, spread-energy ball, and sword?

Post Merge: November 11, 2014, 04:10:53 PM
Another way you can fill gaps is to take parts of things you know he can do and reuse them in ways you wouldn't normally think, for example:

Up-Tilt: Ganondorf raises his hand draws lightning from multiple directions toward his hand.
In OoT, he does this to create his energy balls. In Smash, it can be assumed safely that he can stop before the energy ball is formed and use it as a quick method of damaging anyone within range of the bolts.

When he gets up after Link smacks the crap out of him, he floats up for a second before stretching all of his limbs with tiny energy particles shooting from his body. That's another thing you can work with.

Post Merge: November 11, 2014, 04:18:03 PM
Last little bit of suggestion:
As Ganondorf, before he becomes Ganon, his last resort is to destroy his tower.

https://youtu.be/-yh1g9B_eBY?t=9m3s

When he uses his final smash, he can begin to glow like he does in the video, and do one of a few options. He can let out a giant burst of energy like a lot of hacks do, he can shake the entire screen and damage anyone who's touching the ground, he do multiple Pow-block effects, or he can pit-fall everyone within range followed by a burst.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 11, 2014, 04:24:22 PM
I'm not going to quote and reply to the first part of the post. It's just me, but I don't like reusing attacks and tacking on "it's in a different direction" tag on it. Just a personal preference.

In regards to your up tilt idea. I like it, but I only have two gripes with it:

1. There aren't any good "draw into a source" electricity gfx (at least none that I know of)

2. I'd like to keep his axe kick as well.

BUT, if I find a suitable electricity gfx, I'll include it and move the axe kick to another move.

And that energy thing... I believe that's when Ganon gets shot by a light arrow. I have no idea whether or not that's caused by Ganon's energy or the light arrow, and I'd rather not theorize that in my thread.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Riddler on November 11, 2014, 04:33:10 PM
It's not really just putting a tag on it, it's using what he can do in a way you haven't seen. At least with the shockwave punch, you know it can destroy the ground and that it hits a massive area. Who knows the kind of power that would have had if he used it on Link directly?

The energy thing: If you're close enough to it, I'm nearly certain it damages you, so wherever the source comes from it's something to work with. Unless I'm wrong about it damaging you.

I'm  not sure how it works, but if you're using Lucario as a base, doesn't he have graphics you can replace? What are you doing with his force-palm blast?


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 11, 2014, 04:34:36 PM
I'm  not sure how it works, but if you're using Lucario as a base, doesn't he have graphics you can replace? What are you doing with his force-palm blast?

He does have GFX to replace. The problem isn't replacing them or being able to. The problem is finding it.

Post Merge: November 11, 2014, 04:38:09 PM
I just saw this and I wanted to respond to it.

As Ganondorf, before he becomes Ganon, his last resort is to destroy his tower.

https://youtu.be/-yh1g9B_eBY?t=9m3s

When he uses his final smash, he can begin to glow like he does in the video, and do one of a few options. He can let out a giant burst of energy like a lot of hacks do, he can shake the entire screen and damage anyone who's touching the ground, he do multiple Pow-block effects, or he can pit-fall everyone within range followed by a burst.

Don't want to do a giant burst of energy. It's too overdone and doesn't do anyone or anything justice.
That's kinda the same thing as one, I guess. But maybe initial damage and more damage done over time.
I guess that goes with ^
That kinda goes with the first one.

I'm sure people will enjoy the Final Smash that I have planned. It's not Canon in any way, but I think a lot of people will enjoy it.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Omniscient X on November 12, 2014, 03:41:19 PM
I can give you a GFX with lightning that moves toward or is "drawn into" the bone it's attached to for you electrical Up-Tilt.
-Omni


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 12, 2014, 08:00:43 PM
I can give you a GFX with lightning that moves toward or is "drawn into" the bone it's attached to for you electrical Up-Tilt.
-Omni

I'd love that.

I might make the Up-Tilt be able to branch off into two moves, if you hold A then you do the axe kick.

Or I might just move that to his Down Air and then make the up tilt the electric attack


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Omniscient X on November 13, 2014, 01:39:59 AM
Also saw the above "tantrum"-esque posts, while certain members may not be trying to provoke anyone I certainly couldn't care less if I provoke someone.  If you post in someone else's PSA thread its a suggestion and should remain as so, if it becomes a slight discussion that is still admissible but a heated argument does not belong in said thread.

To address the matter at hand I've never played a Zelda game, unless Smash Bros counts, but I think this matter is interesting for discussion, though I take a completely extreme stance on it.  In my opinion PSAs, especially when based on a specific incarnation, need creative new and often "out-of-place" ideas to give it flare.  You give the PSA some nicely incorporated moves from the incarnation at hand to make sure the fanboy rage doesn't flare in your direction, then find some interesting new ways for the character to do some damage.  There is nothing more pleasantly surprising than using a PSA where you think you know everything it could have and suddenly you find out there's some stuff that you didn't even expect to have.  I'll cite Raptor's fireball attack here, and state that I found that to be an extremely enjoyable attack despite the argument I saw erupt because of it.

As for a move being essentially without a past foundation to stand on, as I see it Ganondorf has been given literally every ridiculous power over the years.  He could do a partial-transformation to "Beast Ganon" emit lightning bolts and spam fireballs all at the same time and I for one wouldn't even raise an eyebrow.

Wow, that was quite a rant.

Anyway, I did mention it somewhere in that beast of a post about partial transformations I, for one, would love to see Ganon be able to change his arms or head for an attack, but alas I understand that requires some serious animation syncing and an article slot.
-Omni


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 13, 2014, 06:58:24 PM
Anyway, I did mention it somewhere in that beast of a post about partial transformations I, for one, would love to see Ganon be able to change his arms or head for an attack, but alas I understand that requires some serious animation syncing and an article slot.

I think summoning Dragons from Gerudo Dragon and then having the Final Smash are enough for now lol

Man, I can't wait till I start working on the FS. It's going to be EPIC


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: highonphazon on November 14, 2014, 11:13:56 AM
I'm not going to quote and reply to the first part of the post. It's just me, but I don't like reusing attacks and tacking on "it's in a different direction" tag on it. Just a personal preference.

In regards to your up tilt idea. I like it, but I only have two gripes with it:

1. There aren't any good "draw into a source" electricity gfx (at least none that I know of)

2. I'd like to keep his axe kick as well.

BUT, if I find a suitable electricity gfx, I'll include it and move the axe kick to another move.

And that energy thing... I believe that's when Ganon gets shot by a light arrow. I have no idea whether or not that's caused by Ganon's energy or the light arrow, and I'd rather not theorize that in my thread.

I liked Omni's thunder gfx that he used on Thor. I think if you mod the animation a bit and add a cool sound effect it could work. Also have some asynchronous timers timed a few frames apart to replicate the effect. Just a thought.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 15, 2014, 01:33:15 PM
KCMM is 503ing so damn hard...

Anyways...

I've animated a whole bunch of other moves, but they all require editing in brawlbox before I can show them off.

So here's an animation that I don't need to change in Brawlbox that I can show off to ya'll.

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

It's Ganondorf Float ability. It'll be mapped to his up special. He'll be able to interrupt it into any aerial attack and then quickly go back into his float. BUT he has a time limit before he can no longer float and will have to land for it to start recharging.

The next move that I'll be showing off is his F-Air and possibly his D-Air as well.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: StupidMarioFan1 on November 15, 2014, 03:41:03 PM
Since it sounds like you want him to be able to float like Peach, make sure to look at her moveset if you need help with that. Anyways loving this. :D


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: BlueBrain on November 15, 2014, 03:44:08 PM
OoT ganondorf's model should have long hair, i don't understand why both melee and P:M have his young appearance, he was a threat in adult Link's era...


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 15, 2014, 03:49:02 PM
Since it sounds like you want him to be able to float like Peach, make sure to look at her moveset if you need help with that. Anyways loving this. :D

There's nothing there that I can use lol

OoT ganondorf's model should have long hair, i don't understand why both melee and P:M have his young appearance, he was a threat in adult Link's era...

Neither do I, but I don't think using a low poly model from OoT3DS would do Ganondorf much justice.

Not like I'm not using his low poly Beast Model from OoT3DS, but that has limited screen time so...


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 24, 2014, 04:19:09 PM
Alright, since KCMM's been down for a while I can post and bump this up lol.

Some Gifs have changed since I've made them:

Up Air - will use sword (I added spinning in BBox)
(http://i.imgur.com/7ZNrujG.gif)

Neutral Air - will use sword (I added spinning in BBox)
(http://i.imgur.com/VKa0wTE.gif)

I have to rework the Front Smash and then the main PSA (sans Final Smash) will be done.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on November 27, 2014, 01:40:20 AM
OoT ganondorf's model should have long hair, i don't understand why both melee and P:M have his young appearance, he was a threat in adult Link's era...
Melee Ganondorf is based off TLoZ Space World 2000 demo video, where he had design based off OoT design, but still different. He also used sword (with only one hand until his "Come at me, bro" gesture) in that demo like a skilled swordsman, unlike Falcondorf and Brawldorf, but he still used melee attacks (Brawldorf's side tilt that also appeared in Twilight Princess) in the beginning of it to knock Link away before continuing their battle. His voice was a lot lower and more feral/bestial than in any other game. P:M is most likely Melee Ganondorf 3.0.

There's nothing there that I can use lol

Not like I'm not using his low poly Beast Model from OoT3DS, but that has limited screen time so...
Then search in PM Mewtwo or Ganondorf's code. If you want to do that of course.

What is it used for, then? Final Smash is used by that dragon, so, it can't be Ganon.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on November 28, 2014, 09:52:41 AM
Then search in PM Mewtwo or Ganondorf's code. If you want to do that of course.

What is it used for, then? Final Smash is used by that dragon, so, it can't be Ganon.

I'm going to be using a mixture of coding from pm mew2 and kjps solo charizard. Maybe ill come up with my own.

And you'll see ;)


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on December 01, 2014, 04:48:02 PM
Hey drogoth/drobum/Zack/Tidus/Captain Falcon/Shulk/Ganon/Whoever else you're gonna be, are you working on something else too?

Why yes, yes I am

(http://i.imgur.com/kVjoYd8.png)

Not animated at the moment.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Archer(AkenoS3) on December 02, 2014, 05:16:40 AM
Hey drogoth/drobum/Zack/Tidus/Captain Falcon/Shulk/Ganon/Whoever else you're gonna be, are you working on something else too?
I didn't know for Drobum. But you forgot Zed. :V

Why yes, yes I am

([url]http://i.imgur.com/kVjoYd8.png[/url])

Not animated at the moment.

Roy our boy.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon!
Post by: Large Leader on December 07, 2014, 01:51:24 PM
Alright, so Ganon has like 1 animation left for his main moveset and he's done. So I'm calling him completed in that department.

I'll start PSAing soon™, because screw me, I have finals.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset complete! Beast Ganon and FS soon!
Post by: secretchaos1 on December 07, 2014, 07:46:26 PM
Looking forward to your OoT styled Ganondorf, looks pretty neat from your previews. I always hated Ganondorf's representation in smash, I feel like if anyone has deserved an overhauled moveset most in the series it's probably him.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset complete! Beast Ganon and FS soon!
Post by: Large Leader on December 08, 2014, 07:49:20 AM
I was thankful that he was decloned a bit from Melee ->Brawl, but more could be done.

That and always with the sword... never using it.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset complete! Beast Ganon and FS soon!
Post by: Akeno/Archer on December 09, 2014, 02:42:18 PM
Yeah. The sword is actually my main problem with Ganon. Of course he is better... But still.
I'm interested to see how it'll turn out


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset complete! Beast Ganon and FS soon!
Post by: Large Leader on December 09, 2014, 09:52:00 PM
Custom Rig works almost perfectly now. Just need to start the coding for all the moves.


Title: Re: Ganon's PSA's™: OoT Ganon Main Moveset complete! Beast Ganon and FS soon!
Post by: Large Leader on December 24, 2014, 12:20:17 PM
So after like 15 days of setbacks and things popping up, I decided that I should probably start working on Ganon again.

And here's what's officially left:

1. Reworking the Energy Ball Throw Animation. The ending is fine, but I just thought up of a new start and charge animation.

2. Redoing the Front Smash Animation. It'll be 100% a lance attack now. Will be good for anti-air.

3. Coding the moves (which might take a while).

4. The inclusion of Beast Ganon is still in the air, mostly because I'm not sure if he'll be able to fit in the filespace that I have left. I'll try my hardest to make sure he is, though. If it means scrapping my other FS idea, then so be it.

Also, I'm not 100% sure about how I'll go about making Ganon's SFX work with Lucario's. Maybe I'll use a "Lucario uses Ganon's Soundbank" Code, although I'm not sure. If someone wants to come along and make all of Lucario's SFX be Ganon's and then make all his SFX correspond to the right moves, then go ahead. I'm not really keen on that whole thing, to be quite honest >.>


Title: Re: drogoth's PSA's™: Hiatus Time! Read the last post!
Post by: Large Leader on January 13, 2015, 04:32:39 PM
Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand I don't really know what to do anymore lol.

I finished almost all, if not all of the animations for Ganon. Just have no motivation to work on the coding.
Going to take a break, but I've been technically been taking one for the past couple of months...
That and college has started up again, and I definitely can't slack off this semester.

If anyone wants to take up my projects/collabs while I'm gone/decide to leave/whatever here's a list:

1. OoT Ganondorf (the one I've been working on, just needs coding for the basic moves and a final smash)

2. Anubis (originally Omni's moveset, given to me. Never really found the time to work on it. I might make a couple of other animations of someone else is willing to code)

3. Captain Falcon's final smash (alternate coding for the final smash needs to be done. The animation needs a few improvements but otherwise it's done)

4. Solidus (I was working on a down special animation. I might just make the animation and make basic hitboxes and call it a day)

5. Raiden (No work has been done with him, but I'm willing to start animating a bit if someone else wants to code him)

6. Tidus (I have a bunch of animations for him. I wish I could start over, but alas... also needs a better rig)

7. Shulk (The new 3ds model needs to be rigged to the boneset for the Shulk I'm using. That coupled with animation revamps and new animations is what needs to be done. Of course, coding needs to be done too...)

Zack Fair was also on the table at one point, but the rig ended up so bad... think I might scrap him completely. Sephiroth was also on the table, but I ended up scrapping him completely. No animation was worth saving, imo.
 
If anyone wants to take one or two or all of these guys up, then shoot me a PM and I'll get the files over to you (Aniverage, I haven't forgotten about Spidey).

I have a bunch of WIP movesets that are either in the concept stage, are waiting for models to be completed, are revamps of old psa's, or just scrapped completely. If anyone wants more information, shoot me a PM and I'll be sure to get back to you ASAP.

See you guys later!


Title: Re: drogoth's PSA's™: Hiatus time! Read last post!
Post by: Tabuu Forte Akugun on January 13, 2015, 05:55:42 PM
I wouldn't mind finishing Ganondorf for ya, just let me know what you want each move to do and any ideas for Final Smashes you have.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post!
Post by: Large Leader on January 13, 2015, 08:11:11 PM
Sure thing. I'll send everything over some time tomorrow. If not then, then definitely on Thursday.

Worst case scenario, Friday. Literally doing nothing all day.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post!
Post by: Kyouma on January 13, 2015, 08:19:50 PM
I cant believe im the only vote so far


Title: Re: drogoth's PSA's™: Hiatus time! Read last post!
Post by: Large Leader on January 13, 2015, 08:48:51 PM
My thread wasn't ever really popular lol.

I just did my own thing, kinda like Mortimer.

Except I was much worse than he was when he started out. IDK why more people aren't interested in what he does. That man knows more coding than some of the PMDT, I swear.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post!
Post by: Kyouma on January 13, 2015, 10:46:48 PM
being popular is not an easy thing to do, but its pretty more relaxed like this
yeah, mortimer's coding skills are pretty awesome, I am surprised he hasnt signed in with PMBR yet since they usually gets the best people with them


Title: Re: drogoth's PSA's™: Hiatus time! Read last post!
Post by: Large Leader on January 14, 2015, 09:37:59 PM
Yaaay for last college class ending at 10 and getting home at 11!!!!1!!!one *dies*

Freaking exhausted. I'll try to shoot the files over tomorrow morning, Tabuu. If not, tomorrow afternoon. If not, then Friday.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post!
Post by: Tabuu Forte Akugun on January 22, 2015, 08:36:00 PM
Quick question: There are 2 different types of Ganondorf in the files: one with a sword and another without. Which one would you suggest using?


Title: Re: drogoth's PSA's™: Hiatus time! Read last post!
Post by: Large Leader on January 22, 2015, 08:49:53 PM
There's a Ganondorf with a sword? I don't remember that...

Uh... I'll rig a new version with a sword. It shouldn't interfere with the bone count for PSA stuff, so don't worry about it.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 04, 2015, 03:05:29 PM
Who wants to test Chrom?


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: amircury on February 04, 2015, 03:49:53 PM
Who wants to test Chrom?
*raises hand*


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Boobsey on February 04, 2015, 04:21:04 PM
Yes Please


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: spiritpyros on February 04, 2015, 05:33:24 PM
I'd like to test


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Ultraxwing on February 04, 2015, 06:01:13 PM
Allow me to test and give you das input thy requires to make this of the utmost quality.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 04, 2015, 07:42:33 PM
Sent PMs to Mr. RL and UXW



So...

Just found out that the Chrom PSA's MotionETC is at least 4000 kb.

That's way too big.

It puts Ridley to shame.

I'm working on making it smaller, but idk how much I can do while keeping the integrity of the animations.



Link updated. Go get it


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Ultraxwing on February 05, 2015, 05:09:39 PM
I shall test these files tommorow, i just got back from doing some heavy housework. I've got all day tommorow, so i'll see if the final smash works, and if the PSA has imbalanced/suggestions.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 05, 2015, 06:25:16 PM
No rush.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: spiritpyros on February 06, 2015, 05:42:46 AM
I just tested the files last night and I'm typing this at school

1} thank goodness you lowered the animation file size cause I never got the old one to work

2} the final smash sorta works but the combo does not actually hit unless they are in the center

3} I feel as though the up special need more vertical movement and a slight startup lag to accommodate for how fast it goes

4}after the second attack in the air side chrom should be able to attack again instead of being in a special fall state to improve both recovery ability and combo ability


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 06, 2015, 10:45:36 AM
I just tested the files last night and I'm typing this at school

Such a rebel

Quote
1} thank goodness you lowered the animation file size cause I never got the old one to work

I wanted to murder myself when I found out that I had to clean animations.

Quote
2} the final smash sorta works but the combo does not actually hit unless they are in the center

... what?

Quote
3} I feel as though the up special need more vertical movement and a slight startup lag to accommodate for how fast it goes

I'll take that into consideration.

Quote
4}after the second attack in the air side chrom should be able to attack again instead of being in a special fall state to improve both recovery ability and combo ability

I'll set it so that it doesn't go into special fall, but that he can't use it again. Either that or I'll leave it as is.

I also want to set it so that you can't repeatedly use the side special in the air. Only once and done.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: spiritpyros on February 06, 2015, 10:52:27 AM
sorry I was not clear with the final smash. you know how there was supposed to be a combo move for the final smash, well most of the attack don't connect at all but during the last hit in the combo it can kill only if the are in the center

I also want to set it so that you can't repeatedly use the side special in the air. Only once and done.

can you pm me on how to do that with pit?



Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 06, 2015, 10:58:20 AM
Alright, I'll see what I can do


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 08, 2015, 08:11:58 PM
Almost everything is fixed to be 100% functional is his final smash.

Which should be done by tomorrow. If not, then in Wednesday.

Then I'll work on fixing the side special.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: KingJigglypuff on February 08, 2015, 08:14:25 PM
Once you manage to patch stuff up, I can test Chrom for you as well as the other users who asked to do so.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 08, 2015, 08:32:10 PM
Not a problem. Although I won't really care about animation critique, just balancing and other stuff.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Cpt. Falcon on February 09, 2015, 07:45:26 PM
May i test Chrom?


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 09, 2015, 08:52:23 PM
Unfortunately, I can't.

I've given out the beta to a good amount of people, and so far I've only gotten one review from it lol.

That and I don't want to have a long critique period. I want to finish this, finish two other PSA's and retire.




Since there hasn't been much feedback, I took Chrom to my university and played a few games in P:M.

So here's the final verdict for P:M (unless I get a [censored] ton of feedback in a day)

1. He either needs a tipper mechanic or overall increase kb on a few of his attacks (he has no reliable kill moves) (Done)
2. Side Special needs to be sped up. A lot. (Done)
3. Aerial Side Special and Grounded Side Special can't and shouldn't be able to translate into each other unless it's the start up animation (Done)
4. Make a new aerial FS (the animation is done, I just need to put it in and copy over the coding).
5. Trim file size (in progress).


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: spiritpyros on February 09, 2015, 09:47:51 PM
sounds like that works well enough do you have a thread on smashboards for this psa


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 09, 2015, 10:08:26 PM
Yep.. Even less feedback there.
And by less I mean none Lol


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Cpt. Falcon on February 10, 2015, 05:48:23 AM
Well, that's fine. If you ever need any help with Chrom, just ask me.

One question, what character is he over?


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 10, 2015, 08:05:34 AM
Hes over Ike


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Ultraxwing on February 10, 2015, 01:34:28 PM
Sorreh sorreh, a box at the end of the street broke and disabled the entire neighborhood's internet and television. I did do some testing

The character is pretty decent. I didn't write up a full review.

The final smash works fine, but it seems the issue has been fixed. and the issue i'm talking about involves the final smash where you have to be on top of your opponent and then it'll work.

Also i noticed that his Side-B is pretty nifty, but it can easily lock someone down a lot. may i suggest increasing knockback?

His standard moves seem to just jostle/schtunt the opponent. and rarely cause knockback. it's a pretty cool gimmick and makes you more careful of how you attack. I merely wanted to know if this was intended or not.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 10, 2015, 06:02:40 PM
Sorreh sorreh, a box at the end of the street broke and disabled the entire neighborhood's internet and television. I did do some testing

HURRY UP I'M TRYING TO QUIT HERE ;_;

Quote
Also i noticed that his Side-B is pretty nifty, but it can easily lock someone down a lot. may i suggest increasing knockback?

Side B needs a speed increase along with changing it to paralyze instead of stun. Aerial version needs to be faster (I'm saying this again becaue I tested Chrom and found out that the changes didn't make it)

Quote
His standard moves seem to just jostle/schtunt the opponent. and rarely cause knockback. it's a pretty cool gimmick and makes you more careful of how you attack. I merely wanted to know if this was intended or not.

Definitely not intended at all.
Also buffed/nerfed the dash attack so he jumps further. This ends up making him more vulnerable, but he gets an actual dash attack

So another To-Do List!

= Faster fall speed (PM only)
= Slower run speed (just a bit slower) if not, I'll keep it as is.
= Add more kb to the rest of his sword, along with having a tipper.
= Make Dair be a meteor smash if tipped
= Remove camera angles in FS.
= FS coding needs to be updated (doesn't seem like he transitions to the right subaction for the end)
= Remove heal in FS
= Air FS coding needs to be done. Again, no camera angles on it.
= Ground and Air Side Special needs more speed, distance, and hitbox needs to be paralyze
= Remove heal on Side Special
= Attack11, 12, and 13 timer needs to be placed a bit earlier.
= Neutral Special needs to KB out and up instead of up. Full charge should shield break instantly.
= Neutral Special at full charge should NOT do any self damage

Qualms? Suggestions? Concerns? Comments?


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Ultraxwing on February 10, 2015, 06:18:11 PM
Definitely not intended at all.
Also buffed/nerfed the dash attack so he jumps further. This ends up making him more vulnerable, but he gets an actual dash attack

Hm, if it wasn't intentional than hopefully it stays, cause it makes him feel more offensive, instead of the enemy flying away at mach speeds he can keep hitting them to increase the damage til he uses an actual knockback move.

= Faster fall speed (PM only)
= Slower run speed (just a bit slower) if not, I'll keep it as is.
= Add more kb to the rest of his sword, along with having a tipper.
= Make Dair be a meteor smash if tipped
= Remove camera angles in FS.
= FS coding needs to be updated (doesn't seem like he transitions to the right subaction for the end)
= Remove heal in FS
= Air FS coding needs to be done. Again, no camera angles on it.
= Ground and Air Side Special needs more speed, distance, and hitbox needs to be paralyze
= Remove heal on Side Special
= Attack11, 12, and 13 timer needs to be placed a bit earlier.
= Neutral Special needs to KB out and up instead of up. Full charge should shield break instantly.
= Neutral Special at full charge should NOT do any self damage

I don't see any problems with the changes.
I didn't notice there was a healing move on the Side-B. it was probable very miniscule


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 10, 2015, 06:24:51 PM

Hm, if it wasn't intentional than hopefully it stays, cause it makes him feel more offensive, instead of the enemy flying away at mach speeds he can keep hitting them to increase the damage til he uses an actual knockback move.

That's the thing. At least in P:M, he didn't have a single move that had significant kb (except for his down smash).

Im thinking of maybe having his bair have high kb if the second kick hits.

Quote

I don't see any problems with the changes.
I didn't notice there was a healing move on the Side-B. it was probable very miniscule

Yeah, it's about 3-7 health (don't remember the numbers), but idk... Maybe I'll keep it in for fun. It's not enough to change the way a fight is going. Not unless you land like 10 of them.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: spiritpyros on February 10, 2015, 08:28:20 PM
so wait did you update chrom yet?


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 10, 2015, 08:48:09 PM
Nope, not yet. Probably tomorrow night. Or maybe Friday.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Turkey Man Legend on February 11, 2015, 09:46:22 AM
This sounds like it will be pretty good when it releases.

By any chance, are you going to upload some previews? Like pictures or videos.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 11, 2015, 01:14:10 PM
This sounds like it will be pretty good when it releases.

By any chance, are you going to upload some previews? Like pictures or videos.

There will. Just when I fix some mechanical bugs.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 14, 2015, 10:32:56 AM
Alright, I made a couple of more changes. But I still think that KB along the sword (excluding the tip) can be improved.

That and for some reason, I can never get the timing for attack 11, 12, and 13 to work properly.

Dash attack miiiiight need to be sped up, I'm not too sure about it.

Side Special no longer heals if the first hit connects (I think)

Forward Air works kinda like Fox's, it doesn't have much kb at low percentages, but can be a kill move at higher percentages. Especially the tip.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: spiritpyros on February 14, 2015, 02:27:04 PM
Alright I'll try it in a bit


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 14, 2015, 03:54:27 PM
I wasn't able to update the Dropbox link before I went out ill do it when I come back home

Post Merge: February 14, 2015, 05:34:46 PM
Dropbox link is updated


Post Merge: February 14, 2015, 09:44:57 PM
The links been updated


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Ultraxwing on February 17, 2015, 09:18:57 AM
 Mkay will thouroughly test and give you feedback soon. today most likely.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 23, 2015, 08:51:11 AM
Slowly updating the Final Smash animations.




Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on February 26, 2015, 10:45:19 AM
Did anyone ask for more Chrom Final Smash [censored] ups?

No?

Too bad

http://youtu.be/02zGwl5jpPk (http://youtu.be/02zGwl5jpPk)


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Turkey Man Legend on February 26, 2015, 06:52:38 PM
I couldn't stop laughing on the first one.


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on March 02, 2015, 06:56:45 PM
I'll be streaming on Friday


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Turkey Man Legend on March 02, 2015, 09:20:40 PM
Where can i find the stream?


Title: Re: drogoth's PSA's™: Hiatus time! Read last post! Chrom Testers pls
Post by: Large Leader on March 06, 2015, 08:28:18 AM
hitbox.tv/drogoth

I might move it to another streaming provider like picarto.


I'm streaming right now



Stream's done


Title: Re: drogoth's PSA's™: Chrom pls! Stream is Over. Again on Monday?
Post by: Turkey Man Legend on March 07, 2015, 12:24:05 PM
[censored], i missed it. Any chance of uploading it to YouTube or some other site?


Title: Re: drogoth's PSA's™: Chrom pls! Stream is Over. Again on Monday?
Post by: Large Leader on March 07, 2015, 02:53:36 PM
Too much effort for very little gain lol

I'll probably stream at like 2 on Monday. If not I'll stream from 10-12 and then 2-3 est


Title: Re: drogoth's PSA's™: Chrom pls! Stream is Over. Again on Monday?
Post by: Turkey Man Legend on March 07, 2015, 07:00:24 PM
I see.


Title: Re: drogoth's PSA's™: Chrom pls! Stream is Over. Again on Monday?
Post by: Large Leader on March 09, 2015, 10:23:26 AM
Stream is on right now off because of difficulties.
I'll see if I cna stream in a bit


Title: Re: drogoth's PSA's™: Chrom pls! Stream difficulties. Will see if I can stream later
Post by: Large Leader on March 20, 2015, 10:55:12 AM
Update for whoever cares:

1. Chrom's been on the backburner for a while. Have been working on Smash3 stuff, but I think I'm done with that for now. Might need me for some small adjustments, but nothing major.

2. Rigging a new model for Chrom. Yeah, it sucks.

3. STILL need to put in the Air FS. Everything else is pretty much ready. Wish I had a better laptop so I could record a trailer.

4. OoT Ganondorf is still alive... Kinda...

5. I have about 3-6 (not including OoT Ganondorf and Chrom) Projects still left before I retire.

6. IDK when I'll be streaming next. I'll keep you all posted about that.


Title: Re: drogoth's PSA's™: Chrom pls! Stream difficulties. Will see if I can stream later
Post by: Ultraxwing on March 20, 2015, 05:17:33 PM
 Sounds quite eventfull.
What does Chrom need to be fixed up? he's a permanent part of my roster.

Also When do you plan on streaming next? cause i'm pretty free all weekend


Title: Re: drogoth's PSA's™: Chrom pls! Stream on
Post by: Large Leader on March 21, 2015, 05:58:07 PM
Sounds quite eventfull.
What does Chrom need to be fixed up? he's a permanent part of my roster.

Also When do you plan on streaming next? cause i'm pretty free all weekend


1. *eventful :V

2. His Air Final Smash, Side Special Transition onto the ground. Maybe changing an animation or two (not really likely). Also started rigging up his model. I'm about either half way done or somewhere less than that.

3. I'll try to stream tomorrow and Sunday. Probably won't be able to, but we'll see. Worst case scenario, I'll stream next week.



Streaming now



Stream is on hitbox.tv/drogoth


Stream is over...

So for anyone who's wondering what I accomplished on stream...

Wait animation (might revamp/redo):
(http://i.imgur.com/qDaZIL3.gif)

Spin Attack:
(http://i.imgur.com/062fGHT.gif)

Misc Animation 1:
(http://i.imgur.com/q9cetA9.gif)

Misc Animation 2:
(http://i.imgur.com/UgXDWzS.gif)



IMPORTANT: I didn't edit the interpolation for any animations. I'll definitely edit them when I'm about to export them.


Title: Re: drogoth's PSA's™: Chrom pls! Stream Over
Post by: Ultraxwing on March 21, 2015, 06:00:21 PM
Damn, i was too late. But that last one is hilarious.


Title: Re: drogoth's PSA's™: Chrom pls! Stream Over
Post by: Large Leader on March 21, 2015, 06:03:32 PM
Yeah, it was a really sudden decision to start streaming.

I also figured out that Chrom's air FS will work fine as long as it doesn't have another part, so my idea for his air FS will work fine.


Title: Re: drogoth's PSA's™: Chrom pls! Stream Over. I come bearing Gifs (last post)
Post by: Ultraxwing on March 21, 2015, 10:19:26 PM
Oh! sounds pretty amazing. At least it won't be that much of a problem.
Also, do you plan on making this clone compliant? or a make a clone versioned? if not, it's not that hard to do.


Title: Re: drogoth's PSA's™: Chrom pls! Stream Over. I come bearing Gifs (last post)
Post by: Large Leader on March 21, 2015, 10:32:22 PM
It already is. It doesn't use any GFX other than what's already in Ike's file (the entry thing)


Title: Re: drogoth's PSA's™: Chrom pls! Stream Over. I come bearing Gifs (last post)
Post by: Ultraxwing on March 21, 2015, 11:50:06 PM
 Oh, that explains why he isn't so, glitchy.


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: Large Leader on March 23, 2015, 12:21:34 PM
Think he has like one other glitch, animation swap, coding for two moves and then I just need to work in a trailer for him lol



I have good news and bad news:

1. Good news - Smash U Chrom is being worked on. I have a larger sample pool for balancing. So hopefully this will turn out to be a very nice mod.

2. Bad news - I absolutely have to push back the release for Chrom. Just found out that the boneset that was being used was edited and will crash. In other words, I'm better off making my own boneset and instead of just finishing the PSA, make it more of my own.

In other words: Quality Mod, but will need a lot more time.

I'm sorry for those that were getting hyped for his release (trust me, I was too). But these problems are just way too... complicated to ignore.


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: spiritpyros on March 23, 2015, 03:52:32 PM
well then every thing sounds good is there anything you want me to test


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: Large Leader on March 23, 2015, 03:55:40 PM
well then every thing sounds good is there anything you want me to test

Considering that you and UltraxWing were the only ones who actually tested it, I'll be sure to hit you up if you're still willing to when I get to that stage again.

I appreciate all the testing :)


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: Turkey Man Legend on March 23, 2015, 06:45:59 PM
This all sounds good. If you need any help with testing, you can ask me too.


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: Afterthought on March 23, 2015, 07:00:01 PM
Hey, don't leave me out of the action! I wanna test too.


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: Ultraxwing on March 23, 2015, 07:34:21 PM
 Don't forget me and the testing!
Also, doth thou mind if i keep the older version of Chrom? the only reason why i ask, is because if i  ever release a BrawlEX package of my own, he's in there.

Also, a more quality hack? for a guy who wishes to retire defenitly wants to retire in style.


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: Large Leader on March 23, 2015, 07:54:33 PM
This all sounds good. If you need any help with testing, you can ask me too.

Who is this?

Hey, don't leave me out of the action! I wanna test too.

And who is that?

Don't forget me and the testing!
Also, doth thou mind if i keep the older version of Chrom? the only reason why i ask, is because if i  ever release a BrawlEX package of my own, he's in there.

And who are you?

JK, I'll hit you all up when I need testers.

Quote
Also, a more quality hack? for a guy who wishes to retire defenitly wants to retire in style.

I haven't released a single mod that has good quality. Every time i start, I always stop and work on something else lol. I want to finish one this time.


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: Ultraxwing on March 23, 2015, 11:36:11 PM
And who are you?
Who am i!? Thou hath questioned my very existence! I have been lurking on Brawl's modding scene since the days of Iso burning. You doubt my existence. How dare you, i'm a lurking god. and i have finally made my self known!

nah all jokes aside, I can't wait, cause Chrom is a pretty fun Clone.


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: King Draco on March 24, 2015, 09:28:38 AM
I can help too.


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: Large Leader on March 24, 2015, 02:18:33 PM
Who am i!? Thou hath questioned my very existence! I have been lurking on Brawl's modding scene since the days of Iso burning. You doubt my existence. How dare you, i'm a lurking god. and i have finally made my self known!

nah all jokes aside, I can't wait, cause Chrom is a pretty fun Clone.

I can guarantee you that he'll be no clone.

We're not going to have Smash Bros 3: Attack of the Clones...

maybe...

I can help too.

Of course. Least I can do with you sticking around my streams lol


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: Turkey Man Legend on March 25, 2015, 03:10:09 AM
Who is this?
I am Dog.
Uh... Yeah, i really have nothin' clever or witty to say here...

Well, i am just a another guy who casually plays vanilla Brawl and Project M.
But, i know my way around the game, and i can give good feedback based upon whatever is necessary.


Title: Re: drogoth's PSA's™: I come bearing Gifs! CHROMPLICATIONS (see last post)
Post by: Large Leader on March 27, 2015, 01:41:27 PM
Going to be streaming again.

www.hitbox.tv/drogoth (http://www.hitbox.tv/drogoth) is the link

See you guys! Or... whoever shows up lol

Post Merge: March 27, 2015, 03:34:29 PM
Stream is over!

Shoutout to HypnotizeOverdrive for sticking around even when the audio wasn't working for him... or everyone.

IDK what's up with that.

Only got two animations done, but dang it took forever to get set up lol


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link Animation Stream Over!
Post by: Afterthought on March 27, 2015, 03:41:25 PM
I dunno what the heck was up with the sound but the animations look very promising. Really good work.


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link Animation Stream Over!
Post by: Turkey Man Legend on March 27, 2015, 08:56:53 PM
Damn. Why do i always miss the streams? Anyway, continue the good work.


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link Animation Stream Over!
Post by: Large Leader on March 27, 2015, 09:02:36 PM
I might stream in a bit


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link Animation Stream Over!
Post by: Afterthought on March 27, 2015, 09:07:48 PM
Do eeet


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link Animation Stream Over!
Post by: Large Leader on March 27, 2015, 09:16:05 PM
Well, I gotta go out to get a shake for my older brother lol.

I'll stream when I come back.

Post Merge: March 27, 2015, 11:00:14 PM
It's a friday night.

Time to stream

"All Night Long"

Post Merge: March 28, 2015, 12:46:27 AM
Stream is over, yet again.

Thanks to everyone who showed up!


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link Animation Stream Over!
Post by: Turkey Man Legend on March 28, 2015, 01:57:03 AM
Damn it! i missed it again! I need to check this topic more often...


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link Animation Stream Over!
Post by: Large Leader on March 28, 2015, 02:31:15 AM
Don't sweat it!

I'll try to stream again tomorrow or maybe next weekend. We'll see!

Anyways, for those curious about what was animated, here's the gifs:




Originally, I wanted to make them 1:1 replicas of TP's animations. But I decided that making them my own animations would feel more rewarding.

Shield Bash
(http://i.imgur.com/syUK1rJ.gif)

Helm Splitter *Needs work! Will add the flip in BBox and will make it transition into the fall in BBox as well. Want critique on the jumping part. TP was very... bad at that. Link literally goes from standing into jumping in the game.

Don't worry about the speed of the jump either. That will be fixed in BBox

(http://i.imgur.com/T10IEpy.gif)

Mortal Draw Start *Will probably make Link's foot be closer to the ground as he moves it back'

(http://i.imgur.com/t5ewPx2.gif)

Sword Salute (When Link and Hero's Shade train for a hidden skill) *Ignore the stuttering, it was a mistake made while recording the gif*

(http://i.imgur.com/fGNBFN2.gif)


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link Stream Over! GIFS last Post!
Post by: TheRealHeroOfWinds on March 28, 2015, 10:06:58 AM
Don't sweat it!

I'll try to stream again tomorrow or maybe next weekend. We'll see!

Anyways, for those curious about what was animated, here's the gifs:




Originally, I wanted to make them 1:1 replicas of TP's animations. But I decided that making them my own animations would feel more rewarding.

Shield Bash
([url]http://i.imgur.com/syUK1rJ.gif[/url])

Helm Splitter *Needs work! Will add the flip in BBox and will make it transition into the fall in BBox as well. Want critique on the jumping part. TP was very... bad at that. Link literally goes from standing into jumping in the game.

Don't worry about the speed of the jump either. That will be fixed in BBox

([url]http://i.imgur.com/T10IEpy.gif[/url])

Mortal Draw Start *Will probably make Link's foot be closer to the ground as he moves it back'

([url]http://i.imgur.com/t5ewPx2.gif[/url])

Sword Salute (When Link and Hero's Shade train for a hidden skill) *Ignore the stuttering, it was a mistake made while recording the gif*

([url]http://i.imgur.com/fGNBFN2.gif[/url])

So does this mean you're doing a TP Link PSA?


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link GIFS last Post! Stream ON!
Post by: Large Leader on March 28, 2015, 03:34:48 PM
it's TP link while taking some HW influences.

Post Merge: March 28, 2015, 11:57:19 AM
My god what's wrong with me.

Streaming again lol

Post Merge: March 28, 2015, 03:28:49 PM
Animations done during the stream. The only thing that's confirmed for complete/close to complete is the Up Smash

Jump Strike
(http://i.imgur.com/BZY6y3u.gif)

Mortal Draw
(http://i.imgur.com/AKvac0X.gif)

Up Smash

Link shoots a bomb arrow upwards. Depending on what direction the Control Stick is held, the arrow will either land infront, behind, or right next to Link causing high KB but low damage to people hit.

(http://i.imgur.com/9gYZ49o.gif)


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link GIFS last Post! Stream ON!
Post by: KingJigglypuff on March 28, 2015, 04:09:30 PM
I feel they could use quite a bit of work. as they look rather robotic (your favorite word to hear from me. :v). The animations are way too slow as well.


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link GIFS last Post! Stream ON!
Post by: Afterthought on March 28, 2015, 04:13:20 PM
The second animation looks weird, I'm not entirely sure what he's doing. I do like the first and third ones though, I'm sure some timing tweaks will make those more fluid in-game.


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link GIFS last Post! Stream OFF!
Post by: Large Leader on March 31, 2015, 08:39:53 AM
Whoops, forgot to post here.

I'll be fixing the animations up on the next stream. So if you haven't seen the new animations, you'll get your chance!

Also, I might jump around between animating projects (specifically HW/TP Link and Shulk), but I might just finish up HW/TP Link (I don't have much to do for him tbh, he's going to be the 3rd smallest PSA I've worked on) instead of jumping in between. But we'll see.

Stream to do list:

1. Shield Bash (make the bash faster)
2. Up Smash (add more obvious recoil after releasing the arrow)
3. Helm Splitter (redo completely)
4. Mortal Draw (redo completely)
5. Jump Slash (redo completely)


Seeing as how ~2 animations takes about an hour, I'll probably only get up to and probably do a bit of the Helm Splitter before ending the stream.

Stream is scheduled for Thursday night/Friday afternoon.


Title: Re: drogoth's PSA's™: CHROMPLICATIONS! HW/TP Link GIFS last Post! Stream OFF!
Post by: Large Leader on April 02, 2015, 09:36:57 AM
Stream on right now

Post Merge: April 02, 2015, 01:42:54 PM
Stream's (been) over.


Title: Re: Large Leader's PSA's™: CHROMPLICATIONS! HW/TP Link GIFS last Post! Stream OFF!
Post by: Large Leader on April 20, 2015, 05:22:02 PM
Finals week incoming, so more lack of updates.

I have like 5 models I need to rig, so I want to do those before I animate or code. All five have custom rigs, so yay me.


Title: Re: Large Leader's PSA's™: CHROMPLICATIONS! HW/TP Link GIFS last Post! Stream OFF!
Post by: spiritpyros on April 20, 2015, 05:26:58 PM
ok so i have been testing chrom some more and i noticed that his side tilt might need a bit less endlag as I feel he would just end up playing better in my eyes


Title: Re: Large Leader's PSA's™: CHROMPLICATIONS! HW/TP Link GIFS last Post! Stream OFF!
Post by: Large Leader on April 21, 2015, 08:17:14 AM
I'll take that into heavy consideration.

Thanks for the feedback


Title: Re: Large Leader's PSA's™: Closing!
Post by: Large Leader on May 03, 2015, 04:01:46 PM
Long story short, I'm done.

I haven't touched PM, much less Brawl in months (almost years). What's the point of modding a game I don't even play? That and the community is really starting to get on my nerves more and more.

I have a lot of ideas, but solo'ing all of them is a pain in the ass. I'll be uploading all my unfinished stuff in a pack on the vault soon™. Some of the PSAs are playable, some models and psas are still in Maya files. Bugs and freezing are bound to happen left and right. So, have fun.

I'll be sticking around to help with Smash3 related stuff, but otherwise I'm done.

I might finish a PSA or two before I leave, but even that's debatable. Planning to stay for at least a month, but we'll see.


Title: Re: Large Leader's PSA's™: Closing!
Post by: KingJigglypuff on May 03, 2015, 04:08:12 PM
RIP Large Leader.

(https://xboxoz360.files.wordpress.com/2011/02/oxcgn-metal-gear-11.jpg)
A fine salute for your departure. :v


Title: Re: Large Leader's PSA's™: Closing!
Post by: Large Leader on May 03, 2015, 05:02:59 PM
RIP Large Leader.

(https://xboxoz360.files.wordpress.com/2011/02/oxcgn-metal-gear-11.jpg)
A fine salute for your departure. :v

Press 1, people


Title: Re: Large Leader's PSA's™: Closing!
Post by: King Draco on May 03, 2015, 05:10:29 PM
22222222222


Title: Re: Large Leader's PSA's™: Closing!
Post by: KingJigglypuff on May 03, 2015, 05:27:51 PM
Press 1, people
I thought we were pressing F.


Title: Re: Large Leader's PSA's™: Closing!
Post by: BlackJax96 on May 03, 2015, 05:28:33 PM
cya nerd!!!!
rip in pieces


Title: Re: Large Leader's PSA's™: Closing!
Post by: Afterthought on May 03, 2015, 05:29:37 PM
cya nerd!!!!
rip in pieces

BJ pls


Title: Re: Large Leader's PSA's™: Closing!
Post by: Mortimer on May 03, 2015, 05:38:31 PM
I'm feeling this board is even more dead than the usual lately. You still were one of the last ones who were doing something around. It's a shame seeing the community going this way, but I guess it's inevitable. Oh well... good luck with whatever you're going to do now.  8)


Title: Re: Large Leader's PSA's™: Closing!
Post by: spiritpyros on May 03, 2015, 08:59:51 PM
wish you the best of luck out there man and thanks for everything


Title: Re: Large Leader's PSA's™: Closing!
Post by: Kyouma on May 03, 2015, 09:17:18 PM
aw man, I would've liked to see any PSA of yours finished before you leave


Title: Re: Large Leader's PSA's™: Closing!
Post by: Large Leader on May 03, 2015, 09:31:24 PM
cya nerd!!!!
rip in pieces

The [censored] are you doing here?

BJ pls

With that attitude, BJ might not give a BJ anymore.

I'm feeling this board is even more dead than the usual lately. You still were one of the last ones who were doing something around. It's a shame seeing the community going this way, but I guess it's inevitable. Oh well... good luck with whatever you're going to do now.  8)

Thanks, and I saw your thread on SB. It's a shame you aren't getting much feedback on vBrawl anymore. But that's the way life works, I suppose.

wish you the best of luck out there man and thanks for everything

No, thank you guys. Wouldn't have gotten as good or wanted to achieve things without people like you giving feedback.

aw man, I would've liked to see any PSA of yours finished before you leave

You might get lucky. Don't count on it tho. Luck kinda sucks around these parts.


Title: Re: Large Leader's PSA's™: Closing!
Post by: BlackJax96 on May 03, 2015, 09:55:52 PM
The [censored] are you doing here?

Don't question my ass


Title: Re: Large Leader's PSA's™: Closing!
Post by: Large Leader on May 03, 2015, 10:00:07 PM
Don't question my ass

I am the Large Leader
the Humongous Head Honcho
the Titanic Tyrant
the Monstrous Master
the Elephantine Executive
the Gargantuan General
the Capacious Chief

I question who and what I want. When I want. Where I want. <:v


Title: Re: Large Leader's PSA's™: Closing!
Post by: Afterthought on May 03, 2015, 10:08:04 PM
With that attitude, BJ might not give a BJ anymore.

I DO NOT WANT BJs FROM BJ

I WILL FIGHT BJ ACTUALLY

(Fight me JackBlax)


Title: Re: Large Leader's PSA's™: Closing!
Post by: Akeno/Archer on May 04, 2015, 12:52:58 AM
Good bye, Large Leader.

Your memes... end here. Or do they?


Title: Re: Large Leader's PSA's™: Closing!
Post by: Mortimer on May 04, 2015, 11:38:11 AM
Thanks, and I saw your thread on SB. It's a shame you aren't getting much feedback on vBrawl anymore. But that's the way life works, I suppose.
From the few posts I've got there, I already started valuating much more the few replies I've got here, because there, most don't know how brawl works and they don't want to. They just want the results, so they don't care about saying your work is bad or not, and don't care how hard or how much work you will have by fixing/improving anything.
I'm saying that if it's something like this that's getting on your nerves, you really shouldn't care about. The only thing that keeps me hacking brawl are my ideas I want to turn real, not if people will approve it. Of course I would like more if I could make things more interesting for the others, but I can't do that if it will make me unhappy. In my case, that would be making more famous and representative characters of more recent games. You don't have this huge problem, at least.
I won't try to change your mind about stopping, but if somehow it helps you finish anything else, it was worth posting this. I really feel this place is dying, so anything to make it live a little longer is welcome.


Title: Re: Large Leader's PSA's™: Closing!
Post by: Large Leader on May 04, 2015, 12:02:37 PM
From the few posts I've got there, I already started valuating much more the few replies I've got here, because there, most don't know how brawl works and they don't want to. They just want the results, so they don't care about saying your work is bad or not, and don't care how hard or how much work you will have by fixing/improving anything.
I'm saying that if it's something like this that's getting on your nerves, you really shouldn't care about. The only thing that keeps me hacking brawl are my ideas I want to turn real, not if people will approve it. Of course I would like more if I could make things more interesting for the others, but I can't do that if it will make me unhappy. In my case, that would be making more famous and representative characters of more recent games. You don't have this huge problem, at least.
I won't try to change your mind about stopping, but if somehow it helps you finish anything else, it was worth posting this. I really feel this place is dying, so anything to make it live a little longer is welcome.

I have a vision for almost all of the hacks that I had planned. I always want at least 1 thing unique about them, whether it's a mode change or a unique mechanic (such as the planned "i'm feelin' it" thing that Zack has in Crisis Core). I didn't plan to make them because people would like it, I planned to make it because it's something I believe that I can pull off. And I know I can, it's just become harder and harder to use lower quality animations that I usually just get stuck after doing a few because I want to go back and keep fixing them.

I'll definitely be releasing at least 2-3 PSAs (that I'll be collaborating with others on, or only require animation and psa instead of importing, animation, and psa) and maybe a couple of models on my way out (I'll probably make Raven low poly enough for Brawl and then give the high poly one to Satoshi or something).

I'll be uploading a giant folder (about a gig) of all the hacks that I had planned. Includes max files, PSA files, pacs, all the good stuff. If anyone wants to use them, they'll be free to.


Title: Re: Large Leader's PSA's™: Closing!
Post by: Mortimer on May 04, 2015, 10:12:56 PM
Our goals are not so different, then. But my main problem is that I usually have too much ideas, and I want to make all of them, but I admit making all those alternate attacks (which are not always welcome) and alternate final smashes (never are) are extremely time consuming. I don't rush in making them, but they make me skip details like bad transitions, and many small details can make your work look bad. Also that makes me feel a bit bad because I now I could finish 2 psas during this time instead of making one with too much stuff.

Still, it may be good if you release what you have. Maybe you can find people to assist you finish those works easier.


Title: Re: Large Leader's PSA's™: Closing!
Post by: TheShyGuy on May 05, 2015, 01:18:39 PM
Long story short, I'm done.

I haven't touched PM, much less Brawl in months (almost years). What's the point of modding a game I don't even play?
Same here, but I do it for fun. Plus, coming here to do animations means that someone's going to be using it.

I'm feeling this board is even more dead than the usual lately.
It's possibly because it's near the end of school, when lots of people are busy taking tests.

it's just become harder and harder to use lower quality animations that I usually just get stuck after doing a few because I want to go back and keep fixing them.

That is frustrating. I suggest learning the basics by reading some animation books. (http://www.amazon.com/Animators-Survival-Kit-Principles-Classical/dp/086547897X/ref=sr_1_1?s=books&ie=UTF8&qid=1430852593&sr=1-1&keywords=animators+survival+kit) You need to understand the basics if you want to improve more efficiently (emphasis on "understand", not  "know" or "memorize").

The biggest issue you have is bad timing. Once you understand that, you'll realize how much less you actually have to animate (and fix). Fast movements, like attack releases, can only take ~5-15 frames. Since it's so fast, you can cheat a little bit. Slow movements, like idles or ending attack recoil, can take a 30-200(idles) frames. You have to ensure that the everything looks good because the viewer can easily notice issues. Arguably, slow movements are harder and require more work.

Anyways, good luck with whatever you're moving onto.


Title: Re: Large Leader's PSA's™: Closing!
Post by: Turkey Man Legend on May 09, 2015, 11:27:49 AM
Farewell, Large Leader.
Good luck to you for your future goals.

I salute you.

Now, rest in peace.


You will be missed.


P.S, I am not a turkey.


Title: Re: Large Leader's PSA's™: Closing!
Post by: Lito on May 12, 2015, 11:19:33 PM
Take care out there, B.Leader. Been a fan of your work forever now, hopefully you'll do what you'll do now amazingly.


Title: Re: Large Leader's PSA's™: Closing!
Post by: Large Leader on June 02, 2015, 10:55:10 PM
Posted all my unfinished files on BV.

About time too v:

any problems crediting/collabing me? PM me
any problems with PSAs or animations? Don't PM me. There's an A/A Help thread for a reason.

A buggy version of Chrom is also released.

I'm out.


Title: Re: Large Leader's PSA's™: Closing!
Post by: Kyouma on June 03, 2015, 12:29:11 AM
woooa these Cloud models are sure nice, I will import them
also taht hylian Link is also cute


Title: Re: Large Leader's PSA's™: Closing!
Post by: Large Leader on June 03, 2015, 12:49:30 AM
woooa these Cloud models are sure nice, I will import them
also taht hylian Link is also cute

Completely forgot about those.

Satoshi_Kura gave Dissidia Cloud to me. Credit/Collab him for the models.

The ff7cc cloud with shoulder pads is mine lol. Credit/collab Satoshi again if you import it


Title: Re: Large Leader's PSA's™: Closing!
Post by: Kyouma on June 03, 2015, 10:59:31 AM
all right, I guess Ill mix them with the head of the Cloud i already imported (cos I wanna keep it as the main outfit, im such a narcisist)