Title: Mortimer's Thread - Wandering Post by: Mortimer on July 29, 2013, 03:38:00 PM Mortimer's thread
Final Smash Videos Due to the overwhelming negative reception of those final smashes, they won't be released anytime soon, if ever. You can watch them out of curiosity, but don't waste time asking for them. When/if they get released, I'll announce that. New Super Smash Bros Final Smashes (http://www.youtube.com/watch?v=xmNqAv_t9mI#ws) New Super Smash Bros Brawl Final Smashes 2 (http://www.youtube.com/watch?v=CWLYZC1CVdc#) (http://www.youtube.com/watch?v=AZ_qVfPy9f4#ws) ! No longer available (http://www.youtube.com/watch?v=NzPaLd0o1I0#) Dry Bones (http://i.imgur.com/eeLFnbL.png) Baphomet (http://i.imgur.com/drNbFWM.png) Koopa Troopa (http://i.imgur.com/PbG8n3r.png) Chris Redfield (http://i.imgur.com/ykkFG7A.jpg) Guardian of Insanity / Blob (http://i.imgur.com/ckOAr7b.png) Neo Yoshi (http://i.imgur.com/OR0U6wf.png) Title: Re: New final smashes Post by: Mortimer on August 01, 2013, 09:01:34 PM I added a few screenshots about the final smashes I uploaded in this video and the ones I will still upload. I didn't show all of them because, sometimes, a screen tells only a fraction of what happens.
Screenshots of the FSs presented on the video The next ones Title: Re: New final smashes Post by: Azure_Shadow on August 02, 2013, 01:46:03 AM Cool Final Smashes. You're right that they're overpowered for most players, but there are several of them that I'd like to modify and use in my personal PSAs-- if you don't mind, of course. I especially liked Ragnell's Tear and The Ceremony.
It might be faster just to copy the Final Smash code and models to a new .pac file than to delete all the non-original code in those movesets. Although for some characters (like Captain Falcon), I imagine it'd be nearly as much work either way... Title: Re: New final smashes Post by: Kagemaru on August 03, 2013, 12:10:59 AM I planned to do something like this too. But more balanced...
Nice work though. Title: Re: New final smashes Post by: Mortimer on August 04, 2013, 09:28:57 AM Cool Final Smashes. You're right that they're overpowered for most players, but there are several of them that I'd like to modify and use in my personal PSAs-- if you don't mind, of course. I especially liked Ragnell's Tear and The Ceremony. It might be faster just to copy the Final Smash code and models to a new .pac file than to delete all the non-original code in those movesets. Although for some characters (like Captain Falcon), I imagine it'd be nearly as much work either way... I don't mind at all. The only point of releasing this would be someone wanting to use them or modify like you want. I know it's unlikely many people will want this, but there's no reason for me not trying to release them. But in case of Ike's FS, I still have to find the reason of why opponents are not sent away with the last attack. I planned to do something like this too. But more balanced... Nice work though. Thanks. But like I said, everything can be adjusted: damages, areas, durations... I won't release them like this, since they are adjusted in a very particular way. Title: Re: New final smashes Post by: Kagemaru on August 05, 2013, 11:28:57 AM If you like, I could give you the ideas I had for Final Smashes. You may consider using them if you have time.
Title: Re: New final smashes Post by: Mortimer on September 17, 2013, 08:02:00 PM Peoples. I just finished what I wanted to do. In overall, those smashes gave me an absurd amount of work compared to the last one. Fortunately, I managed to make this video better, so there's less delay before going to the next FS.
@Kagemaru I'm sorry man, I didn't see your reply on my own thread :-[ If you wish, you can tell me what you planned, but I doubt I will make them. I still have some ideas that will take a long time to be done. I probably would mix them with my own style, but then you may not like it. I'd rather not do them to not cause any disappointment, mainly considering time issues. Title: Re: New final smashes Post by: Kagemaru on September 20, 2013, 03:48:55 PM They would be nothing more then suggestions. You can do with them what you will. I don't play with final smashes anyway. It wouldn't bother me one bit if you didn't use my suggestions.
Title: Re: Mortimer's Thread Post by: Mortimer on September 23, 2013, 01:54:30 PM They would be nothing more then suggestions. You can do with them what you will. I don't play with final smashes anyway. It wouldn't bother me one bit if you didn't use my suggestions. Well, you can tell me then if you wish. But I'm a bit surprised almost no one said anything about this. Probably the video length scares people, and I know how personal this is, so I can understand this situation. The problem is I have no reason to release any of those FSs anymore, since no one would download them. I probably will release Ragnell's Tear and The Ceremony in consideration of Azure_Shadow's compliment, if he still want them, of course. If you give me your ideas, I have absolutely no idea if and when they will be finished. Besides, making them for release can be a waste of time. I didn't mind with those ones because I have being doing them for fun since 2 years ago or maybe even more, and I even had fun making the videos, but making them specially for release is completely different. I won't stop making new FSs, but, for the people here, I probably will focus in something more attractive. PSAs more specifically. I know they are very time consuming, so I'm not sure yet about this. I'll get this decided in next few days. Title: Re: Mortimer's Thread Post by: Akeno/Archer on September 23, 2013, 02:08:18 PM They are truly overpowered... But is Final Smash not supposed to be a victory move? Well, I think they are incredible and spectacular to see! If you could release, at least a few of them, that would be awesome! I'd like to use one or 2 of them... (Or more, who knows ;) )
Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Mortimer on September 26, 2013, 06:06:03 PM They are truly overpowered... But is Final Smash not supposed to be a victory move? Well, I think they are incredible and spectacular to see! If you could release, at least a few of them, that would be awesome! I'd like to use one or 2 of them... (Or more, who knows ;) ) Thanks. I really appreciate what you said, but after 2 months nearly without opinions I'm unmotivated to release all of this. I'm not being lazy to upload things, it's just the amount of work I will have fixing those PSAs before they could be generally acceptable by people. At least for now, I won't work on this. By the way, I didn't have the intention of releasing them overpowered like this. I just didn't want to nerf everything to make a video. Changing the purpose of this thread, I made a poll asking if people would like a dry bones psa. That was not meant to decide if I will make it or not, because I already did it. Actually, I finished the psa like 5 months ago, but never released due to the adjusts I'll have to make before, and I was busy working on those FSs. Obviously, no one knows how good or bad it is because I got nothing to show yet. I'll make some animated gifs and post them tomorrow or after, hopefully. I'm making this poll for those who don't want to talk/write, so you can say "yes" or "no", and also because I don't know how popular dry bones is here. :P He is over Lucario. Not that it really matters, since he can be rel ported now. Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Akeno/Archer on September 27, 2013, 10:13:33 AM Yea... I love Dry Bones! Especially on Mario Party 8! He is my favorite character from this game. But I didn't know you would make a PSA for him... I'm interested to see how does he turns out.
Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Mortimer on September 28, 2013, 03:50:41 PM I uploaded some of the animations I made.
After I upload the psa, I'll explain properly how the attacks work. Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Akeno/Archer on September 28, 2013, 04:17:43 PM I'm not sure about the aerial ones, but you did use Luigi's animations, didn't you? I think you also used Luigi's animation for the 2nd Aerial move... They are recognizable because of the scaled hand/foot, but it looks like you had to properlly scale them for DryBones... haha! tricky guy, huh? ;)
Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Mortimer on September 28, 2013, 05:26:26 PM I based the third animation on Luigi's side smash, but all those animations I made from scratch, including the scale change. None of them is copy of another animation. Lol, I don't know how saw Luigi's animation on those.
Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Akeno/Archer on September 28, 2013, 05:46:19 PM I based the third animation on Luigi's side smash, but all those animations I made from scratch, including the scale change. None of them is copy of another animation. Lol, I don't know how saw Luigi's animation on those. Really? Well, nevermind then... It's maybe the Mario-ish feeling that missed me for awhile, since I worked only on PSAs based of swords and weapons etc...Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Mortimer on September 28, 2013, 06:22:53 PM No problem. Actually I must thank you for the comment. If you thought they were Luihi's animations I believe they are not that bad. :-X
Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: KingJigglypuff on September 28, 2013, 07:03:06 PM Now these Animations are looking pretty good.
I might consider getting this PSA, once it's out. Though I think the Up Smash's rotation could use some work, but I'll wait until I see what it looks like in-game. I tend to have somewhat high quality standards. xp Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Mortimer on September 29, 2013, 12:48:52 PM Now these Animations are looking pretty good. I might consider getting this PSA, once it's out. Though I think the Up Smash's rotation could use some work, but I'll wait until I see what it looks like in-game. I tend to have somewhat high quality standards. xp Thanks. I agree with what you said about the rotation. While I was doing that animation, for some reason, every single frame ended up with a keyframe on some bones r) I tried to fix it without erasing everything and made things even worse, then I got lazy. By the way, didn't know it was that obvious it was the up-smash. Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Akeno/Archer on September 29, 2013, 02:21:40 PM No problem. Actually I must thank you for the comment. If you thought they were Luihi's animations I believe they are not that bad. :-X Now these Animations are looking pretty good. I agree, these animations look really good! If only I was able to animate like this xDI might consider getting this PSA, once it's out. Though I think the Up Smash's rotation could use some work, but I'll wait until I see what it looks like in-game. I tend to have somewhat high quality standards. xp Anyway, did you already start to code them? Or you're still making animations? Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Mortimer on September 29, 2013, 03:16:52 PM I agree, these animations look really good! If only I was able to animate like this xD Anyway, did you already start to code them? Or you're still making animations? They are coded. Some attacks, like Attack11 and Attack12 I took from other characters by lack of inspiration on what to do. But those animations I uploaded are not all what I made, they are more or less to let people have an idea of what I did and if they will like it. Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Hosernaut on September 30, 2013, 04:36:08 PM I would be very interested in trying this out. What character does this cover?
Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Mortimer on October 01, 2013, 03:18:49 PM I would be very interested in trying this out. What character does this cover? I made him over Lucario. He can be .rel ported so you can actually use him on whoever you like, though I don't know well how this works. Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Akeno/Archer on October 01, 2013, 03:24:49 PM Bah, there are a lot of .rel files on the vault especially Mewtwo ones...
Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: KingJigglypuff on October 01, 2013, 05:10:39 PM By the way, didn't know it was that obvious it was the up-smash. I thought it was his Up Tilt at first, but I came to the conclusion that it was his Up Smash, due to the comments talking about his Forward Smash.Speaking of Forward Smash, I say you should have used TransN movement to keep his right foot in place for the whole duration of the animation, because currently, his foot just unnaturally slides back. :-\ Title: Re: Mortimer's Thread - Would you like a Dry Bones PSA? Post by: Mortimer on October 01, 2013, 06:22:55 PM I thought it was his Up Tilt at first, but I came to the conclusion that it was his Up Smash, due to the comments talking about his Forward Smash. Speaking of Forward Smash, I say you should have used TransN movement to keep his right foot in place for the whole duration of the animation, because currently, his foot just unnaturally slides back. :-\ I did use the TransN. The problem is the angle I picked to make the gif. He stands on his left foot, than lifts his right leg and bring it back to the original position, but it can't be seen because he hides his own leg on that angle, and the wait animation and the slim legs doesn't really help on that matter. Typical animation challenges. But I can make that more evident. I learned here that you must make exaggerated movements to make them look good in game. Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Mortimer on October 15, 2013, 05:26:08 PM The Dry Bones PSA is nearly finished. Well, it's finished since some months ago actually, but I thought on little things I still want to do. I updated the first page with explanations about the attacks, screenshots and a video about it. I know it's hard to see, but if anyone see something way too grotesque about it, let me know.
Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Akeno/Archer on October 16, 2013, 05:52:53 AM The Dry Bones PSA is nearly finished. Well, it's finished since some months ago actually, but I thought on little things I still want to do. I updated the first page with explanations about the attacks, screenshots and a video about it. I know it's hard to see, but if anyone see something way too grotesque about it, let me know. I think it will be some kind of technique PSA... Hmm... Since I didn't test it, I can say much, but you should maybe use the alt Up smash for a B move (Ground Up B or Ground/Air Down B)Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Mortimer on October 17, 2013, 07:49:38 PM I think it will be some kind of technique PSA... Hmm... Since I didn't test it, I can say much, but you should maybe use the alt Up smash for a B move (Ground Up B or Ground/Air Down B) I made it on up smash mainly because I only thought about it after I did the special attacks, but I think if I let it being able to use at anytime, it can be annoying to the enemies because it's a long move, compared to the other attacks on brawl at least. I could let it on the B move like a move you could do after X damage instead of a random attack on up smash, I don't know what people would prefer. Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Akeno/Archer on October 18, 2013, 10:41:28 AM I made it on up smash mainly because I only thought about it after I did the special attacks, but I think if I let it being able to use at anytime, it can be annoying to the enemies because it's a long move, compared to the other attacks on brawl at least. I could let it on the B move like a move you could do after X damage instead of a random attack on up smash, I don't know what people would prefer. Well... Needs a poll for this... I don't know what would I prefer though...Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: KingJigglypuff on October 18, 2013, 02:42:18 PM Odd...
The video seems to stop buffering at around the 1:24 mark. :/ I do like what I see. Though this PSA seems to suffer what my Silver v1 suffered. Too many electric attacks. You're doing a good job, Mortimer. At least from what I'm able to see... Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Mortimer on October 18, 2013, 04:29:45 PM Well... Needs a poll for this... I don't know what would I prefer though... Yeah, I will do that, but after I release it so people can feel if it's annoying or not rather than guessing.Odd... The video seems to stop buffering at around the 1:24 mark. :/ I do like what I see. Though this PSA seems to suffer what my Silver v1 suffered. Too many electric attacks. You're doing a good job, Mortimer. At least from what I'm able to see... Damn, I thought it was youtube's problem, but I checked it and everyone had the same problem :-X Thanks for telling me, I'll have to upload it again and hope it was not a rendering problem. The electric attacks I used to avoid using the aura/darkness effect on every best spot because they are a bit spammer to me. But I think I can remove them, I mostly used them on weak attacks but there's no real need for that. I'll just let the effect on the down tilt to avoid attack spamming and maybe something else. Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Renova on October 19, 2013, 09:02:26 AM Thanks. I really appreciate what you said, but after 2 months nearly without opinions I'm unmotivated to release all of this. The length of the YouTube video was too scary to watch. Also, you didn't mention who the final smash was being used by in the description so that's probably a small reason for the lack of feedback. Since the video was cut into segments in the description I finally got around to watching it and I must say I really enjoyed them. Despite a lot of them being OP, I feel most of them can be implemented into most peoples games with just an edit to the duration. I really enjoyed the metal gear and caption falcon background hit & run fs (I know you named them but I'm on my ipad right now and I can't see the names). The bowser fs where he gets help from kamek is terrific. It's a shame you don't plan to release them. I'd like to change he fs of some of the psa I'm currently using. Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Mortimer on October 19, 2013, 04:41:04 PM I uploaded the video again. The link stills on the first post on the same place, but I also placed it here in the spoilers section. I watched it here without problems, but if anyone see it always freezes on the same spot again please warn me.
The length of the YouTube video was too scary to watch. Also, you didn't mention who the final smash was being used by in the description so that's probably a small reason for the lack of feedback. Since the video was cut into segments in the description I finally got around to watching it and I must say I really enjoyed them. Despite a lot of them being OP, I feel most of them can be implemented into most peoples games with just an edit to the duration. I really enjoyed the metal gear and caption falcon background hit & run fs (I know you named them but I'm on my ipad right now and I can't see the names). The bowser fs where he gets help from kamek is terrific. It's a shame you don't plan to release them. I'd like to change he fs of some of the psa I'm currently using. Well, I didn't try to hide the character name. I didn't write their names because I made some of them over psas, like Gray Fox for example. So if I was to release it, it would have to be over Meta Knight as I can't release a changed psa file that's not mine. If I had written "Metal Gear - Gray Fox", people could misunderstand that, and if I had written Meta Knight and show Gray Fox, they could get confused as well. It was better simple not to write anything. But maybe I'll put their names now. For some reason, I don't really care anymore. Yeah, I made them overpowered in purpose becase that's what fits my gameplay style, though I never had any intention of releasing them that way. I'm glad you liked them. Several of those final smashes granted me some bugs I had never seen before in brawl characters. Metal Gear is by far the most complicated routine I ever made, and I'm sure I lost at least 40 hours to make it work properly. And I didn't say they won't be released, I just want to be sure some people want it, because the work I'll have to release them on a fresh pac file will be pretty huge. Thanks for the compliment, it helps getting me motivated. Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: KingJigglypuff on October 19, 2013, 05:51:28 PM Cool. The video fully buffered for me.
And yeah. You should do something about the electric hitboxes. The bone throw should have a normal hitbox, rather than an electric one. But everything still looks good. Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: SpoonTheMan on October 19, 2013, 08:22:19 PM Yeah, the Final Smashes in the 2 videos look like they'd be a very fun spinoff, I'd have fun with them in a seperate Brawl, and I have a large enough SD Card for a few versions of SSBB.
Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Mortimer on October 24, 2013, 02:28:24 PM Yeah, the Final Smashes in the 2 videos look like they'd be a very fun spinoff, I'd have fun with them in a seperate Brawl, and I have a large enough SD Card for a few versions of SSBB. I appreciate every support. Thanks. I removed the electric effect of most attacks already, and I made this also: (http://i.imgur.com/U7cYQDy.gif) It's a bit small because of the file size limit imgur has. It's supposed to happen occasionally when someone jump on Dry Bones. I know the way he stands up again may look a little odd, but that's more or less how it happens in Mario games. I think I may release him this weekend Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Renova on October 24, 2013, 03:19:20 PM Looking forward to it!!! This'll be a great weekend.
Is there a way I can rel port it so it doesn't have the gfx glitches for host vs clone? Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Akeno/Archer on October 24, 2013, 07:36:15 PM I appreciate every support. Thanks. I removed the electric effect of most attacks already, and I made this also: ([url]http://i.imgur.com/U7cYQDy.gif[/url]) It's a bit small because of the file size limit imgur has. It's supposed to happen occasionally when someone jump on Dry Bones. I know the way he stands up again may look a little odd, but that's more or less how it happens in Mario games. I think I may release him this weekend Hahahahaha! Does it fall like this in air, too? It's great! By the way... Do you have other projects like this? Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Mortimer on October 25, 2013, 02:18:14 PM Looking forward to it!!! This'll be a great weekend. Is there a way I can rel port it so it doesn't have the gfx glitches for host vs clone? I don't know about that. You'd better ask on the port thread, because anything I say here would be a guess. Have you tried doing it with someone recently? I thought this problem was fixed, at least for Lucario. Hahahahaha! Does it fall like this in air, too? It's great! By the way... Do you have other projects like this? I honestly didn't think about making this while he is in air, but that's probably a bad idea. You could be KOd many times by people jumping at you while you were without a platform below you. I would need to make him fall on the ground before he could regenerate. Would look nice, but I'd better leave it like this. I have planned projects, indeed. I want to make a psa for the goat creature I used in the endings of my fs videos. I like that model for some reason, but would be almost an original creation by me, so it may not be very popular. But, I don't really care. I do what I like doing. If, by "like this", you mean a Mario character, I already thought on making a Koopa Troopa psa, since it's similar to Dry Bones. I like duos, but not "clones". The moveset would be different with some similarities in the animations. Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Renova on October 25, 2013, 02:26:03 PM Still planning on a weekend release?
Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Mortimer on October 26, 2013, 07:50:33 AM Still planning on a weekend release? Yes. Didn't find any more things to do.Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Akeno/Archer on October 26, 2013, 01:58:46 PM I don't know about that. You'd better ask on the port thread, because anything I say here would be a guess. Have you tried doing it with someone recently? I thought this problem was fixed, at least for Lucario. When I said "Projects like this", I mean if you had other PSAs projects... And it seems you have some...I honestly didn't think about making this while he is in air, but that's probably a bad idea. You could be KOd many times by people jumping at you while you were without a platform below you. I would need to make him fall on the ground before he could regenerate. Would look nice, but I'd better leave it like this. I have planned projects, indeed. I want to make a psa for the goat creature I used in the endings of my fs videos. I like that model for some reason, but would be almost an original creation by me, so it may not be very popular. But, I don't really care. I do what I like doing. If, by "like this", you mean a Mario character, I already thought on making a Koopa Troopa psa, since it's similar to Dry Bones. I like duos, but not "clones". The moveset would be different with some similarities in the animations. Koopa PSA with both Koopa sounds interesting, though Hammer Bros would be more interesting since they actually "fight". Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Mr.Misfortune on October 27, 2013, 09:16:12 AM That snippet at the very end of the Dry Bones video. Is that what his final smash is going to look like? Because if it is, that would be the best damn final smash I've ever seen in my life.
Title: Re: Mortimer's Thread - Dry Bones PSA Preview Post by: Mortimer on October 27, 2013, 10:53:25 AM That snippet at the very end of the Dry Bones video. Is that what his final smash is going to look like? Because if it is, that would be the best damn final smash I've ever seen in my life. That's not his final smash, it's just the ending I made for the video. His final smashes are on my final smashes videos, if you want to watch. I just submitted the PSA to the vault. I made his secondary final smash only happen after 100 damage. Hopefully, there's no problems with it, but if anything happens, please tell me. Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34772 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34772) Title: Re: Mortimer's Thread - Dry Bones Released Post by: Don Jon Bravo on October 27, 2013, 05:09:05 PM *downloads
Gotta say, that Bowser FS getting help from Kamek is epic as hell I cant imagine how that final Smash would look like if you were using Godzilla instead of Bowser :happy: About some of these mods being overpowered, it would make perfect sense into somehow incorporating them to a unique Boss mode gameplay. Nano once wanted to replace all Boss characters with model imports if i remember, PSA for Bosses? also looks like the Dry Bones model has some shading issues(particularly on the face), i thought it was updated<.< Title: Re: Mortimer's Thread - Dry Bones Released Post by: Renova on October 28, 2013, 07:12:12 AM First of all...
Well done. This PSA plays so well I'm leaving Dry Bones a place on my roster permanently. While I do disagree with some of the knockback values, thats simply something I can change in PSA myself so its no big deal. There's way to many things I love about this psa. The alternate attacks keep me returning to the thread asking myself, "WTF was that?!? Was that supposed to happen? That was awesome!" The animations are well done and the taunts are so fitting. I do experience some gfx glitches upon using Side Special and the Special N "Bone" has randomly gone invisible in battle, but I'm assuming thats because I have the character rel ported. Not being able to use UP Special repeatedly while grounded is an annoying glitch seeing as how thats a very good move, but I'll live without it. Can you provide a sawnd file in the download instead of the bnk? The bnk method is no longer the standard lol. Again, well done. Title: Re: Mortimer's Thread - Dry Bones Released Post by: Hosernaut on October 28, 2013, 07:59:25 AM Very nice PSA. I have a question for you though.
I'm trying to port your dry bones over game and watch using the perfect rel plug & play thing (http://forums.kc-mm.com/index.php?topic=53347.0 (http://forums.kc-mm.com/index.php?topic=53347.0)). All the moves are working, but when I use side B, some extra texture appears all over the stage, moving with me for as long as I'm in the shell. I'm assuming I have to change something inside the rel file, but I'm extremely new to this. You wouldn't happen to know how to fix it, would you? Also, any chance the recolors for luigi will work on this (doubtful?) Title: Re: Mortimer's Thread - Dry Bones Released Post by: Mortimer on October 28, 2013, 03:58:58 PM When I said "Projects like this", I mean if you had other PSAs projects... And it seems you have some... Koopa PSA with both Koopa sounds interesting, though Hammer Bros would be more interesting since they actually "fight". Sorry by ignoring your post, I saw but forgot it :P On that point hammer bros are more interesting I agree, but I also like the character of Koopa Troopa more than hammer bros, so it's unlikely I will do something with them. *downloads Gotta say, that Bowser FS getting help from Kamek is epic as hell I cant imagine how that final Smash would look like if you were using Godzilla instead of Bowser :happy: About some of these mods being overpowered, it would make perfect sense into somehow incorporating them to a unique Boss mode gameplay. Nano once wanted to replace all Boss characters with model imports if i remember, PSA for Bosses? also looks like the Dry Bones model has some shading issues(particularly on the face), i thought it was updated<.< Thanks for appreciating the fs. :) I think that's also one of the most fitting smashes I made, though there are more rocks falling there than what you can see on the video, thanks to the small stage. As for bosses psas, the final smashes are overpowered on the video because I wasn't in the mood to adjust them all to make the video. They would be released in a much weaker and much more balanced state. And yeah, Dry's jaw gets weird on some stages. It's possible I used an old model so you can blame me for not picking the newer one, if it changes anything. First of all... Well done. This PSA plays so well I'm leaving Dry Bones a place on my roster permanently. While I do disagree with some of the knockback values, thats simply something I can change in PSA myself so its no big deal. There's way to many things I love about this psa. The alternate attacks keep me returning to the thread asking myself, "WTF was that?!? Was that supposed to happen? That was awesome!" The animations are well done and the taunts are so fitting. I do experience some gfx glitches upon using Side Special and the Special N "Bone" has randomly gone invisible in battle, but I'm assuming thats because I have the character rel ported. Not being able to use UP Special repeatedly while grounded is an annoying glitch seeing as how thats a very good move, but I'll live without it. Can you provide a sawnd file in the download instead of the bnk? The bnk method is no longer the standard lol. Again, well done. I really got used to consider vBrawl completely unbalanced, so yeah, it's very possible I made some mistakes on the knockbacks. Glad you liked the alternate attacks. I had this idea thinking Luigi's side B missfire attack, which is a strong attack that happens occasionally. Of course, the chances on Dry Bones are pretty low because I play long fights, but I also didn't want to raise them to avoid making the psa too overpowered. Since I didn't know what to do, I decided to just leave them the way they are. :kdance: The bone bug is probably due to the rel port, unfortunately. That never happened to me before. Animations always take a long time. Sometimes they look good in brawlbox and look odd in gameplay, or vice versa. They usually take me 2-3 hours for each one. The Up-B is something weird, because CPU can do it as many times as it wants, what doesn't make things easier to look after. I didn't know .bnk wasn't being used. I thought it was more popular now, even though I don't use it either. I'll try to upload it tomorrow, then. Very nice PSA. I have a question for you though. I'm trying to port your dry bones over game and watch using the perfect rel plug & play thing ([url]http://forums.kc-mm.com/index.php?topic=53347.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=53347.0[/url])). All the moves are working, but when I use side B, some extra texture appears all over the stage, moving with me for as long as I'm in the shell. I'm assuming I have to change something inside the rel file, but I'm extremely new to this. You wouldn't happen to know how to fix it, would you? Also, any chance the recolors for luigi will work on this (doubtful?) I never used plug&play before, sorry, and my rel file knowledge is near zero. Those bugs appear to be different depending on the character you port them over, so it's impossible for me trying to fix it. But, if I'm not mistaken, that model over luigi is the same as this one. It's possible you can use them, but you must extract the graphic of the texture with brawlbox and import it on this one, because I had to add bones, what will make your game freeze while using the flamming skull or the alternative final smash, at least. Title: Re: Mortimer's Thread - Dry Bones Released Post by: Renova on October 28, 2013, 08:42:03 PM Gecko now uses sawnd instead of bnk
Title: Re: Mortimer's Thread - Dry Bones Released Post by: Mortimer on October 29, 2013, 03:03:57 PM Gecko now uses sawnd instead of bnk I just uploaded the .sawnd file. You can get it on the vault already. Title: Re: Mortimer's Thread - Dry Bones Released Post by: Hosernaut on October 29, 2013, 11:30:08 PM I never used plug&play before, sorry, and my rel file knowledge is near zero. Those bugs appear to be different depending on the character you port them over, so it's impossible for me trying to fix it. But, if I'm not mistaken, that model over luigi is the same as this one. It's possible you can use them, but you must extract the graphic of the texture with brawlbox and import it on this one, because I had to add bones, what will make your game freeze while using the flamming skull or the alternative final smash, at least. I'm trying to do that now, but I'm not sure what I need to import into it. I did the textures in texturedata[0] and the texture folder in modeldata[0] -> fitlucario00, but it still looks exactly the same. Also, i don't see your .sawnd file on the brawl vault yet. edit: I figured out the problem. It's because I ported him over to game and watch with a rel, and apparently he only has one costume slot O.o Title: Re: Mortimer's Thread - Dry Bones Released Post by: Mortimer on October 30, 2013, 02:24:37 PM I'm trying to do that now, but I'm not sure what I need to import into it. I did the textures in texturedata[0] and the texture folder in modeldata[0] -> fitlucario00, but it still looks exactly the same. Also, i don't see your .sawnd file on the brawl vault yet. edit: I figured out the problem. It's because I ported him over to game and watch with a rel, and apparently he only has one costume slot O.o That's interesting. Didn't know costume slots were also affected by rel files. By the way, the only file you really need to replace is the one called "M" in the texture folder. If you just replace it with the other recolors, you will erase the skull graphics and possibly will have problems with the eye iris. Also, the .sawnd file in on the "SFX" section, not in the characters. Title: Re: Mortimer's Thread - Dry Bones Released Post by: SpoonTheMan on October 30, 2013, 03:57:26 PM That's interesting. Didn't know costume slots were also affected by rel files. They aren't, he means that Mr. Game&Watch has one slot and he was trying to port the character over him. Title: Re: Mortimer's Thread - Dry Bones Released Post by: Don Jon Bravo on October 30, 2013, 05:30:48 PM Man i really would love to see some of this final smashes incorporated into stages,
what i mean for example: image Kraid being 4th player, CPU And all he does is as soon as the match starts, he goes into the background and starts attacking the other 3 opponents in the stage kinda like using the 4th player slot as the stage collision main it would be a project i know, and it would require codes and stuff, but i think it would be kinda cool to see it happen if people are interested in it i hope u guise know what i mean, and i think ur work would be perfect to make something like this possible Title: Re: Mortimer's Thread - Dry Bones Released Post by: Hosernaut on October 31, 2013, 12:44:04 AM That's interesting. Didn't know costume slots were also affected by rel files. By the way, the only file you really need to replace is the one called "M" in the texture folder. If you just replace it with the other recolors, you will erase the skull graphics and possibly will have problems with the eye iris. That's funny, that's what I did the first time I tried, but it didn't change because of how game and watch's (lack of) textures work. Thanks Quote from: spoontheman They aren't, he means that Mr. Game&Watch has one slot and he was trying to port the character over him. Yeah, that's what I meant. Game and Watch apparently doesn't have any textures. It has the one black slot, and the rest of his costumes are just a color overlay saved in the same fitgamewatch00 file. edit: I got the recolors working now, along with CSPs and in game images. I'm getting permission to upload them, so everyone can use them. Someone should make stock icons for him as well. Title: Re: Mortimer's Thread - Dry Bones Released Post by: Mortimer on November 01, 2013, 08:56:55 AM They aren't, he means that Mr. Game&Watch has one slot and he was trying to port the character over him. Ah ye, I forgot about Mr.Game's lack of textures. Man i really would love to see some of this final smashes incorporated into stages, what i mean for example: image Kraid being 4th player, CPU And all he does is as soon as the match starts, he goes into the background and starts attacking the other 3 opponents in the stage kinda like using the 4th player slot as the stage collision main it would be a project i know, and it would require codes and stuff, but i think it would be kinda cool to see it happen if people are interested in it i hope u guise know what i mean, and i think ur work would be perfect to make something like this possible Must say that's a pretty interesting idea, though is far beyond what I can do. What's possible, I think, is to let the fourth player have an endless final smash, and let the cpu keep attacking while the others fight. The problems with this is that many graphics are on the final.pac file, because the char.pac doesn't have enough space to keep them. And you also would have to always make timed battles, because the fourth player would never die, and that would require AI editing as cpu sucks using most of those FSs, and I don't know if it's possible to create certain conditions on the AI file when a certain variable is activated. I wouldn't mind of anyone doing the images and stock icons. I don't have skills neither patience to do that, anyway. Title: Re: Mortimer's Thread - Dry Bones Released Post by: Hosernaut on November 01, 2013, 09:21:51 AM I wouldn't mind of anyone doing the images and stock icons. I don't have skills neither patience to do that, anyway. Most of the images are already out there. At this point, all that needs to be made are stock icons, and an announcer call. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 03, 2014, 09:01:04 AM Peoples. Firstly, I must say I'm sorry about this error. When Renova told me about it, I thought it was some textures from some external graphics that weren't being read by the game, not the stretching thing. It didn't happen to me, so I didn't know it was actually occuring.
Fortunately, thanks to Zutox, who told me that 2 days ago and tested the files while I tried to fix the bug, it's now gone. So yea, that's not a rel port issue. For those who downloaded it before, I uploaded the psa again with the fix. And this time I included the sawnd file in the zip, since there's no need to use bnk anymore. But still, the up-B has the same problem. And also, for those who downloaded, I'd like know mostly about knockback issues on this psa. If it's too strong or too weak, if the excessive knockback compensates the difficulty to hit opponents with certain attacks or whatever you may have in mind. I'm really not used to vBrawl balacing anymore. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Renova on March 03, 2014, 10:15:04 AM No worries man. Glad you managed to fix it.
Do you still plan on releasing any of your hacks from your videos? I'd love to use that snake Metal Gear final smash. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Akeno/Archer on March 03, 2014, 10:46:39 AM Hmmm... I still wonder about that Koopa PSA you're planning 8)
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 03, 2014, 11:20:26 AM No worries man. Glad you managed to fix it. Do you still plan on releasing any of your hacks from your videos? I'd love to use that snake Metal Gear final smash. Well, that's possible. After those months I saw a good chunk of people that would like to use them. I'll think on that as soon as I finish my current project. Hmmm... I still wonder about that Koopa PSA you're planning 8) I've got the psa all done in my head, though I still didn't even start it. But I plan on using Maya on this one, what should make things a lot faster. And I still need the model. If the subspace model had fingers I could polish that model a little and use it. I'll see if Mario Party 9 can help me on this matter.Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: SpoonTheMan on March 03, 2014, 01:50:34 PM What is that freaky goat head character that shows at the end of the Final Smash videos? (In case I want a little extra creep in my game)
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 04, 2014, 10:58:36 AM What is that freaky goat head character that shows at the end of the Final Smash videos? (In case I want a little extra creep in my game) It's a model I just used for the video endings. But I ended up liking it after that, and my current project is actually a psa based on that character. It's nearly finished, so it shouldn't take too much before I can show something about it. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: SpoonTheMan on March 04, 2014, 11:35:40 AM a psa based on that character. It's nearly finished, so it shouldn't take too much before I can show something about it. I was wondering because I thought I saw something like it on the Vault once, but cool, I didn't see that coming :) Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 04, 2014, 11:49:04 AM Yeah, it was on the vault. Or, probably still is actually, though I forgot the name of the model :P
I'll still have to find it. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: GoMB-BallGamer4774 on March 05, 2014, 03:00:38 PM I have decided to follow this thread. :happy:
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 09, 2014, 10:10:59 AM Hey I just wanted to say how much I really enjoy this PSA. It's actually a lot of fun to use! ^_^ Unfortunately, because it doesn't have a .Pac file for it's costume it freezes in adventure mode. I tried those Recolors too but those freeze. Got any ideas on a fix?
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 09, 2014, 10:29:37 AM Thanks. :)
But you're right, I forgot completely about the .pac file. I uploaded the rar again with it this time. Just download it again and it will be included. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 09, 2014, 11:26:40 AM Awesome! It works perfectly now! :D Again, great PSA!
Post Merge: March 09, 2014, 11:46:20 AM Also, I'd like to point out that his bone throw attack can be held when it's fully charged. When he's about to throw it, push shield and you can throw the fully charged one later. :p Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 09, 2014, 12:57:50 PM Yeah, don't worry about that. It was intended. I didn't want to make it that harder to use, just didn't want it to be the very same thing as Lucario's projectile.
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Akeno/Archer on March 09, 2014, 02:43:15 PM Lol... Now I know what to do... :P
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 09, 2014, 03:22:35 PM Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: GoMB-BallGamer4774 on March 09, 2014, 06:20:31 PM 8) Hey I ported Dry Bones over Pikachu and his graphics don't seem to work to well, like his bone throw, he gets into position but doesn't throw anything. Got any tips on that?Cool indeed Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 09, 2014, 09:21:18 PM Hey I ported Dry Bones over Pikachu and his graphics don't seem to work to well, like his bone throw, he gets into position but doesn't throw anything. Got any tips on that? Now that seems to be a rel port problem. Unfortunately, I don't even know if there's a solution for this. I can only suggest you to port him over someone else. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Don Jon Bravo on March 10, 2014, 06:42:04 PM Hey I ported Dry Bones over Pikachu and his graphics don't seem to work to well, like his bone throw, he gets into position but doesn't throw anything. Got any tips on that? why did u port dry bones over pikachubrawlex has a clone available for lucario u could just clone him Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Carnage on March 11, 2014, 11:40:45 AM i gotta say you have some of the most amazing FSs ever the bowser FS and gray fox are to die for cant wait for you to release those FSs
thats some amazing codding right there very few ppl can make FSs that look so unique and amazing, i will be waiting to see those FSs released xD Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: SpoonTheMan on March 11, 2014, 12:04:17 PM yeah, Soul's Seal is one of my favorites, so intense!
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Carnage on March 11, 2014, 03:16:27 PM i would really like to take a look at them to see how you coded them especialy gray fox and bowser with kamec transform, those FSs are for sure superior to any FS seen on the vault imo and i would like to see how you coded them and i would probably add them to vbrawl snake and bowser :P
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Rosetta-Hime on March 11, 2014, 03:30:42 PM That Chain Chomp Mario FS is awesome.
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 11, 2014, 04:45:31 PM i gotta say you have some of the most amazing FSs ever the bowser FS and gray fox are to die for cant wait for you to release those FSs thats some amazing codding right there very few ppl can make FSs that look so unique and amazing, i will be waiting to see those FSs released xD Thanks :) Like I said in a previous post, I can start thinking on releasing them again when I finish what I'm currently doing. yeah, Soul's Seal is one of my favorites, so intense! That one most likely appeared in my mind. Took me a minute to project it and 2 days to figure out how to change the hurricane color :P I used an old brawlbox that couldn't edit those colors. i would really like to take a look at them to see how you coded them especialy gray fox and bowser with kamec transform, those FSs are for sure superior to any FS seen on the vault imo and i would like to see how you coded them and i would probably add them to vbrawl snake and bowser :P Cool, though you won't like of the coding mess. Not even I can understand properly what I did anymore :D But took some good chunk of time to do it. Specially because in half of those final smashes I found bugs I have never seen before and had to find a way to get rid of them. On this Bowser fs, the opponent would go crazy by moving with a high frame speed rate after any attack and the game ended up crashing. That Chain Chomp Mario FS is awesome. Thanks. It gave me much more trouble to make than it should. Bugs rox.Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Carnage on March 12, 2014, 03:46:15 AM Cool, though you won't like of the coding mess. Not even I can understand properly what I did anymore :D But took some good chunk of time to do it. Specially because in half of those final smashes I found bugs I have never seen before and had to find a way to get rid of them. On this Bowser fs, the opponent would go crazy by moving with a high frame speed rate after any attack and the game ended up crashing. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 12, 2014, 09:12:44 AM It's imported with gray fox model. I tried using it as an article but the results were bad.
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 16, 2014, 03:13:11 AM Howdy! Just wanted to say how much I've been enjoying Dry Bones lately. He works well over Diddy Kong. :p So is this PSA done? What is your next project?
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 16, 2014, 02:31:23 PM I'm doing a psa for the goat creature you can see at the end of my fs videos. The psa is like 98% finished, but after I complete it, I'll still have to play with it several times to be sure there's no critical bugs, so may still take some time to release it. Maybe 2 weeks or close to that.
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Rosetta-Hime on March 16, 2014, 03:08:03 PM I can't wait to try out that demon goat thing. Also, I'm very excited to see what you do with the Koopa PSA. :)
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 16, 2014, 06:48:49 PM Koopa PSA?
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 16, 2014, 09:51:50 PM I can't wait to try out that demon goat thing. Also, I'm very excited to see what you do with the Koopa PSA. :) Nice :) I also saw the animations you have made for Rosalina, and so far they look very promising. I never really liked Ice Climbers and have been wanting to replace them pretty much since forever. If you manage to animate Luma to the end, you deserve a medal. I don't have enough patience to animate a model with such a few bones. 8)Koopa PSA? The Koopa psa is just an idea, but I had good ideas to make it, as well as several good ideas Zutox suggested. If it end well, will be nothing like Dry Bones, though the character is very similar. But I didn't even start it neither have a model. It will still take a long time to release that one.Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 16, 2014, 10:43:32 PM Nice :) I also saw the animations you have made for Rosalina, and so far they look very promising. I never really liked Ice Climbers and have been wanting to replace them pretty much since forever. Replace the Ice Climbers? HOW? I've tried so many things, and I've gotten one thing to work but it froze in all single player modes.. Also I forgot to ask but how will the goat creature play? I saw it in the video but it only roasted mario's head. (Lol) Also, how did you make those cut scenes of them crying around mario and the ending where mario was in that hell world? I can't say I've seen anything like that. ONE LAST QUESTION! XD Do you dislike Yoshi? You made a lot of things of him in that video. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 16, 2014, 11:39:48 PM Replace the Ice Climbers? HOW? I've tried so many things, and I've gotten one thing to work but it froze in all single player modes.. Also I forgot to ask but how will the goat creature play? I saw it in the video but it only roasted mario's head. (Lol) Also, how did you make those cut scenes of them crying around mario and the ending where mario was in that hell world? I can't say I've seen anything like that. ONE LAST QUESTION! XD Do you dislike Yoshi? You made a lot of things of him in that video. Well I never tried to replace them, but seems our friend Rosetta made it succesful ;D He probably can probably answer that better than I can. The goat will attack mostly with his staff. The bones will move to attack in different ways, and he will use his wings in some cases. I also made some random attacks, like I did for Dry Bones, but that's a surprise for now. I wanted him to be a slow and strong moving character, but the attacks ended up faster than I expected, so I made him a tall character to compensate that. It's hard to explain but I'll be able to make a video preview before releasing it, it will be easier to understand. :) Those scenes more or less appeared in my head. I changed their animations and psa coding to work like I wanted and had to control them at the same time, basically. But that camera movements can only be done with dolphin. I also had to add some extra models to their current ones, like the heart yoshi is holding. That took like 10 hours of work to make. :P I had a lot more trouble than I expected, but that's usual with me. I was on vacation, so I could waste such a long time on that, and still it's giving nightmares and cancer to people, according to some viewers :-X Hope that's a good thing. And don't worry about too many questions, I don't mind replying. :) I don't dislike Yoshi, I still have plans for him. I thought that a character like him, who is always seen as cute and happy by everyone, would be more remarkable if I gave him some creepiness, and I got Snake's FS idea from some videos I saw on youtube. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 17, 2014, 01:02:22 AM Well, if you don't mind questions... Who will the Goat replace? Ganondorf? Also, I know you'll say no, but I've got to ask. Can you... PRETTY PLEASE RELEASE THAT GRAY FOX FINAL SMASH?! I almost cried by how amazing it was. ;_; Lol you get asked that a lot I'm guessing! :p It's just something like that shouldn't just be left to waste. Also sorry if that question wasn't a good one. One last question. For now. Do you make any stages of your own? I saw this metroid level in your 2nd final smash video and it had statues or something of Ridely and others in the background. I cannot find it anywhere.
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Carnage on March 17, 2014, 01:37:32 AM yeah i also asked for that gray fox FS alongside bowser FS they are amazing but its up to mortimer to release them or not
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Rosetta-Hime on March 17, 2014, 02:29:57 PM Well I never tried to replace them, but seems our friend Rosetta made it succesful ;D He probably can probably answer that better than I can. I have a question about that awesome goat. Is that scene where he has a characters head and spine going to be implemented in some way? Because that'd be awesome :laugh: Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 17, 2014, 03:03:18 PM I'm making him over King Dedede. But now that you mentioned Gray Fox... like I said, rex is a model attached to him, what means the bone ids will change completely in any character it gets added, as well as the ids of every graphic I used. I can't force people to know how to add models in the correct bone and know how to fix those ids just to have this fs. Well, I can >D, but I don't want to. :angel: I'll have to find a way to deal with this. r)
I'm getting asked since the last two months, actually. That's what made me focus in psas, rather than fs. I can understand that, since I planned to make them for myself only, initially. But thinking again, there was (almost) no reason to not release them. Let me finish this psa and then I can think on something about this fs. And no, I never made any stage. I suppose you mean that green cave I used before Bowser's fs. That's one of the oldest stages I downloaded, like 4 years ago. My stage folder says "Sewer", but I doubt that's the name. ;D Sorry, I don't know the real name of it. About Ice Climbers, I was wondering if Nana and Popo share their motion file's size, because it can grant some trouble. Not on your case with Luma, but if you add someone with too many bones. I wanted to add that as one of his winning animations, but that's not possible because of the file size limit. If you see in the video, he is with the fs aura, because I had to use his fs file to have enough space to do that. :) I will still use that animation, just not with an impaled head. I still didn't make a single winning animation. :-X Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Carnage on March 17, 2014, 03:54:03 PM I'm making him over King Dedede. But now that you mentioned Gray Fox... like I said, rex is a model attached to him, what means the bone ids will change completely in any character it gets added, as well as the ids of every graphic I used. I can't force people to know how to add models in the correct bone and know how to fix those ids just to have this fs. Well, I can >D, but I don't want to. :angel: I'll have to find a way to deal with this. r) why do you need to teach ppl to port your FSs? just release like gray fox psa with diferent FSs and Bowser with original FS and so on anyone that wants to port the FS has to study the codding by themselves same for importing gfx, objects imports and merge models.I'm getting asked since the last two months, actually. That's what made me focus in psas, rather than fs. I can understand that, since I planned to make them for myself only, initially. But thinking again, there was (almost) no reason to not release them. Let me finish this psa and then I can think on something about this fs. And no, I never made any stage. I suppose you mean that green cave I used before Bowser's fs. That's one of the oldest stages I downloaded, like 4 years ago. My stage folder says "Sewer", but I doubt that's the name. ;D Sorry, I don't know the real name of it. About Ice Climbers, I was wondering if Nana and Popo share their motion file's size, because it can grant some trouble. Not on your case with Luma, but if you add someone with too many bones. I wanted to add that as one of his winning animations, but that's not possible because of the file size limit. If you see in the video, he is with the fs aura, because I had to use his fs file to have enough space to do that. :) I will still use that animation, just not with an impaled head. I still didn't make a single winning animation. :-X Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 17, 2014, 04:18:32 PM Thanks for answering my questions. :) About the goat, I currently have Gray Fox on Dedede, but I'll move him to someone else. I'm pretty sure the Goat will be worth having considering you make some great stuff. Where were you at the beginning of brawl hacking? :p Also, how did you get so good at it? One more thing, I am a fan of your work and I hope you make hacks for SSB4 if possible too. XD
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 17, 2014, 08:42:17 PM why do you need to teach ppl to port your FSs? just release like gray fox psa with diferent FSs and Bowser with original FS and so on anyone that wants to port the FS has to study the codding by themselves same for importing gfx, objects imports and merge models. Of course. That's not what I meant. Bowser is fine, but I mean specifically gray fox is a problem because that psa is not mine, so I need permission to re-upload the psa with those changes. Either that or, indeed, teach people how to port it. And even worse, that's an outdated version of gray fox. Those are the times I wish brawlbox could export and replace subactions.Thanks for answering my questions. :) About the goat, I currently have Gray Fox on Dedede, but I'll move him to someone else. I'm pretty sure the Goat will be worth having considering you make some great stuff. Where were you at the beginning of brawl hacking? :p Also, how did you get so good at it? One more thing, I am a fan of your work and I hope you make hacks for SSB4 if possible too. XD I thank you for your trust in my work. Hope you don't get disappointed. :)Honestly? When Brawl was released I kept saying to myself I would never play this game because it had too few characters I knew. I didn't know anything about a third of the characters, and another third I just didn't like. In 2010, I decided to finally try it out, since people were going crazy and fanatic for this game. I started playing the subpace emissary and liked of what I saw. It didn't take much to realize before knowing of BrawlVault's existence the game had several problems of balacing concerning the original characters. Soon, I started balacing them to my likings. After that, I saw people releasing pretty simple psas with just added effects to the original attacks, and I found that awesome. :) When I started seeing taunt activated modes, I realized what could be done with game. I downloaded hundreds of psas, copying every cool attack I found to my balanced characters. Then, I started copying final smashes to make the characters more interesting, but them I saw not every character had a second fs, and I started doing them for those characters. So yeah, I've been doing those things since the beggining of 2011, more or less. I learned everything by myself, mostly. Most of my questions were not replied when I needed help because no one knew what to do. :laugh: And brawlbox was a lot less powerful than what it is now. We couldn't do a lot of things. Aside from that, I was absolutely sick of psas that have a lucario beam or a huge explosion as the final smash. You have no idea how many of those there is on the vault. That's when I decided to release those, but I had to know if people would want them because I implemented way too many things from other psas I couldn't just release without permission. And I forgot who made them firstly, so I had no choice but to redo the final smash on a original file, what would take me a lot of time. Since very few people (REALLY few) talked about it, I decided to start doing psas as well, even more because I found very few psas that were worth using. And here I am now. :kdance: Assuming that the next smash bros will ever be hacked like this one, we still would need an emulator to make the tests. I'm not a fan of resetting the console for every test. That will make it break a lot sooner, probably. If that happens, I can think about it. Sorry, the posted ended up too long. lol Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Don Jon Bravo on March 17, 2014, 08:52:57 PM so
will we see cinematic final smashes as well? Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 17, 2014, 10:08:10 PM I don't think so. That would make other players "blind" while the camera focus on the final smash. I don't like the time manipulation idea because it doesn't work with your allies and still, it gives the opponents time to think what to do.
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 17, 2014, 11:06:48 PM I don't think so. That would make other players "blind" while the camera focus on the final smash. I don't like the time manipulation idea because it doesn't work with your allies and still, it gives the opponents time to think what to do. I'm going to just quote this smaller thing you said for a response. XD Well, I hope my questions are not annoying or nothing, it's just cool to talk to someone that makes these awesome hacks and what not, and it's cool that you are nice about it and don't just go, "I'm busy. So wait for the release to have your answers given" So thanks. It sucks nowadays because out of me and my friends at school, I'm the only one that gives a crap about Brawl anymore. XD So if it's all right with you, I might lurk around here some more for a while. :p Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Carnage on March 18, 2014, 03:48:27 AM Of course. That's not what I meant. Bowser is fine, but I mean specifically gray fox is a problem because that psa is not mine, so I need permission to re-upload the psa with those changes. Either that or, indeed, teach people how to port it. And even worse, that's an outdated version of gray fox. Those are the times I wish brawlbox could export and replace subactions. Eternal Yoshi is a nice guy just pm him and i bet he will say okay. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 18, 2014, 02:49:16 PM I'm going to just quote this smaller thing you said for a response. XD Well, I hope my questions are not annoying or nothing, it's just cool to talk to someone that makes these awesome hacks and what not, and it's cool that you are nice about it and don't just go, "I'm busy. So wait for the release to have your answers given" So thanks. It sucks nowadays because out of me and my friends at school, I'm the only one that gives a crap about Brawl anymore. XD So if it's all right with you, I might lurk around here some more for a while. :p No problem with that. I think it's good to answer questions because at least I can let people know I'm not dead and still doing something, and I don't really like ignoring others. 8) By the way, sometimes you can see me online but that doesn't mean I'm around here. I usually forget this page open and goes away. Eternal Yoshi is a nice guy just pm him and i bet he will say okay. If you say so, I can try that. Just not yet. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 18, 2014, 03:57:18 PM No problem with that. I think it's good to answer questions because at least I can let people know I'm not dead and still doing something, and I don't really like ignoring others. 8) By the way, sometimes you can see me online but that doesn't mean I'm around here. I usually forget this page open and goes away. [/quote/] I don't notice really if you are here. I just look at the thread here and there while browsing other things. Is it difficult to animate for PSA's? I think if I could I'd at the very least check it out, but I doubt I'd be great. Lol. Also, I hear balancing is the hardest part. Is it true? Post Merge: March 18, 2014, 03:58:19 PM Crap, I quoted myself too by accident. XD Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 18, 2014, 09:32:53 PM If you want to animate them to make they as good as brawl original characters, then yes, it's hard, though, personally, I don't find it that hard, just requires a lot of patience and a good notion of momentum to predict what probably would happen when a character is doing a certain move.
Be aware that probably the goat will end up too strong. I lost the feeling of what is a balanced character for brawl after so many changes I made. If that happens, I'll fix it after some review by those who download it. :kdance: Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 19, 2014, 10:50:08 PM If you want to animate them to make they as good as brawl original characters, then yes, it's hard, though, personally, I don't find it that hard, just requires a lot of patience and a good notion of momentum to predict what probably would happen when a character is doing a certain move. Be aware that probably the goat will end up too strong. I lost the feeling of what is a balanced character for brawl after so many changes I made. If that happens, I'll fix it after some review by those who download it. :kdance: I'm not worried about him being OP. My brawl is a mix of stuff ranging from Project M movesets to brawl minus to regular character hacks like Sephiroth. Honestly I'd like to see someone compete with Sephiroth who is the strongest character right now for me. Anyways who do you use most in fights? Currently I'm trying to decide between Wolf and Fox. Both are project M. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on March 20, 2014, 12:34:55 PM I believe this kind of subject shouldn't be discussed on this thread. You probably should make those questions by pms, just to avoid problems. But I use characters one per battle, always changing, from the ones I like of course.
Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: JarodLH on March 20, 2014, 11:42:37 PM I believe this kind of subject shouldn't be discussed on this thread. You probably should make those questions by pms, just to avoid problems. But I use characters one per battle, always changing, from the ones I like of course. Sorry! Really I am. Well can't wait for the Goat, and great work on Dry Bones! Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on April 22, 2014, 08:53:34 PM Alright, to keep things updated. I should have finished this psa already but I ran into a quite serious problem. For some reason, I can't make the game read any models on fitdededefinal file. I had this problem with rob as well, and I believe it happens because they are originally empty files. Even using another character's file, the game refuses to read it. In other words, I lost a lot of space I already planned to use, and had to re-think some stuff, which delayed me.
I still have space to do all what I want, but won't be as good as I planned. I don't think I will take too long to finish, but I won't promise any date to avoid problems. Title: Re: Mortimer's Thread - Dry Bones Stretching polygons fix Post by: Mortimer on May 05, 2014, 02:45:49 PM Well, first I must apologize because this took a lot longer than I expected. I finally managed to make this preview video. I wanted to post it yesterday, but had several problems with the rendering.
Title: Re: Mortimer's Thread - Baphomet Preview Post by: Akeno/Archer on May 05, 2014, 03:26:07 PM A Dedede PSA?! O_o
Whoever Baphomet is, I'll download this masterpiece! Oh, and what's the name of the song during the vid? The one where you showcase the moves... Title: Re: Mortimer's Thread - Baphomet Preview Post by: KingJigglypuff on May 05, 2014, 05:48:42 PM This is...
Quite the interesting PSA. The animations look quite smooth and fluid in movement and seem quite nice overall. This is some good nightmare fuel. :P Title: Re: Mortimer's Thread - Baphomet Preview Post by: Mortimer on May 06, 2014, 11:54:56 AM A Dedede PSA?! O_o Whoever Baphomet is, I'll download this masterpiece! Oh, and what's the name of the song during the vid? The one where you showcase the moves... Thanks. :) But actually I used 3 different musics there, and I don't even know if they have names. They are all from resident evil series. With Captain Douglas, I used the police station basement music from RE2. With Wario, I know it plays in the clock tower while messing with clocks in the wall in RE3. With Link, is the vacant factory theme from RE2 also. This is... Quite the interesting PSA. The animations look quite smooth and fluid in movement and seem quite nice overall. This is some good nightmare fuel. :P Cool 8) Though I admit I had problems keeping his staff in place, mainly because of the wait1 animation that forced me to relocate the staff in almost every attack. There may be some undersirable frames, but fortunately I think they are not very explicit. Title: Re: Mortimer's Thread - Baphomet Preview Post by: Mortimer on May 17, 2014, 11:38:22 AM So far in my tests, I didn't find bugs here, except that cpu tends to suicide using the glide move and suck at using the fs.
What's holding me now is that, for some reason, the hitlag and collision sound during the final smash don't work, and I can't find what is causing the curry shots to not spawn. Does anyone out there have a hint for me about this? Title: Re: Mortimer's Thread - Baphomet Preview Post by: Chimæra on May 25, 2014, 02:56:54 PM It looks very good. Where do these crazy ideas come from? I'm talking about the smashes and Baphomet. Dry Bones seems pretty tame but those others...dang! Dry Bones is probably top 5 best PSAs for me. Yes, even better than Viewtiful Joe and all that. I look forward to seeing more!
Title: Re: Mortimer's Thread - Baphomet Preview Post by: Mortimer on May 26, 2014, 12:43:57 PM It looks very good. Where do these crazy ideas come from? I'm talking about the smashes and Baphomet. Dry Bones seems pretty tame but those others...dang! Dry Bones is probably top 5 best PSAs for me. Yes, even better than Viewtiful Joe and all that. I look forward to seeing more! Most of them are based on something I've seen before, not necessarily on their respective games. That's not the case of Ike's sword spinning, for example, which I just associated the word "eruption" with the place where magma comes from, and how to get there could be by digging. I'm glad you liked mr.boneses. I hope Baphomet don't turn into a disappointment. After I saw I couldn't use the final smash file, I restricted myself a lot in making everything on him to not cross the file size limit, and it ended up quite less demonic than I first planned. :P Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on July 23, 2014, 12:51:37 PM I've just submitted the psa to the vault and I updated the first post with informations about the attacks.
I warning already that this psa is not bug free. I hated working with Dedede and for sure it was the first and last time I did it. I listed the bugs I found in the download's description. It's nothing that serious, but may annoy someone. Also, I tried to change his AI but found that extremely confusing. Therefore, I sent a CPU version, in case you want to fight him, which helps preventing his self-destructs. Aside the bugs I listed, I still don't know what can happen with him. You can tell me if you find something and hopefully I'll be able to fix it. Just keep in mind the free space left on this psa file is critical and I'm not sure I'll be able to do it. Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on July 25, 2014, 07:02:27 PM I don't get how you do the Alt Attacks.
I did them, without knowing how I did them. maybe you can Elaberate. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on July 27, 2014, 10:53:01 AM I don't get how you do the Alt Attacks. I did them, without knowing how I did them. maybe you can Elaberate. They just happen randomly. The chance of that happening is always low because you're not supposed to expect it. Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on July 27, 2014, 11:45:33 AM Ah, but, that doesn't make sense.
Why have them when you don't except them? Then you do them, but the opponent is on the other side of the screen and you completely miss your chance to do a really epic move on them. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on July 27, 2014, 01:52:34 PM Well, all those moves are extra things I like doing because I judge the amount of attacks in brawl not enough to define a character, but that's me.
If I let people use all of them at anytime, even if I weaken them, the character will have by far more possiblities than any other. Mastering it would be tough, but would make him extremely overpowered, probably. Besides, before I released Dry Bones, I asked what people would prefer, and no one replied. After I released, I asked twice about any problems related to the psa, besides the polygon stretching bug, and got no answers. So, for me, everything was ok. In Baphomet's case, it's too late anyway, because the file size is already critical and I can't take chances of making such a massive change on the psa. :P Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on July 27, 2014, 04:39:04 PM Hm... well, I'll be sure to try to pay attention.
I don't really watch forums. Because every time I make a post, people ignore it. They read it, but they ignore it. So to save myself stress, I keep away. To be honest... I love the PSA. A nice equality(Not the word I am looking for, but it'll do) between Creepyness, Power and Balance. The side taunt makes it look like it can summon. But it doesn't. But it's cool none-the-less. You should invest some time into making some CSP's. And a CSS. I'll make the BP's. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on July 28, 2014, 11:04:35 AM I
Hm... well, I'll be sure to try to pay attention. I don't really watch forums. Because every time I make a post, people ignore it. That makes two of us, then. ;D It's basically the reason of why I gave up releasing the final smashes. If even a psa is not enough, no reason to try with a single fs. At least, the few who downloaded it seems to have liked it. For now, I won't stop making psas. I'm glad you liked it. :) Though, like I said, it didn't end up exactly like I planned because dedede can't use his fs file. I wanted to add some more creepy graphics, but I couldn't, and that's kinda disappointing for me. :P Makes me feel the psa is not completed. Still, I'll update him to allow him grab on ledges during the aerial up-b. I didn't realize how bad it was as a recovery move. It would be nice to have it, but I don't have any skills or patience to make csp's and css, neither a software, whatever that is needed to do that. Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on July 28, 2014, 11:14:44 AM Hm... I noticed alot of Ike stuff in it.
Can't exactly say what, because I don't know what makes me feel it... but is it a port of Ike? Title: Re: Mortimer's Thread - Baphomet Released Post by: Mr.Misfortune on July 29, 2014, 07:41:07 AM If I may say. Baphomet is one of the most original characters I've stumbled upon. I haven't seen anything like him ever before! If you'd allow me, I'd like to possibly use him in a overhaul mod I'm planning which can be found here: http://forums.kc-mm.com/index.php?topic=69733.0 (http://forums.kc-mm.com/index.php?topic=69733.0)
Also on that note.. how do I add Baphomet to the game? I changed the name of everything in the folder from FitBaphomet to FitDedede but the moment I did side smash the game froze on me. Is there something I did wrong? Was I not supposed to name it FitDedede? If not, how do I add him to the game? Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on July 29, 2014, 07:49:52 AM Did you make everything look like this?
(http://i.imgur.com/xjFSaZF.png) If so, there should be no problem. Did you add in the voice pack? Title: Re: Mortimer's Thread - Baphomet Released Post by: Mr.Misfortune on July 29, 2014, 07:52:01 AM Yeah everything looks like that and I think the voice pack may have been where the issue came in. I'm going to get a new sounds file and try it again.
Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on July 29, 2014, 07:55:14 AM -Nods- good luck.
Title: Re: Mortimer's Thread - Baphomet Released Post by: Archer(AkenoS3) on July 29, 2014, 09:36:31 AM I need to finish what I started... It's a surprise for you, Mortimer. *and also my subscribe post*
Title: Re: Mortimer's Thread - Baphomet Released Post by: Mr.Misfortune on July 29, 2014, 03:41:32 PM GOT IT! Thanks Gifted!
Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on July 29, 2014, 05:45:00 PM You all get one.
-shoots web and flies off- Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on July 30, 2014, 10:56:29 AM Hm... I noticed alot of Ike stuff in it. Can't exactly say what, because I don't know what makes me feel it... but is it a port of Ike? The character was originally rigged over Ike, so I used Ike's motion file as a base. Obviously I didn't animate everything, because I'm not doing 300+ animations. Many of them belonged to Ike originally. If I may say. Baphomet is one of the most original characters I've stumbled upon. I haven't seen anything like him ever before! If you'd allow me, I'd like to possibly use him in a overhaul mod I'm planning which can be found here: [url]http://forums.kc-mm.com/index.php?topic=69733.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=69733.0[/url]) After reading your thread, it's one of the first projects that actually grabs my attention. You can use him, sure. :) Hope your project gets enough attention to live on. I need to finish what I started... It's a surprise for you, Mortimer. *and also my subscribe post* That's something I wasn't expecting. You've got me curious now 8) Title: Re: Mortimer's Thread - Baphomet Released Post by: Mr.Misfortune on July 30, 2014, 11:22:21 AM After reading your thread, it's one of the first projects that actually grabs my attention. You can use him, sure. :) Hope your project gets enough attention to live on. Thanks! I've updated the OP with a much cleaner plot that generally explains what I'd be doing with Baphomet if you'd like to take a look. Title: Re: Mortimer's Thread - Baphomet Released Post by: Xalterro on July 30, 2014, 12:00:52 PM Oi! Now that I've had a chance to see some more of the alternate attacks, I can give ya some more feedback on 'em. Have yet to see them all, still...
I've seen the alternate Yoshi and Luigi side-smash attacks, and they work splendidly. One of them makes my game freeze, however. This has happened on three separate occasions, so it isn't purely coincidental. I think what causes the freeze is the Ganondork one, since it's the only one that I haven't seen. It looked fine in your video, but perhaps it doesn't like to play nice when randomized with the other two... I've yet to see if it's an issue with the sound. You could probably increase the damage of the Bazooka Staff to do just a liiiittle bit more damage, percentage-wise. Because of how rare it is to see the alternate attacks, perhaps you could keep Baphomet from flinching while doing them? I've seen quite a few alternate attacks that started up, but couldn't wow me because of an opponent hitting me with a cheap shot. Again, if you can't do any of this stuff because of the limited space left, I completely understand. P.S. What was the bug that kept the FitDedede.pac files from being opened in Smash Attacks? If I know what it is and how to fix it, then I can avoid having that happen with my own .pac files. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mr.Misfortune on July 30, 2014, 12:22:59 PM Hey I have a question. How does one do those cool moves where he summons the brawl characters? I've been trying to do it all day.
Title: Re: Mortimer's Thread - Baphomet Released Post by: Xalterro on July 30, 2014, 12:48:02 PM They only happen around 1.5% of the time, so getting them to happen is akin to trying to win the lottery...
Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on July 30, 2014, 01:07:55 PM I had it happen twice in a row and tried to replicate it again,
But couldn't get it to happen a 3rd. And that's when I made my first post, asking now to do it. Because I had thought maybe I did a certain tilt or something. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on July 30, 2014, 03:16:53 PM Oi! Now that I've had a chance to see some more of the alternate attacks, I can give ya some more feedback on 'em. Have yet to see them all, still... I've seen the alternate Yoshi and Luigi side-smash attacks, and they work splendidly. One of them makes my game freeze, however. This has happened on three separate occasions, so it isn't purely coincidental. I think what causes the freeze is the Ganondork one, since it's the only one that I haven't seen. It looked fine in your video, but perhaps it doesn't like to play nice when randomized with the other two... I've yet to see if it's an issue with the sound. You could probably increase the damage of the Bazooka Staff to do just a liiiittle bit more damage, percentage-wise. Because of how rare it is to see the alternate attacks, perhaps you could keep Baphomet from flinching while doing them? I've seen quite a few alternate attacks that started up, but couldn't wow me because of an opponent hitting me with a cheap shot. Again, if you can't do any of this stuff because of the limited space left, I completely understand. P.S. What was the bug that kept the FitDedede.pac files from being opened in Smash Attacks? If I know what it is and how to fix it, then I can avoid having that happen with my own .pac files. Zutox told me his game frozen once, but he thought it could be a stage problem. Now I'm starting to think it has a bug indeed, though I still didn't find what is causing it. I can add heavy armor to his alternate attacks, that may help. And I can raise the damage as well. The bug is related to psa's source code. That doesn't allow it to open dedede, but it won't crash or bug any file, besides its already high file corruption probability. Hey I have a question. How does one do those cool moves where he summons the brawl characters? I've been trying to do it all day. The chances of happening are low. You can read why I did it this way in my answer to Gifted in the last post of page 8. ---- @everyone Guys, if you think the chances are too low, I can raise them without problems. I just didn't want to make it overpowered, but I surely didn't test it enough to say it's good this way. Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on July 30, 2014, 05:20:51 PM Zutox told me his game frozen once, but he thought it could be a stage problem. Now I'm starting to think it has a bug indeed, though I still didn't find what is causing it. I can add heavy armor to his alternate attacks, that may help. And I can raise the damage as well. The bug is related to psa's source code. That doesn't allow it to open dedede, but it won't crash or bug any file, besides its already high file corruption probability. The chances of happening are low. You can read why I did it this way in my answer to Gifted in the last post of page 8. ---- @everyone Guys, if you think the chances are too low, I can raise them without problems. I just didn't want to make it overpowered, but I surely didn't test it enough to say it's good this way. You mean Page 9. page 8 is still Blue. page 9 is red. It usually goes red when it means it's been clicked on or I've been there. Anyway. I think Super Armor on the attacks would be great. Or make it so they always hit and can go through sheilds. After all... they ARE a once in a life time thing. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on July 31, 2014, 10:49:26 AM Ok. :) The only thing now is this bug problem. I believe indeed that one of the alternate attacks is causing this, or it would be a lot more often. Just warning that the freezing issue will happen more, probably. But if it happens, try to remember which attack you were doing.
And this time, I'll let the files named properly. :P Post Merge: July 31, 2014, 11:48:11 AM Alright, I did it already. The chances to perform alternate attacks are easier, and I increased the bazooka staff damage. I added heavy armor to slow alternate attacks, but if you receive a damage higher than 10, you still will flinch. The allow grab command doesn't work on Baphomet's aerial up-B for some reason, so I boosted his vertical momentum instead, which I thought I couldn't do, because last time I raised it, he went offscreen. I didn't test those chances, but I'm afraid that making it easier will start making the psa hard to control. Still, you guys decide. If you want it even easier, I can do that. :) Just re-download it to get the update files. And also, I didn't update the cpu version yet, I'll only do that after the psa is in good shape. Title: Re: Mortimer's Thread - Baphomet Released Post by: Xalterro on August 03, 2014, 01:54:09 PM Hoo-hah! It's me again! I did some playing around with the updated Baphomet today, and I must say, you did an excellent job making changes to him!
The amount of vertical distance the aerial up-B covers is muuuch better compared to the old distance. I didn't experience any problems like him Wario Wafting off the top of the screen. I'm also glad you increased the chances of alternate attacks happening, as well as the Bazooka Staff damage boost. It's not enough to interfere with or hamper his regular attacking capabilities, but the change is definitely noticeable. Before, it was rare to see Baphomet use an alternate attack during any play session of an hour or so, but now I can see at least one in a match. I think the alternate attack likelihood is perfect. I haven't witnessed the alternate Ganondwarf side-smash attack yet, so I can't verify whether or not the game still freezes after this update. I can, however, verify that I laughed hysterically when I saw the alternate grounded up-B attack. I will likely come back later with a few more things to say. Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on August 03, 2014, 02:50:37 PM I think your Goat Demon isn't compatible with project M.
Double jump makes him do a t-stance jump. This is the old version I am talking about. One of the reasons I quit Project M. It's more unstable than anything. And unbalanced. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on August 03, 2014, 10:36:49 PM Hoo-hah! It's me again! I did some playing around with the updated Baphomet today, and I must say, you did an excellent job making changes to him! The amount of vertical distance the aerial up-B covers is muuuch better compared to the old distance. I didn't experience any problems like him Wario Wafting off the top of the screen. I'm also glad you increased the chances of alternate attacks happening, as well as the Bazooka Staff damage boost. It's not enough to interfere with or hamper his regular attacking capabilities, but the change is definitely noticeable. Before, it was rare to see Baphomet use an alternate attack during any play session of an hour or so, but now I can see at least one in a match. I think the alternate attack likelihood is perfect. I haven't witnessed the alternate Ganondwarf side-smash attack yet, so I can't verify whether or not the game still freezes after this update. I can, however, verify that I laughed hysterically when I saw the alternate grounded up-B attack. I will likely come back later with a few more things to say. That's good to hear. :) I couldn't test it, but I was hoping it would be at least better. :P I'm always worried when editing anything on this pac file. You wouldn't want to know how many problems I had. By the way, I just noticed when raising the chances that even for my normal 20 mins battle standards, the chances were too low. 8) About Ganon, his appearing chance is exactly the same as the other two. If he doesn't appear, you were unlucky, or lucky if it's bugged. It didn't crash for me at least. I think your Goat Demon isn't compatible with project M. Double jump makes him do a t-stance jump. This is the old version I am talking about. One of the reasons I quit Project M. It's more unstable than anything. And unbalanced. I had removed the multiple jump ability from dedede. I know nothing about Project M, so I can't say why he is double jumping there. He probably will have problems there considering the weird physics project M has. I tried it once, but the air dodging leading to helpless fall was something I couldn't get used to. I also totally disapproved the fully charged Bowser's side smash almost killing anyone at 0 damage and the absurd distance Luigi's green missile travels. Just saying because after that, I stopped using it, what means I'm not qualified neither have any desire of making project M versions of any psas. Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on August 04, 2014, 06:58:02 AM I wouldn't. And I mean Double Jump as in. You jump from the Ground. Then you can jump once more in mid-air. Double Jump. :)
I hate how a majority of Bowser's moves have super armor. Can't tell you how many times I had Bowser dead to rights, only to be hit anyway. Like, I saw the hit frames on Bowser, but he didn't get any knockback and hit me, instead. I hate how they took out Yoshi's little hop when he does his Up+B, making his recovery completely useless. I get his Double Jump gives him that flutter jump. But that shouldn't be the extent. if a person interrupts it, he's dead. I DO Enjoy Project M's Zelda and I brought that PSA over to my BrawlEX. Also, I need some assistance. or... I can't PSA worth a damn and was hoping you could do me a favor for two moveset files. If I were to PM you, could you help me? Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on August 04, 2014, 12:43:46 PM Ah well. Still don't know what causes him to go to t-pose.
Bowser for me has always been problem, regardless if in vBrawl or project M. In brawl, I never understood why his side smash launch opponents so high, that makes the move weak. His side special is terrible, and his recovery move, for some reason, have big issues when grabbing a ledge, like if half of Bowser's body is bellow the ledge, he won't grab it. I also think his landing lag is too high, considering he is not as strong as he should be. I always judged Yoshi a decent character, with the only big problems being his egg that explodes too soon, his egg roll, which is a bit useless (can't say much about this one, because I honestly didn't like of how Dry Bones'shell attack ended up. :P) and I think his down smash is also too weak. Those moves were improved in project M, so I give them that credit, but I basically changed all those things that bothered me, so I never download psas with improvements. You can pm me, sure. :) I just hope your doubts aren't about Din's fire, because I know they changed it and I never checked out what they did. Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on August 04, 2014, 01:04:37 PM As for Din's Fire in Project M... you can set out 3. Set them as Traps for Area denial and even throw opponents into them. It's fun. And you don't fo into Helpless when you do din's fire in the air.
Everything about it just feel's right. And in BrawlEX, it makes it even better because their is no lag between strikes. Makes my Peach game play deadly. I'm all about combos. And I put in the Turbo Mode code in and makes my Combos even DEADILER! Post Merge: August 04, 2014, 01:06:50 PM Also, can you put DryBones over Yoshi? I already have a PSA over Lucario, Kid Buu. I like Sondoom's Kid Buu PSA alot. l0l. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on August 05, 2014, 04:00:40 PM I know Lucario can be rel ported and used in BrawlEx as well. Since you know how to use brawlex, you should just add him there, as hell ports tend to have graphical glitches, and that's a thing I only tried once 3 years ago, when Plug and Play didn't exist yet. I know nothing about it anymore. :-X
Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on August 05, 2014, 06:41:57 PM I don't know how to add slots to BrawlEX.
I want to take out certain slots. So it'll be the normal cast. Can't do that either. I just know Doc has the same rel as Mario. Mewtwo, the same as Lucario. Roy, the same as Marth. Louie, the same as Olimar. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on August 24, 2014, 04:47:10 PM Hej. Since I got no further complains, I update it again with the side smash bug fixed, theorically, thanks to Zutox's help again. :) Apparently, a graphics combination were crashing the game. That seems a bit senseless for me, so if anyone get a freeze with this attack again, I'll remove it from the psa.
Besides that, I've been working on Koopa Troopa in this meantime. I'm posting this because this psa is on its final stages. I already animated and coded everything, with the final smash being the only thing left to be coded. I know koopas have a lot roles in Mario games, and even though I already finished with the specials, I feel tjere's more fitting things that could be done. If anyone has any idea of what could be done as an alternative attack, you can tell me. Title: Re: Mortimer's Thread - Baphomet Released Post by: Large Leader on August 24, 2014, 04:49:18 PM The animations look great. Can't wait to see what you have done with the PSA.
Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on August 24, 2014, 07:01:48 PM When you do a smash attack, there is a 50/50 chance of a Red shell coming out and homing in on the opponent.
Low Knock back.. after all... 50/50 chance is a pretty high chance. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on August 25, 2014, 09:33:00 AM Unfortunately, homing things can't be done. I even think it's possible to fake the homing shell, but would move like an arch and would never go backwards. And would move in a straight line if the opponent avoids it. Still, I'm already doing a similar thing for the final smash.
Title: Re: Mortimer's Thread - Baphomet Released Post by: Ҩᴜᴇᴇɴ on August 25, 2014, 10:08:49 AM Ah, I see.
Might be fun to try and c~ Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on September 12, 2014, 01:43:04 PM I've just update the first page with the attacks I've made so far. I've posted some more animated gifs to show better how the attacks are. But regardless of what you can think, I probably won't change anything on them.
Title: Re: Mortimer's Thread - Baphomet Released Post by: Don Jon Bravo on September 12, 2014, 04:26:35 PM are u working on a Bowser Jr PSA?
Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on September 12, 2014, 05:34:06 PM Huh.. no. Why did you ask that?
Title: Re: Mortimer's Thread - Baphomet Released Post by: Carnage on September 13, 2014, 02:54:12 AM your psas are always extremely fun to look at xD im just disapointed you never released your FS's on the vault :S
And if you really like doing mario chars and with your out of the bucket ideas a king boo psa would shine imo. Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on September 13, 2014, 10:04:47 AM Thanks. :)
Believe me, I never intended to not release anything. I just wanted to avoid a huge amount of unnecessary work by fixing all those final smashes for nothing. Still, I know that most people who disliked them was because they either think I'm trying to fake the new smash bros that's comming or because they are too powerful and too long. I didn't intend to release them this way, but I'll be lucky if 5% of the viewers read my descriptions at all. I'll make a third video with the fss on the brawl standards to confirm this theory and see if I should release them. If they still hating me, I really don't know what I'm doing wrong. :-X King Boo has the problem of not having legs neither arms. He is just a ball with 2 hands without fingers. 8) Animating it would be easy, but would be very tedious and would require too much creativity to make it a decent psa. Title: Re: Mortimer's Thread - Baphomet Released Post by: Carnage on September 13, 2014, 10:15:21 AM Thanks. :) well criativity is something you have by the buckets xD and even if you dont want to release the FSs on the vault you could always put a link on your OP like many users do when they dont fell like commiting.Believe me, I never intended to not release anything. I just wanted to avoid a huge amount of unnecessary work by fixing all those final smashes for nothing. Still, I know that most people who disliked them was because they either think I'm trying to fake the new smash bros that's comming or because they are too powerful and too long. I didn't intend to release them this way, but I'll be lucky if 5% of the viewers read my descriptions at all. I'll make a third video with the fss on the brawl standards to confirm this theory and see if I should release them. If they still hating me, I really don't know what I'm doing wrong. :-X King Boo has the problem of not having legs neither arms. He is just a ball with 2 hands without fingers. 8) Animating it would be easy, but would be very tedious and would require too much creativity to make it a decent psa. Title: Re: Mortimer's Thread - Baphomet Released Post by: Don Jon Bravo on September 13, 2014, 10:38:39 AM Huh.. no. Why did you ask that? welp idk for some reason i thought u were tied into this: Title: Re: Mortimer's Thread - Baphomet Released Post by: Mortimer on September 13, 2014, 01:21:45 PM well criativity is something you have by the buckets xD and even if you dont want to release the FSs on the vault you could always put a link on your OP like many users do when they dont fell like commiting. A ghost character psa is indeed something we don't have yet. But in my case, making this one is impossible. When I animated the scarabs for Baphomet, I almost gave up that idea just because of 5 or 6 animations I had to do with such a boneless model. I feel I would give up doing it as well. :P Problem is not the vault itself, it's just the amount of work I'll have for nothing to port them into fresh psa files and fix them to the brawl standards. I initially didn't even intend to release them. It's why it took me 2 years to mention them after I started making them. So I didn't really care about those details. Big details. Though some of them I'll hardly be able to fix without completely destroying them. I know some people want them, and I don't like promising things that I won't release, but I can't control my motivation for this. I hope the third part helps me on this matter. welp idk for some reason i thought u were tied into this: Well, I'm not. 8) Forgot to say before. I used Mario characters because it's by far the series I played the most from the Nintendo franchises. Right now, I can't think on another Mario character (that I like) that could be good for another psa. Hammer Bro has a lot of possibilities, but I don't want to get into another turtle psa. Maybe one day, but not soon, for sure. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on November 02, 2014, 10:32:44 AM Yeah, I'm alive. I posted some screenshots of what I did after a month and a half. Didn't want to take that long, but I lost 2 weeks doing something that didn't work at the end.
I still have ideas of things that could be done, but I don't want to risk lose all my free space before doing more final smashes. I think that's gonna be it. I'll start thinking on the video soon. Still gonna take some time before releasing this. I still didn't use this character a single time to look for bugs. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on November 27, 2014, 02:40:59 PM I uploaded the video preview. Didn't balance attacks yet. For the final smash, I didn't really like how it ended up. If I have a good idea, I'll discard this one.
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: KingJigglypuff on November 27, 2014, 07:24:46 PM How did you manage to do that stuff with the Bullet Bills?
Because I'm sure you can't do the things you did (contact with wall and button press timing) with pseudo projectiles (collision attached to ThrowN bone). o-o Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Anivernage on November 27, 2014, 09:04:15 PM Well for some reason (besides the 503 error 9000 times :V) i cant quote so..
@KJP Based on the attack description. "A big bullet bill will land behind Koopa. It can hit opponents, if they are close enough. After that, by performing the grounded neutral special again, the bullet bill will disappear and will be launched from bellow your foe. You must be facing the enemy and can't be too far away, or the bullet (will be launched directly in front of you.)" a) its a infinite graphic which stays where it landed until you press the b button again, then that effect dissapears,then the throwN bone will launch another bullet bill gfx in front of you. b) its an article coding (maybe snake´s c4) so maybe snake´s ported over jiggly. c) thats a badass coding if isnt a or b Also that intro with peach.... @Mortimer Btw i love those final smashes in the second post(the snake one is creepy :V) as well as some koopa´s moves *subscribes* Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on November 27, 2014, 10:14:05 PM How did you manage to do that stuff with the Bullet Bills? Because I'm sure you can't do the things you did (contact with wall and button press timing) with pseudo projectiles (collision attached to ThrowN bone). o-o I didn't make bullet bills colliding with walls. Well, I'm not sure of which attack you're talking about. They hit Ganon in both, anyway. And I didn't get the timing thing too. =D I'm sleepy. Whatever is the case, I'm not completely sure "colliding" bones with walls is impossible. May depend on how much you want to accept it as a real thing. It's a thing I never explored deeply, so I have no content to explain. Quoting your name to avoid unnecessary big quotes. Good to know I'm not the only one suffering a little with the errors. 8) That's not Snake, it's just jiggly. And yeah, it's a graphic attached to throwN. I could have the bullet bill appear if you weren't facing the opponent, but I didn't want to make it too cheap and that would give me more work and I was lazy too. I quite liked the intro. It was weird because I made picked up the first music I found and used it without listening to it, basically. Don't recommed that. :P Snake's one was the most commented. For some reason, it really grabs the attention of people. Good or bad attention, but whatever. I think not seeing a yoshi smiling is unusual. Thanks for the compliments. :) Title: Re: Mortimer's Thread - K.Troopa Previews Post by: KingJigglypuff on November 27, 2014, 11:05:49 PM I see. So it seems like my eyes deceived me. :>.>:
Though an unrelated question. I know you stated that you don't intend on releasing your Final Smashes, but would you consider at least showing your coding to a select few? As you've got some great ideas, and in the right hands, such things would be great for certain characters. I really wouldn't want so much potential to go unused. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Anivernage on November 28, 2014, 12:01:06 AM I see. So it seems like my eyes deceived me. :>.>: This^ Though an unrelated question. I know you stated that you don't intend on releasing your Final Smashes, but would you consider at least showing your coding to a select few? As you've got some great ideas, and in the right hands, such things would be great for certain characters. I really wouldn't want so much potential to go unused. But yeah that made me think it was an article for a sec Also yeah it took me around an hour just to post :P Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on November 28, 2014, 11:29:22 AM I see. So it seems like my eyes deceived me. :>.>: Though an unrelated question. I know you stated that you don't intend on releasing your Final Smashes, but would you consider at least showing your coding to a select few? As you've got some great ideas, and in the right hands, such things would be great for certain characters. I really wouldn't want so much potential to go unused. I don't, but I don't intend to not release them either. Most of the critics happened because people don't read what I say and keep accusing me of have ruined brawl with such long and overpowered final smashes. That would be true if I ever intended to release them the way they are on the videos. So, I explained everything again a few times on the third part, and if I get some positive feedback this time, I may release them. Still, the coding I made for most of them is a mess: Set Loop XX Times If Button Press: 0 Or Compare: LA-Float[234] <= 5 Bit Variable Set: LA-Bit[238] = true Float Variable Set: LA-Float[232] = 573 Bit Variable Clear: LA-Bit[236] = false Frame Speed Modifier: Multiplier=1x Set Loop 15 Times Float Variable Set: LA-Float[239] = 4 Execute Loop: Set Air/Ground: Undefined(17) Set Edge Slide: 0-2, Set Loop 58 Times Float Variable Add: LA-Float[232] + 1 Synchronous Timer: frames=1 Execute Loop: Set Air/Ground: On Ground Set Edge Slide: 0-1, Float Variable Set: LA-Float[235] = 0 Frame Speed Modifier: Multiplier=1x Float Variable Set: LA-Float[232] = 208 Bit Variable Clear: LA-Bit[238] = false End If: Synchronous Timer: frames=1 Execute Loop: This is what makes REX jump, basically. It's hardly a tenth of the full coding, but it's all like this. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on December 03, 2014, 08:32:26 AM Guys, I'd like some opinions here. I want to know if I should keep the intent of releasing this. I know it's a too generic character, so I'm not blaming anyone if it's not attractive or whatever. The main purpose of this is because if it's really not that interesting, I won't have to look for testers neither try to balance it for everyone and make recolors that soon and stuff.
This psa also still need a lot of testing before I can release it, and the testing process is going ridiculously slow. If I don't release it, I also won't have to worry about that. I made a poll just in case you don't want to say anything. Keep in mind I won't give up the psa regardless of the results. I also won't set time for the poll. I'll let it open until I'm satisfied. This is not meant to have any influence on anyone. I just want some honest answers. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Ҩᴜᴇᴇɴ on December 03, 2014, 09:39:24 AM I'd personally want to see a video/screen shots.
But all in all, I don't see why I shouldn't give it a try. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Archer(AkenoS3) on December 03, 2014, 10:03:48 AM Given the ammount of PSAs released in the past few months (which is like... 3 or 4), a new one would be cool to see. EVEN if it's not a character that great.
So yeah, if you release it, I would use it. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: KingJigglypuff on December 03, 2014, 10:31:29 AM If I have two dinosaur PSAs that have over 900 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32124) and over 5,000 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25662) downloads, then chances are people wouldn't mind having a PSA of a Koopa Troopa.
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on December 03, 2014, 01:13:01 PM I'd personally want to see a video/screen shots. But all in all, I don't see why I shouldn't give it a try. I posted screenshots of the whole psa 3 weeks ago, and the video last week too. Given the ammount of PSAs released in the past few months (which is like... 3 or 4), a new one would be cool to see. EVEN if it's not a character that great. So yeah, if you release it, I would use it. The demand for quality in psas have been growing recently. It's no wonder why they are taking longer to come out. If I have two dinosaur PSAs that have over 900 ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32124[/url]) and over 5,000 ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25662[/url]) downloads, then chances are people wouldn't mind having a PSA of a Koopa Troopa. I see what you mean. Though I think your psas really got people off-guard by that time, they were indeed surprising. I hardly see hacks get that many downloads nowadays. Maybe Megaman was the last one I saw, and just happened because of the new smash bros. I'm not really aiming for thousands of downloads because I know that won't happen. If some people are willing to try, that's enough for me. :) Just wanted to be sure I'm not wasting work, and your posts helped me a little. So, thanks. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: highonphazon on December 05, 2014, 02:30:50 PM I don't, but I don't intend to not release them either. Most of the critics happened because people don't read what I say and keep accusing me of have ruined brawl with such long and overpowered final smashes. That would be true if I ever intended to release them the way they are on the videos. So, I explained everything again a few times on the third part, and if I get some positive feedback this time, I may release them. Man who care what people say. It's your project, go with what you want! That note aside, I like how dark your PSA's are, especially Baphomet. You have a unique "artisitic" vision. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on December 05, 2014, 04:58:28 PM Man who care what people say. It's your project, go with what you want! That note aside, I like how dark your PSA's are, especially Baphomet. You have a unique "artisitic" vision. Of course. I didn't stop making them because of that. But those things I said are just one of the things people do. They also say I'm trying to fake the new smash bros because they don't even read the title properly. They already insulted me of everything you can imaginate, called me autistic and worse. Those stupid people don't make me depressed or something like that, but their ignorance are the most annoying thing for me. I feel like they don't deserve anything, and I know that releasing those things may benefit them once they realize the final smashes are not as powerful as they seem to be on the videos. On the other hand, fortunately, most people understand that. This is a balance that have been disturbing me for some time, and usually just thinking about it make me lose any motivation to adjust all of these fss. I already said once, I don't like promising things I won't release, but I can't control my motivation for this. That's the main reason I made the current poll, I didn't want to happen with Koopa what happened with the final smashes. :P Thanksfor the compliments. :) I still want to make another demonic psa because of the limitations I had with Baphomet's lack of FS file. I hope it won't take me too long to decide what I'm gonna do. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Chimæra on December 24, 2014, 11:53:34 PM This whole thing looks great. I watched the Koopa video and I have Baphomet and Dry Bones on my wii right now. You're doing a good job making quality PSAs. I wish I could do that :/
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Leon Exodio on December 26, 2014, 02:23:02 PM *follows*
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Kyouma on December 30, 2014, 04:33:47 PM this may sound derp but, how do you use the alt attacks in baphomet PSAs?
actually, I would be more interested to see another evil PSA like baphomet and the others instead of dry bones Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Ҩᴜᴇᴇɴ on December 30, 2014, 06:56:39 PM The alternate attacks are random.
Someties you smash and they come out normal, then you smash sometime and they come out as a weird demonic thing from hell. Not dissing, Big M. I'm giving a compliment. I always felt a certain embrace in the dark pits of eternal loneleyness and regret. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on January 02, 2015, 10:00:45 AM This whole thing looks great. I watched the Koopa video and I have Baphomet and Dry Bones on my wii right now. You're doing a good job making quality PSAs. I wish I could do that :/ Thanks and sorry for the late reply. I've been a bit away from here. You can do it as long as you have patience. Mostly with animations. Main problem is the time you need to make a whole psa and unfortunately some people give up before it's finished. this may sound derp but, how do you use the alt attacks in baphomet PSAs? actually, I would be more interested to see another evil PSA like baphomet and the others instead of dry bones I warn you that some people had freezes with Ganon's punch on the side smash attack. I don't know why. It freezes for some people, but doesn't freeze for others, like me. If you got it recently, you don't have to worry about it because I removed the chances of it happening to prevent that bug. I wanted to make another evil psa like you said, mainly because dedede ruined my ideas in some ways, but I didn't find any interesting demonic model or something related to that. Until recently. I hope you mentioned dry bones because of its similarities with koopa. :P The alternate attacks are random. Someties you smash and they come out normal, then you smash sometime and they come out as a weird demonic thing from hell. Not dissing, Big M. I'm giving a compliment. I always felt a certain embrace in the dark pits of eternal loneleyness and regret. If that's not making you sick, that's fine. Some people that can't see some blood already wanted me dead because of this psa. ;D Well, we can't please everyone. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Kyouma on January 02, 2015, 11:37:30 AM well, I made the baphomet model, I can try to do something creepy like that in the future
hmm, what if you try to make a PSA for ebola-chan in the future? since that character is bassically an incarnation of a mortal diseaase, thats pretty creepy Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on January 03, 2015, 10:11:10 AM If you want to do creepy models, do it, but don't do it because of me. If the model/character doesn't really get my interest, I won't do it, and I don't want to waste work or cause any disappointments.
As for ebola-chan, I didn't even know this character existed. But this kind of anime character is just not my style, sorry. Besides, I started making this thing already. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Kyouma on January 03, 2015, 10:49:07 AM it looks like something you would see in silent hill :o
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Calypso on January 03, 2015, 11:19:24 PM Hey that's the enemy in the resident evil 5 DLC. I uses an anchor as a weapon and is really creepy, but that a good thing.
Can't wait to see what you do with it. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Chimæra on January 04, 2015, 02:48:45 AM He's going to make it fire laser beams and has all fire gfx. Wait, that was brawl hacking back in 2010. Oh well. It's probably going to be something atypical as usual. Good.
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on January 04, 2015, 09:36:47 AM it looks like something you would see in silent hill :o I agree. Though, like Calypso said, it's from resident evil 5, it really looks like a silent hill monster rather than a zombie. It's the reason of why I picked it, as one of the closest things to a demon being the game can offer. Hey that's the enemy in the resident evil 5 DLC. I uses an anchor as a weapon and is really creepy, but that a good thing. Can't wait to see what you do with it. I barely started working on it. Took me a whole afternoon just to make the model stop crashing the game. And I kept the anchor there, but I won't let it always visible because it's too big and gets annoying in game. He's going to make it fire laser beams and has all fire gfx. Wait, that was brawl hacking back in 2010. Oh well. It's probably going to be something atypical as usual. Good. 8) You scared me when I read the first sentence. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Chimæra on January 04, 2015, 11:58:04 AM What plans do you have for a demonic moveset? Is there gonna be more random summoning and stuff? Why do you choose demonic style?
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on January 04, 2015, 01:15:46 PM I don't have the moveset fully planned yet. I just did the waits and the normal attacks animations so far. It's not shown on the screenshot because I disabled them, but there are two chains comming off that tumor on his back I'll surely use for something.
This model is bigger (in file size I mean) than baphomet. I doubt I'll have space to do something like summoning. Maybe 1 model, if it's small, but still, summoning wouldn't look as good as it did for baphomet, so I don't know. I'll try looking for something like that. Resident evil has several parasitic cases, wouldn't be that bad either. I've chosen this now because of the several ideas I've lost while doing baphomet, thanks to dedede not reading its own final smash file. I had to place everything on the pac file instead, what boosted nicely the file size. I didn't want all of baphomet's alternate attacks to be entirely based on summoning (bazooka staff thing being the exception), but I just didn't have space to do anything else. Good thing I could add particle effects, at least. That said, I won't base this monster 100% on what it does in game. It doesn't do much besides swinging an anchor, anyway. Like gamidame said, it really resembles a silent hill demon, so I'll make something tending that way. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Chimæra on January 04, 2015, 04:59:29 PM I meant why is your aim to make demonic movesets lol. Shame that Baphomet's final smash had to be in the pac. What would you have done if you had that extra space?
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on January 06, 2015, 12:28:13 PM It's not my aim to make demonic movesets exclusively. I just do what I want, usually. Since I wanted to do a few more things conerning demons, I picked this thing. If I find another interesting character that happens to be a demon or a monster, I'll do it again.
For Baphomet, I would have added some more decent graphics for his final smash. That spark when he is not visible sucks, I admit that. Not to mention that seriously screwed my alternate final smash ideas. I also wanted to add Pyramid Head's helmet to him and make some more alternate moves with the sword. It was the reason why I added the sword he uses on the dowb-B. At that time, I didn't know how few space I had to work with. Another move I cancelled was some kind of dash where he would run to the enemies and hit them with his head, like a real goat do. And some kind of fly attacks, more or less like Ridley does. Had to also cancel some attacks where I intended to make different skulls/heads appeared on the top of his staff, causing different types of damage and changing the moves. It's not that I'll do all those things on this creature because it may not be fitting, but I want to use those base ideas somehow. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: TheDarkKnight on January 14, 2015, 08:01:04 PM When are u going to release K. Troopa
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: zutox on January 28, 2015, 03:29:31 PM WHy am I not following this? *follow*
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on January 31, 2015, 09:15:33 AM You didn't know my thread existed? You're not looking enough at me. (http://forums.kc-mm.com/Smileys/default/marth.gif)
I've been away for a month because I had no news. And recently I dropped coffee in my computer's memory boards and couldn't turn it on. Taking the chance, I'll release the psa. The tests are the only thing that are holding me for now. And the third winning animation. I totally forgot about that. For those who voted the first two options, thanks. Hopefully, I'll release it without any bugs. Had no game crashes so far. For the person who voted the third option, I said here that anyone could suggest me anything to be done. If the psa doesn't match your expectances, it's partially your fault too. Not being rude, just realistic. I don't know when I'll release it. Won't give dates because I missed nicely when I did that with dry bones. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on February 22, 2015, 12:18:37 PM Just to avoid letting my thread dead for too long.
I finished animating all attacks, with the FS the only thing left. Once I code those things, I'll post the screenshots and more gifs. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Don Jon Bravo on February 22, 2015, 01:06:44 PM mustache physics?
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: KingJigglypuff on February 22, 2015, 01:07:00 PM What is that? Looks like something that could fit in Resident Evil or Silent Hill.
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on February 22, 2015, 02:28:38 PM mustache physics? No physics, just animation. I wish I could say I will animate it in all animations, but that's not gonna happen. It's annoying. And boring. And take way too long. What is that? Looks like something that could fit in Resident Evil or Silent Hill. it looks like something you would see in silent hill :o :police: Yea, it's from RE, though it looks like a mix between monsters of both games. It's called Guardian of Insanity and/or Blob, you can find it by both names. Don't know why because I didn't play the game it appears. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: zutox on February 22, 2015, 05:14:33 PM Quick question: if you are making a resident evil character, why not Nemesis? There is already a nemesis import on the vault, I'm sure you would be allowed to use that if you wanted to make a Nemesis psa :)
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on February 25, 2015, 06:43:21 PM The fact the model is already here doesn't really help to decide for it. It make things worse, actually. Models rigged over a skeleton of an original character never have the same rig quality of one with a custom skeleton. You surely save a lot of work, but it's not a good idea. Not when you have a choice, at least.
I've also developed this one too much now to change it. The main point of taking this one was because it really looks like a demon from Silent Hill, what can allow me to do some more demonic stuff that won't fit if made by Nemesis. I still like Nemesis, however. Maybe I can do him in the future, just won't promise that because I really want to do that and not force me to do. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: zutox on February 25, 2015, 07:19:03 PM Ah I see. Well, that was a really good explanation for me, I feel I know more now :D
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on March 01, 2015, 12:17:13 PM Hey all. Once again I didn't want to take this long to release this turtle. I've played with this for like 3 hours trying to find bugs, but I didn't find any. Though I don't consider that enough time of testing, I don't want to take much longer here. My testing process is being really slow, and I'm learning how to use SFM to make my intros/endings, what is consuming a good chunk of my free time.
I've got three main concerns here: 1) Some transitions between aerial stuff and the aerial fall are not good, because I thought the InTransition time could fix that, but for some reason if makes Koopa get into the t-pose during the fall animation if I do that. So it will take some time for me to fix it. - 2) When I applied the metal materials, the wings, for some reason, turn red. I still didn't figure out why that happens. - 3) Aerros tested the psa for me, and according to him, he managed to start the final smash once when near a ledge by pressing random buttons. He couldn't reproduce the bug again, and neither did I. Aside from that, I still need to make the entry animation and I'm done with this. If I get too long to solve those things, I'll release it anyway. The bugs don't really mess with the gameplay, except for the fs thing, but it's a thing that seems so hard to happen that makes also hard for a single person to find it out. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: 5una~ on March 06, 2015, 05:18:44 PM How do you use the alternate attacks like the bullet bill barrage or the banzai bill is it a certain amount of percent of damage or one of the taunts that alternate the move set?
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on March 06, 2015, 07:23:42 PM That again... I always forget of warning about in the descriptions, sorry.
They just happen. I named them in the first page so you know what can happen when you perform that attack. Neither taunts or health have anything to do with it. Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Kyouma on March 06, 2015, 07:35:44 PM this PSA is glorious
Title: Re: Mortimer's Thread - K.Troopa Previews Post by: Mortimer on March 07, 2015, 09:35:26 AM Well, apparently it's not crashing, so it's a relief already. And I just realized I didn't say here I released it. :P
I'm saying now then. I released Koopa yesterday. I once said here I had made some changes to the psa I noticed could be useful. This is what I made: -During the Neutral B charge, you can move Koopa around a little. -You can choose how you want to move with the Neutral B, if grounded or with a small jump, depending of which button you press. If you jump, you may fall off ledges and the distance you travel is shorter. -You have a minor degree of control during the Mortar Bill thing. It makes a bit easier to aim. Also, some things that I should mention here for the sake of balancing. Aerros mentioned two things that are true: -Mortar Bill has a very long range. I didn't change it because it's a pretty powerful attack, but also hard to hit, and easy to self-destruct. -Air Up-b may take too long to finish. But Koopa's jumps are not very good, what can force you to use this often. By using it, you will either be hit you end up into special fall, what will let you helpless for a good time. Besides that, one more thing I find important: -Koopa has even lower traction than Luigi. I made that on purpose to make something different, so that's a thing I'm not adjusting. I want it to be balanced with this feature included. That's what I remember right now and are the things I'd like people to think about when playing with it. I'll post more if I find anything else more serious. Title: Re: Mortimer's Thread - K.Troopa Released Post by: RedipsTheCooler on March 08, 2015, 04:43:59 PM Call me dim, but I'm not quite sure how to install the Koopa Troopa psa. The reason is because it's over Jigglypuff, and Jigglypuff's green team costume requires a specific model, or else the game freezes. The Koopa psa doesn't seem to have the green team costume, so I'm confused.
Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on March 08, 2015, 06:42:01 PM I don't see how that changes anything about how to use it. Yes, I didn't make a recolor for the green slot because I didn't want to restrict a recolor for a single slot, though I totally forgot hat would prevent team battles with the green team and may also crash the game if the CPU chooses that one.
Thinking now, it was a bad idea. Guess I gotta fix it. But the other recolors should work fine, as long as you don't rename any of them to occupy the green slot. Title: Re: Mortimer's Thread - K.Troopa Released Post by: Ignorethis on March 10, 2015, 02:41:43 PM I really like your Koopa Troopa Psa, back then i was thinking of making a hammer bro Psa. But, i stopped due to hack making inexperience. Also, it seems whenever the ai uses the side taunt, or whenever i mash the side taunt button, the game crashes.
Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on March 10, 2015, 03:48:26 PM Making psas requires a ridiculously massive knowledge for something that should be a hobby. I advice you that you'll lose months working on it before it's finished, if you want it to be decent. So only do it if you have a lot of patience for trial and error stuff.
Thanks for telling me about the bug. I actually noticed it yesterday while playing but didn't notice it was caused by the taunt. It's not related to mash the buttons, but that's not important. Unless it's something else :P Well, at least I corrected this one. You can download it again in next 10 mins and it should be fine. :) I hope. Title: Re: Mortimer's Thread - K.Troopa Released Post by: Ignorethis on March 12, 2015, 08:50:59 PM @Mortimer
Ok, thanks. Title: Re: Mortimer's Thread - K.Troopa Released Post by: zutox on March 17, 2015, 05:55:14 AM I just tried you psa. It made my game die.. So I tried again, and my game froze again. So I thought that perhaps it was another character that caused to freeze, so I started a match with only the Koopatroopa. A few seconds in and my game froze again. I am still not quite sure what move or action is causing the freeze.
Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on March 17, 2015, 09:04:25 AM You mean it freezes without you doing anything? I just got that by using the green team costume. Funny because no one else seems to be having that problem.
So, it freezes before the stage loads, after/during the entry animation, after you move, or is it just that random? Title: Re: Mortimer's Thread - K.Troopa Released Post by: zutox on March 17, 2015, 04:41:44 PM You mean it freezes without you doing anything? I just got that by using the green team costume. Funny because no one else seems to be having that problem. So, it freezes before the stage loads, after/during the entry animation, after you move, or is it just that random? I tried him and tried to narrow it down. He makes my game freeze when I do side B in air. Tried it with several costumes but I get the freeze on all of them. Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on March 18, 2015, 03:40:18 PM That's odd. There's no reason I can see to make that happen. What if you do it on ground, and then go into mid-air by falling offthe ledge?
Title: Re: Mortimer's Thread - K.Troopa Released Post by: zutox on March 18, 2015, 05:19:20 PM I am now getting the freeze when doing side B, both on ground and in air. Also, side B froze in air on the old kTroopa before he was updated to ktroopa-2. After the update he freezes on side be on ground as well.
Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on March 18, 2015, 05:27:02 PM I just fixed a issue with the side taunt, nothing else. So, when it freezes, you get the freeze instantly when you execute the move, or just after he is fully retreated in the shell?
Title: Re: Mortimer's Thread - K.Troopa Released Post by: zutox on March 19, 2015, 07:40:46 AM Ins
I just fixed a issue with the side taunt, nothing else. So, when it freezes, you get the freeze instantly when you execute the move, or just after he is fully retreated in the shell? Instantly. It looks like he is about to jump and then it freezes. Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on March 19, 2015, 08:54:32 AM Alright. I found just one thing that may be causing that but I still see no reason for a game freeze. I'll give you a new pac file later today and I really hope it's the solution.
Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on March 24, 2015, 09:45:05 AM I think I waited enough already, so I gotta say a few things.
As I said before, I never expected this psa to be famous, and that don't bother me at all. What I found most disappointing was the people who voted saying "yes, release". Still, I had an odd feeling this could happen, but I did release it more for the youtube people. I'm talking about despite my warnings about balacing and despite I have said I didn't test it enough, I've got no suggestions about anything. To me, that's worse than saying "I don't want it", because like this, you leave me blind to whatever I have to do to improve it. Besides, I already stated that my way of playing is way different from anyone else's. The version I release is always different than the one I use personally and has to be adjusted to match a bit more the community's style. In other words, seems like work for nothing. I said I was considering not releasing it to not let happen to it what happened to the final smashes, but it did. Again. Now once again, thanks to Zutox, I "found" what appears to be the only another problem left that obviously I don't know if it's happening for everyone, but may prevent me of any future headaches. I hope it's working fine because I don't intend to update it again. I'm unsure what I gonna do about my psas from now on. I'm not quitting, but most likely I won't announce generic characters like those ones here anymore to prevent this kind of thing. Or something I still don't know what to do, but things will be different. Title: Re: Mortimer's Thread - K.Troopa Released Post by: Carnage on March 24, 2015, 10:13:38 AM you cant expect the small comunity nowadays to make anything a sucess or alot of posts, you should do hacks for yourself not for the people, sharing them is just a gift.
There is very little people here nowadays so finding someone to test a hack and report back is much harder than back in the day, most people moved on to ssb4 or P:M so the vbrawl comunity is kinda small now. Title: Re: Mortimer's Thread - K.Troopa Released Post by: zutox on March 24, 2015, 12:05:14 PM You seem upset..but from your post I can't actually quite figure out why @..@
Title: Re: Mortimer's Thread - K.Troopa Released Post by: King Draco on March 24, 2015, 12:21:39 PM I was about to say what carnage said. If you're looking for feedback you'll have to look for other places with more active users. Apart from the people that make mods, most of the activity in these forums is made of people asking for help with BrawlEX or something else.
Right now the PM forums on SB are very active, but posting Brawl stuff there only makes sense when it's stages and things that aren't affected by PM's change of gameplay so IDK. That said, here's some feedback. I honestly don't like that much giving feedback on mods because I always want things to be perfect and feel like I'm asking too much, but well. I'm playing this in Project M BTW so I'll try not to talk too much about the balance of the mod. Some of the issues here like Jigglypuff sounds being played may also be PM only but reporting them anyway: - The model is too bright. It's also missing a proper shadow. And metal. - When zooming in, for example in training mode, it seems that the camera wasn't adjusted for the character (it's too zoomed in). - The sound that plays during the start of air forward+A should kick (no pun intended) later. - The first frame on the landing recovery for air back+A doesn't transition very well into the rest (it's like the animation is skipping too many frames). - Also talking about the landing animations, their effect don't fit the effects used by the other characters (circle of smoke puffs and all those). - If I go frame by frame, down+B on the ground has a Jigglypuff sound effect. The bubbles also don't make much sense IMO. It also needs a powerful sound when hitting the ground with the Koopa shell. - Air down-B is missing some sounds to make it feel less empty. It's also kinda difficult to tell that it's not an air normal. I don't know what kind of thing could be done to make it feel more like a special move though. - Forward roll doesn't transition very well to the waiting stance. - The double jump animation doesn't transition very well to the falling animation either. Same with the airdodge into the special fall animation. - The smoke effect on air up-A seems a bit out of place. A "sword glow" effect similar to the one used by PM's Ganondorf in his up tilt would be better. - Same for the fireworks effect on down-forward+A. - The hitboxes of air neutral-A are kinda awkward. As in in some frames they are too low. The shockwave effect is also kinda out of place. - Down smash remains active for too long. - All charging smash are missing the yellow flashing effect. The character also doesn't shake while charging them. - When grabbing a ledge, the "ledge grabbed" effect is in his head instead of in the hands. - Koopa's left toe goes up on the crouching animation (not the idle one but the one that goes from standing to crouching). - He can't move the cracker launcher. He doesn't properly grab the super scope either while charging and shooting. - The transition of the object after a forward smash with a sword, star rod, etc isn't smooth. - The hitboxes on those objects are also not properly placed. - He puts the badges some distance from his left feet and doesn't put the bunny hood in his head. - After tripping, he can go off-stage when rolling. - IMO the blinking star on the up smash charging should be higher than his neck. - When picking a FS ball he doesn't have FS eyes and some bones that shouldn't have the FS effect have it. - The FS attacks are lacking some cool sound effects. Also I think that the blue shell should be more powerful since it's very difficult to hit the opponent with it. - The sound of the cheep cheep on the random down smash doesn't end. I've also seen that happening on the random up tilt. - Also I'm not a big fan of the random moves. I never know where to expect them and they end up breaking the game pace. I like the references though, especially the up smash, and the animations are cool. - The download is missing CSPs, victory theme and all that stuff. EDIT: the rumble also needs some work. Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on March 25, 2015, 10:50:20 AM you cant expect the small comunity nowadays to make anything a sucess or alot of posts, you should do hacks for yourself not for the people, sharing them is just a gift. I don't expect that much success. If I get 50-100-200-500 downloads, that not important. I'd rather have 20 downloads and 1 user doing like what Draco did above than 300 downloads and everyone staying quiet. Doing things for me is what I did so far. Like I said, the version I make for others is not the same. There is very little people here nowadays so finding someone to test a hack and report back is much harder than back in the day, most people moved on to ssb4 or P:M so the vbrawl comunity is kinda small now. Yep, I know that. But the lack of everything makes it look like a huge waste of time. I didn't notice how big p:m's community became, but that surely doesn't help me want to keep doing this. You seem upset..but from your post I can't actually quite figure out why @..@ Upset is not exactly the best word to describe it. More like tired I'd say. You see, I may get an alt/texture once every 20 pages of submissions because most don't please me. As for psas... like 1 every 2 years? To me, the Ridley that came out now is the only decent psa I've seen released since... maybe Gray Fox by EY. I don't even count on the possibility of downloading anything, which is the main reason I make my own. Since I get basically nothing from this community, well... it's quite frustrating. @draco PM forums are activte, yes. I don't like PM, though, so making anything related to it is something I'm not doing. I really appreciate your feedback, but that probably won't change my mind. Several of the flaws you mentioned I knew about, but that's the problem. With no one saying anything, I don't know if they care about it, if the found them so ugly they don't even wanna hear about the psa anymore, or who knows what. I usually don't fix those things because I always have other ideas I want to implement and I end up ignoring those. :P Since you mentioned all of this, I'll polish it before updating. But commenting some things you listed: Model too bright: I know that. With the texture map of koopa is impossible to improve the texture. Since I don't know how to mess with that, for now, that's a thing I cannot fix. - Shadow- One of the things I mentioned I don't know how much people care about. - Metal- Adding metal screws up wings' color for some reason. Never found out why. - Jigglypuff sounds and bubbles-I agree. My brother had already mentioned it's unfitting. Just that find those kind of souns around is very boring. I may use sounds from the other characters. And the bubbles, I just forgot of removing it lol. - Shell hitting the ground-This is a nice idea. I didn't think about it. - Air-down B-This one was a bit of a problem because it had to be a longer animation to make more physical sense, concerning the rope. But I didn't want make it different from the grounded version, and decided to leave it that way. - Air-up-Also agree with this, but the only sword glow I see that works for anyone is the blue trace from the beam sword, and I'm tired of it, it's already looking overused. Unfortunately, the only way to change that is if the character already have his own glow. I think at least. - Down-smash-Apparently, I didn't put a terminate collisions there. The collisions is ending with the animation. :-X - Shaking animation during charges-By using brawlbox, you'll spend a week making each of shaking animations. No way that's going to happen. By using Maya, they may consume maybe more than 15kb per animation, and that's unacceptable for me. - Ledging grab graphic-Didn't notice that. Thanks. - Holding weapons-Still didn't figure out how to fix this. Sometimes it happens, sometimes it doesn't. - Badges and bunny hood-Will be fixed. - Going off-stage when rolling-Didn't see this one also. - FS Eyes-I removed his FS eyes because I wanted to use the bones connected to them for another final smash. I decided for it too late, and I would have to fix way too many collisions and way too many graphics if I fixed this problem. And yea, some of the aura is actually in the bones of the rope he carries, but the rope is disabled so that's what happens. It can be fixed. - Blue ShellI expected complains for the red one. Neither I can control that. And I was afraid of letting it too powerful, but since you're the only one who mentioned it, I'll raise the power. - Endless sound-This one is weird. I've made both attacks hundreds of times and never occured such a thing with me. - Random moves-Once again, no way I can how many like/dislike. I can make a version with them disabled, would take me 5 minutes. - Csps and stuff-That's one of the few things I don't make because I don't have patience, and I'm not skilled with image editors either. Would be nice to have them, but just thinking about doing it makes me lazy. Just to be clear, I'm not blaming anyone for this. I've been feeling like this since I joined here, and it had to happen someday. Title: Re: Mortimer's Thread - K.Troopa Released Post by: Carnage on March 25, 2015, 12:13:17 PM i understand what you mean i stopped making hacks like a year ago too for the same reasons becuase i didnt do characters people hurge about, that means very few folowers, if you want a large user base for your hacks you need to compromize and do stuff the community really wants but your not to keen about that is the sad truth, if you want ppublic you need to make characters you probably dont care about thats the deal.
Title: Re: Mortimer's Thread - K.Troopa Released Post by: zutox on March 25, 2015, 01:25:49 PM The PSAs that are made of characters not very much known or with a not very big fanbase are often those I appreciate most. I like to have under-appreciated characters in my brawl. I was hyped for the primid psa that just disappeared. I also use some original fan creations, as long as they are very well made I enjoy having them in my brawl.
I see a lot of lack of appreciation from players that use psas from psa makers, which is sad. I look at a character mod/psa as a piece of artwork, having gone through a lot of work and a lot of phases to get where it's at. Honestly I actually watch the Ai fight against one another more than I play myself, simply because I can sit back and enjoy the work that was put into all those characters and getting to watch them go at it. So as a player without the knowledge to make my own psas, I thank you for everything you psa creators are giving us :) Title: Re: Mortimer's Thread - K.Troopa Released Post by: secretchaos1 on March 26, 2015, 02:25:38 PM Hey Mortimer, I've been play testing your Koopa a bit so I thought I'd give some feedback. Mind you I haven't really taken him into a multiplayer environment, just been playing around with how he works and I noticed a few bugs.
- His shading seems to be off in most stages (easily noticed in Final Destination and Battlefield) - His bullet bill's texture seems to map incorrectly - Any moves involving the shell on the rope seem to cause his eye texture to be entirely black - Sound effects loop after alt down smash - Alt down smash can 1hko? I was fighting Jigglypuff to test porting his gfx to a sse enemy for BrawlEx and upon being hit she disappeared and did one of those background ko's. - One of his victory stances seems bugged. He poses and then disappears into a green glowing light while jiggly's charging sfx endlessly loops (I'm still using the original sfx, not koopa's replaced ones). I'm thinking he's supposed to be spinning in his shell perhaps? Other than that I'm enjoying the moveset quite a bit. I didn't know if I'd like the random moves so much at first but they seem to be infrequent enough to just be interesting little bonuses that happen from time to time. I sort of wish his up smash alt wasn't random just because of how awesome of a reference it is to Mario World, I feel like it deserves to be seen more often. I've got a BrawlEx version of him setup to use Bubot's gfx instead of jigglypuff's as well, incase your interested in including that for BrawlEx users I could send it to you. He requires a FitPurinEntry.pac to work properly as well with Ex, otherwise the game silent crashes when loading a stage. But yeah you've done a really good job with Koopa, I've said it before on your youtube preview but I really admire how you were able to make a simple character and make him so unique without straying too far from his source material. Love your work! Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on March 27, 2015, 10:54:11 AM The PSAs that are made of characters not very much known or with a not very big fanbase are often those I appreciate most. I like to have under-appreciated characters in my brawl. I was hyped for the primid psa that just disappeared. I also use some original fan creations, as long as they are very well made I enjoy having them in my brawl. I see a lot of lack of appreciation from players that use psas from psa makers, which is sad. I look at a character mod/psa as a piece of artwork, having gone through a lot of work and a lot of phases to get where it's at. Honestly I actually watch the Ai fight against one another more than I play myself, simply because I can sit back and enjoy the work that was put into all those characters and getting to watch them go at it. So as a player without the knowledge to make my own psas, I thank you for everything you psa creators are giving us :) Be happy. You belong to a minority group. I didn't include a cpu version this time, watching the cpu using this must be frustrating. Maybe you should try to make a psa someday. If you like watching others' work, you probably would love seeing your own creation there. Hey Mortimer, I've been play testing your Koopa a bit so I thought I'd give some feedback. Mind you I haven't really taken him into a multiplayer environment, just been playing around with how he works and I noticed a few bugs. - His shading seems to be off in most stages (easily noticed in Final Destination and Battlefield) - His bullet bill's texture seems to map incorrectly - Any moves involving the shell on the rope seem to cause his eye texture to be entirely black - Sound effects loop after alt down smash - Alt down smash can 1hko? I was fighting Jigglypuff to test porting his gfx to a sse enemy for BrawlEx and upon being hit she disappeared and did one of those background ko's. - One of his victory stances seems bugged. He poses and then disappears into a green glowing light while jiggly's charging sfx endlessly loops (I'm still using the original sfx, not koopa's replaced ones). I'm thinking he's supposed to be spinning in his shell perhaps? Other than that I'm enjoying the moveset quite a bit. I didn't know if I'd like the random moves so much at first but they seem to be infrequent enough to just be interesting little bonuses that happen from time to time. I sort of wish his up smash alt wasn't random just because of how awesome of a reference it is to Mario World, I feel like it deserves to be seen more often. I've got a BrawlEx version of him setup to use Bubot's gfx instead of jigglypuff's as well, incase your interested in including that for BrawlEx users I could send it to you. He requires a FitPurinEntry.pac to work properly as well with Ex, otherwise the game silent crashes when loading a stage. But yeah you've done a really good job with Koopa, I've said it before on your youtube preview but I really admire how you were able to make a simple character and make him so unique without straying too far from his source material. Love your work! Shading is a problem since I imported this model. It was a lot worse before, but my lack of experience with shading didn't allow me to do better. Bullet bill is currently using a wrong texture format. I did that because the correct format uses a lot more space, and I didn't want to end the space I had. That can be fixed, but I think I'll have to get rid of the shine it has. I was going to mention this on the download description but I forgot. Eyes going black is something that didn't happen here. Not sure I can fix this. I replaced some looped sounds from jigglypuff with non-looped sounds. If you don't use the soundpack, you'll have problems. Alt down smash shouldn't do that. Did you notice if it was a really high damage or if it was just a very high knockback? I was going to add a green flash overlay there but also forgot that. But no, it's not bugged, I just ran out of ideas of what to do for a winning animation and that's the result. A music was supposed to play if in case you the soundpack. I'm happy because you're the first person that finally understood the purpose of those alternate attacks. To me, they are happening too often, but if I lower chances, people complain they are impossible to make. Would this brawlex slot be the reason of why you didn't the new sounds? I remember you said that, but didn't notice the names. :P Since you mentioned it, I managed to add the music box music, I had a lot more free space than I thought in sounds. I had to lower the quality a little, but it's not that bad in game. That's what was supposed to play during the victory animation you mentioned. Now I could have made the music box attack I wanted, but I already made the flute thing, so I'll leave it like that. Title: Re: Mortimer's Thread - K.Troopa Released Post by: secretchaos1 on March 27, 2015, 11:30:07 AM Yeah, the BrawlEx slot is the only reason I'm not using the soundpack. I'm trying to keep the original game as vanilla as I can while still adding in new content, and unfortunately setting up sfx over bosses and stuff isn't something I'm too knowledgable with.
But that's okay, for now I can just tweak the sfx calls so they don't loop. As for the alt down smash it was high knockback, it was like she just teleported off screen as soon as it connected. I haven't had it trigger again so I'm not sure if it was a one shot bug or if it's consistent. I'll try putting the original moveset in again and see if the black eye glitch is still happening. Maybe I tweaked something by mistake, not sure. Title: Re: Mortimer's Thread - K.Troopa Released Post by: zutox on March 27, 2015, 01:37:50 PM Well actually I have exportet the Ai file from all the original characters and then I will test them ONE BY ONE, on the custom characters until I find one that makes the cpu do quite well. It's all part of the fun I guess :P A lot of the "low" tier custom characters turned high tier after changing their AI. And I would love to learn to psa. Maybe someday..
Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on March 27, 2015, 05:28:55 PM Yeah, the BrawlEx slot is the only reason I'm not using the soundpack. I'm trying to keep the original game as vanilla as I can while still adding in new content, and unfortunately setting up sfx over bosses and stuff isn't something I'm too knowledgable with. But that's okay, for now I can just tweak the sfx calls so they don't loop. As for the alt down smash it was high knockback, it was like she just teleported off screen as soon as it connected. I haven't had it trigger again so I'm not sure if it was a one shot bug or if it's consistent. I'll try putting the original moveset in again and see if the black eye glitch is still happening. Maybe I tweaked something by mistake, not sure. I added a lot of sounds. I don't think bosses will be able to handle that amount. That's a problem. I don't think any of my psas can be used with a brawlex slot without sacrificing someone's soundbank. Setting up sounds for bosses is not hard. I just don't know how to locate their soundbank id. And if you do that, you will earn yourself the noble task of correcting every single sound id on the psa file to the ids of the boss' sounds. You'd better really want to do that. Thanks for warning about the bugs. I'll try something that possibly fix it. I can't say for sure they don't happen here, but I'll try a few times and see what happens. Well actually I have exportet the Ai file from all the original characters and then I will test them ONE BY ONE, on the custom characters until I find one that makes the cpu do quite well. It's all part of the fun I guess :P A lot of the "low" tier custom characters turned high tier after changing their AI. And I would love to learn to psa. Maybe someday.. You test them one by one? Lol. "Fun" really have many meanings. I noticed you can, just by switching files, decide if you want to change the normal attacks AI or the special attacks AI. I didn't find where the final smash AI is located, unfortunately. In case you decide to get into psa, I'll be glad to help in whatever you need. :) Title: Re: Mortimer's Thread - K.Troopa Released Post by: secretchaos1 on March 28, 2015, 05:50:13 PM Well I personally don't even know how to extract sfx in order to do the replacing, and even then I'd have to sacrifice and rearrange them in order to make it work. For now I'll likely just be going mute by loading an alternate soundbank. It's not as pleasant as having the sfx but it's still an awesome moveset either way.
Title: Re: Mortimer's Thread - K.Troopa Released Post by: TheBlueBlur on April 11, 2015, 03:13:05 AM Hi Mortimer. I really love the Koopa Troopa PSA. The attacks are amazing,Final smash is really good, all of Koopa. But when Im trying replace Jigglypuffs green slot color with Koopa Troopa model the game freezes. Its because of Jigglypuff hat that has more bones to it right?
Title: Re: Mortimer's Thread - K.Troopa Released Post by: Carnage on April 11, 2015, 04:13:03 AM Hi Mortimer. I really love the Koopa Troopa PSA. The attacks are amazing,Final smash is really good, all of Koopa. But when Im trying replace Jigglypuffs green slot color with Koopa Troopa model the game freezes. Its because of Jigglypuff hat that has more bones to it right? you need to use the pac/pcs model of jigly and replace it there if im not mistaken, so use jigly files replace the texture and model and turn the hat invisible by choosing cull_all on all the hat materials, you cant just rename jigly00 pcs/pac like you do on every other character you need to use the 03 specificaly.Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on April 11, 2015, 01:51:01 PM you need to use the pac/pcs model of jigly and replace it there if im not mistaken, so use jigly files replace the texture and model and turn the hat invisible by choosing cull_all on all the hat materials, you cant just rename jigly00 pcs/pac like you do on every other character you need to use the 03 specificaly. Thanks for saying about the cull_all option, I didn't know it would work that easily. Hi Mortimer. I really love the Koopa Troopa PSA. The attacks are amazing,Final smash is really good, all of Koopa. But when Im trying replace Jigglypuffs green slot color with Koopa Troopa model the game freezes. Its because of Jigglypuff hat that has more bones to it right? I've just update now the psa with some tweaks suggested by Draco and included the green recolor. From my quick test, you can use the green recolor anywhere, but you can't use the other recolors in the green slot. So if you want another recolor there, use the green pcs/pac as a base and just replace its texture brres with the one you want. Huh, I made the recolor quite quickly, so I hope it doesn't make your eyes bleed. :P When I change his skin color, it always looks awful to me for some reason. Seems to be better in game than in brawlbox, at least. Title: Re: Mortimer's Thread - K.Troopa Released Post by: zutox on April 11, 2015, 04:30:27 PM Cool! Going to have to update my pack now ^^
Also, if you ever find out where the AI for FS use is located I'd be most happy to know :) Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on April 12, 2015, 10:06:01 AM Sure, no problem. I think it's on the rel file because it doesn't seems to be in the motion file.
I wish there was a bit to say if it's the cpu controlling the character. Would make things so much easier... Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on May 11, 2015, 06:01:14 PM Heya(ll). Gotta start this explaining myself again.
Like I mentioned before in Drogoth's thread, after I joined smashboards, I noticed how the posts here are more valuable to me than I thought they were before. Since most of you here know how brawl work and know what is hard and what is easy to do, you automatically appreciate things they don't there. I mainly noticed this because Koopa, which here was my most unsuccessful work here, is the only psa required to be converted to project M in smashboards. In the other hand, Baphomet was generally well received here and there, they don't even want to see it because he doesn't belong to any game franchise. The result of this is that I'm feeling a bit better. I accept that that most players moved from vBrawl, and I possibly would have done the same if I didn't change my roster so much to this day. I admit playing the original brawl, without any changes, is not exactly fun anymore... since a pretty long time ago. Most users don't know how to make their changes and don't want to know, and that's understandable. A hobby for someone can easily be seen as boring work for another person. That's probably the main reason for so many people leave vBrawl, not to mention the new smash game's release. But as I'm still here, even if I really convert anything to project m, I'll always give priority to any critics coming from this board. The main reason I joined smashboards was because I was going to cancel every future releases. Fortunately, they made me realize the value of the few reviews I got here, so thanks everyone who posted one. However, I've also realized those polls "you want this char?" are useless, because if you want, you'll say yes. If you don't want, you won't bother to vote, because you don't care about it anyway. So, at least for now, I'm not cancelling anything. What I'm probably going to do about that monster I posted weeks ago is release a beta or something like that, meaning the testing phase will be shortened a lot, meaning there will be problems and bugs for sure. By people's reaction about the beta, I'll know if they want it and if I should release it when fully finished. If I feel the reaction is not favorable, at least it will save me a good chunk of work. In few words, after the beta is released, the psa can be cancelled at anytime until it's fully released. In this case, I'll move into something else after I finish this one. I might apply this process for all my works from now on. Yes, that's me feeling better. r) If you're thinking something bad about me right now, I said I was going to give up releasing everything, but I still managed to do this one last effort, so I hope people understand that. Alright then... just in case I don't ever anything again, I'll share this with you guys: (http://www.youtube.com/watch?v=Yno4TNKyyUo#ws) It's intros and ending I've made during all my hacking time. They are related to my psas somehow. Not directly, but they are. It actually helps me finding inspiration, in a way. The name was suggested by youtube viewers, so it's obviously creepy. Don't watch it if you don't like this stuff. It's supposed to be a distraction, not a nightmare. Title: Re: Mortimer's Thread - K.Troopa Released Post by: KingJigglypuff on May 11, 2015, 06:27:35 PM Youtube's being a [censored] about embedding all of a sudden. You're going to have to post the direct link to your video.
Title: Re: Mortimer's Thread - K.Troopa Released Post by: Mortimer on May 19, 2015, 03:10:23 PM I had to remove that "creepy" word from my other post. It looks extremely noobish if you don't realize that's a link. :P KJP, I copied the same structure from my videos of the first page, that seems to have solved the problem. For now, at least.
Just submitted the beta I mentioned before. My testing time was near zero, don't know how many bugs this can cause. Like I also mentioned, this is to see if I should release this or not. I explained everything in my other post, won't be repeating myself again. Title: Re: Mortimer's Thread - Guardian of Insanity / Blob Beta Released Post by: zutox on May 23, 2015, 12:22:12 PM I just tried him out. Not for very long but I have a little feedback.
His F-smash seems only to be able to hit on the tip of his anchor, making him very vulnerable if he is close to his opponent, and he seems to have a harder time hitting smaller characters. His N-B is cool, but I would have liked that he didn't flash while doing the attack. There seems to be something strange happening when he goes from jump to falling animation, kinda jerky? I have had him T-Pose randomly, but I couldn't make it happen again so I am not sure what made him do that. Haven't had any crashes yet at least :D Title: Re: Mortimer's Thread - Guardian of Insanity / Blob Beta Released Post by: Mortimer on May 24, 2015, 11:38:20 AM I just tried him out. Not for very long but I have a little feedback. His F-smash seems only to be able to hit on the tip of his anchor, making him very vulnerable if he is close to his opponent, and he seems to have a harder time hitting smaller characters. His N-B is cool, but I would have liked that he didn't flash while doing the attack. There seems to be something strange happening when he goes from jump to falling animation, kinda jerky? I have had him T-Pose randomly, but I couldn't make it happen again so I am not sure what made him do that. Haven't had any crashes yet at least :D That's the kind of weakness I meant in the download. I though that attack was too powerful and needed some drawback. Same with up smash. It's strong, fast and has a long range, but very hard to hit if your opponent is not above you. I can make him hit in the whole anchor extension, but will have to reduce the attack's power. The N-B flash is remains of something left there from pikachu. I'll have to clean the pac later. Animations also have problems, like I mentioned. I didn't play with it fully yet. 8) Since you were the only person that said something, I'll keep you updated with the psa while I finish it. It's good to have a second opinion because I'm really not used to brawl balancing. And as I didn't start making the alternate attacks yet, if you have any ideas, just tell me. :) I've got a problem with the fs that's giving me some headaches and delaying my progress. As for the others, I'm cancelling the release of this psa. Maybe not forever, but who knows. The beta's attention was worse than terrible. When I have my next work, I'll mention it here. Title: Re: Mortimer's Thread - Guardian of Insanity / Blob Beta Released Post by: zutox on May 24, 2015, 08:16:36 PM He seems to have quite a lot of weapon models attached and that might be why he lags the game so much if he is playing against himself. The anchor is cool but it does look kinda strange how it randomly pops into existence. Personally, that slaughter hook look too bad-ass not to be used more.
I would suggest maybe even removing the anchor and use only the hook? You can give him some more range in his grabs to make him grab with either the hook or his freakishly long arm :D When he double jumps he looks so out of place when he does that flip, maybe have him curl up completely into a ball when he flips, the might suit him a lot more. He does seem to have a lot of knockback on some moves, like his F-smash, but as you said that was because he had a hard time connecting that. I'd rather have it easier to connect but weaker. His recovery move is great! Don't change it ^^ If you made his N-special (the long arm) into his F-smash, you could potentially give him a bowser like F-special, a grab move (ganong also has one) , where he throws out his hook, pulls his opponent in and gives him a fierce uppercut with his big arm. You could also give him air grabs like ganon has, using his hook to hook into opponents and throwing them down if he connects. (that hook has so much potential!) Is his f-air a tire iron? Can't quite make out what it is. My suggestion here would be to make him use his big hand as a hammer instead, or the hook. Because it's awesome X3 His self harming exploding move is interesting! I like it, but I am wondering if that is super armor, or if it is % based armor. Like if an opponent does under 10% damage in one strike he won't flinch, but if he does 12% he will flinch. That way he won't be able to spam. Although spamming that move would be pretty dumb either way since it's self harming :P He should have a 3 hit jab combo I think. Something like him striking with little arm, then a bodyblow with his big arm, and then a downwards hammerblow again with his big arm. his up special on ground, where he throws those smoky orbs up is so cool, and even though it's quite powerful I don't see a reason to change it since it's so hard to connect with. Attacking this guy from right above isn't a good idea. His front special, (the jumping move) is very, very OP. It also looks kinda strange that he doesn't extend his legs when he jumps. I would suggest that he has move overal body movement and maybe if he connects in air, grabs his opponent and drives them down to the ground. Either way, damage and knockback should be maybe halved for this move. This nightmare-fuel guy looks great and creepy, I wanna see more of him! Title: Re: Mortimer's Thread - Guardian of Insanity / Blob Beta Released Post by: Mortimer on May 25, 2015, 06:18:31 PM I said this model was bigger than Baphomet, even without extra characters. The anchor and the hook are the only objects that should be invisible. But when disabled, they don't consume frames. The model itself is pretty heavy, there's not much I can do about that. But the anchor shouldn't be appearing out of nowhere. What did you do to make that happen?
I can't remove the anchor. :P It's part of the character itself and I used it a lot to get rid of it. I bet you don't know how much harder it is to animate a chain than a static object. 8) I'll take a look on the jump and f-smash. I'm also not liking very much the way it is now. I never coded a grab attack before. On this case, it's probably better to not grab, just use the hook to pull the opponent because it will still give a chance of escaping this attack. Neutral B was suggested by Calypso. It's % based. You can "detonate" it, or if you get it, but the hit is not strong enough, it should detonate on its own, though you will take the damage. If you use it before the time limit ends, you won't get damaged. Just like Ike's special N. My idea for the grounded up-special was to not let it that spammable. That's why it's pretty weak. It's more like to frustrate your opponent than KO or cause damage. Side special is too powerful indeed. I'm surprised it worked so well, concerning how it aims at the opponent. Problem is his legs are kinda too slim when compared to his upper body. That doesn't help with seeing the movement. I'll (almost) finish the soundpack with the final smash. Things will be much better after that. Unless you don't use sounds, I forgot if it was you who told me that once. I'd rathe rhave no sounds than pikachu's voice, at least. Title: Re: Mortimer's Thread - New Project Post by: Mortimer on June 07, 2015, 11:51:14 AM Substituting GoI as my next possible release, here is my new project:
Title: Re: Mortimer's Thread - New Project Post by: Calypso on June 07, 2015, 07:57:36 PM Mortimer could you repair the link for the Guardian guy? I wasn't able to download him.
Also who is Gol I've never heard of him before? Title: Re: Mortimer's Thread - New Project Post by: Mortimer on June 08, 2015, 12:04:36 PM I abbreviated guardian of insanity as GoI.
I removed the link because the beta lost its purpose since I cancelled the releasement. But you gave me ideas, so I'll send you a more update version than that beta as soon as I finish the throws. Title: Re: Mortimer's Thread - New Project Post by: Mortimer on June 26, 2015, 03:33:01 PM @zutox, calypso (if you both are still out there)
Sent an update version now. I finished the throw, the final smash and a good chunk of the soundpack. I had a bug with the fs that's hopefully fixed, but tell me if it freezes. No taunts yet. Title: Re: Mortimer's Thread - New Project Post by: Mortimer on July 23, 2015, 02:48:06 PM So, here is a more revealing screenshot of the new project mentioned ages ago. Things have been going sluggishly, as always, but this model is already in game and working. If everything goes alright, this is supposed to have various different models, including some other outfits used by him in different gameses.
Title: Re: Mortimer's Thread - New Project Post by: PseudoTypical on July 23, 2015, 03:29:11 PM Oooh, that looks fun. Sort of random but I suppose you like doing unusual characters. I'll certainly give it a go.
Title: Re: Mortimer's Thread - New Project Post by: zutox on July 23, 2015, 05:52:40 PM What game/games or series or whatnot is he from? I'm curious :)
Also, always stalking and following here for updates XD Title: Re: Mortimer's Thread - New Project Post by: Mortimer on July 23, 2015, 06:43:43 PM Interesting, I didn't think that guy would be that unknown. He is Chris Redfield (yeah, not really that random, I guess) from Resident Evil.
Here is an image of what he looks like in that game: @zutox Though this is a new project, I didn't forget the monster. @pseudotypical I remember your name from smashboards. I'll take this chance to say I didn't forget I said I could convert koopa to project M. I didn't appear there anymore firstly because I was busy with other things, but mainly I don't have knowledge about project M enough to do that. If I am to do that, I'll possibly require help of someone there who plays it so this person can help me. I don't even know what changes will occur automatically due to codes or whatever else they have changed there. I just know they don't like hitlag and slow falling characters. :P Just saying this because I don't want to look like those people that make a thread with 2 or 3 posts and just disappear forever. I hate when people that. Title: Re: Mortimer's Thread - New Project Post by: PseudoTypical on July 23, 2015, 07:06:11 PM @pseudotypical I'd volunteer to do that if need be. I'm not too technical but I have an okay understanding of what is changed. Don't worry about it, by the way. If I can help out and make it easier to transition PSAs between vBrawl and PM, then that sounds great to me.I remember your name from smashboards. I'll take this chance to say I didn't forget I said I could convert koopa to project M. I didn't appear there anymore firstly because I was busy with other things, but mainly I don't have knowledge about project M enough to do that. If I am to do that, I'll possibly require help of someone there who plays it so this person can help me. I don't even know what changes will occur automatically due to codes or whatever else they have changed there. I just know they don't like hitlag and slow falling characters. :P Just saying this because I don't want to look like those people that make a thread with 2 or 3 posts and just disappear forever. I hate when people that. Title: Re: Mortimer's Thread - New Project Post by: Afterthought on July 23, 2015, 07:39:03 PM Whoa, Chris Redfield. Very ambitious project there. I'm not a fan of Resident Evil but I'm sure this'll come out good considering how creative your past work has been.
I'm keeping an eye on you and your work, Mortimer. Cheers. Title: Re: Mortimer's Thread - New Project Post by: Calypso on July 23, 2015, 08:29:23 PM Eeeek falls out of chair. I LOVE resident evil I know your doing the Guardian Of Insanity guy, but I never would have thought you might do a main character from the series.
You should play the game if you haven't already cause every attack he does in it fits into brawl perfectly. I can make CSP's, names and stuff for you. Also who will he be over. BTW his model is fantastic looking. Title: Re: Mortimer's Thread - New Project Post by: King Draco on July 24, 2015, 06:32:39 AM MvC3 inspired moveset?
Title: Re: Mortimer's Thread - New Project Post by: highonphazon on July 24, 2015, 12:31:17 PM I'm curious to see what you can conjure for Chris Redfield. You're past stuff has been really cool so I'm sure this will turn out interesting!
Title: Re: Mortimer's Thread - New Project Post by: Mortimer on July 27, 2015, 07:57:51 PM @PseudoTypical
That's nice to read :) I'll talk to you by pms when I start doing this, then. But I'm a total noob when it comes to those changes, so I'll rely 100% on your judgement. There is also another thing which I realized not long ago: most of the times, I've recklessly used any variable that seemed to work, and I'm not sure what works on vBrawl will work on project m. If it doesn't, I'm afraid there is not much I can do, since it would be a hell of a work to correct all the variables used. @HypnotizeOverdrive: Yeah, I suppose it is. I'm glad you liked the other ones. It's always cool to make each PSA unique with creative (or crazy, if you wish) ideas 8) @Calypso: Yeah, I know what you mean. I can't say I, myself, expected that either. But that's just how life works, with imprevisibility. Thanks for you offer, when the time comes, I'll like to have all that stuff which I don't really have the patience/skills to do. He will be over Snake due to his articles, most likely to be used with BrawlEx, although I'm not yet sure about what I'm going to do with his sounds. I won't replace Snake's sounds, so I'll most likely use the sound bank of one of the characters I don't use. I realize that this is not exactly a nice approach, but, since we can't add sound banks, there is not much I can do. Also, yeah, I've played the games he appeared in. It's a nice box of resources. I'm glad you think the model is good looking, since it is actually much worse than it is in RE5 due to the lack of bump maps and proper specular maps (although some objects do have specular maps). @Draco: not really, most of the moves are based on his appearances in RE5 and RE6. @highonphazon: Glad to know you enjoyed it. Hopefully this time the same will happen 8) Title: Re: Mortimer's Thread - New Project Post by: Mortimer on September 12, 2015, 05:07:28 PM So, here is a bit of progress on Chris. Lately, I've been gathering some alts for him. I realize progress is already way too slow, but once I finished those imports, I realized BB, 3DS or Maya (or maybe all of them?) somehow screwed the normals of most of my models. That surely slowed me quite a bit.
Don't mind the shadows you see there. They are crushed shadows of Luigi and don't really matter now. Here is one of them, Chris Casual: I've also put screens of two more alts, and they are in the first page, in the last section, dedicated to Chris. There are more alts to come, and when they do, I'll mention it here. The full collection of screenshots will be always at the first page. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Calypso on September 12, 2015, 11:24:03 PM Chris looks like he got stuck in a painting. :laugh:
The alts looks so cool though nice work on them. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: zutox on September 13, 2015, 06:17:27 AM Oh wow that model looks soooo good in the game O_O I am really glad to see you post about your work again, was worried you had stopped. Like always, let me know if you want me to test out anything. Since I tend to get whatever bugs can happen, why not, right? :P
I just finished watching youtube clips of all his melee attacks and wow, he has such good brawl potential! So much to choose from. He seems to be extremely well versed in counter maneuvers, so maybe that is something to possibly incorporate into his play style in brawl? Like down-B is one counter, down-a could be another type, having varying strength and options for combo potential, or not. Maybe give him a charge grab like ganon, or bowser to give an even better feel of his many grapple-attacks? A fitting final smash for him would be to give him his FLAMETHROWER and make it deplete it's ammo as you use it, so that after limited, high damage use, he puts it away and goes back to normal fighting. This is what the resident evil wiki says about it: "Flamethrower This is a weapon that only Chris can use. It starts out with 100% and each second of use is worth 1%. It can only be used in the area you find it in and is a good thing to use on the Black Tiger. It can also be used to take out the door with the spider webs if it has enough fuel in it." So only he can use it, pretty unique for him then :D Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Calypso on September 13, 2015, 12:38:28 PM Its weird that it says that because Jill and Sheva are also able to use the flamethrower. Jill uses it in RE1 in the underground area and Sheva can use it if the 2nd player picks it up, single player Chris orders her to grab it, or you replay the game as Sheva after completing it.
The rocket launcher is more of the RE iconic weapon and it fits Chris and Leon best in my opinion. Also the magnum is too, but it fits Jill better. There's also the orbital laser that you use to kill the giant black B.O.W in RE5. Oh the gatling gun, that could work really well! Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on September 14, 2015, 03:27:01 PM @Calypso: Yeah, my bad on that. I realize it's funny to put a screen showing a model with something over the model. I took various screenshots, and, at first, I was going to use another one, but it turned out it I didn't quite like it, so this was the one that remained. I'm glad you appreciate how it looks, considering how I had to reduce its quality to fit in a Brawl model :P Not even counting the lack of bump maps, of course.
@Zutox: Nah, I didn't. Just the progress that has been sluggish. Sure, once it comes to testing, I'd like you to test it :) Thanks for the offer. I agree, he has a lot of different moves, and they are a nice source of inspiration. I'll probably do something counter-like, but I won't guarantee any fancy grabs though. Messing with grabs is always a pain :P. I also like the idea of the Flamethrower, I'll definitely think about it. Although what Calypso says is true, I still find this quite fitting. @Calypso again: Yeah, there are a lot of weapons to be used. A limiting factor, however (and unfortunately) is the free space in the files. The rocket launcher is already something that I had planned on using, so this one is guaranteed. I also plan to use the magnum as well. Well, that is considering I'll have enough free space for all that. The orbital laser is a nice idea too, I didn't think about that, nor the gatling gun, actually. We will see what can be done in due time. Anyway, the plan is to use quite a bunch of different weapons and to create a different style of gameplay, more or less resembling the third person gameplay in the first three games in terms of weapons. Obviously, this doesn't mean the Brawl elements won't be present, just that it will be a little different. Well, those are only ideas for now, who knows what kinds of problems I'll find when trying to do that. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Calypso on September 14, 2015, 09:44:30 PM That sounds really cool and different is good, it'll make the PSA that much more unique.
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Batman on September 14, 2015, 10:16:51 PM *Crosses fingers for your next project to be Wesker* c:
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: zutox on September 15, 2015, 08:24:29 AM Rocket launcher is something that would likely have very good ko power, at least that is what my initial thought about said weapon is. Flamethrower seemed a bit more unique also since I don't think that has even been made in brawl on any psa.
Different is good indeed! That file-size limit is so annoying! And I guess you can't use too much on one model either otherwise it's gonna lag horribly, right? It's gonna be really interesting to see how this project turns out :D Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on October 20, 2015, 06:16:27 PM So, there are some new models to show here.
Here is one of them: There are more in the first page, so go there if you want to see them. There are more models to come, in time. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Calypso on October 23, 2015, 11:25:13 AM I like the new alts for Chris.
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: HaloFanODST on November 02, 2015, 08:34:57 PM From which game is Chris' model taken?
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: RCTCoolchu on December 22, 2015, 11:42:51 PM I have the Baphomet mod and I've got to say i love the mod however i was wondering is the alt. attacks random or is their a specific way to activate them?
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Calypso on December 23, 2015, 01:33:44 AM It's random, every time you use attack there's about a 1/20 chance that one of the other attacks will happen. If you want to make the alt attacks happen more often you'd have to edit the PSA.
The alts are OP so it wouldn't be balanced if they happened more often though. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on April 24, 2016, 08:51:43 PM Hey, guys. I didn't notice I was already a half year without posting here.
More or less news, I finished Chris 'psa almost 3 months ago, but didn't have time to test it properly since then. The psa is one of the most complicated works I have done so far, and needs far more testing. That means it will still take time to get it officially done. The preview still also need to be worked on, and that takes some good time to be done as well. Some things that should be noted, though... -The alts I've presented here are most all different models with different skeletons. Every time I had to fix something, 3DS screws up the 30 materials it has, and I've corrected every model like 10 times or more each, only to notice afterwards I forgot lowering the poly count of them... and I won't fix it because I'm done with it. Using more than 1 Chris is not recommended, not only because of the lag, but you will cause a mess with his weapons you will understand after I show the preview video. -Chris was made for BrawlEx and uses Kirby 'soundbank. I did this because I wanted to have him and Snake together, which ironically, didn't work so well after I found out some things go really unusual when Snake is in the fight with him. -Chris makes some funny position with one of his legs when grabbed, and I can't fix without going to 3ds, so... I can't fix it. I think that's it. Not much for 6 months, but doesn't mean I did nothing in this meanwhile. If I remember anything, I'll post here later/someday. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Kyouma on April 24, 2016, 10:08:02 PM I actually can't wait to test it out, will there be a compatible version for brawlex? I mean, with decloned gfx so it won't glitch/crash
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: zutox on April 25, 2016, 03:27:35 PM Omg this thread is still alive! yay! So happy to see that you are still working on brawl stuff :D
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on April 25, 2016, 07:24:56 PM I actually can't wait to test it out, will there be a compatible version for brawlex? I mean, with decloned gfx so it won't glitch/crash I could do it if I knew what that means. 8) Maybe I did and I don't know I did. Sorry, I'm noob when using brawlex. What would be decloned graphics?Omg this thread is still alive! yay! So happy to see that you are still working on brawl stuff :D Hey, glad to see you are still around. :) More or less alive. The alts took me a lot of time to make. They often had different skeletons and bone numbers between themselves. I think I've been working on them since half of 2014 or close to that at least. It's the price you pay when you don't know what you're doing. :P I stopped posting them because I felt it was getting boring, so it seemed I was dead. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Calypso on April 28, 2016, 08:18:45 PM I'm happy to hear you finished Chris' PSA. What weapons were you able to give him before the filesize said no more, enough, I quit. ;)
I'm sure I'm going to love this PSA. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on April 29, 2016, 02:08:49 PM You will see that eventually. >D
I really don't want to talk about anything because I still not 100% certain if something will have to be changed or removed, due to any problem that may happen. I can say he currently has 5 weapons. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: thedrive420 on July 30, 2016, 05:49:09 PM Hello mortimer,
i'm new to modding and i find your work really outstanding. i've looked at both preview videos of dry bones and koopa troopa and decided to get them. so i manage to put them on project m 3.6, but i came across 2 problem : 1. whenever i play dry bones i still hear lucario's voice even if i did put the .sawnd file in the sfx folder. (same goes to the koopa troopa, i put the 29.sawnd file in the sfx folder and still hear jigglypuff's voice) 2. i think you may already know but whenever i do the down smash, the koopa's eyes turn completely black is there solution to these problems? to be honest i can live with the black eye but i cant get pass the voice can you help? Post Merge: July 30, 2016, 05:52:21 PM Hello mortimer, i'm new to modding and i find your work really outstanding. i've looked at both preview videos of dry bones and koopa troopa and decided to get them. so i manage to put them on project m 3.6, but i came across 2 problem : 1. whenever i play dry bones i still hear lucario's voice even if i did put the .sawnd file in the sfx folder. (same goes to the koopa troopa, i put the 29.sawnd file in the sfx folder and still hear jigglypuff's voice) 2. i think you may already know but whenever i do the down smash, the koopa's eyes turn completely black is there solution to these problems? to be honest i can live with the black eye but i cant get pass the voice can you help? Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on August 01, 2016, 01:49:48 PM Hi there
Let me say, I already got a message once of a person saying dry bones crashed the game in project M. If it's working for you, that's already a bonus. I know nothing about project M. If those bugs happen on vBrawl for you, I can take a look, but if the problem is in p:m only, there's nothing I can do about. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Chimæra on August 13, 2016, 11:19:08 PM Glad to see you are posting. Anything new?
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on August 14, 2016, 04:21:54 PM Yeah, kind of. Guess I should have mentioned this already.
I balanced Chris a little. Found a bug with an article that I hope it's fixed now, but that's a tricky one, only time will tell if it's fixed or not. I tested most of the different alts, so far they don't cause any problem. I finished two small videos which I don't know now if I'll use them for intro/ending or not. The weapons I added for him before shall remain, they also didn't cause any major issue. But I won't be adding any other either. I've lost some time also messing with dry bones and koopa, making some updates I've planned since long ago. I also have been making a side project since early 2015 concerning a yoshi with YI 2 elements, which I'm getting finished so I dedicated a little more of time to it lately. I'm also considering the possibility of making a beta version of Chris. If that happens, I'll remove some of his stuff to help me locate any possible problems people find. And, for the future, I thought about Wesker and Ada from RE for my next work and Lara Croft. While thinking about this, I noticed Ada and Lara actually have some large similarities in physical skills and some in personality. I think Wesker would rely more in hand-to-hand, Lara more in guns and Ada would be a mix of the two. Just to be clear, I'm not deciding between them. I've been thinking in characters for over a year and today, right now, those are the ones I feel I can give a good development. Now, you just read my brain. Those are just thoughts, not promises. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on September 13, 2016, 11:27:52 PM Just a small warning of a mistake I didn't notice.
Despite the fact thedrive420 disappeared after his question, the psa was muted because he used the wrong id, which should have been 38. I also got reports of my sawnd file crashing the game. Since I can't reproduce this bug, I'll create dry bones' file again, using sawndz and super sawndz, and upload it tomorrow in the vault. If it crashes again, someone please report it. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: NoWon1196 on September 18, 2016, 05:01:36 PM How's Chris?
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on September 19, 2016, 11:55:34 AM Finished around january. I found two bugs that would have made me reupload it twice. One I fixed, and the other I hope I fixed. But that's all.
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: NoWon1196 on September 23, 2016, 05:53:58 AM Good to know
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: zutox on September 23, 2016, 09:58:53 AM Do you have a set release date or do you have more things to add to it? I'm still lurking around here :P
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on September 23, 2016, 12:14:46 PM I can't think of anything to be added. The only thing missing is the extra damage voice clips I always use.
But I won't set release dates because last time I missed it by several months. I didn't even make the video yet; things are always getting in the way... :P also means I can't give the psa the attention I should in case any bug shows up. By the way, I apologize for that. This kind of delay is unusual for me. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: NoWon1196 on September 26, 2016, 03:31:26 PM Can I test it out? I was developing a Nintendo vs capcom and Marvel Vs Capcom build and I needed more capcom characters for both builds.
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on September 26, 2016, 05:45:39 PM Sorry, I just said I'm with little time to mess with brawl, your tests will have no use.
Besides, just because it's not crashing the game it doesn't mean it's ready to be tested that way. I also would have to write you instructions on how to use it because you will have a hard time figuring it out by yourself, and I'm not in the mood to do that, something I may change in a nearby future, and then would have to write again. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: NoWon1196 on September 27, 2016, 06:21:30 AM Not a problem. Let's hope there won't be any more problems with the mod in the future
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on February 01, 2017, 10:26:44 PM Hey'all. Going straight to the point, the bug Chris had I thought that was fixed, wasn't fixed. And no, I have no idea when it will be released, but you I can assure you it won't be in the following months.
Open this if you want the not so "straight to the point" stuff. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: E-scope12 on February 03, 2017, 11:17:37 AM This is interesting.
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Chimæra on February 07, 2017, 06:30:02 AM Hope to see more progress :)
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Calypso on February 07, 2017, 10:49:59 PM Following, waiting, and lurking. :)
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on February 22, 2017, 10:35:09 PM Just to let you guys a bit more safe about this, let me say I never gave up any of my works so far. What I start, I finish. It doesn't matter how long it takes, I'll get this done. And here's just to not say I never showed anything. I found this screenshot in my dolphin folder.
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on March 23, 2017, 11:23:05 PM ! No longer available (http://www.youtube.com/watch?v=hisvQO7Nz9M#)
I mentioned about this once. It's not finished and it's bugged. And no, I didn't gave up on Chris to do this. It's a secondary thing I've been doing slower than ever since 2015. It consumes time, anyway. BUT I'm showing one of the many reasons for my delay. I always loved SMW2 and is what made me do it. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Chimæra on March 27, 2017, 09:33:12 PM I see Chris made an appearance in your latest video. Your characters are always interesting. You put a code in for the fruit?
Anyway, how did you do that you did at 12:18 of the video, the effect that makes the character look like it has afterimages. There seem to be many possibilities in coding that I'm not even aware of. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on March 29, 2017, 09:11:00 AM I see Chris made an appearance in your latest video. Your characters are always interesting. You put a code in for the fruit? After all this time, I had to show he is real. I didn't understand what you meant with the code, but in most ways I can think, the answer will be yes. Anyway, how did you do that you did at 12:18 of the video, the effect that makes the character look like it has afterimages. There seem to be many possibilities in coding that I'm not even aware of. That's not coding. It's just a graphic effect that does that. A pretty big one.Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Chimæra on April 01, 2017, 10:27:29 AM That's a super cool graphic effect, can you teach me how, somehow?
Also, care to give your guardian of insanity PSA? Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on April 20, 2018, 10:51:38 PM Hello for the remaining ghosts that are still haunting this place. I didn't stop modding brawl, but slowed down considerably. I bring some news at last... -Barely any progress was made with Chris since my last post here. My brother is in charge of making his video. Until he makes it, Chris won't be released. I have no clue when that will happen. Probably 6 months+ from now. I wouldn't wait for it if I were you. -I ultimately decided to not release the neo yoshi psa. -I updated a little my Koopa psa, mostly tweaks. It's on my vault. -I started a Wesker psa some time ago. Made his soundpack, imported the model, blah blah and already coded half of his attacks. Chris is an abnormal case. Odds are I'll finish Wesker before him. You don't have to trust me for this one, but that's the truth. That's it, basically. To be clear, I didn't cancel Chris. See you in 2019(?), if I live that long. 8) Or I may post some animations here, sometime. If brawl lives long enough as well. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Calypso on April 21, 2018, 08:18:27 PM I'm glad to hear that your still working one Chris, and Wesker too ;D that's also wonderful news.
What character is Weaker going to be over? Also I can send you Weaker's voice wavs from Marvel vs Capcom 3, if you don't have them already that is. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on April 22, 2018, 03:14:39 PM Chris' only problem is that I managed to change Snake's grenades to give him several types of grenades you can choose to throw. You know... to mimic RE5 and RE6's grenade types. And randomly one of those grenades get stuck on the ground and the game crashes if you pick another.
One of those bugs I can fix in 5 mins or 2 months, depending on how lucky I am. Not very lucky, lately. I used Ike as a base for Wesker, since his fighting style is not based on projectiles. Plus, Ike has a pretty small motion I can use to boost a little the texture quality. I downloaded those voices from youtube, don't worry. :) But if you for some obscure reason have his combat voices (punches and kicks) from RE5, that would be awesome. I managed to extract Chris' voices from RE6 using a now forbidden tool from their modding community. Unfortunately, there's no Wesker in RE6. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on January 25, 2019, 09:18:59 PM It's 2019, so here I am. Still like this place better than discord.
Here's what I got so far.: Fake (http://www.youtube.com/watch?v=k6EoM-hv_iY#) Now.. I found this psa lacking, maybe because I did a lot more for Chris and Yoshi or I I don't know, I've lost creativity over time for some reason. I won't copy/paste the description, read if you want. My brother finally finished Chris' video as well, but I didn't announce it here due to some unfortunate events that happened, including my father accidentally erasing my C:\ unit. While I didn't lost my finished work, I lost old files, scenes, old model files etc.. stuff that will make changes hellish when it shouldn't be. I means Chris' on hold for who knows how long. If you want to see it, check the videos in my channel. At least, it will help you understand why I think this psa is lacking something. Everything I want to say is on the video. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Lillith on January 25, 2019, 09:44:02 PM A wild Wesker appreas!
'Tis rather nice to see you're still doing stuff here. even if i've uh... never actually posted in your topic... i dunno i'm lazy. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: HaloFanODST on January 27, 2019, 02:15:28 PM A wild Wesker appreas! 'Tis rather nice to see you're still doing stuff here. even if i've uh... never actually posted in your topic... i dunno i'm lazy. Oh, don't just say that. Lol Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Lillith on January 27, 2019, 03:03:56 PM but laaaaaazy.
And I've never been one for big posts, that too. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Kyouma on April 01, 2019, 09:34:18 PM anybody has this one? http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208531 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208531)
Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on April 04, 2019, 09:07:46 PM You don't want that. :srs:
That's an order. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: HaloFanODST on April 06, 2019, 11:50:36 AM You don't want that. :srs: But if he asked, he clearly wants it.That's an order. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Kyouma on April 09, 2019, 11:47:41 AM You don't want that. :srs: I understand you probably got some complaints about it by a few random people, but thats how making something on the internet public works, not everyone likes what you do but just like stan lee once said "you wont let a few idiots ruin your dream just because they didnt like it"That's an order. Title: Re: Mortimer's Thread - Working on Chris Redfield Post by: Mortimer on April 09, 2019, 04:28:40 PM Huh... no, that's not what I meant. That happened to my final smashes, but it was a few hundreds of idiots, not a few ;D
I mean this: ... As for the others, I'm cancelling the release of this psa. Maybe not forever, but who knows. The beta's attention was worse than terrible. When I have my next work, I'll mention it here. Worse than terrible meant it had like 12 downloads after a week or so after the release, a low number even for today' standards. And as usual, no feedback of any kind. If it's bad you can say, specially in a beta, I welcome it. But staying quiet is the worse. And I really won't blame anyone for not wanting a random unknown character while everyone was striving for more shadows and sephiroth psas. I like finishing my works before starting new ones, not keep going back to re-learn what I did to fix bugs/problems once every 3 months because people didn't give me feedback when I asked for it. I hate redoing things. So you guys can't blame me for not wanting to release it either. That's why I cancelled it. I said you won't want it because of this: (https://cdn.discordapp.com/attachments/368824598411870213/565300809240412172/GingerSnapper.JPG) But if you really want the beta, I can upload it again. Title: --....-- Post by: Mortimer on December 09, 2019, 08:00:04 PM When marketing bots start taking over, you know the end is near.
Time for my next message in a bottle.. About Wesker I didn't hide the animation problems he has. The reason I didn't fix them yet was because I was... lazy. And I got complains because I didn't follow Marvel VS Capcom's moveset, and that makes me think I won't please anyone by fixing animations since the moveset is "wrong" anyway, so I'm not feeling motivated to do that lately. But I still have to honor Calypso's review and at the very least change the up-B for something else. About Chris Chris wasn't touched during those 7 months. I don't know how long ago I worked on him lastly. Considering what happened to Wesker, I have no reasons to believe it would be different with Chris. Basically nothing has changed concerning him. If someone still doesn't know, I made a script to help remapping a character's soundbank id to another one, specially useful for brawlEx characters who use Snake' soundbank as a base. Credits for catscatscats for refactoring my code. It's not intuitive to use, don't feel bad if you don't understand a thing. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=218211 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=218211) About psas... article and pointer wizardry have been two huge things that popped up and opened a lot of new possibilities. So far I didn't have a good opportunity to learn how to use the pointer one, despite being eager to do so. It has great use for special attacks, which are among the last things I do in psas, it would take a long time until I started messing with it. Then... I thought about backporting. Animations take way longer than coding. If I could have the animations done quickly, I could get started quickly. After a month thinking, I chose greninja to be my guinea pig for those experiments. Not a character I'm THAT fond of, but the moveset is simple to replicate, won't be give much trouble to code. And I don't see many people talking about him, which is good for me.. less people to piss off with I'm gonna do. This all means it's not a 1:1 port. I'm porting the animations, not the moveset. I'll do whatever I feel like needed to learn wizardry. And to not waste the work, put those tests to some use, pretty much the same reason I did my infamous final smashes. Depending on what I learn, I can maybe try someone more complicated. So I started porting the animations, which is great because I painfully learned how to port anything from blender/3ds/maya into brawl (and then figured out there was a tutorial for that already...). I noticed that if I could spend like 15 hours a day working, I probably could fully backport an ultimate character under a week. Took me a while to master an animation optimization technique, but at the end most of the animations are between 9-14kb, I'm quite satisfied. Then, I also chose to work on a draconic guy I felt could have a savage style, I never did anything towards a brutal approach. And started thinking about ideas for a demonic rat man I found, which has a very similar style to baphomet, but this time, I don't want to be limited by Dedede's quirks. Didn't really want to think on movesets before learning wizardry properly. Reason I got more than one psa this time is because porting is not really "making" a new psa... the time to port is not comparable to make something new. That's it, pretty much. Guess I've done more than last time. :kdance: Title: Re: Mortimer's Thread - Wandering Post by: Calypso on December 14, 2019, 03:06:31 PM I'd say to just ignore anyone who complains about it without having
anything helpful/resonable to say. Remember that there are some people who will hate the PSA no matter do and a lot of these people won't like Capcom vs Marvel 4 because its too different or to similar to the previous game. Not everyone acts this way of course, but the voices of the ones that do often speak more loudly than the one's that do like how the PSA is going. Post Merge: December 14, 2019, 03:07:12 PM Now on a more positive side of things. The two games play very differently. The Resident Evil games play very slowly and are good place to think of slower more heavy hitting attacks. While Capcom Vs Marvel 3 is a much faster game, being a good source for attacks in the air, and quicker attacks on the ground. Title: Re: Mortimer's Thread - Wandering Post by: Mortimer on December 15, 2019, 06:13:08 PM In this case, I don't mind if they complain or not, I'm not satisfied with the way he is either. :-X But I've been wanting to mess with articles, that also does not motivate me to work on Wesker right now. Besides... I think I played with him 2 or 3 times since I released the psa... that's how much free time I had. 8) I'd like to test him more and tweak whatever that's needed.
And I said that basically. I don't have Marvel vs Capcom, never played and it's hard to check the moves in youtube. If I had followed, it wouldn't feel like it... because I don't know what I'd be aiming for. They would complain anyway, so it's easier to do what I'm more comfortable with lol... And also.... (https://cdn.discordapp.com/attachments/368824598411870213/655941083389362176/unknown.png) Damn... not ever thought this would happen again here... :laugh: |