Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Erico9001 on February 11, 2014, 04:40:08 PM



Title: Shulk PSA - Continued progress on V1.5
Post by: Erico9001 on February 11, 2014, 04:40:08 PM
-
Shulk joins the brawl!
V1 Here!

Shulk V1 Video
https://www.youtube.com/watch?v=9VQKWlMePt4 (https://www.youtube.com/watch?v=9VQKWlMePt4)

Shulk V1 Download
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203267 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203267)

Further Shulk info:
Moveset:

Jab - downward slash
Jab 2 - horizantal slash (combo works more like peach's now)

Dash Attack - Shulk does a spinning attack

Side Tilt - looks like Ike's dash attack
Up Tilt - similar to above
Down Tilt - similar to above

Side Smash - shulk does a different type of slash and moves with it a little bit forward as he does it
Up Smash - Changed. Upwards slashingness.
Down Smash - Ike's but sped up

Neutral Air (Nair) - spinning, can hit enemy multiple times
Forward Air (Fair) - looks like the in-game move "air slash"
Back Air (Bair) - similar to Ike's but Shulk turns around when he uses it
Up Air (Uair) - no longer like marth's or ike's. Looks a little bit like Ike's up smash
Down Air (Dair) - similar in concept but different in animation to Marth's

Grab - same
Pummel - same
Front throw - same
Back throw - same
Up throw - same
Down throw - same

Neutral Special (B) - Monado Purge. Sends green crescent from sword.
Side Special (Side B) - Monado Eater. Dark ether emits from an initial stab. Ether gives flower to represent bleed
Up Special (Up B) - Monado Cyclone. Shulk summons a cyclone and uses it to move upwards. If it connects with an enemy it topples them.
Down Special (Down B) - Similar concept but shulk dodges the hit and strikes back saying "I see it!"
Final - Large Monado Buster. (gif on page 7)

Pre-V1 release updates:
Since - Win animation, balancing, improvements to several moves and animations.
4/3(ish) - New air/walking/running stances. New dash attack. Some more moves sped up. Balancing. Shulk's announcer voice now with a more clear "k" noise at the end.
3/31 - Stock icons finished
3/30 - Monado III made transparent, Monado Eater improved, some moves sped up/balanced
3/29 - New battle portraits finished. Character attributes altered.
3/28 - CSPs redone
3/26 - Monado Buster is really finished (see page 7 for a gif)
3/25 - Monado Purge glitch fixed.
3/23 - Monado Buster and an Announcer Voice completed
3/20 - Monado Buster and Air Down completed
3/18 - Up Smash changed
3/15 - Redid download to include a .pac that removes some annoying graphics
3/14 - "Air Slash," the Air Forward A attack move, completed. Also finished Shulk's two victory theme options.
3/13 - Renamed ".pac" folder to "moveset files" so that the folder shows up to mac users (thanks shinf for tipping me off to this issue)
3/12 - Two Victory Theme options finished
3/11 - Monado Purge lengthened in air and shortened on ground
3/10 - Shulk is working on the Wii now
3/09 - Many A attacks modified or changed to declone Shulk

Pre-Beta Release updates
What's done
-Shulk's attributes altered to make him appropriately faster and lighter. If you doubt this is correct, lol, have you seen that cutscene outside of colony 6 where he awakens and goes badass all over that telethia?
-Voice sound effects fully edited with things he utters in-game.
-FitIke## files altered so that Shulk gets vision reacts eyes in final smash form
-FitIke## files altered so that Shulk has a blue Monado III on all the recolors (makes more sense than Shulk smacking everyone around with an unopened Monado II).
-Monado Eater, the side B, is fully finished. An initial stab emits dark ether from sword which gives opponents a flower to represent spike damage. It's pretty cool and unique.
-Most of the A attacks are either changed or sped up. Currently, attacks4s, the side smash, has been changed to be more of a fitting slash thing. I have a hard time explaining it for some reason.
-The in air plain A has been changed to a cool spinny thing which is similar to Cloud's. But yeah, all the others are sped up (if they needed to be, at least).
-I've made new character portraits for Shulk. This was easy thanks to the model reskins being based on the Shulk reskins found as the second google image result of searching "Shulk Smash Bros"
-Monado Cyclone, the up B, is finished. Shulk summons a cyclone (Like Link's entry tornado) and uses it to fly for a short bit. The cyclone does damage to people if it touches them. If the opponent is on the ground, it will actually topple them - putting them lying on their back like with Snakes's down grab. The opponent can get up right away, but it stops attacks midmotion, helping against edgegaurders.
-Monado Purge is done. It looks very similar to the in-game move. If on ground, Shulk jumps and then floats in the air. If in the air he doesn't. But yeah, he sends a green crescent from his sword.
-In air up A changed to be like Marth's

....................................¸,.,¸,«^*¨¯¨*^» ¸
¸‹¨*¨*¨*¨*¨*¨*¨*¨*¨*¨’........¸«^*¨*^»¸..`*¸
; O ¸,¸,¸,¸,¸,¸,¸,¸,¸ ¸,¸.......,‘ ............. ’,......’*^¤›~-·~ -•·- .,_¸_,_¸_,_¸_,_¸_,_¸_,_¸,_¸
.’¬’.......................V....‘,.....;  ............... ;................................................. ....................‘›
....................................', ...’, ............. ,’............Érïçð.......................9001...................,’
.................................... ; .....‘›.,¸ ¸ ¸,.‹’..................................................................¸ ›’
...................................´¸........................... ¸ „ . ~ -·-·-~-·-•·-~-·~~-·~+¤^*¨
.......................................'* » . „ ¸ ¸ ¸ „ . «*´

What will be improved in the next release of Shulk (V1.5)
-Up B will do more damage and send the opponent farther
-Animations for up tilt and side tilts will be improved
-A fighter stance activated mode or two will be created. Likely Monado Speed and maybe Monado Armour or Monado Shield
-Down B be improved or changed


Title: Re: Shulk PSA
Post by: SilverBaretta on February 17, 2014, 07:09:28 PM
I would definitely suggest, if you're going to be changing some of Ike's moves anyway, to speed him up a bit. Shulk seems to swing around that giant sword pretty effortlessly.

Good luck on your project!


Title: Re: Shulk PSA
Post by: Erico9001 on February 18, 2014, 08:12:25 AM
Thanks! You're right, that is definitely a good idea.

Also, I've changed Monado Cyclone into an Up B so that Monado Purge has a place as the plain B

Additionally, I've figured out how to create the Monado Buster animation - pretty much just extending the sword glow effect - so I could probably turn Monado Buster this into a final smash.


Title: Re: Shulk PSA
Post by: Erico9001 on February 27, 2014, 08:19:46 AM
Reformatted the thread to be more.. er.. readable, and updated it with the current progress. It won't be much longer until he's finished :)


Title: Re: Shulk PSA
Post by: GoMB-BallGamer4774 on February 27, 2014, 08:24:15 AM
Are you going to release a beta for this? I want to try him out!


Title: Re: Shulk PSA
Post by: KingJigglypuff on February 27, 2014, 10:48:22 AM
Could we get some gifs or a preview video?


Title: Re: Shulk PSA
Post by: SilverBaretta on February 27, 2014, 10:49:09 AM
 Sounds like you're making good progress. Hope to see the final result soon. ;)


Title: Re: Shulk PSA
Post by: GoMB-BallGamer4774 on March 01, 2014, 11:28:39 AM
Yeah I agree with KingPuff. I think a preview video should be made to show his awesomeness! Even better, a beta release! Gifs should be fine as well though. ;D


Title: Re: Shulk PSA
Post by: Erico9001 on March 03, 2014, 03:06:33 PM
I'm glad to see you guys are excited :). I'm really busy with school today, but I may have time tomorrow or the next day to make a video, some gifs, or a beta release.


Title: Re: Shulk PSA
Post by: GoMB-BallGamer4774 on March 03, 2014, 04:58:48 PM
Look forward to it! ;D


Title: Re: Shulk PSA
Post by: GoMB-BallGamer4774 on March 08, 2014, 05:56:01 PM
Hey I saw you Shulk Beta. The thing I wanted to ask you is Shulk's final smash still going to be the Monado Buster, because I saw in the README it said it was the same as Ike's but the graphics are changed a bit.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 08, 2014, 06:00:54 PM
Yep, I just haven't really started on it yet. Actually, probably starting work on Monado Buster tonight if I can squeeze in some time before Toonami :p.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 08, 2014, 07:38:44 PM
Hey does Shulk's sawnd file work with olimar? i am using a rel file to port him over Olimar.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 08, 2014, 08:14:09 PM
the sawnd file was made fully over Ike's so I guess if Ike's works, Shulk's would, and vice versa. I'm pretty new to this thing so I really couldn't tell you :P

There's a code in the Cloud over Olimar (platinum addition) that gives Cloud Ike's voices. If Shulk's voices are over Ike's voices then he gets Shulk voices. I don't know if that would help you though.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 08, 2014, 08:26:38 PM
the sawnd file was made fully over Ike's so I guess if Ike's works, Shulk's would, and vice versa. I'm pretty new to this thing so I really couldn't tell you :P

There's a code in the Cloud over Olimar (platinum addition) that gives Cloud Ike's voices. If Shulk's voices are over Ike's voices then he gets Shulk voices. I don't know if that would help you though.
Yeah the problem is that I want Shulk's voice over Olimar so that I don't have to replace Ike's. Also for some weird reason Shulk freezes my game.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 08, 2014, 08:36:59 PM
When does it freeze and are you using the NTSC or PAL version of the game? Does it freeze if you try him over Ike or just the Olimar import?


Title: Re: Shulk PSA - Beta Release!
Post by: SilverBaretta on March 08, 2014, 08:39:59 PM
When does it freeze and are you using the NTSC or PAL version of the game? Does it freeze if you try him over Ike or just the Olimar import?
It's freezing for me, too, unfortunately. It seems to be whenever I attack (running and jumping, etc works fine), so it's nothing wrong with the motion file or anything besides the moveset file. I'm using him over Ike with an NTSC game.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 08, 2014, 08:40:29 PM
When does it freeze and are you using the NTSC or PAL version of the game? Does it freeze if you try him over Ike or just the Olimar import?
The Monado 3 models don't work and freeze at the start of battle, while the Monado 2 model works. The problem is that not of the GFX effects work, like his Monado Cyclone, he just floats with now wind effects showing that he is being carried by wind, also I don't know if you added a sword glow or not, but his slashes are white. Another problem is his Monado Purge. He performs it, but no effects at all is appearing. Also NTSC.

Post Merge: March 08, 2014, 08:41:30 PM
It's freezing for me, too, unfortunately. It seems to be whenever I attack (running and jumping, etc works fine), so it's nothing wrong with the motion file or anything besides the moveset file. I'm using him over Ike with an NTSC game.
Me too! When I attack it freezes! Try the Monado 2 model and see if that works.


Title: Re: Shulk PSA - Beta Release!
Post by: SilverBaretta on March 08, 2014, 08:50:47 PM
The Monado 3 models don't work and freeze at the start of battle, while the Monado 2 model works. The problem is that not of the GFX effects work, like his Monado Cyclone, he just floats with now wind effects showing that he is being carried by wind, also I don't know if you added a sword glow or not, but his slashes are white. Another problem is his Monado Purge. He performs it, but no effects at all is appearing. Also NTSC.

Post Merge: March 08, 2014, 08:41:30 PM
Me too! When I attack it freezes! Try the Monado 2 model and see if that works.
Not even the Monado 2 works for me. :/ Nor the color changing Monado 3. Sound effects are good when i use them over regular Ike, though.

EDIT: Worth mentioning I'm playing this on console, since Erico seems to be testing it on Dolphin.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 08, 2014, 08:59:42 PM
Not even the Monado 2 works for me. :/ Nor the color changing Monado 3. Sound effects are good when i use them over regular Ike, though.

EDIT: Worth mentioning I'm playing this on console, since Erico seems to be testing it on Dolphin.
Yep I'm playing on a console too. But Monado 2 should work....weird.


Title: Re: Shulk PSA - Beta Release!
Post by: SilverBaretta on March 08, 2014, 09:02:42 PM
Yep I'm playing on a console too. But Monado 2 should work....weird.
It's definitely a problem with the FitIke.pac. I swapped it with the regular Ike one and all the animations, final smash, and sfx work fine.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 08, 2014, 09:07:30 PM
It's definitely a problem with the FitIke.pac. I swapped it with the regular Ike one and all the animations, final smash, and sfx work fine.
Really, so does that mean the actual moveset comes from the MotionEtc Pac? If do if I switch to regualar FitIke.Pac then his moveset will work along with his model?


Title: Re: Shulk PSA - Beta Release!
Post by: SilverBaretta on March 08, 2014, 09:09:58 PM
Really, so does that mean the actual moveset comes from the MotionEtc Pac? If do if I switch to regualar FitIke.Pac then his moveset will work along with his model?
Ah, no, should've been clearer. Using the original Ike file will give you Ike's moveset, but with Erico's custom animations and final smash effects. The moveset isn't Shulk's.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 08, 2014, 09:16:08 PM
Aw I was worried this would happen :/. Well, anyways, this is what beta releases are for anyways right :P.

Okay, so, I've made this using Dolphin. I'm not really sure how things translate between dolphin and console, but I was hoping it would be better than this.

Graphics not working would be something with the fitike.pac... I wonder if the file size is too large perhaps.

Unfortunately, the issue is not in the download.

He does have a blue sword streak. Btw, how do I put a video/pictures into my post?


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 08, 2014, 09:18:32 PM
Graphics not working would be something with the fitike.pac... I wonder if the file size is too large perhaps.

Completely a possibility, I'd check the File Size Collab thread to see if your FitIke pac is too big.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 08, 2014, 09:28:48 PM
Poo, according to that thread cloud strife's went as high as 508kb. Mine's at 362kb.

Just noticed that in my download the fitike, fitikemotionetc, and fitikefinal are all named with a .pac after their names, so it shows up as .pac.pac
This could explain why the game freezes when you attack maybe? Doesn't explain the graphics issue though.


Title: Re: Shulk PSA - Beta Release!
Post by: SilverBaretta on March 08, 2014, 09:32:07 PM
Poo, according to that thread cloud strife's went as high as 508kb. Mine's at 362kb.

Just noticed that in my download the fitike, fitikemotionetc, and fitikefinal are all named with a .pac after their names, so it shows up as .pac.pac
This could explain why the game freezes when you attack maybe? Doesn't explain the graphics issue though.
Nah, I made sure to rename them properly. It's definitely some Dolphin-to-console issue.


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 08, 2014, 09:35:52 PM
Have you checked to see if the MotionETC isn't over the filesize limit?


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 08, 2014, 09:41:51 PM
Yeah that's a good idea.
Unfortunately, after checking, .Fade on that thread posted saying the limit to Ike's fitmotion is 3.8mb or 3.3 if the costume file is too big while the one I'm using is 3,182 mb.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 08, 2014, 10:17:07 PM
Yeah that's a good idea.
Unfortunately, after checking, .Fade on that thread posted saying the limit to Ike's fitmotion is 3.8mb or 3.3 if the costume file is too big while the one I'm using is 3,182 mb.
You mean KB? Well anyways try checking the maximum costume size?


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 08, 2014, 10:44:43 PM
I wonder if this is causing it


Right... So to put this simply, it does noone any good to look at this thread, because every person's set of hacks are different.  The wii will reach a limit when a certain amount of data of any type is processed. So, I dont play any hacked stages or sound effects, and therefore my wii has less of a strain, so .pac files are surviving to a higher size than some people's.  For example, I am running a fitcaptain.pac that is much bigger than the one that MarioDK is using for his Goku hack, and I experience no freezes.

It's lame, but something we should all keep in mind :/

Do you guys have highly modified games?
Nah, probably not the issue, since you all are having issues with this one psa. I just am wondering why you two are having different types of issues.

Post Merge: March 08, 2014, 10:46:06 PM
You mean KB? Well anyways try checking the maximum costume size?
I don't think they have data on that, but it's probably not the issue.

Post Merge: March 08, 2014, 11:46:20 PM
Thanks to silverbaretta we've narrowed it down to an issue with just the graphics and not the moveset.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 09, 2014, 09:33:51 AM
Thanks to silverbaretta we've narrowed it down to an issue with just the graphics and not the moveset.
So in conclusion, the graphics is the cause of the freezing?

Do you guys have highly modified games?
Yeah I have to admit, I have some pretty high modified games, but I honestly don't think that's the problem, because Nebulon's pack which is over 1 GB of mods can still run without freezing. Mine is only about 500-600 MB of mods.

EDIT: Plus, the Monado 2 model worked for me so yeah...GFX effects not appearing is the only problem left. (For me at least, but it would be best if this is playable for everyone, so keep on fixing it.)


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 09, 2014, 10:24:45 AM
I wonder if this is causing it

I don't think they have data on that, but it's probably not the issue.

Thanks to silverbaretta we've narrowed it down to an issue with just the graphics and not the moveset.

Seriously doubt that its the culprit.

Its always a possibility, but if it was the problem Shulk would freeze the game immediately.

How many graphics are you using? Supposedly, there's a limit or something. I have to go soon, but I have a PM pertaining to that problem so hopefully it'll help.


Title: Re: Shulk PSA - Beta Release!
Post by: Kienamaru on March 09, 2014, 11:15:51 AM
I'm going to help with this. Balancing and decloning him I can do.


Title: Re: Shulk PSA - Beta Release!
Post by: Mooncheese on March 09, 2014, 11:35:44 AM
I'm wondering, how do I get the Wii to even read the moveset? It keeps Ike's moves, everything else seems to work fine though. I think it has to do with the double .pac in the filename (not sure if everyone is getting that). I tried deleting one of the .pac, but that didn't do anything. And when I tried extracting it, that folder doesn't show. (it might be this linux, I can't use my pc until it's fixed) Is this just me?


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 09, 2014, 11:53:24 AM
Oh great, now even Monado 2 is freezing.  :>.>:


Title: Re: Shulk PSA - Beta Release!
Post by: Kienamaru on March 09, 2014, 12:30:50 PM
I'm wondering, how do I get the Wii to even read the moveset? It keeps Ike's moves, everything else seems to work fine though. I think it has to do with the double .pac in the filename (not sure if everyone is getting that). I tried deleting one of the .pac, but that didn't do anything. And when I tried extracting it, that folder doesn't show. (it might be this linux, I can't use my pc until it's fixed) Is this just me?

Oh that is in there. You definitely need to delete the first .pac in the motion and PSA file.


Title: Re: Shulk PSA - Beta Release!
Post by: SilverBaretta on March 09, 2014, 12:38:36 PM
Seriously doubt that its the culprit.

Its always a possibility, but if it was the problem Shulk would freeze the game immediately.

How many graphics are you using? Supposedly, there's a limit or something. I have to go soon, but I have a PM pertaining to that problem so hopefully it'll help.
We gave it two tests: one was Shulk's moveset with Ike's graphics, and Ike's moveset with Shulk's graphics. Ike with Shulk's graphics froze when any attack with sword glow was used, but Shulk with Ike's graphics worked fine.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 09, 2014, 12:45:24 PM
I'm back from sleep.

https://dl.dropboxusercontent.com/u/275120798/Fit%20Ike%20%28should%20work%29.zip (https://dl.dropboxusercontent.com/u/275120798/Fit%20Ike%20%28should%20work%29.zip)

^This file is a version of the fitike.pac with the graphics set back to Ike's normal graphics but still with Shulk's moveset. I gave this to silverbaretta last night and he said the attacks worked perfectly for him (just using Ike's graphics instead)

Redoing the download link too in order to remove the double .pac. This is compressed into a zip so that kienamaru can take a look at it.

https://dl.dropboxusercontent.com/u/275120798/Shulk.zip (https://dl.dropboxusercontent.com/u/275120798/Shulk.zip)
^Here it is

Post Merge: March 09, 2014, 12:51:05 PM
I'm going to help with this. Balancing and decloning him I can do.

Sounds great!


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 09, 2014, 01:12:03 PM
I'm back from sleep.

https://dl.dropboxusercontent.com/u/275120798/Fit%20Ike%20%28should%20work%29.zip (https://dl.dropboxusercontent.com/u/275120798/Fit%20Ike%20%28should%20work%29.zip)

^This file is a version of the fitike.pac with the graphics set back to Ike's normal graphics but still with Shulk's moveset. I gave this to silverbaretta last night and he said the attacks worked perfectly for him (just using Ike's graphics instead)

Redoing the download link too in order to remove the double .pac. This is compressed into a zip so that kienamaru can take a look at it.

https://dl.dropboxusercontent.com/u/275120798/Shulk.zip (https://dl.dropboxusercontent.com/u/275120798/Shulk.zip)
^Here it is
So does that mean when Shulk does his Monado Cyclone, he just floats with no tornado graphics? And his Monado Eater no longer has the dark effect? Or am I thinking things wrong?


Title: Re: Shulk PSA - Beta Release!
Post by: Kienamaru on March 09, 2014, 01:32:28 PM
Fair decloned into a two part attack. I'll let you decide if you want to keep it. If I'm lucky I can have an animator reanimate it to look more professional.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 09, 2014, 01:41:04 PM
Close. The
So does that mean when Shulk does his Monado Cyclone, he just floats with no tornado graphics? And his Monado Eater no longer has the dark effect? Or am I thinking things wrong?
Close. Monado eater will have its graphic effect because it is written in the psa moveset of Shulk. Monado eater uses universal graphical effects that every character has. Monado Cyclone and Monado Purge, on the other hand, will not have their usual graphics because they are external graphic effects (meaning they are stored on individual fitcharacter.pac files) and exclusive to the character that has it on his fitcharacter.pac file. Since I put those graphics on Shulk by exporting them from other characters and replacing Ike's usual graphic effects, when Shulk uses his up B I think the fire that comes when Ike uses his plain B attack will play. Instead of Shulk's blue sword streak he should have a yellowish one.

I'm not quite sure what I did that would make the external graphics work on dolphin emulations and not on the wii. I never watched a guide or anything though, so chances are it's not supposed to be as simple as replacing the graphic file and textures and renaming the textures.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 09, 2014, 06:25:52 PM
Hey Erico I have some BP's I want to show you.

(http://i.imgur.com/LT6riMF.png)(http://i.imgur.com/N5nHFnm.png)(http://i.imgur.com/ZeFYjOB.png)(http://i.imgur.com/Q3JPzIq.png)(http://i.imgur.com/MII6dUP.png)(http://i.imgur.com/3vNEDX4.png)

I made them myself. ;D


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 10, 2014, 07:38:50 AM
Thanks, that saves some time! :)


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 10, 2014, 11:57:28 AM
Hey I just tested out your Shulk hack, and here are some suggestions I have:
1. Make Monado Eater farther ranged.
2. Make the animation for Monado Purge faster
3. Give Shulk more of HIS moves instead of Ike's but sped up
4. Work on FS.

That's all I have to say. Other than that, great job!


Title: Re: Shulk PSA - Beta Release!
Post by: Not Kratos on March 10, 2014, 12:03:56 PM
Hey I just tested out your Shulk hack, and here are some suggestions I have:
1. Make Monado Eater farther ranged.
2. Make the animation for Monado Purge faster
3. Give Shulk more of HIS moves instead of Ike's but sped up
4. Work on FS.

That's all I have to say. Other than that, great job!
Monando Purge is fine. It's a pretty strong move, so shouldn't it be a little on the slow side? In my opinion the air version should be slowed to match the startup of the ground version.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 10, 2014, 02:35:27 PM
Hey I just tested out your Shulk hack, and here are some suggestions I have:
1. Make Monado Eater farther ranged.
2. Make the animation for Monado Purge faster
3. Give Shulk more of HIS moves instead of Ike's but sped up
Monando Purge is fine. It's a pretty strong move, so shouldn't it be a little on the slow side? In my opinion the air version should be slowed to match the startup of the ground version.

-Thanks for the suggestions guys. Yesterday, Kienamaru made a bunch of unique animations for new A attacks, so we're already confronting the issue of decloning him :).

-I agree that Monado Eater should be a little bit of a longer range. It won't be too much longer though, since he already has Monado Purge as a long range attack.

-I more agree with Not Kratos about Monado Purge. However, the trouble with making the in air version slower is I'm not really sure what Shulk will be doing to fill up the frames. I guess I can see if I can just slow the start down. Maybe I could remove just a couple of frames from the on the ground version too, from the jump, in order to make it more like an initial jump and less of an initial float.

-I'm still trying to find a fix to the 'not working on the Wii' issue. I think I may have found the solution, but I may have not as well, so we'll see. Monado Buster (fs) will be worked on after that issue is fixed.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 10, 2014, 04:25:20 PM
-Thanks for the suggestions guys. Yesterday, Kienamaru made a bunch of unique animations for new A attacks, so we're already confronting the issue of decloning him :).

-I agree that Monado Eater should be a little bit of a longer range. It won't be too much longer though, since he already has Monado Purge as a long range attack.

-I more agree with Not Kratos about Monado Purge. However, the trouble with making the in air version slower is I'm not really sure what Shulk will be doing to fill up the frames. I guess I can see if I can just slow the start down. Maybe I could remove just a couple of frames from the on the ground version too, from the jump, in order to make it more like an initial jump and less of an initial float.

-I'm still trying to find a fix to the 'not working on the Wii' issue. I think I may have found the solution, but I may have not as well, so we'll see. Monado Buster (fs) will be worked on after that issue is fixed.
The reason why I want Monado Purge to be a bit faster, is because the animation looks really weird with him floating up slowly and just slowly coming back down. I think it would be better if you just made Monado Purge weaker and more faster instead, so that it would be more usable. I almost never use that attack because of it's speed. Enemies don't give you time to float for like 3 seconds up and another 3 seconds down. It might be okay for CPU's but against human players, it's almost completely useless.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 10, 2014, 05:13:55 PM
Well he's supposed to be jumping up and then floating there for a second like how he does in the game
Xenoblade Chronicles - Monado Exhibition (http://www.youtube.com/watch?v=bSNrByAirtY#ws)
I need to remove a few frames from the jump so he goes up faster, making it look like a jump.
And actually I just noticed something. He falls back to the ground as he does the spin. If I made it more like that then it would reduce time too.

It's not useless though. Due to the size of the hitbox, it's useful for striking people while they're knocked off the edge trying to recover. But yeah, some speed up would be good. I'd then reduce the damage.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 10, 2014, 05:28:51 PM
Well he's supposed to be jumping up and then floating there for a second like how he does in the game
Xenoblade Chronicles - Monado Exhibition ([url]http://www.youtube.com/watch?v=bSNrByAirtY#ws[/url])
I need to remove a few frames from the jump so he goes up faster, making it look like a jump.
And actually I just noticed something. He falls back to the ground as he does the spin. If I made it more like that then it would reduce time too.

It's not useless though. Due to the size of the hitbox, it's useful for striking people while they're knocked off the edge trying to recover. But yeah, some speed up would be good. I'd then reduce the damage.
Yeah, that would be nice. I'm sorry if my word might've been a bit mean back there. But yeah, reduce the damage to 10-15 percent damage and speed it up a bit. Make him look more like he's jumping and it'll look better as well. Also I think maybe you should do backslash as an attack. It is one of his strongest moves. I think you should have him be able to switch movesets. Like those PSA's where you press down taunt and you switch to a different moveset. So Shulk could start off in normal mode with Backslash, Slit Edge, etc and after a while, he suddenly glows blue and you press down taunt and he switches into "Monado Mode" with his Monado Purge,Eater,etc. and maybe if he glows red you press side taunt, and he would heal himself about 10-20 percent. Backslash should also be unique too, like deal 20-30 percent if your behind the enemy and 15 percent when your in front. I don't know if you could do it but that would be really cool and make him a very versatile character! Try asking Kienmaru.


Title: Re: Shulk PSA - Beta Release!
Post by: SilverBaretta on March 10, 2014, 05:40:28 PM
Yeah, that would be nice. I'm sorry if my word might've been a bit mean back there. But yeah, reduce the damage to 10-15 percent damage and speed it up a bit. Make him look more like he's jumping and it'll look better as well. Also I think maybe you should do backslash as an attack. It is one of his strongest moves. I think you should have him be able to switch movesets. Like those PSA's where you press down taunt and you switch to a different moveset. So Shulk could start off in normal mode with Backslash, Slit Edge, etc and after a while, he suddenly glows blue and you press down taunt and he switches into "Monado Mode" with his Monado Purge,Eater,etc. and maybe if he glows red you press side taunt, and he would heal himself about 10-20 percent. Backslash should also be unique too, like deal 20-30 percent if your behind the enemy and 15 percent when your in front. I don't know if you could do it but that would be really cool and make him a very versatile character! Try asking Kienmaru.
That's a heck of a lot of work for what we're trying to accomplish here. :laugh: I would love for Erico to get a team together and really try to flesh him out though. I would help myself, but I need to study up some more on the Brawl tools before I could contribute anything substantial. Best I could do is diagnose problems at the moment. I say he should keep it within his limits, and when a proper v1 is released, then he could work on fleshing Shulk out.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 10, 2014, 05:52:33 PM
That's a heck of a lot of work for what we're trying to accomplish here. :laugh: I would love for Erico to get a team together and really try to flesh him out though. I would help myself, but I need to study up some more on the Brawl tools before I could contribute anything substantial. Best I could do is diagnose problems at the moment. I say he should keep it within his limits, and when a proper v1 is released, then he could work on fleshing Shulk out.
Yeah, your right about that, but if he could carry this out, I have to say, Shulk would be one of the best characters out there!


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 10, 2014, 07:46:16 PM
https://dl.dropboxusercontent.com/u/275120798/FitIke.pac (https://dl.dropboxusercontent.com/u/275120798/FitIke.pac)

I hope this works :kdance:
Can someone try this file out? ^

-

Well I don't know how to do modes but kienamaru does. He said maybe we could do Monado speed.

The side smash that shulk has right now looks kind of like backslash. I suppose it would be possible to make it look more like backslash but that would be something I would save for a possible finishing touch.

I don't think it's possible to code it to deal more damage when hitting someone's behind, sorry.

All I got right now.


Title: Re: Shulk PSA - Beta Release!
Post by: Kienamaru on March 10, 2014, 07:58:33 PM
I'd honestly suggest rePSAing this with a fresh Ike.pac file. Adding in all graphical touches last. I can't balance it since it's unplayable on my Wii.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 10, 2014, 08:35:35 PM
https://dl.dropboxusercontent.com/u/275120798/FitIke.pac (https://dl.dropboxusercontent.com/u/275120798/FitIke.pac)

I hope this works :kdance:
Can someone try this file out? ^

-

Well I don't know how to do modes but kienamaru does. He said maybe we could do Monado speed.

The side smash that shulk has right now looks kind of like backslash. I suppose it would be possible to make it look more like backslash but that would be something I would save for a possible finishing touch.

I don't think it's possible to code it to deal more damage when hitting someone's behind, sorry.

All I got right now.
I'll try it out!

EDIT: It works! All the graphics and everything work, but one thing I would like to note is that his sword glow is a bit messed up, out of that everything rocks! ;)

EDIT 2: Oh yeah, you mind making Shulk voices a bit louder? Can barely hear them.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 10, 2014, 09:05:53 PM
Changed the monado purge in air and on ground to be same length. On ground is shortened a bit and in air is lengthened

I'll try it out!

EDIT: It works! All the graphics and everything work, but one thing I would like to note is that his sword glow is a bit messed up, out of that everything rocks! ;)

EDIT 2: Oh yeah, you mind making Shulk voices a bit louder? Can barely hear them.

EDIT:
YES!!! Wewt!! Finally!!  :happy:

The sounds are about as loud as every other characters'... And that shouldn't be different from dolphin to wii o.O

Will work on that sword effect soon. I think deleting it may have been what caused the issue in the first place so I may have to do a work around and make it transparent or something

EDIT EDIT:
Oh yeah and it should look better with the Monado III. The reason I prefer the Monado III is it's not very true to the game to hit people around with an unopened Monado or Monado II.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 10, 2014, 09:23:00 PM
Changed the monado purge in air and on ground to be same length. On ground is shortened a bit and in air is lengthened

YES!!! Wewt!! Finally!!  :happy:

The sounds are about as loud as every other characters'... And that shouldn't be different from dolphin to wii o.O

Will work on that sword effect soon. I think deleting it may have been what caused the issue in the first place so I may have to do a work around and make it transparent or something
I think there's a difference between dolphin and Wii then because Ike's normal voice is way louder than Shulks. I have to put the background music way low to actually hear him.


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 10, 2014, 09:33:27 PM
That's a heck of a lot of work for what we're trying to accomplish here.

It's completely possible to do. It shouldn't be too tough to do so, either.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 10, 2014, 09:35:56 PM
It's completely possible to do. It shouldn't be too tough to do so, either.
You mind helping with this then? Shulk could be a great character with the ideas I made above. ;)


Title: Re: Shulk PSA - Beta Release!
Post by: SilverBaretta on March 10, 2014, 09:39:47 PM
It's completely possible to do. It shouldn't be too tough to do so, either.
Well, then by all means! I was just trying to be considerate since it's his first PSA. I'm all for fleshing this bad boy out. ;)


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 10, 2014, 09:42:18 PM
You mind helping with this then? Shulk could be a great character with the ideas I made above. ;)

You mind going back to my thread and counting how many PSA's I have to do? :P

I have no problem with helping, but I'm pretty much running a one man show on my end. My time is much more limited than others.

If you need help and can't figure it out, I'll do my best to try and help.

Just don't expect 24/7 customer support :P

Post Merge: March 10, 2014, 09:43:11 PM
Well, then by all means! I was just trying to be considerate since it's his first PSA. I'm all for fleshing this bad boy out. ;)

I haven't played the PSA myself, but the guy shows potential. He should be able to do it even on his first PSA.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 10, 2014, 09:43:42 PM
Well, then by all means! I was just trying to be considerate since it's his first PSA. I'm all for fleshing this bad boy out. ;)
Exactly! If he could switch modes mid battle and heal himself every once and a while, he would be a very unique and versatile character. Making the attacks weak though is key so that he doesn't become OP. Weak, but can perform lot's of awesome combos. It balances out. He could be a little stronger in Monado Mode though.....

Post Merge: March 10, 2014, 09:45:50 PM
You mind going back to my thread and counting how many PSA's I have to do? :P

I have no problem with helping, but I'm pretty much running a one man show on my end. My time is much more limited than others.

If you need help and can't figure it out, I'll do my best to try and help.

Just don't expect 24/7 customer support :P

Post Merge: March 10, 2014, 09:43:11 PM
I haven't played the PSA myself, but the guy shows potential. He should be able to do it even on his first PSA.
Sure thing, it would be nice if we could have a little bit of help like how HeavyD88 helps you, and Revenant for some things. 24/7 isn't something we NEED, it just would be nice if you could help 24/7, but if you could just help overall, then that would be perfect. Well seeing as if you have time of course. ;)

Post Merge: March 10, 2014, 09:51:26 PM
The reason I prefer the Monado III is it's not very true to the game to hit people around with an unopened Monado or Monado II.
Technically, the Monado starts off unopened anyways. I prefer Monado 2 (weirdly) because it matches his outfit more and also that's technically the weapon he uses for more than half the game. He doesn't receive Monado 3 until the end of the game.

Post Merge: March 10, 2014, 09:53:36 PM
Thanks, that saves some time! :)
Be sure to credit me if you use these though.


Title: Re: Shulk PSA - Beta Release!
Post by: Ultraxwing on March 10, 2014, 10:19:33 PM
May i suggest, not making him heal himself? i find these moves quite "OP" i like character movesets such as these. though i do use muh Wii for brawl mods. but this looks fun, and clone worthy.


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 10, 2014, 10:36:10 PM
May i suggest, not making him heal himself? i find these moves quite "OP" i like character movesets such as these. though i do use muh Wii for brawl mods. but this looks fun, and clone worthy.

It isn't too hard to make a version with him healing and another with no healing.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 11, 2014, 08:18:40 AM
Well we would need to do heavy alterations to Shulk in order to get this Monado Mode. I actually do kind of like the idea, though. I also like the standard character Shulk too, however. As he is right now his special attacks are kind of like Monado arts. But anyways, what if we were to do two different types of Shulk, one being with how he is likely to be now and the other how he is likely to be with this Monado Mode?

How I envision (ha) this Monado Mode is that either after a certain amount of time or after using a fighter stance (equivalent to battle soul), Shulk gets to use a Monado art, based on which move he does next.
- Monado Eater is a larger effect that deals more damage and can hit through shields.
- Monado Purge would maybe hit through invincibility frames and increased power/size one again.
- Monado Enchant would increase damage output a little bit.
- Monado Speed would increase agility for a little bit.
- Monado Shield would gives him invincibility until after the next attack someone uses on him.
- Monado Armor would give some damage reduction for an amount of time.
- Monado Cyclone would be like the current up B but larger and doesn't make him go in the air.
- Monado Buster would be Monado Buster, just a standard large attack.

The issue I come into when brainstorming this is that in making these moves usable with the Monado Mode, we remove the capability for them to be used as standard moves while not in Monado mode. For instance, what will the up b instead of Monado Cyclone? What would the B and side B be if not Monado Purge and Monado Eater? They could be standard sword attacks but wouldn't that be a little boring? Also, would Monado Buster still be the final smash or just a part of this mode?

'But Eric, why not both the weak versions of the monado arts when not in Monado Mode and strong versions when in it?' Well, that's not how it works in the game, sort of defeating the purpose imo.

I think a good alternative is to have the attacking Monado arts as the special B attacks and then modes with the non-attacking Monado arts being activated either directly from fighter stances or a mode triggered by a fighter stance.

Post Merge: March 11, 2014, 03:42:28 PM
K, the download link has been redone with the version that works with the wii.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 11, 2014, 04:18:05 PM
Well we would need to do heavy alterations to Shulk in order to get this Monado Mode. I actually do kind of like the idea, though. I also like the standard character Shulk too, however. As he is right now his special attacks are kind of like Monado arts. But anyways, what if we were to do two different types of Shulk, one being with how he is likely to be now and the other how he is likely to be with this Monado Mode?

How I envision (ha) this Monado Mode is that either after a certain amount of time or after using a fighter stance (equivalent to battle soul), Shulk gets to use a Monado art, based on which move he does next.
- Monado Eater is a larger effect that deals more damage and can hit through shields.
- Monado Purge would maybe hit through invincibility frames and increased power/size one again.
- Monado Enchant would increase damage output a little bit.
- Monado Speed would increase agility for a little bit.
- Monado Shield would gives him invincibility until after the next attack someone uses on him.
- Monado Armor would give some damage reduction for an amount of time.
- Monado Cyclone would be like the current up B but larger and doesn't make him go in the air.
- Monado Buster would be Monado Buster, just a standard large attack.

The issue I come into when brainstorming this is that in making these moves usable with the Monado Mode, we remove the capability for them to be used as standard moves while not in Monado mode. For instance, what will the up b instead of Monado Cyclone? What would the B and side B be if not Monado Purge and Monado Eater? They could be standard sword attacks but wouldn't that be a little boring? Also, would Monado Buster still be the final smash or just a part of this mode?

'But Eric, why not both the weak versions of the monado arts when not in Monado Mode and strong versions when in it?' Well, that's not how it works in the game, sort of defeating the purpose imo.

I think a good alternative is to have the attacking Monado arts as the special B attacks and then modes with the non-attacking Monado arts being activated either directly from fighter stances or a mode triggered by a fighter stance.
K here's what I got:

Shulk Normal Mode:
- Side Special- Slit Edge (10 percent)
- Down Special- Shaker Edge (8 percent) (and it kind of shovels the enemy into the ground similar to DK's move)
- Neutral Special- Stream Edge (12 percent)
- Up Special- He moves his arms so that the Monado is facing down. He then releases it and shock-wave pushes him up (sorry that's all I got for that, I know it's not true to the game, but c'mon one attack won't change much right? Especially because it's his Up Special Mostly used to get up, not deal actual damage.)
- Side Smash- Back Slash (15 percent)
- Up Smash- Air Slash (13 percent)
- Down Smash- Shulk's original talent art: Turn Strike (weak 4-5 hit attack, each dealing say 2 percent each making a total of 10 percent damage.)

I was thinking Shulk turns into Monado mode with the down taunt about every 2-3 minutes of battle, because a normal 5 stock battle takes up 10-15 mins if you are good. Also by no means is he going to be MORE powerful in this mode
Shulk Monado Mode:
- Side Special- Monado Eater  (5 to 10 percent damage) (poisons people)
- Down Special-  First Charge: Monado Speed (makes him a bit faster in his attacks, not movement) Second Charge: Monado Armor (He is immune to attacks for 5-10 seconds) Third Charge Monado Enchant (increasing every attack percentage by 5 percent. To make it not OP Shulk also deals 5-10 percent damage to himself. ) It takes about 3-5 seconds to move to each charge. Maybe even more.
- Up Special- Monado Cyclone (5 percent, if you touch it)
- Neutral Special- Monado Purge (12 percent)
- All Smashes are like the ones above but 5 percent more powerful (So used to deal 10 percent? Now it deals 15)

FS- MONADO BUSTER- Shulks Monado releases a blue saber that fills up half the stage. Deals 50 percent damage, and shovels all the enemies into the ground.

Side Taunt (Optional)- Heal (Heals 5 percent if winning, 10 percent if losing, similar to Lucario's aura)

Yep, I kind of ran out of ideas for the smashes in Monado Mode and The Up special in Normal Mode, but it should be fine. This is a pretty balanced moveset if you ask me. By all means give your opinions and suggestions on this.


Title: Re: Shulk PSA - Beta Release!
Post by: Not Kratos on March 11, 2014, 04:50:27 PM
Uh, can he not heal with a taunt? Healing is pretty unbalanced IMO.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 11, 2014, 04:52:48 PM
Uh, can he not heal with a taunt? Healing is pretty unbalanced IMO.
Yes there is a heal version and a non heal version. I personally think it's not OP because he can only use it every 2-3 minutes and it only heals 5-10 percent. I guess I should've stated that above....


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 11, 2014, 04:56:36 PM
The closest you can do with the "heal less if he's winning, heal more if he's losing" is to make it so that if his damage is less than 100 to heal 5% and if his damage is more than 100 to heal 10% or whatever.

The rest should be possible. Kinda skimmed over it.

Is it necessary to have so much? Probably not. But it can be done.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 11, 2014, 05:26:28 PM
Oo I just thought of what would be good for Shulk's winning theme. The way end of confrontation with the enemy.

K here's what I got:

[...]

Yep, I kind of ran out of ideas for the smashes in Monado Mode and The Up special in Normal Mode, but it should be fine. This is a pretty balanced moveset if you ask me. By all means give your opinions and suggestions on this.
I'm still not seeing why he would stay in a mode where he uses Monado arts. It's not like he does that in the game.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 11, 2014, 05:29:22 PM
The closest you can do with the "heal less if he's winning, heal more if he's losing" is to make it so that if his damage is less than 100 to heal 5% and if his damage is more than 100 to heal 10% or whatever.

The rest should be possible. Kinda skimmed over it.

Is it necessary to have so much? Probably not. But it can be done.
I don't get how there's so much. There is the same amount of attacks a normal character has, except on how he has the extra "Monado Mode", which gives hime four extra attacks. But anyways, how do you think of my plan?

Post Merge: March 11, 2014, 05:38:12 PM
Oo I just thought of what would be good for Shulk's winning theme. The way end of confrontation with the enemy.
I'm still not seeing why he would stay in a mode where he uses Monado arts. It's not like he does that in the game.
Dude, I'm just going to point out that, in the game, he has to charge up his talent gauge (2-3 minutes in the PSA idea I made) and he switches to a set of new moves also known as the "Monado Arts". If you want it be "game accurate" then might as well not give him Monado Arts at all, because he can't use them unless he charges his talent gauge to full IN THE ACTUAL GAME, Also he can only use one every time he charges up his gauge. This can't be entirely accurate to the game you know or else Shulk would only be able to use his Normal attacks, and ONE monado art once in a while. So really your idea isn't game accurate either, in fact mine is more accurate than yours. Not trying to be mean, but it's kinda the truth. Plus he doesn't stay in the mode, he is only in "Monado Mode for a few minutes just like the actual game. Guess I should have pointed that out. :P


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 11, 2014, 06:00:42 PM
Why is everyone on the "has to be true to the game" train?


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 11, 2014, 06:03:58 PM
Quote
So really your idea isn't game accurate either, in fact mine is more accurate than yours. Not trying to be mean, but it's kinda the truth. Plus he doesn't stay in the mode, he is only in "Monado Mode for a few minutes just like the actual game. Guess I should have pointed that out.

You believe it's a fact that your idea is more accurate. Hmm. Here's some facts. It only takes five auto attacks to fill up Shulk's talent gauge and this can be done in less than 10 seconds with Haste VI and Double Attack VI gems. You do not stay in this Monado Mode for a few minutes; you use just one monado art.

This is getting annoying. I've considered your idea. If you're really that set on it, you use psa and brawl box and try to implement it yourself after I've released v1.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 11, 2014, 06:06:37 PM
Why is everyone on the "has to be true to the game" train?
Exactly! That's what I said, I was just pointing out that if he wanted it to be "game accurate" than Shulk wouldn't be a very good character overall. Also I was pointing out on how, even though I wasn't thinking about it, mine was weirdly more game accurate than his.

Post Merge: March 11, 2014, 06:08:52 PM
You believe it's a fact that your idea is more accurate. Hmm. Here's some facts. It only takes five auto attacks to fill up Shulk's talent gauge and this can be done in less than 10 seconds with Haste VI and Double Attack VI gems. You do not stay in this Monado Mode for a few minutes; you use just one monado art.

This is getting annoying. I've considered your idea. If you're really that set on it, you can learn how to use psa and brawl box and try to implement it yourself after I've released v1.
It's totally fine. Just trying to make your PSA better with some ideas. I just going to point out as well, that you were being kind of rude first, but whatever you think is right.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 11, 2014, 10:39:05 PM
Yeah I was being a little rude lol.

Would this be a good winning theme though? (at 3:32)
http://youtu.be/gQnY7L8ucCk?t=3m32s (http://youtu.be/gQnY7L8ucCk?t=3m32s)

I was also thinking about from the middle of 3:08 to the way beginning of 3:16 in the main theme
https://www.youtube.com/watch?v=nNR-wsFAfiU (https://www.youtube.com/watch?v=nNR-wsFAfiU)

The first feels more victorious but then the main theme is just... awesome. Meh.
I could edit both of them with audacity so they sound natural so it's really just about which is a better fit.


Title: Re: Shulk PSA - Beta Release!
Post by: Not Kratos on March 12, 2014, 04:37:18 AM
Maybe include both? Shulk himself has 3 different models in the download.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 12, 2014, 08:12:23 AM
Maybe include both? Shulk himself has 3 different models in the download.
That would be great, but I don't think the creator liked my idea anyways. I would like to play with my idea but no matter how I tried I couldn't get the hang of PSA'ing, in the first place.

Hmmmm, if Erico is willing to do it I was thinking this:
- Erico's Idea (First Download of course)
- My Idea(if he is willing to accept it)
- My Idea Non-Heal version (if he is willing to accept it.)

And there would be the 3 versions in the download. Everyone seemed to like both ideas, so if he doesn't agree, it would be a bummer. :-\

Hey Erico, why not make a Poll and ask people if they want your version,my version, or both? That would be good. Just a suggestion, so don't go haywire on me. :P

Yeah I was being a little rude lol.

Would this be a good winning theme though? (at 3:32)
[url]http://youtu.be/gQnY7L8ucCk?t=3m32s[/url] ([url]http://youtu.be/gQnY7L8ucCk?t=3m32s[/url])

I was also thinking about from the middle of 3:08 to the way beginning of 3:16 in the main theme
[url]https://www.youtube.com/watch?v=nNR-wsFAfiU[/url] ([url]https://www.youtube.com/watch?v=nNR-wsFAfiU[/url])

The first feels more victorious but then the main theme is just... awesome. Meh.
I could edit both of them with audacity so they sound natural so it's really just about which is a better fit.
That's some good stuff!


Title: Re: Shulk PSA - Beta Release!
Post by: Not Kratos on March 12, 2014, 08:25:26 AM
That would be great, but I don't think the creator liked my idea anyways. I would like to play with my idea but no matter how I tried I couldn't get the hang of PSA'ing, in the first place.

Hmmmm, if Erico is willing to do it I was thinking this:
- Erico's Idea (First Download of course)
- My Idea(if he is willing to accept it)
- My Idea Non-Heal version (if he is willing to accept it.)

And there would be the 3 downloads for him. Everyone seemed to like both ideas, so if he doesn't agree, it would be a bummer. :-\

Hey Erico, why not make a Poll and ask people if they want your version,my version, or both? That would be good. Just a suggestion, so don't go haywire on me. :P
I was referring to the victory themes, not the moveset. Sorry for the confusion.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 12, 2014, 08:26:30 AM
I was referring to the victory themes, not the moveset. Sorry for the confusion.
Oh....I look stupid now. :P


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 12, 2014, 08:39:14 AM
Maybe include both? Shulk himself has 3 different models in the download.
Yeah good point.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 15, 2014, 12:29:39 PM
Right, so mac users may have been downloading the file, finding that the .pac folder was missing. It started with a period which apparently keeps the folder hidden on macs. I renamed it to "Moveset files."

Also the annoying graphics that were added with the update so that Shulk works on the Wii have been taken care of.

I realize this thread is becoming harder to look through for new people so I'm adding an 'updates' section on the first post.


Title: Re: Shulk PSA - Beta Release!
Post by: Not Kratos on March 16, 2014, 03:13:35 PM
Yay! Now I can actually use this! Just curious, when can we expect updates to the moveset?


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 16, 2014, 10:46:18 PM
Hmm. Well, today I did a lot of work on the final smash. I feel like if I work on it tomorrow I could finish that. From there, I'll be doing a fix on Monado eater to prevent people from being hit by it multiple times. Shouldn't take too long I think. Then, Shulk needs to be decloned some more and balanced a little. Oh yeah and I need to fix up the timing of the hitbox for monado purge a little.

Other than the possible issue with voices being too quiet which solargamer mentioned (can someone confirm this?), I don't think there's anything else left.

So for a date.... maybe like the end of this week?

EDIT: Ah, right, I was also thinking of doing a kirby hat. I'll need to learn how to use 3ds max to get the monado's model in the kirby file. I guess that could possibly take some time.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 20, 2014, 07:51:04 PM
Finished a new in air downwards attack!! ;D

JK, here's the real reason I'm so excited (though I'm not kidding about the attack air low if you're wondering)

(http://i.minus.com/ibtp43KzyWfXWa.gif)

Monado Buster (fs) is finished and modified to be appropriately badass! Its power level has been raised to over 9000! This slash can cut through the very cake which has long been known to man as but only a lie! GG, ROB, you filthy mechon!
[/end_excitement_and_cheesiness.]

Uh do keep in mind my video recorder program slows down my game when it's running, so the attack is a little (not hugely though) faster in the game. Also, it does send people flying... I just cut off the gif right before that :P


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 20, 2014, 08:46:00 PM
Finished a new in air downwards attack!! ;D

JK, here's the real reason I'm so excited (though I'm not kidding about the attack air low if you're wondering)

([url]http://i.minus.com/ibtp43KzyWfXWa.gif[/url])

Monado Buster (fs) is finished and modified to be appropriately badass! Its power level has been raised to over 9000! This slash can cut through the very cake which has long been known to man as but only a lie! GG, ROB, you filthy mechon!
[/end_excitement_and_cheesiness.]

Uh do keep in mind my video recorder program slows down my game when it's running, so the attack is a little (not hugely though) faster in the game. Also, it does send people flying... I just cut off the gif right before that :P


It seems... rather anti climatic...

I don't know what you could do. Maybe a flashier animation or something, but something needs to be done about it.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 21, 2014, 08:13:59 AM
Finished a new in air downwards attack!! ;D

JK, here's the real reason I'm so excited (though I'm not kidding about the attack air low if you're wondering)

([url]http://i.minus.com/ibtp43KzyWfXWa.gif[/url])

Monado Buster (fs) is finished and modified to be appropriately badass! Its power level has been raised to over 9000! This slash can cut through the very cake which has long been known to man as but only a lie! GG, ROB, you filthy mechon!
[/end_excitement_and_cheesiness.]

Uh do keep in mind my video recorder program slows down my game when it's running, so the attack is a little (not hugely though) faster in the game. Also, it does send people flying... I just cut off the gif right before that :P
Think it would look better with Monado 2 :P


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 21, 2014, 08:14:31 AM
It seems... rather anti climatic...

I don't know what you could do. Maybe a flashier animation or something, but something needs to be done about it.

Right... my brother had told me the same thing. I was excited because the graphic of the beam actually looks a lot better now. TBH, I need and appreciate these outside opinions because from working on the move I lose the capability to make an initial impression of it.

Anyways, while I think it's probably a bit more intense when used in the game because of the sound effects and non-slowed movements (due to the video capture program I use), it still needs more.

I'm just going to list down my ideas

~ Speed up the start up of the move.
(Aside from making it look less like he's just standing there, speeding up the animation at the start would also help the beam to look more full since it's constructed from a sword glow graphic.)
~ Smoke graphics
~ Maybe some other sorts of graphics, like the quick, flashing light graphic that happens when you charge up an attack.
~ He could shake while charging up the move in order to make it appear is if he is putting a lot of power into it.
~ If needed, make the body flash a color (blue) on top of all of this.
~ Also improve the sound effects (there's not enough oomph to them)


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 23, 2014, 03:37:59 PM
Constructed an announcer voice for Shulk and made Monado Buster look/sound better.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 23, 2014, 08:09:47 PM
Constructed an announcer voice for Shulk and made Monado Buster look/sound better.
Looks like your putting alot of effort into this. May I ask if all this is included in the download as well?


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 25, 2014, 07:22:02 PM
Looks like your putting alot of effort into this. May I ask if all this is included in the download as well?
I can put the announcer voice in but it turns out I'm doing work on Monado Buster again. I found a nice graphic for the beam that I'm using instead of the extended sword glow - making it look very professional.

Post Merge: March 25, 2014, 07:23:40 PM
Oh, and I'm really busy with school again :-[. Scholarship stuff is due friday and I have a physics midterm extending from tomorrow to thursday.


Title: Re: Shulk PSA - Beta Release!
Post by: SilverBaretta on March 25, 2014, 07:53:47 PM
Oh, and I'm really busy with school again :-[. Scholarship stuff is due friday and I have a physics midterm extending from tomorrow to thursday.
I know that feeling very well, haha. Don't sweat it, we'll be here.  :kdance:


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 25, 2014, 08:00:20 PM
I know that feeling very well, haha. Don't sweat it, we'll be here.  :kdance:
Thanks. I''m just going to post a picture of what's done and then hit the book.
(http://i1328.photobucket.com/albums/w531/Erico9001/MonadoBuster_zps0bcb6f96.png)
I still want to edit the texture with gimp a little more, translate the graphic up the sword so that it comes out just above the circle part, and put a sword glow behind it, but you get the idea.

And yeah so I'll put the announcer voice in the download tomorrow.


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 26, 2014, 09:17:12 AM
Thanks. I''m just going to post a picture of what's done and then hit the book.
([url]http://i1328.photobucket.com/albums/w531/Erico9001/MonadoBuster_zps0bcb6f96.png[/url])
I still want to edit the texture with gimp a little more, translate the graphic up the sword so that it comes out just above the circle part, and put a sword glow behind it, but you get the idea.

And yeah so I'll put the announcer voice in the download tomorrow.
HOLY [censored] THAT LOOKS FREAKIN AMAZING! :happy:


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 26, 2014, 06:00:59 PM
HOLY [censored] THAT LOOKS FREAKIN AMAZING! :happy:
;D

(http://i.minus.com/ibdtawWyCJKZBH.gif)
Also, the sound effect has him saying "Monado... Buster!!" in coordination with the attack. So, as it's starting he says monado and as he does his swing he says buster.

And instead of putting the announcer sound effect in the zip file, I'm just going to make the wav a download. You can use sawndz or super sawndz to instert it in.

https://dl.dropboxusercontent.com/u/275120798/Shulk%20announcer3.wav (https://dl.dropboxusercontent.com/u/275120798/Shulk%20announcer3.wav)

It goes in the "characall" section which is located just above all of the numbers at the bottom. In ntsc version it's group id 223 and Ike's sound effect is Audio[21].
Group ID: 223, Collection ID: 799, WAV ID: 33.


Title: Re: Shulk PSA - Beta Release!
Post by: Not Kratos on March 26, 2014, 07:02:18 PM
Oh man, I really like how this is turning out :D


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 26, 2014, 07:05:44 PM
You already know my opinion :P


Title: Re: Shulk PSA - Beta Release!
Post by: GoMB-BallGamer4774 on March 26, 2014, 08:48:50 PM
;D

([url]http://i.minus.com/ibdtawWyCJKZBH.gif[/url])
Also, the sound effect has him saying "Monado... Buster!!" in coordination with the attack. So, as it's starting he says monado and as he does his swing he says buster.

And instead of putting the announcer sound effect in the zip file, I'm just going to make the wav a download. You can use sawndz or super sawndz to instert it in.

[url]https://dl.dropboxusercontent.com/u/275120798/Shulk%20announcer3.wav[/url] ([url]https://dl.dropboxusercontent.com/u/275120798/Shulk%20announcer3.wav[/url])

It goes in the "characall" section which is located just above all of the numbers at the bottom. In ntsc version it's group id 223 and Ike's sound effect is Audio[21].
Group ID: 223, Collection ID: 799, WAV ID: 33.
Man I'm dying to use that Final Smash, can please include it in the download?  :kdance:


Title: Re: Shulk PSA - Beta Release!
Post by: Not Kratos on March 27, 2014, 03:39:45 PM
Just curious, do you think you could include just the .wavs for Shulk's attacks and stuff eventually? I want to use him with BrawlEx and give him his own soundbank.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 27, 2014, 04:48:29 PM
Man I'm dying to use that Final Smash, can please include it in the download?  :kdance:
I know it's killing you – it would kill me too if I was in your position – but please hold on a little longer; v1 is coming out soon!
All that needs work is monado eater. :vyse:
Oh and there's a couple of hitboxes but those are quick fixes

Just curious, do you think you could include just the .wavs for Shulk's attacks and stuff eventually? I want to use him with BrawlEx and give him his own soundbank.
Yes.


Title: Re: Shulk PSA - Beta Release!
Post by: Not Kratos on March 27, 2014, 06:08:54 PM
Yes.
:D
Oh goody!


Title: Re: Shulk PSA - Beta Release!
Post by: Large Leader on March 27, 2014, 06:18:24 PM
If you need any help with closing out Shulk and decloning, shoot me a PM.


Title: Re: Shulk PSA - Beta Release!
Post by: Kienamaru on March 27, 2014, 07:46:47 PM
Liking the progress. When everything else is done send it to me for balancing and I'll get everything perfecto.


Title: Re: Shulk PSA - Beta Release!
Post by: Erico9001 on March 28, 2014, 09:03:53 PM
I didn't like how the character portraits didn't line up and had some transparency issues so I redid them. Turned out pretty nicely. I was trying to upload a gif but I kept getting difficulties  :notimp:
^Putting this in the download along with the shulk announcer voice.

Also made some of his animations flow into the new stance he has

EDIT: Also turned these into InfFace.brres files (the faces at the bottom of the screen in the game)
Hosernaut is working on Shulk stock icons

Post Merge: March 30, 2014, 08:17:52 PM
Monado Eater has a longer reach now/looks better/has less lag now.

And the monado III is now semi-transparent
(http://i1328.photobucket.com/albums/w531/Erico9001/ShulkmonadoIIIpic2_zps05da387a.png)


Title: Re: Shulk PSA - Actually still more work to do
Post by: Erico9001 on April 03, 2014, 04:45:04 PM
Right, so it turns out I had a lot of work to do still. Fixed several glitches involving monado purge and monado eater. In order to fix one with monado eater I made it an attack that does not have a hold (works better this way anyways). Also, I altered current and created new animations to make his movements more fluid.

I just finished some new falling and jump animations and am working on new walk/run animations.

Post Merge: April 03, 2014, 11:23:18 PM
Great, now that's all done. His own fall and running animations makes him unique. He walks with his two hands on the sword still and as he progresses into a run he gets that form he uses in-game (cutscenes) where the Monado is at his side and to back as he is running. I've been thinking about changing the winning animation that has Ike's aether attack to something else. Anyone have any ideas on what I can do for this?

The other thing I might be changing is the dash attack, but I already have an idea for this.

Tomorrow's a day off for me so he very well may be finished tomorrow (but you know, things come up).
(note to self, still need to do air dodge)
Before I release him I'll want to have someone try him out on their wii first so that I'll know if I screwed things up with the external graphics again.

edit: Oh yeah, and kienamaru I still need you to check out balancing. I don't think anything is terribly op at the moment but the balancing is not fine tuned.


Title: Re: Shulk PSA - V1 Release Soon
Post by: GoMB-BallGamer4774 on April 06, 2014, 11:44:40 AM
Right, so it turns out I had a lot of work to do still. Fixed several glitches involving monado purge and monado eater. In order to fix one with monado eater I made it an attack that does not have a hold (works better this way anyways). Also, I altered current and created new animations to make his movements more fluid.

I just finished some new falling and jump animations and am working on new walk/run animations.

Post Merge: April 03, 2014, 11:23:18 PM
Great, now that's all done. His own fall and running animations makes him unique. He walks with his two hands on the sword still and as he progresses into a run he gets that form he uses in-game (cutscenes) where the Monado is at his side and to back as he is running. I've been thinking about changing the winning animation that has Ike's aether attack to something else. Anyone have any ideas on what I can do for this?

The other thing I might be changing is the dash attack, but I already have an idea for this.

Tomorrow's a day off for me so he very well may be finished tomorrow (but you know, things come up).
(note to self, still need to do air dodge)
Before I release him I'll want to have someone try him out on their wii first so that I'll know if I screwed things up with the external graphics again.

edit: Oh yeah, and kienamaru I still need you to check out balancing. I don't think anything is terribly op at the moment but the balancing is not fine tuned.
I can try him out if you would like.


Title: Re: Shulk PSA - V1 Release Soon
Post by: SilverBaretta on April 06, 2014, 01:59:53 PM
Same here if you want a Wii U test. Not like it's any real difference.  :D


Title: Re: Shulk PSA - V1 Release Soon
Post by: Erico9001 on April 06, 2014, 09:14:00 PM
Kienimaru already tried him out on the wii but thanks guys!

Lol, I know I keep saying this but I think he'll be released tomorrow


Title: Re: Shulk PSA - back to work again
Post by: Erico9001 on April 10, 2014, 04:56:46 PM
Working on more stuff again. I'm going to stop making predictions for the release because I keep finding more things to do =P


Title: Re: Shulk PSA - back to work again
Post by: Akeno/Archer on April 11, 2014, 11:18:12 AM
*Subs* *Gets out*


Title: Re: Shulk PSA - Shulk released!
Post by: Erico9001 on April 17, 2014, 11:53:03 PM
Yep, and suddenly Shulk gets released. Enjoy, guys!

Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203267 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203267)


Title: Re: Shulk PSA - Shulk released!
Post by: Akeno/Archer on April 18, 2014, 06:05:17 AM
Yep, and suddenly Shulk gets released. Enjoy, guys!

Download:
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203267[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203267[/url])
This deserves some testing.


Title: Re: Shulk PSA - Shulk released!
Post by: bleachmagic on April 18, 2014, 09:28:46 PM
looks good, glad my mod is getting put to good use, what are your future plans or are you just about done with the moveset?


Title: Re: Shulk PSA - Shulk released!
Post by: GoMB-BallGamer4774 on April 19, 2014, 07:29:38 PM
Not trying to be greedy or anything, but since your a beginner PSA'er and your obviously doing a great job, are you planning on doing PSA's with characters like Mumkhar or Dunban? Because  I'm pretty sure this isn't going to be your last PSA.


Title: Re: Shulk PSA - Shulk released!
Post by: Erico9001 on April 20, 2014, 12:51:08 PM
Hmm well I've been thinking a lot about what I'll be doing from here on. For the most part I'm satisfied with Shulk. Kienamaru, someone who helped me a lot with this project, has mentioned to me he has been thinking about doing some work with Shulk. Though, I know he has a lot on his plate right now.

As for myself, I'm going to take a break. It may be long or short; I'm not really sure at this point. This stuff is really time consuming, and has getting in the way of school. This isn't usually such an issue for me, but AP Physics is a [censored]. We'll just need to wait and see what I do once AP tests are over.

For when I do come back, there are a couple things I have in mind for my next project.

I might decide to do a little more work with Shulk. I have been toying with the idea of making monado shield, monado armour, and monado speed into modes activated via fighter stances. Or, if Kienamaru is working on his version, I could see if I could help out with that.

----

The other idea I have is a new Xenoblade character. While Dunban would be neat, I would want to try something a little harder and more unique. Melia.

Tbh, the concept behind this psa gets me a little excited so I'll talk in depth about it.

Melia would operate similarly to how she does in the game. She is able to summon three elementals, each which would have different effects on her as they are summoned and as they are being cast.

The psa would operate through a complex series of "if bit variable is set" operations.

Side B, Down B, and some of the fighter stances would summon the elementals while the Neutral B would fire them. Up B is reserved for something to help melia recover. Maybe she could quickly summon wind and use it to launch her up.

The elementals I have in mind are:

--Aqua. While active it heals Melia 1 HP every x seconds. I've been thinking like maybe once every 3 seconds for one elemental summoned, once every 2.25 secs for 2, and once every 1.5 seconds for 3 water elementals. When fired, the elemental does only like 5 damage but heals Melia that amount. Would be coded like "If hitbox connects, add 5 damage"

--Bolt. In-game it increases Melia's ether while active, so I figure it should increase the damage of elementals being fired. Since there can be 0-3 of these active at once, I would pretty much have to have four different versions of the b attack made by the bit variables. When cast, has an electric flag and noise but no other effects. Is the most powerful of the B attacks.

--Flare. Powers up her A attacks a bit. When cast, it has a larger hitbox than the electric and uses a fire flag. Damage is moderately high. Don't think I can replicate the burn damage.

--Earth. Gives her slight damage resistance. I think this can be done through the super armor operation?? When fired it does an area effect that gives opponents flowers to represent poison.

A attacks would be hits with staff, kicks, maybe a slap. Smash attacks could possibly be based on starlight kick and spear break. I could maybe balance her in a way that the A attacks are weak and the special attacks are strong. Since the elemental strikes would probably be absorbed by ness/lucas and blocked by fox/falco/wolf, doing that might make her a little too weak to those characters.

I think she'd be over peach because zelda has no wiggle room.

My biggest worry is with getting the model since I have no experience with making models. Is it possible to add a bone for the spear?
-I would probably see about having someone else get the model.


Title: Re: Shulk PSA - Shulk released!
Post by: Large Leader on April 20, 2014, 01:02:56 PM
I think I mentioned this to you, but you put too much effort into making Shulk's final work when all you needed was about 1 line of code.


Title: Re: Shulk PSA - Shulk released!
Post by: Erico9001 on April 20, 2014, 05:33:44 PM
I think I mentioned this to you, but you put too much effort into making Shulk's final work when all you needed was about 1 line of code.
All I did was copy and pasted the code to another action and directed the original action to it. I'm guessing the other solution is to hex? I'll bet my solution was a lot easier than learning how to do that :P.

Post Merge: April 21, 2014, 10:57:27 AM
Put some more thought into Melia. I would probably need to make the A attacks weaker to start with so that she doesn't get op with three flare elementals summoned. With three, though, her A attacks would be above average. The same goes for the strength of the elemental attacks so that she doesn't get op with three of the bolt elementals.

This is what gets me excited about the concept. Once balanced properly, Melia would be a versatile character whose style reflects the person playing as her. If the person prefers ranged attacking they would probably go for more of an electric style. If they prefer a more aggressive style they would probably go for pure electric or flare, depending on if they prefer ranged or close combat. If more defensive they might lean for earth and water and possibly mix some electric or flare.

I could probably do another elemental, the wind elemental, which would increase the speed of the character since it increases agility in the game. It would be activated if Melia uses up B while on the ground. However, I'm not really sure if this elemental is needed. It probably wouldn't hurt, but would make the series of bit variable codes even more complex.


Title: Re: Shulk PSA - Shulk released!
Post by: Kienamaru on April 21, 2014, 12:38:29 PM
After watching the video and seeing the recovery in action, he DEFINITELY needs it to function differently. It should be a multihitter. I know the move is wind and supposed to blow things away, but you can make it do that with the last hitbox by making it cover his entire cyclone. That's the most dysfunctional recovery I think I've ever seen.


Title: Re: Shulk PSA released (V1)
Post by: Erico9001 on April 21, 2014, 03:22:08 PM
After talking with Kienamaru there's been a slight change in plans. Shulk still needs a little work. In like a V1.5 release, improvements will be made to the Up B, a mode or two will be created, and improvements to the up tilt and side tilts will be made.

---------------

I also made an ASCII Monado.

....................................¸,.,¸,«^*¨¯¨*^» ¸
¸´¨*¨*¨*¨*¨*¨*¨*¨*¨*¨’........¸«^*¨*^»¸..`*¸
; O ¸,¸,¸,¸,¸,¸,¸,¸,¸ ¸,¸.......,‘ ............. ’,......’*^¤›~-·~ -•·- .,_¸_,_¸_,_¸_,_¸_,_¸_,_¸,_¸
.’¬’.......................V....‘,.....;  ............... ;................................................. ....................‘›
....................................', ...’, ............. ,’............Érïçð.......................9001...................,’
.................................... ; .....‘›.,¸ ¸ ¸,.‹’..................................................................¸ ›’
...................................´¸........................... ¸ „ . ~ -·-·-~-·-•·-~-·~~-·~+¤^*¨
.......................................'* » . „ ¸ ¸ ¸ „ . «*´

Might look different if you're using a different browser or are zoomed in or out in that browser.
Should look like this:
(http://i1328.photobucket.com/albums/w531/Erico9001/Monado_zps7374e998.png)


Title: Re: Shulk PSA released (V1) - OP updated
Post by: Not Kratos on April 21, 2014, 04:24:17 PM
Oh, can you maybe change the aesthetics for the down special? It still resembles / sounds like Ike's counter, which bothers me because Shulk isn't a Fire Emblem character.


Title: Re: Shulk PSA released (V1) - OP updated
Post by: Erico9001 on April 21, 2014, 10:04:10 PM
Oh, can you maybe change the aesthetics for the down special? It still resembles / sounds like Ike's counter, which bothers me because Shulk isn't a Fire Emblem character.
Yea. That's another thing I can do. I've been having trouble coming up with what he would do though. He's supposed to be seeing into the future when he does it, but there's never any sort of pose he makes when he does the down b. What I've been thinking is he could put his sword in front of him, like the pose he goes into for a bit in the final smash, and instead of a blue flash on the sword there could be a instead a flash on his head.

http://youtu.be/GZ-MX8JwWPU?t=10m47s (http://youtu.be/GZ-MX8JwWPU?t=10m47s)

If you skip to around 10 minutes and 48 seconds there's a great shot of when he sees into the future. There's that noise and that flash. That's what I'll try to create.

The noise actually sounds kind of like the noise that already sounds when the down b is used, but without the metal clanginess. Oo, and I notice that it sounds even more like the noise that plays on Ike's or Marth's entry. This makes things even easier... I only need to use psa then.

Cool, looks like I have a plan for that now.

--

Oh yes, and you had asked a while back if I could compile the wavs I used for the sfx. I'll see about doing that some time soon. The thing is that they aren't very organized.


Title: Re: Shulk PSA released (V1) - Starting work on V1.5
Post by: Erico9001 on May 28, 2014, 07:24:10 PM
Been a while since I posted here. I did do up Monado speed for the most part, but the thing is that I want the mode to end on its own after a certain amount of time. I'm currently unsure if it's possible so monado speed might not actually work out.

Just today I finished a new animation for a side tilt. Have yet to psa it or see how it looks in game, but it looks decent in brawlbox.

Oh yes and the up b does give some knockback now. Currently deciding between giving it a trip rate of 100% or continuing to use the opponent on back special hitbox flag.

Mm, also almost forgot about the changes I did to the down b. I ended up using the actual sound effects from the game for that. The thing is that they are a little quiet.

Also, is there anyone interested in doing a new model for Shulk? The model currently being used has a spot on its face that kind of bugs me. I could release the model with the next version. Proper credit given, of course. I could do the alternate colors unless you want to.
If not, that's coo'


Title: Re: Shulk PSA - Continued progress on V1.5
Post by: Kienamaru on May 29, 2014, 07:47:06 AM
I can't do model things but I can help you out with PSA related things again. There are a few ways to simulate Monado speed having a time limit, some more tedious than others.


Title: Re: Shulk PSA - Continued progress on V1.5
Post by: Erico9001 on May 30, 2014, 09:42:55 AM

Yeah, KingofChaos explained it to me in the help thread I made but its a little more complex than I would have expected. Help would be appreciated :)


Title: Re: Shulk PSA - Continued progress on V1.5
Post by: Large Leader on May 30, 2014, 09:58:27 AM
I haven't done a time activated mode, but I believe it'd go something like this:

Subaction ActivateMode

Bit Variable Set LA Bit X = 100

Then, make a subroutine

If Float Variable LA Float X > 0
Bit Variable Increment LA Float X --
End If*
If LA Float X = 0*
Clear Bit LA Float X
End If
Execute Loop

*You could probably use an Else If (or If Else, don't remember what it's called) statement to "shorten" your coding, iirc.

Then in the subaction for all the affected attacks/moves

If LA Float X > 0
(Insert what you want to change in the mode. For example, if you want it to speed up the attack, add a Frame Speed Modifier)
Else
(Insert the original coding in the subaction)
End If

That's pretty much it, imo. You might need to do more fancy stuff for things like deactivating the mode if the character dies, etc.


Title: Re: Shulk PSA - Continued progress on V1.5
Post by: Kienamaru on May 31, 2014, 09:54:13 PM
That's pretty much it, imo. You might need to do more fancy stuff for things like deactivating the mode if the character dies, etc.

and this part I know how to do


Title: Re: Shulk PSA - Continued progress on V1.5
Post by: Large Leader on May 31, 2014, 10:04:54 PM
Wouldn't you just add a

Float Variable Set LA XX = 0

in the death action override?

And then in the run you could probably just add a FSM or a change subaction command.


Title: Re: Shulk PSA - Continued progress on V1.5
Post by: Kienamaru on June 01, 2014, 05:00:47 PM
Pretty much yeah.

If Comparison compare: IC Basic, 20001, comparison method 2, second variable 190


Title: Re: Shulk PSA - Continued progress on V1.5
Post by: Large Leader on June 01, 2014, 05:42:22 PM
Wait, Ike doesn't have Action Overrides

Whoops.


Title: Re: Shulk PSA - Continued progress on V1.5
Post by: Kienamaru on June 02, 2014, 10:09:16 PM
What? that code I used on Ike and it works fine. Just check out Brawl Minus Ike since I made him and all that. He activates a mode based on sword damage output. And when he dies he loses that mode.


Title: Re: Shulk PSA - Continued progress on V1.5
Post by: Large Leader on June 02, 2014, 10:17:51 PM
No, I was thinking of something else. Don't worry about it.