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Messages - Crony

#1
Today is the day that finally my deeper dream as became true:
Dark Samus now is an official SSBU playable character!
And for this I official stop working on this version I've made.
Thanks to all the people that helped me out, and the people that have appreciate my work and who love Dark Samus as me. Thank you!
#2
Hello guys, it's been so long since I write but I'm still here.
I am writing to tell you first of all that, unfortunately, due to lack of time and especially no helping, I can not finish some of the projects of Dark Samus. and I'm sorry for that.
Anyway I wanted to say to all of you who have followed me and all the fans of Dark Samus that there is a big hope.
We vote together Dark Samus as a new character in SSB4! Come on guys, it's our last chance!
Here the link to vote:


https://cp.nintendo.co.jp/en-uk/

Thanks!
#3
Quote from: A Bloody Canadian on August 31, 2014, 04:16:03 PM
I was thinking of PMing him if this happened a 3rd time, but since you asked, I'll shoot him one right now.

Thanks!
#4
hello guys,

I'm Crony the PSA maker of Dark Samus, I'm writing to you because there is one man that continues reporting my PSA because he tell that "I MUST do a video of my PSA to PROVE that it work!"

The guy is DerpHerp355

Pls can you do something? I don't known if this is the right thread, but KingOfChaos told me to write here.
Thank!
#5
thanks KingOfChaos! ;)

Post Merge: June 25, 2014, 07:38:17 PM

Can Someone please do a great showcase video of Dark Samus for youtube!
Guys I really needit!
I can pay with phazon...
 ;)
#6
Attacks and Animations / Crony's Dark Samus Update!
June 25, 2014, 03:03:23 PM
Hello guys! I'm not dead!  :laugh:

I write here for informing you about a little update for the Dark Samus PSA!

Is just a "little" update, but I'm very happy to do this.  ;D
First the update are about some animations, GFX and others things but not the moves or the balance of the PSA, also because all testing in this years have confirmed his total balance. Soo...
The Moves are the same!

After this I show you more about the news:

First, and the more important thing, now the Dark Homing Missiles are animated!



In the picture you don't see but the electrical waves now moving around the sphere!

Then I have fixed the right taunt animations



and the dodge animations



Also I have reduced the phazon particles just to be more "light" (same for the Dark Boost Ball)

Then I have add some GFX like a little smoke in the ground during the waiting animation



And others...




Last but not the least, now you can see the dark flames come from the turbojets behind Dark Samus!  :af:




Same for the jumps, walking, running and dash attack!



Very creepy... it looks like another face behind...

I'm focus on the Dark Samus import model from MP2 I made, so there are working well.
Who don't have downloaded yet there's the links:


Dark Samus MP2 Skin:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28301&Moderated=All

The Update Dark Samus PSA:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22291&Moderated=All

Enjoy!
#7
Quote from: zutox on March 03, 2013, 02:35:42 AM
So Crony: How is that model coming along?

Well... I've got some problems...  :-[
#8
Quote from: BuffaloNinja20 on February 28, 2013, 04:34:13 AM
If you're wondering if anybody else using riivolution is having the same problems as Araknir and Rufure with getting Dark Samus's motions to work than yes. Me and a few other friends use BeyondYou's Riivolution XML and everytime we use the triple AAA combo DS T-poses along with all his other moves bug out and don't look like the animations match up.   I inserted the FitMotion files in their respective fighter folders along with the common.pac file and it didn't help. There's no freezing but no change in the motion problem. What exactly did Rufure do to his Common5.pac (NOT common.pac) to get his to work???

Sorry, I don't known anything about Riivolution (I use the USB Loader, that read the files from my SD card)
The only advice I can give to you is this:


FOR RIIVOLUTION USER

Quote from: Grand-Master Rufure on July 29, 2012, 01:06:19 AM
[...]
So yeah. The issues I was having was caused by the codes and the CSS/common5_en.pac I was using. After I deleted them, and put all of DS's files in the right place, it started working perfectly. It turns out you need to insert Zero Suit Samus' and Samus' FitMotionEct.pac's in both their fighter folders, and the common_en.pac.

And just to make sure everyone can understand in the case that anyone else encounters this problem, here's a poorly made guide to illustrate the file's locations:
Sorry but you are not allowed to view spoiler contents.


I hope this works.
  :-[
#9
Quote from: zutox on January 29, 2013, 03:34:02 AM
That model!
By the way, just wondering.
Couldn't you alter the Final Smash by using a FitSamusFinal.pac?
That way you could maybe get the original summon back. That was really truly epic.

Sorry, file size limit reached, I can't!   :'(

By the way, can someone help me for the video demo I  need it?
  :kdance:
#10
Hello guys, I have update again Dark Samus. This time the Phazon Massive Cannon and the Phazon Lazer (Up-smash), can be absorbable and deflectable!
Here the link:


http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22291&Moderated=All

Can someone please do a video demonstrative that show all DS moves? I need it for youtube.  :kdance:

And one more thing:




                       Coming Soon...
#11
Update the new taunt and the old throw-forward sound:

http://www.mediafire.com/?cnmr3j7dowoz76z

I have reduced a little bit the air-hi attack, just a bit.
#12
Quote from: _Data_Drain_ on January 18, 2013, 06:48:13 AM

One more thing... I have a suggestion. Down throw's GFX... Is it possible to make it look more like he's roasting the foe? And not both the foe, and his head? XD

Also, forward throw... Perhaps you can use the sparks from the dash attack on this? Instead of a bunch of normal hit sparks? That might look better.


DONE! ;D and plus the GFXs of the scratch in the Attacks 1-2. I hope you appreciate!  :kdance:
Here:


http://www.mediafire.com/?33mdbagpyxffr9x
#13
Quote from: _Data_Drain_ on January 17, 2013, 09:26:48 PM
I still say the grab range was acceptable before... It needed an animation that fit it better. But it didn't allow for chain grabs.


I can change the knockback of the throw-forward, so can't be chain!

Quote from: _Data_Drain_ on January 17, 2013, 09:26:48 PM

I will give this update a try later, I'm too tired to right now... Though shouldn't you have made the neutral B projectiles also be able to be absorbed? That would make sense.

(Though I thought you couldn't make fake projectiles work like real ones...?)


Both neutral and down special are absorbable and deflectable. The fake projectiles can't turn back, but the deflector moves work with it.  r)
#14
I have reduced the range, more like in the original, but less that this is useless.



Now the down-special fireball can be absorbed and deflected. And in the special-Hi, Ridley can grab the ledge even from the back (it's so frustrating touch the edge but cant grab because wrong turn...)

Here the link:


http://www.mediafire.com/?gdkfk2tsamxyrkl
#15
Quote from: Kagemaru on January 17, 2013, 06:17:12 PM
That it got corrupted.

There is a way to fix it?