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Messages - TheSuperestSmashBros

#1
We (meaning me and my brother) are going to try to do whatever we can to our best abilities. Porting Ganondorf over lucario using PSA is something we haven't truly attempted yet, but want to. Mostly, we have utilized BrawlBox exclusively to animate and bring together our Ganondorf Great King of Evil move set edits. Anyone can PM us if they want to get in our project and get our current version of Project M Ganondorf while its still in Beta. He currently has a SHOCKWAVE SLAM attack as his Down-A Aerial and has the ability to pull out and use his sword (like a beam sword) with his taunt. He also has totally revamped animations for his sword swings so they don't look so rigid.

Post Merge: March 10, 2014, 06:48:01 PM

Also, if you're reading this, don't forget to give us your VOTE!

Post Merge: March 11, 2014, 08:17:43 PM

#2
Thats true, there are a lot more possibilities that would open up for Ganondorf if we could work on recreating him over lucario. However, as Ganondorf is a top contending main choice for a lot of Smashers since Melee, it would seem to be a for him to not retain some of his heavy hitting close range Falcon-cloned abilities (mostly his A-button-game) if we were to attempt to port him over lucario.

Post Merge: March 10, 2014, 06:37:48 PM

Also, I suppose what we want to hone in on with the project we are working on now is a truly appropriated Ganondorf move set that suits Ganondorf, the Nintendo character. While some of the awesome costume options like Darth Vader and Dr. Eggman are cool novelties, we want to really focus on Ganondorf being a better Ganondorf as opposed to being more suitable for non-Nintendo costume ports.
#3
The final smash is something we would certainly like to be able to elaborate on, but as of this point, no work has been done at attempting a Ganon overhaul. Personally, we would like to see (in Smash Bros U) the ability for Ganondorf to transform into a playable Ganon with swords and/or a trident much how bowser transforms into Giga Bowser. Ganondorf and Ganon would also seem to make much more sense as a transforming final smash than Bowser. This would be very cool to work on in the future if we were able to learn more about final smash editing.
#4
Yeah, we currently have updated his swinging animations and successfully given ProjectM Ganondorf Eldiran's sword mod! We will upload this soon if we don't get any further suggestions to enhance the move set.
#5
Based on our ongoing ambitious project to make Ganondorf a better Ganondorf, me and my brother would like some input on what the community wants to see, if anything, done to his move set. We hope to keep him competitive above all, but perhaps want to see a little more characterized appropriation in his move set/animations...
#6
Sorry about any confusion. The "we" is just me and my actual brother who have jointly, for the most part, helped each other out with our submissions and share TheSuperestSmashBros account on the Vault here.

I also know that its, of course, very hard for everyone to agree upon one specific character idea, but for the most part (and not unlike how the projectM team went about crafting respectful homages to characters like Snake and Samus) we want to just see if any people would be interested in getting into working on something as a team for some "greater/eviler good" of Ganondorf playability..
#7
No no. We are even more curious as to what other people have for suggestions! We just want to see if there are other people that will want to come together and work on something big that unfortunately we cannot do on our own yet. I hope we were clear enough about our suggestions only being suggestions. The main focus here is to discuss possibilities and try to make something together with an even bigger team!
#8
Hi all! As all of you ProjectM players well know, the great king of evil Ganondorf has been wonderfully restored to his former Melee glory when it comes to playability and competition. It is also wonderful how much effort has been put into restoring the Melee Ganondorf Alternate costumes by JoeTE and everyone that contributed up until this point. All great works! However, aside from all of that, it is clear it is still a looming dream of MANY brawlers/brawl-vaultees to add a little bit more appropriation to Ganondorf's specific attacking abilities.

The reason we are posting this suggestion to the entire Brawl Vault community is to try and get everyone together to hone in on a majority-wanted and devoutly-made "upgrade" for one of Nintendo's greatest villains...

Many quality attack/animation/sword-exploiting mods have been made available on the Vault since nearly the beginning and with the advent of ProjectM's professional job (on the precision of his former skill set) we, as an entire group, are in a really good place to begin an even more ambitious attempt at a true, high quality "declone" from Captain Falcon while still remaining competitive.

As much as Melee's Ganondorf was a proficient contender as a clone, most smashers will agree that the lack of him having any magically-tinged/sword-wielding special attacks relating to the powers he is established to have in Ocarina of Time/Twilight Princess is a little (if not more so) disappointing.

As mentioned, his attacks/animations/abilities from Melee were (and are thanks to the PMBR) very solid with the majority of that solidity being based around his A-attack game. However, it is our desire to spark a community (PMBR included) effort into further appropriating his "special" B-attacks and incorporating the most simplistic form of a "sword mode" while remaining solid from competitive standpoint.

As we wish to start up an effort/discussion into this, we also wish to suggest some new attack possibilities and limitations. Since most of these remain untested, their competitiveness is unknown. However, we think that some good ideas can arise from debating the potential for new move ideas:

(Down-B) SHOCKWAVE SLAM - usable aerially or while grounded, already very well made by BronzeGreekGod/Amarthe

(B) Grounded (Option 1) LIGHTNING BALL - a chargable electric ball attack (from small & yellow to big & black/green) similar to Mewtwo and Lucario but with a limitation on the charge that will shock Ganondorf  at surpassing full charge if not released.

...or...

(B) Grounded (Option 2) WAVES OF DARKNESS - holding the (B) button causes a swirling purple vortex to emit from either the triforce on the back of Ganondorf's right hand or an outstretched open right-hand palm. This move should freeze/stun enemies in the vicinity of the vortex much alike how characters freeze up during Ganondorf's Final Smash OR alike a Deku Seed stun except with a "stun-limit" dependent on how long opponents are kept in the vortex. In other words, a single press of (B) would emit a single shot of purple vortex ring and only stun an opponent for 1 second while an opponent trapped in the vortex for the full duration would remained stunned for the full duration of a Deku Seed stun. However, to limit its power, the attack cannot be held forever and the vortex slowly fades. Also, if held down for too long, Ganondorf could potentially enter a "broken-shield" state for over-abusing or running out of magic energy***.

(B) Aerial LIGHTNING BALL - the same chargable electric ball (B) attack, but once initiated, keeps you aloft unless attacked. Animation should resemble charging the ball overhead alike the final fight in Ocarina of Time and progress into the two handed position once the ball doubles in size. The ball should have a diagonally-directed downward launch ending with electric splatter and knock back. The direction Ganondorf is facing should be able to change from L to R mid-charge an unlimited number of times. However, it should be that once the ball surpasses the limit of a full charge it shocks Ganondorf if not released and he begins an attack-less free fall.

(Up-B) HOVER RECOVER - an ability to use off the ground/use after jumping that would slowly lift Ganondorf as high as his current Up-B takes him while, afterwards, retaining a brief period of float-time* with little or Zero ability to move left or right. Animations should be alike him rising from the ground during the final fight in Ocarina of Time ending with a cape toss-back "Hmmph". *During the float-time, it should be possible to use all aerial attacks, however, using any attack will end the float. Likewise, using (B) will end the float-time, but will keep Ganondorf aloft for the duration of the ball charge unless attacked or self-shocked.

(Side-B) Aerial & Grounded CHOKE SLAM - should perhaps be retained as it is different enough from Captain Falcon and is a very useful attack.

***More complexly, albeit largely unnecessary, Ganondorf could have some sort of "Magic Energy Counter" that recharges all of his magic abilities slowly over-time.***

Also, as far as we are concerned about any Sword Mode possibly, we feel that the only professional and balanced way to incorporate a Sword Mode is with Eldiran's FitGanonSword mod as it solely uses Ganondorf's original Brawl swing animations. This could very easily be incorporated into Project M's modified Ganondorf as well and we are already beginning to work on this. We also may swap out Ganondorf's walking sword swipe animation with Captain Falcon's as it was changed from Melee to Brawl. Let us know what you think!

Finally, it is also a potential interest of ours to make a minor change to solely the animation/attackbone of Ganondorf's basic (A) smash attack. To make it less "Falconesque" we wouldn't mind a Wind Waker-esque BACK HAND...

If anyone in the great Brawl Vault community is interested in coming together for what may be the most ambitious Ganondorf project yet, do not hesitate to PrivateMessage us or post a reply to let us know what you think!

Thanks again always for everyone's hard and devoted work!

- TheSuperestSmashBros  :kdance: :kdance: :kdance:

P.S. Vote in this related poll if you want! > http://forums.kc-mm.com/index.php?topic=66701.0
#9
Programming / Re: The BrawlEx Clone Engine
January 15, 2014, 09:12:56 AM
Quote from: sammi-husky on January 15, 2014, 08:33:10 AM
heh :P sorry bout that. i play minus almost exclusively so i ended up using that for the first tut xD glad they could help though.

for the costume stuff, look here

ASF explained it in the second half of his post :P


It's ok haha, thanks for the link on the costume stuff!!
#10
Programming / Re: The BrawlEx Clone Engine
January 15, 2014, 08:08:40 AM
Quote from: Eternal Yoshi on January 15, 2014, 07:37:02 AM
1. Pretty sure You need ft_kirby.rel from the modules folder.
2. Nope
3. Use the included program to edit the FighterConfig.
4. Maybe have them use the generic soundbank 000?

for Q1.  I do have the ft_kirby.rel in and it is still freezing, does it work for you?


Edit for Q1:  Nevermind, I watched the brawlminus tutorial instead of vbrawl tutorial at first since it came out first, but now looking at the vbrawl tutorial, I see I have to change it to none for kirby in the resources section of the fighter config using the utility.


for Q3.  Do you just check the boxes of what colors you want to add in the config utility program? because I
tried that, and i still can only scroll through the regular costumes though.

for Q4.  Hmmm, where do you switch the sound bank?


Edit for Q4: I also noticed that you can switch soundbanks with the utility as well.  So Thank you for helping anyways though.
#11
Programming / Re: The BrawlEx Clone Engine
January 15, 2014, 06:55:35 AM
Hello, I've been using the BrawlEx clone engine and it is really cool, but I have a couple of questions:  

1. What is the situation with Kirby and the clones?  I read somewhere that all the clone's Kirby Copy abilities act like alloys so the copies won't crash or give kirby an ability, but every time I try to play a match that involves kirby and a clone, the game just freezes at start of the match.  Is that supposed to happen?  Do you need the FitKirbyClone.pac, FitKirbyClone00.pac, and FitKirbyCloneSpy00.pac files? I tried it with and without them and doesn't work either way.  

2.  Do team colors work yet?  If I turn on team mode and then hover over any cloned character the game freezes.  Again, I'm not sure if this is supposed to happen?  I maybe could have set something up wrong, but I don't think I did.  Other than that, everything else works fine for me.  But I still have another question or two

3.  How do you add more than original amount of costumes to a character, like cBliss does?  Because I heard you don't need cBliss.

4. Is there a way to make some clones not use any soundbank at all?  Because for some characters, I'd would rather like them to have no voice at all, than for them to have the same voice as other characters. 


And again I also just want to say that the BrawlEx Clone Engine is very cool, It's awesome to have so many extra characters!!! So thank you to Phantom Wings for creating this, thank you to Sammi-husky for the video tutorials, and thank you to everyone else on this thread who has been helping and contributing.  It is all very helpful.  

#12
Stages / Re: Change stage sizes??
January 13, 2014, 03:57:03 AM
Is there a specific version of Brawl Box that will allow the re-scaling of the main bone without resulting in an "unhanded exception error"?? Because that seems to happen unless you change the scale in an Animation Model file.

Specifically we just released our current version of a Double sized Great Fox in Corneria, but the arwings and rest of the stage cannot be resized without the animations of the level glitching out during the match.

Also, changing the translations in the same fashion (within the animation file) do not seem to have any effect.
#13
Stages / Change stage sizes??
January 08, 2014, 08:05:16 PM
Is there a way to simply make a stage larger? Or decrease the size of the players on the level?

I redid the collisions on Corneria so the inside of the ship can be entered on the back and walked through to the bottom arming hanger....

It would just be better and more realistic as a larger stage
#14
Hey anyone who decided to read this!

...For the past year or so, we've been creating our own personal version of SSBB that is turning out great. We are always trying to make things better and add more characters, but in it's current state it's perrty awesome. We just have not been able to keep track of the credits for those of you that made all of the awesome stages and models. ....So what we are really posting about is to get some feedback on whether or not you would have any interest in a release of 'our' Superest Smash Bros Brawl!

Reply or PM with feedback

TSSBros  :kdance: :kdance: :kdance:

Post Merge: April 07, 2013, 06:46:41 AM

I guess we can say a few things about it....

Over 150 Unique Character Models of all shapes and (customized) sizes!

Same thing goes for the levels but there are only around 70... maybe...

A few custom/unreleased move sets for multiple characters (small changes)!

and a pretty slick & minimalistic hud!


#15
Hey everyone, we have recently been in touch with some of the best Ganondorf PSA makers on this site and are thinking of starting a super collaboration with other animators, move creators, and tinkerers to make a Ganondorf PSA that will give him only a few extra moves/abilities but make him a quality representation of what he actually can do in Ocarina of Time during his fight with Link. Here is what we have so far and/or want to get help creating...

1.) The ability to downTaunt to gain his sword in hand. Should just affect his standard A moves/smashes and be inconsequential to his other moves. < (THIS HAS BEEN DONE)

2.) *Have his aerial SmashDownA be his "slam-fist-into-ground-create-shockwave" move. < (ANIMATED, but needs move programming/visual FX/SFX in PSAeditor.)*

3.) Have his Melee dash/run so he doesn't look so slow and stiff < (THIS HAS BEEN DONE)

4.) **Have low gravity for his Jumps and a terminal velocity of ZERO so that he jumps up and can stay up at will and float about freely. < (THIS IS DONE)**

4.) ***Have his standard aerial B be his "charge-electric-ball/throw-electric-ball" move using the SuperScopeBall. Similar to Mewtwo/Lucario, except charge it up in one hand above his head like OoT. < (NOT DONE, NEEDS ALL THE HELP IT CAN GET)***

** For this idea of a true KoE Ganondorf, we do really believe he should have the ability to float at will, which potentially can be seen by some to make him very "cheap" and unbalanced, but in the reality of Ganondorf's video game existence, this is his true ability; and with his primarily close-range move-set and slow attacks he will still need to return down to the ground to fight anyways and he is, indeed, just as killable. We have already tested this out extensively and seeing Ganondorf flying around doesn't seem out of the norm at all and is just funny.

*** With the above mentioned Float/Anti-gravity ability, his "electric-ball-charge-attack" would be able to be charged and thrown multiple times while in the air "falling." The catch here is that he doesn't fall (unless you slam down on the control stick or use the "slam-fist-into-ground" or DownB "Low Kick".)

We will keep in touch with this post and still have some updates to add to it regarding other members that have created the Ganon PSA's that already contain some of the above mentioned moves or things similar.

KingJigglypuff's DarkLordGanondorf PSA is one of the top of my head I can think of that has a lot of good material in it.

Hopefully there are a lot of you interested in this project out there and we hope to finish this ASAP!

________________________________________________________________________________________

http://www.mediafire.com/?3q3kc85d75x1076

*This link here is for the PSA "Ganondorf - Better representation" by BronzeGreekGod that has the exact aerial DownA "slam-fist-into-ground-create-shockwave" move that we want to implement into this new King of Evil PSA. Anyone who is reading this and is interested in this project please check this out.

We have tried multiple times to add just that move (via copy and paste in PSAeditor) from BronzeGreekGod's PSA into both Tloz's "Darknut Sword, no animation hack" PSA (http://www.mediafire.com/?nzza2wmwybh) and into Eldiran's "Sword Ganondorf" PSA (http://www.mediafire.com/?zdmwjnhjzmy) but each time we have done something wrong as the game freezes when you hover over Ganondorf on the Character Selection screen.

Hopefully this can be implemented by someone with more knowledge of PSA editing.

________________________________________________________________________________________

Here is what we have so far:

https://www.dropbox.com/s/nx2znvsl5qj0mgw/Ganondorf%20KoE%20PSA%20soFar.zip

Thanks to Tloz and BronzeGreekGod and all of their credits for whats been put in so far.

Also I woke up this morning with another idea.... Perhaps Ganondorf's final smash would give him the ability to fly/float (until he is killed)??? Instead of him always being able to do so...

Here is also another post related to this project concerning Ganondorf's final OoT appearance with the long hair and red cape!:  http://forums.kc-mm.com/index.php?topic=55836.0


Again, please let us know if you are interested and if you have any more ideas and contributions to share!!!
- TSSBros.  :kdance: :kdance: :kdance: