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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Rock On! Rockman Dash/Megaman Volnutt has joined da brawl on: July 10, 2011, 08:13:36 PM
Thats really great to hear - it always bothered me and i really didn't want to steal your work or anything. Also big thx again, if you wouldn't have done such a nice job back then i probably would've never continued it. I just saw your work with many difficult stuff already cleared and it feld like a total waist to let this die at this point.

if you're really that out of practice and all it's probably no use to ask, but if you wanna join the staff you'd be welcome ^^

To be honest, I never really was good with PSA. I planned on using Volnutt to learn stuff too. I might tinker with it now if I can find the time.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Rock On! Rockman Dash/Megaman Volnutt has joined da brawl on: July 10, 2011, 04:30:42 PM
I just want to say, I'm really glad someone with talent managed to pick up the project. I just wasn't skilled enough to finish. I'd offer to share resources... but you've done everything I have and more.

I kinda dropped off the Brawl hacking circuit for a while, sorry I didn't respond to your asking permission. Feel free to continue, I can't wait until this is complete.
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: MegaMan Volnutt - Currently seeking animators! on: June 29, 2010, 04:21:38 PM
All the preliminary steps are done, it's been hexxed in, model swapped over ROB successfully, and resized to a playable scale. All that's left is animations and PSA.
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / MegaMan Volnutt - Currently seeking animators! on: June 28, 2010, 05:33:47 PM

For downloads, see the main project thread on Smashboards here

Yes, like Zero before him, MegaMan Volnutt is ready to make the jump into brawl! I plan to use this topic to keep everyone posted on progress (and have a thread full of people complaining that I'm not getting enough done to motivate me)

Volnutt is currently planned to go over ROB. He has just as many articles and there aren't many hacks already on him.


THE TEAM

Head:
digiholic

Animators:
Xigger
EdgyBluz
Kei_Takaro
Emeril127

Texturers:
Oni K4ge

Also, I've asked Fortwaffles for so much help, he might as well be a teammate.

Attention Animators!
Project Volnutt is in desperate need of animators. Send me a PM here or on Smashboards if interested.

THE MOVES

MegaMan Volnutt will be a control character, sort of similar to Zero. He'll lack in kill power, but will dominate the battlefield with his ranged game and combat options. Unlike Zero, who keeps control due to his amazing mobility, Volnutt will make use of spacer attacks with fixed knockbacks to keep his opponents at bay.

The finalized moveset will rely heavily on wether or not I can figure out a weapon switching method. I've found that I can scale the weapon bones to 0 in specific animations, meaning, if worst comes to worst, I could just make three sets of animations for his specials.

Remember that I am open to all suggestions on the moveset, and this is in no way finalized.

Special moves (tentative):
Neutral-B (all weapons) - Mega Buster. A simple charged shot, similar to Samus's, but with one major difference: Volnutt can move freely while charging. Before you go off screaming "Broken!" know that he will not be able to save his shot by shielding. Meaning, if you want to keep your shot with you, you'll need to hold onto the B button for dear life.

Down-B (all weapons) - Weapon Change. Volnutt  cycles through his weapons, cycling in the order Machine Gun - Shield - Drill. This move has almost no lag at all to encourage frequent weapon switching. The different weapons change Volnutt's Side-B and Up-B moves. Can be done in the air.

Side-B(Machine Gun arm) - Volnutt fires a burst of bullets. They will cause a small amount of stagger, no more than Falco's Laser, but will deal decent damage. Great for pressuring shields and disrupting recoveries.

Side-B(Shield arm) - Volnutt activates his shield and pushes forward slightly. The shield reflects any projectiles it connects with. If an enemy is in contact with Volnutt when he activates the attack, they are sent back horizontally with a high, but fixed, knockback. This attack has a decent amount of lag between it, enough to punish with an attack but not so much that it becomes worthless for reflecting.

Side-B(Drill arm) - Volnutt stabs forward with his drill. This attack has a slow startup, and a lot of end lag, but is one of Volnutt's most reliable kill moves. It will hit multiple times, the last one dealing knockback.

Up-B(Machine Gun arm) - While on the ground, Volnutt will fire straight down, creating explosions that cover either side of him. This attack plays out similarly to Link's grounded Up-B, with a series of small hits and one kockback hit at the end. When used in the air, Volnutt's shots will propel him upward a ways. This attack will give him the least distance with his recovery, but doesn't cause him to go into fallspecial, allowing him to protect against edgeguards.

Up-B(Shield arm) - To be honest, I have no idea what I can do here.

Up-B(Drill arm) - Volnutt drills upward. This attack has similar properties to his Side-B, but has less knockback. Volnutt has slight control over his lateral distance with this move, making recovery easier.

Final Smash - Max Shining Laser. Volnutt will uppercut in front of him. If it connects, the enemy is pushed above him, where he unleashes a huge laser beam upward. The laser will hurt any enemy it connects with, but Volnutt will not fire if his initial uppercut misses.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Sonic 2 super sonic w/ download on: December 14, 2009, 07:30:36 PM
You're trying to replace the Beam Sword model with them, right? (I think I saw you ask it in another thread) Link's sword is part of his character model, Meta-Knight's is probably the same. I'm pretty sure it's not a simple export model like Ike's sword would be, it'd probably require Hexing to do, but not really difficult Hexing. I'll try to figure it out when I get the chance.
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Sonic 2 super sonic w/ download on: December 14, 2009, 06:36:07 PM
That always seems to happen to me. I'm at my wits end on how to solve a problem until I make a post about it and I'll look like an ass when I figure it out. Stupid spiteful selective intelligence.

Anyway, I'm working on an accompanying .pac for this motionEtc that will make Sonic look more like Super Sonic without changing any of his moves. So far, I've removed the running feet and changed the dust cloud particle trail to a lightning effect that looks more Super Sonic-ey. Trying to figure out how the circle of Chaos Emeralds is created for his Final Smash to make it a taunt.
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Sonic 2 super sonic w/ download on: December 14, 2009, 04:14:34 PM
where would I find the texture effects for the running to remove them?

Maybe the blue glow during spins, too. Looks silly with the yellow Super Sonic texture.

EDIT: Figured out the feet thing. Top loop of subaction F in his .pac
8  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: How do you keep track of textures on your SD card? on: November 12, 2009, 12:53:17 PM
I just remember them. I have all of my textures mapped to similar colors (like Red Link=Zero, etc.)

I do, however, have a .txt to remind what numbers correspond to what colors, but I have most of them memorized.
9  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: File Patcher V4 on: November 12, 2009, 10:30:56 AM
honestly all i heard about V4 is bad things lol so wats so good about it besides replacing sounds when other [censored] doesnt work?

Well, it's still in beta, so it's going to be really glitchy. This isn't meant for casual hackers to use in place of good ol' 3.5.1, it's meant for people with hacking skills to try and find the limits of the code and debug it.
10  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: new project megaman X! on: November 11, 2009, 10:25:23 AM
Neutral B has already been decided to be X Buster, but one thing that should be changed: Make it so you can move while charging, if possible. Like how you can walk and charge a Super Scope, not fully mobile while charging.

Down B should be Wheel Gator's power. Use the animation (dSmash?) where Samus points her gun at the ground, create an invisible Hothead item and cover it with some sort of green particle effects. This will take care of the physics in an easy way, while making it look pretty much like the Wheel.

Up B Shoryuken is perfect, exactly what I would have suggested here.

Side B should be Flame Stag's charged move. Make it like Zero's dash, but damaging, and with end lag, so it's not as useful for movement. Make it usable in once in air, but either make it go really far or let you Up-B out of it.

Final Smash - Giga Crush. Use Samus's spin jump animation (not spinning, though) while X slowly floats up a short distance, followed by ZSS's Final Smash ending pose (when she gets her armor back and sort of explodes outward in the armor. Not sure if this is a Samus animation or a ZSS animation. I assume Samus because it's in the armor) creating a large explosion, dealing high damage and knockback to everyone nearby.


If you do decide to go for move swapping, make it taunts, not a special. Four moves that could be used:

Sting Chameleon - Tri spread with high start lag, decent damage, small knockback. Increases X's ground game by giving him the ability to hit aerial opponents easily from the ground.

Chill Penguin/Crystal Snail (whichever is easier to animate, the effect is the same) - Freezes opponents for a short time, high end lag, low damage, low knockback. This makes X more of a team player, since the end lag would be too high to take advantage of the Freezing.

Wire Sponge - Low range, high lag chain projectile (Use Samus's grapple beam animations and such). Deals decent damage, decent knockback. Can be used for Tether recovery. Gives X more recovery options, and is a pretty good move to use in combat due to it's good knockback compared to his other options.

Storm Eagle - Up close, it deals decent damage and pushes back enemies. Farther away, deals no damage, but pushes enemies more powerfully. Travels slowly outward from X. Distance shot can be used for gimping recoveries, like FLUDD or Squirtle's Neutral B. The downside is that since it travels so slow, and deals damage up close, X must anticipate his opponent's moves. Also, X is vulnerable during the entire animation, until the tornado dissappears. Don't expect to use this effectively outside of 1v1s.
11  Help & Tutorials / Help / Re: Looking for default brres files. on: August 14, 2009, 09:55:24 AM
So, it was common5 the entire time? >_<

There should be some kind of warning in the readme or something that the Common5 that comes with CUPASH is edited.

Thank you, mnsg.
12  Help & Tutorials / Help / Re: Looking for default brres files. on: August 13, 2009, 08:50:05 PM
Is anyone even having the same prolem? No matter where I get the brres files for those CSPs, they're wrong. It's really annoying, people see my selection portraits and keep asking me things like "Where did you get that black Mario?" >_>
13  Help & Tutorials / Help / Re: CUPASH Help on: August 09, 2009, 01:03:26 AM
You need to put infface***.brres files into "neededfiles" not TGA battle portraits.
14  Help & Tutorials / Help / Re: Looking for default brres files. on: August 08, 2009, 04:16:11 PM
Can someone maybe just give me the TGAs? I'll hack them back in.
15  Help & Tutorials / Help / Re: A little CSP help, please... on: August 08, 2009, 04:13:10 PM
Did you put common5_en into the "Neededfiles" folder, or just rename it and put it on your SD card? CUPASH needs to make changes to it, so it should go into "Neededfiles" along with all your brres files when you extract them.
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