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1  Super Smash Bros. Brawl Hacking / Programming / Re: v0.66b Model Viewer preview in the thread... you can't miss it on: April 10, 2012, 10:37:05 PM
Animation porting does not work anymore. I get an error after choosing the first model. Also, isn't .mot a type of animation file? That isn't supported.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Project, Need help making special attacks! on: March 15, 2012, 09:22:40 PM
Well toonlink doesn't have one...
I might have to put him over a different character.
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Project, Need help making special attacks! on: March 15, 2012, 06:25:46 PM
So you don't know anything about getting the REFT saki shots onto an article?
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Project, Need help making special attacks! on: March 15, 2012, 03:25:11 PM
Uhhhhhh, I came across this:


It looks like the textures used in the shots. I think maybe the info above points to how it is used. How can this even be used over an article?

As for Solidus, I say you put him over Ganondorf and give him two katanas. I could do some really cool double katana attacks and match the sword glow effects from MGS2.

I take it you're doing some top secret things?
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Project, Need help making special attacks! on: March 15, 2012, 01:39:16 PM
Yeah I've done a lot of digging for it before. I've come across "ItmSakiShotParam.pac" under item but it only has MiscData and no model, which I assume because it is "Param"
But I can't find any other files that may have it.

I figured aiming wouldn't be doable, maybe if I put saki over pit...

Also, on an unrelated note, I know how you're really into metal gear, (as am I) and I saw the work you've been doing on raiden. Nice job.

Back when vertexing was all the craze I had been working on a vertex edit of ganon's face to look like Solidus. I actually got very far into it because I was directly using Solidus's model straight from MGS2. However I ran into texture problems.
But now that model importing is possible I think it would be an awesome project to get Solidus's model into brawl.
I still have all the files, so maybe you'd be interested in helping me. Rigging is one thing I haven't learned yet. I could also help you with Raiden if you'd like. I have a lot of experience with making moves and smooth animations.
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Project, Need help making special attacks! on: March 15, 2012, 12:25:33 PM
That is incredible. I've been waiting for this kind of stuff.
The only problem is locating Saki's assist trophy shot article. I had trouble finding it.
I wouldn't want it to charge at all, but shoot rapidly while you hold down b.

And I know this may sound far fetched but while I coming up with move ideas last year I really thought it would be awesome if you could aim the shots. Kind of like Pit?
How possible is something like that? I know it would require animations similar to Pit's or shield aiming animations.
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Project, Need help making special attacks! on: March 15, 2012, 11:27:51 AM
What's up eternal, long time no see.

That's a good starting place however it definitely will be complex.
I think I had several ideas a while back, one of them being some sort of grapple using a lazer that shot from his gun. You know, similar to zero suit samus?
Saki is currently still over toonlink so his grapple parameters could be put to use for that.
We could even article swap zero suit's grapple maybe?

Another idea I had was some kind of gravity deifying jump, maybe that included shooting upward at the same time.
Which kind of points to that maybe we should start with his standard b move?
Which would be firing his gun of course.
This was very frustrating to me because I absolutely wanted the shots to be like the assist trophy's but I had no luck in article swapping the shots from saki's assist trophy file.

That's pretty much where I left off.
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Project, Need help making special attacks! on: March 15, 2012, 10:50:40 AM
Well the problem isn't coming up with new moves it's actually making them work.
Anyone familiar with PSA will tell you special moves get complicated.
9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Project, Need help making special attacks! on: March 13, 2012, 06:10:54 PM
Hahahahaha, I did.
But I got a new one a few days later.

The only reason I haven't worked on Saki is because I was at a dead end and was busy with school.
I really need help making special moves. I just don't know how to make new special moves from scratch. If someone could get me started then I could go crazy with the effects/etc.
10  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Beta Released! Download Now! on: March 13, 2012, 12:34:40 PM
Anyone interested in helping me finish this? Mainly special moves.
11  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Beta Released! Download Now! on: January 04, 2011, 04:54:51 PM
Seriously? Cause I asked like 3 different people and everyones been half assing me hahaha.
I never even got a response from Hollow!!

He does have a lot of potential!
Something he really needs is more graphical effects.
But the hard part is pretty much done. Since I corrected over 300 individual animations so they don't stretch.

I would be so psyched if you could help!
I have some ideas for specials if you want to discuss them?
You could tell me how possible they are to do.
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Saki Amamiya Beta Released! Download Now! on: January 04, 2011, 04:37:26 PM
I finally got a chance to test this (after spending ages unlocking Toon Link just to test this, I use Dolphin so I didn't have the characters unlocked) and I must say it is absolutely fantastic!  Everything just works so smoothly and despite the fact that he uses a lot of his animations from other characters, they all work so well on him that they look like his own animations.  I think this is mainly because of the way that you timed the hitboxes and the fact that.

Here's my feedback so far.  Any complaints are (to be honest) rather minor, despite the fact that I will spend quite a bit of time pointing them out:


AA combo - Looks nice, and it works when chained with moves beforehand but it is a tad weak (6% I think is a little too low).  Also, the first hit is a bit hard to land unless you are a certain distance away but it's possible.  I think you should either strengthen the first hit or possibly add a third hit.

F Tilt - Very nice move.  I really like the range that you gave it, but how it works best at the closest range.  The knockback is just right too.

U Tilt - Another very nice move.  It would combo nicely into an aerial, but I'll get to why it doesn't really later down (it's not the fault of the U Tilt). 

D Tilt - I like how this move has less range than the others and it has fantastic combo potential.  However, it's combo potential is almost too good for how much damage it does.  You can get a really easy 20% odd just by spamming this over and over.  I think either lower the damage or slightly increase the knockback.

Dash Attack - I love this move.  I love everything about it.  The animation, the range, everything.  Period

F Smash - Another fantastic move.  My only gripes with this one are that the first hit does a tad too much damage, considering that it stuns the foe so you can literally follow up with pretty much anything and my second is the range.  Considering the move's speed, power and stun on the first hit, I think the fact that it has a disjointed hitbox is a bit much.  But that's just me

U Smash - I love this move as much as I love the Dash Attack.  This is everything a good U Smash should be.  Nice range, power and speed but balanced by the fact that the tip hitboxes are weak in damage.

D Smash - A great all-round move and the angles that it launches the foe are ideal for comboing.  Like the other two smashes, this is a great smash attack.

Now to be honest, to contrast his fantastic ground game, he has a rather pathetic air game...

N Air - This is one of the only useful aerials at the moment.  It's rather unique in the fact that the two hits don't link even though it looks like they should.  This works almost like a sex kick.  I love the meteor smash on the second kick btw.

F Air - Decent knockback, but the damage is absolutely weedy considering how slow the move is.  I think this move definitely needs a damage boost.  Also, it should be easier to land all the hits for the move.

B Air - Same as the F Air except this is even worse because it not only has no knockback, but no hitstun.  The only upside to this move is that it has very little landing lag.  I think that this move should have two hits that come right after each other.  The second hit should have good knockback whilst the first should just be hitstun.

U Air - Again another aerial that isn't useful at all.  The range is good, but it's damage and speed are puny.  I don't think Ike's U Air works too well here.  I think you should use Pit's or possibly even come up with your own custom animation.

D Air - This is an odd one.  It's definitely more useful than the B Air, F Air and U Air.  The spike is nice and so is the vacuum effect, but what's annoying is that when the hitbox lands, you can't do anything during the bounce.  I think the bounce should be interruptable at some point, or at least have another weak hitbox (like TL's D Air)

As for the throws, I'm sure that it is possible to make it so that he can grab.  Check out 5:39 of this here.  It's the BETA for a Klonoa PSA and he is able to do throws:

http://www.youtube.com/watch?v=1NToqZo546U

I think you should definitely take a look at this, and possibly ask shock44 or his team how he was able to do the throws.

As for the specials, I see dingo gave you some nice ideas on the previous page (as well as you having your own of course).  I could even help you with a couple of them if you want

But yeah, overall that's my feedback on this project.  Again, I wish you the best of luck in the future ^^


First of all let me say what wonderful feedback you've given me!
Nice and detailed.

You are very keen and have probably noticed every flaw I was aware of.

Anyway, all your points are correct. I full agree with you on each one.
However, given the fact that this was a beta release, these problems are present.
I spent little time adjusting damage, knock back, and hitboxes for this release for the sake of time.
Rest assured that the next release will be much more cleaned up and include most of this changes you mentioned.

The one thing I do disagree with is his Up-air.
I actually like the animation! It seems original...
But you are right about the damage, knockback, and hitboes on it.
I will consider a new animation.

Grabs must be possible, I'm just a little stumped and need time to figure it out.

Specials... I have had much trouble with them. I need help with them from someone with more experience.
I've contacted several well known PSA specialists and gotten nothing Sad
Do you have much specials knowledge?

Thanks though! You have been very helpful.
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: INTRODUCING: Saki Amamiya! on: January 04, 2011, 10:24:55 AM
Beta release http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15305&Moderated=All&facebook=true
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: INTRODUCING: Saki Amamiya! on: October 30, 2010, 03:54:42 PM
Is that so??
Wow, that Naruto move set is also amazingly done!

Maybe you could help me out too?
The specials I had in mind are pretty simple.


Standard B - Shoot Cannon Sword (I have several ideas which may be possible. For instance being able to move while shooting and being able to aim in any direction.

Side B - Dash - similar to Fox/Falco's Side B, except with invincibility frames and maybe no hit boxes.

Down B (Still under consideration) A counter? I thought that would be cool.

Up B (Still under consideration/I really don't know) Some kind of super leap maybe? Followed by blaster shots downward?
15  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: INTRODUCING: Saki Amamiya! on: October 30, 2010, 10:37:42 AM
My applogizes, it was my fault.

As to specials... No I have not.
I have been trying very hard to create specials but I really do not know how to work with them  at all!
It's so frustrating. That is why I recently contacted .Fade for help with specials!
You may know him from his work on Cloud? Hmmmm??
Exciting I know.
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