Hey, I tried out the Shulk, and I really like what you've done so far. The animations are looking great, especially when I consider that they are originals.
I just want to make sure- Monado Buster is the only Monado mode, right? ..Or am I not putting in the right input to change it?
Some constructive criticism: The attacking animations look good, but there are some issues with speed that could be easily fixed.
-The AAA combo is too slow. -The side B should probably come out faster at the start of the move (end of the move is fine though). -Lastly, I have to agree that the up B seems a little like Marth's still. I think the reason for that is the high speed at which it comes out, so slowing it down might get rid of that effect.
Yeah, just make use of the frame speed modifier or maybe delete/add some frames to the animations, and the issues will be solved.
Oh yeah, and maybe try to get somebody to do a new rig of Shulk. I tried to get somebody to do so back when I made my Shulk moveset, but I had no success. My hopes are that there might be more interest now that Shulk's in ssb4...
I've only ever gotten the sound effect too small message when I tried to insert a sound effect that had practically no substance at all. Are you using wav files?
Brawlbox can't open sawnd files but can open brtsm. However, I'm not aware of any way to alter volume with brawlbox. - I'm not sure how much you know about audacity, so I'm sorry if this next section is unneeded..
So with audacity you'll want to first try out the compressor and see how that works for you. The reason for this is that you can use the compressor to increase volume without any clipping noises. However, its abilities are limited. http://wiki.audacityteam.org/wiki/Compressor
If that doesn't do enough then I guess use the amplifier. In order to amplify up the volume you'll need to click on the box "Allow clipping."
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'
I probably would turn final smashes off. It's possible to do what you say, but it would take a lot of work. I also imagine that you would have a hard time finding a final smash that works for each of your pokemon models, so you would end up having to make create your own.
In brawlbox there is a "clean" button you can hit. What it does is it removes redundant values in the animations. You get a lot of them when copy and pasting stuff. Should lower file size.
Hmm I use the program "Super Sawndz," but I'll check this out for you. Open up your smashbros_sound.brsar and locate the character's folder in snd, vc. Open it and locate the sound effect you want to change by playing the sound effects until you find it. Right click the sound effect and hit change sound (or Ctrl+W). Browse through your folders for the sound effect you are looking for and open it. I would assume that the sound effect needs to be in wav format, but since I'm unfamiliar with how bbox handles, I suppose mp3 might work. When done save the file.
You may need to lower the file size of the sound effects you are putting in to keep smashbros_sound.brsar under its max file size. For this I would suggest using audacity. Just open up the sound effect in audacity and hit ctrl+p. Look for quality settings and lower them. When you export the file it should have lower file size. I can't remember the settings I had set but I was getting like 1/3 the file size with very little difference in quality. I think the hz was set to 17500ish and the other option was at the lowest setting? Not too sure if that's exactly what I did. You may want to raise the hz a little for higher pitched sounds like those with "s" or "t" noises.
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.
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.
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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.
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 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 . Post Merge: April 21, 2014, 10:57:27 AMPut 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.
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.
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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.