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1  Super Smash Bros. Brawl Hacking / Model Imports / Re: PokeBrawl (Updated with 15+ Pokemon 12/28) on: December 31, 2011, 03:15:36 PM
Here's an idea for this that might be kinda cool, though I'm sure it would only work on Samus and Zero Suit Samus:  Import a lower evolution pokemon onto Samus and import its higher evolution onto Zero Suit.  Let's say, for example, put Ponyta on Samus and Rapidash on ZZS.  When transforming it could give a kinda cool illusion Ponyta is evolving mid-battle.  If there were a psa made I could see someone setting it up so Ponyta would "evolve" after dealing a set amount of damage and wouldn't be able to change back for the rest of the battle.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Pokemon on: December 26, 2011, 09:09:39 PM
A good theory in writing but kinda impractical in the end.  Might not be an obstacle worth tackling.  Maybe that's something that could be approached later on down the line.  I'm just shocked at how far the hacking has come so I have no place being picky.  Keep up the great work guys.

I'm looking forward to seeing how this project progresses.  It's a really novel idea getting all the pokemon to appear on separate costume slots.

Here's an idea for Charizard:  
down-B: Fireblast.  Press down-B twice to charge a fireblast.  Press it a third time to fire.  He breaths out a large ball of flame but is slow releasing it.  Easy to dodge but it explodes upon contact with a large blast radius.  It deals 30% damage with the initial hit and 18% damage to anyone within the blast zone.  Leaves Charizard out of breath for a second.
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Pokemon on: December 26, 2011, 04:44:47 PM
The three pokemon over Ganondorf is a really cool idea.  I didn't know it was even possible to have multiple characters on one like that.  In all honesty, that's what I originally thought the clone engine was supposed to be.  There might be alot of potential for having a ton of different characters in the game if you can put the pokemon over multiple character slots.  Unless it has to be ganondorf due to compatibility issues.

Quick question:  Is it possible to take the pokemon trainer and port it over to other characters?  Let's say have the pokemon trainer over marth, DK, and other characters, then use different pokemon PSA's  in each one?  It would be fairly cool to have the pokemon trainer as he normally is but then be able to have pokemon trainers on other characters using different pokemon.  For example, Tyranitar, Feraligator, and Jynx, each with their own psa's on one of them and completely different pokemon on another.  There could be a ton of potential in this for a complete pokemon roster.
4  Super Smash Bros. Brawl Hacking / Model Imports / Re: PokeBrawl on: December 24, 2011, 08:40:51 PM
I will be one happy camper so long as you get Machamp in there somewhere   Awesome Face
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WALUIGI TIME! on: October 10, 2011, 05:41:05 PM
Here's yet another post on a game site about the hack.

http://www.1up.com/news/waluigi-playable-super-smash-bros-brawl-character

This one is really getting a lot of attention.
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks on: July 26, 2011, 06:20:37 PM
Ugh.

So apparently my power cord got fried from a lightning storm we had the other night.

>_>

Just give me a few minutes, I gotta move a few things around...

It's a good thing you had a surge protector.  I remember once when my family had our t.v. and NES plugged directly in the wall and lightning took them out.  That sucked.

On topic, this psa seems to be coming along pretty quickly.  I'm sure it helps that there are several people passionate enough about the project to work hard on it.  I'm looking forward to getting to use a new Samus moveset for a change.  If Dark Samus gets ported onto another character we're going to have a very interesting match.
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks on: July 26, 2011, 05:16:04 PM
Gaia, read the OP first, everything there is set (which gamma, i'll send you a list of updates for the OP). Also the stage idea is good, the hole would be useless if we can't get a crawl working.

SDoom: I changed that already to those exact sounds. XD

And I'll remove the RA variables and see what happens.

I did read the OP.  A few times.  But I also read all 25 pages of comments and among those pages it was mentioned that even though the moveset is set after the changes are done there might still be more made in the future.  Should there be room.  My suggestions are for if the PSA goes any further than what was in the OP.

Also this is directly from the OP

~Moveset~
*Keep in mind that this moveset is tentative and subject to change*


And I would love to see that stage done.  Brawl needs a really good Metroid stage. (Mewtwo2000, here's looking at you)
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks on: July 26, 2011, 04:43:41 PM
This is awesome guys!  I'm really glad to finally see an appropriate Samus PSA being done.  Sakurai's vision of Samus never really fit (though I loved using her in Melee.)

Some suggestions:

I don't know if this would save on the file size limit but how's about this for her Five Bomb Drop:  Charge up her arm cannon then use her down tilt A.  Instead of being a Morph Ball Bomb it now becomes the Five Bomb Drop.  It's essentially used in the same way that Super Metroid prepped the attack.  My thoughts here are that it would free up the down smash but would also prevent you from having the use up the extra charges the utilize the attack as it is.  Just use the existing charge on the Charge Beam.  Again, I don't know if that would work as I have envisioned but it's some food for thought.

The file size limit is a concern but I'm going to make some other suggestions.  If you like them and can fit them in then great but otherwise I'll live.  I'll try to keep them canon to Other M and Super Metroid.

For aesthetics sake: when shooting her Beam Cannon rapidly she gets down on one knee as she does in Other M.  Maybe during the shooting process she can aim her arm cannon in any direction as well as turn around.

Instead of her crouch automatically taking you in to Morph Ball Form you should have to press down twice to enter the morph ball.  Only pressing down once should take her to her knee where she can fire Super Missiles, Homing Missiles, and the Beam Cannon close to the ground.  I'm thinking about as close as she would with the landing detection from Melee.  When kneeling like this you should be locked into position to make it easier to aim the Cannon and to allow her to use her side smash without standing up.  To exit this position you have to guard, jump, use the Up tab, or enter the morph ball.

Up-Tilt Ground:  Simply aims her arm cannon straight up to allow you to fire at overhead enemies.

Side smash: keep it as is but if you charge it fully it becomes the Seeker Missile, shooting out 3 missiles at different angles.  

Up Smash: Shoots a Super Missile straight in the air.  When fully charged becomes a 3 shot Seeker Missile like the side Smash.  Could also work as the Spazer Beam

Down Smash: I think this was covered in the 20 some pages but: Power Bomb.

Down-Tilt Air: Morph Ball Bomb.  This reopens the possibility alter your path and falling velocity in mid-air and is also canon to the fact that she can use her bombs in the air.

Side B air: Screw attack like in the OP

Side B ground: Speed Booster.  If you jump during the speed boost she kneels down and subsequently jumps very high.

Down B: I'm really curious how you'll be able to change her beams fired without overblowing the file size.  I'd assume that takes a lot of space.  But allow me two suggestions.  The Spazer from Super Metroid and the Plasma Cannon from Other M.  That is all.

Down B could also be Sense Move from Other M.  You have to press down B the instant before being hit for it to work.  Pressing the guard button at the same time brings her charge beam to full charge.  That might be a little over powered though.  It would have to be extremely hard to pull off.  No hammering on down B.

Down Throw:  Samus jumps on the opponent and fires her cannon a few times right in their face  Evil


As a final meandering thought, I wonder if it's possible to make a custom stage with a spot that only a very small character could enter.  I'm talking morph ball small.  It'd be kinda cool if someone could make a Metroid stage which had some areas that only Samus in her morph ball form could enter.  Giving her a way to escape the chaos if she needs to but also serving another function: the ability to reach the high ground in a unique way to take the advantage... Again, just an afterthought.
9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: AVATAR NESS v1.4.1 (UPDATED 7/21/11) (Lots of Rebalances and a few fixes) on: July 22, 2011, 02:11:42 AM
Pretty impressive that you're only hack has over 1200 downloads (of which I am one.)  I liked your old version.  I'll have to give this one a try sometime.
10  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Individual Character victory themes on: July 18, 2011, 04:22:24 PM
Well, that worked out better than I thought it would! Thanks  Happy Face
11  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Individual Character victory themes on: July 18, 2011, 04:05:02 PM
I know at one point this was being worked on, I think by Dantarion.  I don't really know what happened to the project but I've been thinking lately that it's high time that somebody finishes it if at all possible.  Considering the high number of excellent PSA hacks, vertexes, and imports I know my roster is becoming quite eclectic.  Most of the victory themes now just don't fit the characters they're on.  For example, "Spiderman, Spiderman, Does whatever a spider can" (music note, music note) does not work too well on Darth Vader, whereas the Imperial March does not fit Spiderman too well either.  Or Link, or Zero, or Zelda, or Terra, or Toon Link, or Yoda, and so on, and so on.  You get my point.  And this can be said of damn near all the old character groups as well.  If you haven't yet, try using the Sephiroth on R.O.B. and the Cloud on Game and Watch and put the hero F.F. victory theme from Dissidia on Game and Watch and the villain theme on R.O.B. and you'll see just how much personality it adds by separating them.

Just out of curiosity though, what would be involved in making individual victory themes possible?  Would it be coding in the RSBE01 file, adding more Zxx.brstm files, or would it be something else altogether?
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mariodks Projects: SMBZ mario V2 is out please give Feedback on: June 20, 2011, 06:26:40 PM
Just a nice a idea that ain't never gonna happen  :'(.  But life goes on.

Who knows, maybe something will eventually come up and it will become more easily plausible.  I know I certainly didn't expect Brawl hacking to have grown as much as it has since I grew interested in it early last year.  It's really pretty amazing the extent to which we can change the game now.  I personally haven't done any hacks yet but I'm looking into PSA.  Got an extensive project in mind.
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mariodks Projects: SMBZ mario V2 is out please give Feedback on: June 20, 2011, 05:33:19 PM
For the Fire Flower and the feather I was thinking along the lines of what SDoom did with making the Pineapple appear above Cloud's head.  I didn't know how he did it but if it's not possible then it's not possible.

As for the second part that's cool.  I was just curious as to what the eventual plans were.
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mariodks Projects: SMBZ mario V2 is out please give Feedback on: June 20, 2011, 04:18:03 PM
I just tried out this PSA out and I must say it's pretty damn smooth.  I like how you incorporated your cape mario with the SMBZ aspects.  It does seem like you really capitalized on the hammer though.  SMBZ Mario does sport a lot of different attacks besides those but many of those are a little over the top for Brawl I suppose.

It might be a bit late to change but I would like to see the strong punch Mario tends to use as either his forward air or his forward A smash attack.  It's the move where he pauses for a second after winding up, has a small light flicker by his fist then punches.  An example of it is when he punches the Red Koopa Bro through the mountain in the fight they have after the Koopa Bros steal the chaos emerald. 

Since Mario throws out so many hammers with his neutral B have you considered making them stop bouncing after maybe one bounce?  It would make them feel a bit more weighty, a little less like the fireballs, and would balance out the fact that he can throw out so many in such a short period of time.

This is something I would like to see just for aesthetics sake: when Mario dons his cape or the fire ability how's about he reaches into his pocket and pulls out the cape feather or the fire flower?  He could just hold it for a second then transform into the appropriate form.  It would slow down his transformation just a bit but it would make it feel more like Mario is changing costumes properly.

Since you mentioned having an interest in eventually making a PSA for SMBZ fire Mario I figured I'd post some suggestions for what I think would work for him.

I was thinking for Fire Mario's Down-B why not make him rapidly fire small fireballs in all directions while he's spinning around.  Sort of like how he does in Mario World but with many more.  Reduce the damage that each one does for balancing sake.

Some good examples of attacks Fire Mario should retain are in the fight on Yoshi's Island.  Mario attacks the Red Koopa after just getting the Fire Flower.  Here are the moves I have in mind and they are really all just in one series of attacks Mario does in the scene:

Dash attack- Mario dashes forward, stands with a wide stance with one arm behind his back and the other punching the opponent in the stomach.

Forward A smash attack- A rapid series of punches to follow the dash attack up with. Keep pressing A to make him begin doing his rapid spinning attack.  That or make the second half his down smash.  This whole attack would also work as an AAA combo.

Up tilt- A simple punch straight up in the air.

Arial down tilt/meteor smash- a double fisted downward strike like the one Vegeta is known for.

Arial forward tilt- Just a kick with his body horizontal to the ground.

Here's a video showing the above listed attacks at 9:25
<a href="http://www.youtube.com/watch?v=qm-VWUlLkkk&feature=related" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=qm-VWUlLkkk&feature=related</a>


Up A smash- He puts his hand in the air and begin shooting fire balls vertically.  If possible allow the player to control the direction he's firing by tilting the analog stick.  This attack would be similar to the one he uses while fighting Mecha Sonic off of Turtle Shell Luigi's back.  That's at 6:27 in this video.

<a href="http://www.youtube.com/watch?v=-ZGc4mTVCSY&NR=1" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=-ZGc4mTVCSY&NR=1</a>


Are your plans with this moveset to combine all of Mario's forms into one PSA and have a single comprehensive SMBZ Mario or are you just going to have several movesets with each featuring just one or two forms from the series?  For example, are your goals to eventually have one PSA in which a button press can turn Mario into cape Mario while another can change him into Fire Mario and then another into the eventual Hammer Bros Mario?  Or will each one have to be segregated due to graphical limitations with the Fludd?
15  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: READ REPLY 3393 pg 227 on: June 20, 2011, 01:05:57 PM
Go Ratchet! You got this one! 
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