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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Fliptocat's PSA's! Zaraki Kenpachi from Bleach in progress! Vote in my poll! on: February 02, 2011, 07:03:24 PM
I voted release when you feel it's ready, and I'll elaborate a bit; It's good to have a test group who can playtest and help you work out the bugs you might not have noticed whilst testing with your own playstyle, whilst a public release should wait until you, as well as whoever you might choose to test, are satisfied that it looks and acts like it should.

On the other topic, Aerials:
I'm thinking simple is best here, so I'll run with that; but don't decomplexify the guy; just because he chosen approach is strength versus strength doesn't mean he doesn't actually know any other tactics.
Up Aerial: Simple is good. an upswing, starting in front, ending in back, in a 3/4 circle pattern starting just about eye level.
Down Aerial: Well, let's look at that brute force again; a downwards chop(Sideways, somewhat like Ike's) that hangs below him as he comes down, likely a second hand supporting the blade so as to put all his weight and power into it; to differentiate a bit, you could add a backwards swat to this on landing, making it an ideal way to maintain spacing in favor of that same, frontal approach. The initial swing would, of course, be more powerful, but proper spacing allows him to use it as a tool in more than one way, mixing up his game a bit.

Maybe not 100% appropriate, but I can see you do need to improvise a bit; bringing out that tactical planning aspect of his style might be just the ticket to make playing a bit more interesting. Remember, the man sure does love his mindgames, even when he is testing his might.
2  Help & Tutorials / Help / Re: Hitboxes? on: January 27, 2011, 08:25:47 PM
Ok, now you can call me dumb. I'll go look up those visible hitbox PSAs to give me a feel for relative size, and knowing that it is = to radius alone helps immensely. I was getting a bit frustrated fixing it by feel, as I have a rather complex windbox to finish, and it's hard to resize these things by ear in a complex interacting hitbox series.
Short version? Thankyouthankyouthankyou I can get back to work without going more insane!
3  Help & Tutorials / Help / Re: Hitboxes? on: January 27, 2011, 08:18:31 PM
So... the hit box will scale based upon which bone it's originating from? IE: a fist becomes a bigger fist-shaped void, and so on? Hm...guess I'm going to have to get Brawlbox working properly if I want to actually see this, then; I've been using PSA exclusively, and ran into some oddities trying to make a properly hitboxed vortex effect. Knowing what sort of hitboxes I'm trying to stack and fill will be helpful - and if a '1' is in fact a single translation, they should match up with offsets to some extent. Well, at least you've given me somewhere to start, thanks.
4  Help & Tutorials / Help / Re: Hitboxes? on: January 27, 2011, 03:31:06 PM
I am using PSA, and if you mean the guides, they all have very comprehensive information - EXCEPT what measurements the hitbox scalar actually affects. In other words, what space it will actually occupy in game; a visual representation versus a character would be best, but I'd be happy to know if it's simply in pixels or not, and from what source point; Edge-to-edge, or center-to edge. It'd certainly make the more complicated hitboxes I'm working on go a hell of a lot more smoothly.

Edit: Is there a graphic effect that scales on a 1-1 rate with the collision bubbles? If so, I could do this bit myself, and save everyone some trouble by posting the results. Any awnsers are appreciated; Like I said before, Google and guides aren't cutting it this time, though I can find everything else pretty easily.
5  Help & Tutorials / Help / Hitboxes? on: January 27, 2011, 08:58:05 AM
I've been cruising these forums all night, along with excessive use of Google, and I've yet to find one (reasonably simple) piece of guidance. Am I blind? Can someone point me towards a good visual representation of exactly what settings result in what size hitbubble? I'm playing hell trying to build a cyclone windbox because I'm not sure how large or small my individual bubbles are going to actually be.

Hell, even if someone could tell me the relative size increase per point, wether it's determined by radius or full width, etc. I'd be more than happy, but I can't seem to find a single reference to it no matter where I look.

 Im srs here
6  Super Smash Bros. Brawl Hacking / Stages / Re: Demonslayerx8 Imports! Stage Collab Update! - 01/25 (go to last post) on: January 26, 2011, 01:26:02 AM
I...I'm not quite sure what to say...
 Happy Face
It's just...
You, sir, have just won a lifetime supply of internets.
I can only imagine how much fun that would be with a few other players! ^^
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Xev's first PSA - Twilight Ganondorf Minus on: January 23, 2011, 08:22:27 PM
Just submitted to the vault. Look it up, give it a try, post your thoughts here - As I listed in the description, I want the feedback, it'll help me improve in the long run.

Phew. Man, I had some mystery issues on this one, check my post in the help section if you want to know what I mean, but now it's working quite solidly. Hopefully a good addition for those of us who like to play Brawl Minus, like me; my next movesets will likely feature similar balance, as my couch gaming group loves Minus too; I'll probably be tweaking some of their more neglected characters as I go, with guidance from my friends here, and maybe a few interesting things no one would expect.

Does it always feel this good to get a release out? Man, I'm having fun already, and I'm not even doing anything!
8  Super Smash Bros. Brawl Hacking / Music & SFX / Re: Take Request on: January 23, 2011, 06:11:43 PM
One more, if you don't mind - I'd forgotten I also need a good character select theme, and I'm in love with this one. Probably the name.

<a href="http://www.youtube.com/watch?v=LxxxNTyp31A" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=LxxxNTyp31A</a>

Sorry for the double post.
9  Super Smash Bros. Brawl Hacking / Stages / Re: Demonslayerx8 Imports! Stage Collab Update! - 01/23 on: January 23, 2011, 03:54:15 PM
I'll be waiting with interest... but man, if you plan on dropping me off Snake way, I'LL SEE YOU IN HFIL! XD
10  Super Smash Bros. Brawl Hacking / Stages / Re: Demonslayerx8 Imports! Stage Collab Update! - 01/23 on: January 23, 2011, 03:47:26 PM
All good news there, I see. I like the idea of a cloud over there, seems like it'd make the stage feel more physically balanced with a way to get closer to the opposing border.

 Although, in the interest of Castlevania themes, I'll post this back here just in case it seems as interesting to you as it did to me.

Imagine if you will, a moving stage, a moving stage that doesn't suck out your will to play as soon as you see it. A moving stage that doesn't involve getting ran over by cars, or constantly dropped off the screen by hazards; one that moves slowly and predictably, but varies the terrain enough to keep things interesting, and then, you will have come to my thought - A nice, fun ride through Castlevania SoTN's caverns, with the boatman - with a couple slight edits to the stage itself, so it loops well you could incorporate several of the traditional Castlevania memories and enemies; bats, fishmen, bone pilliars, and so on, while keeping the pace friendly to all characters. Worth some thought anyhow, if you like the theme.

This is not an outright request; if you don't find the thought as amusing as I do, I still have the advantage of having planted the idea somewhere, and the idea of a moving stage that doesn't drive heavies to madness remains somewhat appealing. ^^
11  Super Smash Bros. Brawl Hacking / Stages / Re: Demonslayerx8 Imports! Stage Collab! - 01/22 on: January 23, 2011, 03:26:05 PM
Hm... curious. Just an observation, as I know it's rather basic at this exact time, but the right side could use ...well, something going on over there, it seems somewhat lonely. Looks quite good though, even if previous experience tells me that's only a start.

By the way.. that Castlevania Judgement stage of yours is proving to be a hit with my roomate; It's reasonably large, but flat and open, which gives him the opportunity to chase down our projectile-using friends a bit more easily, so thanks. I know this isn't the place for requests, so try not to take this as one - Do you know of any good, mid/large stages with terrain? I'm looking to expand our repitoire, and that seems to be the general consensus among my couch crew as to what's fun to play around in. I'm asking that here because... well, it seems like you'd know, you sure know how to put them together yourself. =)

Yeah, feel free to ignore that second part if you don't feel like touching it, I came in mostly because I noticed that was yours as well... and well.. for right now, you're the maker of the sole original stages in my home use minus package.
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Fliptocat's PSA's! Zaraki Kenpachi from Bleach in progress! Video added! on: January 22, 2011, 08:04:16 PM
Oh, those little rants of mine aside, the model looks great; I definitely see this hack in my home-use package sometime in the future.
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Fliptocat's PSA's! Zaraki Kenpachi from Bleach in progress! Video added! on: January 22, 2011, 07:47:38 PM
I think my largest pointer as far as his technique is actually pretty simple; Unlike... well, pretty much everyone else in Bleach(as far as I've watched it, anyhow), Kenpachi doesn't abuse 'special' techniques to win, he relies more upon his own skill with a blade, and his own physical ability, intentionally internalizing that massive Reiatsu(sp? I never can remember that one.) in favor of beating his opponent tactically. Not to mention, it's pretty much because of all that that he's so damn imposing.
It's like he ENJOYS bringing a knife to a gunfight; and he keeps winning just that way. =)
14  Help & Tutorials / Help / Re: CSS and SSS freeze randomly; sometimes they don't freeze, too. on: January 22, 2011, 07:38:02 PM
I'm not sure; and I didn't really mean the boot specifically, as I'm not entirely sure of what composes Riivolution. Kinda a shot in the dark and hope thing, more than specific advice.

Sorry if I didn't make that part clear; Maybe I just felt the opportunity to vent about those seemingly random oddities. Seems more than just myself have been experiencing such things, so I just tossed my hat in the ring, so to speak. Because my hat is a helmet.... and this ring is a box.

(and I should probably find something more useful to do, lol)
15  Help & Tutorials / Help / Re: CSS and SSS freeze randomly; sometimes they don't freeze, too. on: January 22, 2011, 07:14:33 PM
I'm beginning to see why everyone seems to agree that you are the least lucky guy around here. Maybe one of these days I can  help with that; I'm not known to have the best of luck with such things, either, but only time will tell, right?
I'm not versed in Riivolution myself, but my suggestion is cheap and easy to try, and utterly harmless if it doesn't work; See, I often have a problem with the stack smash loading method, and the randomness in this problem cries out to me of something similar - My boot.elf frequently corrupts itself for no apparent reason, recently having led to me replacing it every single time I modify anything on my SD card. So, perhaps try a fresh install, deleting the program components first so as not to simply overwrite, might fix the problem.(This is from experience as well; Delete-and-replace has worked for me, overwriting has not)
As I said, it's not a specific solution per-se, but it might help, and it couldn't hurt.
Good luck either way, Spec.
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