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16  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Re: Edward Elric: moving on... on: March 26, 2011, 06:46:45 AM
So, ShadowMarth and Pram are doing the PSA but you're done with animating ? Anyway, I saw your animations so I'm sure it will be a success Smiley


Here are some ideas for the PSAers if they want any :

- Human Transmutation : Ed transmutes himself as he did to get out of Gluttony's stomach to open the Gate, but this time there's no stone around so everyone will have to pay his toll. Ed does the Down-B animation, which creates a large transmutation circle (the aeon psa had something similar iirc). If anyone is caught in its radius, he will be trapped then a dark sphere will grow from the center with red sparks, hiding whatever is going on. As it disappears, everyone inside it suffers high damage and gets stun status, leaving them completely helpless.

- Annihilation : the move he used against Pride. Basically Marth's Final Smash : his blade retracts, he dashes forward, catches the opponent's head (somewhat...) with its right hand, creates lots of red sparks for around a second then send him flying. Other option, close to the original move : the opponents turns into a powerless little homonculus (aka Mr. Saturn). I didn't find the time to experiment on this, but I know for sure it's possible as long as you can automatically chain the FS into a throw. It evens counts towards the score, just like a regular KO.

These are just some ideas and I'm not asking you to use them, but I thought they might be good (and have the advantage of requiring less work than a mode change).
17  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: A New Moveset has been added! on: March 25, 2011, 03:53:03 PM
- The uncharged Side B shall be generally slower so it works more like Wolf's Blaster (it's much closer to my original intention, I never wanted it to act at all like anything close to Fox's Blaster and I still don't)

Well, I said that because that's the quick-and-easy fix I applied, but yeah, slowing it down is way better. It also shouldn't reach second level after just a half-second charge. Will the uncharged one still pierce through everything or will it disappear after hitting someone (like Fira) ?
Speaking of this moves, sparkles don't really fit for Chao Spear, and Shadow in general. Maybe red sparks ? (Gun spawning has some iirc)


- Chaos Shield will work as a defensive move.  Shadow surrounds himself in a negative chaos sphere.  It'll have a fairly high but set knockback in the centre of the negative chaos sphere and a slight push nearer the edges of the sphere.  Damage will be minimal though.

Sounds great. Will it reflect projectiles ? I guess not, since last time i checked most character had random defensive collisions...

Cloud

- Ok, I shan't replace the Neutral B.  Thinking about it, I don't want mine too similar to haloedhero's (despite him being collaborated in mine) otherwise people (especially noobs) will just be like "lulz dis is taken from haloedhero's Cloud lol u suck" and vice versa

Yay for the Dissidia feel. Can't say much about 1vs1, but in 4-man Brawl, Cloud's versatility and neat movepool makes up for the lack of all-around raw power, which is pretty cool considering every other top tier FFA character have strong smashes and aerials.


- The Finishing Touch will connect better (on most characters the last hit never connects naturally, even if they don't DI) but the damage and knockback on the end spike will be reduced as well as it overall being easier to DI out of.  This way, the user has to actually control their movement to match with which direction they predict the opponent will DI.  

Well, the fact that you had to maneuver it in order to connect was what I like in the current version, so I'm pleased to hear that. It's currently easy to land his spike if previous hits connect, but improving that last connection can't hurt (I was afraid you wanted to turn it into a perfect combo like Climhazzard). Just make sure the user can still choose which way he wants to spike his opponent as it's very useful.

About the spike's knockback, I don't think it should be reduced, especially if you increase the ability to DI out of it. It's currently a cool but difficult and underpowered KO move (but it feels so good when you manage to do it), so less knockback will just make it a pure-damage combo, and Cloud already has enough of these. Most of the time, it will be spiked from above the stage, the opponent would be able to DI back to the ledge. If not, successfully landing this move at ground level deserves a KO, anyway.


What about Cloud's FSmash ? It does need to be slower, but since you're nerfing it, you could probably fix it's range without making it broken. Mismatched sword length both looks and feels odd... Sword glow doesn't fit, and there's nothing worse than seeing the tip of the blade slicing through someone without doing and damage.
18  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: A New Moveset has been added! on: March 25, 2011, 12:58:00 AM

Shadow

- Lower weight (about 85 to 90)

- Nerfed smashes (all shall be decreased in speed and knockback).

I couldn't agree more, but I think its DSmash also needs more ending lag, as its much harder to punish than it should. Its hitboxes last even longer than the animation suggests, and even if you guess right there's not enough time to land a strong counter attack. It should be down-dodgeable and have enough lag so that most characters can land a smash do.

- Neutral B will only be Black Tornado

- Down B - Chaos Shield: A negative shield of chaos energy that pushes foes away and damages close up enemies.

Nice Smiley


- Increased range of Final Smash

Couldn't ag... wait, what ? I know Final Smashes are supposed to be overpowered, but its current one is stronger than any other... Seriously, it always OHKO, is quick to start up and already has ridiculous enough range to nearly always get three KOs. Marth can usually only get one and I think Zelda's arrow gets weaker after each hit, and has a much worse area of effect anyway. Only Ganon and G&M are somewhat close to this, but Ganon has a much harder time positioning and G&W's is only good is small stages. If anything, it needs either nerfed range, damage or startup.

About Shadow, I also think its uncharged Side-B shouldn't flinch, just like Fox's blaster. It's quick, strong, pierces through everything and has no ending lag and even let you get forward momentum, which makes it hard to punish and kinda cheap.

Cloud

- Slower F Smash (like haloedhero's)

It does need to be slower, but could you then fix it's sword length ? I know it was intentional, but mismatched sword length really doesn't look right, especially on its FSmash (otherwise it's not noticeable). I don't see why a little more range would break it, as long as you nerf its speed.

- D Air will have a smaller sweetspot and longer ending lag and landing lag
Yup, that move is too easy to use.

- Neutral B will be haloedhero's Finishing Touch (air version will have my own animation though)

Why ? Fira looks great and authentic, is useful but far from OP, and contributes to Could's unique feel. Your PSA and haloedhero are already similar, but this is one of the reasons I prefer yours. Plus, it really doesn't make sense to have two Finishing Touch...

- Up B will connect better

I thought it was intentional, and I really liked that Undecided
It's a very good move, with great maneuverability, good damage and a spike strong enough to KO, which is currently balanced by its less-than-perfect connection. It's still easy to combo opponents that are either large or at high percents. Cloud already has great combos, more than any other character, and i feel like a better Up B would be cheap.
19  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KingJigglypuff's PSA Ideas Topic-Zoroark Wins the Poll! on: March 23, 2011, 12:57:17 PM
So, I've been thinking of a way to implement Zoroark's signature ability, Illusion. Since the original effect obviously doesn't fit Brawl (and isn't possible anyway), Zoroark could be the Mindgame Character, able to feign almost all his moveset. For example, pressing B just after initiating most moves could trigger its Illusion counterpart, with the exact same animation, no hitbox but interruptible from the scratch. You could feign initiating a FSmash as the opponent roll to your other side, only to nab it with a surprise attack.

Such an ability obviously needs to be balanced down, so here's what I thought :
* You can't feign charging Dark Pulse or Nasty Plot.
* Fake Dark Pulse will always appear to be maxed out, but it will be interruptible only a little earlier than true Dark Pulse. Also conveniently prevents having many of these on the screen at a time.
* Zoroark should have two modes : Tricky and Nasty, always spawning in Tricky mode.

* Tricky :
*** Illusion can be used
*** Uses mainly physical attacks, only some specials (like Dark Pulse) have Darkness effect.
*** Consequence : low power, very low range, priority and kill potential.
* Nasty :
*** Cannot use illusion (just like using NP reveals you're a Zoroark)
*** Dark Aura effect on his hands, like Lucario at high percents.
*** Most moves get additional, stronger "special" hitboxes shown by a Darkness effect, thus increasing range, priority and power (but if you're too close to your opponent, only hits with the standard, physical hitbox). Probably like Lucario's FSmash iirc.
*** Persistent but not overpowered, this mode could be an actual character.

Mode change should probably take around the same time as Ganon's Warlock from Tricky to Nasty, and almost instant from Nasty to Tricky (same animation, but interruptible?).
20  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Edward Elric: Big animation update on: March 22, 2011, 09:48:14 AM
Still can, but no one told me to do anything. :/
Ah, [censored] I necroposted, oh well.

Well, not really, the last post was a few days ago. Animations are mostly done (might only need one or two tweaks) and of good quality, so it's up to anyone to make a PSA. If you and ShadowMarth are still willing to do it, i could help a little with moveset and PSA tweaking. Don't expect much cause I'm gonna be really busy until the second week of April, but I'm soon gonna experiment a little with a couple of move ideas.
21  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KingJigglypuff's PSA Ideas Topic-Zoroark Wins the Poll! on: March 21, 2011, 12:12:34 PM
Well, Zoroark is a primarily special pokemon, so Nasty Plot (one of its last level-up moves) might suit him better (especially considering that almost everyone learns Hone Claws but Nasty Plot is a rare Dark-typed move and he is part of the handful of good pokemons learning it. It should probably be a special move, with some charge time but damage+knockback boost, maybe shown by an effect similar to Lucario's Aura, but with Ganon's Darkness effect ?

It's signature move, Night Daze, might work as a final smash, probably throwing dark energy balls in every direction.
I haven't tested it yet, but since it's over Lucario, it might be possible to change Double Team into Sucker Punch, with a different attack animation (startup fits perfectly). It's a priority move that only work when attacked... Perfect definition of a counter.
22  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Zitz From BattleToads (PERMISSION GRANTED BY AAFYRE!) on: March 21, 2011, 11:32:03 AM
Final Smash: Turbo Bike (Professor T. Bird *Not Seen* will send Zitz a Turbo Bike to ride and ram into his opponents. Copied off The Blue Falcon Final Smash, and includes Turbo Tunnel Background Imagery)

Wow, I didn't know this was possible, congratulations. So, you ported Captain's FS to DK and changed the road model, or only the texture ? What exactly can be edited? I guess you can't change the victims' animations, but is it possible to modify the road's model ? Captain's animation?  The scene's length?

Other than that, I didn't know this character, but your shapeshifting looks good so far Wink
23  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: The Clone Engine Progression on: March 20, 2011, 12:59:39 PM
Try this one maybe, it worked for me :

Code:
Olimar has Ike's IC-Constants(Dantarion, variables by Eternal Yoshi)
C2858928 00000003
2C040019 40820008
38800022 1C040038
60000000 00000000

Did you try using the exact same configuration but without the 3 jabs code? Is your Brawl disc NTSC (wii region doesn't matter) ?

Speaking of Olimar, it has an interesting glitch : when i tried it the CPU kept spamming neutral B, as if he wanted to spawn Pikmins. However, Ike over Mario's AI is fine, even recovering with Side B.
24  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KingJigglypuff's PSA Ideas Topic-Rayquaza is Canceled on: March 20, 2011, 04:00:16 AM
Well, i just realized I forgot to give the link to Edward's animations, so here it is : http://forums.kc-mm.com/index.php?topic=17665.0
I tested it in BrawlBox, every animation is done but the FS. Side and Neutral B might be improved, but they're still good enough.

If you prefer working from scratch, what about Sora/Axel/Xemnas or Seymour, their vertexes are amazing. I think Blaziken also has a good one.
25  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KingJigglypuff's PSA Ideas Topic-Rayquaza is Canceled on: March 19, 2011, 05:56:36 PM
What about Edward Elric? MrDarkSide, who was making him, just discontinued but he already did a moveset and many great animations, and I think ShadowMarth is still willing to go on. It's really the kind of character that fits easily into brawl : primarily physical and agile, with a large variety of special moves (thanks to the ability of restructuring matter). If you don't like some of them, there are still many more possibilities, and I guess i could help with the moveset.
26  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Who after Joe? Zero or Black Knight+OVER 9000 DOWNLOADS!! on: March 19, 2011, 05:35:24 PM
Even though you can't shorten the scarf with animations, maybe you could still directly edit the model itself ? Even without glitches, such a long scarf with so few bones can't possibly look right. I know Joe's original scarf is even longer, but what's the point of respecting the original design if it doesn't look authentic ?
27  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: First Actual Tutorial Uploaded! on: March 12, 2011, 08:07:19 AM
After some more playing, I spotted two more glitches :

1) Cloud has FS Aura when holding a Throw Item such as capsules or pokeballs.

2) When using shadow's Aerial Side B to recover, it's possible to teleport directly on the ground with some forward momentum and absolutely no lag, which is nice and probably intended, but then it doesn't seem to register that you've landed. Jumping before having been hit will put you directly in semi-helpless fall without the ability to double jump or use specials. What usually happens is that I teleport to Fsmash, try to chase my opponent off the stage and then die pathetically  -__-
28  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: First Actual Tutorial Uploaded! on: March 10, 2011, 12:17:37 PM

1) Trust me, there's a reason why I chose that direction scheme rather than a the control stick.  The reason is in the readme.  As for the model change, I originally wanted him to have an Ultima weapon, however that didn't work out despite trying a number of ways so I scrapped it.  That and the file size increase may have caused it to freeze.

Well, like I said, these aren't real downsides : Meteorain's probably better that way and I assumed model change wasn't possible, I was merely mentionning the only two differences I spotted between this and an original character, which is what impressed me most considering the limitations. However, it's sometimess pretty hard to tell when Cloud's FS ends because Aura disappears during most moves, and I tend not to lose my time during Limit Break. Maybe a little animation when the timer hits 0 ?

Quote
2) About V Joe's scarf; it only has about 5 bones (due to the fact that it's Falcon's scarf extended way outwards and behind him), and the bones are also in odd places.  Removing it wouldn't look right, but it's hard to make look good really

Maybe make it smaller to compensate for the low number of bones? It might still look much better than no scarf, and a full-length scarf may not be doable anyway until we can edit bone structure...

Quote
3) I actually never noticed that.  It's strange because it should hit since they're moved via X axis (which works because he's facing toward the screen).  However, I'll try Z axis as well to see if that works.

Look at Subaction 60, you actually have both additional hitboxes with a negative x offset. I tested it, removing these three minus signs is enough to fix this issue.

Quote
4) That's something I cannot fix.  You see, it only does that because of the particular graphics I used work.  I can't make it do certain hitbox flags when it hits the water, so it'll always be a fire hit.

Too bad, it would have been a nice glitch abuse Tongue

Also, do you only playtest your characters in 1 vs 1 or also ine free for all ? Cloud has been very balanced so far in both playstyles, but Shadow might be a little bit OP in FFA, so I moved some of DSmash's KB into USmash (as Knockback >> Speed and Combo potential in FFA... It's easy to abuse shield lag caused by someone else to land a DSmash and kill at very, very low percents).
29  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: First Actual Tutorial Uploaded! on: March 10, 2011, 10:40:13 AM
First, I really have to say Bravo, as your hacks are really amazing, professional-looking and almost indistinguishable from an original character (maybe Meteorain's unusual command scheme and Limit Break not having a model change liwe WarioMan, but that's it... And they're not even actual downsides). Joe's animations look good so far (except the scarf, which is probably beta), but I can't really say much more as I never played the game.

I would just like to point out a little mistake in Cloud's PSA : during his Final Smash, its two Down Smash additional hitboxes are both positioned behind him, so the farther front explosion doesn't hit (editing subaction 60 is enough to fix it, so it's not a weird glitch).

About weird glitches, when standing in water (like at Delphino's Plaza), it's Fira turns into a neat looking water spell, which sadly still burns (but it's probably a PSA glitch as Shadow's DSmash does this too). An even more awesome one happens when a Cloud port and Ike are in the same match : Ike's Neutral B's fiery charge animation turns into a... shining pineapple ?
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