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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / LavaLatte's Mods | SMRPG Geno for Project M! on: September 20, 2017, 10:46:32 AM


Building off the work of previous developers (Dr. Flux, Southcraft, Starwaffle), Geno has been re-invented into the world of Project M! Equipped with new tools, movement options and projectiles, he hopes to bring a funky new pace to the Smash Bros. roster.

Download Links:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=214782

Included are two packs, one to place directly over Toon Link and one for BrawlEx use! This must be used in Project M and is compatible with both Dolphin and Wii. Both packs include instructions for installation.

Home base will be Smashboards! Feel free to post here but most updates will take place in that forum.
https://smashboards.com/threads/lavalattes-mods-smrpg-geno-for-project-m.450225/

Special Moves:
Neutral Special: Geno Blast
In Super Mario RPG, Geno would hold Y to charge up before raining down a stream of lights. In Smash, Geno can summon bolts of energy from the sky diagonally forward. If you hold down B, the number of bolts increases from 1 to 2 to 4. While it has limited uses in neutral on platform stages, it becomes a really strong edge-guarding tool against enemies recovering low.
https://gfycat.com/gifs/detail/CornyWhiteKite

Side Special: Geno Whirl
In Super Mario RPG, Geno launched a disk forward. If he followed up with a perfectly timed button press, the disk would deal 9,999 damage. I decided to aim for something a little softer - Geno’s whirl can fly straight-forward or at an angle. If it connects with an enemy or wall, the whirl will slow down and deal up to 3 weak hits that pull the character closer to you. At any time while the whirl is active, you can press B to detonate it and deal heavier damage. This is one of Geno’s most important tools in neutral that requires forward thinking to use effectively! You can choose to let the whirl fly and hope for a pull-in or rely on your timing to detonate for better damage.
https://gfycat.com/gifs/detail/CarefulUnfortunateGlobefish

Up Special: Rocket Launch
Geno’s Up-Special is Rocket Launch. Probably the simplest of his specials, Geno propels himself upwards, ending with a flip. Geno has slight left and right control and can fastfall right after the flip. The first hitbox is a soft meteor spike, and every hit afterwards pushes them sideways. You can press B during the animation to stop early - this will let Geno flip with the hitbox intact. The recovery itself is pretty vulnerable but the distance traveled is pretty substantial, so feel free to edge-guard deep if you know you’ll have time to recover safely.
https://gfycat.com/gifs/detail/MediocreSimpleBream

Down Special: Cannonball
On the ground, Geno uses his “magic cannon powers” to launch himself upwards at an angle, which can be slightly influenced left or right. In the air, he can only launch himself downwards. While flying Geno can use any aerial A move. If he connects with an enemy while the jump button is held, he will bounce off. Geno can air-dodge out of Cannonball starting from the ground only. In the air, Cannonball can be cancelled with a ledgegrab. This is one of those “make sure you don’t miss” type of moves that can really be punished with sloppy aim.
https://gfycat.com/gifs/detail/WeirdRipeArrowana

Final Smash: Geno Beam & Geno Flash
Finally, Geno’s Final Smash is a combination of his signature moves – Geno Beam and Geno Flash! After charging three red stars, Geno fires Beam forward, then Flash upwards at an angle. Geno Beam is the first move the star soul has access to in the original games, so I wanted its inclusion to be special. Inversely, Geno Flash is one of Geno's last and most powerful moves - I didn't want to choose between them, so I added them both!
https://gfycat.com/gifs/detail/WelloffSaltyAnole

Other Moves:
Dash Attack: Geno Boost
In the original game, Geno Boost increased Geno’s Attack and Defense stats. For Smash, Boost instead buffs Geno’s speed for a bit and pushes him forward. Geno Boost can leave the ground; if the move finishes in the air, Geno has slightly less endlag.
https://gfycat.com/gifs/detail/NeedyGrayHoverfly

More details to come soon, for now check these videos!
Geno Joins Project M! Mod Reveal Trailer
Geno Playtest III: Netplay vs. Szion Blue
2  Help & Tutorials / Help / What Do People Use to Record Games? on: October 01, 2012, 12:58:16 PM
I'm considering recording gameplay of hacks, but I lack knowledge of how to record games and transfer the video files to my computer. To those who post videos to Youtube and such, what programs/devices do you use? Does anyone have an affordable option?

Thanks for your time. =]
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Cloud Strife v2.5: PSA-Specific Feedback Thread on: April 29, 2010, 04:25:35 AM
Cloud Strife



Download Link:
Version 2.5

Info, pics and details will be updated eventually.

Post any graphic or moveset-related problems here while you wait.
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Blanka DK Project? Calling All Street Fighter Fans! on: September 24, 2009, 06:25:00 PM
So yeah, I'm taking a breather from the Echo Bladers and working on what I hope to be a fun project. I was planning on keeping it a secret. Thing is, I'm clueless on what I'm trying to make =.=

New Project:
Street Fighter DK
 AWESOME 2.0!

There haven't been many DK movesets around, so I figure I'll take a shot at him. Give the monkey some love~

When I was brainstorming, the first thing that came to mind was Blanka. Similar posture, funny-lookin moves, perfect. My problem is, DK doesn't have many Blanka-esque moves, besides the Blanka Ball, which I can cover with Screw Attack or something. That's where you come in.

Throw me some ideas! UMOP has very prominently created the more popular moves of the series, but I'm looking at all those support characters. I honestly don't play Street Fighter, partially because I was too interested in Smash. Nevertheless, those elements would be a fun change to the physics of good-ol' DK.

What I plan so far:
- SF-esque physics
- Shrink DK to human size =P

Possible Moves:

Jab: Electricity

F-Tilt: Slam Fierce Punch [Animation?]
- High: Enemy Jump Fierce Punch [Animation?]
- Low: Trip [Dash w/ Momentum]

D-Tilt: Same?

B: ?????

Neutral B: Blanka Ball [Screw]

Up B: Rainbow Roll [Screw]
- Angled?
-- How do I make him do an arc?

Down B: Ground Roll [Screw]
Aerial Down B: Drop Ball [Screw]

***Focus Attack:***
DK Punch, any ideas for graphics?

Possible Alternate Moves:

- Zangief Spin [Up-B]
- - Mapped to U-Smash?

- Raishoken [Electric Shoryuken, LightThrowAirHi works fine]

- Hadouken? [FGrab, DThrow]

- Balrog's Uppercut Combo

Throw me some characters, and whatever moves would be interesting to see. For me, I gotta do more research.

- .Fade
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / 'Echo Blade' Zelda: Needs Feedback for Balancing~ on: August 31, 2009, 06:06:39 PM
Echo Blade Zelda
The Official Thread

Recent News:
- Now that she's been released, people have to tell me what's good, and what ain't. Gotta make her fair, ya know?

- Besides the shrinking and the occasional edits, I plan to put the next step of this project on hold. I have a few ideas I'd like to finish first =P



I need feedback on which moves are overpowered/underpowered. I don't want her to be too broken~

Info:

- Zelda is fire-based ["wow soo overdone blah blah"] the same way Sheik has electric-based attacks.
- The Echo Blade will obviously be used in the majority of her attacks.

Physics:

- Air Mobility increased.
- The Echo Basics:
  + Moderate speed increase
  + Weight decrease [85 to 70]
  + Footstool boost

Attacks:

Video [by S.N.E.S.S.]
http://www.youtube.com/v/nVnjYKKzOsc

Jab: The Beckoning
She swings her arm, and hitboxes pull you closer. Simple, effective.



F-Tilt: Quick Step
She dashes, then disappears? She then reappears, burning your face. Yum.
Tidbits:
+ Hold down A to slash with your blade instead!
+ There are THREE variations of this move, controlling which way you teleport, depending on the way you tilt. Including the sword variation, there are SIX possible moves. Have fun learning which is which!



U-Tilt: Just a Stretch
She lifts her hand, effectively igniting whoever happens to be above her. Simple.



D-Tilt: Flash Fire


F-Smash: Ike Called, He Wants His Move Back. [name pending]
As the sword comes down, the dude caught in it gets it multiple times before the launch.
Tidbits:
+ The tip is mad weak ['cuz it's the farthest blah blah blah]. Hit with the center.
++ The real reason is I'm having hitbox problems, but w/e. This works too.



Dash Attack: Charge!
She spins, then charges forward. Well, not really. More like glides.



U-Smash: Abusing That Darkness Effect [name pending]
U-Tilt animaton, with DAHKNESS! It pulls you in before spitting you out.



D-Smash: Trippin'
The trip, with moh powah. Hits in front, then in back, then in front again. Pretty quick.



Nair: I Didn't Change
Same move. With slashy flags.



U-Air: Boom!
Exactly the same.



Dair: Boom! with a Twist~
The only move I was settled on from the get-go. She spins fancily in the air.
...
Oh yeah, and there's an explosion beneath you.
...
It spikes.



Fair: Sweets
Same move as before. With FIYAH. I made it a tiny bit bigger, and removed a sourspot.



Bair: That Ain't Puff
Standard 'My foot's gonna stick out for a really long time, and I'll abuse this move many more times to steadily push you farther away from the stage' kick. Trademarked by Jiggs.
Tidbits:
+ This and Fair can be L-canceled =P Try it, if you're holding a shield command when you hit the ground, the animation lag will be cut in half. My little tribute to Melee.



Neutral B: Sacred Light
This allows access to a new set of moves! As legend has it [I don't know which, but it's legit], there are only three sacred weapons, held by the worthiest of heroes: the sword, the shield, and the jewel.
...
Yes, the jewel.
Tidbits:
+ In the air, it cancels most of your momentum. That's pretty useful, I must say.
+ You have to reload it every time you use one of the 'special' moves. Kinda annoying, kinda fun.



New N-Air: That Ain't Link
Instead of flashy lights, Zelda pulls out two swords during her spin.
...Because that's original.
It has good knockback, regardless of damage.
Tidbits:




New F-Air and F-Tilt: That Ain't Mario
What? An Echo shield? That's pretty sick. It stays out for a while, and turns people around. A fun, yet tricky edgeguard.
Tidbits:
+ She gets knocked backwards a bit, especially in the air. It could be useful, or completely screw you over.



New B-Air: That Ain't...Donkey Kong?


Side B: Reckless Charge
She readies herself, then charges forward...recklessly! Riding on a cloud of darkness, attacks won't even faze her as she readies her blade and slices you up.
Tidbits:
+ Can be done in the air.
+ Hold down B. Trust me.



Down B: Transform
Tidbits:
+ There's more lag at startup, but if you're using Echo Blade Sheik, there will be almost no ending lag.



Up-B: Fayore's Wind
The startup has wind hitboxes [idea from IKOU].



Throws:
The D-Throw burns you.



Download Links:
Echo Blade Package: Zelda + Echo Blade Sheik v1.5
Official Version: Echo Blade Zelda v1.0

To Do List:
- Shrink it! >.<

Echo Blade Sheik Thread

Credits So Far:
+ Eldrian [Wisp] ~ One of the biggest inspirations for this moveset: he helped out with coding for the Side-B and the use of switches in general. Stole some coding too =P
+ UMOP [Fighter Kirby] ~ Mr. Fountain of Knowledge, helped wrap up the momentum problem and the Side-B.
+ drsusredfish [Time Mage Zelda] ~ His moveset has been indirectly helping me with some animation ideas =)
+ Untouch ~ Dude, your coding discoveries are doing wonders.
+ camelot ~ Frame Speed. EVERYWHERE. Enough said.
+ Those people who give me ideas [thanyou, kyzon, IKOU, etc.] ~ Because I really do steal them. XP
+ S.N.E.S.S. [Avatar Ness] ~ For the epic moveset video, coming soon~
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / leafgreen386's Universal Action Thread on: August 27, 2009, 05:06:18 PM
Perfect thread is perfect.

http://www.smashboards.com/showthread.php?t=246651
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Echo Blade Kirby Progess! [lol] on: August 14, 2009, 01:46:59 PM
Well, well, seems like editing Kirby isn't as impossible as it seems. My friends, here is my imcomplete hat editing.

Echo Blade Kirby!

Kirby sucks Sheik in...


and spits him out! [hat texture]


Let's go.


Echo Wave!


Unfortunately, Kirby T-stances in both versions: the ground version he can't cancel out of either. Anyone have a fix for that? I used Kirby's U-smash on the ground and U-Air in the air.

T-stance =.=


Kirby also pulls out a needle. Strange.


If anyone wants to check it out and tell me what's wrong, please do.
http://rapidshare.com/files/267414549/FitKirbyEchoTest.pac

I edited Action 160, redirecting it to 26E and 272, N and AirN respectively. I gave Kirby the hitboxes and the darkness GFX [no blade GFX]. Can someone tell me what's wrong?
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / The Kirby Hat Challenge! [All Subactions Found!/Possible Actions?] on: August 12, 2009, 07:44:59 AM
Let's make this into a game, shall we? =P

Kirby's .pac file has a TON of subactions pertaining to every hat he/she can wield. Let's make it a group effort to figure out which is which!

Because we all know; once we figure this out, Kirby will be a MONSTER.

Actions Theory:
To figure out the actions, methinks count up the actions pertaining to each character's Neutral B, starting backwards from the Pkmn, who already have their actions labeled. In Zero Suit Samus's case, this theory works perfectly. The only problem is, we're missing an action slot. =.=

Note: EVERY character has their ground animations repeated in the air, for future reference.
Edit: Apparently, Olimar might not.

Note: I have some speculation about Mario and Olimar. Can someone confirm them?

~-~-~-~-~-~Discovered~-~-~-~-~-~-~

Missing Action: 133 [or 143]

Captain Falcon  
Action: Possibly 134 and 135, seeming it is the first Kirby Hat command.
Subaction: 206 - 209
Proof: Just like C. Falcon, there is a turnaround command, same trajectory, and a fire effect flag.

Pikachu  
Action: Possibly 136
Subaction: 20A - 20B
Info: The frames match up, as well as gfx and sfx.

Metaknight  
Action: Possibly 137 - 139
Subactions: 20C - 210
Proof: It has the subaction SpecialNSpin, something ALMOST exclusive to Metaknight, and it has the same damage.

Sonic  
Action: 13A - 140
Subaction: 211 - 218
Proof: Sonic has a 'Spin', 'Rebound' 'Cancel' and 'Hit' animation.

Fox  
Action: 141
Subaction: 219 - 21E
Proof: His start, loop, and end script have exactly the same frame rate and 'generate articles' as Kirby's.

Falco  
Action: 142
Subaction: 21F - 224
Info: Haven't actually checked his .pac, but he's really similar to fox. And he's between fox and wolf.

Wolf  
Action: 143
Subaction: 225 - 226
Proof: He's the only 'just N and AirN' with hitboxes.

Charizard  
Action: 144
Subaction: 227 - 22C
Commands: NStart, N, and NEnd [also air].
Proof: After a lot of research, it makes sense. The 'End' animation has 25 frames before an 'interrupt', which seems like the apropriate lagtime. One of the flash overlays is orange.

Ivysaur  
Action: 145 - 147
Subaction: 22D - 232
Info: NStart, N, and NEnd [also air]. Intangible for the first 3 frames. Flash, smoke, and other weird graphics [1210002]. Does 4 damage.

Squirtle  
Action: 148 - 14A
Subaction: 233 - 23A
Commands: They have 'Start', 'Hold', 'Light' and 'Heavy' commands.
Proof: Hold refers to storing the water, and 'Light' and 'Heavy' refer to varying strengths of the water.

Wario  
Action: 14B - 155
Subaction: 23B - 252
Proof: Lots of eating commands, and 'BiteWait'.

Peach  
Action: 156 - 157
Subaction: 253 - 256
Info: Commands N, AirN, NHit, and NairHit. Intangible for 14 frames, and if hit 4 more intangible frames. This should be obvious 0_o

Ice Climbers  
Action: 158
Subaction: 257 - 258
Proof: Frames and stuff.

Yoshi  
Action: 159 - 15B
Subaction: 259 - 25E
Info: Only one that has throw catch collisions.

Snake  
Action: 15C - 15E
Subaction: 25F -  26B
Proof: Lots of throw animations, and a 'Hold'.

Zelda  
Action: 15F
Subaction: 26C - 26D
Proof: Intangible at the beginning, and has special collisions that loop.

Sheik  
Action: 160 - 163
Subaction: 26E - 275
Proof: It's the only one with 'Start', 'Loop'. 'End', and 'Cancel'. It was next to Zelda...go figure.

Lucas  
Action:
Subaction: 276 - 27D
Proof: Commands NStart, NHold, NFire, and N [also in air]. Has dust and flash GFX.

Ness  
Action:
Subaction: 27E - 285
Proof: Commands Nstart, NHold, NFire, and NEnd [also in air].

Donkey Kong  
Action:
Subaction: 286 - 28F
Proof: Perfect match in all commands and damage.

Luigi  
Action:
Subaction: 290 - 291
Proof: The frames match up.

Ike  
Action:
Subaction: 292 - 299
Proof: Commands Start, Loop, and two 'End's [also air], just like his .pac. The generated article is probably his sword. 1st 'end' does 9 damage, 2nd does 37. FIRE damage makes it obvious.

Marth  :
Action: Assuming the commands go in order, between 14A and 1A5
Subaction: 29A - 2A1
Proof: 29C and 29D have almost the EXACT same coding as Marth's Neutral B, Shield Damage and everything. 29A generates an article [D] which I can assume is his sword. 29E - 2A1 is the aerial version.

Jigglypuff  
Action:
Subaction: 2A2 - 2B3 [a LOT]
Proof: StartL, StartR, StartHold, StartHold [again], three 'N's, EndL, EndR. Wow.

Olimar  
Action:
Subaction: Just 2B4. Weird.
Commands: Just SpecialN, no air.
Proof: Well, there's no such thing as an aerial version. There is no 'Failure' like the real Olimar b/c Kirby can only pull one Pikmin at a time.

Diddy Kong  
Action:
Subaction: 2B5 - 2BE
Proof: The only person who has Charge, Shoot, Danger, and Blow. =D

ROB  
Action:
Subaction: 2BF - 2C0
Commands: Just N and AirN.
Info: 7 damage, has screen shake. 0_o Quite a bit of knockback.

Dedede:  
Action:
Subaction: 2C1 - 2DD
Proof: A HUGE collection of eat, swallow, spit, and eat walk commands.

Mario
 
Action: 1A5
Subaction: 2DE - 2DF
Commands: Once again, N and AirN.
Proof: Frames don't really match up, but he's the only one left. Can anyone confirm? This looks really weird.

Ganondorf:  
Action:
Subaction: 2E0 - 2E3
Proof: Turnaround animation, darkness flags.

Toon Link or Link???    
Action:
Subaction: 2E4 - 2E9
Commands: Start, Loop, End [also air]
Info: Generates two articles. Shine and infinite 'dash smoke' graphics.
Action:
Subaction: 2EA - 2EF
Commands: Start, Loop, End [also air]
Info: Generates two articles. Shine and infinite 'dash smoke' graphics. Eerily similar...

Lucario  
Action:
Subaction: 2F0 - 2F7
Proof: Checked his .pac, he had charge, hold, max, and shoot commands like the ones listed.

Samus
Action:
Subaction: 2F8 - 2FD
Proof: The only one who has a really weird order of commands 0_o

Bowser  
Action:
Subaction: 2FE - 303
Proof: Same commands, same graphics.

Pit  
Action:
Subaction: 304 - 313
Proof: Start, HoldHi, HoldS, StoHi, HitoS, StoS, FireS, FireHi [also air] are rather distinctive commands.

Game and Watch  
Action:
Subaction: 314 - 315
Commands: N and AirN.
Info: Besides the 'If Not Article Exists: Generate Article E' script, the damage and frames match up.

Zero Suit Samus  
Action: 1BC - 1bF
Subaction: 316 - 31C
Proof: The only person with ShootH and Landing. =P

Let the challenge begin!
9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Paprika killer's Project SA Guide on: August 05, 2009, 09:17:16 AM
Obviously not made by me, but by Paprika killer. Sharing the caring.

http://www.smashboards.com/showthread.php?t=243626
10  Super Smash Bros. Brawl Hacking / Attacks and Animations / Sheik Project: Echo Blade v1.5: Final Version, now with Zelda! on: August 05, 2009, 05:07:26 AM
Echo Blade Sheik

9.22.09

Okay, so it wasn't my final version. v1.5 was designed in tandem with Echo Blade Zelda, and I think I've worked out all of the kinks this time. Hopefully.

Current Version: Echo Blade Sheik v1.5

Check out the complete moveset here!
Blog Post

Videos:
Echo Blade Sheik Moveset by Zephron

Playing through Classic Mode by LordShade67




Echo Blade Zelda Thread

Older Updates:

9.11.09

So, I finally made a perfected Echo Blade Sheik, no more glitches, and smaller file size! Awesome.

Changes:
- Sleeker, more awesome sword. -
- Fixed Neutral B glitch. -
- Fixed F-Tilt's odd hitboxes. -

Original Post:

Messing around with Phantom's sword code and Sheik's unique effect, I got a cool result.


The Echo Blade. I stole Phantom Mario's fire sword, edited the graphic to replace the fires with Sheik's 'Echo' [from the Down-B, not a clue what its real name is] effect. This is the result.


It starts fading right after the 'circle' animation.


Afterimages ftw!

Like Sheik's weapon attack, it strikes twice. I've changed its effect to electricity; the first strike stuns/trips them, setting up for the second killer strike.

Explanation [kinda]:

In short, I stole it from Phantom Mario. If you look at his Mario.pac, the 4F, 50, 53, 56, 57, 58, 5A, and 5B are rerouted to sword animation; these were originally variations of side-tilt and F-smash.

I stole the GFX from 56[? I think] and threw on Sheik's 56: like Mario, I made all of her subactions pertaining to the F-smash redirect to her sword animation.

See, Sheik doesn't have the 'External Graphic' fire that Mario has, so I used the 'external graphic' from her Down-B, which are rings. I put the rings values into the 'file' and 'graphic' section of every 'external graphic'.

Then, after a few tech errors, I simply copied and pasted my 'echo sword' graphics onto 56, 58, and 5B, which are F-smash start, F-smash, and Charge f-smash, respectively.



An example of what I did. These values are all from the fire sword, except the fire was substituted for the rings. Every ring has its own line, and the offsets give it the sword shape.

~-~-~-~-~-~

Older Versions:
Echo Blade Sheik v1.4
Echo Blade Sheik v1.2
Echo Blade Sheik v1.1
Echo Blade Sheik v1.0


11  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / .Fade's Textures ~ Shinigami Zelda/Arrancar Sheik Final Revamp! *7.19.09* on: June 24, 2009, 06:43:02 PM
If you download a texture, be sure to leave a comment, so I know if people actually like them =P

~-~-~-~-~-~

6.6.09
Ho-oh Falco: Download Link

Simple recoloring, but cool nonetheless. Azn




~-~-~-~-~

6.18.09
Arrancar Sheik [v1.0]: Download Link

I’ve officially given up on her; I still have a lot to learn about skin and bones and all that jazz, and I just don’t have time at the moment to make some new textures. So I gave up on trying to make her and Arrancar and simply gave her the finishing touches she deserves.




5.24.09
Arrancar Sheik [v0.5]: Download Link

v0.5 Notes:
With this texture, I was hoping for a Hollow Sheik to match with my Shinigami Zelda. The result...was surprisingly revealing 0_o The #3 is because I based a few parts on Halibel, Arrancar #3, especially the eyes, with turned out really nice. I'll probably keep working on this one, make it really look like an arrancar, but I'm sure some people would prefer this version ^_~

Old Pics:


~-~-~-~-~-~-~-~-~

5.23.09
Bloody Wolf: Download Link

This has probably been done already, but my friend requested it. Here's Bloody Wolf!



CSPs:
by Masamunecyrus   CSP Pack by Xarishiro [Wolf5]
~-~-~-~-~-~-~-~

5.7.09
Jabbawockee Sheik: Download Link

It's actually a mildly simple texture...just threw some random colors on the Black Sheik costume. I felt like she doesn't have enough good ones. Azn



CSPs:
CSP Pack by Xarishiro [Sheik6]   CSP Pack by ko90

Notes: Probably the only real annoyance with this is that the 'Jabbawockee' text is reversed on the other leg. Otherwise, I like how this turned out. Azn
~-~-~-~-~-~-~-~-~-~

6.18.09
Shinigami Zelda [v1.1]: Download Link

The final version! I edited the captain's seal on the back to not be stretched, got rid of all the floating clumps, and recolered the jewelry. Added some awesome FS eyes ftw~




Shinigami Zelda [v1.0]: Download Link

Of course, I had to make another one to match. Meet 'Bleach'ed Zelda!



CSPs:
CSP Pack by Xarishiro [Zelda6]   CSP Pack by ko90

Notes: Spent a little longer working on this one. I colored the Bleach flame symbol red to match the rest of outfit; it fits well, I think. Azn;; The symbol on her back is the 3rd Captain's symbol, in honor of my favorite captain Ichimaru Gin. It's kinda stretched...I dunno how to fix it. -.- But I didn't expect the hair to turn out so cool =O Yay for randomness!

~-~-~-~-~-~-~-~-~

That's all for now, any tips are appreciated!
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