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481  Super Smash Bros. Brawl Hacking / Project Concepts / Re: "True" PSA Project Thread (UPDATE! Link V1) on: July 30, 2013, 08:56:52 AM
Definitely, the Helm Splitter won't let you down. Just learn to space it properly and it's a huge asset.

Are you talking about Link's Down Tilt? Yeah, right now it's a little... well, it's fine right now. The trouble IS, I've been trying to make it function like Ness's Down Tilt. It's not working like that for some reason... despite copying ll the knockback/hitbox/trajectory codes. T_T

But as of the True PSA, your making Link have the Skyward Run, does that mean he will be Skyward Sword Link or he will just have Skyward Link run?
Lol. Like I've made clear about the True project at least twice before... and in the OP...

He will be Zelda II Link.
And Ocarina of Time Link
And Twilight Princess Link.
And Skyward Sword Link.

Although running animations like that aren't seen in the prior three games, the most contemporary animations from any given game will typically take precedent. In the same sense, you wouldn't take out his Up Air when making a Skyward Link just because it only appears in Zelda II.
482  Super Smash Bros. Brawl Hacking / Project Concepts / Re: "True" PSA Project Thread (UPDATE! Link V1) on: July 29, 2013, 11:16:09 PM
I know for a fact that your backflip is Ike's.
It is. I was only talking about attacks. When talking about start up and end lag I assumed you were talking about attacks. Regardless I know this needs to be sped up. or rather just cleaned up in general.
483  Super Smash Bros. Brawl Hacking / Project Concepts / Re: "True" PSA Project Thread (UPDATE! Link V1) on: July 29, 2013, 09:46:46 PM
Ya your right on Ike being one of the best characters in PM. I also know as well that Melee speed was only faster do fast falling and run speed. Overall the attack speed nearly stays the same.
Noooooooooo Melee is definitely much much much much much much much faster. And so is Project M coincidentally. I recently played as standard Brawl Link and it was painful how slow his moves were.

AS about Ganon, well 3% chance is very common when I use him. Its like every time I do the attack is a double hit. But its all good, those attributes they give those characters is what sets them apart from the rest of them.
And although I wouldn't call it that cheap a move, I do agree it needs a little less power.

AS to your Statement Drogoth, as the creator of the hack permission is needed from the hack creator and Sacred. But still idc if he uses it. >.>
That specific part of the hack along with a few other animations were mine.

He could ask you for the animations, but it wouldn't matter he'd need to ask me for them. The guy who made it.
^Lol this. It doesn't matter what hack it's from, the source of the animation itself is the only liability I have as far as a collab goes.

[everything this guy said]
...I don't think it's exactly reliable to use a CPU to judge balance in this game. You can't rely on AI to determine what's realistic in the game setting. Even if your Mewtwo wasn't balanced. Certain character AI is worse than others, there are too many variables to sort out.

Also...
-Sheik is still isnanely good
-Fox is also still really formidable
-Snake is overall a worse character now
-Marth is definitely still viable
-Captain Falcon is still really damn good
-Ganondorf is still really damn good
-Falco is still really damn good
-Ike is definitely one of the best characters right now
-This is the best Link Smash Bros. has ever seen (aside from Minus)
-Pikachu has been giving me trouble

Thany's PM Roy PSA is actually a really low tier character in comparison to everyone in Project M right now and I can still hold my own with him. This game is far more balanced than Melee at least, there are no Pichus or Kirbys or Bowsers to be seen. More balanced than Brawl, too, I'd imagine.

Link's Fair is majorly wonky. I originally thought it was a glitch when I first used it. The initial swing seems like its in slow motion, and has a rather strange forward momentum boost. He also falls slowly for a billion years with his sword held right in front of him, making the move completely useless offstage, and useless onstage too from slow startup. If its meant to be a stall then fall, I'd recommend making it fall fast; otherwise, just nix the end lag and allow him to act out of it like any other aerial so it actually does something besides waste  a move slot. Nair also suffers from slow motion syndrome: even if it is a kill move, there's not much of a chance of landing it if the startup is so great it hardly comes out from a full hop. Dash Attack, FTilt, DTilt, Back dodge, and his run all seem great to me, so kudos for that. While its completely superfluous, I'm interested in having the new DAttack be better for combos. Maybe change the KB angle to 45 degrees up in front of you with a little more BKB so it links easily into FTilt, FSmash, and a hopefully fixed Fair?
To prove that I am not incompetent I should make it clear that I am perfectly aware of the fact that the Forward Air is the least well-polished move in the PSA so far. The forward momentum boost is going to go away. The initial swing will be faster. Although I'm cutting the time on this, you have to understand that it falls "for a million years" for a specific reason: that's what happens in Zelda. You're not meant to use it offstage, just like Link's Down Air. It's quite an effective edgeguard if you stay on stage. But right now, that forward momentum is preventing that from being viable. Don't worry, this will see MAJOR edits.
I can't put too much credence in your complaint about the Neutral Air though. It is a DAMN good kill move, and your complaints about it being too hard to hit with are... well, I can't put it any better than this, I've been popping out Helm Splitters left and right while testing out this hack. It's a good move with awesome range and a long lasting hit box and insane knock back. You just need to get the hang of adjusting yourself to the spacing involved, this PSA gives Link an all new sense of style. Frankly I was worried the move was too good for a while. I land it waaaaay more oftent han Link's Down Air and it may even produce more knockback.
And as for the Dash Attack, the trajectory IS set to 45 degrees. What I need to do is give it more forward momentum. Then it's beautiful for combos. I slowed it down because I thought the speed of the move was contributing to a certain glitch (which is fixed btw). I'm going to give it more reach again, as a little funny easter-egg you're going to be playing a version of Link that rolls faster than he dashes.

The biggest problem is that he used Ike's animations for some of the moves, so they're gonna have slow start up and end lag.
No no no no no. First, the Neutral air is actually the only attack that comes from Ike. The rest are pure Link. And second of all, I'm perfectly capable of adjusting the speed of any animation to fit a specific character's needs. If I'd wanted the Helm Splitter to be fast, I definitely could have made it that way.


This is an amazing project, loving the images and ideas so far! Once I find a SD card, I'll totally try this!
Thank you! Lovin' the feedback.

I wanna see how this project goes... *subs*
Noice. I think I've got the skills to amuse you.

I can't wait to see how you handle Captain Falcon.
Captain Falcon will actually receive very insignificant changes. There's little sense in modifying him much for a " True" PSA hack because there are literally no attacks or movements performed whatsoever by him in his games. All I can really do for him is (because I'm de-cloning the game and Ganondorf deserves the elbow) give him his old N64 Forward Smash and maybe adjust his dash speed and acceleration according to the stats of his car, but really that's all I can do. Sorry to disappoint...

I should take this time to mention that certain characters will receive very, very little changes. HOWEVER those changes will be important nonetheless; AND this hack pack will include a VERY noteworthy collection of textures, so don't think PSA is all this is about!
484  Super Smash Bros. Brawl Hacking / Project Concepts / Re: "True" PSA Project Thread (UPDATE! Link V1) on: July 29, 2013, 04:04:03 PM
PM has always been unbalanced. You have Ike who used to be only a powerhouse is now a speed powerhouse. I'm not saying PM is bad because I do play it, but if they are to balance it, each character needs to have speed and power. When you have character like Ganondorf who can dangerously demolish the field and have high defense, that is pressing it. I love PM but it can use a little fixing. I'm all about competitive play so that's why I like your thread for the True PSA. (On a side note, I was playing my friend as Lucario and he was Ganondorf. He hit me with a up smash uncharged when I was at 0%. Take that I said UNCHARGED and it did 41%. That is unbalanced, when not a single full charged attack from Lucario does 30%. I'm also taking into consideration Ganon is a power character but imagine if that was full charged.)
Hm... yeah, your point is more moving now, but I'm still not totally convinced. You're right, Ike IS too fast in PM for now. But, he IS probably one of the best characters in PM right now. But I should remind you; his new speed is somewhat justified by the fact that PM plays waaaaay faster. For my next release I should tone down his speed a bit...

But your point about Ganondorf holds little water. You know why the move does 41%, right? It's because there's basically a 3% chance that BOTH hits will connect. It almost never happens. And anyone who runs into a fully charged Ganondorf Up Smash really has it coming...

On another thing, do you intended to make Ike his RD version or POR version?
Both. The qualities of both incarnations are merged into one moveset. Ike's new Forward and Up Tilts are both exclusively from PoR, while his Jab is exclusively from RD. The rest of his new moves actually appear in both games. You see, I'd MUCH prefer having one moveset that's almost ENTIRELY edited as opposed to having two movesets that are only partially edited.
And if you're talking about costumes included in the pack, again, both. Right now I only have PoR costumes included; but a really, really awesome team of model importers are working on both of Ike's RD classes. They look flippin' sweet.

You see, just like the (implied) intentions of the original Smash Bros., the idea is to make ONE character moveset/costume-set that encompasses all the features from as many games as possible (and also, de-cloning will be stressed in this hack pack). Essentially, the project's mission statement is this: to make the ideal Super Smash Bros. game. Real ambitious, but also real rewarding.

You should also consider Drogoth doing your run for Link, he made the run for my Skyward Sword Link and it came out perfect.
I already gave him the go ahead. I love his SS run.
485  Super Smash Bros. Brawl Hacking / Project Concepts / Re: "True" PSA Project Thread (UPDATE! Link V1) on: July 29, 2013, 09:45:43 AM
I'll be fixing the proportions. It's no surprise to anyone that you're using Captain Falcon's run animations.
Yeah, that was a major problem in how weird it looked... I tried editing the size, but everyhting I've done so far looks unnatural. The Run animation for your Skyward Sword Link rocks! Although, the animation is too slow (like I said, I'll be cutting the frames provide you don't).

Oooooh, I'm really digging your idea of the Skyward Strike as a taunt! If you don't mind, I'd LOVE to see the code you used to work that in.
486  Super Smash Bros. Brawl Hacking / Project Concepts / Re: "True" PSA Project Thread (UPDATE! Link V1) on: July 29, 2013, 09:12:09 AM
I just saw your Link Running Animation

I can fix it if you want.
Oooooh, interesting. What do you plan on changing? I agree, it does need some work; It would probably resemble the Skyward Sword dash more if his torso was angled downward a bit. That, and the amount of frames needs to be cut... Frame Speed Modifier hasn't been doing the move much justice for some confusing reason. o_o Yeah, go right ahead and fix it up if you like! You'll get a Collab spot in the hack if you do.

And for some reason his sword and shield still show up in his initial Dash animation, which is annoying because the Model Changers don't appear to be doing anything.

Although I feel what needs the most work right now is the Back Flip animation... it's... Okay for a release, but... it's certainly unpolished. :|
487  Super Smash Bros. Brawl Hacking / Project Concepts / Re: "True" PSA Project Thread (UPDATE! Link V1) on: July 29, 2013, 07:19:54 AM
I see you're revamping Ganondorf. I'm really excited to see how that turns out.

But I have to ask, since when is PRoject M unbalanced? Off the top of my head... I actually can't think of a single bad character...
488  Super Smash Bros. Brawl Hacking / Project Concepts / Re: "True" PSA Project Thread (UPDATE! Link V1) on: July 28, 2013, 09:01:21 PM
Minor update: If you watch Ike's Aether GIF for long enough it starts to look like he's spanking himself.

Funny your project kinda sounds like Fusion almost. But without the multiple incarnations. But let me introduce my self, I'm OmegaS3 project leader of Super Smash Bros Fusion. You project interest me, I want to see how far you can go with your skills. I am a texture master and a intermidiate PSAer.  Need a little help just send me a PM.

As for Fusion what I meant being almost like it is because, Fusion is making characters that is also 100% faithful to there ingame abilites. But if there character isn't original it will be a fusion which is making multiple incarnations of a bunch of the same character into one. If your interested, come to my thread. (Your Ike Aether looks almost like ours)
http://forums.kc-mm.com/index.php?topic=60199.0


Yeah, earlier somebody mentioned Fusion to me; I'm really interested in seeing what you guys pull off, considering the ideas are so similar. I'd love to do multiple incarnations... but the trouble is, I don't see what the use is without one-slot PSAs, something I assume we'll NEVER see. I like that you guys are doing it regardless though. I suppose that's the main difference between my project and yours: You guys are going all around with individual incarnations, but my idea is to merge all of those game properties into one moveset.

Do you cats have any work released yet?
489  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fire Emblem model importing thread - Vanguard & Hero Ike on: July 28, 2013, 09:35:28 AM
Y'know the glove/sheild thingy on Ike's left arm (non-sword arm)? In the RD model, it's smaller... in the RD portrait, it's pretty big.

If you guys aren't planning to do it, I intend on vertexing this model with the appropriate changes in size (stressing major credit to you cats, of course).
490  Super Smash Bros. Brawl Hacking / Project Concepts / Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana) on: July 26, 2013, 05:22:43 PM

What's your favorite part about Smash? Is it the vast selection of characters? The hectic gameplay? Or is it the competitive aspect?

To me, it's always been the callbacks to Nintendo's repertoire. Every since I was a little kid, I've been captivated by Nintendo games... From the NES to the Wii U, there's hardly a Nintendo game out there I don't absolutely love. So at the age of 9 when I first found out there was a game where I could play as whatever Nintendo character I wanted? It quickly, easily became my favorite.

I absolutely adored Melee, and I thought Brawl was... a good game. A pretty great game, sure; but we're talking Nintendo standards, here. Somewhere down the line, I started to think Sakurai and Nintendo could have done a much, much better job with the game. I started to think that Sakurai was losing his creative touch, due to both age and stress. I started to ask,
"Why isn't Link's Down-Smash his Spin Attack? The Hookshot would be a perfect Up-B replacement."
"Why don't Samus and Yoshi have multiple jumps? Canonically, They have multiple jumps."
"Why does the majority of the original cast still have that dumb, generic 'Sex-Kick'?"
"Why does Ike do Eruption? What about his sword-wave projectile from Fire Emblem?"
Aaaaand so the "True" PSA series was born.

And not only that, but the textures started to bug me. Brawl was so de-saturated compared to Melee, and it simply didn't accurately represent the Nintendo style. I found most of the re-colors pretty bland and unnecessary, finding that my favorite ones were callbacks to the character's games. Like Zelda's OoT recolor, Toon Link's NES styled recolor, etc. So... instead of that, I thought, why not fill every slot with every in-game appearance each character ever had? I figured that would be much cooler than a bunch of random recolors.
Aaaaand so the "Nostalgia" Texture series was born.

Super Smash Bros. All Stars is the long-awaited merge of both of these projects. The entire game will be revamped, with every nearly every texture replaced, and every character's moveset changed; for some characters a few things, for others an entirely new moveset. The point is to cram as much Nintendo easter-eggs and callbacks into the game as possible. Later versions will even include stage hacks, and a completely revamped selection of music!

Current Releases
!! OP UNDERGOING MASSIVE UPDATES !!
491  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fire Emblem model importing thread - Vanguard & Hero Ike on: July 26, 2013, 05:03:06 PM
YYYYYYYYYOWZA! You did all that in this short of time? Sick!
492  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: True Meta Knight PSA V1 on: July 26, 2013, 04:18:52 PM
Normally I wouldn't take a request like that, but why not, you're not asking much.

Post Merge: July 26, 2013, 05:24:43 PM
Reidrect ALL discussion to THIS thread:
http://forums.kc-mm.com/index.php?topic=61613.0
493  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: True Meta Knight PSA V1 on: July 26, 2013, 08:46:19 AM
Bair has a really deceptive animation and sword trail. It looks like it should be predominantly hitting in the front, even though it actually hits behind him like any normal Bair. I really liked PM's Bair a lot more, since it was so much more useful with its larger coverage and kill power, so I'd either try to tailor the new animation to the old properties or just scrap the new bair altogether.
Yes, the sword trail on his BAir is wonky. You see... Meta Knight doesn't have a traditional "Sword glow" feature like Ike or Link. When you set Sword Glow to their attacks, a trail follows behind the sword and the blade glows. HOWEVER with Meta Knight, Sword Glow simply makes the blade glow; the expected "glow trail" is absent, and so the trail is set by "external graphics". In order to make the glow more natural looking, I have to be creative in using external GFX for moves which already exist; I plan on making the sword glow more natural by changing the X Rotation, but this will take trial and error.
As for the rest of your comments on the BAir, A) even P:M's balanced Meta Knight is still a really good character, so a slightly nerfed move isn't that big of a deal, B) as a kill move it's probably more fitting that it has more strategic range, it's REALLY fast for a killer so the trade-off is balanced and finally C) you mentioned that P:M's BAir has more kill power: I changed virtually nothing about the move's damage properties. It's a killer all the same.
The animation of this new BAir looks unique compared to his other moves; the old BAir was really, really similar to everything else in MK's moveset. I like to think the new animation adds a little character to Meta Knight.

Also, I recommend allowing you to infinite jab with MK again, since the new jab seems exactly like it should be an infinite loop.
The initial release was gonna have this straight the get-go. For some reason EVERYTHING I've tried simply WILL not work. =_= Trust me, it'll be added soon.

7 jumps is ridiculously fun, and new run is great.
Just wait until I get the 20 jumps working!! In fact, I may even add more! xD
That run IS really sexy, coolest part of the whole piece if I do say so myself.

Thanks a TON for the feedback, all complaints and comment are well appreciated so I can give this hack its full potential.
494  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fire Emblem model importing thread - Manly Ike WIP on: July 26, 2013, 08:22:32 AM
Chrom is DEFINITELY in the next game (speculation). Lucina is actually the more popular Lord, but I have a feeling it's gonna be Chrom in Smash 4. Who knows, Lucina may just appear as well. I'm pretty sure they'll never cut Marth, and I hope they don't add Lucina because that means Ike gets the boot. :C
495  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: "True" Ike PSA (V2) (PM 2.6) on: July 26, 2013, 08:12:53 AM
Just tried this out. Jab animation looks a little strange, down smash looks more like a FSmash, and ftilt is WAY too slow. Love Nair though, so overall pretty good.

The Jab animation is inspired from Radiant Dawn, where it also looks rather strange. The speed at which it comes out is what's off about it.
Down Smash has already been changed, but into something which arguably looks more like an F-smash. HOWEVER the properties of the move are VERY D-smash like, it works very well.
F-Tilt speed has been modified, lololol

Thanks a bunch for the feedback, I'm gonna try and make the Jab look more natural. Version 2.5a will be out soon!

Post Merge: July 26, 2013, 05:24:31 PM
VERSION 2.5a RELEASED!

Also, redirect ALL discussion to THIS thread:
http://forums.kc-mm.com/index.php?topic=61613.0
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