If you don't mind me asking: why don't you want Shadow in? Or any of the 3rd party characters?
It's not that I don't like Snake or Mega Man or anything like that (although I care little for Sonic). The problem is that Nintendo has such a vast amount of characters, and my priority is to make this game as purely "Nintendo" as possible.
However, you can be sure that some of the choices I've made for the roster are basically impossible unless I get a skilled team (modelers especially) organized. So there's some hope for third party characters like Snake, Sonic, Mega Man, Ryu, Lloyd Irving, Dragon Warrior, etc. I suppose it was wrong of me to say the 3rd party characters will be gone, I'm just saying that ideally that's what I'm looking to do.
And before anybody asks, Pac-Man, Cloud, Sora, Goku and Naruto are out of the question.
As far as Shadow is concerned, there are some big problems. 1) Much like Sakurai, I'd only permit one 3rd party character per franchise. 2) Even if I broke my rule and allowed two Sonic characters, Tails would take priority over Shadow. Easily. 3) Even if I broke my rule twice and allowed three Sonic characters, Knuckles would be the third choice. 4) I don't care for Shadow as a character. I consider him an extremely generic ("anti-Sonic") character; his design concept (guns and motorcycles) was clearly meant to pander to American stereotypes, and it crushed a good deal of the originality and charm the Sonic series had when it first began. 5) Shadow's game is really, really bad. 6) Shadow the Pinhog. lol
Shadow? I know he's overdone, but he honestly is my favorite character to play as. (Shadow in SSB4 FTW!)
Never. Never ever. In fact, I have plans to replace the third party characters entirely.
(There's also a 0% chance that Shadow will make it into SSB4, or any Smash game, I'm afraid. In terms of 3rd party characters, I can guarantee that there's a 1 character limit per franchise, if not per company. Sakurai is on the record stating that he won't let just any 3rd party character into Smash)
Then I found out how absolutely low poly her model is.
Until I find a higher poly model to rig, I won't be working on her myself.
If you want, I can help you out with Hector.
Yeeeeeah... Lyn is... bleh. But she's not too horrid that I'd disregard her as an addition. I'm also using the model in the Vault over Link, because he has the bow.
As for Hector, that doesn't sound like a bad idea. After all, I know you've already done a Hector PSA, which already has some of the more obvious ideas I was planning on making (such as the Hand Axe).
There are plans to utilize Brawl EX; however, the main cast takes priority.
Here and there I may make way for a new character though. The entire cast of 100 characters has been decided, but currently only a handful are possible. Those being: Toad Dog Skull Kid Masked Man Lyn Hector The Black Knight Chrom Lucina Krystal Zoroark Saki Isaac Shulk
As far as the D-Tilt is concerned, I think that it should be more of an attack than a "move" per say. For the D-Tilt I was thinking of the Hyper Ball from MP3:C
The Boost Ball is actually an attack. Using it to ram into enemies actually does cause damage.
There are several technical problems with your suggestion as well. 1 - If I recall correctly, the Hyper Ball is an ongoing feature; you activate it, and it keeps going either for a set time or if you cancel it (I forget which, or if it's both). Employing this as a DTilt mechanic would be remarkably impractical, and leaving the feature out would ruin the accuracy of the attack. 2 - The Hyper Ball only activates when Samus is in direct contact with Phazon. Including the move on a canonical basis wouldn't make any sense. 3 - This attack is basically a... "final form" sort of thing, an attack only available when Samus is in a relatively broken, invulnerable state. Adding such a move to an otherwise standard moveset would be particularly unfitting.
Don't ever get discouraged to make suggestions though!
When you say "rapid fire" I assume that you mean that her n-sp would be more like the way that she shoots in her other games? Kind of like Megaman in the way that you have to hold the shoot button in order to charge? Yes. Please do. That was the way that I wish Nintendo had made her in the SSB series. And in all honesty, if you did that, that would be the best thing ever in SSBB/P:M.
Dude. Even the [censored]ty, glitchy beta version I had of this feature was incredibly fun to play (albeit broken as hell, because each shot fired had a random level of charge-dness). Trust me, of all the things on my list, this is easily one of the most anticipated features I've got planned. Having Samus' beam function like it does in-game would be an absolute dream to play.
The trouble is, I have my suspicions that this feature isn't even possible yet. Articles are very tough/limited to manipulate,
Also, if I may make another suggestion for her, I think that incorporating her Space Jump ability would be a nice twist. Although, I don't know how you would be able to put it in while at the same time, not making it seem over the top (no pun intended). Maybe make each jump lower than a normal jump? Something like Kirby's or Jigglypuff's? I don't know. You decide.
As an optional version, you could make each jump a Screwattack. I don't know. All I can do is give suggestions.
This has always been the plan: it some way shape or form, the Screw Attack will be incorporated. The trouble is, I'm having trouble figuring out just how to plan it, because there are so many options.
For example: Ideally, I'd replace her Up-B entirely so that it's her grapple beam tether. However, manipulating tethers is, as far as I know, impossible.
So then, I'm faced with the question: Do I give Samus multiple Screw Attack jumps, or do I modify her current Up-B to accommodate that feature?
And then, there's an added dilemma. I want that stupid generic NAir replaced, and the Screw Attack seems ideal for this; but how do I implement it without seemingly abusing the feature and making the moveset seem a little bland? (Although, in her games she has two Screw Attacks; the standard one that activates when jumping, and the lesser one that hits enemies if she has a charged beam. I meant go with the second option).
Very sorry for the lack of updates and the slow progress recently. I really wanted to get a lot of work done on Mario this weekend, but progress has been slow. In order to make up for the poor speed of this project, I've put up a call for new recruits to the project in my signature; something I'd been planning to do a looooooooong time ago. >_>
That being said, it's not all bad. Mario's new BAir and FAir moves are now active, and I've also gotten the Hammer working in game! Now I need to get the Taunt-Toggle feature set up, code all those new moves and work on his specials... as well as various other easter-eggs. I've also got his Fire costume switch functioning at almost 100%.
...Does anybody else hear that? That's the sound of all my dreams coming true. I hope we get a Vanguard Ike in the future! I'm sure they're working on beefing him up Naoto, haha. A wimpy looking Hero Ike would be awkward to play.
I hope you guys fix up his hair soon! That's gonna be one of the hardest parts to change... not to mention the face!
Can't wait to see this finished! I'm using Mario, it's amazing!
You mean the textures? Thanks man!
The texture's in the next update will blow you away. The new Fire Mario feature is pretty awesome; SML2 Mario's Fire version even has the feather on his hat!
Heyo Amarythe! I am back. I am also ridiculously outdated so I need to read like 20 pages of words. Anything new that I should definitely read on?
Well since I don't quite remember all the specifics of the last 20 pages, it's hard to say for sure. Nothing has been released since Ganondorf, but here and there there's been some new info put out there. Here's the main stuff since then:
- My SD card decided to commit suicide, and a lot of awesome new [censored] got lost. An update to Ganondorf's update, an update to Metaknight's old release, as well as a good 10 textures and an entire stage expansion set. - Mario is in the works; I know you're excited for that. I've made really good progress, but there are several severe technical problems I'm trying to deal with. Mainly because I'm using Model Changers to turn him into Fire Mario every time he uses a Fireball, as well as having him change back every time he receives damage. - I got anxious to work on Link and pumped out the vast majority of his planned changes in a span of a few days. He's functioning very well and shows a great deal of promise. - Project M has recently been cracked into by certain hackers, and now it's compatible with BrawlEX. This has massive implications for the project, and now the workload is basically tripled, if not quadrupled. A stage expansion add-on for this same build is currently being worked on.
Really excited to see how Samus turns out. I hope you make her move a lot more like her older games (namely Fusion).
Since my SD card was formatted, the priorities for the project have changed drastically; this is good news for you, since Samus is now 4th down the list in terms of priority.
I can't say much about Fusion since I've only played through about half of it, but the hack will definitely reflect a great deal of themes found in Super Metroid.
My main concern is that f#$%kin' Power Beam. I want to give it an optional rapid fire effect as well as movement while charging, but this looks REALLY hard to pull off. My first attempt failed, and I'm not even sure if it's possible.
I don't quite understand how the costume expansion feature works.
I assume checking off 1-9 gives you ten costumes... but what's the need for 10 and 11? And then, what does "?A" and "?B" stand for?
In any case, anything I check doesn't really give me results anyway.
Oh, and provided I wanted to give characters who are already in the game more costumes, would I have to edit their own respective .DAT files from the ISO?
Nah just kidding. Lemme take a look-see... Generally (lol pun) they look pretty good.
But there are two things which jump out at me right away. There's a lack of variation in both the cloth hanging from his waist and the gold lining of his armor.
When I was playing around with the idea of making my own recolors for him, here are all the designs I gathered as preparation:
You'll note that almost none of the characters exhibit cloth with the same color as the armor, and if it is the same color, it's a darker so as to distinguish it from the armor. This is what makes your Ashnard texture the most visually appealing of all the slots; The cloth doesn't match the armor. I know it's out of your hands for characters like Zephiel, but not for all the others. As a general (lol pun) rule, I would suggest making the color of the cape the color of the cloth as well, provided it doesn't conflict with the character's original design.
Also, look at the gold trim in all these sprites. It's largely the same, but some are different. The first one is an ugly yellow-green color; the second, a very pale trim. The rest are more standard. Here and there you ought to consider differentiating the gold trims from one another. I know it's a pain since it's such a fine detail, but it would be a nice choice.
The main problem with a lot of recolor packs is that they tend to make each slot one color. Everything in the "red" slot is completely red, "blue" is completely blue, etc. Your pack isn't exactly guilty of that, but it comes a bit close. The name of the game when it comes to recolors is variation; making the main part of the character a specific color, and then designing the rest of their features in conjunction with that.
Keep up the good work though. That Ashnard is really nifty.