The Ice Climbers could count since its Popo and Nana, and if they count then my Mario Bros over Ice Climbers would really count. I'm thinking that after the Tristripper is released I'll update the hack, since its on the edge of crashing due to its file size. DX I have some good ideas for attacks, Specials and their Final Smash.
The thing is, the ice climbers are essentially just one character with a duplicate that follows behind the first. (However, there are some exceptions with the up-b and victory taunts) The Yoshi/Mario PSA will truly be the first to treat two characters as one entity, with one bone structure.
awesome idea for a stage I must say. Are you including the platforms above the starting positions (in MK64 anyways)? I realize the preview is from 3dsmax, but I don't know if they're simply not visible, or if they're eliminated due to an importing problem or something else.
So mariodk, are you doing the animations/PSA for Yoshi/Mario? Or is it someone else
Anyways, this will definitely look really cool. It'd be funny for the dash animation if Mario holds onto his cap for the first moment, thinking it'll fall off.
So how is Mario's bone structure attached to Yoshi's? TransN bones...? Or are both their TransN bones attached to a "new TransN bone"?
There's definitely a large opportunity for some neat animations. (Is this the first time a moveset included two characters interacting together? Although I suppose Olimar could count in some sense.. but the Pikmin follow him around- not all their animations/positions are preset) A cool taunt could be Mario doing a backflip (maybe Yoshi kinda kicks him up into the air). Haha... you could make the sleep animation with only Yoshi asleep or only Mario asleep, with the other trying to wake the sleeping one up. You could also have a lot of fun with the Damage and DownDamage animations, with Mario nearly falling off Yoshi.
I'm not sure if it'd be practical or not, but it'd also be neat to have the cliff hang animation in which Mario has to hold onto Yoshi's tail. (It might require too long of a cliff attack or other animations to make it viable in the moveset.) However, I suppose Yoshi could flip Mario back up with his tail, and Mario could do some quick attack before getting back on.
Regardless, I can't wait to see what ideas you have for this. There's a lot of freedom for unique animations within the PSA.
edit: more suggestions: During shielding, Yoshi ducks, while Mario covers Yoshi's eyes Mario should probably use items, except that Yoshi eats food. I have no idea how they're going to pick up a crate though.
[...]i think the legs would look better ben[t] backwards like he [fell] asleep and landed on his face with [his] legs and [tail] stretched on the ground
Of course, I'd loosely base it on that, since the animations from back then were somewhat clunky. I'd follow the same general movements, but make it more natural (possibly put a bit of variation in it as well).
Anyways, I'm really looking forward to the moveset. Personally, I've only played B64 and Bomberman Heroes, so I don't know the basis for many of his other moves. (One thing that'd be neat to see though is some stars circling above his head for his stunned/sleep animation)
I know it's not exactly a problem within Brawl Vault, but don't you think someone should post a formal announcement on the kc-mm blog about the new server for the vault? The old URL is still broken, and if I hadn't scrolled through the comments on one of the blog posts, I would have known nothing of the new server. I haven't checked LST (which I presume has an announcement) but not everyone has an account there. I just realized that the older blog post was updated. Nonetheless, it might be helpful for a separate announcement to be made (or at least have a more visual notice that links to the temp server).
I feel like I had paid more attention in Algebra 3 I'd be able to make it work better.
More like 3-dimensional geometry/trigonometry.
Wasn't there some recent stuff done that allows animation importing/exporting to and from 3ds max? (I think the MLP:FiM people were working on it). I'm sure that could solve problems associated with not being able to lock certain limbs in place.
Introduction: Brawl hacking has been around for a while, and has definitely progressed quite a bit. I can remember seeing previews of the first vertex edit, when at the time all we could do is change textures. Extreme advances in programming, such as those in Brawlbox, or techniques like character rels, have been crucial to allow amateurs, with no knowledge of programming, to create art.
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My idea; we make a timeline of significant improvements within Brawl Hacking in general. It would be amazing to be able to look back and see how far we've progressed; as well, it would help out returning users (on a hiatus) find newer techniques.
My suggestion is that a wiki format is used for the timeline, or someone that regularly visits the forum starts a topic that would keep track of new achievements.
Criteria to include:
PW's code releases
CUPASH and other stuff releases, with their features
Brawlbox (each edition) release dates and new features
Newly pioneered techniques
BV landmarks, including the date of the 1000th download, etc
when a major Brawl hacking website was created (or taken down, like in Syntax Error's case)
generic stuff, like Brawl's release
...
Feel free to give feedback, criteria suggestions, and talk about anything else in relation to this topic.
Pretty much it's a machine gun, over the superscope. It's a vertex of the superscope, but I'm thinking of doing an import so I have more leeway with the design in 3dsmax. Oh, and both the handle and butt of the gun are lined up so they still match well with everyone's animations.
I've been a bit lazy and not worked on it for a bit of time... I would like to finish it sometime though.
Question: should I keep the scope the same as before, or get rid of it entirely (maybe turn it into something else)?