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16  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Omni's Realm: Nidoking- Suggest Moves on: November 14, 2014, 10:57:37 AM
So Sceptile's on hold? In that case, I'd love to see where your going with Nidoling (lol) Nidoking! Any pics or vids?

Oh and a suggestion for a move.... he totally needs EARThQUAKE, how it looked and sounded in Pokemon Stadium 2. Your Thor PSA IIRC has a "earth shatter" gfx and if you or I can think of a "light ring" that expands it could look really cool. This is a probably really out there suggestion but the combo of his animation in PS2 and the graphics of the move was quite badass!

Maybe have it as the down special and it could be  similar to Donkey Kong's hitboxes, except bigger and slower with a chance to bury the opponent.
17  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence on: November 04, 2014, 06:17:23 PM
Whoa sooo much new info... Sooo many possibilities!
18  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Shulk's PSA's™: Shulk is Shelfed. So Many Projects, So Little Time. Poll Time! on: November 04, 2014, 05:04:19 PM
Heh looks like it's gonna be Ganon. I've been wanting a really well done OoT Ganon mod too. And unless I totally missed one in the Vault, I haven't seen a great one yet.

I deem thunderballz and tridents absolutely necessary!
19  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence on: November 04, 2014, 05:01:14 PM
No problem, just tell me if it doesn't work. I MIGHT have forgotten something, but I don't think it would have changed anything.

1. No

2. I'm not sure about this (I haven't done it myself), but I THINK you could hit the enemy with a Lips Stick hitbox effect (I think it's called Flower) and it might work. But I don't know for sure.

Totally forgot about that item ha, I'll check it out.

But that blows about the wall thing. Though I think Carnage said he did something with his Mewtwo PSA to prevent this...
20  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence on: November 04, 2014, 04:46:47 PM
Sent the files back, hopefully it fixed it up for you.

Thanks a lot, if it works I'll have the motivation to perfect the animation and gfx of the move.

So next on the agenda if anyone's interested:

Right now I'm focusing on editing her animations to make sure she animates smoothly throughout transitions. For example, the ledge animations (cliffwait, cliffattack, cliffjump, etc.) and damage animations are all being reworked to flow into her wait stance. This is probably not a big deal but I'm OCD about her looking as good as I can lol. So this is taking me some time but thankfully the animations are looking good.

Next on the agenda is creating her neutral B move. For the longest time I'd been up in the air between using a projectile attack and her boost ball and i think I'm gonna go with a projectile. It will have two variations and each will be worked for ground and air versions.

***if there's a way to give a Marth PSA file a crawl attack like Samus, I would put her boost ball attack here, but I don't know if this is possible. If anyone has any info please share!***

A.) Ground, uncharged- fires a burst of Phazon energy that has a small chance to freeze. I'll rework the ice gfx upon freeze to make it look like Phazon too

B.) ground, charged- fires a think beam similar to what she does in the Echoes elevator fight. This will be a near instant beam ala. Ivysaur's solar beam but will probably be weaker and a bit longer startup.

C.) air, uncharged- same as ground, different animation

D.) Air, charged- this will be the attack she uses in the final fight in Echoes. Dark samus will absorb Phazon particles then fire a massive (nowhere near Samus FS huge but comparable lol ) Phazon beam at a 45 degree angle towards the ground.

But before I get to creating this move, i wanna make sure some things can be done. If anyone knows the answer to these ?'s it would be a huge help:

1.) is there a way to make a projectile on the ThrowN bone end if it hits a wall or surface? For ex. If im standing on one side of Peach's Castle I don't want to be able to spam the move thru the walls.

2.) is there away to get a "poison" like status affliction on a move? Sorta like purple Pikmin doing damage over time.

I thought. I had more but the first is the most important for now :-p. If this can be prevented I want to start work on the move right away
21  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence on: November 03, 2014, 07:46:52 PM
lol i may be able to dp a few animations, tho i tend to be extremely thorough with that kinda thing. it takes me a while to complete them. (i really really dislike stiff looking animations Dx, so i try to get them as smooth and fluid as i can). lol i made a few for my sirkura model over zss.

i was also wondering. do the models have to be specifically created for the DS over marth? or is there a way to edit samus models to work over her? i know for instance the DS model does not have a morphball.

Being thorough is awesome. I am as well but I'm new to animating so they're not the totally up to my standards.. Getting them to look just right is way harder then it looks.

What I am spending an insane amount of time on is the graphical/particle/lighting effects... Some moves are taking me eons to get perfect but when one gets done it usually looks really good so that's a good thing.

But yeah by all means, if you could whip up something for her down tilt, and maybe give some feedback on ftilt and uptilt that'd be great. I can send over the files in a message.

I'm not totally sure about the bones and models... though I did use a bone adding tool to add more to the Dark Samus model to make it around the 70 range in order to work with Marth. I don't even know if this was necessary tbh, I did this in July or June ha
22  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence on: November 01, 2014, 11:11:17 PM
Can you send me the files in a PM. I'd like to check some other things that might relate to it.

sure thing. the specials are a mess at the moment but by all means ha
23  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence on: November 01, 2014, 10:50:56 PM
Did you make sure to add a "Allow/Disallow Ledge Grab" or something to that effect?

Yep. I had someone else code it yet it's still not working well. Here's the code so far (i think I made some minor tweaks to it but it's mostly the same)

Allow Specific Interrupt: Grab Edge
Set/Add Momentum: Horizontal=0, Vertical=1.3, Add/Set Horiz=0, Add/Set Vert=0
Frame Speed Modifier: Multiplier=1.3x
Super/Heavy Armor: State=None, Tolerance=7
Synchronous Timer: frames=80
Allow Specific Interrupt: Main
Terminate Collisions
Super/Heavy Armor: State=None, Tolerance=0

24  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence on: November 01, 2014, 02:31:10 AM
Wow i'm glad someone is doing this. since she was ported to marth there is a lot of potential PSA wise. (doesn't marth have one of if not the biggest filesize to work with?) i was never quite... happy with the dark samus mods that came out. they just seemed so plain.  (tho chrony's dark boost ball was awesome xD) she always seemed so light for dark samus.  like no one had quite found that perfect balance yet, i always felt she needed to be a heavier character then samus and possibly faster. the moves could easly compensate if there well coded so its not broken. in game she had a lot of fast weak attacks but also had those  Oh shi~ moves that you could see coming to dodge but delt tons of damage if they connected.

Yeah, my primary reason for doing this was to make her look cooler... there's so many graphics to choose from so I just had to do it. Crony's PSA is a good base to work off though. And I changed her weight and movement similar to how the SSB4 assist trophy moves. IMO it feels a lot more like how DS should move, but I'll let people decide for themselves once I release this lol.

the biggest issue with crony's psa i had i think was the up B recovery. it was animated to shoot way up then drop down for a landing. and what i found would happen is i'd think i landed on the ledge only to fall thru it and self destruct Dx. i was actually gonna start a project using this as a base previously xD but i'm not good with PSA.  tho i did have an idea for the final smash. (altho its actually a samus move) i always thought Dark Burst would be an awesome final smash for her. (a giant black hole that sucks an opponent in, dealing massive damage)

The up B is a pain in the butt to code for some reason. Crony's was a simple movement up and like you said it quickly dropped downwards... I didn't like this and came up with something completely different: a two part attack that works  kind of like DDD's. She does a backflip vertically in the air then crashes down in a Phazon meteor at the height of the jump... for some reason I can't get her to grab the ledge on the first part of the attack though aye. And the animation still needs work... soooo much to do with this move.

i have high hopes to see where this goes, and i have many different builds of super smash bros mods to test for balance in all kinds of settings if you need it. i think above all i fully aggree with what omni said; make it your own. do what ever you feel would make her playstyle fun. so far it looks amazing i like the up smash so far xD nice touch with the graphics updates as well.

Thanks for the support! I was just thinking today it would be a good idea to send this out to some interested people for constructive criticism. A lot needs to be done, and if you feel like adding something (especially polishing animations cause they're such a pain in the ass to work with lol) by all means go ahead. Yeah I'm really happy with up smash lol.

*also i am pretty sure chrony ripped the model from the MP2/3 games i think he had the final boss's model in his thread but he wasn't able to get it to work.

Funny thing, Crony just PM'd me today asking me to help with the model. Maybe we can finally bring Dark Samus' burning skeletal form to Smash.
25  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: October 28, 2014, 12:42:03 AM
Edit the RGB colors in the "ColorBlock" under the Materials tab of whatever you want to shift the colors of.

-Omni

Unfortunately all of Tabuu's GFX are REFF/.dat files.. that spiral effect is a model right? Model's aren't difficult to edit but for some reason some random REFF files can't really have their colors changed (just in my experience)
26  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: October 27, 2014, 02:51:09 AM
Bagan, nice job on the animations they look nice and fluid although I would caution you against the Dash animation (although I personally like it) I think you're gonna get complaints about Ridley not flying.

Alright so Nidoking has been kind of a [censored] to work with trying to figure out Bowser's odd network of actions and subactions but his Side-B: Horn Drill is functioning currently just working on the GFX, the hitbox is done and so is the coding you can run forever with Horn Drill active just have to make it get stuck in walls now.

Preview:



Expect it to look like this:


The energy will be blue soon and much larger.

Also working on getting enemies to get stuck on the horn for his forward grab so you can run them into things:

Work on Sceptile continues as well though I'm focusing on Nidoking this weekend.
-Omni


Nice use of ROB's FS effect  Wink

But Nidoking is way more interesting to me than Sceptile so work on him more haha.

Also I was wondering how you changed the color of the "glow" of that spiral graphic? I noticed a bunch of Tabuu's have the same effect, and changing around the particle values doesn't seem to change anything...
27  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Omni's Realm: Sceptile- Leaf Storm overtaking Solarbeam on: October 26, 2014, 12:46:22 AM
I'll be checking the latest version tomorrow, and I'll keep in mind it's still in the beta stages, ha.
28  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence on: October 22, 2014, 03:06:53 PM
I've updated the model's textures to look way better IMO. They're less pixelated and have a reflection shader. Last pic is Crony's original upload for comparison.

Brawlvault Entry: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206727

Pics:




29  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Omni's Realm: Sceptile - Beta Release on: October 15, 2014, 01:55:01 PM
Here's some feedback on the current Sceptile beta. Mainly graphical comments:

Positive:YAY
-Solarbeam looks great. Knockback feels about right
-Down Smash looks good too.
-Nice use of the chain whip  Grin

Negative:Areas to Re-examine
-Aesthetically, I think the graphic for Earthquake ends too abruptly. If you could make it lasts a couple more frames, kinda like fade it out so to speak, I think that would look better.
-I'm not sure if that's Giga Impact's final graphic, but if it is it could use some particle effects to spice it up.
-You could maybe use the white ball glow graphic that happens as Samus' armor break for the Solarbeam charge up. Just a thought
-Side tilt is a bit too fast for me to tell it's slamming with the tail.
30  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Dark Samus PSA- Heavy Metroid Prime 2: Echoes Influence on: October 15, 2014, 01:33:45 PM
KJP found a very long and tedious way to make homing attacks work.

But I don't know if it'd apply to this attack here.

Funny you mention that. I was reading a topic on here by keromonkey and you all were having a very confusing discussion about homing attacks. I couldn't really follow  Tongue.

If only there was a simple "Homing" BB/PSA code...

Instead of trying to make the orbs homing after a fully charged Up Smash, I just made them fly out straight. They have far reach and their hitboxes are bigger than normal up smash, but the animation is 15-20 frames longer so I think it kinda balances out.

Post Merge: October 15, 2014, 01:58:52 PM
Great work on this dark Samus mod you're making. I'm glad to see my porting efforts weren't wasted. Dark Samus is one of my favorite potential newcomers for future smash bros games, so let me know if you need any help with anything. I may not be able to help immediately, but I know my way around PSA.

Thanks man. If it wasn't for your port I probably wouldn't have even given this a try. I'll gladly take any PSA coding help you can offer.
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