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91  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: February 17, 2015, 09:24:09 AM
All entries deleted with the last one telling him to post in the forum instead.

Thank you kindly!
92  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!! on: February 12, 2015, 05:01:18 PM
The skirt is actually the least of my concerns. Peach's normal model was just as limiting as to how much you can do before it goes all crazy. You have confirmed that 2 of the other alts will have skirts rigged to their legs cause of how short they are, so...
93  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!! on: February 12, 2015, 12:02:51 AM
SSBB Shinda PSA Early Animation Test (New Model)


1st Preview Video! Credit to BRodz for being able to do this!
94  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!! on: February 11, 2015, 03:47:01 PM
Gamidame_K did something to the FitPeach.pac that made it so the bones wouldn't affect the models physical proportions, so I don't have to worry about making entirely new animations for everything... Just most of them... lol...
95  Help & Tutorials / Help / Re: How to use hacks in Brawl vault downloads on: February 11, 2015, 10:43:35 AM
1). You can try to put a Luigi mod over Wario, by putting it in the respective folder, and renaming it respectively. But do note that every character has a different bone set, and these mods work with these in mind. Doing something like that would make character models squished or stretched, and some attacks may not work properly cause of non matching bone values.

2). Yes, the last 2 numbers of the file is the alternate skin you're replacing.

00 = Default
01 = Red
02 = Green
03 = Blue

Anything higher than that will replace the various other recolors a character might have.

2) For this one, first get BrawlBox(You can easily search the forums to find it); after installing it, you can open the Spongebob.pcs, click on the plus on the second "ModelData" and then the plus on the folder, and there should be a name like FitCHARACTERShd, where CHARACTER is what folder you're going to make for the default "fighter" folder. Then do the same thing with the Spongebob.pcs by renaming the .pcs to FitCHARACTER(The name you found out)00.pcs, similar in filename structure to 1). You don't need the .pac if you're only going to use the file to play in multiplayer, which most people do anyways. (Important Note: The Shd I mentioned may have a faulty name; if it's not the name of a character from Brawl, you should right-click and click "Preview" to see who the polygonal thing looks closest to.)

No need for BrawlBox on this one. The Vault should say which character it's over... If not, then what is wrong with them?
96  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!! on: February 10, 2015, 07:46:22 PM
I would like a preview video of what's there right now. Not attacks edited in yet. I recommend not doing any specials either... lol... Just walk, run, jump, all that Jazz.
97  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake: Doing Attacks now!! on: February 10, 2015, 11:59:59 AM
PM'd. Have fun!
98  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: February 09, 2015, 08:50:01 PM
So, basic movement is done! Just some stat changes, and it'll be ready to preview. Now to get to the attacks.

Since my Capture Card stopped working, I'll need somebody else to provide me with preview videos from now on. Any takers? Early access! *Cough Cough*
99  Help & Tutorials / Help / Re: Zelda/Sheik CSPs on: February 07, 2015, 09:34:35 AM
There is a code you can put in your GCT File that'll separate Zelda from Shiek. Will do the same for Samus and ZSS too.

Code:
CSS fixes for Samus/ZSS and Zelda/Shiek V2.1 [spunit262] (6 Lines)
* 04693D50 38800004
* 06693D6C 00000008
* 38000000 3880000F
* 046900E8 60000000
* 04697F58 60000000
* 04697EEC 60000000
100  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: February 07, 2015, 07:23:07 AM
Expect a preview video within the next week. Almost done with the rough Animations for the basic movement. I just need to animate a forward Dodge, as well as running/turning animations. After that, I can get to working on the attacks.
101  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: February 02, 2015, 12:32:02 AM
No progress since the Run Animation which I still need to fix. I got back into the mood of drawing... lol... I'll pro'lly get back into it in the next few days. I'll pro'lly start with the actual attacks as well.

While on the subject on the actual moveset, I'd actually like to give y'all a sort of change list. Not entirely sure if the old Shinda PSA has a good balance, so I'd like to discuss buffs, nerfs, and a few new things that I'll be doing for this remake. Do note that I'm going off memory of the Old Shinda PSA. I haven't really touched Brawl Mods ever since Post Secondary was a thing, so...

Jab
A 3 Hit combo. The 1st 2 will be a Scythe spin. The 3rd Jab will be a horizontal Katana swing.

Dash Attack
A spinning Scythe attack that hits twice. Diagonally down for the 1st spin, and a sort of uppercut for the 2nd.

Side Tilt
An overhead swing with the scythe. Slightly longer startup, but has more knockback.

Upper Side Tilt
A crack at the whip that draws opponents towards you. Longer range with a bit longer startup. Doesn't trip opponents anymore.

Lower Side Tilt
An uppercut attack with the Katana that you can interrupt with a jump.

Up Tilt
An overhead Scythe swing with a hop to it. More range. Can't move around with it.

Down Tilt
Calls her kitten to trip opponents. High priority with colliding hitboxes.

Side Smash
An uppercut with the Scythe that steps forward. Only hits once.

Upper Side Smash
A double backflip. The 1st flip being intangible, with the 2nd one being a series of gunshots. Will have less range.

Lower Side Smash
A barrage of multi-hitting Katana swings. Deals more damage than the normal smash, but does not have as much kill power. It's no longer a large, bidirectional, multi-hitting, moving hitbox.

Up Smash
Swings her Umbrella, points it up, and opens it. Hits twice.

Down Smash
Cracks the whip on both sides. Loses some Damage and Knockback.

Neutral Air
Swings the Whip wildly hitting multiple times. Less Landing Lag.

Forward Air
A spinning katana attack that hits 3 times. Less Landing Lag, damage and killpower.

Back Air
Shoots the handgun from behind. Great range with the sweetspot closest to the gun. Still has horizontal momentum, but the distance it travels is less.

Up Air
Swings the Umbrella up, then opens it. Hits twice. Has upward momentum upon opening the umbrella, but you must land on the ground to get that momentum again. Otherwise, it'll be a single hit with an open umbrella.

Down Air
A downward sweep with the Scythe, with a meteor smashing sweetspot at the start of the swing. More startup lag. Hits front first.

Neutral Special
A single gunshot with long range. Slightly more knockback, and less ending lag. No longer pierces. Aerial version hits horizontally as opposed to diagonally down.

Side Special
A charge with the Katana that penetrates shields, and meteor smashes regardless if on the ground or not. Slightly less Endlag, and more range. Goes into Helpless state in the air.

Up Special
A jump while swinging the umbrella. Upwards and Backwards momentum after the jump if hit. Covers more vertical distance. Only goes into the Helpless State if the initial attack misses.

Down Special
Calls an item from the sky. Hold the button to extend the falling period. The short version can call a Crate, Smoke Ball, or Food. The long version can call a Crate, Smoke Ball or Pitfall.

Pummel
Stabs with the katana.

Forward Throw
Pushes the opponent off, then swings with the Scythe. Less Endlag.

Backward Throw
Throw Opponent behind and shoots the handgun. More Knockback.

Up Throw
Stabs opponent with the Umbrella, aims it up, and opens it.

Down Throw
Slams opponent to the ground, then calls the kitten to scratch the opponent numerous times. A falling item no longer falls down during this throw.

Thoughts? I'm thinking of a moveset that's easy on the followups. But idk 100% yet. As far as stats go, I think it'll remain unchanged. Slow Walks, Fast Run, Slow fall, Quick Fastfall.

Also, while this is still fresh, I'm thinking of giving this moveset a custom SFX. So, if anyone is willing to give their voice talents, do PM me, and we can discuss. I'm looking for a young monotone female voice, that can still somewhat express emotion.
102  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project KAI.: Rebirth on: January 28, 2015, 03:47:03 PM
It was a choice well made!
103  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: January 26, 2015, 04:21:20 PM
I only have Maya on me. If you want to make changes to the model, ask Gamidame_K for the original file. Plus, I'm no Model Importer, so idk how this stuff works... yet...
104  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: January 26, 2015, 03:52:11 PM
Well, I don't want to ask you to Re-Rig it again, I've got like 4-5 Animations done already, so...
105  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project KAI.: Rebirth on: January 26, 2015, 03:43:35 PM
I actually really like Ryusei... lol. I hope more original characters come in!
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