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76  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: January 04, 2015, 01:15:46 PM
I don't have the moveset fully planned yet. I just did the waits and the normal attacks animations so far. It's not shown on the screenshot because I disabled them, but there are two chains comming off that tumor on his back I'll surely use for something.

This model is bigger (in file size I mean) than baphomet. I doubt I'll have space to do something like summoning. Maybe 1 model, if it's small, but still, summoning wouldn't look as good as it did for baphomet, so I don't know. I'll try looking for something like that. Resident evil has several parasitic cases, wouldn't be that bad either.

I've chosen this now because of the several ideas I've lost while doing baphomet, thanks to dedede not reading its own final smash file. I had to place everything on the pac file instead, what boosted nicely the file size. I didn't want all of baphomet's alternate attacks to be entirely based on summoning (bazooka staff thing being the exception), but I just didn't have space to do anything else. Good thing I could add particle effects, at least.
That said, I won't base this monster 100% on what it does in game.  It doesn't do much besides swinging an anchor, anyway. Like gamidame said, it really resembles a silent hill demon, so I'll make something tending that way.
77  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: January 04, 2015, 09:36:47 AM
it looks like something you would see in silent hill Shocked

I agree. Though, like Calypso said, it's from resident evil 5, it really looks like a silent hill monster rather than a zombie. It's the reason of why I picked it, as one of the closest things to a demon being the game can offer.


Hey that's the enemy in the resident evil 5 DLC. I uses an anchor as a weapon and is really creepy, but that a good thing.

Can't wait to see what you do with it.

I barely started working on it. Took me a whole afternoon just to make the model stop crashing the game. And I kept the anchor there, but I won't let it always visible because it's too big and gets annoying in game.


He's going to make it fire laser beams and has all fire gfx. Wait, that was brawl hacking back in 2010. Oh well. It's probably going to be something atypical as usual. Good.

 Cool You scared me when I read the first sentence.
78  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: January 03, 2015, 10:11:10 AM
If you want to do creepy models, do it, but don't do it because of me. If the model/character doesn't really get my interest, I won't do it, and I don't want to waste work or cause any disappointments.
As for ebola-chan, I didn't even know this character existed. But this kind of anime character is just not my style, sorry.
Besides, I started making this thing already.

Resembled me of baphomet in some points.
79  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: January 02, 2015, 10:00:45 AM
This whole thing looks great. I watched the Koopa video and I have Baphomet and Dry Bones on my wii right now. You're doing a good job making quality PSAs. I wish I could do that :/

Thanks and sorry for the late reply. I've been a bit away from here.
You can do it as long as you have patience. Mostly with animations. Main problem is the time you need to make a whole psa and unfortunately some people give up before it's finished.


this may sound derp but, how do you use the alt attacks in baphomet PSAs?
actually, I would be more interested to see another evil PSA like baphomet and the others instead of dry bones

I warn you that some people had freezes with Ganon's punch on the side smash attack. I don't know why. It freezes for some people, but doesn't freeze for others, like me. If you got it recently, you don't have to worry about it because I removed the chances of it happening to prevent that bug.
I wanted to make another evil psa like you said, mainly because dedede ruined my ideas in some ways, but I didn't find any interesting demonic model or something related to that. Until recently.
I hope you mentioned dry bones because of its similarities with koopa.  Tongue


The alternate attacks are random.
Someties you smash and they come out normal, then you smash sometime and they come out as a weird demonic thing from hell.
Not dissing, Big M. I'm giving a compliment. I always felt a certain embrace in the dark pits of eternal loneleyness and regret.

If that's not making you sick, that's fine. Some people that can't see some blood already wanted me dead because of this psa.  Grin Well, we can't please everyone.
80  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: December 05, 2014, 04:58:28 PM
Man who care what people say. It's your project, go with what you want!

That note aside, I like how dark your PSA's are, especially Baphomet. You have a unique "artisitic" vision.



Of course.  I didn't stop making them because of that. But those things I said are just one of the things people do. They also say I'm trying to fake the new smash bros because they don't even read the title properly. They already insulted me of everything you can imaginate, called me autistic and worse.  Those stupid people don't make me depressed or something like that, but their ignorance are the most annoying thing for me. I feel like they don't deserve anything, and I know that releasing those things may benefit them once they realize the final smashes are not as powerful as they seem to be on the videos.
On the other hand, fortunately, most people understand that. This is a balance that have been disturbing me for some time, and usually just thinking about it make me lose any motivation to adjust all of these fss. I already said once, I don't like promising things I won't release, but I can't control my motivation for this. That's the main reason I made the current poll, I didn't want to happen with Koopa what happened with the final smashes.  Tongue

Thanksfor the compliments.  Smiley I still want to make another demonic psa because of the limitations I had with Baphomet's lack of FS file. I hope it won't take me too long to decide what I'm gonna do.
81  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: December 03, 2014, 01:13:01 PM
I'd personally want to see a video/screen shots.
But all in all, I don't see why I shouldn't give it a try.


I posted screenshots of the whole psa 3 weeks ago, and the video last week too.



Given the ammount of PSAs released in the past few months (which is like... 3 or 4), a new one would be cool to see. EVEN if it's not a character that great.
So yeah, if you release it, I would use it.


The demand for quality in psas have been growing recently. It's no wonder why they are taking longer to come out.


If I have two dinosaur PSAs that have over 900 and over 5,000 downloads, then chances are people wouldn't mind having a PSA of a Koopa Troopa.


I see what you mean. Though I think your psas really got people off-guard by that time, they were indeed surprising. I hardly see hacks get that many downloads nowadays. Maybe Megaman was the last one I saw, and just happened because of the new smash bros.



I'm not really aiming for thousands of downloads because I know that won't happen. If some people are willing to try, that's enough for me.  Smiley Just wanted to be sure I'm not wasting work, and your posts helped me a little. So, thanks.
82  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: December 03, 2014, 08:32:26 AM
Guys, I'd like some opinions here. I want to know if I should keep the intent of releasing this. I know it's a too generic character, so I'm not blaming anyone if it's not attractive or whatever. The main purpose of this is because if it's really not that interesting, I won't have to look for testers neither try to balance it for everyone and make recolors that soon and stuff.
This psa also still need a lot of testing before I can release it, and the testing process is going ridiculously slow. If I don't release it, I also won't have to worry about that.

I made a poll just in case you don't want to say anything. Keep in mind I won't give up the psa regardless of the results. I also won't set time for the poll. I'll let it open until I'm satisfied.

This is not meant to have any influence on anyone. I just want some honest answers.
83  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: November 28, 2014, 11:29:22 AM
I see. So it seems like my eyes deceived me. I see what you did there ...

Though an unrelated question. I know you stated that you don't intend on releasing your Final Smashes, but would you consider at least showing your coding to a select few? As you've got some great ideas, and in the right hands, such things would be great for certain characters. I really wouldn't want so much potential to go unused.

I don't, but I don't intend to not release them either. Most of the critics happened because people don't read what I say and keep accusing me of have ruined brawl with such long and overpowered final smashes. That would be true if I ever intended to release them the way they are on the videos. So, I explained everything again a few times on the third part, and if I get some positive feedback this time, I may release them.

Still, the coding I made for most of them is a mess:

Set Loop XX Times
   If Button Press: 0
      Or Compare: LA-Float[234] <= 5
      Bit Variable Set: LA-Bit[238] = true
      Float Variable Set: LA-Float[232] = 573
      Bit Variable Clear: LA-Bit[236] = false
      Frame Speed Modifier: Multiplier=1x
      Set Loop 15 Times
         Float Variable Set: LA-Float[239] = 4
      Execute Loop:
      Set Air/Ground: Undefined(17)
      Set Edge Slide: 0-2,
      Set Loop 58 Times
         Float Variable Add: LA-Float[232] + 1
         Synchronous Timer: frames=1
      Execute Loop:
      Set Air/Ground: On Ground
      Set Edge Slide: 0-1,
      Float Variable Set: LA-Float[235] = 0
      Frame Speed Modifier: Multiplier=1x
      Float Variable Set: LA-Float[232] = 208
      Bit Variable Clear: LA-Bit[238] = false
   End If:
   Synchronous Timer: frames=1
Execute Loop:

This is what makes REX jump, basically. It's hardly a tenth of the full coding, but it's all like this.
84  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: November 27, 2014, 10:14:05 PM
How did you manage to do that stuff with the Bullet Bills?

Because I'm sure you can't do the things you did (contact with wall and button press timing) with pseudo projectiles (collision attached to ThrowN bone). o-o

I didn't make bullet bills colliding with walls. Well, I'm not sure of which attack you're talking about. They hit Ganon in both, anyway. And I didn't get the timing thing too. =D I'm sleepy. Whatever is the case, I'm not completely sure "colliding" bones with walls is impossible. May depend on how much you want to accept it as a real thing. It's a thing I never explored deeply, so I have no content to explain.



Quoting your name to avoid unnecessary big quotes. Good to know I'm not the only one suffering a little with the errors.  Cool  That's not Snake, it's just jiggly. And yeah, it's a graphic attached to throwN. I could have the bullet bill appear if you weren't facing the opponent, but I didn't want to make it too cheap and that would give me more work and I was lazy too.

I quite liked the intro. It was weird because I made picked up the first music I found and used it without listening to it, basically. Don't recommed that.  Tongue

Snake's one was the most commented. For some reason, it really grabs the attention of people. Good or bad attention, but whatever. I think not seeing a yoshi smiling is unusual.
Thanks for the compliments.  Smiley
 
85  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: November 27, 2014, 02:40:59 PM
I uploaded the video preview. Didn't balance attacks yet. For the final smash, I didn't really like how it ended up. If I have a good idea, I'll discard this one.

https://www.youtube.com/watch?v=fppBOnUOBDU

86  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ganon's PSA's™: OoT Ganon Main Moveset almost complete! Beast Ganon and FS soon! on: November 11, 2014, 01:55:58 PM
Hey, by the way, being a bit off-topic, I hope I didn't disencourage you of doing what you wanted to do. You should just know you will have some headaches. And if you are unlucky it will probably shorten your lifespan in some weeks.  Evil
Kidding. But will grant you white hair sooner.
87  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ganon's PSA's™: OoT Ganon Progress ~30% Completed! New Poll! FINAL SMASH PREVIEW on: November 11, 2014, 07:51:30 AM
Artistic Freedom.

You have my blessing now.
88  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - K.Troopa Previews on: November 02, 2014, 10:32:44 AM
Yeah, I'm alive. I posted some screenshots of what I did after a month and a half.  Didn't want to take that long, but I lost 2 weeks doing something that didn't work at the end.
I still have ideas of things that could be done, but I don't want to risk lose all my free space before doing more final smashes. I think that's gonna be it. I'll start thinking on the video soon. Still gonna take some time before releasing this. I still didn't use this character a single time to look for bugs.
89  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Tabuu's PSAs. Progress report - what's left to do for a beta on: September 16, 2014, 08:05:55 PM
There must be something that increments in the arrow in order to upgrade its speed and distance during charge. Those things are usually located in subroutines. You could try looking there with brawlbox and set your LA-Basic increment there. Some articles usually uses RA-Basics or anything like inside loops to do those things. You wouldn't need to find the variable that charges the arrow, just the loop that does it.
I don't even know if the arrow works like this or if this would work. But it's a nice thing to do with like if it does. I don't see reasons of why this wouldn't work, but who knows.  Tongue Articles are untrustable.
90  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Tabuu's PSAs. Progress report - what's left to do for a beta on: September 16, 2014, 07:29:55 PM
The problem is that the arrow is treated like a character. To make that work, you would have to make the arrow itself charge your attack, not you, but that's not possible. Basically, it reads if the arrow has reached the LA-Basic value you set in the comparison. It never does, since that value is stored in your character.
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