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91  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: September 13, 2014, 01:21:45 PM
well criativity is something you have by the buckets xD and even if you dont want to release the FSs on the vault you could always put a link on your OP like many users do when they dont fell like commiting.

A ghost character psa is indeed something we don't have yet. But in my case, making this one is impossible. When I animated the scarabs for Baphomet, I almost gave up that idea just because of 5 or 6 animations I had to do with such a boneless model. I feel I would give up doing it as well.  Tongue
Problem is not the vault itself, it's just the amount of work I'll have for nothing to port them into fresh psa files and fix them to the brawl standards. I initially didn't even intend to release them. It's why it took me 2 years to mention them after I started making them. So I didn't really care about those details. Big details. Though some of them I'll hardly be able to fix without completely destroying them. I know some people want them, and I don't like promising things that I won't release, but I can't control my motivation for this. I hope the third part helps me on this matter.


welp
idk for some reason i thought u were tied into this:

Well, I'm not.  Cool


Forgot to say before. I used Mario characters because it's by far the series I played the most from the Nintendo franchises. Right now, I can't think on another Mario character (that I like) that could be good for another psa. Hammer Bro has a lot of possibilities, but I don't want to get into another turtle psa. Maybe one day, but not soon, for sure.
92  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: September 13, 2014, 10:04:47 AM
Thanks. Smiley

Believe me, I never intended to not release anything. I just wanted to avoid a huge amount of unnecessary work by fixing all those final smashes for nothing. Still, I know that most people who disliked them was because they either think I'm trying to fake the new smash bros that's comming or because they are too powerful and too long. I didn't intend to release them this way, but I'll be lucky if 5% of the viewers read my descriptions at all. I'll make a third video with the fss on the brawl standards to confirm this theory and see if I should release them. If they still hating me, I really don't know what I'm doing wrong.  Lips Sealed

King Boo has the problem of not having legs neither arms. He is just a ball with 2 hands without fingers.  Cool Animating it would be easy, but would be very tedious and would require too much creativity to make it a decent psa.
93  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: September 12, 2014, 05:34:06 PM
Huh.. no. Why did you ask that?
94  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: September 12, 2014, 01:43:04 PM
I've just update the first page with the attacks I've made so far. I've posted some more animated gifs to show better how the attacks are. But regardless of what you can think, I probably won't change anything on them.
95  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: August 25, 2014, 09:33:00 AM
Unfortunately, homing things can't be done. I even think it's possible to fake the homing shell, but would move like an arch and would never go backwards. And would move in a straight line if the opponent avoids it. Still, I'm already doing a similar thing for the final smash.
96  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: August 24, 2014, 04:47:10 PM
Hej. Since I got no further complains, I update it again with the side smash bug fixed, theorically, thanks to Zutox's help again.  Smiley Apparently, a graphics combination were crashing the game. That seems a bit senseless for me, so if anyone get a freeze with this attack again, I'll remove it from the psa.

Besides that, I've been working on Koopa Troopa in this meantime.


Brawlbox made the gifs faster than I wanted, but that's basically it. Those are a bit slower than what they really are.

I'm posting this because this psa is on its final stages. I already animated and coded everything, with the final smash being the only thing left to be coded. I know koopas have a lot roles in Mario games, and even though I already finished with the specials, I feel tjere's more fitting things that could be done. If anyone has any idea of what could be done as an alternative attack, you can tell me.
97  Super Smash Bros. Brawl Hacking / Project Concepts / Re: A Brawl With Original Characters Only on: August 07, 2014, 03:34:15 PM
Hej, Misfortune. I'm sorry I couldn't say anything before, I didn't had time to read the whole thing until now.
I honestly think this is one of the most well thinked projects I've seen, though I didn't really check all of them. The fact you created a more dark and twisted story is also nice for me. I don't know if you know about the Twisted Metal series, but I remembered that reading your story: a villain with demonic powers promising rewards that are hardly fulfilled and death the losers.

Or the loop thing you mentioned is actually something that can have a deep plot involved.  Smiley And I agree with Windhunter said that ideas should be combined. If those who want to contribute have their ideas implemented, they will have more motivation to work on this.

But I admit the project is a bit ambitious. Replacing every character with original characters is something that may take years of work. I'm not trying to make you give up this idea, because if it suceeds, will probably become something well known around, as the work needed is huge.

An idea that I don't even know if is possible doing (because I didn't try it), would be replacing the subspace emissary movies with original animations. I think brawlbox opens the movie files, but I don't know if it's able to convert movies into the brawl format.
98  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: August 05, 2014, 04:00:40 PM
I know Lucario can be rel ported and used in BrawlEx as well. Since you know how to use brawlex, you should just add him there, as hell ports tend to have graphical glitches, and that's a thing I only tried once 3 years ago, when Plug and Play didn't exist yet. I know nothing about it anymore.  Lips Sealed
99  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: August 04, 2014, 12:43:46 PM
Ah well. Still don't know what causes him to go to t-pose.

Bowser for me has always been problem, regardless if in vBrawl or project M. In brawl, I never understood why his side smash launch opponents so high, that makes the move weak. His side special is terrible, and his recovery move, for some reason, have big issues when grabbing a ledge, like if half of Bowser's body is bellow the ledge, he won't grab it. I also think his landing lag is too high, considering he is not as strong as he should be.
I always judged Yoshi a decent character, with the only big problems being his egg that explodes too soon, his egg roll, which is a bit useless (can't say much about this one, because I honestly didn't like of how Dry Bones'shell attack ended up. Tongue) and I think his down smash is also too weak. Those moves were improved in project M, so I give them that credit, but I basically changed all those things that bothered me, so I never download psas with improvements.

You can pm me, sure.  Smiley I just hope your doubts aren't about Din's fire, because I know they changed it and I never checked out what they did.
100  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: August 03, 2014, 10:36:49 PM
Hoo-hah!  It's me again!  I did some playing around with the updated Baphomet today, and I must say, you did an excellent job making changes to him!

The amount of vertical distance the aerial up-B covers is muuuch better compared to the old distance.  I didn't experience any problems like him Wario Wafting off the top of the screen.

I'm also glad you increased the chances of alternate attacks happening, as well as the Bazooka Staff damage boost.  It's not enough to interfere with or hamper his regular attacking capabilities, but the change is definitely noticeable.  Before, it was rare to see Baphomet use an alternate attack during any play session of an hour or so, but now I can see at least one in a match.  I think the alternate attack likelihood is perfect.

I haven't witnessed the alternate Ganondwarf side-smash attack yet, so I can't verify whether or not the game still freezes after this update.  I can, however, verify that I laughed hysterically when I saw the alternate grounded up-B attack.

I will likely come back later with a few more things to say.

That's good to hear. Smiley I couldn't test it, but I was hoping it would be at least better.  Tongue I'm always worried when editing anything on this pac file. You wouldn't want to know how many problems I had.
By the way, I just noticed when raising the chances that even for my normal 20 mins battle standards, the chances were too low.  Cool

About Ganon, his appearing chance is exactly the same as the other two. If he doesn't appear, you were unlucky, or lucky if it's bugged. It didn't crash for me at least.


I think your Goat Demon isn't compatible with project M.
Double jump makes him do a t-stance jump.

This is the old version I am talking about.
One of the reasons I quit Project M. It's more unstable than anything.

And unbalanced.

I had removed the multiple jump ability from dedede. I know nothing about Project M, so I can't say why he is double jumping there. 
He probably will have problems there considering the weird physics project M has. I tried it once, but the air dodging leading to helpless fall was something I couldn't get used to. I also totally disapproved the fully charged Bowser's side smash almost killing anyone at 0 damage and the absurd distance Luigi's green missile travels. Just saying because after that, I stopped using it, what means I'm not qualified neither have any desire of making project M versions of any psas.

101  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: July 31, 2014, 10:49:26 AM
Ok.  Smiley The only thing now is this bug problem. I believe indeed that one of the alternate attacks is causing this, or it would be a lot more often. Just warning that the freezing issue will happen more, probably. But if it happens, try to remember which attack you were doing.
And this time, I'll let the files named properly.  Tongue

Post Merge: July 31, 2014, 11:48:11 AM
Alright, I did it already. The chances to perform alternate attacks are easier, and I increased the bazooka staff damage.
I added heavy armor to slow alternate attacks, but if you receive a damage higher than 10, you still will flinch.
The allow grab command doesn't work on Baphomet's aerial up-B for some reason, so I boosted his vertical momentum instead, which I thought I couldn't do, because last time I raised it, he went offscreen.

I didn't test those chances, but I'm afraid that making it easier will start making the psa hard to control. Still, you guys decide. If you want it even easier, I can do that.  Smiley

Just re-download it to get the update files.
And also, I didn't update the cpu version yet, I'll only do that after the psa is in good shape.
102  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: July 30, 2014, 03:16:53 PM
Oi!  Now that I've had a chance to see some more of the alternate attacks, I can give ya some more feedback on 'em.  Have yet to see them all, still...

I've seen the alternate Yoshi and Luigi side-smash attacks, and they work splendidly.  One of them makes my game freeze, however.  This has happened on three separate occasions, so it isn't purely coincidental.  I think what causes the freeze is the Ganondork one, since it's the only one that I haven't seen.  It looked fine in your video, but perhaps it doesn't like to play nice when randomized with the other two...  I've yet to see if it's an issue with the sound.

You could probably increase the damage of the Bazooka Staff to do just a liiiittle bit more damage, percentage-wise.

Because of how rare it is to see the alternate attacks, perhaps you could keep Baphomet from flinching while doing them?  I've seen quite a few alternate attacks that started up, but couldn't wow me because of an opponent hitting me with a cheap shot.

Again, if you can't do any of this stuff because of the limited space left, I completely understand. 

P.S. What was the bug that kept the FitDedede.pac files from being opened in Smash Attacks?  If I know what it is and how to fix it, then I can avoid having that happen with my own .pac files.

Zutox told me his game frozen once, but he thought it could be a stage problem. Now I'm starting to think it has a bug indeed, though I still didn't find what is causing it.
I can add heavy armor to his alternate attacks, that may help. And I can raise the damage as well.
The bug is related to psa's source code. That doesn't allow it to open dedede, but it won't crash or bug any file, besides its already high file corruption probability.


Hey I have a question. How does one do those cool moves where he summons the brawl characters? I've been trying to do it all day.

The chances of happening are low. You can read why I did it this way in my answer to Gifted in the last post of page 8.


----
@everyone
Guys, if you think the chances are too low, I can raise them without problems. I just didn't want to make it overpowered, but I surely didn't test it enough to say it's good this way.
103  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: July 30, 2014, 10:56:29 AM
Hm... I noticed alot of Ike stuff in it.
Can't exactly say what, because I don't know what makes me feel it...
but is it a port of Ike?


The character was originally rigged over Ike, so I used Ike's motion file as a base. Obviously I didn't animate everything, because I'm not doing 300+ animations. Many of them belonged to Ike originally.



If I may say. Baphomet is one of the most original characters I've stumbled upon. I haven't seen anything like him ever before! If you'd allow me, I'd like to possibly use him in a overhaul mod I'm planning which can be found here: http://forums.kc-mm.com/index.php?topic=69733.0

After reading your thread, it's one of the first projects that actually grabs my attention. You can use him, sure.  Smiley Hope your project gets enough attention to live on.


I need to finish what I started... It's a surprise for you, Mortimer. *and also my subscribe post*


That's something I wasn't expecting. You've got me curious now  Cool
104  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Baphomet Released on: July 28, 2014, 11:04:35 AM
I
Hm... well, I'll be sure to try to pay attention.
I don't really watch forums. Because every time I make a post, people ignore it.

That makes two of us, then.  Grin It's basically the reason of why I gave up releasing the final smashes. If even a psa is not enough, no reason to try with a single fs. At least, the few who downloaded it seems to have liked it. For now, I won't stop making psas.

I'm glad you liked it. Smiley Though, like I said, it didn't end up exactly like I planned because dedede can't use his fs file. I wanted to add some more creepy graphics, but I couldn't, and that's kinda disappointing for me.  Tongue Makes me feel the psa is not completed.
Still, I'll update him to allow him grab on ledges during the aerial up-b. I didn't realize how bad it was as a recovery move.

It would be nice to have it, but I don't have any skills or patience to make csp's and css, neither a software, whatever that is needed to do that.
105  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Poll Updated! on: July 27, 2014, 03:00:53 PM
I've never had to do anything like that.

Never gotten a corrupt file either. Every time I think it's corrupted it's either because it was edited in PSA or because I have a separate instance of BBox open and I want to save.

If you are right about the psa, that's good news because we would know when to prevent ourselves about the file corruption.
Still, I've made 6 final smashes and a whole psa in brawlbox, and they would all crash like 70% of the times I saved the file more than once without closing brawlbox. They have all been edited in psa before that, though. But as long as you don't edit any of the characters that always crash in brawlbox, like Samus (don't know about zaro), there shouldn't be any problems, no matter what you edit on the file.
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