Stupid Kodak camera takes hours to load the videos and pictures before I can even start uploading it online. It'll still be a while before I get it uploaded.
he plays faster and stronger than charizard, but is a little more frail. Weight, gravity, air mobility and velocity have all been changed to make him unique in the air.
its not really being designed for any specific version. But right now it can keep up with the Dark Samus psa. Weyard is trying to upload a vid between them right now.
I think i might just give him Charizards stomp as his Down Tilt.
I wouldn't say it keeps up with it. If both were set to computer players Dark Samus would probably 3 stock it. I used a sideways wiimote while you used a gamecube controller if you'll recall. It wasn't an even match
Use the stomp from Metroid prime 1: trilogy. either down smash or whatevs.
Seriously though, sounds cool so far. Is there much of a change in damage/speed/gameplay? also what version of brawl is this designed for?
DownSmash is finished already. He lunges into the ground, in sort of a bucking motion, with his tail hitting behind him in a large range, while opponents infront of him are hit with a headbutt. The front and back hitboxes are different, the back hits at a range similar to Marth's forward smash, while the headbutting portion only hits if they make direct contact with his head during the animation. It looks pretty awesome as well. We could probably use a stomping sort of hit for his downtilt.
Almost all of his attributes have been changed. We use it on Balanced Brawl right now.
I have a FS idea, for those of you that played Metroid other m, remember that attack he would do when he would fly to the top of the stage and shoot down a fireball, and when it hits the ground it explodes, sending a firery shock wave across the arena? I'll try and find a vid
Thats almost the exact same thing one of the earlier posters suggested. It will most likely end up being something similar to that.
The main thing we need right now is someone familiar with ThrowN projectiles. We were planning on giving him a standard Fireball as his forward B, however after countless attempts, the best I'v managed to get is the fireball's graphic effect, appearing at the frame1 ThrowN point, then disappearing, without the hitbox activating. The only guide I'v been able to find for it was done by JoeGrandma, but it's more of a quick summary of the process rather than an actual guide. Here is his explanation in it's entirety if anyone needs to see it.
I don't know how useful this is, making a projectile by deleting hitboxes and inching them forwards is not only inconvienient, but also looks really weird when someone shields through it.
Instead, I recommend making a custom animation, and in that animation, just animating the ThrowN bone. It's invisible and doesn't stretch your body, and you can utilize keyframes instead of typing in every x-offset for every frame. In PSA, just attach your hitboxes and GFX to the ThrowN bone and you're set! A projectile that moves and only hits once, with minimal work!
Let's say that you wanted to shoot out a fireball that moves forward in a straight line forwards, specifically, 50 scalars forwards and it moves forward for 30 frames.
Open the animation that you want to change in Brawlbox using the Model Previewer. On the left side, under "Bones," go to the last bone, which should be ThrowN.
On Frame 1, change the translations to x=0, y=5, z=0. Get rid of all keyframes for the ThrowN bone, and go to Frame 30, and change the translations to x=0, y=5, z=50. You can use these numbers to change where it goes, and you can even use multiple keyframes to make your projectile move in a non-linear path!
Go into PSA and just create an offensive collision that is attached to the ThrowN bone and lasts 30 frames.
For the GFX, you will most likely need to do this, to make sure it travels and appears for all 30 frames:
Awesome! But I just got a FS idea. When he uses it, he jumps up and goes in to the background( Ex: when u get a lugia it flies up and centers its self in the background)And spits out a giant fireball up into the air and after about 3 seconds it falls from the sky and when it hits it explodes with a giant explosion killing everyone on stage.
A while ago when we were thinking about his FS, our best idea was kinda similar to that. Our version was, that he flies up, then swoops across the stage a few times, dropping fireballs beneath him. Possible bringing the camera up so that you can't see the floor of the stage (like Olimar's), then doing set damage and Knockback. Not that I have any idea how to accomplish this. I'v never even touched a Final Smash in psa.
I know, it's not bad, but it's still not great either
This looks like a cool idea, can't wait to see it finished!
We probably won't be needing videos until it's almost completed. We have a small digital camera that can also record lame videos. Hopefully the capture card you're talking about has better quality than this lol.
Nobody is being a [censored], just don't expect me to read every single post in here
Just kinda anxious at how this is gonna turn out since it's a completely new character and all.
I'm sure I'm not the only one who wants to see some pics.
It is kinda odd that you would reply to a post at the bottom of a page without noticing or reading the post directly above it. Are we to assume that you entered the topic, grabbed your scroll bar, slammed it to the bottom and hit quote on the nearest post? You are supposed to read the most recent posts and get up to date before you post.
If you'd have read through more than 1 post, you would have seen that Cuckoo/Wiikness was trying to hold back on any pictures/downloads until it was presentable. Then you wouldn't have had to toss out the "pics or it didn't happen" meme.
Yeah, but after watching the movie more recently than playing Diabolical Box, this was fresher in my mind. Although he uses a piece of pipe instead of a sword, its still the same lol. Caution, slight spoilers for those who havent seen the movie yet and plan to.
For a large segment there he does hold his hat, and its cooler looking than not holding it IMO We could always just have him do it during a few attacks for the lulz though i guess
And are you going to make the sword from Diabolical Box ( which is a shortsword?) or a Rapier since that is what he most likely would use for fencing?
EDIT* Actually, this whole time iv been using my brother's account on here. I finally got tired of it and decided to make my own. Ill be posting as Aether from now on.
k glad to hear that the glitches are taken care of. Snake? That should be fine though since he has just as many articles and there arent any good Snake PSAs anyway lol
I know what you mean, and i already know what changes need to be made to the lunges. What i meant in the above post was where to get them from originally. As to have a base down before any adjustments are made. I know they need to be more graceful and precise. His legs will need repositioning on most of them so that his stance will be correct.
Still the most time consuming part will be going into almost all of his animations and making him hold his hat rim with his free hand. Just for aesthetics, since you know it would fall off if he didnt hold it during most of them lol.
Oh how are you going to give him a sword now? Replace an article or give him a textured beamsword? Either way he cant really hold it in every animation unless you specifically tell him to in every animation in PSA which literally takes forever : / It would probably be easier to just make him draw it during smashes and attacks that will use it. Animations such as his wait, walk, run, jump, and damage animations dont necessarily need it anyway.
Iv been testing a few things and i think we can finish all of his attacks just by replacing with other character's animations. Maybe one or two that will require editing beyond arm rotations and proportion fixes, but nothing too major.
Neutral Attack Combo - Simply done, just have his standing animation, one with the sword arm pulled back, and another with it extended at full length. Then insert between them. Repeat with the second attack being slower and more forceful. Side Attack - Marth's Neutral Special Up Attack - Marth's Up Attack Down Attack - Marth's Down Attack Dash Attack - Ganon's Dash Attack while holding beam sword Neutral Aerial Attack - Mario, Samus or Link? Aerial Forward Attack - Marth's Aerial Forward Aerial Back Attack - No idea, DK maybe? Might have to make this one from scratch Aerial Up Attack - Ike's Aerial Up Aerial Down Attack - Snake's Forward Aerial with a little editing Side Smash - Falco's Attack100 Jab Spin thingy edited a little Up Smash - No idea, might be able to make it out of Ike's Up Smash though Down Smash - Dedede's Down Throw i think.... Run/Walk/etc - just fix the proportion on Ike's, they look fine Jumps/Falls - Maybe Pit's first jump? It looks about right
Yeah, definitely either Dark Samus: Outbreak or Dark Samus Prime. Although i think if he goes with Outbreak he should do a new texture with much more phazon on it. Like whole patches of it on the shoulders and spiraling down the legs. Maybe even a blue glow during all animations.
Well it doesnt. I used the Independent Pokemon Engine Code and the Samus Final Smash Transformation Cancel Code. I put them into the gct. using the codemgr.exe. You guys just keep saying the same thing over and over and its really not helping.....
Do you have to checkmark them or something somewhere to activate them? Because they are not working in-game.
Did you import Jeff's textures into Ike or just the model? That might explain the invisibility since if the correct texture isnt included the models appear clear/white in the viewer. Models can only read textures if they are named right. Just export each of them from Jeff's, then import them to Ike's and name them what they were called (AsfJeffFace, AsfJeffUnder, AsfJeffUpper). Just leave Ike's old textures alone since you may need them when/if you can keep his sword. Other than that i have no idea, its never happened when iv ported things. Once i imported several Pokepark models and they were visible and everything so i dont see what the problem could be. But that was before some of these fixes were known so i gave up on it.
Theres a fix for the walking problem and the HaveN but i dont know exactly where to find it. I think theres a simple translation error on the HipN or something that causes the walking in place glitch. Im not familiar with Snoopy but if he has dealt with that before then he should be able to help.
Sorry. Its just that the community is sitting here waiting for the only good Layton we will ever get and something as simple as porting it is on delay. I guess i just expected things to go a little faster than they are going. I wont post again until you make a little more progress if its bothering you.