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721  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ~PROFESSOR LAYTON [Another puzzle solved!]~ on: October 26, 2010, 09:57:13 PM
That wouldnt be a problem once he is moved over to Ike though right?
722  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ~PROFESSOR LAYTON [Another puzzle solved!]~ on: October 26, 2010, 08:03:02 PM
I messed around for about an hour and had a decent wait1 that would have worked but i accidentally deleted one frame and it messed the entire thing up. Glad to see you found one already.

But does he have horrible posture like Snake? All hunched over like that?

I also swapped Ike's Forward Smash with Marth's Neutral Special and it looks nice. A simple lunge. That would probably look good with his model. Cant really think of anything else that would work as a forward smash.

oh and are those the final textures on him? The coat should be more brown than gray and the stripe on his tophat is blurred. And his mouth is too high on his face.


723  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ~PROFESSOR LAYTON [Another puzzle solved!]~ on: October 26, 2010, 05:13:43 PM
ok thanks. You wouldnt really need to play through all of them though since he only fights in  Diabolical Box and the movie, Eternal Diva. Theres also plenty of running around and moving in the movie to give you a better feel of how he should work. You should be able to find every segment of the movie on youtube, and i would post the whole playlist here but im not sure if thats allowed or not xD.

Ill just get a fresh Ike.pcs and fitmotion and go from there.

Anyway ill start on it tonight and post it when its presentable. Then you can pick the animations you like and add them to your official one. I should be able to use other characters animations for the most part or atleast to simplify things.
724  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ~PROFESSOR LAYTON [Another puzzle solved!]~ on: October 26, 2010, 02:39:26 AM
I might be able to do a few animation for him or maybe some PSA work when it gets to that point.

Wouldnt it be easier to do him over Marth though? Since his moveset and fighting style would be more fitting of Layton's fencing style? I cant really imagine Layton swinging his little rapier around like its a broadsword lol.

actually if you dont already have a few animations and a moveset in mind

wait1-stands calmly while holding his sword
wait2-reaches up and messes with his hat rim
wait3-reaches with his left hand and sweeps dirt off of his right sleeve

(he should use his free hand to hold onto his hat during most if not all of his attack animations. A true gentleman never removes his hat, even when in the midst of battle  Awesome Face)

AA-two sword thrusts
Side A- a simple sweep similar to Marth's
Up A-swats his sword upwards
Down A-pokes at the ground in front of him
Foward Smash-wildly lunges forward, then returns to where he was standing
Up Smash-squats then swings his sword upwards
Down Smash-Pokes his sword into the ground and does a spin-kick of sorts

Aerial Neutral- spins clockwise in the air with his sword pointing outwards
Aerial Forward-kicks forward with his right leg
Aerial Back-swings his sword backwards, similar to Ike's
Aerial Up- rams his elbow upwards (has a small hitbox,an upwards meteor of sorts)
Aerial Down-firmly stomps downward with both legs

Special- No idea.... Slot machine gun would be nice, but that would be hard to make unless you could make it as an article. I dont really know if thats possible or not though....
Side Special-Puzzle-a confuse/stun sort of move. He describes a puzzle and anyone near enough to hear it is confused and unable to solve it. http://i265.photobucket.com/albums/ii239/CL4M9/ProfessorLayton.jpg
Down Special-Push Back- a counter of sorts. He blocks an attack then forcefully pushes them off, sending them sliding backwards, several feet away. They cannot move or act until they come to a stop. Does no damage, just helps to disrupt a constantly attacking opponent. The more damage they have on them at the time the further they are pushed away.
Up Special-Layton's Flying Apparatus-a cloud of dust surrounds layton then he shoots upwards riding on his flying contraption. It goes so far up into the air then he jumps off. Similar to Snake's cypher i guess. Once again, not even sure if this is possible unless you can create it as an article and replace it in instead of Ike's sword during that animation. If you need to see what it looks like, its in this video
<a href="http://www.youtube.com/watch?v=n6VZYdBeaKk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=n6VZYdBeaKk</a>


Final Smash-No idea

good luck with it. hope i can help
725  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DARK SAMUS V1.5... V2 UNDER CONSTRUCTION... on: August 28, 2010, 09:18:24 PM
I havn't had that problem. I'v used PT against her on a few occasions and didn't have any problems when switching. However my Zelda is currently the TimeMage version which doesn't have the switch to sheik in the first place.
726  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DARK SAMUS V1.5... V2 UNDER CONSTRUCTION... on: August 27, 2010, 05:37:42 PM
Just thought I'd point out a MAJOR flaw in DarkSamus's moveset that I discovered. I don't remember seeing it mentioned earlier.

The physics involved in using your grounded UpB move, where it normally bounces the opponent into the ground repeatedly, if you bring it out over the edge in order to edgeguard, it guarantees a kill. It has a sickeningly strong meteor effect. It can kill at 0% and is nearly un-dodgable and absolutly un-interuptable. It is a wall of death for anyone approaching the ledge. The Downsmash at the edge has the same effect but to a lesser extent. With good timing I'v been able to get 5-10% kills with the downsmash.
727  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Strife v2.5: PSA-Specific Feedback Thread on: August 17, 2010, 04:18:58 PM
I tested this Cloud thorougly a week or so ago and just stumbled upon this thread.

It is a little overpowered, but not much more than Metaknight on normal Brawl. His Neutral B is easily spammable, despite the minimal knockback.

My suggestion would be to make him just a bit slower in the air, less mobility overall, more like Ike. Neutral B could use a few more frames of startup and ending lag, but thats about it.
728  Help & Tutorials / Help / Re: Wario Bike on Peach on: August 15, 2010, 03:24:10 PM
You could replace Toad(if he is an article, I havn't looked in her PCS/PAC/Motion so I have no idea), with the bicycle article, but it would be very difficult to set up in PSA so that she would look as though she's sitting on it and moving forward.
729  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DARK SAMUS V1.5... V2 UNDER CONSTRUCTION... on: August 14, 2010, 07:46:53 PM
the events that reference the articles for bombs and missles are under the subactions for the special attacks, starting at 1CE if i recall correctly. If you want to remove them, start there.
730  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DARK SAMUS V1.5... V2 UNDER CONSTRUCTION... on: August 14, 2010, 04:20:11 PM
@PuckerMan
iv edited it for my own personal use and its fine. No freezes or anything. Maybe you are doing something wrong?
Iv weakened the down smash, made the Aerial Neutral A interrupt more and have more knockback, textured bombs and missles, worked on the overall texture a little bit, just to name a few. I would upload my own version but im sure that there are too many credits to list, and i didnt ask before editing it : p
731  Help & Tutorials / Help / Re: Isaac's file? on: August 12, 2010, 09:34:53 AM

Thank you very much.

 I havn't got a chance to test it yet but it should look pretty good....unless it fires the hand backwards O.o
732  Help & Tutorials / Help / Isaac's file? on: August 12, 2010, 07:31:51 AM
I'm working on Matthew (Golden Sun: Dark Dawn) texture/psa, and I was wondering where I might find Isaac's assist trophy's file. I want to attempt to take his Move Psynergy hand, shrink it and replace Pit's arrow with it, if possible.

I'v looked around but can't seem to find any downloads for Assist Trophey pacs anywhere.
733  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DARK SAMUS V1.5... V2 UNDER CONSTRUCTION... on: August 06, 2010, 08:39:12 AM
yeah i know what you mean with the bombs. several characters that i have worked did that. even though all of the stuff is deleted, some things will still show up for no reason.

for missiles you could give her a phazon spray attack. just use squirtles damaging uncharged water gun gfx, it looks like phazon particles anyway if i recall correctly. just make it do electric, aura or dark, and possibly put the "poison" damage from the white pikmin on the opponent for a limited amount of time.

for bombs, if anything, make them fall faster or something. like so you can jump over the opponent dropping them and they actually make it to the ground to explode on them. i think they already do enough damage (10?) each, so that shouldnt need any work. its just too hard to actually hit them with them.

hope it all goes well.

@RAWRZilla
her UP B isnt all that bad. iv played against people who can DI out of it atleast part of the time. Its no different than Samus's UP B really, it does almost that much.

@Ultraxwing
Same, Samus is like my 3rd main yet i cant play as her on my haxxored version without removing DS from my sd card. Wish he could port her over to a different character. Its been done before with Silver, Shadow, Geno, Cloud and a few others.....
734  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DARK SAMUS V1.5... V2 UNDER CONSTRUCTION... on: August 03, 2010, 04:20:47 AM
how is the next version going? This is by far the best psa moveset i have seen anywhere

if you still need more feedback i can help:
-First off, if you dont get around to making a matching ZSS, just input the coding permanently to remove the transformation from the FS. Im having trouble getting any ZSS textures or PSAs to work with it anyway. Although the FS itself is perfect, you dont even really notice that its just Samus's with a slightly different animation.
-The dash attack needs to have its base knockback lowered i think. Possibly make it less spammable. I can usually hit 3-5 times with it in a row according to how long the stage is. They seriously dont have time to stand up before i can do it again lol. Not to mention it kills at like 90%.
-Bombs could use some work. they dont fit the moveset and i cant really find a place to use them at all
-Down smash really needs some work. Although i like it, and it really does fit the moveset, its just broke, period lol. Possibly make it stun instead, and lower the amount of time of the stun if possible, or make them trip or something.
-A non tether grab would be nice
-Aerial Neutral A needs more base knockback. I use it mostly as an edgeguard, running off the edge and using it just to push the opponent away just as they try to grab.  I edited it so that it has 10 or so more base knockback and it seems to work better. Not broke or anything since it only does 1 damage and has almost no normal knockback.
-Missiles are really the last thing i think of. They dont fit the moveset at all and really could be changed to anything.
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