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16  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 25, 2011, 08:12:04 PM
I just looked at the japanese voices, and strangely, I found the exact same problems with the voices as in the english one!

Demon fang is too quiet, and the first neutral-A combo is really loud.
17  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 25, 2011, 07:58:12 PM
Oh no, I completely forgot to test the japanese voices!
I'll do it right after I finish typing this.


BTW, if you are going to redo some of the english voices, I have noticed some things.

1. The Demon Fang voice is extremely quiet, and needs more even more attention than the second and third neutral A combos.
2. The Thunder Blade voice sounds like it is muffled for some reason, but not too badly.
3. There are no voices for Cyclone OR Spread.. which is strange when casting spells.

^Not sure what you can do about the last problem here, but maybe you could get rid of something less important, like a victory voice or something.
18  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 25, 2011, 06:15:44 PM
Ah! Thank you so much for doing this!!
I'm going to test it out right away! Cheesy


You are awesome.
19  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 25, 2011, 04:15:32 PM
Well, I edited the PSA and added/subtracted some of the voices where needed, but I haven't been able to get Kratos to say the spell names correctly because I'm confused with the subactions.
I sent the updated PSA to DivineOverlord a week ago or so, but it might be a while until he finishes it completely. There are a lot of spells after all.

I could give you the one that I edited, but I would need DivineOverlord's permission first.
And there are still some things that have to be changed, like on his death event, he says the name of a spell, and a few other things..
20  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 19, 2011, 03:01:00 PM
Yes!
I'm glad you were able to finish them!!

Can you provide a link to where we can download them?
21  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SKULL KID-Version 1.0---> Lots of new stuff XD on: April 13, 2011, 10:50:56 PM
^ Um, what you just posted sounded like trolling to me.
Whatever though, if you think it belongs, I'm not going to keep arguing about this because it doesn't really matter.

Lets just all get along for the good of this SkullKid PSA.


Which brings me to a question DivineOverlord, if you still even read anything from this thread.
(I can't imagine why not)

Philia put a lot of effort into making the voices for SkullKid, but they are pretty much worthless in their current state. Are you planning at all to update this PSA so that the voices made by Philia are played at the correct time for his moveset? Notice this is an issue with the PSA and not the SFX file or else I'm sure it would have been fixed by now.
I would just hate for Philia's work to go to waste..

And if you are too busy for this,
Do you grant the permission for me or anyone else to update the PSA with the correct voices?
22  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SKULL KID-Version 1.0---> Lots of new stuff XD on: April 13, 2011, 10:20:40 PM
I don't troll, because I hate trollers, I just hate random nonsense even more. Smiley
It was not mentioned in the video that this Skullkid PSA was being used. so how were we supposed to know. Like you said, you just left it there. :p
23  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SKULL KID-Version 1.0---> Lots of new stuff XD on: April 13, 2011, 10:01:29 PM
^
Why is that being posted here?
I just wasted two minutes of my life.
Thanks.
24  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 11, 2011, 11:01:57 PM
So did you guys collaborate over PM's while I was away?
25  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 10, 2011, 02:35:36 PM
Yes, pertaining to the aspects of Kratos's spellcasting on enemies instead of a predetermined location in front of him.


We are trying to figure out how to accomplish three things here.

1. Find the target closest to you and set that as your opponent to attack.

2. Decipher the X coordinate of the opponent and set that as a variable.
(Y is not needed because we want the spells to stay locked on the ground)

3. Set the "X" create position of a spell for the variable "X" defined above.


I will be gone for the rest of today, so I won't be able to continue contributing to this discussion until later tonight. Sorry guys!
Hope you figure something out.
26  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 10, 2011, 01:01:53 PM
And are the codes identical?

I haven't found the code of the missile, I am just saying it MAY have it's own code. Like how items have their own code which tell them how to perform in different situations. I am just throwing out ideas since noone else is. Smiley
27  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 10, 2011, 12:55:27 PM
Ah, this is a very good point, I forgot about file size limits.. I have no idea how this would restrict DivineOverlord because I'm not sure what the actual limits are.

This is probably a stupid question, but when you looked at Samus's coding did you check the, "other", tab? aside from the, "Main" one. The information we need must be in there because Samus's side-B and Zelda's side-B are VASTLY different..


That is... Unless....!! The coding for the missile target is found in the object of the missile itself and not Samus's moveset. In other words, Samus's side-B code may just create an instance of the missile itself and then once created, the coding of the actual missile object takes over by determining it's direction from the nearest character. Interesting. :0
28  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 10, 2011, 12:27:10 PM
Hmm. I understand what you are saying about controlling where spells are cast.
This is not a bad idea. It would be nice if cyclone and spread could last a bit longer too so you could adjust their position using the control stick.

BUT. Before we chunk the idea of spells appearing at opponents feet, I think it should be realized that some moves would be greatly enhanced by this, like grave and lightning.
I further believe that it is NOT impossible to merge Lyn's and Samus's way of targeting together.

You could take the first bit of Samus's code in her side-B. It should be some code which identifies the closest target and sets a variable to it so that the missile knows where to aim.
But instead of using the tracking method where he spells moves towards the target, it would use use the variable for the closest character and then obtain it's X position in the same manner that Lyn does in the assist trophy. If done correctly, I think it would work.
But only DivineOverlord can testify as to whether this is actually possible, so we will have to wait for him to provide input.


*And I agree. The idea for two versions of the PSA isn't exactly ideal, it would be a ridiculous amount of work.
29  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 10, 2011, 11:12:46 AM
Fireball definitely. The others would still be nice, but its probably too much work.
Philia, as to what target you would hit; it would NOT have to be random.
Use the same target selection method as Samus's homing missiles use to locate the nearest character and that will be your target.
(That way you don't just hit some random opponent on the other side of the stage.)

And I don't think Kratos can't get hit by his own spell...
Take Judgment for example, notice that opponents can be damaged if standing where you are or even a little behind you, but Kratos is perfectly safe. Why not use the same method for these spells as well?
30  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kratos Aurion v.2.25...Updated 3-11-11 @5:00PM on: April 09, 2011, 11:16:38 PM
There is definitely a way this could be made without him being too overpowered.
Remember, since spells aren't cast instantly, players could see he is beginning to cast and then jump or run away from the spells. Remember, in most tales of games, spells are still dodge-able even though they appear at your feet. There would be a VERY small delay time in the actual cast of the spell so that it gives players a chance to run away. (Again, note that these spells would only align with the X axis of a character, so that a jumping character would not be able to be hit in the air unless it is a spell like cyclone.

The main positive element of this feature would be that range wouldn't be an issue anymore with spellcasting. You have the ability to use a spell and it hit a target that is far away, but it could also hit another target right in front of you if used properly.

I do however agree that it would be really hard to implement.. So I'm not pushing really hard for this. If DivineOverlord has some extra time though, this would be something I would like to see in a future version of Kratos.
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