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16  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: December 04, 2016, 07:13:00 PM
or more EXModules. Infact now that I think about it 200 characters just sounds like over kill, 8 player smash on the other does  sound cool
17  Super Smash Bros. Brawl Hacking / Programming / Re: Need help with BrawlEx on: November 25, 2016, 09:29:21 PM
the problem with the code though is that you can only put in so many slots
18  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Smash 4 Cloud[98.99999% Completed] on: November 16, 2016, 12:24:27 AM
Well, Blade Beam is getting a new graphic, along with imported graphics from 3DS.
no.
Apparently, it's true.

Also, I probably might be working on Cloud even less than before until December in terms of school and stuff.

I found out it has a long way to go until completion. It will need these versions:

Project M
BrawlEx Version
Regular Version

Brawl
BrawlEx Version
Regular Version

Brawl-
BrawlEx Version
Regular Version

And on top of that, there are new Wii U models for Cloud currently being worked on, so until I obtain those, I'll use my edited version of DSX8's Soldier Cloud model for a base.

Yeah same here I have to wait till December before I can focus on something other than college work, have most of Ragna's special at a point to where they don't freeze or do some really stupid stuff just need to fix down special and grounded side special

But everything sounds great so far on your end
19  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Smash 4 Cloud[98.99999% Completed] on: November 06, 2016, 01:20:11 AM
Cloud's going well, thanks!

I'm also going to include an optional Advent Children moveset in the pack, for reasons.

It'll be a hybrid of the past Cloud PSAs, with some of my own animations, mostly in reference to Dissidia 2015/Smash Bros Nuke, along with graphics.

Sounds great so far. Do you happen to have a movelist for the advent children moveset
20  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Ragna Moveset Project for PM on: October 27, 2016, 02:32:04 PM
Here's is the link to his sprites though this is from continuum shift and the nightmare edge is from central fiction so you may want to search that one up
http://zenunited.deviantart.com/art/Ragna-Sprite-Pack-188316791 And thanks a lot
21  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Smash 4 Cloud[98.99999% Completed] on: October 27, 2016, 12:50:03 PM
Hey I apoligize for looking like I am just Advertising my stuff her but I recently start a moveset and need as much help as possible
 here it is
http://forums.kc-mm.com/index.php?topic=77783.0
22  Super Smash Bros. Brawl Hacking / Attacks and Animations / The Ragna Moveset Project for PM on: October 27, 2016, 12:47:02 PM
THE Ragna Moveset Project

Ok so I have decide to start creating a moveset based on the hero of Blazblue:Ragna The Bloodedge
Here is the link to a very alpha moveset using the very old Ragna from the first days of moveset moding
http://www.mediafire.com/file/yeglwaga6dnc25p/ragna.rar

use this link as reference:http://blazblue.wikia.com/wiki/Ragna_the_Bloodedge/Move_List

Normals
JAB: Ragna standing ABC combo

Ftilt:6(forward) B
Ftilt: Downward:2(Down)B
Ftilt: Hold:Gaurd Crush (A+B)

Dtilt:3(Down-Left)C
Dtilt Hold:2(Down)D

Uptilt:6(forward)A
Uptilt+B:6(forward)D

FsmashStanding D
Upsmash6(forward)C
Downsmash: will stay as Ike's Swing4 just like the original moveset

Aerials
Nair:5(Standing)B
Fair:5(Standing)C
Bair:No Idea so I'll just use Link's
Dair:Nightmare Edge from Central Fiction (with the second command activated by holding a when you hit the ground)
Uair:5(neutral)D

Specials
grounded
SideB:Hell's fang(follow-up activated by pressing B a second time)
UpB:Inferno Divider(first followup actived by pressing a second followup activated by pressing a or b)
DownB:Grounded Bloodsythe
NeutralB:DeadSpike

Specials
Aerial
SideB:Gauntlet Hades(followup activated by pressing B)
UpB:Inferno divider
DownB:Belial Edge
NeutralB:Bloodsythe Air ver

Final smash
IN Normal mode Devoured by Darkness
IN Blood Kain Mode Black onslaught

Notes
Blood kain mode is activated by using the Down Taunt at 80% percent or after dealing 120% percent and increases his life stealing for about 30 seconds


Now here is where I say I need Help on various things to make this a not so Alpha moveset

ANIMATIONS
I am no animator nor do I have time to animated due to college and other things taking up a lot of my time so if you want to help THE BIGGEST thing you can do to help is to animate some stuff just personally message me on Smashboards or KC-MM and I will tell what I need and send you sprites so you can have a bit of a guide

MODEL
The next biggest thing I need help on is with the model. see the current model over Ike is fine in fact to me it is better than the mmd model (it is a great model but I feel it wont fit into smash) but the It need another blade on the Left hand since Ragna is a lefty, a blade on the hip (this will make it easier for the animator so they dont have to manually move the sword to his hip for nearly every animation) and his sword in bloodsythe form form his bloodsythe and Black Onslaught attack

Texture
Last to worry about Least important but a nice touch up, The model is great but it still has Blazblue style textures which are Bright and we all know that is not apart of brawl's asthetic

Contact
If you want to contact me you can find me on Smashboards or KC-MM as spiritneox


Thank you for reading this thread
23  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Smash 4 Cloud[98.99999% Completed] on: October 25, 2016, 07:29:22 AM
Defiantly can't wait for the next version
24  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Smash 4 Cloud[98.99999% Completed] on: October 18, 2016, 08:55:00 PM
Hey how are things going with cloud you need any thing from me
25  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Smash 4 Cloud[98.99999% Completed] on: October 03, 2016, 07:34:18 PM
zeus if your trying to lower file size I would suggest re animated any ported animations cause the animation files also factor into how much file size a character can take this will be important to take note of if you decide to use the smash 4 models
26  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cali Kingz Projects on: September 25, 2016, 02:15:12 PM
Try using psa compressor delete psa autocreated data then try to us it in brawlbox
27  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: LExodio-SBrawler-Blase005 PSA's BrawlEx shadow 95% done and Master Chief Psa! on: September 17, 2016, 06:17:27 PM
I feel that the energy sword fits halo in general due to how iconic it is with the franchise in my opinion
28  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Smash 4 Cloud[98.99999% Completed] on: September 16, 2016, 06:51:29 PM
Hey how's cloud going Zeus everything ok?

Post Merge: September 18, 2016, 11:06:27 AM
Ok did some further play testing today and I noticed the first hit of air cross slash is actually a very strong meteor causing the other 2 hits to very rarely connect.
29  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Smash 4 Cloud[98.99999% Completed] on: September 13, 2016, 08:23:01 AM
How are things going with clouds final smash need any help

Post Merge: September 14, 2016, 09:05:10 AM
Ok so I just got the test build late last night and I have been playing all moring and here are my thoughts
let's start with the animations tweaks.
1)the animations for the first air side B has a bit of a problem with the left arm going to far back
2)the entry animation needs to be fixed up the sword looks really silly ingame. Same goes for one the victory animation
3)down tilt needs to go a bit farther and a bit smoother,
4) the final smash needs to be repositioned to the center
5) the wait animations have feet sliding that needs to be fixed

Now onto balancing. While I feel as though this is perfect for vanilla brawl, in Project M how ever there are a couple things that need to be tweaked
1)up tilt need to have a earlier time to interrupt maybe atleast 2-3 frames earlier
2)the same can be said for down tilt along with the animation changes
3)add a bit of up ward momentum to cloud's cross slash like melee Marth side special
4)you should allow up throw to be canceled earlier
5)limit cross slash and finishing touch should switch properties cause to me limit cross slash is better the finishing touch and that is supposed to be clouds most powerful move

And lastly GFX changes.
1) the up tilt trail should start at frame 4
2) the Up b trail for the second part should start at frame 11 or 12
3)when cloud is in limit mode maybe add in some aura to his body or look into tabuu GFX

I can do the balancing and GFX edits for you If you want but I have no Idea on how to animate.

aside from those changes when your are done I would love to make a version of the moveset that is balanced for Brawl minus Zeus at some point with your permission.

And lastly I would like to request that you add cloud's dissidia doudecim outfit (this version http://vignette2.wikia.nocookie.net/finalfantasy/images/1/18/Cloud-ThirdEXMode.png/revision/latest?cb=20111011040438   with the ultima weapon as his sword.) please?
30  Super Smash Bros. Brawl Hacking / Project Concepts / Re: PmEx (A Project M + BrawlEx Template) 4/30 v0.5 release! on: September 10, 2016, 10:11:05 AM
Hey has anyone here setup a zelda and sheik clones in PMEX on a Wii before?
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