1.0.6 is out! In lieu of overhauling Meteorain, I improved it graphically by actually adding in some meteors! (Yes, yes, I'm a little late to the party on that one, but it's a big improvement nonetheless.) Finishing Touch also has a brand new tornado, which also looks a lot better than the old one. (Thanks, SDoom, for pointing me in the direction of the external gfx editor.) All in all, I think this is it for this hack. The only thing I still want to add is the portrait for the opening of the game where they're all standing by the ocean. I'd love to see Cloud in that lineup, but I'll probably just slip that in when I get around to it without a new version.
To make a long story short (too late), 1.0.6 is the definitive version! Download and enjoy!
Walking bug is fixed in 1.0.5. Redownload if needed.
I was thinking of that, SDoom. The big thing I'm thinking about is whether or not to change the animation and function of the attack. Still pondering...
Hey guys, I'm back for now to announce the release of 1.0.4. If you like FFVII Cloud, you should grab it, as it smooths out a few animations that still didn't look so hot, and it gives you the option to cancel blade beam charge in the air into an up special, which will hopefully also stop CPUs from SDing so much... Anyway, if you have any ideas for improving meteorain so that it looks more like its FFVII incarnation, let me know right here, as I'd like to overhaul that move for one final update.
Indeed. I feel similarly about some of the Project: M changes, but I don't complain, because I know I'll like it much better than I like regular Brawl.
As far as the boards go, I guess that's why we have different communities for different things. To each his own.
Yeah, I didn't post it there, or even on the vault here, because I want a little feedback, but I don't want everyone and their brother downloading it. The P:M team purposefully closed off the demo, and the only reason I even posted this in the first place was for feedback reasons. I didn't want to make a full release, because I'm content waiting until the game is done for that. Actually, now that EternalYoshi mentions it, I'm taking the download down, because it's gotten enough d/ls, and no one has really left feedback, so it's on hold for now anyway.
As far as the generalization of people here disliking P:M... that's disappointing. .
The topic of this thread has changed! It is now open for discussion on how Cloud fits into Project M with the new beta I've made. Please leave feedback and suggestions. Should the specials be adjusted? Should he be able to hold his Blade Beam charge? Should the physics on any of the aerial specials be changed? Is he overpowered? Underpowered?
OK, the event to use is 0B000200 (model changer). It has two value parameters. To make the bat visible, set the first parameter to 00000002 and the second leave as all zeros. Should work perfectly if placed at the beginning of any subaction.
Getting the bat to show up is easy. It's done in PSA. In his "attacks4start" subaction, there's a model changer code that tells the bat to become visible. If you copy and paste that into other subactions, the bat will show up there, as well. If you can't find it, I'll paste it here for you.
This is something I made for myself, based on the fact that I feel like Project M sounds more like a codename, and I like shortening it to Pro: M(for obvious reasons, "Pro," heh). I figured I'd post it here in case anyone else likes it. If nobody wants it... oh well.