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76  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Brawl Vault Organization on: October 14, 2011, 09:54:12 PM
OK, this was originally meant to be a more broad critique of the community, and I may still do that at some point, but for now I want to throw out some ideas about the Vault.

It seems to me that the way the Vault is organized is increasingly outdated in terms of the types of hacks available.

I propose that the vault be completely recategorized. This would likely take a lot of work, but I'll give some ideas for how it could be implemented at the end.

The categories would go like this:

1: Completely new character movesets
      This section would hold any character that has been added to Brawl with a custom moveset. Movesets are the focus of this section, but downloads can and mostly should include the vetex/model they work best with and other things like CSPs and such.

      It would be organized alphabetically by NEW CHARACTER NAME instead of by the character replaced.

2: Modified Movesets for Existing Characters
       This section would contain movesets for characters that are already in Brawl that have been modified. Basically, any PSAs that are not completely new characters would go here.

       This section should be organized by the character whose moveset has been modified.

3: New Character Vertexes/models
       This section would contain any vertex or model import hacks that change a character into a DIFFERENT
CHARACTER.

      This section should be organized by the ORIGINAL BRAWL CHARACTER that the hack replaces.

4: Original Brawl Character Vertexes/models
       This section would hold things like recolors for existing characters and things like taking off Mario's hat or Dr. Mario. Basically, if there's a model hack that doesn't change the character into someone else, it just edits something about the character, it goes here.

5: New Stages
       Stage hacks that change more than just the texture go here.

       This section should be organized alphabetically by the NEW STAGE NAME instead of the stage it replaces.

6: Original Brawl Stage textures/model hacks
       This is for stage texture/model hacks that only change the stage's appearance.

       This section should be organized by ORIGINAL STAGE that the hack will replace.

7: Then, of course, there's music, sfx, and misc, but that can all stay the same as far as I'm concerned. Haven't really thought about it.

    I really do think this will make it easier for people to find the hacks they're looking for. Some people want vertexes/textures for characters or stages that don't change anything but appearances. That kind of thing should be organized by the character/stage to be replaced. However, all new stuff that changes stages or characters into something/someone else should have their own area organized alphabetically.

   SO, now that you know my ideas, here is my basic suggestion for implementation. Going forward, it would work pretty much like putting a post in the right area of a forum. You pick where it should go, but the mods can move it if you're wrong.

   The real problem lies in the bountiful hacks already available. How do we organize them? A mass message should go out requesting that anyone with a hack that needs to be put in a specific area (anything besides music and misc) come in and edit its details appropriately. There can be a grace period applied, and anyone who does not categorize their hack within that timeframe will have that hack temporarily moved to a lost and found section. (This might also be a good way to weed out old hacks...)

   I know the Vault is really having some more important troubles right now, and the people who designed the original gallery might not be interested in such a sweeping undertaking, but I really think this would help.

...

Thoughts?
77  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu Test Build SENT - NEW SPECIALS PREVIEW pg 351 on: October 13, 2011, 05:18:22 PM
Thanks good sir ^^ Though it would've never happened if it wasn't for Scott XD

Symbiotic relationship ftw!

However, I wish I had gotten to give you more balancing feedback, but the one time I got to put a lot of time in with him, I was playing terribly, so it wouldn't have been very accurate feedback.

Anyway, how are you on balancing? I know there's other stuff you're still working on, but do you need any more balance feedback, or are you planning on releasing another balance test version?
78  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu Test Build SENT - NEW SPECIALS PREVIEW pg 351 on: October 13, 2011, 08:51:03 AM
The progress on the specials looks great. I especially like what you've done with neutral special. Keep up the good work.
79  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 10, 2011, 10:16:34 AM
I'm very excited about this. Better models = more opportunity for good movesets. Great work, everyone who is working on this.
80  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: The Art and Intricacies of Moveset Making on: October 09, 2011, 07:29:52 PM
Glad somebody, especially somebody respected, said these things. I started about a week ago writing up a massive post of advice on things that I think are holding the community back. While I'm out of commission, I'd at least like to help the community somehow.

I haven't finished it yet, but you partially touched on one of my points about people releasing incomplete work. I, too, think a lot of people need to hold back on releasing their stuff until it's more complete.
81  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu Test Build SENT - NEW PREVIEW VID AND PICS pg 346 on: October 04, 2011, 09:29:03 AM
I actually like the current neutral b and really think it only needs a slight nerf to damage. It really already feels quite slow. Maybe a bit more endlag, but not much.

Although, it does have a glitch. I'm guessing you're still tweaking how it behaves in the air, but if you start it in the air and hit the ground during the charge phase, holding the joystick forward or back causes him to slide along the ground during the release. 
82  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu Test Build SENT - NEW PREVIEW VID AND PICS pg 346 on: October 02, 2011, 10:11:08 PM
Oh, and as for the fact that the wait animation goes back to that pose at every loop, if the reason you did that is because your attack animations all transition with that pose, you could just put an "in transition" of like 8 frames on your Wait1 in PSA, remove the transition from the actual animation, and the game will handle the transition for you. That's what I did on Scott and Cloud, and I've never noticed a problem with doing it that way, since it's such a small transition.

The only caveat is that moves that end facing the other direction (like forward rolls) don't work with that kind of transition, so they will jump, but not really a lot of moves do that, and it's not really very noticeable.

Like you said, who just stands around and stares at the wait animation anyway? I just thought I'd offer the advice.
83  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu Test Build SENT - NEW PREVIEW VID on: October 02, 2011, 02:25:22 PM
Still not quite ready to give full feedback, although it looks like a lot of people have covered the moveset pretty well and said some of the same things I was thinking, but I'm glad the Nair is going to change. I was having trouble finding a solid approach, and I kept wanting to jump in with a Nair and then cancel into something else or land and combo into something else, but I don't think it auto cancels in a short hop, it has a lot of landing lag, and it just didn't do what I wanted.

I think the "pinwheel" kick would be a good idea for a Nair that has good range and priority. The idea kind of reminds me of Pit's Nair, but with better coverage, since his legs would extend farther than his body on all sides. I think that would really help him approach. Jump in with a relatively safe Nair and then take it from there.
84  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu moveset in Progress! - Will need Playtesters Soon on: September 26, 2011, 04:19:31 PM
I'll playtest, if you'd like. I owe you Wink.
85  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: Kid Buu moveset in Progress! on: September 21, 2011, 04:49:52 PM

Also, porting Sonic's animations is a pain.  Having to rotate that right shoulder in EVERY keyframe is just monotonous. 

I've never really worked with Sonic's animations, but what's wrong with his right shoulder? Does it not port at all, or is the ported rotation wrong? Just curious... haven't animated in weeks... going through withdrawal...
86  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haloedhero's Projects: And now for something completely different. on: September 21, 2011, 08:53:38 AM
Yeah, I had bootcamp running at one point, but I didn't have a full copy of windows. No big deal, I could've just reinstalled the trial version I was using every 30 days, but I can't seem to find the install disc anymore.

There are other factors preventing me from going full steam on hacking right now, so getting windows isn't a huge priority for me. Thanks anyway.
87  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haloedhero's Projects: And now for something completely different. on: September 20, 2011, 06:50:03 PM
In working on my new project, I learned fighter.pac injection and wrote my own code. Here it is:

Footstool during special fall. [By me, haloedhero. Thanks to Shanus for his guide.]
4A000000 93000000
1658A000 00000030
00000000 00000026
00000000 00000010
00000002 9358A018
04000100 9358A000
020A0100 9358A008
00080000 00000000
06FC1B88 00000008
00070100 9358A010

If it wasn't self explanatory, this allows you to footstool during special fall. The primary purpose is to footstool an opponent if they hedgehog you and you're already in special fall.

The purpose of this is to make edge hogging harder. It works on all characters except Rob, as far as I can tell, because of how his up special works. He needs it manually installed.
88  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack! on: September 18, 2011, 05:31:33 PM
The on-hit cancel system is a way to cancel one attack into another. My system cancels half of the landing lag on aerials like Melee L-cancel, but instead of pressing shield to L-cancel, it automatically does it if your attack connects.

(Oh, also, I'm not doing any more full character PSAs. Sorry, KTH.)
89  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack! on: September 18, 2011, 05:24:24 PM
What it's your next project?

To answer that, yes, the above is my next project. It's kind of an ongoing project to just make Brawl more fun for me.

In developing this project, I invented something... on-hit L-cancel... I'd try to do a fighter.pac injection of it, but I'm not positive the "if hitbox connects" will work right. So, for now I'm just putting it into the individual character files. It's pretty rewarding to use, I have to say. 1/2 landing lag if your attack connects, full landing lag if you whiff.
90  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haloedhero's projects: Scott Pilgrim 0.97 with 12 alternate recolor pack! on: September 16, 2011, 06:26:52 PM
Yes, the alternate characters really are awesomely hilarious. Just too perfect.

I've started working on something different... That no one else will probably want... It's a custom Brawl codeset...

It will also probably have small character mods...

And lots of ellipsis...

I've been playing Smash since the N64, and I loved Melee more than anyone probably should, but while I was disappointed with Brawl, I don't think the reason I prefer Melee is that Brawl should have been exactly like it.

The purpose of my codeset is to bring back things that were good about Melee, but still let the game be Brawl. (But in a much different way than Brawl+, which wound up practically becoming its own game.)

For example, I've added hitstun, disabled air dodging out of tumble, changed teching to be a frame window instead of distance, and removed auto-sweetspotting on recoveries, but I haven't messed with character physics besides adding in momentum capture on jumps. I also removed buffer.

With enough minor changes like this, and some small balance adjustments, I believe I will make Brawl more into the game I thought it was going to be without taking it as far as other mods. In the end, I will probably still prefer P:M, but so far it's been a fun experiment for me to change Brawl into what I think is a more fun game without making it not Brawl. (Double negative. That's tricky...)

In short, it's more than balanced Brawl, but it doesn't even take things as far as Brawl+. In the end, I want this game to still be Brawl. If anyone is ever interested, maybe I'll post it up. If not, then at least you guys know what I'm up to.
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