Well, I do not believe there were any "old-school" ports of Roy ever done. I'm fairly certain that the download you speak of involves using a .rel, so that might be the problem.(At least, the first version over Ike used one, I can't imagine the second would be any different.) But the FitMarthFinal.pac could also be what's up.
Although, I'd also like to suggest the idea of trying my Roy from Smashboards. It's the same PSA that you must've downloaded, only that one is a ~very~ outdated version of him from my earlier days as a PSA'r/animator. (I've made much better animations and a new Final Smash for him now)
The link for it is in my signature.
I have also put together all of the functioning .rels and personally tested each one to make sure that they work. With a .rel from my download, Roy over Ike's Final Smash works, but his 4th side B hits are a little quick.
I've also seen a "Roy over Fox" and a "Roy over Falco", but between the two of them, one of them appears to have used an incorrect .rel file. I don't recall which, though.
It's nice to see textures even in these days where imports are all the craze.
I think it looks pretty cool - It almost appears to have a metallic shine to it...That, and it reminds me of a certain flavour of ice cream that I like. I think it was called "Moon Mist"
I got this code from a friend of mine a while ago, but I've not tried it yet. It should be the one that makes Hanenbow 3D at least. Not sure if FlatZone 2 will be affected or not .__.
^ I was just about to post that here. Thank you, KJP.
But I wish for that entry to be deleted. My OP on smashboards clearly states that I do not want Roy uploaded by other people, with a .rel or otherwise, or included in PSA packs,
He's my favourite vertex, but without the limitations of vertexing, you could spruce up his arms, and wouldn't need to disable various bones and whatnot because of his hair and other things.(Actually, you could probably still rig his bangs to the hair bones, but in a way that won't have them move about in an undesired manner like the vertex's?)
The only problem I can see is whether or not he could still change expressions, given how Link's expressions work by moving the actual vertices on his face, instead of bones, textures, or multiple face polygons.
But maybe by using the vertex as a base and then making edits to it here and there, the expressions could still work if his face was kept?
Who would you plan to have him over? Link, Toon Link, or both? Both would be swell, but an understandable pain(I'd personally prefer him over Link, myself)
I'm really enjoying the Dr.Mario model you and KTH worked on, I think it's fantastic. It's how I envisioned how the Doc would've looked like in Brawl. I like how he has both a tie, and the stethoscope, and an actual headband :3
But I did notice a few little problems with it...I'm not sure how easy it would be to remedy these, but...;
I've noticed his button's texture is a tad strange looking here...
I know you've had problems with the eyes in the past, but there are some stages that they seem to go a little crazy on still. Delphino Plaza is one.
In this one, they were moving all over the place while I had it paused. I was wondering how the snapshot would end up ^_^'
I myself have yet to get that far in my own import endeavours, but I get the feeling this would be a tricky fix... Perhaps in the future, if you're up to it and have some free time, you could take a stab at fixing it? I still think it's a fantastic model of the good ol' Doc :3
I've got some I'll-rig-him-as-soon-as-his-hair-normals-are-fixed-pics ready :3
Took a long time to vertex him into position...Seeing as the body(sans armour, cape, etc) was from the vertex, I figured it would've been in the position to match Marth's skeleton by default...But it was actually rotated 90 degrees AND about 5 times its size x__x
...I also still need to mould his right hand into a position so it fits with his animations, too, but those two things are the only things I need to take care of before his rig can commence(That, and his current talk face creeps me out. I made it too realistic - the jaw is moved downwards, like a real mouth, unlike how Marth's jaw actually get a little shorter when his mouth opens x__x
It's very Un-Canny Valley. *shudders*)
Just a full pic from an angle.
The extra swords will be deleted based on whether it's for his no-sheathe, Marth-sheathe, or back sheathe versions. I've said this before, but I won't rig the back sheathe to Marth's normal sheathe bone, as to avoid wierd animation hiccups, like having it go through his stomach and stuff x__x
All the "sheathed" swords will be rigged to the bone that controls the transparency of the sheathed hilt on Marth - The TsukaM, I believe. It isn't used for animating purposes, so it shouldn't mess up any animations, regardless if it's the side sheathe, or the other two positions.
Just another close up pic. Roy's growing quite bored in there, it seems. ^_^'
I've finally been able to play P:M Demo2. It's pretty nice, but I find it has a few flaws.
Ike is AWESOME. To me, he is the shining STAR of this build. I did not now he had four counter quotes either, I knew of all of them being in the game somewhere except his "YERR THRUUUE!" one :3. ToonLink is probably my second favourite to play as. I am in love with that milk drink taunt(My second favourite Melee character was Young Link) And that new entry of his is a comedic improvement on the original, I'm just not fond of his recovery...I was expecting it to be more like his/YoungLink's in terms of being able to get back on stage x__x
I've tried Lucario for a bit. Sadly it is just not my cup of tea, but I suppose it's difficult to please everyone ;__; . The Side B's aerial 'grab' is still fantastic idea.
My problem isn't really with gameplay functions now, but it's the animations I find could use work. Marth especially had many animations that felt like they weren't really made with a lot of time or effort.(I ask for forgiveness if any of the following sounds harsh x__x )
I'll hide these in spoilers. I've got lots to say .__.
Dancing Blade 3rd down hit
His 3rd down hit(side B) is changed, but it looks choppy and the pose looks...Bizarre to me. The animation itself doesn't really flow smoothly. The pose would be better based off of the aerial version, given how that one, oddly, is more similar to the Melee one. Also, I'd personally leave the first frame looking like the other two 3rd hits, so it flows. The other two did not receive changes that edit how the move functions, so that causes it to feel out of place.
But I've redone this animation for Roy more times than I can count. The HipN is a fickle bone, so I was wondering if it was an issue with rotating it? I used the YRotN bone in it myself.
Dancing Blade 4th up hit
His 4th up hit(side B) is literally just a copy of his 4th normal hit, but with an awkward ascension in the middle and a changed ending (And when he stands up, I find that was pretty choppy looking, frames 41-the end). I don't want to sound mean, but this one really just felt lazy.
Dancing Blade 2nd normal hit
His 2nd normal hit, much like in Melee, he spins the sword and his arm before the stab...But this was not done for the aerial version. Again, this is one of the little things that really make works shine. Was this overlooked?
Smash attacks
His smashes have similar issues: After he does an Up Smash, for some reason he pulls the sword blade down through his face. The down smash makes him slide around a bit. The F-smash, he can't seem to keep his sword on the ground. His arm is higher than it should be, and as a result, the sword isn't resting against the ground before he stands up, he's holding above it.
Jabs
I also find his jabs are kinda choppy looking, especially his left leg movement from frames 4-7 on Attack11. Although, I do like how it looks like he's swinging the sword correctly now on his second jab.
There are some other things, like Link's entry not ending in his Wait1 stance perfectly(the sword, anyway), or some other puzzling changes, like Luigi's "falling over" victory looping into itself instead of being his WinWait for that animation.( I personally found that WinWait was pretty funny to see him wobble and his nose periodically twitch )
But overall, I still did enjoy this mod quite a bit and I'd encourage people to give it a try(I won't go into Ike's face issue with the D-smash, as I know that's currently impossible to remedy as far as I know), but to me it's mainly the animations(Especially with making the feet stay in place) that could use some work.
A very fun mod, even for one who sits on the competitive fence like myself. Just needs some polish to make things shine brighter :3
Well, I have my likes and dislikes of it like many others.
My likes are how it's fast. I never cared for Brawl's speed, which is one reason I play Brawl+, I prefer playing SSB's in a faster, more aggressive environment, regardless of the level of "competitive depth"(especially because of how Berserker-esque I play.) I also love the return of L canceling. And the new ledge occupancy thing for tethers is genius! vBrawl should've had that ;__;
My dislikes are how the majority of the characters are handled, and I'll go into some depth with this.
There were a lot of character changes that I found interesting and liked a lot. Lucas is one that I think is fantastic, especially given how it changes him from Ness more by giving him a new, more useful Up B, among other things. I like Ike's new tweaks as well, it gives him some improvements without completely changing a lot about him.
Then we have changes like Lucario. Lucario is one of my mains, and I personally didn't like the giant overhaul it got. I do like how the SideB has use in the air now(again, this should've had aerial use by default. C'mon, Sakurai : /), but everything else that was changed just seems too different now. It doesn't seem like the Lucario I've come to enjoy playing as. It's something that I feel a lot of PSA's succumb to - a moveset that just isn't very...Smash Brothers-y. But it is still an interesting idea nonetheless.
I find Wario is another example, but to a lesser degree. His changes make him reminiscent of his earlier days starting on the Gameboy with Wario Land, but I'm not too excited about the radical level of change. I'm not really one to believe in remaking a character from scratch for the sake of being competitive(although, de-cloning is still an idea I find appealing), but then again, I'm either the world's most competitive casual or the world's most casual competive player.
My idea would be to instead focus on improving what they have, as opposed to changing a bunch of things, or to keep the changes to a minimum, a la Lucas.
And I know this will seem like a minor nitpick, but given how I'm very anal retentive about all things about Marth/Roy(this may have been changed in the second demo. Haven't nabbed it yet) But some things with Marth that were not really changed from an aesthetic point of view. Many of his animations were different in Melee, but I'll just bring up two attacks that looked different, with one of them moving in the opposite direction.
His 3rd down side B hit was not changed back to Melee's, nor was his fourth up hit. The 3rd down hit is less of a problem, but the 4th up it travels the other way now. This was not changed in this first demo, and it seems contradictory to say all his Melee hitboxes were restored when that attack goes in the opposite direction now.
Pic time!(Go! Go! 10 second doodle powers!)
Left is Melee's, right is Brawl's
And I find Velen brings up a good point about balance. Instead of bringing everyone up to the Fox/Falco/Marth/Shiek/etc range, I think it'd be good to have things a little lower. I recall reading that Pokemon Trainer(With all 3 mons together - not the "wild" ones) was cut for this reason - He just couldn't fit in the competitive level the others were able to. I, personally, found Marth was pretty overpowered in Melee. Same goes for Falco. It felt like when I played as or against these two, it didn't require the effort/skill to be as good with them as it did when using a character cursed to be in the lower tiers, like Roy or either Link, or God forbid Bowser...And even then, with a low tier character, sometimes all the skill in the world will not save you... ;__;
I can understand the goal of P:M, but I think making everyone better/viable would be easier if the 'bar' weren't set as high as it is.
But, either way, I still did enjoy the first demo a lot, and I'm looking forward to what is to come. I hope to get my hands on that demo soon
Personally, I think he needs to be on someone with more ranged attacks. He's more range oriented than someone like Falcon.
-and nice to see you around Thany. : 3
That is true.
Sadly, the only ranged fire attacks I can think of belong to characters of smaller stature, like the Mario brothers and the EB kids, or Zelda who...Doesn't quite strike me as being a fit, either...Heh heh.
Maybe we could get a chibi sized FireMan too? Just need the Press Navi Customizer part
My vote's for Captain Falcon. FireMan's a pretty tall Navi, CF's got a few fire attacks and I can't recall any other character native to the Brawl cast that holds qualities like that. Give him a Fire Flower and there's his Fire Arm from the games, sorta.
I can view my hacks in the categories they are in seperately, like under character - Marth, but I cannot view everything I've uploaded at once. This applies to checking my vault from the link in my profile as well as clicking my name on anything I happen to see in a specific category, like the above example with Marth's model section.
It's...Been like this since April Fool's Day at least. That's when I first noticed it anyway .__.