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Author Topic: dRage's new project revealed: Ichigo (v0.4 released!)  (Read 55274 times)
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Just2good
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« Reply #90 on: August 08, 2009, 05:03:30 AM »


Nice, it sounds awesome. And I see that your getting the hang of variables Cheesy
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Gazoinks
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    « Reply #91 on: August 08, 2009, 05:14:23 AM »


    Woah, that Link sounds really cool, one of the best uses for variables I've seen.  Definitely downloading.
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    dRage
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    « Reply #92 on: August 08, 2009, 05:22:10 AM »


    Well I had the concept planned out for a while, since I had worked with variables in other programing languages I had a basic idea of what to do. But I just couldn't get the variables in PSA to work, thanks to just2goods input I was able to pull it off though.

    It's actually a simple process:



    You know, now that I think about it. I could have probably down it with one variable xD

    EDIT: Yeah the second one is unneeded, I'll change that for a next release
    « Last Edit: August 08, 2009, 05:27:28 AM by Dragonrage » Logged


    Gazoinks
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    « Reply #93 on: August 08, 2009, 05:33:35 AM »


    Yeah, I'll definitely try out some variables in the future. Smiley
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    LavaLatte [.Fade]
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    « Reply #94 on: August 08, 2009, 06:41:52 AM »


    Haha, I completely avoided using variables for my Sheik. Maybe my future Zelda will be more creative =P

    What's the difference between RA-Bit and LA-Bit?
    « Last Edit: August 08, 2009, 06:43:00 AM by .Fade » Logged




    Vyse
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    « Reply #95 on: August 08, 2009, 09:08:32 AM »


    This is excellent. Awesome stuff, Dragon. Maybe you should give it a blog post Tongue

    Also, someone needs to steal the code and use it to make Ganondorf use a sword when he taunts (or just change the taunt to another button). Probably just need to tack a Generate Article to the end.
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    Just2good
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    « Reply #96 on: August 08, 2009, 09:12:17 AM »


    Haha, I completely avoided using variables for my Sheik. Maybe my future Zelda will be more creative =P

    What's the difference between RA-Bit and LA-Bit?

    RA uses variables that only activate within that one move and any moves that are connected to it only while LA can activate within any action.
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    dRage
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    « Reply #97 on: August 09, 2009, 05:30:38 AM »


    This is excellent. Awesome stuff, Dragon. Maybe you should give it a blog post Tongue

    Yeah, I just reserved a spot for sunday in two weeks, should give me enough time to come up with an original moveset. Once I do that I really need to thanks just2good, without his help I would still believe you cannot use custom variables.


    Also some random notes about my projects:

    Flame Wave Ike will get an update once I figure out some cool stuff for his Side and Down B or someone comes up with a way to add momentum to a move so I can create a new UpB.

    The Geysir move probably won't see a pulic release, I could say that he's a machinima character and therefore more about visuals than functionality.
    But the real reason is that some of the other machinimators are a bunch of asses and I don't want them to get their greedy hands on my work. (there are also a lot of cool ones but if they need anything they know that can just come and ask me any time) When I started out almost a year ago I had some fresh concepts (chroma keying, extensive use of hacks) that were new at the time, so after my first trailer many of the renowned machinmators came to me and asked me how I did this and that.
    I was glad to help, thought I'd make some connections get into the community you know? But I never recieved anything in return, a small special thanks somewhere in the credits would have sufficed but apperantly that was asking for too much.

    So yeah there you have the reason why I won't release any of my machinima characters, ever. If those guys want impressive looking moves for their series they can go make them themselves.

    /rant

    Back to topic, I'm working hard on the Link moveset right now, removing all his projectile moves and give him different specials depending on what mode he's in.
    « Last Edit: August 11, 2009, 06:52:20 PM by Dragonrage » Logged


    LavaLatte [.Fade]
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    « Reply #98 on: August 09, 2009, 05:37:38 AM »


    @Dragonrage:

    Well, I hope you noticed I thanked you heavily at the end of my post if it makes you feels better =D
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    dRage
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    « Reply #99 on: August 09, 2009, 05:43:14 AM »


    Yeah I've seen that, thanks^^

    I usually could care less about that stuff so if I explain stuff here on the PSA boards I totally don't expect credit or anything.
    But if I take the time to explain every detail of what I did to someone in PM's or even over IM and than they go about taking all the credit for something I came up with, that pisses me off.

    But I can't stress this enough that goes only for machinima. I absolutely love how this community here works, when someone finds out new stuff they explain it for everyone else so the community as a whole can get better.
    « Last Edit: August 09, 2009, 05:45:01 AM by Dragonrage » Logged


    FinalSoraRiku
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    « Reply #100 on: August 09, 2009, 06:32:38 AM »


    Flame Wave Ike will get an update once I figure out some cool stuff for his Side and Down B or someone comes up with a way to add momentum to a move so I can create a new UpB.
    I'm working on something and I need to create Momentum for the down and side specials.
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    dRage
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    « Reply #101 on: August 11, 2009, 05:37:21 PM »


    While working on my water/ice Ike, I came across some cool concepts that I think would work well with my Flame Wave moveset. So I decided even though the water/ice set won't be released I'll port some of his moves over to my fire Ike (with heavily nerfed damage and more reasonable gfx)

    The first one will replace Ike's laggy nair with a quick spinning move that sets him on fire and has multiple hitbox. (similar to Lucas/Mewtwo's nair) The pic really doesn't do it justice, like Flame Wave you have to see it in action. In addition aerial Flame can be interrupted earlier so you won't die everytime you use it offstage. That also brings the endlag more in line with the grounded version.


    1.2:
    - aerial Flamewave now has IASA frames that start after at frame 60 to make the move safer offstage
    - new Nair added: a quick burning spin, hits multiple times and deals between 3-5% damage (could be capable of more but that's what I got in tests)



    http://www.mediafire.com/?ny2ygotontd
    « Last Edit: August 11, 2009, 05:39:02 PM by Dragonrage » Logged


    Loopyeyes
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    « Reply #102 on: August 12, 2009, 09:25:12 PM »


    Can I has link to machinima pl0x?
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    dRage
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    « Reply #103 on: August 21, 2009, 07:11:18 AM »


    So just a short explaination why there hasn't been any updates on my projects.

    I had some really interesting ideas but none of them are possible due to PSAs current limitations. The Fire/Thunder Link was dropped cause I cannot change animation speed, so the idea of quick combo style while in Thunder mode and hard hitter while in Fire mode is just not possible. All moves besides special would have the same speed in both modes.

    Flame Wave Ike is also not being worked on anymore, people already complain about too many 'elemental characters' let alone fire based ones.

    My next idea was having a floating sword (based off either Ike or Marth) to bypass the animation restrictions. If you just have the blade without the body you can technically use every animation for every move without it looking retarded. I didn't even start on this one, though. I quickly realised that PSA cannot edit hurtboxes, so the floating sword would have hurtboxes where the original body was while the blade itself would have none.

    My final idea is a Crono moveset based off Ike, making him quicker and giving him some moves based of his techs in CT. But there's that animation speed problem again, almost all of Ike's moves are laggy.


    Crono is probably the only one that possible to an extent.
    Well moveset hacking was fun in the beginnig but there are just too many limitations to create something truly original right now. You could obviously just use an animation and then apply some GFX with hitboxes to create original stuff but people will just say 'omg stopp doing elemental stuff do something original!!!111'. (yes I hate people who have no idea of how stuff works but still complain) Smash Attacks is still an awesome app but the way people react to anything that relies heavily on GFX (besides Wisp) pisses me off.


    I will see if I can get the Crono moveset to work but other than that I probably won't do much more aside from pretty GFX moves for my machinima. I really wish it would be possible to get Brawl+ frame speed mod into PSA that would open up so much possibilities. That thing can alter the speed of specific frames of the animation, so you could technically slow down the startup and end lag of a jab to turn it into a smash.
    Yeah I could just use it and then release a gct together with my pac but stuff like that will probably scare a lot of people away since it's not as simple opposed to putting just a pac file in a folder.


    Can I has link to machinima pl0x?



    <a href="http://www.youtube.com/view_play_list?p=973F3BCBD40CA1C5" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/view_play_list?p=973F3BCBD40CA1C5</a>


    Episode 2 is being worked on to be precise it could be finished by now if I would get those lines already.
    « Last Edit: August 21, 2009, 07:22:51 AM by Dragonrage » Logged


    dRage
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    « Reply #104 on: August 30, 2009, 05:01:49 PM »


    New project! Check weak point first post for massive info!

    Since the help requesting is the most urgent thing right now I'll post that here as well.

    Requesting help:

    I need suggestions on what to do with the leftover moves and once a beta is released, feedback on that. I'm also looking for someone to make a cool effect texture hack, coloring his swordswings like the black Getsuga Tenshou. The next one isn't nessecarily needed but I'm not satisfied with the shading of my Ichigo texture. Seeing how shading was one of the reasons why I gave up texture hacking I wouldn't mind if someone could improve my texture. That person would obviously recieve credit for it.
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