SDo0m's Dark Void: Deadpool Release (pg 512)! Major thanks to Mephisto!

Started by SiLeNtDo0m, October 12, 2010, 05:44:47 PM

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DEADPOOL! (cheers to Nano for the vid) http://www.youtube.com/watch?v=K5I4s74Q2WI

Delicious like a chimichanga
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SDo0m and Mephisto classy mofos ಠ_ರೃ
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OMG A MOD WUT SORCERY IS THIS?!?!
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[spoiler]
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Seriously Classy Option™ ಠ_ರೃ
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wherez vegeeeta?
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Total Members Voted: 47

For the NB: I would like to know how to replicate Dins Fire, but also allow a rapid-fire shot too. The idea is that you can either make a long ranged controlled shot (like Dins Fire) or fire a rapid shot by tapping B.

The Down B is more of a need for a good animation. It'll basically be a moderately sized hitbox underneath Krystal (over zelda) with the bury flag.

Up B I'm hoping to be like fox's (multidirectional ) but travel about as far as Zelda's old up B.

I also need to know how to modify Nayru's love (The actual artical and texture not the move itself) so I can make it look like the shield in the game, and use that in place of the normal shielding graphic.

Quote from: NaruZeldaMaster on January 01, 2012, 02:09:51 PM
For the NB: I would like to know how to replicate Dins Fire, but also allow a rapid-fire shot too. The idea is that you can either make a long ranged controlled shot (like Dins Fire) or fire a rapid shot by tapping B.

The Down B is more of a need for a good animation. It'll basically be a moderately sized hitbox underneath Krystal (over zelda) with the bury flag.

Up B I'm hoping to be like fox's (multidirectional ) but travel about as far as Zelda's old up B.

I also need to know how to modify Nayru's love (The actual artical and texture not the move itself) so I can make it look like the shield in the game, and use that in place of the normal shielding graphic.

1) I believe DivineOverlord has the most experience in replicating that kind of thing (the Zelda's Din Fire).  He did it for Sephiroth and a number of his other PSAs.  I'll have a look at it further, but here's how you'll in general want to structure the special:

Sorry but you are not allowed to view spoiler contents.



2) Sounds simple, but what is it going to represent?

3) Zelda's Up B already is omnidirectional...

As for Nayru's love, it's a graphic effect.  Just go into Zelda's FitZelda.pac in Brawlbox and replace the model and textures.

The down B will Represent the Ground Quake (starfox adventures) Staff Rocket Boost for the Up B (also starfox adventures) and The Fire and Ice blasters for the neutral and Side B respectively. (also from starfox adventures) They'll all be animated the same way they are in-game, just performed by Krystal rather than fox.

The final smash will be my version of Mega Quake, or maybe the Gate Portal, but I dunno *shrug*

Thankfully I own the game myself ^+^ so video research for animation will be pretty easy :)
I'm hoping to recreate the moves in starfox adventures over zelda with an import of Krystal using the staff instead of fox. Though there will be some original moves in there anyway, since it's her staff in the first place ^+^

I'm hoping to make the graphics for the moves like they are in-game too. I'll have to copy that post of yours to a word document. Since it'll be a while before I actually start the psa part XP

For the down-B maybe you can do something relate to the damage... Like if you doing 50% damage and then going into ex mode you can inflict the double of that damage (100%) and after that you turn back to normal cloud. So the more you wait, the more you can stay into special mode. And with the limit break state can be like:
-Ex Mode= Triple of the damage inflict in normal mode
-Limit Break mode= Double of the damage in Ex Mode
So if you want to going and stay in limit mode you have to do a lot of damage before, so you can stay in ex mode enough to accumulate damage for the next trasformation.

P.s.: Sorry if it sounds a little messed up, but more of my ideas are like that XD

Quote from: NaruZeldaMaster on January 01, 2012, 04:01:59 PM
The down B will Represent the Ground Quake (starfox adventures) Staff Rocket Boost for the Up B (also starfox adventures) and The Fire and Ice blasters for the neutral and Side B respectively. (also from starfox adventures) They'll all be animated the same way they are in-game, just performed by Krystal rather than fox.

The final smash will be my version of Mega Quake, or maybe the Gate Portal, but I dunno *shrug*

Thankfully I own the game myself ^+^ so video research for animation will be pretty easy :)
I'm hoping to recreate the moves in starfox adventures over zelda with an import of Krystal using the staff instead of fox. Though there will be some original moves in there anyway, since it's her staff in the first place ^+^

I'm hoping to make the graphics for the moves like they are in-game too. I'll have to copy that post of yours to a word document. Since it'll be a while before I actually start the psa part XP

Lol, well best of luck when you get round to doing it.

Quote from: Lucifer_Gale on January 01, 2012, 05:23:33 PM
For the down-B maybe you can do something relate to the damage... Like if you doing 50% damage and then going into ex mode you can inflict the double of that damage (100%) and after that you turn back to normal cloud. So the more you wait, the more you can stay into special mode. And with the limit break state can be like:
-Ex Mode= Triple of the damage inflict in normal mode
-Limit Break mode= Double of the damage in Ex Mode
So if you want to going and stay in limit mode you have to do a lot of damage before, so you can stay in ex mode enough to accumulate damage for the next trasformation.

P.s.: Sorry if it sounds a little messed up, but more of my ideas are like that XD

Ah I see what you mean.  That doesn't sound too bad actually.  However, I want the user to be rewarded by being careful in the forms, whilst recklessness makes you lose them quicker.  That and whilst I understand the idea and think it's pretty good, it would be rather complex to pull off (possible, just complicated).

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Now, guess who gets a new written moveset :af:

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Dang SDoom, seeing this moveset in writing is making me so excited, I can't wait to play as him. Just a question though, will the SSJ mode work like Samus' where you don't go back to normal untill you get the Smash Ball again, or does it deactivate after death?

Quote from: Master Phoenix on January 01, 2012, 10:41:59 PM
Dang SDoom, seeing this moveset in writing is making me so excited, I can't wait to play as him. Just a question though, will the SSJ mode work like Samus' where you don't go back to normal untill you get the Smash Ball again, or does it deactivate after death?

At death or after a certain amount of time

Oh okay, do you have any time at which you plan on releasing this, or is it just something your just thinking about doing in the future?

interesting moveset if you dont mind me asking where would he fall in terms of order of your projects?
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Quote from: Master Phoenix on January 01, 2012, 10:48:34 PM
Oh okay, do you have any time at which you plan on releasing this, or is it just something your just thinking about doing in the future?

Unless a hack is about 90% done, I can never know when I'll release something.  Literally all I've done is started a couple of animations.


so you is really going to make vegeta moveset?
like to do colab. with me for him? :D if not i just get back to work on Naruto revamp/Gotenks and cancel my work on vegeta
also recolours for vegeta can be like this:

normal: cell saga
red: cell saga in red
green: cell saga in green
blue: buu saga( a import iwill make out of beyond´s vegeta soon as soon someone send me vegeta already rigged in 3ds max)
non team alt. outfits: Saiyan saga (yeah i know SSJ mode for saiyan saga but anyway it will be awesome for a alt. outfit still)
and last one idk maybe a custom model so he looks like he was at GT  with SSJ4 for FS eyes/SSJ mode for this PSA

i can also get you a scouter model for his taunt :D

Quote from: SiLeNtDo0m on January 01, 2012, 10:45:22 PMAt death or after a certain amount of time
that with time limit on a mode i had tried back then with Goku´s kaioken it dont worked :(
I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

Well you had the same idea as me for the SSJ mode but wrote his moveset 10 times better can't wait till you start works on him broski

Quote from: songeflemy on January 01, 2012, 11:01:38 PM
Okay.

Where will Vegeta fit in the PSA To-Do List?

Tis a secret.

Quote from: MarioDK on January 01, 2012, 11:04:56 PM
so you is really going to make vegeta moveset?
like to do colab. with me for him? :D if not i just get back to work on Naruto revamp/Gotenks and cancel my work on vegeta
also recolours for vegeta can be like this:

normal: cell saga
red: cell saga in red
green: cell saga in green
blue: buu saga( a import iwill make out of beyond´s vegeta soon as soon someone send me vegeta already rigged in 3ds max)
non team alt. outfits: Saiyan saga (yeah i know SSJ mode for saiyan saga but anyway it will be awesome for a alt. outfit still)
and last one idk maybe a custom model so he looks like he was at GT

i can also get you a scouter model for his taunt :D
that with time limit on a mode i had tried back then with Goku´s kaioken it dont worked :(

Sure thing bro.  You did such a great job getting models for Goku, you would be great here.  As for time limit, I really mean "attack limit" the same way my Cloud's Final Smash depletes with each attack.

i see just like goku and ichigo in ssf2
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