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Author Topic: Saki Amamiya Project, Need help making special attacks!  (Read 29184 times)
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xZedkiel
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    « Reply #60 on: April 22, 2011, 08:21:33 PM »


    OMG I agree! :O But he doesn't work with ports.. Wait he said imports so hah! Bypassed XD
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    Rikami
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    « Reply #61 on: March 13, 2012, 12:34:40 PM »


    Anyone interested in helping me finish this? Mainly special moves.
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    songeflemy
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    « Reply #62 on: March 13, 2012, 04:53:23 PM »


    I thought you broke your Wii.....
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    Rikami
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    « Reply #63 on: March 13, 2012, 06:10:54 PM »


    Hahahahaha, I did.
    But I got a new one a few days later.

    The only reason I haven't worked on Saki is because I was at a dead end and was busy with school.
    I really need help making special moves. I just don't know how to make new special moves from scratch. If someone could get me started then I could go crazy with the effects/etc.
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    RasenganKameha
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    « Reply #64 on: March 14, 2012, 10:04:29 PM »


    hey Rikami, it should not be that hard to think of new specials for
    Saki. his moves should be this.

    neutral b- shoots bullets out of his gun.

    neutral b air- the same.

    side b- he should shoot a big red energy ball like the red energy
    ball that the megaman PSA over ness shoots when you fully
    charge his b attack except saki's side b will not be chargeable.

    side b air- same.

    up b- he shoots bullets above him.

    up b air- same.

    down b- a counter attack where he slices you back with
    his sword.

    down b air- the same as dante's down b air, saki will shoot bullets below
    him.

    Final Smash- he starts shooting alot of bullets out of his gun like
    he's using a machine gun.

    i think it would be cool if you made this for saki and all his A attacks
    should be him using his sword.
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    Rikami
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    « Reply #65 on: March 15, 2012, 10:50:40 AM »


    Well the problem isn't coming up with new moves it's actually making them work.
    Anyone familiar with PSA will tell you special moves get complicated.
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    Eternal Yoshi
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    « Reply #66 on: March 15, 2012, 10:59:02 AM »


    That they do. Let's take it one move at a time.
    Let's start with the UpB since that move is vital for recovery. How do you want it to work/function?
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    Rikami
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    « Reply #67 on: March 15, 2012, 11:27:51 AM »


    What's up eternal, long time no see.

    That's a good starting place however it definitely will be complex.
    I think I had several ideas a while back, one of them being some sort of grapple using a lazer that shot from his gun. You know, similar to zero suit samus?
    Saki is currently still over toonlink so his grapple parameters could be put to use for that.
    We could even article swap zero suit's grapple maybe?

    Another idea I had was some kind of gravity deifying jump, maybe that included shooting upward at the same time.
    Which kind of points to that maybe we should start with his standard b move?
    Which would be firing his gun of course.
    This was very frustrating to me because I absolutely wanted the shots to be like the assist trophy's but I had no luck in article swapping the shots from saki's assist trophy file.

    That's pretty much where I left off.
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    Eternal Yoshi
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    « Reply #68 on: March 15, 2012, 11:50:37 AM »


    Grapple Params are still mostly unknown when it comes to distance/reach/range, soo I'd recommend the latter idea.

    The Gravity defying jump is a lot more feasible at this time so just make his Up B that.


    Anyway, the arrow floating points were figured out so we can make the arrows behave and move like the shots. You need a hex editor.
    http://opensa.dantarion.com/wiki/Article_Floating_Points#Toon_Link

    Yup, now you can port the bullet model over the arrow and modify the floats so they don't fall/have gravity and go fast horizontally.

    If you don't want it to charge at all, let me know.
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    Rikami
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    « Reply #69 on: March 15, 2012, 12:25:33 PM »


    That is incredible. I've been waiting for this kind of stuff.
    The only problem is locating Saki's assist trophy shot article. I had trouble finding it.
    I wouldn't want it to charge at all, but shoot rapidly while you hold down b.

    And I know this may sound far fetched but while I coming up with move ideas last year I really thought it would be awesome if you could aim the shots. Kind of like Pit?
    How possible is something like that? I know it would require animations similar to Pit's or shield aiming animations.
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    Eternal Yoshi
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    « Reply #70 on: March 15, 2012, 12:42:33 PM »


    The Shot model is in a different.pac IIRC.
    Check for something called AsfSakiShot or something along those lines.
    There you'll find the model and article data.

    Now, aiming the shots and having the shots come out at different angles I don't find feasible at this time.
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    Rikami
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    « Reply #71 on: March 15, 2012, 01:39:16 PM »


    Yeah I've done a lot of digging for it before. I've come across "ItmSakiShotParam.pac" under item but it only has MiscData and no model, which I assume because it is "Param"
    But I can't find any other files that may have it.

    I figured aiming wouldn't be doable, maybe if I put saki over pit...

    Also, on an unrelated note, I know how you're really into metal gear, (as am I) and I saw the work you've been doing on raiden. Nice job.

    Back when vertexing was all the craze I had been working on a vertex edit of ganon's face to look like Solidus. I actually got very far into it because I was directly using Solidus's model straight from MGS2. However I ran into texture problems.
    But now that model importing is possible I think it would be an awesome project to get Solidus's model into brawl.
    I still have all the files, so maybe you'd be interested in helping me. Rigging is one thing I haven't learned yet. I could also help you with Raiden if you'd like. I have a lot of experience with making moves and smooth animations.
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    Eternal Yoshi
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    « Reply #72 on: March 15, 2012, 03:05:26 PM »


    HIs shot effect and model is likely in ef_saki.pac or or in the .REFT of ef_saki.pac.

    Ummmm I have Solidus' model too. I'm deciding whether or not he should go over Snake or Ganondorf.

    If you want to help me make a Raiden PSA, I'm cool with that. But that will have to wait till after March. WHy? Can't say why now.
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    Rikami
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    « Reply #73 on: March 15, 2012, 03:25:11 PM »


    Uhhhhhh, I came across this:


    It looks like the textures used in the shots. I think maybe the info above points to how it is used. How can this even be used over an article?

    As for Solidus, I say you put him over Ganondorf and give him two katanas. I could do some really cool double katana attacks and match the sword glow effects from MGS2.

    I take it you're doing some top secret things?
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    Ninka_kiwi
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    « Reply #74 on: March 15, 2012, 03:36:19 PM »


    Glad to see that this project is back in action!

    Might I suggest for ideas of moves looking at some gameplay from Sin and punishment 2?
    I remember in that you had the ability to hover (Which could make for a nice up special) and also had a charge shot (Which could make for a Down special) which could make for some interesting variety in saki's moveset. While i know it is not Saki that does it, I'm sure taking from his son's move pool would work fine (as most characters in brawl do take inspiration from other characters.)
    But yeah, just some ideas. Hopefully they are a little useful...

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