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Author Topic: Erase the Noise - Neku Sakuraba, version 1!  (Read 101526 times)
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Sajiao Omelette
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    « Reply #150 on: January 01, 2010, 08:45:51 PM »


    I agree with most of your analysis about the moves, but his down-B in the air is a totally different move (which is Lightning Arrester). Would Frantic be the aerial down-B? Or both down-B's can be the same. I would be OK with changing the aerial down-B.

    I see why Earthshaker and Flame Blast aren't the best choices, but... doesn't Sexy allow you to drag obstacles around, damaging people? It's not really dragging people into yourself, but I can see that dragging obstacles around would be pretty impossible (unless I'm not thinking about something)

    Sucking people towards you is certainly an interesting idea... whether it be Sexy or Frantic.

    Oh, you're right. I forgot the throws. They're exactly the same as Ness', now that he doesn't have a snake. His grab range is like a normal person's. Sorry about forgetting that.

    Does anyone have ideas for a new side-B as well? I'm considering throwing mine out.

    EDIT: Hey, maybe his down-B can be a counter. He can use his player pin to read your mind and counter your move...? Maybe.
    « Last Edit: January 01, 2010, 09:00:27 PM by greeneggsandham » Logged


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    « Reply #151 on: January 01, 2010, 09:11:16 PM »


    I think both Frantic and Sexy would work on the ground, or in the air.  Lightning arrester should be swapped for either Frantic or Sexy in the air, as Nexus ray serves the same purpose (once you fix it so it appears more consistently)

    No, I read the TWEWY resource you linked to, and one of the versions of sexy (I think Sexy B) allows you to pull opponents in. 

    I think either will work, and it should be a interesting mechanic.

    Just an idea, but since the game does have telekinesis pins, maybe he should have a larger grab range so that it looks like he is holding them and throwing them using telekinesis?

    I think you should wait to throw it out until you have at least a beta version; we haven't gotten to test how he is now, so we won't know which moves need editing.

    I would STRONGLY oppose down-B as a counter; there are already many characters with counters as down-B, and it would be disappointing if we couldn't think of anything more original then a counter, especially with the wealth of choices TWEWY provides. 
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    « Reply #152 on: January 01, 2010, 09:23:36 PM »


    I'm considering either Nexus Ray only shoots forward (because when you shoot it forward, it always appears), and I would be OK with swapping both versions of the down-B.

    You're right, Sexy B allows you to, "Drag enemies or obstacles like cars and signs around. Inflicts damage on contact. (Some enemies cannot be dragged.)"

    I tried to give him a larger grab range and making so when you are caught, you are a fair distance away from his body, but when I did that, the opponent was sucked to the correct area and then broke out instantly before I could pummel or throw or anything. I'll try to do it again, though, now. Do you think he should have a disjointed, Wisp-like grab or just a ranged grab?

    I'll keep the side-B as is, then.

    EDIT: I'll probably be able to make the opponent be a distance away when they're grabbed, now that I realized what my mistake was.
    « Last Edit: January 01, 2010, 09:38:35 PM by greeneggsandham » Logged


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    « Reply #153 on: January 01, 2010, 09:42:17 PM »


    Good to hear, so far everything sounds great!  What still needs work before the beta release?
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    « Reply #154 on: January 01, 2010, 09:53:07 PM »


    Mainly, putting in the down-B.

    Also, making the up smash's ice always appear, and also make it always the same color.

    A bit of tidying up here and there, and it should be ready (for a beta, there's probably some hidden way to spam something or abuse something that I haven't thought of).
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    « Reply #155 on: January 01, 2010, 10:40:10 PM »


    To use Lucario's final smash graphic, you need to replace one of your existing personal GFX with the beam from eff_LucarioFinal or something like that. You can't just use Graphic Effect like with the standard universal ones,

    Anyways, this is proof that I'm not dead and I'm still working.

    I'm finished with every attack except for Grounded Down-B. It doesn't seem possible for me to do it, so I've decided to scrap it and make a new one, considering Aqua Barrier was neither simple nor effective.

    So, shout out some ideas and I'll take one or you can vote on it or something! ...Have fun?

    (P.S. The Nexus Ray effects do not show up when you fire it up or down, only forwards. Can anyone think of a reason for this? And the ice doesn't always show up.)

    does it require brawlboxing? or just take the external effect and replace it with the old one?
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    « Reply #156 on: January 01, 2010, 10:59:06 PM »


    You need to replace one of yours with Lucario's final smash graphic, which takes Brawlboxing.

    All you need to do is open eff_LucarioFinal in BrawlBox, export the two textures it uses and its ModelData, and replace one of your ModelDatas, and replace two of your textures, preferably the ones that your old ModelData used.

    Then rename the textures to what Lucario's are named and call up that GFX using PSA. It should work.

    Anyways, I was able to make the opponent be grabbed a distance away like Wisp's and they stay a distance away instead of being sucked towards you, but the problem is that they are sucked towards you and then go further out. I'll try to fix that. Does anyone know how to fix it?

    Humble, can you expand on Sexy a bit? I want to make sure I get it just right.
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    « Reply #157 on: January 01, 2010, 11:13:37 PM »


    Haha sure.

    Essentially, create wind hitboxes, from Neku to about the distance of a Weegee final smash (a very large distance, in other words, but not the whole stage) that pull the opponent towards Neku.  It should be a powerful enough pull where it can suck them in when they are close, regardless if they are trying to jump or run away, but it shouldn't automatically guarantee a hit on a farther opponent.  During the move he has super armor, which is to say that if he gets hit he will take damage, but no hitstun and will execute the move anyways.  His body should be a hitbox, so if they get pulled in by the wind, they get knocked away and recieve a set amount of damage (if it was possible to set it proportional to how fast they were moving, that would be amazing, but I doubt it is feasible) Essentially it should be a 3 part effort for you; create all the wind hitboxes to pull them in, give him super armor for the duration of the move, and make his body a hitbox.  If you do an aerial version, then it should slow his fall similar to how Lucas's original down B did.   
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    « Reply #158 on: January 01, 2010, 11:36:54 PM »


    Sounds not too hard, except for the part where they can dodge to get out of the way... I'll have trouble with that.

    Let's get super specific:

    What animation?

    How long would it last?

    What would it look like?
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    « Reply #159 on: January 02, 2010, 12:09:03 AM »


    no lightning rook? Sad anyways i want this hack nao! LOL! i played this game a few days ago cuz i was bored. Tongue
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    « Reply #160 on: January 02, 2010, 12:11:36 AM »


    Sounds not too hard, except for the part where they can dodge to get out of the way... I'll have trouble with that.

    Let's get super specific:

    What animation?

    How long would it last?

    What would it look like?
    I would suggest the use of his fall special animation.

    It should go like this; start animation frame 1, start wind hitboxes, super armor, and body collision frame 5, last for 30 frames, on frame 35 the hitboxes should dissapear, and the animation end frame 50.  

    I would suggest wind GFX's (not overly large obtrusive ones) to show the pull hitboxes.  
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    « Reply #161 on: January 02, 2010, 12:27:06 PM »


    I have a new idea (not that yours isn't good):

    It could be Thundercloud (or Follow Suit, Fall in Turn, which sounds infinitely better).

    You would control a cursor (I think it'll be the Dragoon cursor) in a field that is 100 scalars wide and 50 tall. It can lock on to an enemy and when you let go when it's locked on, a thunder bolt will come down and strike them. I think I can do this with a bit of cheating.

    However, it might be too much like the dtilt: a thing that you can control and protects you as such.

    Or maybe you could put in one joystick input and the cursor would appear a set distance away from you in that direction, and if an enemy is there, a lightning bolt would come down.

    What do you think?
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    « Reply #162 on: January 02, 2010, 10:06:59 PM »


    I'm back from Vegas, looks like I missed I good deal of action on your part. Looking at the last few posts, here's what I think:
    Keep Lightning Arrester regardless of what the new grounded down-b is, because it's cool.

    Sexy is an ok idea, but I think Mr.Weegee's idea would be a more useful move, if not more broken and abusable.

    Your Thundercloud idea I like the best (it's the flashiest  Grin) but should have some hefty lag or be as slow as Snake's Nikita to ensure it isn't spammed like crazy. Or, it could be really weak but as fast as Din's Fire.

    If the up and down variants of TEH LAZOR are giving you trouble, feel free to scrap them. The normal forward version is awesome enough.

    And hope you get that ice thing worked out.
    « Last Edit: January 02, 2010, 10:08:23 PM by xmanfit0 » Logged



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    « Reply #163 on: January 02, 2010, 10:25:22 PM »


    Just a crazy idea (totally support this Neku project btw) because TWEWY was uber unique, I ended up thinking of a fairly random, but partially unique idea (I think). What if down+B (grounded and charged) brought out one of Neku's partners like Shiki or Beat (I didn't like Joshua all that much xD) via down+B+A/X/Y that could sort of defend Neku by using the X,Y,A,B buttons to attack (small damage like 1-3% per attack), and the c+stick to maneuver (though they can vanish before Neku releases the lightning bolt if they get hit enough maybe), while the control stick is used to maneuver a cursor for the lightning strike while the overall attack can only last for a short time (1-2 seconds?). And then for uncharged could be an undefended lightning strike that does less damage (Neku didn't focus hard enough, too many distractions and no partner to rely on xD).
    I'm thinking this idea is totally unrealistic, but that would make him be amazingly fun to use xD. It would be almost like pokemon trainer, but harder. I know absolutely nothing about attack hacking or anything else (the only reason I made an account here was to post a few ideas for a down+B attack because Neku is just that awesome xD)

    On a more realistic approach, possibly down+B and then tap a direction to send a semi-ranged "bolt from the blue" to the direction tapped (with some lag time before so Neku can charge up some electricity) and even a charged down+B for an "evolved form" attack. (I'm looking at Thunder Rook and Lightning Rook xD)

    Or possibly something like a charge effect where Neku gets charged with electricity, making him a mite faster and stronger with electrical damage until he discharges with another down+B (something similar to Lightning Moon/Lightning Storm maybe).

    And as a sort of amusing idea (not really practical, more of just me trying to implement the most amazing pins ever xD), you could have the down+B control a series of charging, each taking longer than the last for five charges, and then you get invincibility for a short while (and no special moves, only A attacks) xD! I think its pretty obvious where this idea came from ("One Jump From Eden", "One Skip From Eden", "One Hop From Eden", "One Step From Eden", and "Eden's Door").

    Sorry if these are really just way out there (just trying to get some ideas out). Noob is as noob does, and I am definitely a newb when it comes to this sort of stuff xD.
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    « Reply #164 on: January 02, 2010, 10:59:34 PM »


    Well, that partner thing sounds pretty cool, but I'm almost certain that it is impossible.

    Lightning Rook (It says Lightning Arrester on the OP because that 's the psych name) is already a move, but I like your idea. It would sort of be like Thundercloud, except the bolt comes out regardless of whether you lock on or not. I'll consider that version of Lightning Arrester.

    The Eden pins wouldn't really make sense in Brawl, sorry (although they were amazing in TWEWY). Lightning Moon could work, but I don't know about Lightning Storm (actually, I don't know what Lightning Storm is, I was too lazy to look at the wiki).

    I'm working on the Thundercloud, but if that fails, I'll definitely have plenty of ideas to fall back on.

    On my first try, the freeze was so intense that the controller continued rumbling AFTER THE WII WAS TURNED OFF. So it's back to the drawing board for me.
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