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Author Topic: Protector of time: AEON --- Completely new (04.2011)  (Read 77165 times)
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Mr.N
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    « Reply #120 on: October 11, 2010, 03:39:44 PM »


    I haven't managed to finish Aeon on time because he needs a lot of work.

    1: His Watch has to be bigger and look more like a watch
    2: The Neutral Special needs complete new animations
    3: The jab has to be changed
    4: The big blades havt to look like blades, not like the Sword Glow
    5: Neutral Air needs a new animation
    6: Up Throw has to be Aeon's Up Throw
    7: Aeons gameplay has to be different. He fights with a watch, not with a Sword. His attacks will become slower and he'll have the original Aeon Style, especially with his new side Special.
    8: Up Special has to be changed completely
    9: Perhaps I'll find a way to make a better counter attack
    10: Perhaps I'll make some good taunt animations if I find some
    11: Some more changes (holding the Wtch like a watch, not in the middle; Some different animations like jumping and running)
    12: The sheith has to be removed

    I really hope I can make a release soon but I won't release an unfinished character. Most of the changes are done but there's still some work to do. Aeon is much to weak because I removed the fast moves which don't allow the enemy to attack him. He'll get a complete new style. He has still some attacks with big blades but he'll have some good defensive moves to survive untill the watch is golden. Then the time stop can prepare a finishing attack. His Side Special, Side Smash and Up Special will give him a good controll of the battlefield -on ground and in air.
    I hope this version will be better then my first release and Aeon will be as good as a normal character (that's why the taunts don't gat an effect -this time).
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    « Reply #121 on: October 11, 2010, 04:00:45 PM »


    I haven't managed to finish Aeon on time because he needs a lot of work.

    1: His Watch has to be bigger and look more like a watch
    2: The Neutral Special needs complete new animations
    3: The jab has to be changed
    4: The big blades havt to look like blades, not like the Sword Glow
    5: Neutral Air needs a new animation
    6: Up Throw has to be Aeon's Up Throw
    7: Aeons gameplay has to be different. He fights with a watch, not with a Sword. His attacks will become slower and he'll have the original Aeon Style, especially with his new side Special.
    8: Up Special has to be changed completely
    9: Perhaps I'll find a way to make a better counter attack
    10: Perhaps I'll make some good taunt animations if I find some
    11: Some more changes (holding the Wtch like a watch, not in the middle; Some different animations like jumping and running)
    12: The sheith has to be removed

    I really hope I can make a release soon but I won't release an unfinished character. Most of the changes are done but there's still some work to do. Aeon is much to weak because I removed the fast moves which don't allow the enemy to attack him. He'll get a complete new style. He has still some attacks with big blades but he'll have some good defensive moves to survive untill the watch is golden. Then the time stop can prepare a finishing attack. His Side Special, Side Smash and Up Special will give him a good controll of the battlefield -on ground and in air.
    I hope this version will be better then my first release and Aeon will be as good as a normal character (that's why the taunts don't gat an effect -this time).

    I know this will take a while, but why not hex out the sword, or just remove it, and replace one of Marth's External Graphic Effects in his .pac file with the timer, then place it on the have bone on his right hand?

    This will at least resemble a watch a lot more nicely.
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    « Reply #122 on: October 11, 2010, 07:42:49 PM »


    Hmm interesting psa. Nice work.
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    « Reply #123 on: November 01, 2010, 06:59:02 PM »


    I've had some problems with the final smash glitching on the Marth version. He'll get stuck in a loop if an opponent slips out of it (Which happens rather often...), and become invincible, but stuck, effectively ending the match then and there.
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    « Reply #124 on: November 03, 2010, 10:35:44 AM »


    WOW nice work Cheesy! keep it up!
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    « Reply #125 on: January 01, 2011, 05:02:27 AM »


    You shouldn't jump to conclusions so quickly. I'm playtesting his new version right now and you guys are going to loooooove it. Tongue (Epic totally new Up-Smash and Up-Special. Neutral-B Air really nerfed and placed to Down-B Air, Side Taunt fixed and EPIC. And many others.) We're trying to balance him out, so if you have any suggestions, don't hesitate.
    (But not here. Use the official Cloud topic or PM me or .Fade, who is in charge now. )

    Anyway, I tried the new NTSC version of Aeon. It plays quite smoothly, it's fun to use but there are plenty of things to improve.

    Let's check them in the order :
    AA Combo : It is quick, but it certainly won't change the outcome of the fight. I think this one should be kept.

    Side-Tilt : It definitely shouldn't hit in the air and behind. Keep the animation, but let the sword glow appear later, when the sword is at at 45° angle approximatively, and modify the hitboxes accordingly. Besides, the glow is disappearing too quickly, which makes the animation look sluggish.

    Down-Tilt : I have no idea why you put such an extremely short-ranged attack on a character that focuses on keeping the enemy very far from you. It basically makes the move to be never used. 2 things : first, make it have more range. Right now, the hitboxes don't even cover his feet ! XD Secondly, give it some purpose. Either make it much more powerful. Like ... Snake's Up-Tilt or something., or give it some reasonnably interesting purpose. Wind effect, temporary paralysis, trips once in a while, idk. Just give the player a reason to use this move.

    Up-Tilt : Good. Keep this one, but reduce the knockback : it's more than his Up-Smash.  Wink

    Dash attack : For once, you should extend a bit the range of this move. It's one of the the purposes of a dash attack to move away the opponent.

    Side-Smash : The charging thing is nice. Keep it like that.

    Side-Side-Smash : Looks : perfect. But add some damage and a little knockback, pleeease. T-T

    Up-Side-Smash : A Smash that can't even kill at 500% ? oÔ It's already not that easy to pull off, because :
    1) If it's not charged, then the enemy is at a very close range. If the enemy is at a very close range with Aeon, then there definitely is something wrong.
    2) If it's charged, the hit of the charging makes it a bit harder to land.
    3) Moveset hackers have to understand we won't use a alternative smash instinctively unless we have a very good reason to.

    I don't really know what to suggest, here ...  Undecided It definitely needs an increase in power and knockback. Smashes aren't meant to be combo starters like that IMHO. And the kick is not that great ... I suggest you to look at the Echo Blade movesets done by .Fade if you want better ideas. His alternate smashes were really good. Maybe you could simply try an attack that hits behind after a delay ? With the "spinning throwing trophy stand", couldn't you throw together something ?  Smiley

    Down-Side-Smash : Good looking, effective and all ... But add some knockback. Seriously. A smash that cannot kill at 300% is just ridiculous.

    Up-Smash : At the end of the attack, Aeon shouldn't come back to where he was at the beginning. It looks terrible. And the cursor on his head doesn't move, but Aeon does. This needs a fix. Except for that, it's good. Maybe 1-2 more damage and some knockback ? It's supposed to be his more powerful smash, isn't it ?

    Down-Smash : Remove about a third of the range. It's really too much. And reduce the knockback : it's more powerful than the Up-Smash.  Wink There's also a mistake in the hitboxes : this move doesn't hit the enemies that are in front of and close to Aeon.

    Neutral-Aerial : It's okay.

    Forward-Aerial : Ooooohhhh .... nice. Pretty looking, and inventive. Just be careful : during the second part of the move, there's one glow too many in the middle. And I think you should give a little more knockback to the second hit, and a bit less to the first one.  Smiley

    Back-Aerial : Good. A little more Knockback, perhaps ? ^^

    Up-Aerial : Good. Maybe reduce a bit the size of the lower hitboxes.

    Down-Aerial : Nice too. A bit unusual, but it's okay. For the animation when Aeon touches the groung while doing this, you should use the animation of Marth's AFA's landing.

    Neutral-B (Uncharged) : Too much range ! And the hitboxes don't match the glow when hitting behind. Cut the range in two, seriously. This is supposed to be a bit defensive, until you can get the charge. Finally, there's some trouble with the positioning. Just like the Up-Smash, he shouldn't go back to his initial position the way he does here. Just give him the same thing as for the Side-Tilt, maybe ? oÔ

    Neutral-B (Charge 1) : Shouldn't this move hit even when the enemy is close to you ?  Undecided Besides, the laser doesn't look very convincing. You should borrow the one from greeneggsandham's Neku.

    Neutral-B (Charge 2) : The attack is too short and quick ... I don't really know what to suggest, but you need to make something that doesn't disappear in a flash. besides, the move only hits once when an enemy is right in front of Aeon.

    Neutral-B (Charge 3) : The attack occurs too quickly. Wait for Aeon to finish is "throwing sword" bit of animation, then before he crosses his arms, the time stop happens. Remember this move  wasn't instantanate either in Castlevania. Reduce the size of the graphics and hitbox a bit. The graphics don't match the hitbox (graphics are too large).

    Side-B : Ugh ... The animation is okay and the green glow is a nice touch, but ... it's glitchy. Waaay too much. The part where he goes backward after hitting shouldn't exist at all. This little things makes him go back very quickly if your hitting the B-Button is fast enough. When he uses it near the edge of a platform, he flies past it (this shouldn't happen ...) , then teleports back to where he was. When using it in the air, the cursor doesn't follow him properly (it's beind Aeon). Finally, this is really broken as a recovery, and it gives him far too much air control. He should definitely fall into helpless mode after one aerial Side-B. And he's so fast, you should reduce the range of the aerial version by one third. And the range of the ground version by between one quarter and one third. Right now, this move gives far too much position control to Aeon (huge range should be enough control for him), and it's glitchy. If you want to fix only one move, fix this one.  Tongue

    Up-B : Mmhhh ... I think that since he's got three jumps to attack his opponent, an helpless state after using the third one would be a good idea. (Again, because he has too much position control) And on the other hand you should reduce the height of his Grounded Up-B jump. It's impratical for both the player and his opponent.

    Down-B : You should enlarge the area of effect of the counter itself. Besides, the does practically nothing against airborne opponent, so you should equilibrate it with a spike, as an example. (Besides, it would be so badass to counter an opponent into a spike and kill him. Tongue)

    Final Smash : It glitches and loops when used on the ground. And you should definitely look into FS glow issue. Using more FS during the fight adds more glows, and thus reduces bit by bit the number of effects that the game can display.

    Taunts : Unchanged.  :'(

    Grabs : Unchanged, I suppose ?

    Very last issue and I'll stop tormenting you : When doing a "reverse side dodge" (if he faces right, and does a right dodge), his animation should be facing the other side. Right now, it just looks weird.  Tongue

    I ... guess that's it. Thanks for your attention. And good luck with the improvements.  Wink





    Let's bring back this thread onto the first page.
    Sorry for being not here for so long but I had to do much work for school.
    Aeon now has complete new moves, made by my own.
    I did everything Miacis Kusanagi suggested.
    There'll be a new version, soon but I need some help.

    1: I could'n fix the Final Glow problem. There's still the Final Glow when you end the Final Smash. Can anyone please give me the code which makes the Glow disappearing?
    2: Is it posssible to give the ability to a Hitbox to hit intangibleb(dodging) enemys?
    3: Is it possible to make a Hitbox which has the effect like a Step Jump (for Counter Attack in Air)?

    Without fixing that Final Smash Problem I don't like making a release. All the other moves are ready; except the Taunts. I still have to make some good animations. If you want to you can make suggestions.
    « Last Edit: January 01, 2011, 05:08:12 AM by Mr.N » Logged

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    « Reply #126 on: January 01, 2011, 05:51:02 AM »


    Do you think that you could send me the files?  I could try to help diagnose the problem for you.
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    Mr.N
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    « Reply #127 on: January 01, 2011, 06:40:41 AM »


    Try it.
    I'll send you a PM.
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    « Reply #128 on: January 01, 2011, 11:01:23 AM »


    What do you mean, "effect like a step jump?" You can have a hitbox that makes you footstool jump when you hit someone; is that what you mean?
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    « Reply #129 on: January 01, 2011, 12:06:56 PM »


    What do you mean, "effect like a step jump?" You can have a hitbox that makes you footstool jump when you hit someone; is that what you mean?

    Not exactly. The enemy should fall down like after a foodstool jump. Aeon should end his attack (Counter Air)
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    « Reply #130 on: April 15, 2011, 10:13:38 AM »


    Aeon is back.
    After my final exams at school this month I had enough time to fix the last problems and even to make alternate outfits for Aeon.

    Finally Aeon is ready.
    Complete new moves for all specials. I have reached the File-Size-Limit of the FitMarthMotion.pac data!!
    New Balancing.
    I hope I could fix all the problems Miacis mentioned here.

    AA Combo : It is quick, but it certainly won't change the outcome of the fight. I think this one should be kept.

    Side-Tilt : It definitely shouldn't hit in the air and behind. Keep the animation, but let the sword glow appear later, when the sword is at at 45° angle approximatively, and modify the hitboxes accordingly. Besides, the glow is disappearing too quickly, which makes the animation look sluggish.

    Down-Tilt : I have no idea why you put such an extremely short-ranged attack on a character that focuses on keeping the enemy very far from you. It basically makes the move to be never used. 2 things : first, make it have more range. Right now, the hitboxes don't even cover his feet ! XD Secondly, give it some purpose. Either make it much more powerful. Like ... Snake's Up-Tilt or something., or give it some reasonnably interesting purpose. Wind effect, temporary paralysis, trips once in a while, idk. Just give the player a reason to use this move.

    Up-Tilt : Good. Keep this one, but reduce the knockback : it's more than his Up-Smash.  Wink

    Dash attack : For once, you should extend a bit the range of this move. It's one of the the purposes of a dash attack to move away the opponent.

    Side-Smash : The charging thing is nice. Keep it like that.

    Side-Side-Smash : Looks : perfect. But add some damage and a little knockback, pleeease. T-T

    Up-Side-Smash : A Smash that can't even kill at 500% ? oÔ It's already not that easy to pull off, because :
    1) If it's not charged, then the enemy is at a very close range. If the enemy is at a very close range with Aeon, then there definitely is something wrong.
    2) If it's charged, the hit of the charging makes it a bit harder to land.
    3) Moveset hackers have to understand we won't use a alternative smash instinctively unless we have a very good reason to.

    I don't really know what to suggest, here ...  Undecided It definitely needs an increase in power and knockback. Smashes aren't meant to be combo starters like that IMHO. And the kick is not that great ... I suggest you to look at the Echo Blade movesets done by .Fade if you want better ideas. His alternate smashes were really good. Maybe you could simply try an attack that hits behind after a delay ? With the "spinning throwing trophy stand", couldn't you throw together something ?  Smiley

    Down-Side-Smash : Good looking, effective and all ... But add some knockback. Seriously. A smash that cannot kill at 300% is just ridiculous.

    Up-Smash : At the end of the attack, Aeon shouldn't come back to where he was at the beginning. It looks terrible. And the cursor on his head doesn't move, but Aeon does. This needs a fix. Except for that, it's good. Maybe 1-2 more damage and some knockback ? It's supposed to be his more powerful smash, isn't it ?

    Down-Smash : Remove about a third of the range. It's really too much. And reduce the knockback : it's more powerful than the Up-Smash.  Wink There's also a mistake in the hitboxes : this move doesn't hit the enemies that are in front of and close to Aeon.

    Neutral-Aerial : It's okay.

    Forward-Aerial : Ooooohhhh .... nice. Pretty looking, and inventive. Just be careful : during the second part of the move, there's one glow too many in the middle. And I think you should give a little more knockback to the second hit, and a bit less to the first one.  Smiley

    Back-Aerial : Good. A little more Knockback, perhaps ? ^^

    Up-Aerial : Good. Maybe reduce a bit the size of the lower hitboxes.

    Down-Aerial : Nice too. A bit unusual, but it's okay. For the animation when Aeon touches the groung while doing this, you should use the animation of Marth's AFA's landing.

    Neutral-B (Uncharged) : Too much range ! And the hitboxes don't match the glow when hitting behind. Cut the range in two, seriously. This is supposed to be a bit defensive, until you can get the charge. Finally, there's some trouble with the positioning. Just like the Up-Smash, he shouldn't go back to his initial position the way he does here. Just give him the same thing as for the Side-Tilt, maybe ? oÔ

    Neutral-B (Charge 1) : Shouldn't this move hit even when the enemy is close to you ?  Undecided Besides, the laser doesn't look very convincing. You should borrow the one from greeneggsandham's Neku.

    Neutral-B (Charge 2) : The attack is too short and quick ... I don't really know what to suggest, but you need to make something that doesn't disappear in a flash. besides, the move only hits once when an enemy is right in front of Aeon.

    Neutral-B (Charge 3) : The attack occurs too quickly. Wait for Aeon to finish is "throwing sword" bit of animation, then before he crosses his arms, the time stop happens. Remember this move  wasn't instantanate either in Castlevania. Reduce the size of the graphics and hitbox a bit. The graphics don't match the hitbox (graphics are too large).

    Side-B : Ugh ... The animation is okay and the green glow is a nice touch, but ... it's glitchy. Waaay too much. The part where he goes backward after hitting shouldn't exist at all. This little things makes him go back very quickly if your hitting the B-Button is fast enough. When he uses it near the edge of a platform, he flies past it (this shouldn't happen ...) , then teleports back to where he was. When using it in the air, the cursor doesn't follow him properly (it's beind Aeon). Finally, this is really broken as a recovery, and it gives him far too much air control. He should definitely fall into helpless mode after one aerial Side-B. And he's so fast, you should reduce the range of the aerial version by one third. And the range of the ground version by between one quarter and one third. Right now, this move gives far too much position control to Aeon (huge range should be enough control for him), and it's glitchy. If you want to fix only one move, fix this one.  Tongue

    Up-B : Mmhhh ... I think that since he's got three jumps to attack his opponent, an helpless state after using the third one would be a good idea. (Again, because he has too much position control) And on the other hand you should reduce the height of his Grounded Up-B jump. It's impratical for both the player and his opponent.

    Down-B : You should enlarge the area of effect of the counter itself. Besides, the does practically nothing against airborne opponent, so you should equilibrate it with a spike, as an example. (Besides, it would be so badass to counter an opponent into a spike and kill him. Tongue)

    Final Smash : It glitches and loops when used on the ground. And you should definitely look into FS glow issue. Using more FS during the fight adds more glows, and thus reduces bit by bit the number of effects that the game can display.

    Taunts : Unchanged.  :'(

    Grabs : Unchanged, I suppose ?

    Very last issue and I'll stop tormenting you : When doing a "reverse side dodge" (if he faces right, and does a right dodge), his animation should be facing the other side. Right now, it just looks weird.  Tongue

    I ... guess that's it. Thanks for your attention. And good luck with the improvements.  Wink


    [/spoiler]




    It took me that long to update my hack because of school.
    It's really  hard work for a single person to make a good PSA and completely new moves but I like it.

    Now this project -a character with complete new moves- will be my combback.
    Enjoy it and gife feedback.
    I know that I'm competing with the much more popular Sephiroth (It's hard to compare a Final Fantasy legend with a Castlevania newcomer) but perhaps you will try it. He's my best Project until now.

    Feedback would be nice Wink
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    SiLeNtDo0m
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    « Reply #131 on: April 15, 2011, 10:16:59 AM »


    Awesome!  I'm so gonna test this right away as soon as I get time!
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    « Reply #132 on: April 15, 2011, 11:06:00 AM »


    FINEESH UR SORENZOR PSA CUZ H4X0R IS MAKING NEW VERTEX!!11! (i think)
    ...yea.
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    « Reply #133 on: April 15, 2011, 12:48:42 PM »


    Awesome for reviving my favorite hack of yours =)
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    « Reply #134 on: April 15, 2011, 05:18:05 PM »


    Great! I loved this PSA, but I switched to Sephiroth because the last version had some glitches (mainly Side-B and Final Smash) but with this new version Sephy has to make some room for Aeon! come on clone engine where are you T_T
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