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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 347693 times)
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Kienamaru
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    « Reply #195 on: September 22, 2013, 10:38:58 AM »


    Everything sounds good in the Ganondorf aside of him having that knee. He doesn't seem like he would fight with his legs as much.
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    « Reply #196 on: September 22, 2013, 10:48:59 AM »


    Everything sounds good in the Ganondorf aside of him having that knee. He doesn't seem like he would fight with his legs as much.
    You kiddin'? Nothing says "don't [censored] with me, I'm an insane power-house" like jamming your knee into somebody's mouth.

    As a matter of fact, Ganondorf's only Zelda-game melee attack ever was a kick. His Brawl F Tilt comes straight from Twilight Princess. I can't over-prioritize attacks with his fists when Zelda has only featured Ganondorf fighting with his legs.
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    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

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    « Reply #197 on: September 22, 2013, 12:43:17 PM »


    Haven't read the thread through, so I'm sorry if any of this has been said before.
    Ganon:
    USmash-Animation looks pretty good overall, and the move is very satisfying to land. The way his body's contorted is a little off though (maybe you could have him stretch out more?) and there is ZERO transition in and out of the charging animation.
    Dash Attack- Not sure what you're planning for this, but as is it seems weird for him to go straight from a hover (which looks great btw) to a grounded Dash Attack. My suggestion is for him to do his current Down B at a slight angle into the ground, so that Down B can be replaced with something more fitting.
    Nair-Good.
    Bair-When slowed down, he flickers  to an insane amount, but not too noticeable in game so w/e.
    Uair-This is great. It's so much more fitting as an UAir that I have to wonder why the hell anyone made it a smash.
    Fair-Meh.
    Dair-His foot sticks out of his cape really noticeably. Once I saw it, I couldn't unsee it. Is his kick so powerful he rips through his own cape by accident? Also, the foot he kicks with at the end seems to be pointed a little too far back at the end of the animation, but it's nothing major.
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    « Reply #198 on: September 22, 2013, 02:17:55 PM »


    Well, I didn't test these releases yet... what I'll definitely do... BUT
    I sent you a Minus Version of your True Toon Link... Can you tell me your opinion about it?
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    « Reply #199 on: September 22, 2013, 02:26:38 PM »


    I've yet to test your Toon Link! Doing that right now...

    USmash-Animation looks pretty good overall, and the move is very satisfying to land. The way his body's contorted is a little off though (maybe you could have him stretch out more?) and there is ZERO transition in and out of the charging animation.
    Yeah, it's Captain Falcon's Up Throw, so things are a tad wonkey right now. There is actually one frame between the charge and the hitbox though... xD I'll fix it, don't worry.

    Dash Attack- Not sure what you're planning for this, but as is it seems weird for him to go straight from a hover (which looks great btw) to a grounded Dash Attack. My suggestion is for him to do his current Down B at a slight angle into the ground, so that Down B can be replaced with something more fitting.
    Congratulations, you just guessed what I already had planned for his Dash Attack! I only didn't include it because I want to change his Down B first... which is going to be a real pain...

    Nair-Good.
    ...Seriously? It's the worst move right now, way too hard to land. Too slow and the hitbox doesn't last long enough... that and he floats a tiny bit during the animation. Sad

    Bair-When slowed down, he flickers  to an insane amount, but not too noticeable in game so w/e.
    :C There's nothing I can do about that, I don't think. This happens randomly to many of my animations... good thing you can't see it at standard speed at least.

    Uair-This is great. It's so much more fitting as an UAir that I have to wonder why the hell anyone made it a smash.
    Awwwww yeah. I actually rather liked it as a smash... but I needed to de-clone both his USmash and UAir!

    Fair-Meh.
    You no lyk? The programming is just a tad unrefined... but otherwise I think it's awesome on Ganondorf.

    Dair-His foot sticks out of his cape really noticeably. Once I saw it, I couldn't unsee it. Is his kick so powerful he rips through his own cape by accident? Also, the foot he kicks with at the end seems to be pointed a little too far back at the end of the animation, but it's nothing major.
    ...Gonna have to double check this, 'cause I haven't seen this bug yet. :/ Which foots do you mean, the kicking-foot or the non-kicking-foot?

    Post Merge: September 22, 2013, 03:32:55 PM
    Baaaaaaaaaad news Akeno!

    Either the PSA itself is MEGA buggy and causes freezing... or... (and this is the more likely problem) I can't test it because I don't haw Brawl Minus! Stupid of me not to mention that... lol.

    You should find somebody to test it or confirm its quality for yourself, because I certainly can't. Sad
    « Last Edit: September 22, 2013, 03:37:29 PM by Amarythe » Logged


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    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

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    « Reply #200 on: September 22, 2013, 09:33:10 PM »


    I have been having problems downloading your stuff because of how it is set up in mediafire. 
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    « Reply #201 on: September 23, 2013, 05:00:28 AM »


    I just downloaded what you reported, it's working perfectly fine. Anybody else having trouble?
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    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

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    « Reply #202 on: September 23, 2013, 06:52:30 AM »


    Alright then. It is true that he only hits with weapons and his foot in TP... but his arms are huge! Why not make use of that in a few moves? I mean I guess if all else fails you could at least tweak the Knee animation so that his arms looked a bit more.. evil. Maybe not have them down at his sides but have one sort at shoulder length with an open hand. You could even combine his knee with his fair, so he does the knee, raises his arm up, and then comes down with the haymaker
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    « Reply #203 on: September 23, 2013, 07:16:55 AM »


    I have been having problems downloading your stuff because of how it is set up in mediafire. 
    I just downloaded what you reported, it's working perfectly fine. Anybody else having trouble?
    Well, it's maybe because they are separated file by file in the folder... But they work perfectly fine though.
    Alright then. It is true that he only hits with weapons and his foot in TP... but his arms are huge! Why not make use of that in a few moves? I mean I guess if all else fails you could at least tweak the Knee animation so that his arms looked a bit more.. evil. Maybe not have them down at his sides but have one sort at shoulder length with an open hand. You could even combine his knee with his fair, so he does the knee, raises his arm up, and then comes down with the haymaker
    That idea sounds good...
    I didn't test him yet, but I remeber Ganon using his punch to smash the ground in OoT... Why not putting this as an Air down B?
    « Last Edit: September 23, 2013, 07:19:05 AM by Akeno-sempai » Logged

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    « Reply #204 on: September 23, 2013, 08:11:26 AM »


    Yeah, a Ganon slam sounds awesome. Have it go directly downward and damage a radius around him when he lands; very reminiscent of Ocarina as well as DK's Down-B. Something else you could throw in is when he blocks attacks in his OoT battle, he draws his cloak around his body with his right arm. That could be his shield hold animation.

    Just something small that I thought might be interesting... Bowser has a Shell Dodge animation in Bowser's Inside Story battles when he draws his shell down to deflect overhead attacks. It'd be nice to add as his "going into crouch" animation and it wouldn't take too much time to shoop in.
    « Last Edit: September 23, 2013, 01:05:05 PM by GigasOverlord » Logged

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    « Reply #205 on: September 23, 2013, 06:01:35 PM »


    Alright then. It is true that he only hits with weapons and his foot in TP... but his arms are huge! Why not make use of that in a few moves? I mean I guess if all else fails you could at least tweak the Knee animation so that his arms looked a bit more.. evil. Maybe not have them down at his sides but have one sort at shoulder length with an open hand. You could even combine his knee with his fair, so he does the knee, raises his arm up, and then comes down with the haymaker
    Haha, don't worry; I have an AWESOME idea for Ganondorf's new Down Smash which utilizes... maybe not his fists, but certainly his hands. I need to de-clone the move, that's why I'm changing it.

    Your suggestion about the animation is interesting, I'll see if I can make it look cool. About applying the haymaker to the move... I wonder if that's wise, for several reasons.
    1) The haymaker is already his BAir
    2) There's no specific reason that I should do this
    3) If the move misses, Ganondorf would look stupid following up the attack against an opponent who isn't there. (But I admit with some coding I could do a "If Hitbox Connects" and take things from there)
    4) Most importantly, the haymaker probably wouldn't connect unless I made it SUPER fast, most likely to the point that it looks unrecognizable/strange
    5) Sounds like a lot of animation work xD

    I don't mean to knock your idea, because I found it really creative. I'm CERTAINLY all for letting Akeno add it to his Minus version of my hacks, because he's taken an active interest in doing that.

    Well, it's maybe because they are separated file by file in the folder... But they work perfectly fine though.
    I don't understand. Clicking the link takes you directly to the folder where the needed file is placed. All you gotta do is click the .rar and you're good to go. I honestly couldn't make the process simpler if I tried... Sad

    That idea sounds good...
    I didn't test him yet, but I remember Ganon using his punch to smash the ground in OoT... Why not putting this as an Air down B?
    Already planned!
    ...However, I've been entertaining the idea of making this move his UP B, since he DOES go skyward when using the attack. I don't like the fact that his Up B is a clone, and right now I can't think of anything to replace it with.

    And as I've stated before, I have NO luck at all editing Special attacks. I absolutely hate how much harder it is to do coding for them, and I REALLY don't understand why they don't function like any other standard subaction...

    Something else you could throw in is when he blocks attacks in his OoT battle, he draws his cloak around his body with his right arm. That could be his shield hold animation.
    Oooooh... OOOH, I really like that! Plus, I had already planned to utilize his cape in his Jab attack. Remember how he uses his cape to reflect projectiles? Expect Ganondorf to punish projectile users with ease in a future release. Wink

    Just something small that I thought might be interesting... Bowser has a Shell Dodge animation in Bowser's Inside Story battles when he draws his shell down to deflect overhead attacks. It'd be nice to add as his "going into crouch" animation and it wouldn't take too much time to shoop in.
    I didn't notice this when look at his BIS sprite sheet, I'll have to look into it.

    By the way, do you like his new F Smash? Right now I'm addicted to playing my True Bowser because of it... even though it's only one of two changes! xD Although the animation is a little strange for like, 2-3 frames at best, I consider it one of my prime animation achievements. The animation is 100% custom made, modeled entirely after each and every sprite for the attack from the actual game!! Pretty neat, huh? I've actually never made a custom animation without using at least SOME sort of base before.
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    « Reply #206 on: September 23, 2013, 11:34:22 PM »


    Your animations will look much better when you start moving the HipN bone around.

    Right now, it's kinda obvious that you aren't moving it.
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    « Reply #207 on: September 24, 2013, 04:47:55 AM »


    However, I've been entertaining the idea of making this move his UP B, since he DOES go skyward when using the attack. I don't like the fact that his Up B is a clone, and right now I can't think of anything to replace it with. Haha, don't worry; I have an AWESOME idea for Ganondorf's new Down Smash which utilizes... maybe not his fists, but certainly his hands. I need to de-clone the move, that's why I'm changing it.

    I didn't notice this when look at his BIS sprite sheet, I'll have to look into it.

    By the way, do you like his new F Smash? Right now I'm addicted to playing my True Bowser because of it... even though it's only one of two changes! xD Although the animation is a little strange for like, 2-3 frames at best, I consider it one of my prime animation achievements.

    If you're having problems coding special moves, you could always integrate the fist slam idea into his Down-Smash. It'd be kind of like Wario's but behave more like a kill move instead of a ground lock.

    That's the joy of having sprite sheets when animating. If there's anything else from the sprite sheet that I could advocate throwing in, it'd be his flame breath animation. vBrawl's Flame Breath just doesn't look as clean when paired with the SSB4/BiS upright stance.

    Also, if you end up polishing the F-Smash animation even further, you can look at Dark Bowser's punch animation from the same game. It doesn't have him heft his leg up when charging, which might make it look better. Maybe a hybrid of both or something? Finally, if you're doing victory animations, his Level Up fist raise would be cool. Victory animations are really low priority, though.
    « Last Edit: September 24, 2013, 05:05:45 AM by GigasOverlord » Logged

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    « Reply #208 on: September 24, 2013, 04:58:57 PM »


    Your animations will look much better when you start moving the HipN bone around.

    Right now, it's kinda obvious that you aren't moving it.
    Noted. Though if you could be more specific...

    Finally, if you're doing victory animations, his Level Up fist raise would be cool. Victory animations are really low priority, though.
    Victory animations are being made, and I already had this idea. I may also include the upward-punch as an Up Tilt.
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    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

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    « Reply #209 on: September 24, 2013, 08:47:19 PM »


    Also I have an idea for one of bowsers specials. Instead of Bowser's down special the "Bowser Bomb". Why not replace that with M&L:BIS the smash he does with his shell in the roaming fields. He would hop up in the air spin inside of his shell and slam down on the ground, he did this to activate buttons in the Mushroom Kingdom.
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