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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 347790 times)
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Amarythe
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    « Reply #645 on: April 06, 2014, 06:17:12 AM »


    I wouldn't bother with that animation.

    His jumps just aren't attacks... it really wouldn't look or feel right at all.

    Post Merge: April 06, 2014, 09:41:45 PM
    Mario's UAir (Jump Kick) is at 100% now. Using an RA-Bit, I got the hover feature to work flawlessly. What's awesome about this move is that it doubles as a short recovery option! It's awesome for both ledge-hogging and edge-guarding. Wink

    The DAir (Ground Pound) is looking good so far. There's a bug with it though: normally, when you use it, you float in the air for a few frames before falling. But, if your fast falling, for some reason the floaty effect doesn't register. Other than that, it's largely functional and it's a great, though predictable kill option.

    I've got a really good build of his Dash Attack (SM64 Dive Tackle) working right now. You can even press A while sliding to cancel the move, just like in his games! However, I want to make it so that this move can slide right off of the ledge. Wink It'll make the attack feel more natural, not to mention more true to his series.

    And finally... the NAir (Spin Jump)! After racking my brain for solutions, I finally had to enlist KJP's help; and he polished the move up really well! You bounce after the hitbox connects... and not only that, but you can cancel the move into itself, and keep bouncing, and bouncing, and bouncing! It's awesome! And not only that, but just like in Super Mario World, there are two different kinds of bounces. If you're not holding the A button, you do a small bounce . But hold the A button, and you go up about twice as high! Pretty thorough, huh? Wink

    Mario has a maaaaassive change list, so I want this moveset to involve a great deal of changes. I'll be releasing this once I've finished every texture, every standard attack, all grab related features and one or two taunts. In terms of the PSA, that's about...4 out of 12 changes left!
    « Last Edit: April 06, 2014, 09:41:45 PM by Amarythe » Logged


    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!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #646 on: April 06, 2014, 11:36:34 PM »


    Cool sounds like he'll be fun to play as,  instead of the standard brawler of the Smash Bros. series. I really like what you're doing with him. Keep it up buddy.
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    « Reply #647 on: April 07, 2014, 06:48:53 AM »


    I wouldn't bother with that animation.

    His jumps just aren't attacks... it really wouldn't look or feel right at all.

    Post Merge: April 06, 2014, 09:41:45 PM
    Mario's UAir (Jump Kick) is at 100% now. Using an RA-Bit, I got the hover feature to work flawlessly. What's awesome about this move is that it doubles as a short recovery option! It's awesome for both ledge-hogging and edge-guarding. Wink

    The DAir (Ground Pound) is looking good so far. There's a bug with it though: normally, when you use it, you float in the air for a few frames before falling. But, if your fast falling, for some reason the floaty effect doesn't register. Other than that, it's largely functional and it's a great, though predictable kill option.

    I've got a really good build of his Dash Attack (SM64 Dive Tackle) working right now. You can even press A while sliding to cancel the move, just like in his games! However, I want to make it so that this move can slide right off of the ledge. Wink It'll make the attack feel more natural, not to mention more true to his series.

    And finally... the NAir (Spin Jump)! After racking my brain for solutions, I finally had to enlist KJP's help; and he polished the move up really well! You bounce after the hitbox connects... and not only that, but you can cancel the move into itself, and keep bouncing, and bouncing, and bouncing! It's awesome! And not only that, but just like in Super Mario World, there are two different kinds of bounces. If you're not holding the A button, you do a small bounce . But hold the A button, and you go up about twice as high! Pretty thorough, huh? Wink

    Mario has a maaaaassive change list, so I want this moveset to involve a great deal of changes. I'll be releasing this once I've finished every texture, every standard attack, all grab related features and one or two taunts. In terms of the PSA, that's about...4 out of 12 changes left!
    He should be called Jumpman instead of Mario in your PSA... Lol...
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    « Reply #648 on: April 07, 2014, 06:57:03 AM »


    There'll be a Jumpman texture in the package at least, haha.

    Oh, one thing I forgot to mention... his NAir can even bounce off of projectiles! It's pretty hilarious.

    I'm also looking to make it so that whenever you use the Fire Ball special, the model/textures change to their Fire Mario equivalent! ...However, I've never tackled anything like this before, so if anybody has some advice about it, that would help. The SMBZ mario should be a good reference. I can't find any tutorials yet though...
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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!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #649 on: April 07, 2014, 07:15:47 AM »


    There'll be a Jumpman texture in the package at least, haha.

    Oh, one thing I forgot to mention... his NAir can even bounce off of projectiles! It's pretty hilarious.

    I'm also looking to make it so that whenever you use the Fire Ball special, the model/textures change to their Fire Mario equivalent! ...However, I've never tackled anything like this before, so if anybody has some advice about it, that would help. The SMBZ mario should be a good reference. I can't find any tutorials yet though...

    You'd have to use model changers for that.
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    « Reply #650 on: April 07, 2014, 07:53:53 AM »


    You'd have to use model changers for that.
    this you would have to make each mario model have both colors inside the pcs with doubled polygons with visibility bones, you can easily just take the models from smbz and use them and adapt the model changers
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    « Reply #651 on: April 07, 2014, 08:03:13 AM »


    You'd have to use model changers for that.
    I understand that, it's mainly setting up the slot files that I'm a little foggy about.

    this you would have to make each mario model have both colors inside the pcs with doubled polygons with visibility bones, you can easily just take the models from smbz and use them and adapt the model changers
    I can't simply take the models from SMBZ Mario, because my project is now utilizing Melee Mario's model. However, I can easily put his hack and mine side by side and simply adapt what he changed to my files, no?

    I also found Black Jack's tutorial on it. It's... not the most articulate piece of work, but it'll still be a great help.
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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!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #652 on: April 07, 2014, 08:06:51 AM »


    I understand that, it's mainly setting up the slot files that I'm a little foggy about.
    I can't simply take the models from SMBZ Mario, because my project is now utilizing Melee Mario's model. However, I can easily put his hack and mine side by side and simply adapt what he changed to my files, no?

    I also found Black Jack's tutorial on it. It's... not the most articulate piece of work, but it'll still be a great help.
    well techicaly what mariodk did was duplicate the polygons that will change colors and  the materials of those polygons and made them load diferent textures and be visible at diferent times, it can all be done with bb but thakes abit of time.
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    Amarythe
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    « Reply #653 on: April 07, 2014, 08:13:27 AM »


    well techicaly what mariodk did was duplicate the polygons that will change colors and  the materials of those polygons and made them load diferent textures and be visible at diferent times, it can all be done with bb but thakes abit of time.
    Can I safely assume that a polygon is basically an object? Objects in the previewer are often named polygons.

    I don't see why he'd need to change the materials. Wouldn't each new object utilize it's own respective material? I.E., the same material the former object used?
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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!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #654 on: April 07, 2014, 08:28:35 AM »


    Can I safely assume that a polygon is basically an object? Objects in the previewer are often named polygons.

    I don't see why he'd need to change the materials. Wouldn't each new object utilize it's own respective material? I.E., the same material the former object used?
    the material is the same but it has to change the texture name to call another texture like i said duplicated the material and changed the texture reference
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    Amarythe
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    « Reply #655 on: April 07, 2014, 08:44:30 AM »


    the material is the same but it has to change the texture name to call another texture like i said duplicated the material and changed the texture reference
    Oh, doi. That should've been obvious, haha. Thanks!
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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!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #656 on: April 10, 2014, 06:18:53 PM »


    Terrible news everybody. Just awful, awful stuff.

    My SD card randomly decided to format itself last night. Meaning, everything got corrupted, and eventually deleted.

    Currently unreleased material that is now forever gone includes:
    - Meta Knight's 3.0 Upate and all of his new costumes
    - The update to the previously release Ganondorf PSA, and his new costumes
    - 3 different new Smash 3 ready Captain Falcon textures
    - The nearly completed Stage expansion

    Among various other things I'm too frustrated to remember.
    It's a really [censored]ty situation, basically.

    But, the project isn't going to die. I'm going to steady myself and takes things slow... one character at a time. Starting from Mario, working my way down. At least focusing on other characters will be a bit of a breath of fresh air. <_<

    This isn't same lame attempt at a late April Fool's joke. This really happened. >_>


    Caporai here (and also my first post in KC.MM forum.)

    I feel really bad for your great there Amarythe. But I hope things are going well after the incident.

    Btw how far did you get from 41.67% Ganondorf since the ? and was it only for Fist Ganon? (I'm currently checking on BronzeGreekGod Sword Ganon for improvment there if you guys wanna combine both of them as one.)
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    Amarythe
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    « Reply #657 on: April 10, 2014, 08:07:06 PM »


    So... Project M now has BrawlEX support.

    ...Suffice it to say the change list for this project has expanded infinitely.

    I feel really bad for your great there Amarythe. But I hope things are going well after the incident.

    Btw how far did you get from 41.67% Ganondorf since the ? and was it only for Fist Ganon? (I'm currently checking on BronzeGreekGod Sword Ganon for improvment there if you guys wanna combine both of them as one.)

    Haha, thanks man. It was a fairly frustrating , but nothing earth shattering.

    Ganondorf received a bunch of slight tweaks and fixes before everything crashed, plus a new Up Throw. That, and I was starting to tweak some animations for his swordplay. Yeah, it was only fist Ganon at that point really.

    Me and Bronze won't be combining our work as one, since we've both got some slightly different ideas for approaching the character. However, we bounce ideas off of each other here and there. Sword Ganon will come some day.
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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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    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #658 on: April 10, 2014, 08:51:26 PM »


    Just wanted to inform you:

    None of your cape attacks will look "correct" in the middle of a fight.

    That's because...

     environment effecting things like cape > animation effecting cape
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    « Reply #659 on: April 11, 2014, 02:43:52 AM »


    Just wanted to inform you:

    None of your cape attacks will look "correct" in the middle of a fight.

    That's because...

     environment effecting things like cape > animation effecting cape
    the cape doesnt follow the wind its an article
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