BronzeGreekGod
Smash Lord
- Joined
- May 26, 2012
- Messages
- 1,638
So my second release has been completed and posted. The changes are posted below (there aren't too many huge changes). The next (and 3rd) release will include my regular (non sword mode) Ganondorf move set hack, and probably some more animation cleaning. The 4th release will probably include a new grapple move set (all his catch and catchattack psa and animations will be new).
I should mention for those who don't know, Ive mainly used animation and psa stuff that Ashingda created, and am editing them to my liking. So Credit goes to him. This couldn't have been done if it wasn't for his work!
3.1:
Hey guys sorry for the extreme delay on this but i'm finally ready to update! I know Ashingda has been posting his own updates with his magic mode, but I've been really concentrating on perfecting my sword mode. When I get around to a version of ganondorf that uses magic, I will be using a lot of ashingdas work, but it will have to be in a separate version of Ganondorf (not adding magic mode to this version of this mod). My current files are already maxed out, and I actually had to delete some of his original animations (i'll talk about this in more detail in a moment). Now when I do start working on a magic based ganondorf, I'm gona really be trying to recreate Character that feels like Ganondorf in the boss battle in OOT. So what I envision is using the clone engine so that i can add an extra character slot, one for TP ganon and one for OOT ganon.
Now details on the current update..
The sword move set is basically the same. The only thing majorly changed is his jab. I made it his thrusting attack rather than the slash it used to be. This is to make his move set more canonical. That being said some other changes you all may notice are his sweet spots. I've taken time to refine them to make him more balanced. I also fixed his up b in air (slowed it back down).
For his normal move set, this may make some people happy and others not so happy. I added my aerial down A from my older ganondorf hack. So now he has the fist ground pound deal as his down air. I plan on restoring his normal moveset when i get to releasing a magic move set in the future, but for now ive got it as this. Hopefully you guys enjoy it.
Other than that I've worked on a few aesthetic things. Let me know what you guys think. Enjoy!
http://www.mediafire.com/download/656unpfs60eph3x/ganon(4).rar
2.8 Updates:
Video - https://www.youtube.com/watch?v=Fq83pOHzwRQ
- Worked on starting animations for side b air and ground (thank you to kagemaru for ground start animation)
- Distance and speed traveled with air side b is changed
- Ground side b run animation improved
- Ground side b attack animation improved
- Minor animation cleaning
- Down b speed and distance slightly reduced
2.7 Updates:
- More animation cleaning
- Tweaked some hit boxes in a few more moves
- Gave tip of sword for up B more knockback
- slowed down neutral A attack
- Fixed speed of neutral B (may still need tweaking)
- can now jump off a ledge with neutral B if are close enough to the edge (speed of fall may need work)
- Tip of sword for neutral B has a bit more knockback
- slightly slowed down Down B animation start
- Side B now falls off edges instead of getting stuck
- When bumping into a wall with side B, goes into the normal run "bump into wall" animation.
- Shortened distance traveled of air side B
- Slowed down end of air side B attack animation so it cant be repeated over and over for recovery
Setbacks:
Im trying to change the speed of his Neutral B but it wont let me for some reason. It just doesn't work.
2nd release Updates:
- A number of animation clean ups to make things work more smoothly
- GFX and SFX fixes
- Edited forward smash to make the 2nd attack easier to execute
- Worked on balancing the power of a few attacks (AirF and AirB I believe had the biggest changes with this)
- Buffed side B attack a bit:
- starts off a bit stronger, and charges up faster now
- Can jump and block out of it on the ground, can dodge out of it in the air
- Air Side B attack momentum fixed to look better
- Neutral B hit boxes now start sooner
- AirB basically has a completely new animation
- Speed of AirD altered slightly
I think that covers all the updates. Please keep me posted with what you think and if you think balancing is off. If anything is too weak or too powerful please let me know.
I'm still thinking of a few ways to improve some stuff. And I do have some plans to change some attacks (mainly grab attacks).
Glitches/problems I know need work:
Aesthetic stuff
- Still need to perfect a number of animations
"Glitches"
- When ganon turns using his sword, there is still a flinch with the animation. The other flinches have been fixed.
- When walking and going into the Wait animation, it seems that the WalkBreak animation is being skipped because he goes straight into wait without a transition.
Other possible glitches - i still haven't tested this, but I used 2 of his beam sword Subactions for 2 of his attacks. so I'm not sure if using weapons would freeze the game. I personally dont use items so its not an issue for me.
Here's the Changelist from 2.3:
Neutral B - is back to the beta version where he jumps and attacks with his sword
Side B - dashing attack. Press A to complete the attack. The longer the dash goes for the more powerful the attack. if you time pressing A properly at the very end of the attack the move is extra powerful but is also slower.
Down b - begining of animation is slowed down. second part is sped up significantly. Damage dealt is low, and knockback is changed to help you set up for other attacks rather than it being a knockout move. GFX significantly changed
Up b - same except GFX are changed
Up smash - back to beta version
Up Tilt - 2.3 up smash, but much weaker. Can be interrupted after attacking so it can be used for combos
down tilt - forward sword jab, pops enemies up and towards you slightly. can be used to combo
forward smash - back to what the beta version was except using his elbow (elbow and then press a again to execute a sword swing). Also this can not be angled up and down any more.
down smash - speed of attack changed
side tilt - sparta kick (sparta kick can only be used straight to the side now not at an upward and downward angle)
B air - back to betas sword slash
down taunt (pull out and put away sword) - added a gfx to make it look like he is magically materializing the sword rather than it just appearing in his hand.
I think that covers everything. You may find a few things I forgot to mention. Heres the file... enjoy and let me know what you think!
3.1 - http://www.mediafire.com/download/656unpfs60eph3x/ganon(4).rar
3.0 - http://www.mediafire.com/download/50z08bxkdaflaz5/ganon(3).rar
Version 2.8 - http://www.mediafire.com/download/bcaszb67gplnm6e/ganon(2).rar
Version 2.4 - http://www.mediafire.com/download/vpphxetd9w3q4l1/Ganon sword good.rar
Version 2.5 - http://www.mediafire.com/download/8xi0aitcxukyvir/GanonUpdate.rar
Version 2.6 - http://www.mediafire.com/download/d1kv7410exgxr45/ganonUpdate(2).rar
Version 2.7 - http://www.mediafire.com/download/5b5fvd22ds93w4p/ganon2.7.rar
Oh ps.. if anyone can make a video of this, that would be great. I dont know how to do that.
I should mention for those who don't know, Ive mainly used animation and psa stuff that Ashingda created, and am editing them to my liking. So Credit goes to him. This couldn't have been done if it wasn't for his work!
3.1:
Hey guys sorry for the extreme delay on this but i'm finally ready to update! I know Ashingda has been posting his own updates with his magic mode, but I've been really concentrating on perfecting my sword mode. When I get around to a version of ganondorf that uses magic, I will be using a lot of ashingdas work, but it will have to be in a separate version of Ganondorf (not adding magic mode to this version of this mod). My current files are already maxed out, and I actually had to delete some of his original animations (i'll talk about this in more detail in a moment). Now when I do start working on a magic based ganondorf, I'm gona really be trying to recreate Character that feels like Ganondorf in the boss battle in OOT. So what I envision is using the clone engine so that i can add an extra character slot, one for TP ganon and one for OOT ganon.
Now details on the current update..
The sword move set is basically the same. The only thing majorly changed is his jab. I made it his thrusting attack rather than the slash it used to be. This is to make his move set more canonical. That being said some other changes you all may notice are his sweet spots. I've taken time to refine them to make him more balanced. I also fixed his up b in air (slowed it back down).
For his normal move set, this may make some people happy and others not so happy. I added my aerial down A from my older ganondorf hack. So now he has the fist ground pound deal as his down air. I plan on restoring his normal moveset when i get to releasing a magic move set in the future, but for now ive got it as this. Hopefully you guys enjoy it.
Other than that I've worked on a few aesthetic things. Let me know what you guys think. Enjoy!
http://www.mediafire.com/download/656unpfs60eph3x/ganon(4).rar
2.8 Updates:
Video - https://www.youtube.com/watch?v=Fq83pOHzwRQ
- Worked on starting animations for side b air and ground (thank you to kagemaru for ground start animation)
- Distance and speed traveled with air side b is changed
- Ground side b run animation improved
- Ground side b attack animation improved
- Minor animation cleaning
- Down b speed and distance slightly reduced
2.7 Updates:
- More animation cleaning
- Tweaked some hit boxes in a few more moves
- Gave tip of sword for up B more knockback
- slowed down neutral A attack
- Fixed speed of neutral B (may still need tweaking)
- can now jump off a ledge with neutral B if are close enough to the edge (speed of fall may need work)
- Tip of sword for neutral B has a bit more knockback
- slightly slowed down Down B animation start
- Side B now falls off edges instead of getting stuck
- When bumping into a wall with side B, goes into the normal run "bump into wall" animation.
- Shortened distance traveled of air side B
- Slowed down end of air side B attack animation so it cant be repeated over and over for recovery
Setbacks:
Im trying to change the speed of his Neutral B but it wont let me for some reason. It just doesn't work.
2nd release Updates:
- A number of animation clean ups to make things work more smoothly
- GFX and SFX fixes
- Edited forward smash to make the 2nd attack easier to execute
- Worked on balancing the power of a few attacks (AirF and AirB I believe had the biggest changes with this)
- Buffed side B attack a bit:
- starts off a bit stronger, and charges up faster now
- Can jump and block out of it on the ground, can dodge out of it in the air
- Air Side B attack momentum fixed to look better
- Neutral B hit boxes now start sooner
- AirB basically has a completely new animation
- Speed of AirD altered slightly
I think that covers all the updates. Please keep me posted with what you think and if you think balancing is off. If anything is too weak or too powerful please let me know.
I'm still thinking of a few ways to improve some stuff. And I do have some plans to change some attacks (mainly grab attacks).
Glitches/problems I know need work:
Aesthetic stuff
- Still need to perfect a number of animations
"Glitches"
- When ganon turns using his sword, there is still a flinch with the animation. The other flinches have been fixed.
- When walking and going into the Wait animation, it seems that the WalkBreak animation is being skipped because he goes straight into wait without a transition.
Other possible glitches - i still haven't tested this, but I used 2 of his beam sword Subactions for 2 of his attacks. so I'm not sure if using weapons would freeze the game. I personally dont use items so its not an issue for me.
Here's the Changelist from 2.3:
Neutral B - is back to the beta version where he jumps and attacks with his sword
Side B - dashing attack. Press A to complete the attack. The longer the dash goes for the more powerful the attack. if you time pressing A properly at the very end of the attack the move is extra powerful but is also slower.
Down b - begining of animation is slowed down. second part is sped up significantly. Damage dealt is low, and knockback is changed to help you set up for other attacks rather than it being a knockout move. GFX significantly changed
Up b - same except GFX are changed
Up smash - back to beta version
Up Tilt - 2.3 up smash, but much weaker. Can be interrupted after attacking so it can be used for combos
down tilt - forward sword jab, pops enemies up and towards you slightly. can be used to combo
forward smash - back to what the beta version was except using his elbow (elbow and then press a again to execute a sword swing). Also this can not be angled up and down any more.
down smash - speed of attack changed
side tilt - sparta kick (sparta kick can only be used straight to the side now not at an upward and downward angle)
B air - back to betas sword slash
down taunt (pull out and put away sword) - added a gfx to make it look like he is magically materializing the sword rather than it just appearing in his hand.
I think that covers everything. You may find a few things I forgot to mention. Heres the file... enjoy and let me know what you think!
3.1 - http://www.mediafire.com/download/656unpfs60eph3x/ganon(4).rar
3.0 - http://www.mediafire.com/download/50z08bxkdaflaz5/ganon(3).rar
Version 2.8 - http://www.mediafire.com/download/bcaszb67gplnm6e/ganon(2).rar
Version 2.4 - http://www.mediafire.com/download/vpphxetd9w3q4l1/Ganon sword good.rar
Version 2.5 - http://www.mediafire.com/download/8xi0aitcxukyvir/GanonUpdate.rar
Version 2.6 - http://www.mediafire.com/download/d1kv7410exgxr45/ganonUpdate(2).rar
Version 2.7 - http://www.mediafire.com/download/5b5fvd22ds93w4p/ganon2.7.rar
Oh ps.. if anyone can make a video of this, that would be great. I dont know how to do that.
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