kalvinwithak
Smash Apprentice
- Joined
- May 2, 2015
- Messages
- 172
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Just popping in to say that aside from the fact that article porting isn't possible, Falcon's FS is hard as hell to work with. Trust me when I say I wasted a month of my life trying to make the anime falcon punch work the way I wanted it to.I'm sure that Shulk's FS would be modified from Captain Falcons Final Smash because of the similar execution and just make it do multi-hit damage once ensnared. (Although I have no clue if that's actually possible since I've never attempted something like character modding in Brawl, let alone make a decent character model that looks like it would actually belong in the game.)
Good idea. And have it move K. Rool like ROB's BAir.I have an idea for K.Rool's Back Air attack
View attachment 93655
What if he pulls out his Blunderbuss, positions it behind his back to shoot a close-range burst of flames? And throughout the attack's animation, K. Rool would have a similar pose to the image above, while staring at the screen as well.
Or this idea could be used for something else.
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Oh my goodness, lookit that beautiful lighting...
Butt.
Not a bad idea but the position in the image looks a little awkward for a B-air.I have an idea for K.Rool's Back Air attack
View attachment 93655
What if he pulls out his Blunderbuss, positions it behind his back to shoot a close-range burst of flames? And throughout the attack's animation, K. Rool would have a similar pose to the image above, while staring at the screen as well.
Or this idea could be used for something else.
Keeping in mind that this isn't final, the problems which can be foreseen is the model's restrictions/limitations. Due to the proportions of his body, the shoulders look very awkward when his arms go upright. It's cool that you attempted an homage to the Paeon render, but that render and Classic K.Rool model are quite incompatible, due to the tiny legs and broad shoulders.Up tilt:
Would it be possible to have both his legs face sideways during this animation? Like the image below?And nothing really special, but here is what you get when you use Side B when crown is already thrown:
His shoulders are posed like that for few frames, but i can see the problem here. And Paeon K. Rool has small legs as well, but shoulders still are wider here, so...yeah.I love every move thus far except for Up Tilt.
Keeping in mind that this isn't final, the problems which can be foreseen is the model's restrictions/limitations. Due to the proportions of his body, the shoulders look very awkward when his arms go upright. It's cool that you attempted an homage to the Paeon render, but that render and Classic K.Rool model are quite incompatible, due to the tiny legs and broad shoulders.
That would require remaking whole animation for both this and Side B, but it can be done. Its like this because of how original Side B animation looks like.Would it be possible to have both his legs face sideways during this animation? Like the image below?
View attachment 93754
The pic you showed has his right leg facing the screen, which gives the impression it is extremely thin while the left one's thick.
It is possible. Would be more accurate too. But first, i'll need to see how it would look like with different animations. Animations K. Rool had in DKC1 are kinda stiff.Speaking of his legs, in both the Paeon and Classic renders of K.Rool (including 2D pic above), his thighs are fat near the area where they connect to his main body.
View attachment 93756
Is it possible to increase the thickness of the current model's thighs? This would visually hide the hollow ''rings'' seen below.
View attachment 93757
If i could properly rip his lines from complex cutscenes (those that don't just use standing, talking, something else, etc. animations), i would have all of the taunts and victory animations ready. But audio for complex cutscenes in XC has voices, SFX and music together instead of separating them (and those are real-time cutscenes, so...why?), so, there are barely any clean Metal Face lines thanks to his constant movement that produces that "WROOOM" sound 24/7. And his default voice (one from SSB4) is noticeably different from one he had in XC (its not as low and growling as it was before and it overall more serious). Just compare how he says "Die!" and "I'll slice you into pieces" in XC to how he says same lines in SSB4.Also, maybe for one of MF''s taunts he could "Didn't work then, won't work now!" like he did in XC
...Smash 4? What it has to do with this? If you don't mention it as something related to any of this, then yeah, it is easier to do that in Sm4sh, but what about actually loading stuff here?Looks great! It seems like Smash 4 is a lot more flexible in terms of adding character slots than Brawl is!
One question, what about the A.I of these custom fighters? How is it coded? Do you just code the Level 9 one or do all levels have to be coded seperately?
Perhaps for Up Tilt, you can have K.Rool do a vertical swing upwards with his arm (as a swipe or punch)? Or perhaps have him bite up? Another idea would be to have him curl up into a ball as he jumps a few feet off the ground (based on his DK: Jungle Climber attack, where he bounces around the arena curled up as a ball).His shoulders are posed like that for few frames, but i can see the problem here. And Paeon K. Rool has small legs as well, but shoulders still are wider here, so...yeah.
What if you made him take a step forward as he throws the crown? Would that be a better transition on having both his feet face sideways?That would require remaking whole animation for both this and Side B, but it can be done. Its like this because of how original Side B animation looks like.
View attachment 93761
I just need to properly replicate that DKC1 animation without looking stiff.
Thank you. Visually and aesthetically, I think it'd be more appealingIt is possible. Would be more accurate too. But first, i'll need to see how it would look like with different animations. Animations K. Rool had in DKC1 are kinda stiff.
I can make it be an uppercut, Little Mac's Up Smash or that jump. Im fine with any of those, but latter one sounds weird.Perhaps for Up Tilt, you can have K.Rool do a vertical swing upwards with his arm (as a swipe or punch)? Or perhaps have him bite up? Another idea would be to have him curl up into a ball as he jumps a few feet off the ground (based on his DK: Jungle Climber attack, where he bounces around the arena curled up as a ball).
I don't have anything for Up Smash yet, so, i might be able to use that one. I just need to see it.Do you already have something planned for Up Smash? If not, the Uppercut punch he does to Chunky Kong in DK64 is an amazing candidate. I forgot if he spins around during/after the punch like a Shoryuken...
EDIT: Just found footage of the punch. Its not as impressive as I remembered it. Looks more like an Uptilt candidate, unless you animate it in a way that makes it look insanely powerful.
He already does it (not in the way you probably are thinking of though). But he goes into "fail" animation before attempting to throw the crown, so, we'll have to change that first.What if you made him take a step forward as he throws the crown? Would that be a better transition on having both his feet face sideways?
...i think it is..? I don't remember how it worked with that guy anymore. Its been a while since i had ROB in the roster.so is his up tilt like R.O.B.s?
OH GOD.how do you guys like my new profile picture
Good to know.Right, so @PyotrLuzhin has finally figured out how to make BrawlEX and Project M compatible...which means that now we can put Ridley, K.Rool and Metal Face onto their own EX slots in PM now!
I imagine that will become the next step with Ridley.
Technically, its "Black Face", so, with metal box, he becomes "Metal Face". Makes more sense.So Metal Face with a Metal Box.... Metal Metal Face? Metal^2 Face?
That aside, all this stuff looks super exciting. The wait's gonna be more than worth it!
That is beautiful. I especially like how he's somewhat see-through.Metal Face spirit/memory from Memory Space:
View attachment 93817
Took 10 minutes to make. It has a different name, but spoilers. Just need to fix few things original model had. They aren't noticeable during gameplay, but still. Made this in case people won't like 10th recolor.
when will you be able to do thatRight, so @PyotrLuzhin has finally figured out how to make BrawlEX and Project M compatible...which means that now we can put Ridley, K.Rool and Metal Face onto their own EX slots in PM now!
I imagine that will become the next step with Ridley.
Is there a post with this?Right, so @PyotrLuzhin has finally figured out how to make BrawlEX and Project M compatible...which means that now we can put Ridley, K.Rool and Metal Face onto their own EX slots in PM now!
I imagine that will become the next step with Ridley.
http://smashboards.com/threads/brawlex-pm-template-v-0-2-clone-guide.429303Is there a post with this?
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=209673 This is Remastered Ridley, You can add it over Pit.how do i get that melee remastered with ridley
Hephaestu- i mean Álvaro_WS made it for us. It originally was just a model he made, then optimized and fixed few things when (i think...not 100% sure) PseudoTypical asked for it or something like that.Say by the way, I don't know if you mentioned this already or not, but I'm curious, where did you get the model for K. Rool?
That's basically the story lolHephaestu- i mean Álvaro_WS made it for us. It originally was just a model he made, then optimized and fixed few things when (i think...not 100% sure) PseudoTypical asked for it or something like that.
No. I still don't have his model.do you have anything for kraid yet?
I think it would make more sense to have it shoot fire/explosions. But if it were to use gases then it should use freezing. The other two gases were actually slow and reverse gas which would fit better with a special move, but all of his special slots are used right now so that's not an option.I've been thinking of what Down Smash should be. I need stomp to be part of the moveset somehow, but Charizard already uses same thing for his Down Smash. How about making him use Blunderbuss (with either poisonous, freezing or stunning/paralyzing gas) for Down Smash and moving stomp to DAir? Limiting its use to BAir and Neutral B would be wrong when its all he uses in DKC2 and it does pretty much everything except for making (toasting?) toasts.
Yes. And that thing certainly would ground people.You mean his butt-stomp? I was really hoping it could be both a down air and a down smash, if not a down special. You could design it differently though, you could implement shock-waves depending on how long he held it, give it specified range under his rump, maybe even ground an enemy...
Makes sense. I'll go for the freezing one then. Would be more useful too since poison won't do much and he never used it and you can't stuff anyone in the air. Freezing would be a nasty edgeguarding tool if done improperly (bye fastfallers and Yoshi), but we have beta testers for that. Besides, how many ice attacks are there in the game? And i mean those that actually freeze. Not sure how reverse gas could work with modding limitations though.I think it would make more sense to have it shoot fire/explosions. But if it were to use gases then it should use freezing. The other two gases were actually slow and reverse gas which would fit better with a special move, but all of his special slots are used right now so that's not an option.
I always found the lack of Ice attacks disappointing. Which makes it sad that Samus can't use the ice beam for neutral B.Yes. And that thing certainly would ground people.
Makes sense. I'll go for the freezing one then. Would be more useful too since poison won't do much and he never used it and you can't stuff anyone in the air. Freezing would be a nasty edgeguarding tool if done improperly (bye fastfallers and Yoshi), but we have beta testers for that. Besides, how many ice attacks are there in the game? And i mean those that actually freeze. Not sure how reverse gas could work with modding limitations though.
Yeah, she really should be using Ice Beam for Neutral B after beam switch in PM, but its probably something about coding or balancing that prevented this from happening. But Samus having no ice beam custom in 4 is worse.I always found the lack of Ice attacks disappointing. Which makes it sad that Samus can't use the ice beam for neutral B.
lol K.rool has a butt cracki lost 6 ranked battles on splatoon in a row and my moans of utter disappointment/anger could work for kraid if you want.
And at least one of them brings opponents closer to him and they can't do anything until it goes back to K. Rool or goes through them.Just remember that K. Rool is going to have three projectiles.