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Project Pichu: v2.5 Released!!! - Perfect Physics update! Hiatus not over, though...

superyoshi888

Smash Lord
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I can stay cause I made the old thread and propsed some of the ideas....even if the majority weren't used. I do think the basic Discharge idea(it was originally just Aura back in the day) was mine though.

EDIT: Yo, Silence. Have you done any tests with trophies yet?
 

Kaye Cruiser

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Wave, GTFO this thread. TSON is totally right.
Um...no? XD

And wow...such a massive amount of people lately trying to make G/S/C look as good as all the others. It's kinda sad really, but oh well. Good luck, apparently. :3
 

superyoshi888

Smash Lord
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DUDE. This needs a bump.

I was going to fiddle around with BB today....so, I might try bone editing for Pika.
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
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I like the model code :3 it looks almost exactly like Pichu.

Oh, and (small) bug report; the female texture with the goggles... its FS eyes are black squares. Speaking of FS...
 

superyoshi888

Smash Lord
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Naw, Trophies won't ever work. They don't have any bones aside from those that are really just for positioning and scaling purposes.

HOWEVER, you can extract them and give em bones in a model editor....only problem is that we don't have a model injector.
 

cuckoos

Smash Journeyman
Joined
Feb 21, 2009
Messages
380
I have some info related to Pichu, but really has nothing to do with the project. Just wanted to share with you guys.

SOOOO
I opened Pichu's trophy file, and I found an unused texture of Pichu's eyes blinking and his mouth having different textures, which trophies CAN'T DO. Either Pichu's model was in the works, or trophies were going to have the ability to animate. Just thought I'd share a cool finding.
 

Oni K4ge

Smash Lord
Joined
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Messages
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^^Hmm...

Double D: Intriguing...

If you rip the textures, why don't you make it the new official pichu texture? it would be the actual "Official" Brawl Pichu b/c it's got brawl pichu's textures :U
 

superyoshi888

Smash Lord
Joined
Apr 8, 2008
Messages
1,026
I have some info related to Pichu, but really has nothing to do with the project. Just wanted to share with you guys.

SOOOO
I opened Pichu's trophy file, and I found an unused texture of Pichu's eyes blinking and his mouth having different textures, which trophies CAN'T DO. Either Pichu's model was in the works, or trophies were going to have the ability to animate. Just thought I'd share a cool finding.
Wow, really? I'm going to look at it in a moment then.

I doubt his model was in the works though. I think it was just an animated trophy.
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
Wow, really? I'm going to look at it in a moment then.

I doubt his model was in the works though. I think it was just an animated trophy.
maybe, maybe not... I'm gonna check out Dixie's trophy. You could be on to something there man...

ALso, notice Pichu's data was never found on the ISO (even though the unused characters' files were "pillowcases" with no pillow, IUKWIM) so... this could be Ninty's... whats the word... stealth mode.

EDIT: AHA!! YES! MEWTWO HAS 2 EYE TEXTURES! It's like he was gonna blink... nothing can be said about Dixie or Toon Zelda though :(

EDIT 2: WHOA Pluse + Minun have tons of mouth and eye textures! But here's the one that bugs me; theres a damage eye texture!
 

leafbarrett

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maybe, maybe not... I'm gonna check out Dixie's trophy. You could be on to something there man...

ALso, notice Pichu's data was never found on the ISO (even though the unused characters' files were "pillowcases" with no pillow, IUKWIM) so... this could be Ninty's... whats the word... stealth mode.

EDIT: AHA!! YES! MEWTWO HAS 2 EYE TEXTURES! It's like he was gonna blink... nothing can be said about Dixie or Toon Zelda though :(

EDIT 2: WHOA Plusle + Minun have tons of mouth and eye textures! But here's the one that bugs me; theres a damage eye texture!
We know for a fact that Mewtwo was going to be playable, so if he has multiple eye textures, then Pichu was likely going to be playable.

...Dude... You just confirmed the pra_mai theory. <3
 

Oni K4ge

Smash Lord
Joined
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Messages
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We know for a fact that Mewtwo was going to be playable, so if he has multiple eye textures, then Pichu was likely going to be playable.

...Dude... You just confirmed the pra_mai theory. <3
Exactly! Sadly I didn't find anything on dixie, ridley, or toon zelda...

right?! interestingly, though, the model name is Prasleminun.brres not Pramai.brres... so, whats up with that lol. Once we can add bones, we NEED to port pra/mai to ice climbers!
 

leafbarrett

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Exactly! Sadly I didn't find anything on dixie, ridley, or toon zelda...

right?! interestingly, though, the model name is Prasleminun.brres not Pramai.brres... so, whats up with that lol. Once we can add bones, we NEED to port pra/mai to ice climbers!
Well look at the first part of that name.
prasleminun.brres
And "Mi" to "Mai" isn't much of a stretch.
And yes, we have GOT to port them to the ICs. I'd LOVE to see them playable~ <3
 

D.B.K.

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Look at the coding in one of Pichu's moves that has Discharge.
 

leafbarrett

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Would anyone happen to know how to make characters become stronger as their damage % increases (like Lucario)?

(Not to be confused with self-damage)
Unfortunately, it's in fighter.pac (the general pac for all characters), which, if I'm not mistaken, we can't edit yet. However, you can program it in using a system of If comparisons involving LA-Basic[2]. It would take a while to explain.

EDIT: IC-Basic[2], rather. Thanks JoeGrandma. ^^;
 

toddtj

Smash Apprentice
Joined
Nov 9, 2009
Messages
186
So... What's your opinion on this?

Moving tjolt or air-bomb (stays in place) tjolt?
The air-bomb is an absolutely interesting (but AWFUL) idea. It would be fun to play with, and could have some interesting strategical uses, but it would be extraordinarily difficult to use effectively, and wouldn't pay off enough. It wouldn't make logical sense to be stationary, either.
I strongly vote for moving tjolt.
 

[TSON]

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I can't say I agree. I would destroy most approaches and would be easier to use to defend against projectiles
 

leafbarrett

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Maybe there's a way to have both and choose between the 2... Can't you just add a copy of the tjolt article to the MotionEtc file and wherever else then set different commands for the 2 in PSA?
 

cuckoos

Smash Journeyman
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380
1. Sadly, I didn't find anything on Dixie, Ridley, or Toon Zelda...

2. Interestingly, though, the model name is Prasleminun.brres not Pramai.brres... so, whats up with that lol.

3. Once we can add bones, we NEED to port pra/mai to ice climbers!
1. Hmm. That could have been because of time constraints, and they didn't have enough time to make animations and stuff like that for those specific characters.

2. Interesting. Although I am against the Pra_Mai=Plusle and Minun theory, I'll look into this.

3. Yeah, but you'd have to hex out Minun for Plusle's model and vice versa.
 

leafbarrett

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1. Hmm. That could have been because of time constraints, and they didn't have enough time to make animations and stuff like that for those specific characters.

2. Interesting. Although I am against the Pra_Mai=Plusle and Minun theory, I'll look into this.

3. Yeah, but you'd have to hex out Minun for Plusle's model and vice versa.
1) Maybe... though there's the possibility that the various pokemon textures come from being ripped straight from PBR...

2) Think about it. In Japanese, Plusle would look like Prasle and Minun (which according to PBR has a hard i that makes it sound just like minus) would look like Mainun (the ai would be pronounced like the i in minus).

3) True, but if we can add the bones, then surely we can split the 2...
 

[TSON]

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Maybe there's a way to have both and choose between the 2... Can't you just add a copy of the tjolt article to the MotionEtc file and wherever else then set different commands for the 2 in PSA?
That's not how it works xD. That would require editing a lot more than you think unless there's a way to edit Floating Points while ingame.
 

leafbarrett

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That's not how it works xD. That would require editing a lot more than you think unless there's a way to edit Floating Points while ingame.
I mean make a duplicate article of the aerial tjolt (just add a new model for it, I think) and where it has the command to generate the aerial tjolt (PSA), change it with a button check on the frame when it would generate the tjolt ball:
--(whatever the timer is before the tjolt is generated)
--If: Button Pressed=1 (which is B)
----Generate Article=(whatever the new tjolt bomb is)
--Else
----Generate Article=(the original tjolt)
--End If
 

[TSON]

Hella.
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You can't DO that. Every article has a set of subactions and actions and subroutines that are in the middle of the file. If you do anything to anything in the middle of the file, the pac corrupts and doesn't work anymore. We can't ADD articles.
 

Kink-Link5

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Augh why is v2 Pichu so laggy on everything? His bair is out for what, 5 frames? And no sex kick properties on it? And an atrocious landing lag? F-smash can still be shielded between at least the first two hits from my testing, and it is far too slow on start up to land correctly. U-smash I'm sure you are well aware of, but the spike hitbox seems to be the only prevalent one on the entire move o_0. Maybe relocate this hit to the back of the move for lulz or just remove it since pichu already has 3 spikes already. Uair could use less base- at the least the move should allow for combos at low percents.

That being said, I think it is astounding how far we've come and the inclusion of discharge attacks and sparks off electric moves are terrific. Aerial T-Jolt seems wonderful from what I've played, though Thunder Spike seems a bit odd.

I only say these things because I tried at the least 17 times to beat at least one computer and failed equally every time. Like. I didn't get four stocked then get three stocked and then two stocked the next match. Every game ended in a 3 stock for the computer, with about 97~ percent on them. I did equally as well the first as the last match, but even when my attacks landed, the computer was able to act on frame advantage. In one extreme case, I landed Bair square on lucas, who proceeded to use his stick hence thereafter and hit me to the right blast zone before the move's animation had completed.

Now, I am terrible at vbrawl. No shield during dash and all that other BS culminate to make me just unable to play it comfortably enough to get decent at it. In Brawl+, I'd say I'm mediocre at best, but I can at least usually 2-stock the computer regardless of who I'm using, even those I am almost entirely alien to playing (Lucario, Captain Falcon, and Kirby come to mind). But everything about this Pichu build just seems to be spotlighting all the terrific new features being developed, while his actual moveset seems to be taking a turn in the negative direction. He seems clunky and, well, the only way I can put it is "I am very aware that this is a hacked moveset." Whatever it is that needs to be done to have him fit in as he did in his earlier builds, I suggest doing it.

Tl;dr: Whining about U-smash F-smash uair and bair
 

[TSON]

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Augh why is v2 Pichu so laggy on everything? His bair is out for what, 5 frames? And no sex kick properties on it? And an atrocious landing lag? F-smash can still be shielded between at least the first two hits from my testing, and it is far too slow on start up to land correctly. U-smash I'm sure you are well aware of, but the spike hitbox seems to be the only prevalent one on the entire move o_0. Maybe relocate this hit to the back of the move for lulz or just remove it since pichu already has 3 spikes already. Uair could use less base- at the least the move should allow for combos at low percents.

That being said, I think it is astounding how far we've come and the inclusion of discharge attacks and sparks off electric moves are terrific. Aerial T-Jolt seems wonderful from what I've played, though Thunder Spike seems a bit odd.

I only say these things because I tried at the least 17 times to beat at least one computer and failed equally every time. Like. I didn't get four stocked then get three stocked and then two stocked the next match. Every game ended in a 3 stock for the computer, with about 97~ percent on them. I did equally as well the first as the last match, but even when my attacks landed, the computer was able to act on frame advantage. In one extreme case, I landed Bair square on lucas, who proceeded to use his stick hence thereafter and hit me to the right blast zone before the move's animation had completed.

Now, I am terrible at vbrawl. No shield during dash and all that other BS culminate to make me just unable to play it comfortably enough to get decent at it. In Brawl+, I'd say I'm mediocre at best, but I can at least usually 2-stock the computer regardless of who I'm using, even those I am almost entirely alien to playing (Lucario, Captain Falcon, and Kirby come to mind). But everything about this Pichu build just seems to be spotlighting all the terrific new features being developed, while his actual moveset seems to be taking a turn in the negative direction. He seems clunky and, well, the only way I can put it is "I am very aware that this is a hacked moveset." Whatever it is that needs to be done to have him fit in as he did in his earlier builds, I suggest doing it.

Tl;dr: Whining about U-smash F-smash uair and bair
Uair is a weaker version of melee's. It does combo if you hit with the initial hitbox into both itself and footstool. We aren't Pikachu, we don't need insane uair strings.

Usmash, there was a fix that leaf posted to fix the hitboxes. The problem was, they were still on the tail bone >_<. This'll be officially fixed next build.

Fsmash... I've sped that move up so much while the hitboxes are out... I don't see how that's even possible. There's .5 of a frame between each hit ffs -_-

Bair is an extremely spammy move, and will remain so until I get around to making an animation for it. If you land with it at all, you aren't doing it right, which is why I slowed down landing heaps. It's such a good move when you use it correctly (5 times in one jump <_<) that that is the only way to balance it without wrecking it or making it overly laggy.
 

Kink-Link5

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The F-smash phenomenon seems to occur if the inner linking hitboxes hit, rather than the outer ones. The computer (Very consistently I might add) is able to Shield- not powershield- between at least the first two inner linking hits.

And I'm just still use to the sex kick bair from previous builds which is why the instant poke seems to feel odd. Can't wait to see the new animation for it though!
 

God of Humility

Smash Journeyman
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May I suggest lowering the overall self-damage? I feel it is too high right now. Like for moves with 5 hitboxes, make it do 1-2% instead of 5%.

And how about increasing the range of moves with discharge? It makes sense. DSmash hits only on the body when not electric, but when electric, shouldn't the electricity spread out and add range? I dunno, it just felt wrong that my Dsmash missed by nearly nothing when the poor Pichu at 200% gets smashed to oblivion.
 

[TSON]

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And I'm just still use to the sex kick bair from previous builds which is why the instant poke seems to feel odd. Can't wait to see the new animation for it though!
The sex kick bair didn't even work though.. It was extremely difficult to hit with because it was only out for like 2 frames.. :/

God of Humility said:
May I suggest lowering the overall self-damage? I feel it is too high right now. Like for moves with 5 hitboxes, make it do 1-2% instead of 5%.
But then how would you get to 100% discharge without dying or taking 3 hours?:ohwell:

God of Humility said:
And how about increasing the range of moves with discharge? It makes sense. DSmash hits only on the body when not electric, but when electric, shouldn't the electricity spread out and add range? I dunno, it just felt wrong that my Dsmash missed by nearly nothing when the poor Pichu at 200% gets smashed to oblivion.
Not sure that will integrate well with the balance. Stronger, more hitstun, AND bigger? That sounds a bit over the top :V
But what I will do is make it level off at 200% instead of 100%

The F-smash phenomenon seems to occur if the inner linking hitboxes hit, rather than the outer ones. The computer (Very consistently I might add) is able to Shield- not powershield- between at least the first two inner linking hits.
*sigh* I'll look into it
 

sffadsad

Smash Apprentice
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Nov 6, 2007
Messages
148
But then how would you get to 100% discharge without dying or taking 3 hours?:ohwell:
Pichu shouldn't need to get to 100% discharge. Heck, he shouldn't even be able to get there. Discharge should be a feature added ON TOP of his overall moveset. It shouldn't be the glue keeping it together. Lucario is a prime example of the feature being a compliment to the character rather than a central factor. Pichu has some pretty big weaknesses already such as his poor range and light weight, if he is to rely on discharge as much as it seems like you want him to Pichu's going to end up terribly low tier and overall, frustrating to many people.

I get how self damage and discharge can become powerful tools for Pichu, and that balancing the two can be an extremely slippery slope, but as is right now, they're not doing their job.:ohwell:
 
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