Eldiran
Smash Lord
As big as Wisp's Up-smash, which is approximately Ganondorf-sized.That's a minor setback, but it depends. How big is the original, anyway?
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As big as Wisp's Up-smash, which is approximately Ganondorf-sized.That's a minor setback, but it depends. How big is the original, anyway?
Here's what I'd do. Use event 0E010200 (add speed) and, for each frame during the floating animation, move him upwards at the same speed as his 'gravity' value, which can be found in the attributes list. Since gravity works by increasing downwards speed at the stated rate each frame, you can counteract this by moving him upwards at the same speed, nullifying gravity but still allowing you to move back and forth as if you were falling.I could make it work.
You'll see.
Also, If I upload my Mallow. pac, can you guys help me make an Up B for him? I want the beginning to be like Mario's, where as he jumps in the air (but he gains less vertical height) and then, like Peach, Mallow is able to float around horizontally like Peach's jump then float technique. Leave the GFX to me though.
You will be fully credited in the finished project. And on Mallow.
Actually there are a lot of easier ways to negate gravity. The easiest is to just set RA-Bit[0] to true. You set it to false when you want to stop floating.Here's what I'd do. Use event 0E010200 (add speed) and, for each frame during the floating animation, move him upwards at the same speed as his 'gravity' value, which can be found in the attributes list. Since gravity works by increasing downwards speed at the stated rate each frame, you can counteract this by moving him upwards at the same speed, nullifying gravity but still allowing you to move back and forth as if you were falling.
The only problem with this technique is that it fails if your gravity changes for any reason (metal box, poison/super mushroom, etc.) but as far as I know it's the easiest way to make a Peach-like hovering move.
You can also use the 'if joystick is pressed in a certain direction' statements, combined with 'set momentum' to make a cloud that lets you move it around in any direction for a short time. That's what I would do for Mallow's recovery.
Mmm... No, I wasn't actually doing Jinx, at least not yet. While I'm waiting for more feedback on Geno/Shadic's next build, I'm actually working on another minor project just to experiment with a few ideas, notably the Rage Combo (to increase a character's attack power as they land attacks quickly). I haven't tested it yet, but how does the If: Hit with Hitbox work exactly? Where do you put it, and how do you define its parameters? It seems to me that if you put such a command in every attack subaction, use it to raise a Float variable, and put a command to lower it a small amount in every subaction, the variable should track your combos... right?Actually there are a lot of easier ways to negate gravity. The easiest is to just set RA-Bit[0] to true. You set it to false when you want to stop floating.
As for Jinx... I was under the impression Indigo was doing 'im. Regardless, I wanted to say that the Looped If: Hit with Hitbox method is probably going to fail. If you want ideas on how to use Change Action to allow building power with hits, let me know.
Problem is, all Ifs check for the requirement at that _exact_ instant. So, at best, you'd need an If: Hit with Hitbox for each frame the hitbox is out. And I don't think even that works.Mmm... No, I wasn't actually doing Jinx, at least not yet. While I'm waiting for more feedback on Geno/Shadic's next build, I'm actually working on another minor project just to experiment with a few ideas, notably the Rage Combo (to increase a character's attack power as they land attacks quickly). I haven't tested it yet, but how does the If: Hit with Hitbox work exactly? Where do you put it, and how do you define its parameters? It seems to me that if you put such a command in every attack subaction, use it to raise a Float variable, and put a command to lower it a small amount in every subaction, the variable should track your combos... right?
REPLACE A PROJECTILE OR GRAPHICAL EFFECT WITH MARIO'S MODEL!!! Well, it IS possible...Ok, I know the main focus is Mallow, but I know nothing about PSA, so I've been thinking about move sets for some of the other characters you proposed in the OP.
I think, if it's possible, you should make Bowser's Side B Chain Chomp, sort of like Zero Suit Samus's Side B, with the sweetspot on the Chomp's face.
It would be even cooler if you could have him throw Mario somehow, but I don't see how that would be possible. I don't actually know anything about PSA, though, so this might be possible. =D
Yay for not really contributing anything to the task at hand. Again, sorry I don't know how to work with PSA.
Well, once adding archives is possible in Brawlbox, we could give Bowser Link's Side B boomerang article, and replace the model of the boomerang with Mario. Would be simple enough, once we have the resources.REPLACE A PROJECTILE OR GRAPHICAL EFFECT WITH MARIO'S MODEL!!! Well, it IS possible...
No, seriously, I'd be very surprised if someone managed to make a SMRPG-based moveset for Bowser and had it actually look and play good, but if anyone wants to take the time or effort to do so, why not? It's not as good of an idea as actually adding a new character, though, in my opinion.
Feasible, yes, and a good idea too. Lag would be essential, not make the move over powered.By the way, it is possible to give Peach healing moves - just have her spawn food and pick it up in the same frame. You can repeat this as many times as you want, it's always the apple so you can decide about how much the move should heal her (obviously such a move should have a huge amount of lag). And maybe she could also spawn Team Healers at will...
I liek. I WAS working on Boshi, but his side B was being a *****, so I stopped for a bit to work on the Mallow side project. So any Boshi volunteers would be nice.Oh, and for whoever's doing Boshi, I strongly suggest looking into some of Wolf's animations. He's about the same size and his animations can make even Yoshi look like a beast.
Yeah, but CC Shadow is a cheap, overpowered, nonsensical moveset. And we already knew how to generate items from square one, so your post wasn't very beneficial. -_-The healing idea with Peach with the food has already been done for the CC Shadow PSA
Oh jeez my bad, I use him over Sonic, he doesn't seem that cheap to me, but then again i'd rather have Shadow in than Sonic, his moveset would be more interesting even though CC Shadow left out a lot of good possible things like his other chaos powersYeah, but CC Shadow is a cheap, overpowered, nonsensical moveset. And we already knew how to generate items from square one, so your post wasn't very beneficial. -_-
We want to make the apple generating an actual move, with balance and lag and everything. It will take more than a cheap-*** character's nonsensical moveset to show us that.
lol, it's okay. I think there is another balanced Shadow moveset here on SW... Try that out, it's supposed to be really good.Oh jeez my bad, I use him over Sonic, he doesn't seem that cheap to me, but then again i'd rather have Shadow in than Sonic, his moveset would be more interesting even though CC Shadow left out a lot of good possible things like his other chaos powers
Although there is huge lagtime for when you can use CC Shadows heal and it's not much at all, it's pretty useless
My friend has been bugging me for a Shadow ... where is this balanced one you speak of? I'd very much like to see it.lol, it's okay. I think there is another balanced Shadow moveset here on SW... Try that out, it's supposed to be really good.
Or it could be a charge move.Is it possible to make Peach spawn 2 peaches next to her? That'd heal 10% damage; and yeah, it must be a laggy move (either start-up lag or ending lag).
What about Group Hug though? Could she spawn like...6 peaches but have an incredible start-up lag?
Oh yeah. I'm not into PSA that much (I wish I would, but don't have much time atm), so I don't know all the possibilitiesOr it could be a charge move.
I think he might be talking about mine. It was my first PSA project and was never really completed, but you can see some potential in it for actually resembling Shadow move-wise and not just being an overpowered Sonic (i.e. with more Chaos powers and less random special effects). If you'd like to check out that board and make something of it, Eldiran, I won't object...My friend has been bugging me for a Shadow ... where is this balanced one you speak of? I'd very much like to see it.
would it be possible to make it so she has a chance of getting a team heal item? (preferably only in team matches?)I think he might be talking about mine. It was my first PSA project and was never really completed, but you can see some potential in it for actually resembling Shadow move-wise and not just being an overpowered Sonic (i.e. with more Chaos powers and less random special effects). If you'd like to check out that board and make something of it, Eldiran, I won't object...
http://www.smashboards.com/showthread.php?t=245342
As for Peach... having two healing moves might be interesting, maybe one with a lot of start-up lag that heals her automatically and one that is quicker but with ending lag that spawns food next to her but runs the risk of enemies getting to it first. Not that that's really SMRPG Peach so much, but it could be like 'Healing Peach' or something of the sort. Or we could just say it's Therapy and Group Hug. Or... I don't know. I guess she could also have Sleepy Time and... um... what else did she have in her Specials that could be used in Smash (aside from Psyche Bomb, which would have to be her FS, obviously)?
Of course, anyone could just throw stuff together and say it's a particular character, but I like to make sure that whatever character is being made is as canon as possible. Just my personal taste.
He stole my words.As a Massive SMRPG buff, I will watch this, but there is one issue that I find:
I don't think that Smithy can be done justice. With further development of model editing it will become a possibility, but as it stands right now I just don't see it happening.
Of course I have rather over-the-top standards with any project that even remotely mentions SMRPG. (I don't like the current Geno mods, in other words) I also willingly admit that there is nothing that I can do to change it, unless I take a rather large amount of time to learn all of the subtle nuances of creating a character. But my advice will be solid and concise. Hopefully it helps you out in the end.
I am also always available for character balance and move-set creation. I can also help with the development of the project from a non-coding standard. I have quite a few ideas. If you need proof, please look at my icon.
I have Bookmarked this thread.
Oh my Culex.I actually started working on an experimental character from SMRPG of whom it would be totally in-character for him to take the rules and assumptions of the Smash universe, observe them, consider them, and then electrify, smash, freeze, and burn them before tossing them out the window. Basically, the most unorthodox PSA creation ever made. By a longshot. A serious longshot.
It failed horribly. It will take a true master of PSA and BrawlBox - or at least someone with much more patience and opportunity to run tests - to get this creation off the ground. Who is it, then? I'll give you a hint...
I am matter... I am antimatter...
Anyone feel like helping out?
Why?Oh my Culex.
Why? And how? He has a very distinct design and model, and will be very hard to pull off, even with his lack of legs. However, I am willing to do my part after finishing Mallow.
I'm not so worried about his model, actually - he looks chaotic in the game because his crystal throne and hair blend in with the background, but when you take away his freaky background he's basically just a muscular humanoid with wings, horns, shadowy flaming hair (not too hard to do with effects) and a clump of crystals around his waist. And that crystal clump might even be his throne or interdimensional portal or something so he might even have legs. I don't know. I'm more interested in his coding and mechanics, and whether or not it's possible to import Zelda's Nayru effect in multiple colors to float around him. Either way, he'd definitely be a challenge to make.I think we only can make a good culex if we can hack models....or even be able to make his model without getting headaches. he looks so chaotic to make!
You'll just have to make do with this Kirby texture for now.I demand that missingno eventually xD
That's great news, really. But I don't think this project is still alive. To tell the truth, I have no PSA skill at all. I know the basics, but I'm certainly no expert. The only thing I can do that could help this project would be Animations, Textures, and 2D stage making. No one even wanted to join this project anyway. I might revive this thread if someone is willing to do the PSA work for the project, but there isn't anyone willing to volunteer at the moment. If there is a kind soul out there who would like to help with the Move sets, please Private Message me.hey cuckoos theres a guy in the project Geno oh hai video thread called shadowbolt that is making a 3D mallow model check it out its on p 51 look at the whole page if you want too ^^
i sent you a message with the same words ignore this post 0.0
he stopped making the model a few days ago but now he's continuing on with the 3D mallow ^^
Yeah, Senjen is probably 10 years old, he probably has no clue what he's saying. But anyway, you don't need to do the model, the project is dead anyways.Er, please, disregard what Senjen is saying. I already told him that unless I'm willing to start entirely from scratch, the Mallow model I've been making has been rendered unusable. Blender is frustrating that way.
Then you'd better become more mature, and stop hassling Shadowbolt for the model.im actually 19 bad guess Cuckoos XD