The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: Odb718 on January 19, 2012, 10:49:10 am

Title: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on January 19, 2012, 10:49:10 am
Newer version is uploaded Feb/23/15. Mega took down the rars again.
RIGHT CLICK AND 'SAVE LINK AS' TO DOWNLOAD (http://justnopoint.com/odb718/MyCharacters/Samus718/Samus718.rar)
Thanks Just No Point.
If anyone wants to host this character for me let me know. I'll include the links in this post.  

Spoiler, click to toggle visibilty
^^^^^^^^^ OLD NEWS ^^^^^^^^^

Here is an early beta. I've ripped a lot of the stuff that wasnt working 100% out.


If the link above isnt working you can use this link to download.
Spoiler, click to toggle visibilty
I have a completely different copy of Samus I'm working on. This is just to show how she plays and to get feed back.

I'm looking for people to help make pallets.
(http://i.imgur.com/UcWV1am.png)
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Blue Monkey on January 19, 2012, 11:07:52 am
This is inspiring, what program or method did you used to get the sprites?


 
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: !E on January 19, 2012, 11:38:34 am
This is inspiring, what program or method did you used to get the sprites?

there's a free program call XNA LARA it loads game rip model and you can pose them.

you can obtain 100s of model at http://xnalara-customized.deviantart.com/gallery/
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Blue Monkey on January 19, 2012, 03:59:51 pm
awesome, thanks for the info, and success o this project
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Saikoro on January 19, 2012, 07:11:56 pm
This is inspiring, what program or method did you used to get the sprites?

there's a free program call XNA LARA it loads game rip model and you can pose them.

you can obtain 100s of model at http://xnalara-customized.deviantart.com/gallery/

:pwnonk:

I'm going to say this right now: I really hope this project doesn't slip through the cracks. Mugen needs a Samus badly. And this already looks hot.

Perhaps you should consult DA_Maverick as he specializes in 3D characters.

Best of luck to you. Samus is one of my all time favorites!!
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Dust Storm on January 19, 2012, 07:14:57 pm
Yes, even though I'll be doing my own Samus, i'll support you on this project too. Because, as already said, MUGEN really needs a good one!
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Blue Monkey on January 19, 2012, 07:42:31 pm
(http://i.imgur.com/MNNqb.png)

[left] BUT, I'm looking for a photoshop master. A TRUE master to rip Samus apart and reduce her colors cleanly. I'd like to see Each group of colors knocked down to 16 colors each. I'd also like help with her dust/smoke/explosions.

Samus will play like SSBB but with a lot of XMvsSF mixed in. Pop-ups/pushblocks that sort of thing.

[/left]
(http://i.imgur.com/8jffN.png)

[left]I plan on making Pitt from Kid Icarus next. So if I can get a good team that's always on we could have more than a few people done by the end of the year.

[/left]

hey my friend you should contact Stop Motion Toys, this guy has been working on conversions from MK4´s Reiko and and the original SSB´s fox Mc Cloud for a while, if anythign i think he could give you some advice when it comes t hard to get spritting

http://mugenguild.com/forumx/index.php?topic=114484.msg1475782#msg1475782
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Tsao-ri on January 19, 2012, 09:44:24 pm
very nice, but why not take 3d model out of wii game, and use it animated, that way u could improve 100% colors and textures..not so pixie :D

Just a tought,  other is that i would like to see it more a cartoon style :D
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on January 20, 2012, 10:11:19 am
Wii doesnt use anti-aliasing so no matter what youre going to have jaggies with anything from the Wii. As you can see the sprites are massive. I've resized them to 1/4 their original size and the AA goes away.

With the release of the newest version of Mugen yesterday I think I'm going to start dumping the sprites into KFM tonight. I'm not going to stop working on Samus. I've devoted over 10 years of my life modding the original Metroid, so 1 or 2 years on a Samus for Mugen is nothing. I hope to have an Alpha of her out by Feb. 28th. The Metroid Hack's name is actually SAMUS.

I plan on using Capcom sprites for her explosions and hitsparks. If anyone's familiar with SSBB and Samus could you suggest some good effects?
I'm also going to need some assistance with her Whip grab move. I figure Omega Red has a very similar move so I'll try to learn off that.
Her "Charge" basic moves will be added later. Right now there are 2 Standing moves that can be held, and released to activate 1 of 3 animations. I've never made a move like that so if anyone can suggest a move that's similar that'd help alot.

As I've said, I plan on making Pitt also. This isnt going away. The only way I'm going to stop work is if I die. Now, I just have to get FF3 working again <_<
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: methiou on January 20, 2012, 10:38:30 am
WAouuuh !!  it's so good to see so much aggressiveness on a project  :sugoi: Man, i wish you best of luck. Keep going ! A SSBB Link will be good too ! it's just a suggestion  ;D
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on January 20, 2012, 05:26:57 pm
So I've added a bunch of basics into KFM720. I have a crouch, stand, and crouch to jump. Then I have 200-250, 400-450, and 600-650 complete. I've been messing with FF3's pallet controls and I'm not having the best of luck. I'm going to have to redo the sprites/pallet but I have the basic movement/timing down for all the punches and kicks. She can chain combo like Street Fighter, Stand to crouch but not back up. Her Crouching Fierces are hard to connect with. A 6 hit ground combo isnt going to happen.
Samus looks like she's going to be one tough lady to deal with. Some of her moves are slow to come out, but that just adds the funk to her. Once I get her looking decent on screen I plan on making a video. Even if it's her jumping from Samus sprites to KFM sprites.
I'm going to redo 2 of her kick moves because they look stiff. Jumping Fierce kick and another one. I forget which.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: volzzilla on January 20, 2012, 06:40:43 pm
good luck with this :)
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: PineappleProducer on January 20, 2012, 10:32:40 pm
ooh! this looks so nice! I do hope that you don't quit on this project.


also, do you plan on this Samus being compatible with winmugen, mugen 1.0, or both?
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on January 21, 2012, 04:46:39 pm
My main mugen is winmugen. I want to have my Samus fighting all of my char's I've collected.
But as of right now I'm making it for Mugen 1/18/12. That is once FF3 stops being a pain in my ass. I _think_ I just got my pallet working. It's not perfect but it's a million times better than playing with pink boxes around Samus. If it works I'll mass import all the sprites instead of coding moves.

----
So I've added working sprites for 200-3010. I've also put in  blank animations to go with them. Animations 200 - 250 have all collision boxes. 1:15pm is past my bedtime.. pretty sure I'm gonna be late for work <_<
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on January 24, 2012, 08:53:16 pm
So I've been working with the images I've got in Samus. Aligning 11 hundred sprites takes longer than youd think <_<
But I figured I'd post a comparison of my original image vs. a very similar one that's palleted and see if anyone can do better.
(http://i.imgur.com/MNNqb.png)(http://i.imgur.com/5R9rn.png)
^^^BEFORE^^^
^^^AFTER^^^



[/center]
It's decent but there is some red in the orange and orange in the yellows.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Blue Monkey on January 24, 2012, 08:58:32 pm
i think is looking dandy, you can call em reflections on each metallic surface :p
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: x Fly on January 24, 2012, 11:24:38 pm
Lol stopmotion he rips 3d, but his coding isn't that good. Good samus thou man really inspiring makes me wanna rip a 3d character XD
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on February 02, 2012, 01:48:15 pm
(http://i.imgur.com/Hysaj.png)It's been a while since I posted about Samus' status. As of right now I've sort-of restarted. Most of my work will be able to just be used with the new sprite set. So it's not a complete loss.
When I first started it was to see if it was possible, and I kept going. After a week of work I thought of a way to streamline the whole process.
I wasnt happy with the red/orange/white color "bleeding". So I recolored the original textures of Samus to be red/purple/white. I havent made the pallet yet but I can tell that it's going to be a lot cleaner when I do.

With the streamlining process I can tell I'll be able to rip all of the SSBB character sprites FAST. When I import the sprites into FF3 I can tell it where to put the axis point and all of the images will be perfectly aligned like they are on the Wii. I might host a poll once Samus is over 50% to see which character people would like to see/work on the most. I have my favorites, but I also dont want to take on ALL of the characters myself. I think Kirby would be a pretty easy one. I figure I can rip the sprites for a character a dev is willing to work on and continue with Samus.

<<<< That's how she looks now. Obviously we'll be able to have the orange get-up once pallets are in place. Switching from the orange to purple, I've lost 8 of the moves I animated for her. The good thing is, the more I animate the better I'll get at it. I've also figured out a way of saving my animations.
That pic is from her Lose from Time over animation I made. She looks her gun up and down and gets depressed.

One thing I'm not looking forward to is all of the hit reaction poses. If anyone knows a good way to get all of the animations nice PLEASE let me know. It just seems like it's going to be a headache trying to place all of the axis points on the right looking animations and how to know when to lable it 10, 20, 30 or what ever.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Saikoro on February 02, 2012, 03:33:50 pm
Pretty sweet!! I always loved the Gravity Suit's color scheme. Nicely done.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Nexus Games on February 02, 2012, 03:48:17 pm
i have been waiting for a ssbb character that was not chibi or small gook luck with this  ;D
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: rukifellth on February 02, 2012, 05:24:02 pm
Which versions of Mugen have planned for her to work with? :S
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: TRUEMicah on February 02, 2012, 11:08:44 pm
This looks interesting.
As far as I know, Mugen doesnt have a decent Samus availabe.
Good luck on your project man. ;)
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on February 02, 2012, 11:32:19 pm
 I only have 3 more animations for her basic attacks. I messed around and did a little light kick combo. It's based off of Ibuki's light kick - knee drop move. Then once the left knee hits she kicks you with the ball of her right foot. I tried to make a gif of it to post but FF3 doesnt make it properly. I cbf to open Imageready. It's 5:20pm, which is about 10 hours past my normal bedtime <_<
I just need to do M.Punch in the air, and crouching L.Kick and M.kick
After that she'll only be missing a proper dash backwards animation.

rukifellth, I'm going to try to make it work with both winmugen and the latest mugen build. Right now my focus is just on the latest mugen.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Titiln on February 04, 2012, 11:31:57 pm
did you use brawlbox?
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: C.v.s The Abstract on February 04, 2012, 11:34:38 pm
Brawlbox with Animgets then u got a full ssbb Mugen character im using brawlbox to sprite Mario for CVTW
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Titiln on February 04, 2012, 11:37:36 pm
i was asking because i tried using brawlbox once and some characters looked really bad
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on February 09, 2012, 12:21:16 am
So I've gotten a lot of work done with Samus. Still miles to go. Thought I'd post some screens of her in Mugen.
(http://i.imgur.com/xgcpY.png)
Jumping Backwards - Jumping Forward
(http://i.imgur.com/MR86u.png)
Walking Forward - Crouching
(http://i.imgur.com/3emfq.png)
Crouching Fierce - Crouch Blocking

Thanks to 2OS, Cyanide, and SXVector I got pallets working after a couple days of frustration. I also have the purple pallet from above and a very close orange pallet that matches the original pics I posted.
Right now only very few animations have collision/hit boxes. I'm focusing on getting the animations as fluid as possible before committing to laying down the boxes. Once the basic animations have been smoothed out I'll code in her supers and ultra. Smooth those animations out, then start work on the 5000s.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: methiou on February 09, 2012, 12:30:21 am
Awesome Sprite Ripping !!  :sugoi: Any help for Palette ?
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Noside on February 09, 2012, 01:50:05 am
Woohoooooo!! man it looks fantastic!! you must go on!! i'm so hyped now!!  :yippi:
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Saikoro on February 09, 2012, 02:02:28 am
I'm with Noside. This looks fantastic for being so preliminary. By all means, keep it up!!
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: x Fly on February 09, 2012, 01:51:50 pm
Simple and solid my friend. i am looking forward for this :)
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on February 16, 2012, 09:32:39 am
So I've put in some more time into Samus. I'm trying out SFIV hitsparks to see if I like them. I dont think they work well for her. I've gotten Samus' hit reactions in. I made one Special move. I've gotten most of the basic moves worked out. There are some moves I just hate. Mainly the crouching kicks. They just dont look good. Have a look for yourselves.

http://www.youtube.com/watch?v=WQ8twrUZE5E
The video is VERY CHOPPY. I had to use CamStudio because Fraps wont record my newer mugen for some reason.

Still a long way off. Some how my 3rd and 4th pallets are messing up. I'm not sure how to fix it. I guess I just have to overwrite them. I still have a ton of collison and hit boxes to edit. <_<
With the hitsparks Samus is at 2,327 sprites.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Veolf on February 16, 2012, 05:06:13 pm
Did you use OpenGLScreen and Pageflip? (Editing the mugen cfg) -> Fraps should work on the newest mugen o-o"
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on February 16, 2012, 08:23:25 pm
Thanks, that actually got it. Forgot I changed those settings before.
The video's sounds are just Kung Fu Man's sounds so there's no real reason to update the video.

I need to find round explosions for her blast roof move. Heck I need to find all types of smoke/explodes. I'm trying to focus on getting what I have in perfected first though.

If anyone's familiar with SSBB and would like to help find some effects and sounds I could use, I'd greatly appreciate it! Collision boxes are sucking my life away.  :-\
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Blue Monkey on February 16, 2012, 10:57:13 pm
hey man i found this video covering sounds from al MELEE´s sounds, Samus sounds are included around 3:00, are you familiar with online video converter and audacity?, if not maybe i can rip em for you from youtube

http://www.youtube.com/watch?v=5peoPfRWOIw&feature=related
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on February 17, 2012, 12:31:40 am
NICE! Blue Monkey thanks for posting that video. I decided to do a youtube search for brawl's sounds. One thing led to another led to this site >> http://www.kyutwo.com/downloads/sfx/videogames/ssbb_sfx/
I have 120 sounds from Brawl for Samus now!! I probably wouldnt have found it if you hadnt linked me.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Blue Monkey on February 17, 2012, 12:35:45 am
pleased to be of service, i follow your project with great interest, ill keep in eye on this in case i can be of more assistance
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on February 29, 2012, 03:37:24 pm
Work is still being done on Samus.
I've started to go another route and shove as much in as possible. This way I can see what else I'd want to add. I havent lost any work. It's just that I've switched from trying to perfect what I have before moving on. I've had 3 applications open on my laptop for almost 2 months now. It's near impossible to get back to the same exact settings once I close and reopen one of them. Otherwise it wouldnt be such and issue <_<

I've played some more SSBB to get some "facts". I have a paper with some notes that should last me about 3 or 4 solid days of work. I've added some filler hitsparks and filler sounds so I can get more code in. I'm not sure if I'm not seeing bugs or that my coding has stepped up. But I've gotten a lot of Samus' charge moves working very nicely. I've done about 5 with no problems. Each one's a little different so it's no copy/paste job. I'm still working on one but I know of a character I can take notes from.

The sound effects are still Kung Fu Man's. There are a TON to sort thru, and I dont have that much experience working with the sound files. I've done some eidts but I know nothing of channels and how to use them well.

Once I get this paper's notes all knocked off the list I'll have something worth making another video of. It's mainly about Jump heights and Special move attributes. But there's 2 things that might take awhile to figure out.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on April 17, 2012, 11:30:19 pm
Hey, Samus is still alive. If anyone's interested I've made a thread asking about her height. PLEASE VOTE if you havent!
http://mugenguild.com/forumx/index.php?topic=140323
She's far too short as she stands now. (pun intended)
Once I decide on the scale work on all the explodes and hitsparks can be done.

I've added her SSBB sounds. I havent started assigning them to moves yet. I think I'm going to have to normalize the audio levels or something. Some sounds are very low.
I've been on vacation for the past few days but will be back at work tomorrow. Which is where I do most of my mugen coding =]
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: rukifellth on April 18, 2012, 12:19:32 am
Posted my thought on the size, btw, what are you're ideas on special and hyper moves?
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Noside on April 18, 2012, 12:23:34 am
Odb718 glad to see you back man, and ofcourse i'll be following your thread.  8)
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Long John Killer on April 18, 2012, 03:27:21 am
I suspect a form of Zero Laser is the level 3 Super, minus the armor destruction?  My vote's that one of the supers be a form of the Ice Missles she gains in Fusion.

Per the size issue, she is rather tall, and in bulky armor to boot, so she should be equaly tall to match.  Matching up to Geese seems about right.

Will her sounds stick solely to SSBB, or will you include other games sound effects?  If I may suggest, one of her intros being something resembling her apperence when you continue a game, with her fanfare that plays with it? (http://www.youtube.com/watch?v=aMVgePGh6OI)
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on April 21, 2012, 05:09:50 am
Yeah right now I have a VERY basic zero laser. I'm actually using Ryu/ken/akuma versus series fireball ultra as a spot filler.
Another idea would be a Super Bomb. Though I've never been a fan of full screen ultras, aside from Omega Red. MAAAAAYBE have a metroid come an attack the enemy like Super Metroid. Maybe a two part ultra where you call the metroid and it attacks when your health is low enough.... idk.

My idea for an intro would be to have a metroid and Samus sitting "back to back" and then it flies away, she stands up, and the battle starts. I also want to learn how to have a helper stay the entire time so I can make an intro where an elevator raises up and she walks out. But I'd like to have the elevator drop down and have the lid stay the entire time.

As for sounds, I do plan on using external sources.
well, back to work
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Long John Killer on April 21, 2012, 05:33:41 am
Hmm, having the baby metroid attack.... I don't know about a Super, something would have to happen to Samus to temporarily stun her, then the metroid comes in.  Perhaps an opening, something like GM's "Char's Zugock" opening where he sends one Gundam to attack the enemy, they rebound, then run off as the Zugock comes in to fight?  I suspect for Samus, though, it would be her taking aim at her foe, where the metroid flys in, Samus reaches for it to stop, it attaches to the enemy, absorbs energy, then flys away?

The Super Bomb seems rather overkill for an attack by itself, but perhaps as part of a grab super?  During those, so long as it connects, it doesn't really matter what happens during the animation, so have her use her grapple to drag them in, trip them/bash their head/whatever to make them fall to the ground.  Go into morph ball, place Super Bomb, then gets out of there.  Bomb detonates, she rolls back afterword, fight continues.

The elevator entrance is a bit iconic to Samus entering a room, but a random elevator on every stage may look a bit odd.  Perhaps a little editing, have her gunship fly to the stage, she gets off via its elevator, then it flys away?
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on September 12, 2012, 06:57:06 am
So I havent been working on Samus as often as I should. Some how I stuck my foot into a serious relationship.

Work has been done though.
Samus can actually battle with some of the weaker characters.
The Smash Bros move set is visibly weak against most enemies. Because of her height I may have to make her hit boxes inaccurate so she can actually connect with the average sized enemy.
I used to edit and test Samus while at work. They've since taken away the privilege of playing video games, so dev time has significantly dropped.

I've also been distracted by my Samus.nes... I edited Metroid. I thought I was done with it 3 years ago. But with the release of Editroid 3 I have been adding all of the little things I felt my mod needed. Work on it has finalized though.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: TRUEMicah on September 12, 2012, 07:02:24 am
Meh Life happens.
We all understand... Well, the majority of us do I suppose.  :D
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on October 04, 2012, 12:46:46 pm
I've put in more time in on Samus. She's far from complete though. The most noticeable problem with her is the lack of sound. I plan on spending a few days with Goldwave just editing the sounds I have so they're all level.
I've also been editing SF4 Juri by Werewood & Orbinaut. It helps with the monotony of working on the same thing over and over.

Over the last few months my financial situation has taken a turn for the worse. I no longer have the internet at my house. This hurts with dev'ing Samus when I get stuck on a problem. I cant search or ask for a solution on line until the next time I work.

I might just release what I have on the 1 year anniversary of working on Samus. It's sneaking up fast.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Noside on October 04, 2012, 10:31:44 pm
Oh man sorry to hear about your internet issue, i hope everything goes fine in general, best of luck and keep it up.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: flashshello on October 05, 2012, 02:17:38 am
hey, I found a link to some voice rips of samus, and varius super smash characters you could use:

http://www.spriters-resource.com/community/showthread.php?tid=16063

Hopefully that helps you.

also snakes' codecs:
http://www.spriters-resource.com/community/showthread.php?tid=16136
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: RobotMonkeyHead on October 14, 2012, 06:58:29 am
 :sunny:
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on October 14, 2012, 07:56:00 am
So I've been putting in some time on Samus.
I've finallized most (99%) of her collision boxes. Except for her hit reaction animations I feel they're perfect. They arent standard "Capcom" style hitboxes. They're as close to the sprite as I could get using the fewest boxes.
I've come up with unique run back/ run forward moves.
Her Ultra still needs to be flushed out to the fullest. Right now She can only point forward. I plan on her being able to shoot up and down also. Maybe control it like Vs series Dhalsim. I still only have one Ultra for Samus. If someone can find me an awesome series of Metroid sprites I might be able to make another ultra.
I feel I'm at the point where all she really NEEDS are her sounds. Kung Fu Man's on top of Samus is... unattractive. I have Samus' SSBB sounds. But I need to level them using goldwave or a similar program.
Maybe 1 or 2 more pallets wouldnt hurt.
She's very playable but I want her to be a brawler. Right now she's very reliant on "fireballs" which stinks. When she's near completion I want to add in SSBB style power to her. The more she beats you up, the more you get tossed around.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: TrinitroRoy on October 14, 2012, 04:34:47 pm
So I've been putting in some time on Samus.
I've finallized most (99%) of her collision boxes. Except for her hit reaction animations I feel they're perfect. They arent standard "Capcom" style hitboxes. They're as close to the sprite as I could get using the fewest boxes.
I've come up with unique run back/ run forward moves.
Her Ultra still needs to be flushed out to the fullest. Right now She can only point forward. I plan on her being able to shoot up and down also. Maybe control it like Vs series Dhalsim. I still only have one Ultra for Samus. If someone can find me an awesome series of Metroid sprites I might be able to make another ultra.
I feel I'm at the point where all she really NEEDS are her sounds. Kung Fu Man's on top of Samus is... unattractive. I have Samus' SSBB sounds. But I need to level them using goldwave or a similar program.
Maybe 1 or 2 more pallets wouldnt hurt.
She's very playable but I want her to be a brawler. Right now she's very reliant on "fireballs" which stinks. When she's near completion I want to add in SSBB style power to her. The more she beats you up, the more you get tossed around.
And vice-versa?
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on October 23, 2012, 11:46:59 am
No, Trinitronity, if she fights another character from brawl they should have the code to make her bounce around more. If I make her bounce around more for every character it could mess a ton of moves up for the enemy. Right now it's not implemented at all.

I just got done with some major work. I have her grapple beam grab working pretty solid. Though the beam itself looks crappy, the move is pretty sweet.
11 statedefs for 1 move  --;
She'll throw the whip out. If it connects it drags the enemy to the end of her gun.
Once the enemy's at the end of the gun you can do 3 things, nothing... just stand there and wait, slap the enemy up to 7 times, or throw the enemy. You can also slap the enemy 7 times and then throw them.
The enemy can get on the buttons and break free, unless being thrown.
The 7 slaps also work against the enemy's partner. If the enemy isnt being thrown, but gets slapped it gets hit but not locked into the throw. The throw _MAY_ work against the enemy's partner in 2v2 but it's near impossible to test properly. I think it would but they'd have to be standing in the  perfect spot.

The move hasnt been perfected. I have a general release time, the do nothing and just wait for release, that needs to be edited down. A few other small things like damage values, but the move is 99% there. I havent played smash bros brawl in a very long time so I might have to revisit it to see what else she can do in the throw. Maybe release the throw at any point?

This was the move I was keeping for last. Now it's pretty much polishing Samus up for release. Sounds and dust/sparks basically.

FF3 has been being weird. It wont save the animations unless I click save under animations. using the Save under Project just doesnt work. I didnt find this out until too late.

VVV HERE'S A PEAK AT THE MOVE VVV
Spoiler, click to toggle visibilty
Look how bad that grapple beam is :P
It took all of 10 mins using paint and irfanview. NO, that's not a progression of the move. I took random snaps of different parts of the move until I got 3 good ones.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Toshio Tenma on October 23, 2012, 12:43:49 pm
Looks amazing, continue^^
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on December 03, 2012, 08:18:54 am
I've updated Samus with some dust trails. Took care of some other visuals. I still need to get her Ultra looking good. Right now it's terrible....

I've just finished editing her Super Smash Bros Brawl sounds so they're loud enough and the right format for Mugen. I've created an *.snd of the 100+ sound, organized them into the groups I _think_ they belong in. It's confusing trying to imagine what each sound is with out any visual key. I'm starting work on linking them in the right spots in the *.cns files.  I dont think Samus will be ready for Christmas, but it would be pretty sweet.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: RobotMonkeyHead on December 04, 2012, 04:19:56 am
Man I am so stoked for this project.  She looks freaking fantastic so far. 

Too bad you can't listen to music through the sound editing part, cause that really helps with those long tedious organizing pushes.  I hope your work goes smoothly.  We'll be waiting patiently. 

When you release her I might have to switch this song from Ronald Mcdonald to Samus.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Kayetayo on December 07, 2012, 03:52:25 am
Nice, this looking to be pretty interesting and decent. Good luck.
Hmm, if you are going about with supers, How bout an ice beam shot followed by a super missile (What SA-X used to kill you quickly in metroid fusion), you could also make her use the speed booster/shinespark and ram the opponent or make her roll in to morphball and sweep the ground laying small bombs kinda like Rolento from SFAlpha. If you need more ideas i have plenty im a huge metroid fan.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: ExShadow on December 07, 2012, 04:32:59 am
Not sure if you are interested, but I started to make her a home for whenever she made it public:

Spoiler, click to toggle visibilty

Send PM if you like the idea.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Noside on December 07, 2012, 05:09:16 am
Not sure if you are interested, but I started to make her a home for whenever she made it public:

Spoiler, click to toggle visibilty

Send PM if you like the idea.
Yes! ExShadow makes awesome stages! guaranteed. :woeh:
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: RobotMonkeyHead on December 07, 2012, 06:27:40 am
Not sure if you are interested, but I started to make her a home for whenever she made it public:

Spoiler, click to toggle visibilty

Send PM if you like the idea.
Yes! ExShadow makes awesome stages! guaranteed. :woeh:
Oh shit yeah!!  Yes she does!

Man I seriously can't wait for this Samus.  She is lookin soooo good.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on December 11, 2012, 11:39:44 am
WOW! ExShadow, I'm seriously impressed. If I'm done with Samus before that stage is finished, I might have to delay the release :P
I have a couple ideas for an intro. One would be the Super Metroid door, where the stage is black and she goes through the door and the stage appears. I'd have to look into making a special intro just for that stage. Right now she only has the sitting down, getting up intro.

Kayetayo, I like your ideas. I think a good shoulder, slam the p2 off the wall, then super jump to send them flying would be awesome. Maybe steal the graphics from SM of the ship going to Zebes and have the player fly off the planet.

One thing I'm thinking about implementing is the multi-bomb release from Super Metroid. I have the charge shot working pretty good. In SM she could charge, drop into the ball, and I think 5 or 7 bombs would all be released in a cluster around her. Because she's so heavily reliant on projectile missiles I'm trying to come up with as many moves as possible.

The sounds are coming a long slowly. I've used goldwave to adjust them, but they still seem flat or not as loud as the other characters. I'm going to have to compare their properties to some other character sounds I guess.
 I think Nintendo also could pause sounds and play from the pause position. The charge beam seems to be an obvious one. I have to look into figuring out how to do it properly in Mugen.

A Christmas release doesnt look probable, but she's very playable.... I want to get past obvious short comings so I get solid feedback on her. Not just, "ZOMFG! Her sounds doesnt werk!!"

Anyways, its 5:40am and I gotta wake my GF up so she can study for her P-Chem exam <_<
Keep you guys posted.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Kayetayo on December 11, 2012, 04:06:22 pm

Kayetayo, I like your ideas. I think a good shoulder, slam the p2 off the wall, then super jump to send them flying would be awesome. Maybe steal the graphics from SM of the ship going to Zebes and have the player fly off the planet.

One thing I'm thinking about implementing is the multi-bomb release from Super Metroid. I have the charge shot working pretty good. In SM she could charge, drop into the ball, and I think 5 or 7 bombs would all be released in a cluster around her. Because she's so heavily reliant on projectile missiles I'm trying to come up with as many moves as possible.


That sounds nice. How about giving her a command grab. Something like venoms or spiderman web grab in marvel vs capcom, she could swing the opponent to the other side or slam them to the ground or you couldMake it act like scorpions spear and pul the opponent. Also she is  heavy kicker in smash brothers so she could have decent kick normals and command normals that could set up to her long range shot like missiles and beams.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: ExShadow on December 13, 2012, 02:21:19 am
Quick video of the stage:
Spoiler, click to toggle visibilty

Check your pm for more info dude.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: RobotMonkeyHead on December 13, 2012, 03:16:29 am
Wow ^. Very nice work Ex.  Might try slowing the clouds down just a bit, but beautiful either way.

Odb, as someone who's done music recording for about a decade, if her sounds seem 'flat' try adjusting the EQ by bringing up only some of the highest frequencies, and also some of the lowest.  Mess around with just how much of each, but that tends to help sometimes.

Also, hell yeah +1 for the multi bomb. 

     Posted: December 13, 2012, 03:22:39 am
That sounds nice. How about giving her a command grab. Something like venoms or spiderman web grab in marvel vs capcom, she could swing the opponent to the other side or slam them to the ground or you couldMake it act like scorpions spear and pul the opponent. Also she is  heavy kicker in smash brothers so she could have decent kick normals and command normals that could set up to her long range shot like missiles and beams.
Liking these ideas using the grapple beam.  You could even have a swing kick, where it grabs either the top off screen, or the wall behind the opponent, and pulls her in for a kick or shoulder charge.  Could make for a nice combo opener. 
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: ExShadow on December 13, 2012, 03:22:39 am
I would try slowing them down, but that might raise the side a bit above, where it would want to be used lol

Then again, I do play on fast 3, so it's a bit faster than normal.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: RobotMonkeyHead on December 13, 2012, 03:25:32 am
Right on.  Looking at it again, the faster moving clouds do sort of imply a windier or 'lively' atmosphere too.  Again, Excellent job. 
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on December 24, 2012, 09:09:18 am
I do have the grapple beam move from smash bros brawl. It only "pokes" you in the air. On the ground you slide over and can get slapped around or tossed into the air. She can charge her normal fierce punch. The "stomp" kick is just a button press. I might make it charge.

If I can find a good set of images of a metroid I could make an ultra/special where a metroid tracks you down and sucks energy.

Seeing as I'm super busy with the holidays nothing's REALLY going to get done until after the 2nd or 3rd.
But until then Merry Christmas. I hope you guys have an awesome new year(s)!
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: RobotMonkeyHead on December 24, 2012, 08:30:13 pm
Nice, you've got the grapple beam throw in there.  Charging fierce punch Super Metroid style sounds great too.  If you get a full charge, will she hold the charge until next time she fires, or does she just shoot the fully charged blast asap?

Also, google is loaded with good 2d metroid sprites, but I'm not sure if they're what you're thinking or if they fit the style of your Samus.  Here are a couple of the better 2d ones I found on a quick search.
http://z3.invisionfree.com/MP2D/ar/t1762.htm
http://spriters-resource.com/snes/smetroid/sheet/1725
http://www.scrollboss.illmosis.net/customsprites.php?g=nintendo#metroid
http://primeop.deviantart.com/art/Metroid-sprite-fighter-scale-336320871
The last two look the best IMO. (The last one is his deviant art account)

Then there was this, which looks a bit more like hyper BG material, but who knows?
http://www.diygamer.com/wp-content/uploads/2010/01/metroid.jpg

This page has quite a few really good single images:
http://aliens.wikia.com/wiki/Omega_Metroid#Omega_Metroid

And finally a few angles of a decent 3d render that you might be able to coax some subtle motion out of.
http://metroid.wikia.com/wiki/File:Metroid_Render_Gene_Kohler.png

Hope your holidays go well!

EDIT:  The last one down on this page might make a nice defense bubble similar to ssb.  There are lots of pages after, all worth checking out.  http://mrbubblewand.wordpress.com/category/animations/
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on December 29, 2012, 10:52:35 am
Awesome! Thanks Robot! I have the snes set in now. The metroid does nothing. I just wanted to see it in game because...
(http://i.imgur.com/BEr89.png)
^^^^^ THIS ^^^^^
I took the set, mainly just color edits and started work on up'ing the resolution. I wanted to keep it as "asymmetrically symmetrical" as possible. Obviously I'm still working on the "teeth and the gums" of the metroid. The color of the brain or what ever it is pulses, but I think I might make the red stuff move too. Just wanted to show what I've been working on. The GF is asleep so Im doing as much as I can. :P

As for the blast gun. Right now she can charge and hold indefinatly. She can also roll backwards as soon as the charge starts, by hitting back,back. The back roll can be done any point of the charge, not just the very beginning. There's an MvC2 Jill that can hold a charged up charge forward move. The code looks a little complex but I'll review how the person did it and take notes. I DO want Samus to be able to walk with it on full blast like SSBB. So she couldnt walk unless she lets go of the button or finishes the charge.

As for the SSBB guard bubble, I personally think it'd weaken Samus way too much. So many players can keep the enemy blocking in the corner for a good bit of time. That's why I made sure Samus has a push block. There's just no way a SSBB character could handle 9 out of 10 mugen characters. IMO.

Anyways, more to do.

     Posted: January 14, 2013, 09:01:43 pm
So I've been busy with Samus. I have a "Metroid" Ultra 80% working. Samus Calls out a metroid, it flies toward's P2. P2 can block it and the metroid will bounce off. If the Metroid connects it starts to drain P2's health. P2 can fight P1 while the Metroid is attached. After a few seconds the Metroid tries to latch onto Samus. If it connects with Samus then she regains health. If the Metroid never connects with P2 it flies away after a couple seconds. It flies away once it's done giving Samus health. If the Metroid's on the screen when Samus wins it flies to the center of the screen and "dances".

I've also edited about 500 of the 2100 sprites of Samus. There are some odd colored pixels in Samus' midriff and back. When the pallet for the arm-cannon and stomach are very different, the discoloration is noticeable. So I'm editing it out. It's taking a very long time. I did about 3 hours on it today.

I've also tightened up a lot of her special moves. The spin attack is one. The heat seeking missiles have been greatly improved. The animation no longer switches instantly when you jump over or fall past it fast. I've also editing some ground and air velocities to make them close to what happens in SSBB.

The Metroid ultra has taken up most of my time but I plan on getting Samus walking around with the super charge soon. Its pretty major in SSBB and I want it to have that same dominance in mugen.
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Lunchbillion on January 24, 2013, 12:55:52 am
Can't wait to add Samus to my roster. MUGEN needs more good Nintendo characters!
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Odb718 on February 04, 2013, 07:31:06 am
Apparently it's taken 20 days of working on and off of editing the sprites to get them all finished.
I'M DONE!!!
Well with editing out the discoloration.

Back to editing the code.

     Posted: February 07, 2013, 05:36:49 am
More work has been done. I've added an additional 280ish sprites to Samus. Two throw moves, a Run forward, a dodge, and like two other moves I forget.
Some of the sprites showed up with the discoloration. It's an easy fix, just time time time.
FF3 likes deleting or reverting my work on animations and sprites for some reason. I lost about 2 hours of work the other night. I know it's not me because I save just about every time I press Launch to test in mugen.

I need to do the collision boxes for the animations I've added in. I need to tighten up the Metroid code a bit. There's a bug if I call multiple Metroids out at a time. I dont plan on that being able to happen, but I'd rather kill it then let it stay.

I need a couple effects for the Metroid if anyone's interested in doing that?
I need the Metroid sucking P2's energy and then giving it back to Samus. so two electric fields would work I guess. Most of my effect sprites arent very good.

     Posted: March 05, 2013, 10:50:21 am
I'd like some help coming up with creating some more pallets. I've created 4 that are pretty standard. 1 is a little funky.
(http://i.imgur.com/UcWV1am.png)
Every time I try to come up with a new one it doesnt look very good. I'd like at least 6 awesome ones. 12 would be ideal. The problem is the green from the visor is in the gun. There's no simple way of doing a color separation for it or I would in a heart beat.

     Posted: March 19, 2013, 10:08:03 pm
Here is an early beta. I've ripped a lot of the stuff that wasnt working 100% out.
http://host-a.net/u/Odb718/Samus718.rar (http://host-a.net/u/Odb718/Samus718.rar)
I have a completely different copy of Samus I'm working on. This is just to show how she plays and to get feed back.

I'd like people to help make effects for her. I left a lot of the crappy effects as place fillers. PLEASE HELP. I'm going to start working on a few sprite rips of the characters here >>> http://mugenguild.com/forum/topics/optimuspitkrillinwarspawn-which-character-should-i-sprite-147720.msg1704112.html#msg1704112 (http://mugenguild.com/forum/topics/optimuspitkrillinwarspawn-which-character-should-i-sprite-147720.msg1704112.html#msg1704112)
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: ExShadow on March 19, 2013, 11:29:13 pm
Going to test her out, thanks for sharing
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Nexus Games on March 19, 2013, 11:43:14 pm
i tested her
-the clsn are good
-her crouch medium punch is a little slow
-the characters dont get pushed back when they get hit by the missiles
-i forgot what this move is called but when samus shoots and it brings the opponent behind them it feels like its a grab
- the combos are good
-the missiles dont have exploding hit sparks
-when she trips her enemy it hits two times before the enemy touches the ground but im not sure if you wanted to do that
this is a good beta and you will solve those problems i enjoyed testing her so keep it up this is a good project
Title: Re: Super Smash Bros Brawl Samus Early WIP
Post by: Veolf on March 20, 2013, 12:03:32 am
Thanks, going to test her out. Will provide feedback soon.

- Hitsparks are misaligned on normals, and her special move.
- I assume you don't have all the hit sounds yet since her charge attack didn't have any?
- The clsns are okay though I think it's better to surrounded the feet with clsns rather than separating them. Preferably shorten them to 3-5 blue clsns at max.
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: TRUEMicah on March 20, 2013, 07:05:37 am
This is beyond awesome, giving feedback now. ;)

- There are too many hitboxes on all of Samus's frames, IMO CLSN's needs a alot of work.
   - Try decreasing the amount of hitboxes per frame.
- Jumps feel unnatural and jerky to me, not sure why though.  Maybe she should jump higher?
- Why did you allow Samus to have so much control during her jumps?
- IMO Second jump would be cool if she balled up similar to the way she does in SSBB (This is just my opinion though) :P
- Running Tackle is slower than expected and would be better if it had more impact and knocked down P2  IMO.
   - Also, running K and P both shouldn't be able to perform Running Tackle.
- Running Tackle knocks P2 too far when it connects.
- Standing M. Punch would be better if it hit 2x instead of once.
- I like how Samus is able to charge H. Punch, fucking YES. :yes:
   - Fully charged standing H. punch should be a very useful utility (guard crushing properties, stun the opponent, cause while bounce, etc.)
      - It would also be cool if you added some flashing FX to it (A'la SSBB)... That of course will come much later. :P
- Crouching H. punch pops the opponent way too high IMO.
   - Are you aiming for MvC gameplay?
- Air H. punch should be similar to a Meteor Smash move (Knock opponent to the ground).
- It would be awesome if crouching H. kick were chargable as well (A'la SSBB). 
   - Maybe if fully charged it can pop P2 into the air?
- If crouching H. kick connects under certain conditions, a cloning bug occurs :S:
Spoiler, click to toggle visibilty
- Air velocities during the air grab are extremely skewed.
- The speed of the missiles are too slow.
   - Missiles should start out slow and gradually get faster the further they go.
- While firing missiles in the air, Samus floats way to high.
   - IMHO, Samus should either be either stationary while firing missiles in the air or pushed back by the force of her missiles.
- Did you ever think about adding SSBB-like controls to the missiles (D, F x = Normal Missile, D, hold F, x = Power Missile)?
- I love the homing missiles however, they seem a too precise.
- Drill Kick could be a command normal ( U, kick).
   - CLSN could cover most of Samus's body to give it a sort of priority.
- Screw Attack goes too high.
- Screw Attack is better fit for Samus's anti-air.
   - It'd be more useful if it moved diagonally though.
- Blast Wall would be awesome if it had more priority.
   - I don't think it should be performed using the DP motion though.
       - It could be used as a sort of follow-up move after fully charged H. P/crouching H. K. :S
- Blast Wall can cause the opponent to fly way out of screen under certain conditions.
- Charge shot's startup is entirely to slow.  Shouldn't it be slower than her missle?
   - It'd be awesome if Samus could hold her shot until she's ready to use it (A'la SSBB).
       - Or maybe the charge feature could be similar to MvC Megaman's/Zero's charge (Hold punch = profit)?
- Taunt needs to be smoothed out.
- Do you think that you'll implement Samus's grapple beam in the future? :P
*Edit: Please do away with the guardpush, IMO she doesn't need it!

I love the ideas you put into Samus and I think this is awesome overall.  My biggest grudge are the huge popups.
They make this character seem too similar to the "Lol MvC style" many characters fall victim to.
I'm definitely looking forward to future updates! ^_^
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: ExShadow on March 20, 2013, 11:42:27 am
Personally I like what's done so far.  Here are my thoughts:

- Personally I feel as if the launcher sends the opponent too high.-
- I feel as though the super missile should push the opponent back a lot further, similar to the way it does in ssbb.
- Crouching anim feels a bit slow.
- Air homing missiles go off the bottom of screen instead of exploding when reaching the floor?

Seems to have a lot of potential, good luck finishing it.
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: Momotaro on March 20, 2013, 12:28:18 pm
Seems nice.
Can I ask something about create characters with xnalara?
How can you be sure color palette will be the same from a frame to another one when you capture them in xnalara?
Seems enigmatic to me...

Good luck on it!
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: Bastard Mami on March 20, 2013, 04:13:07 pm
the palette is post processed I guess.
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: MUGreed on March 22, 2013, 01:56:09 am
this looks rather interesting. If only it were converted into a CVS version. Can it be done? sorry if I'm asking too much and being rude at the same time.
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: Prime SC on March 22, 2013, 02:52:15 am
everything doesnt have to be cvs, when theres to much demand of one certain thing, eventually comes diminishing value..
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: RobotMonkeyHead on March 22, 2013, 05:55:32 am
If I could suggest one thing to round off the fluidity of the animation you have at this point, it would be a walk to stand/stand to walk animation.  Otherwise most of the other critique i have has already been mentioned.  Fucking excellent work man. 

If I find any unique feedback I'll post it. Props to TRUEMicah for the thorough run-through.
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: Aldo on March 22, 2013, 05:59:49 am
If the colors are organized in a decent manner, I may even take a crack at doing some colors. Hopefully that´s the case.
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: Odb718 on March 24, 2013, 05:56:56 pm

+The hitsparks are misaligned on "purpose". I've created a system of properly placing them based off of P1's Pos Y instead of P2's. I havent gone through and aligned them on the beta build.
+The bomb, and all of it's moves are working 100% except the bomb floats slow to the ground when it nears it. Otherwise it's perfect. I thought I ripped out all of the code. That's why the error occurs.
+The sounds are a major problem right now. I have to redo all of the sounds levels. It's just a ton of work.
+I dont see any slow down from my clsns boxes. I prefer them to be as accurate as possible. I dont like the concept of being able to punch air, so I try to avoid it at all cost.
+The pop up goes high because I want the player to actually delay, or think about which moves to connect with. I feel in the MvC series the characters are in the prime spot for combos. How I've tried to set it up, you pick when to start the attacks and the P2's spot will be in a different spot. So Lp,Lk,Mp,Mk,Fp wont always work. You'll have to mix up the combos.
I am looking for a type of MvC game play. I feel pop ups are needed in mugen. I just prefer them. Same thing with push block. Against moves like the raging demon, push blocks are a must have to survive.
+Samus' jump control comes from SSBB. She's a very "floaty" character. It adds another option. Jump-faking is pretty useful.
+The air High punch knockdown/pop up has always been in the back of my mind. I want it to mimic SSBB.
+The air grab was supposed to be gutted but I forgot. In the working version she floats a little higher and then falls about a body width to the right of the enemy. Right now the problem with the throw is the enemy doesnt bounce. I havent been able to work out WHY that's happening.
+I dont mind having to use the different button, commands for the 3 types of projectiles. I dont see a problem with how it is.
+Homing missiles were made to lock in on the character's chest. Depending on which speed missile is launched the accuracy over distance is changed. But it will always hunt the same exact spot.
+I measured the screw attack and tried to get it to the same height as SSBB. It's supposed to go as high as a standing double jump I believe. It can be performed two different ways to go backwards or forwards. So the diagonal IS there.
Also, Samus is WIDE open for attacks after the screw attack misses. The height of it is a negative attribute at that point. if you use it after a double jump and miss, youre open for anything.
+I agree with the blast wall's lack of priority. I want it to absorb projectiles and still be active against the player. I need to look into how to code it.
You can link the standing blast wall directly after the crouching FP and combo it. It's an extremely tight window.
The blast wall super pop up is my experiment with velocities versus Y position of P2. I want P2 to get locked in and go for all 5 hits no matter where they are when it connects. One of the experiments has very wrong numbers. I plan on ironing out those differences.
+The charge shot comes out the fastest if it's fully charged. it's missiles X, Y, Z<super missiles X, Y, Z<charge shot. I think missile Z = super missile X or they're extremely close if I recall correctly. The damage they do is uniform I think. I plan on making the difference only 5 or 10 points.
I plan on having the charge shot work like it does in SSBB, just reversed for button pressing. SSBB you have to press the button and release it and it charges. The second button press releases it. I plan on having it be a button hold->release for it. Like capcom basically.
+The taunt... totally forgot about it actually.
+The grapple beam is working 60% and has been gutted for the release. The sprites of the whip are terrible and disjoined. I wanted the release to focus on problems with things that are "working".

+A lot of my animations ARE too slow. I totally agree with you ExShadow. The way I rip the sprites, is how long it is in SSBB. I feel a couple just dont work right with Mugen. I've edited out a lot of frames, and extended some frames in different moves. I'll look at her crouching again.
I havent added in the ground check or the sides check code to the homing missiles. The ground missiles use the same code as the air. So both will get fixed :P

Nedflandeurse, I'm not sure what xnalara is. I dont use it for pallets or to capture sprites. The way I got my sprite pallet was to take the Samus 3D model's skin image. The unfolded image of all her body parts. I cut out the individual colorized portions. I reduce those individual images down to the number of colors I want to allow. Then manually built my pallet once I had all the sections.
After the pallet was built with all of the colors in the original image, I use FF3 to force the colors into my sprites. Seems to work pretty solid.
So technically it's Pre and Post processed.

I'm not a fan of the CvS gameplay or look. Although the newest one is pretty beautiful. I dont mind if people want to modify the character's gameplay or sprite. Just include my name in the credits. It's Mugen.

RobotMonkeyHead and to anyone else, PLEASE agree with points people post. I do consider everything people post, but if enough people agree I have no problem making it standard. If one or two people want something I dont really agree with I figure they'll edit it how they like.
I'll take a look at trying to tighten up the animations with what I have. If you want, could you make an animation using the available sprites and post it in this thread?

Goodaldo do you mean how they're arranged in the pallet or on the character or what? I mean there's only a few colors that are used for more than one area of the body. I think my pallet is well laid out. What's wrong with it?

As this is my first character I've built from the ground up I was nervous about her release. Thank you guys for the insight and ideas. If you think you have any edits I might like, post them here. I'll cut and paste them in, maybe other users will too.
I've had a ton of personal stuff drop in the last few days. I'm sorry for a couple delays on things I promised a few people.

I plan on working on Samus more in about a month. My main focus right now is my girlfriend. Second is my job. Third is Optimus/Bosstimus Prime and War. I'll be a sprite ripping fool here soon! Then Pit and Maybe Spawn. ;) Depends on who starts to work with my sprites.
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: Aldo on March 25, 2013, 08:12:45 am
Goodaldo do you mean how they're arranged in the pallet or on the character or what? I mean there's only a few colors that are used for more than one area of the body. I think my pallet is well laid out. What's wrong with it?

I meant if all the color rows were arranged in a comfortable and ordered way. For example if the 8 first rows of tones belong to the armor it would be fantastic if they were arranged from the lightest tone to the darkest tone. Sincerely I´ll have to take a look on that by myself. Will post if I manage to get something interesting. I´m up for it!

P.S: I think you almost broke the character limit in the post above  :stare:
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: Rajaa Retired on March 26, 2013, 07:09:45 am
I can't download it. Use Mediafire or something.
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: Omega on March 26, 2013, 09:01:59 am
This is great but, if possible, you should re-upload it. The effort you have is awesome and Samus Aran deserves to be in Mugen for sure.
Title: Re: Super Smash Bros Brawl Samus Release 0.5
Post by: Odb718 on March 27, 2013, 12:40:00 am
Goodaldo, All of the colors are separated pretty well. The reason they arent from light to dark is to make it easier to see the clusters. If the darkest color was on the outside of the row, next to the default 0,0,0 black it would be a little harder to see where it ends.
Except for the visor/gun colors the darkest color of the sets are in the middles. Pallet 1,1 would have to be the easiest to identify and work with.

The download for Samus should be working again. Didnt think I'd fly through 6gb of bandwidth that fast. I'm uploading to mega right now. will post the link later.

-----
Edit for the download links
http://host-a.net/u/Odb718/Samus718.rar (http://host-a.net/u/Odb718/Samus718.rar)
https://mega.co.nz/#!UI4iBYxB!BQuMuGOp0n-epgdu5dHnjmnOYChblIG9je0IfXhD30c%20 (https://mega.co.nz/#!UI4iBYxB!BQuMuGOp0n-epgdu5dHnjmnOYChblIG9je0IfXhD30c%20)

      Posted: April 30, 2013, 03:13:28 am
Some progress with Samus.

I've added a much nicer Ultra beam for her level 1 ultra. Added/Edited hitsparks for it too.
Gotten rid of an error in her Metroid level 3 ultra.
The ultra's are almost ready for release. I need a life drain effect and a life give effect for the Metroid. The level 1 is 95% ready. Just some timing issues on explodes and bg effects.

I've taken care of some problems with the grapple beam, but it's still no where near release.

I still need to fix the fact that if P2 doesnt have a good intro the Metroid isnt behind her back in her intro. Not sure what causes it.

My current mission is to try different scales for Samus and see if everything's still lined up. I'd like to think everything will work properly but I know I've had to miss something.
When I load up mugen in other resolutions Samus looks completely crazy with her ultras. I'll test that out too.


      Posted: June 02, 2013, 08:55:43 am
I've gotten rid of an error in the Metroid Ultra. Killed a second bug. a third bug
Made it work a little better; Before, if your life was full, and the Metroid was on Samus for over 310 tics, and you got hit, it wouldnt fill your energy. I made it so it will sit and only dispense "310" points if you get back to full health/hit/filled/hit/filled/hit.
I'm working on some different animations for the Metroid so it's not always the same. So far so good.
 Still missing effects for the drain and recharge.
There's a random problem with the Ultra, where if P2 attacks at the moment the Metroid hits, it doesnt sit and drain energy.

I feel that with the Ultras, she's worth uploading an update. Might come soon. The bombs are my next mission to take care of. I'll probably release once the bombs and ultras are ready. The beam and the other stuff will be on the 3rd release I guess. By that time Samus should be out of beta and be official.



      Posted: July 22, 2013, 06:43:40 am
Newer version is uploaded. Samus718.rar
Download from Mega Here (https://mega.co.nz/#!UI4iBYxB!BQuMuGOp0n-epgdu5dHnjmnOYChblIG9je0IfXhD30c%20) 7/10/2014
She has 2 Ultra moves. The giant beam from SSBB and an attack Metroid that will seek out the enemy, drain his health, and add it to Samus.

I've added in the bombs and all the various things involved with that. This is probably still buggy as heck. I _THINK_ I got rid of a bug that kept Samus in a custom state. It may still happen.

I still havent worked out the Grapple Beam so I've edited it out.
I think I added in an additional pallet. Cant remember.
All of the sprites are left in. Was too lazy this time. All of the effect sprites still suck, including the bomb explosion. I think a lot of people will recognize it...
Title: Re: Super Smash Bros Brawl Samus Release 0.6 7/22/13
Post by: Saikoro on July 22, 2013, 07:47:26 am
Nifty!! I'll certainly get to downloading her and giving you some feedback later today. Good to see progress!! And thanks for the heads up. :lugoi:
Title: Re: Super Smash Bros Brawl Samus Release 0.6 7/22/13
Post by: Odb718 on April 13, 2014, 11:30:56 pm
Hey, Samus is still alive and kicking.
I had a gpu meltdown on my laptop a while back and got a new one recently. I wasnt comfortable enough with it to start work but now I'm settled in enough.
 
As I'm typing this Samus is open in Fighter Factory and I've made some small changes.

She still needs a ton of work. Sounds are still the biggest thing to do. If someone would like to help me do that, I'm all for it. I have all of her sounds inside but they're not listed in the states to work.
 
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: MS_Todd on July 11, 2014, 02:28:25 am
By request of the autor itself and a personal need of the char... UP!

Mega link is dead :/ please, reupload.

Greetings!
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on August 05, 2014, 01:41:42 am
So I had fixed the download link for MEGA and uploaded a newer version of it at the same time.
Today I got a notice from MEGA that they once again took down the link. I'm not sure why they'd feel the need to take it down.

I almost feel that someone on any of the forums I've posted Samus to is the one complaining.

For now, use
http://host-a.net/u/Odb718/Samus718.rar (http://host-a.net/u/Odb718/Samus718.rar)
It may or may not be the one that's up to date. I'll try to get everything organized a little later.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on August 27, 2014, 03:20:41 am
Mega has once again taken down my character. I'm not exactly sure why.
So I've separated it into 2 parts. I dont think they'll take down both if there's just one thing they dont like. Maybe it was just the name.

Find them here.
 Part A  (https://mega.co.nz/#!YMgB3a4K!YkKJMVg7_7yqTTOgJGET2-c7zOF0pfZFxX7q79ZCvDU)

 Part B  (https://mega.co.nz/#!QVxh3IjJ!JKMW0gP8Jss_rDFC2y1i9TklyHPh2SHmLumyVs5BOqk)
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Kayetayo on August 29, 2014, 07:36:50 am
Looking Good. Keep up the good Work.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on August 30, 2014, 06:08:02 am
Thanks man. I have enough progress to warrant a new release, but I feel like I'm getting so close to a 1.0 I should just wait.

Right now I'm working on her Charge Shot. I have the sounds working the way they should. It charges up and locks in. She can move around with it charged and can fire it with a button RELEASE.

I've made a small video of how it's working now.

I wanted to get some feedback on how it should actually work. In SSBB the charge shot can be interrupted and go right back to where it left off. As it is now, Samus718 can charge, do the back dash tuck into the ball, pop out, and continue charging.
I'm not sure how I feel about her being able to block or dash forward and resume charging. The blocking seems a little cheap for mugen. I dont know if there's another character that can charge a move and block and it keeps going, besides MvC2 Jill. The Forward dash seems like a cheap way to decrease the distance for a much stronger move.

Another thought about the charge move. Should it be a button hold, or a separate movement each time? Maybe a button hold to charge it, and then a second movement to fire?

Because Samus is scaled I may have to guy all of her hitsparks from the hitdefs and make explods.


----
I've fixed the bug that doesnt let her get out of the charge soon enough.  Just had to fineness the changestate and the timings
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: DJ_HANNIBALROYCE on August 30, 2014, 03:52:25 pm
DAMN. I CANT FRONT...THIS IS SEXY...
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Kayetayo on August 31, 2014, 05:57:56 pm

I wanted to get some feedback on how it should actually work. In SSBB the charge shot can be interrupted and go right back to where it left off. As it is now, Samus718 can charge, do the back dash tuck into the ball, pop out, and continue charging.
I'm not sure how I feel about her being able to block or dash forward and resume charging. The blocking seems a little cheap for mugen. I dont know if there's another character that can charge a move and block and it keeps going, besides MvC2 Jill. The Forward dash seems like a cheap way to decrease the distance for a much stronger move.

Another thought about the charge move. Should it be a button hold, or a separate movement each time? Maybe a button hold to charge it, and then a second movement to fire?

Because Samus is scaled I may have to guy all of her hitsparks from the hitdefs and make explods.


----
I've fixed the bug that doesnt let her get out of the charge soon enough.  Just had to fineness the changestate and the timings

Well in my opinion i think that its looking like a risky move unless you make her start up charge animation faster, it looks like she is very wide open and would take long to charge in my opinion. If you like it like that then the move should be a bit powerful to balance all that risk and time it takes to charge.

Your other option would be to charge classic style like she and Megaman do it in the original games and llike Megaman does in Marvel vs capcom (along side with what you said about Jill), holding High punch would let her charge and still be able to move, that way you can hold a charge while attacking and lead to better combos however you dont have the use of the high punch while you are currently charging, the power could be regulated the same way, the longer time you hold the charge the stronger the beam could come out. Since she has good kicks it wouldn't be a problem to combo into releasing the High Punch charged beam since a combo could be like lk>mk>hk>release hp.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on September 01, 2014, 05:52:38 am
Right now I'm working on the effects for it. I have the white ring and the "ball" is just the temp one I've got in the video. I need to get the shooting sparks and a few other things in there to make it match better. I'm also debating if I want to try and put the spark on the end of the gun for every single animation... would be a LOT of work. Anyone work with Capt. America's shield and got advice??

The speed, damage, and clsn boxes are all scaled to how long you hold the move in. So the risk is definitely rewarded for the move time.

Dont forget Samus also has the Super Missile and the Homing Missiles. She has the options of less risky projectiles. I think the player will be able to pick which one works the best in each situation. You'd probably start it up after a knock down or at the beginning of P2's Super Jump. Something that allows you to get some free time off top.

I was also thinking that if it's fully charged maybe it should blast through other projectiles. Just a 2 hit version or something? Maybe put a helper on it that only hits projectiles so it doesnt 2 hit P2.
(http://i.imgur.com/Oa17qmD.png)
I still feel like you should have to hold the button. You can use all 3 punches to activate the move so that also allows the player some freedom. If you're using MP you cant start a second Charge Shot with a second button. It wont work for any combination. 1 Charge Shot at a time.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Kayetayo on September 04, 2014, 06:34:38 pm
Yeah that sounds about right for the charge beam then. You can make it eat through most projectiles at semi full to full charge no problem.
Also quick question, are you going to apply elemental beams or just keep the normal one?
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on September 04, 2014, 11:35:41 pm
I didnt have a plan for elemental beams. I'm not against it at all. Just hadnt thought about it yet.
Right now Samus is, in my classification, a C+ character. She's slow and just cant battle that well yet. I'd LOVE to get her to S class. Dont think she's got the right tools to make it to God type. Elemental beams might help bump her up against the competition so it's something I will consider. I dont know if I'd use a freeze type because of her Ultras. The Metroid ultra is a pretty strong move, and her Beam Final is a little crazy.

Kayetayo, what type of beams would you like to see?

Right now she NEEDS anti-air bad. It doesnt seem like any of her basics do the trick. But I havent implemented the pop-up explosion yet. I dont want to make it cheap. So it might not even fit anti-air once it's done. The Blast Wall move is the only offense she has against a drop in attack. and it's just not fast enough.

I'm going to work on the Catch moves. The poke in the air and the Catch and slap are probably the worst as it stands.

I've come across something crazy in the dev process. I'm making the effects for her and the weirdest thing happened. If anyone is good at fixing problems with explods please look at my thread here. http://mugenguild.com/forum/topics/explod-showing-ff3-test-and-not-mugen-162029.0.html
I dont seem to be getting any help from the dev help regulars.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Kayetayo on September 07, 2014, 09:46:38 pm


Kayetayo, what type of beams would you like to see?

Right now she NEEDS anti-air bad. It doesnt seem like any of her basics do the trick. But I havent implemented the pop-up explosion yet. I dont want to make it cheap. So it might not even fit anti-air once it's done. The Blast Wall move is the only offense she has against a drop in attack. and it's just not fast enough.


Well i have a few ideas.
I was going to suggest to make her taunt also the command for a beam switch and this would change the charge beam:
Plasma -Single Shot, no charge, 3 hits, pierces so gives good chip damage
Wave- 2 shot, no charge, 1 hit, it travels with undulations so the opponent may be caught of guard by its weird traveling arch even in air.
Ice- Single shot, chargeable, Depending how much charge its the time the oponent is frozen (think of it like a stunned state)

The other suggestion is to make her able to shoot diagonally since she has no anti air and that scraps the beam change.

And my last idea is to make her charge beam the LP version, Make her shoot the wave beam diagonally as an anti air with the MP version and put the plasma on the HP. However if you are charging the LP version of the move you cant use the MP or HP versions cause it would be to OP. And that idea scraps the ice beam since it wont be needed or could be used for a Super.


Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: AlexSin on September 13, 2014, 12:54:48 pm
I would like to try your creations but Mega is not allowed in Italy so I cannot download any of them. :(
Can you put them in Mediafire too, please?
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on September 15, 2014, 06:25:13 am
I would like to try your creations but Mega is not allowed in Italy so I cannot download any of them. :(
Can you put them in Mediafire too, please?
I think http://host-a.net/u/Odb718/Samus718.rar should work for you. I'll upload it to sendspace or something.
----
Uploaded to sendspace (https://www.sendspace.com/file/iyj26l)
Alex let me know if those dont work for you.
-----------

So I think I'm going to revamp Samus. I dont feel she's a 718 at all. I've been putting in a lot of work on my Dhalsim and Samus the last few days until I figure out This Problem.. (http://mugenguild.com/forum/msg.2021554) If anyone's good with FF3 please take a look at that link.
Samus is too floaty, too slow, and her specials could be reworked away from SSBB. I think I'll end up releasing a version of this Samus as Samus718. She'll play more like the characters in my signature. Her basics might get tweaked to be faster. Her spinning drill move will be worked into something useable in mugen.  Maybe that'll turn into anti-air.  I have a few new effects looking good for Samus. 
Basically I'm saying my Samus sucks and I want to make her way better. There's just no way of doing that and keeping the same type of play-style that's there.  I've actually worked out somethings to make the whip way more dynamic than I thought I'd be able to do. Hopefully it'll be as free as it is in the Wii. I may try my hand at a Smash4 palette.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: BaganSmashBros on September 15, 2014, 09:50:50 am
Good luck with that project. I like the latest version of your Samus. Some of the attacks have displaced hitsparks and those look too small and not fitting. Will you replace them and fix their placement? Also, will other beam types be used? And will charge effect be added to charge beam? It looks weird without it and you don't know how much you charged it.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: AlexSin on September 15, 2014, 06:37:27 pm
I think http://host-a.net/u/Odb718/Samus718.rar should work for you. I'll upload it to sendspace or something.
----
Uploaded to sendspace (https://www.sendspace.com/file/iyj26l)
Alex let me know if those dont work for you.

Thanks a lot, they work. :)
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on September 16, 2014, 04:44:42 am
Good luck with that project. I like the latest version of your Samus. Some of the attacks have displaced hitsparks and those look too small and not fitting. Will you replace them and fix their placement? Also, will other beam types be used? And will charge effect be added to charge beam? It looks weird without it and you don't know how much you charged it.
Bagan, yeah it's one of the effects I've already fixed to be as close to SSBB as possible. I posted the video of the problem I was having with it.
I posted this in the problem page I linked a while back.

Some how the problem just disappeared. Hopefully when I release her the problem doesnt sneak it's way back in for people. Not sure how it was possible or what exactly fixed it. I guess I'll have to try a number of mugen set ups. I'm glad to say it looks pretty nice now. I may make a progress vid of the hitsparks n stuff.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on September 22, 2014, 08:02:46 am
Small update. Just wanted to show some progress on the sparks/effects department.
I've created a spark Samus uses in a LOT of her animations. I think other SSBB characters use the 8 sided star burst in their animations as well.

But I've worked on the Standing Fierce Punch along with a lot of the other moves that use it.
This is what it looks like so far.


I'm still using the SFIV hitsparks as you can see.

Samus still needs about 30 new effects animations. When I watch videos of SSBB and look at all of the effects that go into one animation it's crazy. It's usually about 7 or 8 minimum.

If other devs of SSBB characters would like to use the spark just ask.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on February 23, 2015, 06:59:53 am
Was just alerted that mega has yet again taken Samus down.
Download from SendSpace (https://www.sendspace.com/file/ditknx)
There's probably some small updates. I havent really worked on Samus in a while.
I'll be looking for a more permanent host for this character.


----
Sneaky update
(http://i.imgur.com/RYLpBAX.png)
Working on a 6 button Mai with new basics and an added special or two...
Made a Samus palette for her and decided to post it here
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: altoiddealer on February 23, 2015, 03:22:17 pm
Was just alerted that mega has yet again taken Samus down.
Download from SendSpace (https://www.sendspace.com/file/ditknx)
There's probably some small updates. I havent really worked on Samus in a while.
I'll be looking for a more permanent host for this character.

MEGA takes stuff down?  Wtf!

This Samus is looking ridiculously good.  That spark is freakin' killer
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on October 12, 2015, 10:18:22 am
Samus is being worked on again. I'm putting my focus squarely on sounds and the whip/grapple beam.
I was having some trouble with my laptop and the dolphin emulator swapping out textures after a driver "upgrade".
Luckly, the emulator was updated 5 days ago and I got the bug fixed!

Here's a little snap of the quality I can rip.
(http://i.imgur.com/4NlaoAt.png)

(http://i.imgur.com/MEDWSpy.png)
The two images are resampled using Irfanview to half size.

As you can see Pica is all most all black. If I wanted to I could make his face black. My next experiment will be to make Samus clear. I figure I may rip one where she's black, and one where she's clear. The exact sizing of the images in my character may not fit with what the dolphin is displaying. If I do black, it may look bad, but if I do clear, then what should be behind her body will be in front...
The grapple beam effect may be able to be ripped without doing the black body.

Hopefully I can get all of her effects looking nice. I've already given her bombs a facelift. But with this I can make it look like the source. And to think I spent all those hours making the Power Shot effects by hand <_<
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: BaganSmashBros on October 12, 2015, 10:57:37 am
Samus is being worked on again. I'm putting my focus squarely on sounds and the whip/grapple beam.
I was having some trouble with my laptop and the dolphin emulator swapping out textures after a driver "upgrade".
Luckly, the emulator was updated 5 days ago and I got the bug fixed!

Here's a little snap of the quality I can rip.

The two images are resampled using Irfanview to half size.

As you can see Pica is all most all black. If I wanted to I could make his face black. My next experiment will be to make Samus clear. I figure I may rip one where she's black, and one where she's clear. The exact sizing of the images in my character may not fit with what the dolphin is displaying. If I do black, it may look bad, but if I do clear, then what should be behind her body will be in front...
The grapple beam effect may be able to be ripped without doing the black body.

Hopefully I can get all of her effects looking nice. I've already given her bombs a facelift. But with this I can make it look like the source. And to think I spent all those hours making the Power Shot effects by hand <_<

Oh, thats how you made those sprites. I throught you used BrawlBox (btw, now it actually renders things like rimlighting and spec stuff, so, now its better to use this thing than emulator outside of GFX that doesn't uses models like Bowser's fire). Well, looking forward to next update.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on October 12, 2015, 11:29:04 am
If you go back and read around page 2 or 3 I mention I was using BrawlBox. I originally couldnt get the Blue and Yellow Fusion textures. I wish I could have.
I've actually progressed quite a lot in the last hour or so. I have the Grapple Beam air poke ripped pretty well. _HOPEFULLY_ I can come up with some code so it'll act as nice as Nintendo's. I have about 6 versions. Neutral jump going up, N Jump falling down, Forward jump going up, Forward jump coming down, and a few other specific rips. I'd like it to have the physics it has in SSBB. Where the beam moves depending on your velocities.

I may also be able to rip all three throws too. Forward, Up, and Back.
This is a quick grab of the Forward throw.
(http://i.imgur.com/lUOaxPx.png)

As you can see Samus is black and white; The textures are clear. The bump maps/spec lighting whatever effects are still being rendered. Pica uses multiple faces. I've made 1 clear, but it has the bump/lighting so it appears white. I'll probably make them all black to make "post" a little easier.
All the rest of the clear textures are exactly that, transparent.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: BaganSmashBros on October 12, 2015, 12:10:21 pm
If you go back and read around page 2 or 3 I mention I was using BrawlBox. I originally couldnt get the Blue and Yellow Fusion textures. I wish I could have.
I've actually progressed quite a lot in the last hour or so. I have the Grapple Beam air poke ripped pretty well. _HOPEFULLY_ I can come up with some code so it'll act as nice as Nintendo's. I have about 6 versions. Neutral jump going up, N Jump falling down, Forward jump going up, Forward jump coming down, and a few other specific rips. I'd like it to have the physics it has in SSBB. Where the beam moves depending on your velocities.

I may also be able to rip all three throws too. Forward, Up, and Back.
This is a quick grab of the Forward throw.

As you can see Samus is black and white; The textures are clear. The bump maps/spec lighting whatever effects are still being rendered. Pica uses multiple faces. I've made 1 clear, but it has the bump/lighting so it appears white. I'll probably make them all black to make "post" a little easier.
All the rest of the clear textures are exactly that, transparent.
Oh. Whoops. I probably forgot about it. If only BrawlBox would support proper rendering at that time...

As for things that don't become black, i can modify both models so Pikachu would have only bones and no polygons (so, he would always be invisible) while Samus would be completly black all of the time. The only thing you would need to do is to insert those models. And if you want grapple beam to move depending on your velocities, then just use this gif:
(http://i.imgur.com/6unCwuO.gif)
You'll have to use other GFX for the tip, but thats better than nothing and makes it possible to have grapple beam affected by velocity. If you already ripped this GFX, then ignore this.
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: Odb718 on October 12, 2015, 08:12:36 pm
What have I done to my self?!?!
I stayed up all day? and ripped over 1,000 effect sprites in 30 folders for Samus.
I have 6 versions of the grapple beam - air poke. I have 4 grapple beam throws. F,D,B,U.
Pretty sure I have all the FX for her missiles and other specials.

It's 2pm and I've stayed up waaaaaaaaaaaaaay past my bed time...
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: ExShadow on June 13, 2016, 07:44:08 pm
Bumping this for the topic starter.

I'm just curious, but what are you using for your effect rips?  Brawl right?
Title: Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
Post by: squallsoft on June 14, 2016, 03:00:51 pm
What have I done to my self?!?!
I stayed up all day? and ripped over 1,000 effect sprites in 30 folders for Samus.
I have 6 versions of the grapple beam - air poke. I have 4 grapple beam throws. F,D,B,U.
Pretty sure I have all the FX for her missiles and other specials.

It's 2pm and I've stayed up waaaaaaaaaaaaaay past my bed time...

This is nothing short of inspiring.... I am very glad to see that someone is doing Samus justice. We really need a version of her that can stand toe to toe with the best that Mugen has to offer. I think this might be it... The ticket... so to speak. ;-)