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FLUDD is useless
05/29/2011, 09:24 PM
Post: #21
How about instead of a multi-hit kind of thing, just make the FLUDD one huge burst that propels Mario backwards?

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05/29/2011, 10:18 PM
Post: #22
Okay, so rocket jump ain't happening. A theoretically easier to implement fix would just pump up the damage Fludd deals when fully charged. I had to say "theoretically" because not a single one of my ideas are actaully possible to code apparantly.
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05/29/2011, 11:20 PM
Post: #23
(05/29/2011 09:24 PM)Muhznit Wrote:  How about instead of a multi-hit kind of thing, just make the FLUDD one huge burst that propels Mario backwards?

If we have to keep FLUDD, I like this. I prefer Down-B tornado and d-air drill.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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05/29/2011, 11:49 PM
Post: #24
Yeah, I kinda agree. FLUDD should just shoot something amazing at the enemy, and something awesome when charged.

If you don't keep it, then just tornado is always good.

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05/30/2011, 01:53 AM
Post: #25
Well, rocket jump might be possible. http://opensa.dantarion.com/wiki/Article...ints#Mario
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05/30/2011, 02:21 AM
Post: #26
I will accept that as a victory. It's not often an idea I pull out of nowhere can be used. Probably won't, but that's okay.
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05/30/2011, 12:12 PM
Post: #27
You would still have to build the animation. If you have the FLUDD shooting forwards as Mario flies upwards, it would look really weird.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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05/30/2011, 07:59 PM
Post: #28
No, if you change the float for the angles it turns, it automatically makes the nozzle point that way.
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05/30/2011, 10:11 PM
Post: #29
Oh really? In that case, I like that idea. Personally, I've never liked Mario's Up-B, this sounds much better.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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06/01/2011, 12:24 PM
Post: #30
Honestly, mario wouldn't even need to go upwards. As long as it keeps him in place and the water drags airborn enemies downward, and makes grounded enemies trip, it'd be perfect.

Making him go upwards would be kinda pointless with his already now amazing recovery. He goes as far as he needs to now.

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06/01/2011, 08:50 PM
Post: #31
(05/27/2011 03:19 AM)Shade_ Wrote:  You mean like, shoot a one way link boomerang? The longer you charge it, the farther it goes, the shorter you charge it, it just disappears quicker?

This is not even close to what I meant. Play Melee and use Mario's down B. Now attach FLUDD to it.

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06/01/2011, 09:18 PM
Post: #32
Like a water tornado? Hell yeah.
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07/06/2011, 11:45 PM (This post was last modified: 08/05/2011 03:56 AM by MasterMooseMan.)
Post: #33
1st IDEA: FLUDD-FORCE (with attached rough draft .pac)
-Similiar to the Turbo Nozzle-

Frames till fully charged : 90 -> (10?) (I forget, i just made it shorter so i could test it a lot)

Backwards momentum (effects more when in air than on ground) 0.02 -> 19!

Has Allow interrupt (ALL) when in air (cancels into anything). [I also want to make it Jump Cancel-able when on the ground..but ST needs to teach me more, so that I can put Allow interrupt but script it to only interrupt into jump on the animation names of FLUDD when used on the ground; "SpecialLwHeavy/Light" I think it's called]. Well maby I should just give his grounded FLUDD complete Allow interrupt as well as he doesn't even move half as far as he does when he uses it in the air.

Basically like Minus Marth's Shield breaker but backwards; It's cool when you use it to do a backwards flying Fair on a guy coming back to the stage or footstool/cape, also the cape stops the inertia, and being in Metal Mario form gives a little flavor/different inertia with the faster falling speed. Also can be used for recovering if you're confident in B-reversal (else you'll use it to your own demise). Don't forget if Mario didn't use his second jump yet you can use his Dair to raise up a lot if you hold the A-button.

Also..
Spoiler:
PS: For a Tornado with FLUDD spraying, Would just changing the animation of FLUDD to where Mario spins make the water work right hmm? some of it would spray on the Z axis >_O ... I'll test if it works that way (actually it's called the X axis that goes toward your camera in Brawl, the Z axis is the one that goes left/right/horizontal which you would think to call the X axis)

PSS: O uhh, I think I also messed with the max angle it can turn, so it can spray up farther (and down farther?). What i need to do though is make it turn FASTER, because the spray ends before you can turn it up all that far.

-Created on Mario's Minus 2.0 .pac (outdated) (I do have 2.1.1 but I didn't want to confuse the files in the newest build so I chose to use 2.0, sorry, I can easily recreate the changes on the 2.1.1 .pac if anyone cares [which I will do when I learn how to add Jump canceling to its grounded use)

-Keep in mind this can be replicated onto Squirtle's water gun, if something like this is more suiting to him, though his side-b is his inertia move (along with hydro-planing his up-smash, which I think shell-shifting should be focused on to be Minus'ed more like his side-b was)

Attached File(s)
.pac  FitMario.pac (Size: 227.72 KB / Downloads: 2)

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07/07/2011, 12:55 AM (This post was last modified: 08/14/2011 11:01 PM by MasterMooseMan.)
Post: #34
2nd IDEA(Kink-Link's): FLUDD-NADO (with swap animation attached)
-If Mario can raise up a lot while doing the FLUDDNADO it'll be similar to his Rocket Nozzle- [Edit: I created with help from NoahQ, a FitMario.pac for FLUDDNADO of Mario rising while spraying when he holds up on the d-pad, I'll upload once I figure out how to make it work when also on the ground, as well as make it move left/right/down too when pressing left/side/down d-pad so that it's a MAGICALLY MULTI-DIRECTIONAL MOVING FLUDDNADO.]

I first tested out changing Mario's FLUDD animations on his MotionEct.pac so that he rotates slowly around during the spraying to see if it would do anything weird (I Just rotated his TransN or whatever).. and
Spoiler:
The FLUDD works and sprays in whatever direction he turns (except for the Z-axis, the water is only on the 2d plain so it picks the closest X axis for the water to be sprayed even if Mario is facing right at the screen)(Also note in BrawlBox the Z axis is the horizontal one while the X axis zooms in/out of the screen). Also, when hes spraying in the opposite direction of where he is suppose to be spraying (forward) the water seems to still push in the forward direction (so that it brings people closer to Mario when he is spraying it backwards during the rotation). This would make a FLUDD-NADO useful to use when people are behind him as the water would push them into Mario's tornado.

So now..
Spoiler:
What I'm going to do: If I replace Mario's FLUDD firing animation with his down-air animation, and figure out to how to add hitboxes to his limbs (like the original tornado, or like P:M's but with the FLUDD still working) he will have a FLUDD-NADO (though the actual FLUDD instrument will be graphed onto his skin instead of him holding it..that is unless I delete the FLUDD texture or make it transparent[blank]). Then I will need to boost the water's attributes to have more push-back (since hes spraying only 25% in each direction he rotates, 50% of it is being wasted in the Z-axis, well actually in Brawl they called it the X axis that goes towards your screen..weird huh? You would think to call it the Z but no they made it the X, hence in BrawlBox if you edit an animation and change the Z axis it will go to the left or right not bigger/smaller.). All of this I believe is possible; replace animation, add hit-boxes in PSA, re-color the FLUDD's model texture to be completely translucent/delete (I know this is possible since I've seen Ike and Ganon textures that are lacking their cape/headband as well as snake lacking gear on his waist so that he's a WWE wrestler), then change the "Water Pushback" that's normally 35 (I'll change it to 110)

EDIT: also I would need to find out how to make Mario rise when you tab "B" (which P:M did) I'm thinking It might be best to copy/paste the stuff from Luigi's .pac in PSA for this and the hit-boxes, but still somehow keeping the FLUDD. Actually, I don't think you can do that with just "copying" stuff from Luigi's .pac, I think you have to remake the coding (which I'm guessing P:M did). So this goes to all the people who want just the tornado for his Down-B, they would have to use P:M's tornado (and for some reason they don't like to share codes and such between the projects or something)

EDIT #2: I replaced his FLUDD firing animations with his spin animation (down-air), and this is what i found.

-The FLUDD is attached normally and moves on his back just as it would if you normally charged it and did some other move (where it stays on his back for a few seconds until it disappears). So this is good to know (no need to mess with the FLUDD's textures or anything)

-The FLUDD primarily sprays upward, as Mario has his head/hands titled are not grasping the FLUDD at all during the tornado animation (I have no clue what bones are making his FLUDD be grasped normally) The Fludd nozzle just sits on his back looking upward and sprays this same way, his hands aren't grasping it like his normal animation. I don't know what to change yet to fix this, so if someone could tell me what body parts [bones] need to be changed to make him aim the nozzle in a direction so I can make him fire it more accurately to each side while he rotates.


What needs to happen
-He needs to aim the nozzle to the side (which bones normally do this?)
-He needs to raise upward on B tap(I heard it requires completely new coding, the PMBR has done this as well as some other guy's Mario PSA on Brawlvault). What I currently working on then is just adding upward movement on a single button press as it's easier, though I'll see If I can rip off the upward movement from the one of the mentioned Mario PSA's.

-He needs hitboxes on his bones.
Will copy Hitbox data from Luigi's tornado

Heres the attachment (I also replaced his FLUDD charging animation with a Ganondorf flip kick I made, so he does a nice little flip while he charges it with stretched out bones the size of Ganondorf) -lol, I'm actually use to it now, makes the charging very epic

*feel free to use the past post's attached .pac file along with this MotionEct.pac to have a extreme backwards inertia FLUDD with the tornado animation so its a FORCE-FLUDD-NADO. (Keep in mind to delete the "- Copy -Copy" part for it to work when placed in the game)

------------------------------------
And on a separate note from all of this, It seems possible to recreate the Rocket Nozzle a similarly different way,
Spoiler:
at least on his down-b (It might be possible to put it on his up-b, but then you have to somehow get rid of the charging part) but anyways yeah: If I figure out which bones are the ones that make him grasp on to his FLUDD (rather than when he uses the Tornado animation instead and the FLUDD just stays on his back and sprays), then I think I can move them slightly(his arms or such) to hold the FLUDD downwards, and then Just create upward momentum [add the "Add/Set [Vertical] momentum" to him, so far this method only works while hes already in the air though, I think I could just use some transportation thing to make him an inch of the ground so it works on ground use].
The end result wouldn't be exactly the Rocket Nozzle where it is already pointed downward while on his back but his hands/arms/whatever bone required would be spraying it downward (but to simulate the same kind of lift off water effect)
Then I would just use the d-pad idea mentioned earlier, where Left/right d-pad press would give him horizontal momentum too, so that he could move to the sides. Also I would change his backwards inertia while spraying to 0, so that only the d-pad would give him the controllable movement; as well as increase his FLUDD spraying length so that it lasts longer like the Rocket Nozzle did.[both these are easily done in hex editing using HxD and The list of things you can hex to change ] You will also need the a Decimal/Hex/FloatingPoint converter And then just ask people for help on the tips for doing this
----------------------------------------------------------------------
Attached File(s)
.pac  FitMarioMotionEtc - Copy - Copy.pac (Size: 3.2 MB / Downloads: 0)

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08/11/2011, 06:42 PM
Post: #35
(05/24/2011 09:47 PM)Saijee Wrote:  FLUDD cannot even manage to push your enemies away, at best it will only slow them down. And using Mario's cape instead makes FLUDD completely obsolete.

I'd say replace water it spews with some other projectile. Perhaps more Mario Fire Balls. Or Bowser's flame. Or give it freezing abilities.

they should give Mario's FLUDD freezing abilities, as well as make it do more damage the more you charge it. However they should also give his metal mario ability a 20 sec cooldown after use, thus making it less spammable.

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08/24/2011, 02:44 PM (This post was last modified: 08/24/2011 02:45 PM by Dr. Weird.)
Post: #36
Either freezing or make it shoot out a water effect attack which pushes like Mario's FS or Isaac.
Freezing would be a lot easier and probably more balanced, but I like to give options.
I'd also be okay with a cooldown for Metal Mario, but I'd rather not see it removed completely.
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08/24/2011, 03:49 PM
Post: #37
I don't think Metal Mario is going to be removed completely. As it is, it's pretty dangerous to use and not at all OP.

I'd rather have FLUDD be changed into the tornado (dair), and dair be turned into a drill (like ssb64).

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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08/24/2011, 07:27 PM
Post: #38
Here's something. Probably stupid.
What if FLUDD worked like the water jetpack? Similar to R.O.B.'s Bup in movement and the "fuel" principle, but projecting a beam of water downward which pushes down those struck with it and possibly also inflicts hitstunless damage? To be balanced, this would have to have recovery powers no greater than Donkey Kong's Bup.
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08/24/2011, 08:38 PM
Post: #39
That would require animation hacking to look right. I think that if more range of trajectory was added, it could be made to send Mario backwards and up without too much effort.

I think that FLUDD was a mistake. It's a gimmick to start out with, and make another gimmick out of a gimmick is stretching things. I really think that the best course of action is to get rid of FLUDD and give him a drill and make his Down-B a shield-eating tornado that helps him recover.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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08/25/2011, 01:26 PM (This post was last modified: 08/25/2011 01:27 PM by SmashFromThePast.)
Post: #40
I agree, FLUDD sucks. If they wanted to include it, they should have just added it as an item instead of slapping it on his moveset. Please, for the love of god, get rid of that thing and give him the Mario Tornado back. There is no place in Minus for lame attacks.
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