Title: #93 haunter v1 released Post by: turbobear on August 09, 2011, 02:34:33 PM V1 released
http://www.mediafire.com/?qaoqj49wkiuhfd4 (http://www.mediafire.com/?qaoqj49wkiuhfd4) attack 100 tilts smash attacks specials air attacks grabs are changed but no good pics FINAL SMASH i went ahead and made a recolor pack colors: download link http://www.mediafire.com/?m1uifnlzlmlhe78 (http://www.mediafire.com/?m1uifnlzlmlhe78) ENJOY!!! contains recolor pack Title: Re: #93 haunter v1 beta Post by: Carnage on August 09, 2011, 03:19:27 PM i will try it right away xD those attacks looks amazing its a shame i dont know how to work with eternal gfx in general :S
Title: Re: #93 haunter v1 beta Post by: Royal_Blade on August 09, 2011, 03:24:26 PM I really like what you did with Scary Face. It's very well done.
Title: Re: #93 haunter v1 beta Post by: turbobear on August 09, 2011, 03:32:18 PM i will try it right away xD those attacks looks amazing its a shame i dont know how to work with eternal gfx in general :S thanks. as far as externals go the char has to actually HAVE them in their fitxxx.pac file then it just comes down to model/texture swapping and calling them in psaI really like what you did with Scary Face. It's very well done. thanks it took a while to get it right but i really wanted to use it Title: Re: #93 haunter v1 beta Post by: nanobuds on August 09, 2011, 03:53:46 PM hmm... i can make recolors of haunter and CSPs id you want me to.
Title: Re: #93 haunter v1 beta Post by: Carnage on August 09, 2011, 04:05:04 PM thanks. as far as externals go the char has to actually HAVE them in their fitxxx.pac file then it just comes down to model/texture swapping and calling them in psa here is my analises xDthanks it took a while to get it right but i really wanted to use it Up B is wierd maybe making an actual teleport would be better? i made a teleport from scratch on my Mew psa beta 2 maybe you should do something like that isnt it possible to switch neutral A with Foward A? i think it would look amazing as 3 hit combo on A and the A attack that is now fits foard A preety well i like the changes at side B best attacks ever Fsmash and down air they look amazing and are usefull the neutral B while charging still slides i also fixed this in my Mew beta 2 psa xD also made Max charge holdable maybe hunter could get it too since it uses the codding similar to your but changed a bit you just need to put prevent certain movements 2 on charging and an labit to turn true or false is better to see it for yourself also think the down B codding is maybe wrong you got if button press 9 and other buttons what buttons are they? the up smash maybe you could add some small hit boxs to the hands so he send the oponents next to him upwards to hit with the Up smash like most characters do just a very low hit box that sends oponent up without knockbackgrowth didnt use FS yet but i will shortly but great work i like the aerial attacks and the dash attack is also preety unique also ^^ i think its a good idead since he only has one color xD Title: Re: #93 haunter v1 beta Post by: turbobear on August 09, 2011, 04:35:38 PM hmm... i can make recolors of haunter and CSPs id you want me to. sure go ahead i was thinking about it my self but that would save me the trouble i can include it in the final version if u want or u can release it separately your choiceTitle: Re: #93 haunter v1 beta Post by: Carnage on August 10, 2011, 06:21:36 AM i just can make the up B turn he just gi up and falls i cant do anything with it :S
also maybe asking in the help thread why the FS makes the oponent intangible Title: Re: #93 haunter v1 beta Post by: turbobear on August 10, 2011, 09:34:00 AM i just can make the up B turn he just gi up and falls i cant do anything with it :S the up B's movement has a kinda short frame window you need to hit either left or right on the d pad pretty soon after the move starts ~ 10 frame window i might lengthen it idk and working on fs now it probably has something to do with me changing the special tab....also maybe asking in the help thread why the FS makes the oponent intangible Title: Re: #93 haunter v1 beta Post by: Carnage on August 10, 2011, 09:40:30 AM the up B's movement has a kinda short frame window you need to hit either left or right on the d pad pretty soon after the move starts ~ 10 frame window i might lengthen it idk and working on fs now it probably has something to do with me changing the special tab.... but you should make haunter go into special fall after the up B instead of just falling at a straight line also maybe the problem making the oponent intangible is wierd i dont think it has to do with the tab becuase they get hit by the moves well only one time by the dream eater i think so i dont really see why oponents get intangible maybe something wrong with the flag? or somethingalso isnt it possible switching the side A with A? Title: Re: #93 haunter v1 beta Post by: turbobear on August 10, 2011, 10:19:22 AM but you should make haunter go into special fall after the up B instead of just falling at a straight line also maybe the problem making the oponent intangible is weird i dont think it has to do with the tab becuase they get hit by the moves well only one time by the dream eater i think so i dont really see why oponents get intangible maybe something wrong with the flag? or something actually i would prefer he go into special fall but idk how to do that i tried changing subactions and using variables but cant figure it out. and i had originally planed on giving him a AAA combo using the side tilts but it wont work so im probably going to just leave that. the fs isnt the flags unfortunately that was my first thought too but not it =( also isnt it possible switching the side A with A? Title: Re: #93 haunter v1 beta Post by: Carnage on August 10, 2011, 10:40:33 AM actually i would prefer he go into special fall but idk how to do that i tried changing subactions and using variables but cant figure it out. and i had originally planed on giving him a AAA combo using the side tilts but it wont work so im probably going to just leave that. the fs isnt the flags unfortunately that was my first thought too but not it =( easy to make it go into special fall last fram of the animation or when you want to end it example animation ends at 70 framesashyncronous timer =70 change action =10 requirement in the air change action =0 requirement on the ground its that simple xD and i got you down B attack to move but it was very wierd (it would go invisible while doing it) and didnt do damage at all so like i think its better just make and animation with trown moving around haunter and just add dmg and gfx Title: Re: #93 haunter v1 beta Post by: turbobear on August 10, 2011, 03:47:24 PM how did you get the down B to work because if i can get it to work then i can figure out what is wrong with it
Title: Re: #93 haunter v1 beta Post by: Carnage on August 10, 2011, 04:08:11 PM how did you get the down B to work because if i can get it to work then i can figure out what is wrong with it well it didnt work it was just going up or down it didnt move sideways and during the moing the gfx was invisible :S its better not to go with that code Title: Re: #93 haunter v1 beta Post by: turbobear on August 12, 2011, 10:22:27 AM i finally gave up on the moveable hitbox for wow and made a version for ground and air ground works but air is doing weird things with momentum so i just need to fix that and the fs and hes done. i also decided to make my own recolor pack seeing as hes almost done will post pics when i can info in op
Title: Re: #93 haunter v1 beta Post by: Carnage on August 12, 2011, 10:31:35 AM i finally gave up on the moveable hitbox for wow and made a version for ground and air ground works but air is doing weird things with momentum so i just need to fix that and the fs and hes done. i also decided to make my own recolor pack seeing as hes almost done will post pics when i can info in op great news for the momentum not to be wierd i found out that undefined(10) makes moves descent with gravity if thats what you want if you want him to stay still in the air i know how two and dont forget for charging shadow ball pervent certain moves 0-2 so he doesnt slid while charging and good luck with the FS i couldnt figure it out and for recolours there must be a shiny one xD and maybe team colours? Title: Re: #93 haunter v1 beta Post by: turbobear on August 12, 2011, 03:33:40 PM great news for the momentum not to be wierd i found out that undefined(10) makes moves descent with gravity if thats what you want if you want him to stay still in the air i know how two and dont forget for charging shadow ball pervent certain moves 0-2 so he doesnt slid while charging and good luck with the FS i couldnt figure it out and for recolours there must be a shiny one xD and maybe team colours? :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: FINAL SMASH WORKS!!!.... *ahem* thanks for the undefined 10 discovery i have it as close to special fall as i can get it. he is basically done now just want to do some editing of his animations and balancing then i will release the FINAL version. what i have so far is in the op so balancing feedback is always appreciated Title: Re: #93 haunter v1 beta Post by: Carnage on August 12, 2011, 05:02:11 PM :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: haunter V1 is nice indeed i love the air dodje animation it looks epic lol also just curius what was the problem in the FS that made oponents get intangible? just curius what it was since someday that might happen to me xDFINAL SMASH WORKS!!!.... *ahem* thanks for the undefined 10 discovery i have it as close to special fall as i can get it. he is basically done now just want to do some editing of his animations and balancing then i will release the FINAL version. what i have so far is in the op so balancing feedback is always appreciated Title: Re: #93 haunter v1 beta Post by: turbobear on August 12, 2011, 05:27:41 PM haunter V1 is nice indeed i love the air dodje animation it looks epic lol also just curius what was the problem in the FS that made oponents get intangible? just curius what it was since someday that might happen to me xD thanks. as for the fs i have absolutely no idea lol i think it was either something in the specials tab or a hard codeing issue because when i copied the original fs code and just added a few hitboxes it worked... but i would like to know why it did that because it could be a fun effect if it could be turned on/off Title: Re: #93 haunter v1 beta Post by: Carnage on August 13, 2011, 04:45:32 AM wierd so you copy pasted to another place and it worked well what matters is that it worked now we only need the Csp Css BP names and etc for haunter since he even has recolours and i think V1 is good enough to be on the vault xD
Title: Re: #93 haunter v1 released Post by: nanobuds on August 13, 2011, 10:26:10 PM wierd so you copy pasted to another place and it worked well what matters is that it worked now we only need the Csp Css BP names and etc for haunter since he even has recolours and i think V1 is good enough to be on the vault xD :>.>: Title: Re: #93 haunter v1 released Post by: Carnage on August 14, 2011, 02:53:29 AM Title: Re: #93 haunter v1 released Post by: ikhezu on August 15, 2011, 02:01:18 PM i recently downloaded and tried this PSA, i really like it i have to say.
il play more with it and say what needs changing. but for now i want to say i really like the side smash scary face and the neutral air move self-destruct. Title: Re: #93 haunter v1 released Post by: ikhezu on August 15, 2011, 03:00:56 PM what i like :
his side smash his neutral and side aerials his neutral a his down tilt his up tilt his down B special his up B special what i dont like : his down smash: it has a delay before it hits, i dont like that. his up smash : it has an odd hitbox, it should hit enemies who are close enough from the sides. his B special : it needs to do a ping and a sparkle on each charge level. also, i needs to keep a charge. like how samus can charge her lazer, doge out of it, and continue charging it for last time. his side B special : i really dont like this, would rather you change this to something else, maybe to confuse ray, a mewtwo PSA has this. his side tilts : these punches dont link very well, and even if it does, it doesnt look good. all these elements are too flashy. change it to psywave, that would suit him alot more. his up aerial : its also an odd move, why not make it ominous wind? it would be like game&watches up aerial but with more wind effects! its a lot more suitable then his current move. his down aerial : this move has such a small hitbox, not to mention that summoning a thunder bolt like that looks really odd... change it to curse, it would be a simple dark move. his dash attack : it is also delayed... i can go past the opponent and miss him because of the animation... why not change it to shadow claw? it would be cooler. then this awkward spinning animation. other observations : -his up B is good, but a full on teleportation like zelda/sheik would be a lot better. -his down B special on the ground has a slightly awkward animation. thats all, i hope you take my post into consideration when developing version 2! Title: Re: #93 haunter v1 released Post by: turbobear on August 15, 2011, 06:35:39 PM ^^ thanks for the feedback im not sure if i will make a v2 or not as im already onto another project on olimar. if your having trouble hitting with some of the moves you may just need to get used to the timing, also the down smash has lag because i can deal poison damage which can get out of hand very quickly if it is spamable and yes some animations are weird...im learning
Title: Re: #93 haunter v1 released Post by: ikhezu on August 15, 2011, 06:50:12 PM yeah, you're very good at this actually, i really like this PSA.
but why work on another project if your not done with this one? i dont get why people make some PSA's and stop half way through, this PSA has a lot of potential. just a bit of polish, trial and error, and patience. and this PSA will become the top downloaded PSA on metakngiht! please continue this PSA before you make another one. or at least dont take on other projects until you are completely done with them. thank you. Title: Re: #93 haunter v1 released Post by: nanobuds on August 15, 2011, 08:17:06 PM u guys can use the CSPs i made in the download, just give a Collab... or credit if u dont want to collab me :P
Title: Re: #93 haunter v1 released Post by: Carnage on August 16, 2011, 03:34:09 AM yeah, you're very good at this actually, i really like this PSA. everyone does what they fell like doing if turbobear fells he wants to start a project on olimar just let him becuase one day if he wants he can make haunter V2 and i like the attacks the only one needing maybe a little touch is side B the rest of the moves you said i think they are well done and balanced so you wanted a spammable down smash everyone would be at 100 in like two or three complete hits :S thats why its hard to land and side tilt is hard to get all three hits but its a fun move xDbut why work on another project if your not done with this one? i dont get why people make some PSA's and stop half way through, this PSA has a lot of potential. just a bit of polish, trial and error, and patience. and this PSA will become the top downloaded PSA on metakngiht! please continue this PSA before you make another one. or at least dont take on other projects until you are completely done with them. thank you. Title: Re: #93 haunter v1 released Post by: Fedora Warrior on August 16, 2011, 04:34:06 AM Haunter is my roommate's favorite pokemon. I'm sure he'll be pleased when he wakes up tomorrow and I show him this PSA. It's very well done. Nice work!
Title: Re: #93 haunter v1 released Post by: ikhezu on August 16, 2011, 05:56:35 AM im not trying to offend anybody, im suggesting that he work on huantar more.
i really like this PSA. about the down smash, maybe he could reduce the animation lag at least, because its too long. the move isnt even that strong either, this move isnt particularly hard to get away from. so it isnt an easily spammable move. and i learned how to do the down aerial thunder, its actually a good move! @carnage im not dissing his work or anything, i do love this PSA. im just giving my suggestions for making it better. Title: Re: #93 haunter v1 released Post by: turbobear on August 16, 2011, 10:48:50 AM i suppose i will do a bit of balancing and just edit the download instead of making an entirely new submission it might be a little while though cuz school starts soon i was kinda planning on this being the final version but he COULD use some polish but dont expect the moves to change too much
@nanobuds those look great!! ill include those in the update, thanks Title: Re: #93 haunter v1 released Post by: Carnage on August 17, 2011, 02:45:48 PM turbobear if you go to the tails hack over metaknight thread they have rel and codes that any metaknight can use to go over lucas olimar king dedede and others and they work for haunter too since he is over metaknight xD so you can give ppl more choice over who haunter goes xD
Title: Re: #93 haunter v1 released Post by: nanobuds on August 17, 2011, 06:56:41 PM slayermarth made a bunch of .rels and put them on the vault
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