While that's true, the team has people working just on their own PSA's, and I imagine they'll stop once their characters are finished. I dunno, something to think about I suppose. This might not be the case for CHMH as I haven't conversed with him much for verification, but I would assume he is only working on Lucina for Unbound?
I'm technically working on two different ones. At the moment, they kind of want to see how the current Unbound Lucina develops metagame-wise, so there is not going to be too many changes to her in the meantime. The team over there made their own changes to her that sort of differentiates her a tad from what I, and possibly the others on here, were going for.
While that's going on, I went back to the original 2.0 PSA and started working on it and fixing up things and trying to rebalancing that with some of the original ideas, like being able to act out of Up B, the spinning Nair, as well as fixing the Aether glitch, etc.
I am keeping track of Unbound's progress, but I definitely want to see how far I could take a build based off of the initial 2.0 Lucina release as well. Oh also thanks for following and supporting this PSA project for as long as you have by the way ^^
This will be my last contribution to this hack. I'm tired of the attitude on these forums. I'll help with the PSA side of things if you need it CH. But the animating, I'm just done with.
Sorry I've been out of it for so long. My classes have been keeping me plenty busy and I have a bunch of non-Smash Bros. and non-school projects (particularly an RPG maker game) going on for me as well. I understand you though.
You have been plenty of help to me and pretty much stuck around the longest to help me on this PSA project. And really when it gets down to it you are better than me at darn near everything with PSA stuff, haha. For your contributions, you have my biggest thanks. I couldn't ask you for anything more
Thanks guys. I'll try and fine tune the AttackLw3 a bit more. I'm glad you like it.
I'll try and clean up the leg movement some more for it. As for the second thing... I guess I could add a second weaker hitbox to it... maybe. I'll think about it. It's really up to CrazyHand to decide.
Feel free to animate it however you want. I'll tailor the hitboxes based on what you do =)
Hey CrazyHand... I'm updating some of the animations for Lucina. So far I gave her new SpecialFall animations, remade her turn to have a bit more movement to it, fixed up some things with her EscapeN, EscapeF, EscapeAir, I finished her Wait2 finally so that it transitions now, and I'm now working on updating her Attack11 right now. Just thought I'd share.
Edit: Just finished the Attack11.
Here's a gif.
Ah, that looks very nice! I'm actually working on her too, but on the other side (PSA) of it. I got her to have that ability to act out of her Up B again ^^
Are you planning on reworking other animations too beyond the ones you mentioned? You mentioned the Down Tilt I believe too. Out of curiosity, what changes are you planning for that one?
Thought I'd share this since I got the permission to use the model! I'm giving Lu a much-needed face makeover, built off of Zero Suit Samus'. I got pretty tired of the 2D face, to be honest, and decided to give this a shot. I've got her expressions to work on, still, but I'd like to know what you guys all think.
Of course, with a 3D face, she'll have eye movement! And yes, she will have the two different eyes, just look at the preview.
Ooooohh. I just came up with a brilliant idea. If it hasn't already been done, how about adding a shine graphic on Lucina's sword during her initial Side B animation as a cue for when you can access the other moves? I was thinking the shine effect that Marth normally had on his counter or Up taunt maybe. Could be a good visual aid for those having trouble getting used to the timing of it. What do you think?
I actually had a part in implementing something similar for the Unbound Lucina, but I had her become highlighted in blue for that, haha (I think the Unbound's actual release made her a darker hue of it though). So yeah, I agree!
Oh and sure, I can send you the file that had those changes for the A, A. I just need to fish it out of a folder somewhere first. Pretty sure I know where it is though.
Yeah. The current PM: Unbound Lucina build I believe was kept the way it was, primarily to see how her metagame will develop and whatnot. I wish some changes I implemented when putting edits in were kept though. One example is that I added in the changes to her A, A combo to make it link more reliably a la JamieTheAuraUser's changes, but it was changed back for the final release. Oh well.
Regardless, I am curious to see the reception on the Lucina build! With enough feedback, I'm sure better work can go in in trying to balance her playstyle, even if I end up with my own separate Project M version for some reason, hahaha.
Oh and I will be looking forward to those motion edits!
I'll re do the animations later. I was kinda just fixing the leg placement mostly. I already know it needs to be fixed up a bit more, but thanks.
@ CHMH I'll give it a look see and see if I can give you some feedback on her. How much did you change?
There are some changes present in that build. Admittedly, I only played a part in some of the changes, but regardless the gist of changes include an Up B nerf, Side B goes straight in the air now, Down B got nerfed, Neutral Air A & B are semi-cloned now.
I did not get as much input as I would have liked for the Side B ground moves, so the Lucina Aether/Astra flying-off-stage glitch still happens.
If possible, I'd like it if you guys could give some feedback on the Lucina build included in the pack. We got some feedback from Friesnchip on it already, so that's good, haha. I'm hoping that with some more feedback, I could chat with the team on how improve Lucina further and whatnot, so yeah. If any of you can make time for it, great! If not, that's fine too. Thanks!
Not sure if this has been brought up before, but whenever I try to insert the Lucina announcer call into the Project M sawnd file, the game always crashes upon loading up. By any chance do you have a working sawnd with Mewtwo and Roy's calls as well? It's annoying selecting the character and still having MARTH get called out.
I got it to work once, but never again. I forgot how I did it, but I think you need to delete that Sawnd file that pops up after replacing a sound in Super Sawndz before replacing another Sawnd/WAV file.
On an unrelated note, to Friesnchip, thanks for the heads up on SmashAmass! I contacted him on Smashboards and we are working on getting Lucina into a release of Project M: Unbound. Hopefully it all goes well! I am also working on balancing tweaks for Lucina's vBrawl versions specifically based off of a build that will go for her BrawlEx slot. I owe Kitsu-chan for that one as I am not good at at setting up BrawlEx, haha.