I've got a few questions ASK1ink, it's about your CSS... Joke being the CSS that you are making which is sexy well how you added in the CSS stuff. i would like to have more than 8 characters have CSS/CSP related stuff. i've done Sammi's tutorial for CSP. but you have names/icons/and CSP.
mind you i'm most likely going to cut back on space by having only one CSP icon being the 00 portrait and the 01 to 05 having a 02-06 number based thing. it saves on file space. usually the numbers are coloured. i did this for Cbliss when i had over 200 costumes loaded.
and uncloning a clone? making them truly dependant? isn't this going pretty fast? either way can't wait for you tutorials. and maybe other CSS goodies in the far futer... yes i'm a harpy... sue me.
And I kinda dislike the projectile... It seems out of place in all honesty. Though I don't know what to replace it with.
it is a nifty character reference and it actually fits a raptor. well in a brawl like setting where green dinosaus can shoot flaming eggs and grow wings. this is pretty tame.
and i half agree with you on the moves being hard to hit with. this character slightly reminds me of ganon. the moves are hard to hit with. but unlike ganon. you have to hit a sweet spot in order for it to have any good pay off. the Upsmash was just confusing, but with proper timing it can be pulled off.
the side smash is just a pre forward move so hitting with it requires some decent timing.
Meaning the hit boxes are there, and sometimes they aren't. that is probably me just being nooby and tired when it an opponent is moving type of thing. though they are dead close.
o-o Try it in Training Mode. The tail has hotboxes on it. o-o
it's just wonky in VS mode. in training mode it is usable. when in VS. mode it seems to work when it wants to. might be an error on my end. but i am only using 2 codes. Patch code and the Sputnik CSS code. it might be a lack therof of codes.
either way i'm in full support of this moveset. 100%
i can say one more thing about the standard smashes
the upsmash is decieving as hell. when i think the tail is going to hit someone around the uppoer most 90 degree part of the body when he is rotating up. he does not hit a target and they go right throug him.
the side smash feels extremely weak even though i can fully charge it. and it is extremely difficult to hit with.
the downsmash works when it wants to. it hits, that is great, when it doesn't hit. hooray half a second end lag.
Have gfx glitches with the clones been fixed when fighting each other with this thing?
that is a common glitch with Clones. if a clone who is based off of one character is to fight their parent or another clone of the same type. glitches like that will occur. not game breaking just visually weird.
from what little bit i could play of the Raptor PSA (or from what is completed) besides some of the animations being wolf's. which do create hilarious dodge rolls and taunts.
onto the stuff i know is not complete. the Side B: obviously is still stock. though a raptor dash in a similar more jumpy not dashy fashion would be cool could create some interesting moves (unless a move is thus planned)
Up B: a simple high jump. don't know where you are going with this just yet. but it has helped me dodge some annoying final smashes and get back to ledges.
From what i think is finished.
Nuetral B: this is just a standard projectile. nothing special about it besides a raptor breathing fire. that is all.
i do enjoy the dash attack, though quite spammable. but i don't have human players ATM so the lvl 16 computer being dumb can't exactly anticipate its rape.
the standard A attack. nifty flowy animation, great at interrupts and lockouts.
the smashes are really fun and i like how you used wolf's trail to make the tail have a trail.
the damage is somewhat high, and he is rather large.
this in all makes him somewhat giga rape. he or she is fast and large. this makes humongous hitboxes and i could manipulate the field. if the raptor was scaled down from 1.0 to 0.85 i think this migth fix it. or i could just be over speculating.
the finalsmash i'm not sure as to what it does, i do know i don't take knock back in itself just standard damage. with the stated problem mentioned above. this could make for a truly evil character.
all in all from what little bit i played before succumbing to boredom (been doing BrawlEx stuff allday) it has tons of potential and will defenitely be apart of my added roster. i will still play test any new builds. but i am sure to test the current build. as long as i don't win, or i just exit the game.
Honestly, the ones I want most are Ness and Samus for those Mega Man and Dark Samus PSAs...
i do indeed agree. or Captain Falcon for the Viewtiful Joe psas and the Ridley ones. the samus one would require her to not transform when using the finalsmash. only if the Darklink moveset didn't crash when fighting link as well. and maybe a Toonlink.rel so we can have Younglink and toon link
Guys are you STILL having this random icon issue thing?
If so you should:
1- Backup and format the SD card. FAT and FAT32 are recommended. I use FAT personally. 2- Make sure bx_fighter.rel is in your module folder. I made that mistake and I don't want to see it repeated. 3- Check your hook type; it has to be AXNextFrame for best results.
yeah, i think i should do the number one method. this 2gb hasn't been formatted since the day File Patch code 1.0 came out. AxNextFrame, i don't get why this is the magical fix for this code. is it new or has something special?