Love it all. So much awesome in this thread. Will various parts of Ratchet (e.g. Clank, his armoured sections, classy Ratchet's shades etc) have shine to them?
His range is ridicioous, though this fits to the character, may i suggest that some of his moves at certain ranges don't do knockback and do less damage. the close you are the more damage and knock back is enabled.
For a character like Simon Belmont, this is a poor design suggestion. This kind of design only works for characters that are supposed to be in your face and swift. Roy for example, really should be a quicker, more in your face version of Marth in Melee (of course, he kind of just ended up as a worse Marth mainly due to poor hitstun but I digress). Simon's sweet spots should be more towards the tip of the whip. He's a rather sluggish looking character with a bunch of projectiles. He should revolve around zoning and spacing his attacks.
???? Seriously? Mariodk just released vegeta today and u guys just keep talking about what needs fixes, i think the fs is amazing and strong.
What do you mean seriously? That is a GOOD thing. It allows us to swiftly see where the issues are and attempt to swiftly fix and improve them. Comments like "it's awesome" are nice sure but they're completely unconstructive and they don't help the PSAer to improve. Nah boo La $alle knows where it's at lol.
I'll write my moveset revamps in my thread at a later stage. I've a variety of fresh ideas.
Also one last question MarioDK my man. Can I reupload your vid to my channel as well so my subs can see it? It means more views overall.
I remembered that I wanted to ask you if you could explain to me how you did the Vegeta FS cause I wanted to do something like that for Ryu's Super kameh- Hadoken
There's an event that allows you to set an animation to a certain frame. The animation involves Vegeta rotating on the same frame so depending on whether you're pressing left or right it increases/decreases a fake variable and in turn the frame is assigned to whatever the variable is.
Personally though looking at the FS more I think he should just fire it forward. Whilst it was a cool experiment, it doesn't look particularly good due to being stuck in one pose and it's not even canon.
Also not a fan of a number of the graphics. There's a reason why I selected the graphics I did and it's because they enhance the aesthetics of various moves. For example the Galick Gun should have that purple aura I had for it before due to the fact that it strengthens the beam. That still aura looks ugly and obnoxious and only makes moves look worse. However Galick Gun's beam looks great.
infact vegeta is almost done and uploading the video now but i have to send you the Fitwolf.pac(before edited in brawlbox/added model changers) since the Fitwolf.pac i edited in brawlbox does not work in brawlbox anymore (hope blackjax will fix that on Brawlbox with PSA)
whats left on vegeta: -make CSP/BPs -wait a year for release it just to troll vegeta fanboys here -just kidding will release it as soon i got the other hacks i wanted to release with vegeta ready
Meh.. That's not a problem to me. More previews = more entertainment
But I'm still waiting on Deadpool
Let me lay it down straight and honest with how my PSAs will be going:
- Vegeta will be the first to be released most likely thanks to MarioDK. Hopefully it won't take too long, but that's really down to MarioDK more than me. Though once this release is out I plan on revising a few things to make the moveset feel overall more coherent rather than a bunch of cool, flashy, canon moves. The cool flashy stuff will lose its lustre after a while, but a well designed moveset is never not fun.
- Taskmaster's next in line because I feel my development plan for him is more secure than for my other characters despite the fact that he has had less development than others. I plan on setting up a couple of animation streams in the future where I work on Taskmaster animations so stay tuned for those (partially so you guys can check it out and partially so that I keep focused with it).
- Deadpool and Metal Sonic are also still in the mix but they shall come afterwards. Whenever I try to focus on more than one project at a time it fails miserably so I'll take it one step at a time. Note that both have had a good amount of animation progress overall.
- Everyone else is just sipping tea with Beyond's crew at the moment.
Really just done the Neutral B animations. Been wrapped up with the school play as of late. As I said before, I'll tackle the specials first then move onto normals and other details afterwards.
Looks really excellent so far. You're gonna have your work cut out for you Vert my man. There's a lot of little details in the FE13 art for Roy. Though one question. Will the hair receive edits? Obviously there's a lot to do, but the hair seems like something a slightly less modder would put off for the sake of "it's still Roy's hair" but the FE13 Roy's hair is more delicate than Melee Roy's.
Masked Man is absolutely incredible. I am actually speechless. I'll pop back with more extensive feedback once I gather the pieces of my mind splattered all around the room. May take a while...
So some new stuff for Roxas. This is his down taunt. It isn' completed yet though.
Not bad though a few suggestions:
1) Make him transition into the squat on the board faster, and then hold the squat in place for a moment rather than going up almost straight away. Strengthens the anticipation.
2) Make his body straight out completely before he leaves the ground. And make this quick, about 6 or 7 frames of him straightening his legs and body up before leaving the ground and squatting in the air again. Strengthens the action of leaving the ground.
3) He should rise to the top of his jump fairly quickly, do his kick flip near the peak, linger in the air for a tad then drop back down quickly. Whilst KH characters have that distinct sort of "floatiness" about them, they should still obey the laws of physics. The speed essentially arcs, starting fast then dropping to zero at maximum displacement then increasing again.