if your still having issues with the item holding and stuff, i can always mess with it. sometimes it's easier for me to just do stuff myself than to explain it, i've never been good with that...
but it's nice to hear K Rool is coming along a lot faster. been looking forward to having him for some time now.
so in yet another bout of 'i don't want to do homework right now, even though i only have until Wednesday to get it all done', i've been doing some clean up that's been quite necessary for some time now.
first, most of the attacks that dealt with tools no longer have the 'get the tool out of the pocket' portion of the animation, meaning that they'll actually hit much quicker now. the novelty of the idea wore off pretty quick once he couldn't hit just about anyone because of how slow the attacks were. the Tilts and Aerials have them completely removed, the Smashes have them shortened, and the Specials were left alone.
second, because of the above, i've edited quite a few of the animations, as well as made some new ones.
first, the FallSpecial has been changed to be a bit more expressive/Smash 4 like
next, the Squat was pretty lame, so i changed it a bit.
and last, the AttackS3S, the Side Tilt. i never quite liked how it turned out, so i took this chance to fix it.
third, i tweaked/upped the knockback for some of the attacks. i'm kind of thinking of having the Tilts with a much larger knockback growth, but the smashes with a higher base knockback. it's more of a thought for how i could make the Tilts better, but i'm not quite sure. i haven't actually implemented this idea just yet, but i'd like to know if this would be a decent idea or not.
and last, i've been getting the Materials on the models ready for adding a shine to them, but i wanted some opinions. should i do like New Leaf and add a slight shine to the Villager himself, and not just the tools? i think it'd help break up the solid texture look he currently has, but i'd like to get opinions before i go and edit 14 character models. that tends to be a bit time consuming...
oh, and before i forget, how would i go about making a Project: M version? my idea of just pasting the Villager's edits onto a P:M Pit file wouldn't work, because it only opens in BrawlBox .68b, and crashes whenever i try saving, and i need access to more than what PSA can do, like Model Visibilty. if anyone could point me in the proper direction with that, i'd be much appreciative of that.
IF you want name icons or css icons i can make them Post Merge: April 11, 2014, 10:30:27 PM[/img][/img] would these work Post Merge: April 11, 2014, 10:34:10 PMor these? Sorry forgot how to put up images
you can upload images to Imageshack or Imgur, and if they look good, i could certainly use them. i have none of those made yet.
only thing i can say is make him smaller? he look pretty big XD
did i forget to shrink him a tad? i may have done that for the MotionEtc i'm working with, but not for the Revision MotionEtc... i'll be shrinking him down to ... what was it... either 85% or 90%, i can't quite remember right now.
and sorry for the lack of any updates, my semester ends in a few weeks, so it's been nothing but homework. i have been playing a fair bit of Project M though, so i'm getting a feel for how the Villager will work there. the P:M port will probably be the next thing i work on, when i get a chance.
yeah, i know what you're talking about, and that's intentional ... for now. it's the only way i could get the characters to also 'disappear'. it isn't too noticeable, unless you pause and look around. i tried copying the way that Metaknight and Togepi do the screen darkening, but i could only get the background to go black, not the characters as well. and as i said, i'm going to keep trying to fix it, that was just a quick work around to basically achieve what i wanted for the Final Smash.
I'm using the Villager and whenever I use his final smash there is a black box in the background that takes up close to 1/5 of the screen.
only a fifth? guess i need to make it bigger then. it's my incredibly bad fix for the Final Smash to actually make the characters black out as well. i still need to see about changing that.
another thing i did. i've been getting annoyed by some of the textures, so i re-made some of them, the Umbrella, Net, Shovel, and Axe. it's mainly the Umbrella that needed it badly.
Hey what would happen if i replace another character instead of pit? os it possible? because i would really like to replace jigglypuff thanks
as Rebtand said, it'd require .rel files and stuff to put the Villager over anyone else, assuming you aren't using BrawlEx, because you can't just drop a bunch of files made for one character onto another and just assume it'll work. don't worry though, a port to [character] will be done soon, just not currently sure about which character that is, although the plan is Wario for now.
as for a slight update, a sound pack is being worked on by SonicBrawler, and i made a thing.
it'll be a separate MotionEtc to make the Villager a tad more New Leaf-ish animation wise. i can't quite go full out NL, simply because of how i made the rig.
well... that would require someone making one that isn't me, because i have no recording capabilities. so that'd have to be someone else dong it. i certainly wouldn't mind one now, but that depends on who would do it.
Did you even read the past posts? He just released a third revision today.
yep, as KJP said, i just release the next Revision, so i'd say it's going pretty good. for the vBrawl version, i'm probably a good 90ish% done, with the overall progress not too far behind.
that said, i've updated the Revision3 link again. it'll more than likely be the last time i do that... the update includes a BrawlEx compatible version, thanks to Nebulon and Carnage, CSPs that i've finally made, includes 2 poses, and all the Female Villagers with the proper Legs and Shorts textures. i finally realized they were wrong when i started the CSPs, so now they're corrected.
I gave the Villager a try, and I'm overall not impressed. Though I do admire the amount of work and dedication put into this PSA.
Don't take it the wrong way. My quality standards are much higher than the average user.
Some Animations looks great, but most of them seem to be stiff and lacking life.
Another issue that Villager has is that he's mostly slow with attacking.
I see great potential with this PSA. All it needs is some touchups in Animation and PSA work.
thank you, and i understand that you'd have higher standards, you've been doing PSAs a lot longer than most have. there are a few animations i'm not happy with, mainly the ones i made earlier because they're pretty stiff. the slowness of attacking i thought would be good at some point, but it's really been bugging me lately, and it's on my To Fix list to make then hit faster.
I like what I see so far. Many animations need work, like the side smash. It's just him standing there with a net until he swings.
Is it possible to charge the Gyroid rocket ala Luigi and Pikachu's side B?
yeah, he does that because i haven't done the Hold animations for the Smash attacks yet. because laziness. and it probably is possible to do that with the Gyroid Rocket, i'll just need to mess with it some more. it's another of the ones i wanted to get working first, then make it better later.
Jab(AAA) hitbox really need to be fixed they need to be much larger and away from villager gloves, they also push back and make it impossible to hit all 3
Sugestion first make the first 2 hits (attack 11 and 12) be much bigger and away from villager so we can actually hit someone Make attack 13 animation villager doing a step foward and then doing an uppercut so you can hit with all 3.
this is on my list of To Fix. i probably shouldn't have attached the hitboxes to the HandN bones...
DownB air- the downb air makes it switch between the aerial version to the ground one when he lands and since it takes so much time to use it you will eventualy always use the ground version unless your falling offstage
Sugestion: change the action codding so if villager uses downB air and lands it doesnt switch to the land version, preety simple fix imo.
yeah, i need to do something like that. or see if i can get some sort of transition animation. i more just wanted to get it working first, then make it look good. it's on my To Fix list now.
otherwise the moveset seems preety fun altough it lacks knockback on most moves overall all moves fell very weak knockbackwise from smashes to aerials and even the FS
so, more knockback on pretty much everything. i'll make some adjustments to that then. thanks for the suggestions, maybe this will help him feel a bit more Brawl natural, he's still been feeling a bit off.
With PSAs, you need both the .pac and the .pcs, or else characters won't work properly in Single Player Modes.
yeah, i derped on that part. i haven't played any of the single player stuff in a few years, so that wasn't exactly at the front of my mind. i've updated the link with the .pac files of all the costumes now. thanks for reminding me about that.