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« Reply #7365 on: July 08, 2012, 09:25:47 PM » |
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A Yo-Yo? Sounds weird. Yet it sounds cool. How are you going to be able to pull it off, though?
I know, it threw me off at first sight. And Snake has alot of subactions. He'll probably make good use of them.
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By the way, I think every active hacker in this forum could use less distractions.
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« Reply #7366 on: July 09, 2012, 12:49:02 AM » |
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Glad the Shoryuken is powerful Even it it does leave space for punishing. Just look at Lucas's Up Smash. FS sounds hilarious. Too much hype for this. I hope there's a good SFX for him too.
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« Reply #7367 on: July 09, 2012, 04:27:42 AM » |
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A Yo-Yo? Sounds weird. Yet it sounds cool. How are you going to be able to pull it off, though?
I know, it threw me off at first sight.
And Snake has alot of subactions. He'll probably make good use of them.
It's actually an attack from MUGEN. Though he only does it forward in that and its a super.
The blades wouldn't be this big. Use Ness' Yoyo as the base most likely. Though the model will need to be edited so it can have the blades.
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« Reply #7368 on: July 09, 2012, 04:47:06 AM » |
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I'm gonna miss that Forward B dash attack... and the pinapples. Even though it was a nearly useless move. Oh well, I'm sure this moveset will be full of fun and win.
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The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/ If only hacking Brawl paid bills.
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« Reply #7369 on: July 09, 2012, 09:08:13 AM » |
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It's actually an attack from MUGEN. Though he only does it forward in that and its a super.
The blades wouldn't be this big. Use Ness' Yoyo as the base most likely. Though the model will need to be edited so it can have the blades.
Oh, okay. It sucks that it's on Snake, because couldn't you have used a sword glow for the blades?
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« Reply #7370 on: July 09, 2012, 10:07:15 AM » |
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Glad to see Deadpool on his way~
Wasn't planning on using him, but this moveset sounds outrageously fun. Dat final smash = 3=
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« Reply #7371 on: July 09, 2012, 11:41:33 AM » |
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I'm gonna miss that Forward B dash attack... and the pinapples. Even though it was a nearly useless move. Oh well, I'm sure this moveset will be full of fun and win. Yeah, pineapples will be missed, that was a huge part of his spacing game. But it seems like the yoyo will help with that.
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[PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]
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« Reply #7372 on: July 09, 2012, 12:44:25 PM » |
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Oh, okay. It sucks that it's on Snake, because couldn't you have used a sword glow for the blades?
Yeah, if he could, Pit's spinning Graphic for his Neutral and Up Aerials would've been perfect! EDIT: Actually, I just remembered that Pit's spinning graphic doesn't rely on sword trails. Just a texture. So that'd actually be a good graphic to use SDoom.
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« Last Edit: July 09, 2012, 01:01:29 PM by Royal_Blade »
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By the way, I think every active hacker in this forum could use less distractions.
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« Reply #7373 on: July 13, 2012, 05:19:05 PM » |
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Sorry for the lack of updates. I'm still doing work obviously. So far really I've done the AAA combo and the tilt animations so far, so there's still a fair bit of new animations to do. Not to mention I'm dedicating a lot of time to Project:M stuff as well so....yeah. Just fillin ya in
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« Reply #7374 on: July 13, 2012, 05:59:42 PM » |
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Sdoom, do you know what Throw Specifiers do?
I'm looking at P:M Bowser (cause I have no other bowser file) and wondering what it does in the side b?
Ganon has it too on his side and up specials as well. I'm just curious as to what it does.
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By the way, I think every active hacker in this forum could use less distractions.
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« Reply #7375 on: July 13, 2012, 06:04:19 PM » |
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Any particular character you working on SDoom?
I was actually wondering if you know what changes are going to be made to Samus. I remember hearing about her dodge roll thingy from other M trying to be implemented though that could have been speculation. I just hope she plays A LOT better.
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« Reply #7376 on: July 13, 2012, 06:22:35 PM » |
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Sdoom, do you know what Throw Specifiers do?
I'm looking at P:M Bowser (cause I have no other bowser file) and wondering what it does in the side b?
Ganon has it too on his side and up specials as well. I'm just curious as to what it does.
Sounds unfamiliar. Pretty sure they're not called that in PSA. Is this in the new Brawlbox?
Nonetheless, they're most likely used to control which action the opponent gets set to (usually an exclusive character action involving the throw). Dantarion told me whether or not a character is capable of a special grab is controlled by stuff in their module folders.
Any particular character you working on SDoom?
I was actually wondering if you know what changes are going to be made to Samus. I remember hearing about her dodge roll thingy from other M trying to be implemented though that could have been speculation. I just hope she plays A LOT better.
I'm afraid if I told you I'd have to kill you
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« Reply #7377 on: July 13, 2012, 06:30:58 PM » |
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Fair enough xD
Still, hyped to see how your animations end up looking for the remaining cast.
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« Reply #7378 on: July 13, 2012, 06:51:48 PM » |
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Sounds unfamiliar. Pretty sure they're not called that in PSA. Is this in the new Brawlbox?
Nonetheless, they're most likely used to control which action the opponent gets set to (usually an exclusive character action involving the throw). Dantarion told me whether or not a character is capable of a special grab is controlled by stuff in their module folders.
yeah, it's called that in the new brawlbox. I was curious because they are also located in character's dash grab subaction. It seems like a general thing, so why would those specific characters have unique grabs (which all have these oppose to every other kind of attack)? The difference is that the unique grabs have an id of 0 while the one in dash grabs have an id of 1. Edit: It seems that only Ganon and Bowser have the throw specifiers in their dash grab. and on Ganon's Side B, it uses both and id of 0 and another with an id of 1. I also checked that Link has it on his final smash, so it probably is used to hold the character your grabbing. (Link uses an id of 1)
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« Last Edit: July 13, 2012, 07:08:54 PM by Royal_Blade »
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By the way, I think every active hacker in this forum could use less distractions.
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« Reply #7379 on: July 13, 2012, 07:15:23 PM » |
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yeah, it's called that in the new brawlbox.
I was curious because they are also located in character's dash grab subaction.
It seems like a general thing, so why would those specific characters have unique grabs (which all have these oppose to every other kind of attack)?
The difference is that the unique grabs have an id of 0 while the one in dash grabs have an id of 1.
It's down to the action that the grab sends the foe into so that they can undertake a specific "Thrown" animation. If you look in the MotionEtc.pac files of characters like Ganon, Falcon, Bowser etc you'll notice they have animations such as "SpecialSGrabDx" or something like that which actually control what the opponent does when grabbed. But whether or not they can do this is in their .rel files. As for the dash grab and the regular grabs having different IDs, no idea.
To be honest, I'm not really the one to ask since I don't know too much about it.
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