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« Reply #180 on: January 27, 2011, 03:40:03 PM » |
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^You mean the flickering? I don't know why he does it, but during some animations, he'll teleport to the center of the stage for a frame or so, then teleports right back. Really confuses me, seeing as it only happens with some animations. Anyway, I can't get his eyepatch to come off during the FS. D: So that means that you all will have to deal with it. It'll be gone in the overpowered version though.
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« Reply #181 on: January 27, 2011, 07:52:39 PM » |
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wait what's with the random teleports?
Fliptocat, try checking the animations that cause teleporting and make sure all the unks on the right are set to 0. Then open the PSA and open a simple animation subaction (one that wouldn't have code in it, like Wait or Run) that causes teleporting. Open Main and Other and delete everything inside. (For example, Nel's polygons would explode only on some animations. By deleting event "18000100" in Main, I fixed it). And for extra measure, open the mdl0 up in a hex editor and go to offset 4B and change the byte to 00. Hopefully that helps fix it (And about the eye patch... you can remove it temporarily with PSA. Event 0B000200, but idk how to use it... you'd have to test values)
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« Reply #182 on: January 27, 2011, 08:01:11 PM » |
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Thank you! Especially on the flickering, that was so annoying. X_X I'll post in a while on if it fixes it or not. And for the event, SqLeon told me that was how he did Ichigo's hollow mask, he said it was called model changer. EDIT: I fixed the thrown glitch, now he just dies whenever he's thrown.
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« Last Edit: January 27, 2011, 09:02:15 PM by Fliptocat »
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« Reply #183 on: January 27, 2011, 10:34:32 PM » |
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« Reply #184 on: January 29, 2011, 09:07:19 PM » |
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^Thanks. Well, I'm working on the animations for the aerials from scratch, I think it's helping me get better at animating. ^_^ Only one finished right now is B-Air, but that's just because I'm lazy. Oh, and he still flickers. T_T Also yay for new sig. EDIT: When would people like to see the beta released? Should I take my time and release it when I feel its ready, or release it soon? I would make a poll, but then I'd have to make a new topic......
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« Last Edit: January 29, 2011, 09:15:26 PM by Fliptocat »
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« Reply #185 on: January 29, 2011, 10:17:55 PM » |
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nice sig ^_^
and i think the earlier the beta is released the more feedback you can get on it
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« Reply #186 on: January 30, 2011, 11:38:42 AM » |
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Thanks. Alright, after I finish the aerials and fix a few things I'll release it, unless someone is against that. Currently finished is B-Air, and F-Air is in progress.
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« Reply #187 on: January 30, 2011, 12:37:28 PM » |
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u dont need a new topic to add a poll...
just click on "add poll"
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« Reply #188 on: January 30, 2011, 12:40:56 PM » |
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^Dang, I'm blind or something.... DX Thanks.
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« Reply #189 on: January 30, 2011, 12:47:33 PM » |
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lol at never...
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« Reply #190 on: January 30, 2011, 02:03:06 PM » |
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^ I wonder who voted for never..... Progress: N-Air, B-Air, and F-Air are completed. EDIT: Anyone have ideas for U-Air and D-Air?
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« Last Edit: January 30, 2011, 05:32:51 PM by Fliptocat »
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« Reply #191 on: January 31, 2011, 08:40:13 AM » |
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it wasnt me [/shaggy-voice]
idk, cuz kenpachi is rarely in the air... and rarely uses any attack that isnt frontal... he's so simple in style... just go forward, if u find sumthing destroy it, but never dodge...
i think u should maybe disable his dodges... and give a useful counter instead of it... idk
back to aerials, no idea T.T
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« Reply #192 on: January 31, 2011, 06:03:09 PM » |
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...... [/stares_suspiciously] That might be a good idea...... A counter? I was thinking of something similar to this before, except that Kenpachi would just sit there and laugh instead of dodging, the attacks would do no damage. Dang. X_X Maybe I'll just have him slash or something. Oh! I don't think you saw my other post, do you want to test again before the beta? (Might still be awhile)
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« Reply #193 on: February 01, 2011, 09:43:55 AM » |
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yh sure, if u would be so kind to send me the files ^^
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« Reply #194 on: February 02, 2011, 07:03:24 PM » |
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I voted release when you feel it's ready, and I'll elaborate a bit; It's good to have a test group who can playtest and help you work out the bugs you might not have noticed whilst testing with your own playstyle, whilst a public release should wait until you, as well as whoever you might choose to test, are satisfied that it looks and acts like it should.
On the other topic, Aerials: I'm thinking simple is best here, so I'll run with that; but don't decomplexify the guy; just because he chosen approach is strength versus strength doesn't mean he doesn't actually know any other tactics. Up Aerial: Simple is good. an upswing, starting in front, ending in back, in a 3/4 circle pattern starting just about eye level. Down Aerial: Well, let's look at that brute force again; a downwards chop(Sideways, somewhat like Ike's) that hangs below him as he comes down, likely a second hand supporting the blade so as to put all his weight and power into it; to differentiate a bit, you could add a backwards swat to this on landing, making it an ideal way to maintain spacing in favor of that same, frontal approach. The initial swing would, of course, be more powerful, but proper spacing allows him to use it as a tool in more than one way, mixing up his game a bit.
Maybe not 100% appropriate, but I can see you do need to improvise a bit; bringing out that tactical planning aspect of his style might be just the ticket to make playing a bit more interesting. Remember, the man sure does love his mindgames, even when he is testing his might.
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Relax; It's later than you think.
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