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Author Topic: TABUU / FREDRIK PSA house. Magolor - Current WIP  (Read 597111 times)
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Tabuu Forte Akugun
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    « Reply #2160 on: September 15, 2014, 08:56:49 PM »


    Can you put up a gif of the animation in BBox? Showing him from the side, of course.

    Don't think the pictures do it justice, and I have a feeling that something is off.


    The only thing I see is that the knees never bend, I just move the whole legs along with the HipN bone. and I had to elongate the arms using translation and scale changes.

    Here:

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    « Reply #2161 on: September 15, 2014, 09:27:58 PM »


    It feels weird to say... but...

    He's too damn fat to do that lol.

    Yeah, it's all cartoony and stuff, so you can get away with translating the arms and stuff.

    It just looks like it has no range.

    Why not make it a giant arm sweep across the ground? Or maybe have him slide on his stomach for a bit before getting up.

    IDK man, it just...

    The animation work is as good as you can get it. Don't worry about the knees, because there's no way you could have bent them when he's doing that, and also considering how short his legs are.

    I just think something else would be much better.
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    « Reply #2162 on: September 15, 2014, 09:38:46 PM »


    It feels weird to say... but...

    He's too damn fat to do that lol.

    Yeah, it's all cartoony and stuff, so you can get away with translating the arms and stuff.

    It just looks like it has no range.

    Why not make it a giant arm sweep across the ground? Or maybe have him slide on his stomach for a bit before getting up.

    IDK man, it just...

    The animation work is as good as you can get it. Don't worry about the knees, because there's no way you could have bent them when he's doing that, and also considering how short his legs are.

    I just think something else would be much better.

    The only way I can think to make this attack work... is to make him translate a bit more forward (after editing the legs accordingly, of course). Because I just tried it in-game by editing simple stuff in Pit's original hitboxes, and for the most part it hits fine. But I'll try to change it tomorrow.
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    « Reply #2163 on: September 15, 2014, 10:05:31 PM »


    having gmod, i can swipe the crown from the rareware allstar pack. it's just a bigger crown is all, but it keeps with the klassic k rool style. you have the fat, the expressions, and infected eye; you just need a proper crown (if you so choose of course)
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    « Reply #2164 on: September 15, 2014, 10:26:23 PM »


    having gmod, i can swipe the crown from the rareware allstar pack. it's just a bigger crown is all, but it keeps with the klassic k rool style. you have the fat, the expressions, and infected eye; you just need a proper crown (if you so choose of course)
    And there's the tail he lost after DK64, guess K. Lumsy  cut it off or something when he beat up K Rool in the cutscene after Funky shot him with the Boot Blaster. XD
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    « Reply #2165 on: September 15, 2014, 10:54:13 PM »


    The only thing I see is that the knees never bend, I just move the whole legs along with the HipN bone. and I had to elongate the arms using translation and scale changes.

    Here:




    I don't think it's bad. I like the swipe idea but if you made a hitbox on the fists AND the mouth then I think it'd be fine. Or if you made some dirt fly effect in front of him a bit to act as a shock wave when he did it (dirt though, not lasers or anything too extreme). Nothing too drastic, just enough to have a hitbox away from his body and for that to make sense.
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    « Reply #2166 on: September 15, 2014, 11:23:42 PM »


    And there's the tail he lost after DK64, guess K. Lumsy  cut it off or something when he beat up K Rool in the cutscene after Funky shot him with the Boot Blaster. XD
    well that involves redoing the entire model.
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    « Reply #2167 on: September 16, 2014, 01:37:09 PM »


    Actually, guys, I think I'm happy with my Down Tilt as is. Smiley I'll use the Claw Swipe thing for his Down Air, even though it's remarkably similar to my Back Air, which is a powerful swipe on its own. Smiley

    Anyway, I'm polishing the PSA work on the King's Back Aerial. It felt weird, and it was bugging me for the longest time.

    And thanks but no thanks for the new crown and I think someone mentioned the tail. I like Snoopy's model. Wink

    I'm adding a few new clones to my roster, including... Shulk's Shulk SSB4. Grin And then it's Krunch Time!
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    « Reply #2168 on: September 16, 2014, 03:20:17 PM »


    well that involves redoing the entire model.
    Yah, but I felt like I needed to point out how K Rool had a tail until after DK64. lol
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    « Reply #2169 on: September 16, 2014, 04:02:21 PM »


    Actually, guys, I think I'm happy with my Down Tilt as is. Smiley I'll use the Claw Swipe thing for his Down Air, even though it's remarkably similar to my Back Air, which is a powerful swipe on its own. Smiley

    Anyway, I'm polishing the PSA work on the King's Back Aerial. It felt weird, and it was bugging me for the longest time.

    And thanks but no thanks for the new crown and I think someone mentioned the tail. I like Snoopy's model. Wink

    I'm adding a few new clones to my roster, including... Shulk's Shulk SSB4. Grin And then it's Krunch Time!

    I'm sure it's fine. Everything else you've made so far has been perfect. Also, did you ever get the neutral special to work?
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    « Reply #2170 on: September 16, 2014, 04:33:24 PM »


    I'm sure it's fine. Everything else you've made so far has been perfect. Also, did you ever get the neutral special to work?

    Sadly no, I haven't. I can only spawn one kind of cannonball, for some odd reason...

    My subroutine goes as follows: when you let go of B before the middle of the charging animation, the regular ball spawns, and when you charge it longer, the spiked ones should spawn. But no matter what, it spawns the normal one with the normal hitbox. I can't nail it. D:
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    « Reply #2171 on: September 16, 2014, 04:39:51 PM »


    Sadly no, I haven't. I can only spawn one kind of cannonball, for some odd reason...

    My subroutine goes as follows: when you let go of B before the middle of the charging animation, the regular ball spawns, and when you charge it longer, the spiked ones should spawn. But no matter what, it spawns the normal one with the normal hitbox. I can't nail it. D:

    Well at least it works more than it did when I checked Smiley
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    « Reply #2172 on: September 16, 2014, 07:18:57 PM »


    Hahaha!

    Anyway, I'm not redoing the model, guys. Smiley

    Okay, so I'm trying now to tackle that elusive glitch in the subroutine for the NSpecial. All it's supposed to do is change the graphic on the projectile as well as the hitbox flags depending on a variable change. But it doesn't interpret the code past the Else in my code.

    Take a look. (Advanced users only) This subroutine is called where the usual Arrow collision one dictates the hitbox.


    It's totally bizarre. After the Else is the Spiked cannonball graphic and hitbox, but I can't access it.
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    « Reply #2173 on: September 16, 2014, 07:29:55 PM »


    The problem is that the arrow is treated like a character. To make that work, you would have to make the arrow itself charge your attack, not you, but that's not possible. Basically, it reads if the arrow has reached the LA-Basic value you set in the comparison. It never does, since that value is stored in your character.
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    « Reply #2174 on: September 16, 2014, 07:33:45 PM »


    The problem is that the arrow is treated like a character. To make that work, you would have to make the arrow itself charge your attack, not you, but that's not possible. Basically, it reads if the arrow has reached the LA-Basic value you set in the comparison. It never does, since that value is stored in your character.

    I guess I'll have to wait till Sammi updates his own PSA to edit articles. There MUST be a variable somewhere I can pass the LA-Basic value to to make this work...
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