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Author Topic: TABUU / FREDRIK PSA house. Magolor - Current WIP  (Read 592687 times)
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    « Reply #390 on: April 07, 2013, 08:53:22 PM »


    Which Waluigi PSA?

    Might be able to make something out of it.
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    « Reply #391 on: April 07, 2013, 08:54:54 PM »


    Which Waluigi PSA?

    Might be able to make something out of it.

    The one over Pit has a Counter Down B.

    And now back to my pissed message at Sierra Mist for not coming to Canada. Tongue
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    « Reply #392 on: April 07, 2013, 08:58:52 PM »


    I just reread your post regarding King Colds counter... I have the Same exact problem... Maybe we'll figure something out...
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    « Reply #393 on: April 07, 2013, 09:00:00 PM »


    I have an idea how to reset the damage, but the Counter won't stop executing even when the opponent doesn't hit him.
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    « Reply #394 on: April 07, 2013, 09:02:01 PM »


    The way that I had tried to set it up was having an extremely small hitbox placed at the center of the model and placed an "If Hitbox connects" statement and had it link up to the counter animation. But instead it goes straight to the counter animation.
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    « Reply #395 on: April 07, 2013, 09:03:51 PM »


    The way that I had tried to set it up was having an extremely small hitbox placed at the center of the model and placed an "If Hitbox connects" statement and had it link up to the counter animation. But instead it goes straight to the counter animation.

    See, I always thought "If Hitbox Connects" was for when YOU hit an opponent, not vice versa. Maybe I'm wrong...
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    « Reply #396 on: April 07, 2013, 09:07:47 PM »


    I read somewhere that you could try it that way, not sure if I'm right or not.

    But if you use the "If Hitbox Connects" that'd mean that the opponent came in contact with the hitbox. But then again, your character model comes before the hitbox does.

    Either way, I still have the problem of the counter-attack animation being played instead of the counter-stance animation.
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    « Reply #397 on: April 07, 2013, 09:10:01 PM »


    I read somewhere that you could try it that way, not sure if I'm right or not.

    But if you use the "If Hitbox Connects" that'd mean that the opponent came in contact with the hitbox. But then again, your character model comes before the hitbox does.

    Either way, I still have the problem of the counter-attack animation being played instead of the counter-stance animation.

    Oh? See my problem is different: It'll play the counter stance, but then immediately followed by the counterattack. As soon as it reaches the Change Subaction code, it executes it no matter what.
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    « Reply #398 on: May 18, 2013, 12:47:29 AM »


    For some reason when I try to download this, it says there's a virus in it. Any chance you could re-upload it somewhere without one?

    update: I'm not sure what's going on with mediafire, but it seems like they have some files that randomly get hacked. Somehow I tried downloading it again and this time the file was safe.
    « Last Edit: May 20, 2013, 10:31:41 AM by nothunky » Logged

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    « Reply #399 on: August 16, 2013, 12:26:50 PM »


    Hi everyone! Grin

    Sorry for not posting in forever, and forgive me if this post breaks the rules, but I had considered leaving KC-MM due to the treatment I got in the SSB4 thread. I didn't know supporting K. Rool like I did was that annoying. XP

    First of all, I'm planning a huge revamp and overhaul of my Tabuu PSA in the future. He might even have new attacks, animations and features not seen in the Final Release. I've learned a lot about PSA while making King Cold. I've had complaints that Tabuu's awkward to play and underpowered, and I plan to listen to my followers. <3

    Speaking of King Cold, I've made massive progress on him recently. I've done his Neutral Aerial, completed his Nentral and Up Special and Final Smash, and started various other things, mainly his Down and Side Specials. He's really been helpful in teaching me how to make, and experiment with, Specials. I still haven't gotten his Counter to work quite right, but I've started to make the actual counterattack itself, for when I do get it to work. I've even slightly updated his textures, and made some cBliss recolors, for those of you who don't follow me on deviantART. I'm aiming to have a beta out for my birthday (Sept. 10th) Snapshots in spoiler. Grin

    Aerial Neutral Special: Ki Blasts. Can now float in the air temporarily while shooting them.


    Neutral Aerial: Explosive Wave


    Item Smash: Completely custom animation based on his one attack in DBZ (And no, he won't use a sword in his moveset like in BT3):


    Rebound/Clash animation:


    Ki Push, the first ground counter attack. If you hold B while doing it, he'll chain into a second attack, which I haven't finished yet.




    Side Special Ground - Heavy Combo from BT3, with some modifications. I have 1 attack out of a possible 4 done, but 3 subactions in total linked together if you hold B. But here's the first one, a knee attack.


    Ouch! Little knockback, but has hitlag.


    Final Smash: Super Explosive Wave. His other Blast 2 from BT3 is back, and more powerful than ever!

    "I'll show you my strength!" This underrated badass is ready to shine.


    He starts by sending out a few fire hitboxes the size of the fireball around him, which is barely enough to keep stragglers trapped in it.


    And then the attack ends, with one massive explosion and hitbox that kills foes unlucky enough not to be able to escape.

    « Last Edit: August 16, 2013, 12:33:25 PM by Tabuu Forte Akugun » Logged

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    « Reply #400 on: August 16, 2013, 12:49:35 PM »


    looking great also *subs*
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    « Reply #401 on: August 16, 2013, 12:52:02 PM »


    looking great also *subs*

    Why thank you, Leon!

    Anyway, expect more snapshots later this weekend. With more misc stuff and maybe another aerial. Grin
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    « Reply #402 on: August 16, 2013, 03:25:10 PM »


    so how is that rig on the cape?
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    « Reply #403 on: August 16, 2013, 03:29:53 PM »


    The cape? Well, it's now very easy to work with. For instance, during the Final Smash and Full Power Death Beam, I can animate the cape to simulate wind effects, and it's even affected by gravity! Meanin g when he falls, or is on a stage with wind, the cape moves. I'm quite pleased with this new rig, and I can't wait to release my beta so you can all experience it too. Grin
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    « Reply #404 on: August 16, 2013, 04:10:25 PM »


    Not bad.

    Would you consider posting some .gifs of a few animations?
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