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Question: I reset the poll because i add more option, i also make the options more easier to understand , so what kind og gameplay do you want for Blaze ?
Same Speed than Sonic / lighter than sonic (-15%) / more powerful than Sonic (+15%)
Slower than Sonic (-20%) / same weight than Sonic / slightly more powerful than Sonic (+10%)
Faster than Sonic (+20%)/ same weight than Sonic / less powerful than Sonic (-10%)
Slightly slower than Sonic (-10%) / lighter than sonic (-15%) / alot more powerful than Sonic (+20%)

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Author Topic: Blaze the cat - SOLar version, BETA V0.9i NOW on the VAULT !  (Read 298900 times)
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Novarek
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    « Reply #405 on: December 14, 2013, 07:32:57 AM »


    I'm gonna ask in the help section, see if they have a answer for my "propel" issues.

    EDIT : i have my answer, it's the Character Momentum command.
    Why i haven't thinking to this one ?
    It was so obvious
    « Last Edit: December 14, 2013, 08:26:59 AM by Novarek » Logged


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    « Reply #406 on: December 14, 2013, 11:54:00 AM »


    Hmm will the spin be controllable like jiggly puff?  Nd once thts done wat next?
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    Novarek
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    « Reply #407 on: December 14, 2013, 12:01:13 PM »


    Hmm will the spin be controllable like jiggly puff? 

    Normaly yes, i haven't test the result in game yet, i will do it after eating.


    Nd once thts done wat next?

    The aerial side B.
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    « Reply #408 on: December 14, 2013, 12:48:05 PM »


    is the side b the same as the aerial side b?

    Post Merge: December 14, 2013, 12:48:44 PM
    and after tht ur doe?
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    Novarek
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    « Reply #409 on: December 14, 2013, 01:20:38 PM »


    is the side b the same as the aerial side b?

    Post Merge: December 14, 2013, 12:48:44 PM
    and after tht ur doe?

    Almost, but this one will not be controllable, the move is already done because it is the same as before i decided to rework the side B.

    But because now the ground version have a "hold" sequence which determines the strength of the attack, i must dissociate in the code the ground and aerial version.

    For example :

    The ground version start with SpecialSStar then go to SpecialSHold containing the RA-bit that determine the power of the next attack.

    After that, when you release B the move go to SpecialSSpin.
    If : RA-bit (max power) is set.....
        else
    If : Ra-bit (middle power) is set....
        else
    (low power move)

    Same for the GFX, each one will use is own GFX (depending of the RA-bit set and so, the power)

    The aerial version need to go directly to SpecialSSpinAir, i only need to add a "If" block for that, realy easy.

    When this is done, i go back to my big check and balancing, (because i haven't finish to check everything) and i'm ready for release the beta.
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    « Reply #410 on: December 14, 2013, 01:33:47 PM »


    wow sounds like you got alot planned, s she going to be a combo character or a balanced character because the previous blaze over bowser didnt have much knockback attacks but could buildup damage but never could potentially kill the opponent, so whats ur plan with tht?
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    Novarek
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    « Reply #411 on: December 14, 2013, 05:40:15 PM »


    I know I still have a lot of trouble to find a good setting for the knockback.

    That is partly why I want to make a beta first.
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    « Reply #412 on: December 14, 2013, 06:03:20 PM »


    give blaze something in between shadow and sonic's knockback, maybe that is wat ur looking for
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    Novarek
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    « Reply #413 on: December 15, 2013, 08:13:55 AM »


    I have some trouble with the new side-B.

    On the "Hold" animation, the GFX dosen't change when the LA-bit is reached.

    On the SpecialSSpin (the attack itsef), Blaze freeze and get stuck.


    Plan A = i try to fix this.
    Plan B = if i fail, i separate the SpecialSSpin into 3 move (same animation but not the same code, for each power level).
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    « Reply #414 on: December 15, 2013, 11:54:28 AM »


    Ohh so which plan r u goin to do?  Nd doesn't plan b sound harder?
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    « Reply #415 on: December 15, 2013, 01:06:51 PM »


    Nd doesn't plan b sound harder?


    No it's the easier, but it will use more memory, so i try to keep all the code into one slot atm (plan A).

    EDIT : issues fixed about the GFX of the "Hold" animation, switching to plan B for the attack itself.

    EDIT 2 : screeshot preview for the updated GFX of the side-B...

    Holding charge animation, low power.



    Holding charge animation, moderate power reached.


    Holding charge animation, max power reached.


    The attack itself will use exactly the same GFX (depending of the power level when you release B).

    The "Hold" animation will deal very low damage to everyone who get to close from the tornado, as a small protection.

    Even with 3 power level, it's a quick attack (you reach the max power pretty fast) so it will deal moderate damage at max power.


    EDIT 3 : the 3 attack charge are almost complet (hitbox, SFX and GFX are done) but i'm still unable to make this move controllable, the "Character Momentum command" move the character but the move itself cannot be controlled with the stick.

    Does one of you know what are the value for the stick in the command "if boton press" ?
    Because i have maybe a solution for this issues.
    « Last Edit: December 15, 2013, 08:37:02 PM by Novarek » Logged


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    « Reply #416 on: December 15, 2013, 10:56:02 PM »


    thats really good, you made a great blaze psa actually the best ive seen umm about that code can you get jiggypuffs code for the B move to be controlled from a jigglypuffs psa coding?
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    « Reply #417 on: December 16, 2013, 07:06:52 AM »


    No it's the easier, but it will use more memory, so i try to keep all the code into one slot atm (plan A).

    EDIT : issues fixed about the GFX of the "Hold" animation, switching to plan B for the attack itself.

    EDIT 2 : screeshot preview for the updated GFX of the side-B...

    Holding charge animation, low power.



    Holding charge animation, moderate power reached.


    Holding charge animation, max power reached.


    The attack itself will use exactly the same GFX (depending of the power level when you release B).

    The "Hold" animation will deal very low damage to everyone who get to close from the tornado, as a small protection.

    Even with 3 power level, it's a quick attack (you reach the max power pretty fast) so it will deal moderate damage at max power.


    EDIT 3 : the 3 attack charge are almost complet (hitbox, SFX and GFX are done) but i'm still unable to make this move controllable, the "Character Momentum command" move the character but the move itself cannot be controlled with the stick.

    Does one of you know what are the value for the stick in the command "if boton press" ?
    Because i have maybe a solution for this issues.


    Look at Minus Toon Link's hurricane spin. It has a lot of Momentum things, while he isn't supposed to move... Or check out Minus Ike too, his Up Air A has something to make him mve with the buttons, although it's really light, you can give the motion you want to your move...
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    « Reply #418 on: December 16, 2013, 11:24:25 AM »


    Look at Minus Toon Link's hurricane spin. It has a lot of Momentum things, while he isn't supposed to move... Or check out Minus Ike too, his Up Air A has something to make him mve with the buttons, although it's really light, you can give the motion you want to your move...

    So if it is not possible to control the movement with the stick, i'll probablment back to the original plan, the TransN bone.
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    « Reply #419 on: December 16, 2013, 11:35:53 AM »


    So if it is not possible to control the movement with the stick, i'll probablment back to the original plan, the TransN bone.
    I think it's possible... but again, look at how Minus Toon Link is coded... And I think there are ways to put the movements with the stick, let me find this...

    EDIT : to provide some movements to your move, you have to add one of these offsets to your attack's coding :

    IC-Basic[1011] >= IC-Basic[3149]   (right) (actually forward)
    IC-Basic[1012] >= IC-Basic[3149]   (left) (actually backward)
    IC-Basic[1018] >= IC-Basic[3186]   (up)
    IC-Basic[1020] >= IC-Basic[3186]   (down)
    « Last Edit: December 16, 2013, 11:46:20 AM by Akeno-san » Logged

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