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Author Topic: AGFan's Multi-PSA Thread - Good Bye People!  (Read 259532 times)
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Naruto200Man
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    « Reply #225 on: December 15, 2011, 11:32:54 AM »


    WHAT PROGRAM ARE YOU USIG D:

    Do want =3
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    _Data_Drain_
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    « Reply #226 on: December 15, 2011, 11:37:29 AM »


    This I believe is Melee's debug mode.

    Also, just look at the damage counter in Melee's training mode. Also... The knock back can be tested on Final Destination... Maybe. Or perhaps Corneria if it's got the same death boundaries in Brawl.

    This is indeed good news though, it should be MUCH easier to balance him with the EXACT frame data.
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    « Reply #227 on: December 15, 2011, 12:26:31 PM »


    Yeah it even has the throws:
    F-throw

    Total: 74
    Hit: --
    Shadow Balls thrown: 4/5

    but sadly it only says in which bone is the hitbox attached and in which frames the attack hit, it doesn't says how much damage it exactly deals Sad

    Man, how I miss that throw so much...

    Also, couldn't you make the shadow balls move along a bone?

    Why not make the animation really long but make it faster via PSA.

    Because personally, that throw is one of the reasons why i liked mewtwo in Melee.
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    « Reply #228 on: December 15, 2011, 12:39:34 PM »


    so with this you can put how much endlag mewtwo has in his attacks xD
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    « Reply #229 on: December 15, 2011, 12:41:53 PM »


    We use these for P:M sometimes too XD 
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    « Reply #230 on: December 15, 2011, 12:44:22 PM »


    so with this you can put how much endlag mewtwo has in his attacks xD

    with endlag you mean the wait time until the animation ends?

    Man, how I miss that throw so much...

    Also, couldn't you make the shadow balls move along a bone?

    Why not make the animation really long but make it faster via PSA.

    Because personally, that throw is one of the reasons why i liked mewtwo in Melee.

    Nope, It will have his Melee frames not more not less, I'll do my best to fix and get to work the F-throw.

    We use these for P:M sometimes too XD 

    for P:M? cool xD hey can I ask.. if you know where can I get the Melee Mewtwo's damage hitboxes and % ? I need them to balance it :3
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    « Reply #231 on: December 15, 2011, 12:55:53 PM »


    It was just a suggestion until you got it working.

    Ok then, it seems like 74/75 frames according to the image above.

    I hope you can get it working.
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    « Reply #232 on: December 15, 2011, 12:57:12 PM »


    with endlag you mean the wait time until the animation ends?

    yes with this values you can make mewtwo more melee like and foward trow if you need some psa help i might be able to do something but i really never messed much with trows but i have an idea for the shadow balls(altough i dont know if it will work :S)
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    « Reply #233 on: December 15, 2011, 01:02:46 PM »


    It was just a suggestion until you got it working.

    Ok then, it seems like 74/75 frames according to the image above.

    I hope you can get it working.

    75 frames total, he throws you up with damage at frame 16-20 aprox, then he attacks you with 5 shadow balls at frame 33 aprox to frame 70.
    and yeah I hope it too.

    yes with this values you can make mewtwo more melee like and foward trow if you need some psa help i might be able to do something but i really never messed much with trows but i have an idea for the shadow balls(altough i dont know if it will work :S)

    I will try my idea about replacing the Final Smash with a tiny shadow ball then animate it and stuff.. but otherwise which is your idea? maybe it can help me Shocked
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    « Reply #234 on: December 15, 2011, 01:08:07 PM »


    75 frames total, he throws you up with damage at frame 16-20 aprox, then he attacks you with 5 shadow balls at frame 33 aprox to frame 70.
    and yeah I hope it too.

    I will try my idea about replacing the Final Smash with a tiny shadow ball then animate it and stuff.. but otherwise which is your idea? maybe it can help me Shocked
    it would be complex did you see how divine overlord did the lucas down B ghost kamikazi attack? like having a cycle  runnung the gfx until impact of course i really dont know if i would need atleast 4 subactions or if i could make it all into one since it will be preety hard to detect if it hitted or reached maximum distance  before trowing another its hard to explain.
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    « Reply #235 on: December 15, 2011, 01:10:51 PM »


    it would be complex did you see how divine overlord did the lucas down B ghost kamikazi attack? like having a cycle  runnung the gfx until impact of course i really dont know if i would need atleast 4 subactions or if i could make it all into one since it will be preety hard to detect if it hitted or reached maximum distance  before trowing another its hard to explain.


    hmm sounds... entertainment ... but
    I'll start with Attack11 first:

    Jab 1

    F-Total: 29
    F-Hit: 8
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    « Reply #236 on: December 15, 2011, 01:13:23 PM »


    Just curious,

    So the shadow ball article can only move straight forward?

    Have you tried just making him shoot diagonally before?

    @Carnage: Sometimes, not all shadow balls actually hit the target. Because they move in a wavy pattern, it can alter the number of times they hit. Plus, they're only small sized shadow balls. So it's even harder to hit with.

    @AGFan: Nice. Are you also adjusting the animation to fit it's melee counterpart?
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    « Reply #237 on: December 15, 2011, 01:17:43 PM »


    Just curious,

    So the shadow ball article can only move straight forward?

    Have you tried just making him shoot diagonally before?

    @Carnage: Sometimes, not all shadow balls actually hit the target. Because they move in a wavy pattern, it can alter the number of times they hit. Plus, they're only small sized shadow balls. So it's even harder to hit with.

    @AGFan: Nice. Are you also adjusting the animation to fit it's melee counterpart?


    If you want to know what happens to the shadow ball when its edited you can download this an try it out:
    http://www.mediafire.com/?aph54ucl6dclvbw

    and I'm re-doing (mostly fixing) the animation so it looks more Melee accurate, with also porting it to pikazz model and editing the hit timing in PSA xP (no pics yet)
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    « Reply #238 on: December 15, 2011, 01:24:05 PM »


    hmm sounds... entertainment ... but
    I'll start with Attack11 first:

    Jab 1

    F-Total: 29
    F-Hit: 8


    i think it hits from 8 to 10 or 11
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    « Reply #239 on: December 15, 2011, 01:26:23 PM »


    If you want to know what happens to the shadow ball when its edited you can download this an try it out:
    http://www.mediafire.com/?aph54ucl6dclvbw

    What does this do?
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