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Author Topic: AGFan's Multi-PSA Thread - Good Bye People!  (Read 259523 times)
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AGFanProduction
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    « Reply #495 on: January 04, 2012, 07:33:59 PM »


    If you want I can record at pretty okay quality.. There's a link to my channel in my profile but I'll just make access easier http://www.youtube.com/user/lalaba647?feature=mhee ;3
    I also wanted to ask that in the preview of the F-Throw it looks like the first darkness damage effect just came out of nowhere.. is there a really fast shadowball that wasn't captured in that clip or something? because it looks weird getting hit by darkness when nothing actually hit them O_o

    Edit: I should have asked this before it was buried in the thread but ever since you mentioned the F-throw the pages here have been going like lightning XD


    In Melee it works the same way, It hits you if you are closer or if you touch the Shadow Ball, both of them.

    and your videos looks good. I'll think about it today on later..
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
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    « Reply #496 on: January 04, 2012, 09:11:00 PM »


    In Melee it works the same way, It hits you if you are closer or if you touch the Shadow Ball, both of them.

    and your videos looks good. I'll think about it today on later..

    The errors on some of them such as the latest one was youtube doing something weird, since when I watched the actual files they were fine. And its been years since I played melee so I never remembered that XP or never payed attention lol
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    « Reply #497 on: January 05, 2012, 05:22:09 AM »


    the new darkray texture+his psa for pal=pure epicness
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    « Reply #498 on: January 05, 2012, 12:34:20 PM »


    the new darkray texture+his psa for pal=pure epicness


    I don't work Pal, Carnage does xDD

    also they are done!

    U-throw:
    ThrowHi | Up Throw

    Total: 69
    Throw: 42

    Grab:

    Push:


    D-throw:
    ThrowLw | Down Throw

    Total: 52
    Throw: 14

    Grab:

    Attack:


    In Up-throw just a little more knockback is needed and It will have Melee-like knockback.
    Down-Throw needs much less knockback.
    now I'll work on more animations tail-ports and work on Shadow Ball or Teleport.

    and I must Thank KingJigglypuff for helping me to fix certain issues in the PSA, yesterday. Thank you  Smiley  AWESOME 2.0!
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
    Godzilla Unleashed Model Importing Thread: http://forums.kc-mm.com/index.php?topic=64587.0



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    « Reply #499 on: January 05, 2012, 12:48:51 PM »


    the new darkray texture+his psa for pal=pure epicness

    My psa his already made for pal do you even read the description or look inside the folder called pal? if you want to use gbc import just add that like you had any normal costume since its garanteed to work i have used it.


    I don't work Pal, Carnage does xDD

    also they are done!

    U-throw:
    ThrowHi | Up Throw

    Total: 69
    Throw: 42

    Grab:

    Push:


    D-throw:
    ThrowLw | Down Throw

    Total: 52
    Throw: 14

    Grab:

    Attack:


    In Up-throw just a little more knockback is needed and It will have Melee-like knockback.
    Down-Throw needs much less knockback.
    now I'll work on more animations tail-ports and work on Shadow Ball or Teleport.

    and I must Thank KingJigglypuff for helping me to fix certain issues in the PSA, yesterday. Thank you  Smiley  AWESOME 2.0!

    glad to see a new down trow since the older one made the taill get wierd  it even looked like it passed between his legs Tongue shame we cant see the knockback in melee  on those animations with the frames (but it would be wrong either way since melee mechanics made the charactes fall really fast compared to brawl) but i hope you find the right knock back xD
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    « Reply #500 on: January 05, 2012, 12:55:53 PM »


    That progress is looking really nice honestly. Tongue

    You should still take the ideas me and SDo0m came up with.

    Since Mewtwo might still be a bit weak in Brawl... Hang on...

    http://forums.kc-mm.com/index.php?topic=36777.msg787002#msg787002
    Our discussion started here. I think these could make Mewtwo really powerful. While still being balanced.


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    « Reply #501 on: January 05, 2012, 01:20:01 PM »


    That progress is looking really nice honestly. Tongue

    You should still take the ideas me and SDo0m came up with.

    Since Mewtwo might still be a bit weak in Brawl... Hang on...

    http://forums.kc-mm.com/index.php?topic=36777.msg787002#msg787002
    Our discussion started here. I think these could make Mewtwo really powerful. While still being balanced.





    did KJP sent you the latest update of it yesterday? on MSN?

    and I saw that conversation but he isn't weak in Brawl, is just as weak as the other characters.
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    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
    Godzilla Unleashed Model Importing Thread: http://forums.kc-mm.com/index.php?topic=64587.0



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    « Reply #502 on: January 05, 2012, 01:27:34 PM »


    did KJP sent you the latest update of it yesterday? on MSN?

    and I saw that conversation but he isn't weak in Brawl, is just as weak as the other characters.
    Hm... No, he didn't.

    But I'd still like to see the Shadow Ball idea, and the faster fast fall idea used. It would help him out a good bit, while making his Shadow Ball much different then Lucario's Aura Sphere.
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    « Reply #503 on: January 05, 2012, 01:35:48 PM »


    Hm... No, he didn't.

    But I'd still like to see the Shadow Ball idea, and the faster fast fall idea used. It would help him out a good bit, while making his Shadow Ball much different then Lucario's Aura Sphere.


    How do you plan to make the Shadow Ball different to Aura Sphere?
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    « Reply #504 on: January 05, 2012, 01:44:26 PM »


    How do you plan to make the Shadow Ball different to Aura Sphere?
    if you readed DD wants the shadow ball to have a low speed so mewtwo has the speed to change his own projectyle after releasing it

    the faster fall can be solved if you just add a momentum modifier to mewtwo fall animations and add a couple of speed but dont make him fall too fast either.
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    « Reply #505 on: January 05, 2012, 01:46:21 PM »


    Well, what I wanted was, him to be heavier, fast fall faster, NOT fall faster normally.

    And his Shadow Balls to have more start up lag then Aura Sphere. But no end lag, so he can chase after them, thus making some mind games. Also his down throw should be able to tech chase.


    Also... KJP gave me the Mewtwo beta. Alright... Forward smash's hit box is too big, but in turn, it seems to have no kill power at all... I hit Peach with it at 140%, and she didn't even fly that far at all...


    His grab is odd... It feels like most of the time, it doesn't work when it should...

    His spot dodge makes him turn around...

    His air dodge still makes him go down.

    I would guess that the jump canceling thing is intended... I'm not a fan of it, but eh, maybe I'll get used to it.

    His down B has WAY too much range on it.


    I'm still gonna test this for awhile, but I can't get my best results... Since I'm tired. But I'll make sure to note more things about him.
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    « Reply #506 on: January 05, 2012, 05:39:32 PM »


    Well, what I wanted was, him to be heavier, fast fall faster, NOT fall faster normally.

    And his Shadow Balls to have more start up lag then Aura Sphere. But no end lag, so he can chase after them, thus making some mind games. Also his down throw should be able to tech chase.


    Also... KJP gave me the Mewtwo beta. Alright... Forward smash's hit box is too big, but in turn, it seems to have no kill power at all... I hit Peach with it at 140%, and she didn't even fly that far at all...


    His grab is odd... It feels like most of the time, it doesn't work when it should...

    His spot dodge makes him turn around...

    His air dodge still makes him go down.

    I would guess that the jump canceling thing is intended... I'm not a fan of it, but eh, maybe I'll get used to it.

    His down B has WAY too much range on it.


    I'm still gonna test this for awhile, but I can't get my best results... Since I'm tired. But I'll make sure to note more things about him.


    Okay take your time, some of that stuff is the stuff that we with KJP fixed yesterday.

    Also I re-made Shadow Ball animations: (PSA and Motion)
    Start:

    Hold:

    Shoot:

    this is how it looks with a big Shadow Ball.


    I also remade the Teleport move (PSA and Motion)
    I have just taken 1 picture.
    Is start:

    I have coded the endlag animation for it so I'm not able to take a *visible* picture of it, yet.
    now it has a the same short Teleport frames on the invisible travel that it has in Melee.

    Shadow Ball:

    17 frames forced startup

    100 frames to fully charge

    8 frames shield cancelling
    _________________________________________________

    Teleport:

    7 frames forced startup

    10 frames travel

    15 frames endlag

    Can grab edge if travelling downward
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
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    « Reply #507 on: January 05, 2012, 05:50:55 PM »


    I don't work Pal, Carnage does xDD

    also they are done!

    U-throw:


    D-throw:


    In Up-throw just a little more knockback is needed and It will have Melee-like knockback.
    Down-Throw needs much less knockback.
    now I'll work on more animations tail-ports and work on Shadow Ball or Teleport.

    and I must Thank KingJigglypuff for helping me to fix certain issues in the PSA, yesterday. Thank you   

    AAAAAAAAW That up throw. How I missed it so!  Awesome Face
    The new charge looks great as well! Keep doing that amazing stuff you do!

    BTW, I noticed that his second jump is still SUPER weird. Like, halfway through the jump he spaztically flies higher for no reason. In melee it's just one smooth motion more or less.

    And one strong suggestion. Once BJ decodes whether or not he's found the secret to hair, capes and dress movements, you should DEFINITELY apply it to the end of Mewtwo's tail. Otherwise it just looks stiff and weird.

    Otherwise, you're still doing an amazing job AGF. o.o
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    « Reply #508 on: January 05, 2012, 05:58:30 PM »


    AAAAAAAAW That up throw. How I missed it so!  Awesome Face
    The new charge looks great as well! Keep doing that amazing stuff you do!

    BTW, I noticed that his second jump is still SUPER weird. Like, halfway through the jump he spaztically flies higher for no reason. In melee it's just one smooth motion more or less.

    And one strong suggestion. Once BJ decodes whether or not he's found the secret to hair, capes and dress movements, you should DEFINITELY apply it to the end of Mewtwo's tail. Otherwise it just looks stiff and weird.

    Otherwise, you're still doing an amazing job AGF. o.o

    Glad you liked them, but I still have to make the aerials of each one of the B attacks excluding Down-B, since the ground and air animations are the same in Melee.

    what do you mean with *secret of hair and stuff* ?
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
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    « Reply #509 on: January 05, 2012, 06:00:02 PM »


    AAAAAAAAW That up throw. How I missed it so!  Awesome Face
    The new charge looks great as well! Keep doing that amazing stuff you do!

    BTW, I noticed that his second jump is still SUPER weird. Like, halfway through the jump he spaztically flies higher for no reason. In melee it's just one smooth motion more or less.

    And one strong suggestion. Once BJ decodes whether or not he's found the secret to hair, capes and dress movements, you should DEFINITELY apply it to the end of Mewtwo's tail. Otherwise it just looks stiff and weird.

    Otherwise, you're still doing an amazing job AGF. o.o
    roo you sure missed alot xD mewtwo taill was affected by wind already since lucario taill is but agfan had to remove it since the taill didnt obey him at all during the taill attacks like side tilt down tilt up tilt and so on

    Agfan so you hexed fitlucario pac to make the lucario shadowball taking 100 frames to be fully charged?
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