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Author Topic: AGFan's Multi-PSA Thread - Good Bye People!  (Read 259509 times)
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    « Reply #600 on: January 11, 2012, 04:07:56 PM »


    Ah, so he does! Thanks for clearing that up!
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    « Reply #601 on: January 11, 2012, 06:13:08 PM »


    Remember guys, this is Melee Mewtwo not a personal Mewtwo, if it does 200 damage in Melee with a sick knockback in Up-smash for example. I will try to recreate it as close as posible in this hack, safe or not doesn't matter, if it is un-safe in Melee, so it will be unsafe in Brawl too.

    Brawl hacking activity is low for me, because of life stuff, no need to explain more. But I do also appreciate your comments and/or opinions about the project while I'm not here Smiley

    Oh and also, the landing N-Air HAS a hit box, really powerful if used well, the only problem with it is the timer in PSA, I'll sure to fix this next time I edit the .pac PSA file.
    Hm... Fair enough.

    But I do hope there's at least a version with a normal functioning air dodge. (No animation change, I LOVE the disappearing animation, I just want it to not cancel his jump.)

    But I am glad there was a hit box on the landing animation for neutral air, that should make it much more useful as an approach.
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    « Reply #602 on: January 11, 2012, 09:45:30 PM »


    talking about the air dodge I forgot to mention that the last time I tested Mewtwo in normal Brawl, I finally noticed the problem with the airdodge, seems like has some kind of momentum on him, which he didn't have in Melee.
    I have to say that it is really annoying seen it that way, now I fully understand your problem that you always reported to me, when I edit the PSA I'll take a detailed look at it and possibly edit or remove certain stuff. I didn't did that before cuz I didn't understanded the issue, now I got it clear.
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    « Reply #603 on: January 11, 2012, 10:45:52 PM »


    talking about the air dodge I forgot to mention that the last time I tested Mewtwo in normal Brawl, I finally noticed the problem with the airdodge, seems like has some kind of momentum on him, which he didn't have in Melee. I have to say that it is really annoying seen it that way, now I fully understand your problem that you always reported to me, when I edit the PSA I'll take a detailed look at it and possibly edit or remove certain stuff. I didn't did that before cuz I didn't understanded the issue, now I got it clear.
    I took a look at the Air-dodge a while ago and I saw that there was a character momentum command in the Other tab. If you remove that command, I predict a 95% chance that the dodge will return to normal.
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    « Reply #604 on: January 12, 2012, 12:46:19 AM »


    talking about the air dodge I forgot to mention that the last time I tested Mewtwo in normal Brawl, I finally noticed the problem with the airdodge, seems like has some kind of momentum on him, which he didn't have in Melee.
    I have to say that it is really annoying seen it that way, now I fully understand your problem that you always reported to me, when I edit the PSA I'll take a detailed look at it and possibly edit or remove certain stuff. I didn't did that before cuz I didn't understanded the issue, now I got it clear.

    Ah, good to hear, as I said, after that and a few other changes. He should be ready for a V2 release. This would be the best time to get feedback.

    I took a look at the Air-dodge a while ago and I saw that there was a character momentum command in the Other tab. If you remove that command, I predict a 95% chance that the dodge will return to normal.

    Oh? Interesting... Lets hope this works, so that would be two problems down.

    Edit: Okay, I tested out what KJP said... And it...

    ...

    Worked like a charm! His air dodge is normal now!

    Now then... Since I have insomnia, I figured I might as well do something... Somewhat productive. I took a picture of some hit boxes.


    First up, forward tilt, note the disjoint in it.


    Up tilt is also pretty disjointed... However...


    When used on ground foes, the tail just goes through them...


    Down tilt's a bit disjointed too. But not as much.


    This is the forward smash missing by a micro inch, if Mewtwo was any closer, it would hit. Maybe make the GFX smaller or something?


    Down smash seems fine to me. Might do a knock back test in a little while.


    Okay, here's what I was talking about with up smash... See here? It's not hitting the foe... Yet...


    It's pretty disjointed on the last hit... Make all the hit boxes match up with the early ones.


    The jab hit box, not bad, just need to make the second part of the move come out faster.


    Now here's an odd one... That's the dash attack, near the end of the animation... It can still hit, even here.


    Up air's got the same problem as up tilt, the tail just goes through the foe... Unless it did this in Melee as well, if that's the case, never mind.


    Back air's just a tad bit disjointed. Not too badly though.


    Forward air is a bit as well... But this I don't mind, since the move is already hard to hit with... So a little disjoint to help out is nice.


    Here's down B's range, it misses if the foe is closer to Mewtwo... However...


    It has a MASSIVE disjoint upward. This needs to be fixed.



    Side B also has quite a bit of range. This applies to the air version as well.


    And that about does it, the rest of the hit boxes seem fine to me, like down air, it seems to hit right at his foot. So that's a good hit box. But yeah, fixing some disjoints might be a good idea, if you resize him. Because I recall in Melee he was bigger then Peach. Tongue
    « Last Edit: January 12, 2012, 01:47:03 AM by _Data_Drain_ » Logged


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    « Reply #605 on: January 12, 2012, 12:20:57 PM »


    AGFan. If you like, since you're busy atm, maybe I could make the PSA fixes mentioned by Data. You can send me the most recent files and I'll fix up things that need fixing, then I'll send both you and Data the updated files and I'll explain what I did to fix it. Since I have a lot of free time, I wouldn't mind.
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    « Reply #606 on: January 12, 2012, 01:17:41 PM »


    Data, the problem with the tail is that it has lucario's tail bones, which are way shorter than Mewtwo's so for the really top of the tail I used bone 37 maybe that's why there is on hitbox in the middle of it, the only way to fix this is to make shorter the bone 37, but it wouldn't hit that right in the top of his tail like it does in Melee :/

    QJP: I would but I don't have my PC at hand now :/
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    « Reply #607 on: January 12, 2012, 01:31:46 PM »


    Data, the problem with the tail is that it has lucario's tail bones, which are way shorter than Mewtwo's so for the really top of the tail I used bone 37 maybe that's why there is on hitbox in the middle of it, the only way to fix this is to make shorter the bone 37, but it wouldn't hit that right in the top of his tail like it does in Melee :/

    QJP: I would but I don't have my PC at hand now :/
    Want me to hand over the files I have to KJP-- I mean QJP?
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    « Reply #608 on: January 14, 2012, 07:34:28 AM »


    Want me to hand over the files I have to KJP-- I mean QJP?

    Well guys thanks for your support on the Project Mewtwo Smiley
    I'm surely going to credit you all in the BV Alpha download and in the Project Mewtwo itself Smiley
    Also I have free time today, I'll be possibly re-touching certain animations in the Motion I'll work some stuff in PSA too (like to fix Air-Shadow ball, I want to do this Tongue )
    Then I'm going to PM you the files KJP Smiley
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    « Reply #609 on: January 14, 2012, 08:02:38 AM »


    Well guys thanks for your support on the Project Mewtwo Smiley
    I'm surely going to credit you all in the BV Alpha download and in the Project Mewtwo itself Smiley
    Also I have free time today, I'll be possibly re-touching certain animations in the Motion I'll work some stuff in PSA too (like to fix Air-Shadow ball, I want to do this Tongue )
    Then I'm going to PM you the files KJP Smiley
    Actually...

    You might want the other way around done.

    KJP fixed up somethings as well, PM him, and have him give you the files... Or I could give them to you, either way, he made quite a number of fixes.
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    « Reply #610 on: January 14, 2012, 08:04:42 AM »


    Actually...

    You might want the other way around done.

    KJP fixed up somethings as well, PM him, and have him give you the files... Or I could give them to you, either way, he made quite a number of fixes.


    So.. Which changes were made exactly on Mewtwo?
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    « Reply #611 on: January 14, 2012, 08:09:24 AM »


    So.. Which changes were made exactly on Mewtwo?
    Okay, there was.

    The air dodge fix, hit box fixes. He fixed all those hit boxes I mentioned.

    Down B's range was fixed.

    He's Melee sized now, this is in PSA though, so no animations were altered.

    I fixed up air Shadow Ball, but it needs a better animation, just remember, the air startup animation needs to be 17 frames.

    Also, there was a glitch I discovered that got fixed... Did you know, on Delfino Plaza, if Mewtwo grabbed the ledge on the main platform, and you pressed R... Alright, he'd do the animation like normal, but fall through the floor... KJP fixed this.


    Hang on, I'll give you the files.
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    « Reply #612 on: January 14, 2012, 09:24:03 AM »


    Okay, there was.

    The air dodge fix, hit box fixes. He fixed all those hit boxes I mentioned.

    Down B's range was fixed.

    He's Melee sized now, this is in PSA though, so no animations were altered.

    I fixed up air Shadow Ball, but it needs a better animation, just remember, the air startup animation needs to be 17 frames.

    Also, there was a glitch I discovered that got fixed... Did you know, on Delfino Plaza, if Mewtwo grabbed the ledge on the main platform, and you pressed R... Alright, he'd do the animation like normal, but fall through the floor... KJP fixed this.


    Hang on, I'll give you the files.



    Sounds good, but Melee sized? Hope it isn't like KJP's Mewtwo cuz in my opinion (seen melee side to side) it is not Melee sized x/
    I'm going to boot my PC and Wii, and check it out...
    Also I ALREADY said that the AIR shadow ball animation has been not made yet .... But yeah thanks I know that ;P
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    « Reply #613 on: January 14, 2012, 09:46:09 AM »




    Sounds good, but Melee sized? Hope it isn't like KJP's Mewtwo cuz in my opinion (seen melee side to side) it is not Melee sized x/
    I'm going to boot my PC and Wii, and check it out...
    Also I ALREADY said that the AIR shadow ball animation has been not made yet .... But yeah thanks I know that ;P
    Nah, don't worry, it's not as big as KJP's version of Mewtwo, he's a little taller, but not by a whole lot.
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    « Reply #614 on: January 14, 2012, 10:10:56 AM »


    Nah, don't worry, it's not as big as KJP's version of Mewtwo, he's a little taller, but not by a whole lot.

    I tested it out, and ... I feel it the same x0
    good to know that some progress has been made on it while I was not here, I'll do some changes on the motion today at night (Air-Ball is my priority)
    also Data I don't know what do you think about this but, I might have to disable or model edit the HaveN bones again, because if you haven't noticed, with the current Mewtwo updates, the floating items function doesn't work, that is because I enabled them a while ago.

    so, I don't know what do you recommend me to do in this case?
    I don't want and I'm not going to edit the HaveN bones on all the animations to match the floating stuff manually, why? because it can be done automatically by just changing the size or disabling such bones, but I would like to know your opinion too..?
    « Last Edit: January 14, 2012, 10:17:52 AM by AGFanProduction » Logged

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