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« Reply #180 on: November 23, 2012, 08:59:46 AM » |
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I'll have to download Raptor now... I've been wanting to figure out how to make characters end in the air with throws too.
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The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/ If only hacking Brawl paid bills.
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« Reply #181 on: November 23, 2012, 12:08:42 PM » |
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I'll have to download Raptor now... I've been wanting to figure out how to make characters end in the air with throws too.
raptor was never released lol kjp just showed some preview videos
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« Reply #182 on: November 23, 2012, 12:14:22 PM » |
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@kage: ask KJP im sure he'll give you agood method.
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« Reply #183 on: November 23, 2012, 06:49:17 PM » |
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I took a look at Project M's Charizard to find out how to make a throw end in the air. I did the same thing by looking at P:M's Lucario to find out how to make a Smash end in the air.
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« Reply #184 on: November 23, 2012, 09:51:39 PM » |
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Thats what I was afraid of... cause I am not a P:M fan and I didn't wanna download it for just those reasons.
But it looks like I'll have to.
Also the P:M way I was told is fairly complicated... T_T
Oh well, I'm sure after I do it once it'll be much easier.
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The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/ If only hacking Brawl paid bills.
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« Reply #185 on: November 24, 2012, 05:35:26 AM » |
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so kjp any idea how to fix the up-b grab moving moving foward?
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« Reply #186 on: November 24, 2012, 08:37:55 AM » |
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so kjp any idea how to fix the up-b grab moving moving foward? It's most liketly because you don't have the TransN/XRotN\YRotN bones revert back to their original Translations at the end of the SpecialHiThrow animation. But I can't look any further right now. I have a family gathering to go to.
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« Reply #187 on: November 24, 2012, 08:42:21 AM » |
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It's most liketly because you don't have the TransN/XRotN\YRotN bones revert back to their original Translations at the end of the SpecialHiThrow animation. But I can't look any further right now. I have a family gathering to go to.
no rush when you can its okay
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« Reply #188 on: November 24, 2012, 06:37:02 PM » |
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no rush when you can its okay Alright. I'll go ahead and wait for Kage to finish up revamping the animations he's planning to revamp.
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« Reply #189 on: November 24, 2012, 07:26:46 PM » |
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Alright. I'll go ahead and wait for Kage to finish up revamping the animations he's planning to revamp.
he already did xD i have the new dash attack and revamped downsmash if you want to take advantage and psa them i can send the link since Down smash has lost all its hits now due to a diferent animation.
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« Reply #190 on: November 24, 2012, 08:34:23 PM » |
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he already did xD i have the new dash attack and revamped downsmash if you want to take advantage and psa them i can send the link since Down smash has lost all its hits now due to a diferent animation. Oh. Yes. Go ahead and send me the updated animations.
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« Reply #191 on: November 26, 2012, 07:16:46 AM » |
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Excuse the double post, but I have some updates.
-Side Smash hitboxes have been adjusted to match the animation.
-Side Tilt hitboxes have been adjusted to match the animation.
-Dash Attack hitboxes have been adjusted to match the animation.
-SSE Attributes are the same as in-game attributes.
-Hurtboxes work properly with Ridley being 1.5 size.
-Side Special now moves Ridley when he's in the air, just as the animation shows.
Things to do:
-Fix up the Down Special coding.
-Slightly increase Ridley's weight.
-Adjust the hitboxes to match the animation for Down Smash.
-Match up SFX, GFX, and Rumble to the current attacks.
-Fix up the Grabbox.
-Fix up his Up Special.
-Fix up the glide. And I might add in my own
After that, I'll send the updates to Carnage, Kage, and Data_Drain.
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« Reply #192 on: November 26, 2012, 07:34:26 AM » |
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Excuse the double post, but I have some updates.
-Side Smash hitboxes have been adjusted to match the animation.
-Side Tilt hitboxes have been adjusted to match the animation.
-Dash Attack hitboxes have been adjusted to match the animation.
-SSE Attributes are the same as in-game attributes.
-Hurtboxes work properly with Ridley being 1.5 size.
-Side Special now moves Ridley when he's in the air, just as the animation shows.
Things to do:
-Fix up the Down Special coding.
-Slightly increase Ridley's weight.
-Adjust the hitboxes to match the animation for Down Smash.
-Match up SFX, GFX, and Rumble to the current attacks.
-Fix up the Grabbox.
-Fix up his Up Special.
-Fix up the glide. And I might add in my own
After that, I'll send the updates to Carnage, Kage, and Data_Drain.
about the wight im not sure what to do with it since he is a big pterodactyl but he is skinny and flying animals usually have hollow bones not making them weight much i tough CF weight should be decent since i was really lost on what to do with it side tilt was suposed to be two hits foward ssbc style but the animation wasnt meant for that xD i would love for you to add the glide thing you did with scizor xD
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« Reply #193 on: November 26, 2012, 07:37:26 AM » |
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about the wight im not sure what to do with it since he is a big pterodactyl but he is skinny and flying animals usually have hollow bones not making them weight much i tough CF weight should be decent since i was really lost on what to do with it Quetzalcoatlus was pretty large, and had hollow bones. But could weigh up to 550 pounds. side tilt was suposed to be two hits foward ssbc style but the animation wasnt meant for that xD So I see. And I agree. i would love for you to add the glide thing you did with scizor xD I'll do my best, then.
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« Reply #194 on: November 26, 2012, 07:43:01 AM » |
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Quetzalcoatlus was pretty large, and had hollow bones. But could weigh up to 550 pounds.
true but lots of researchers say that he couldnt fly we will never know for sure some said they could fly other said they couldnt it will be a debate no one will ever win.
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