|
|
« Reply #5055 on: May 02, 2014, 10:31:53 AM » |
|
I see...Well, if it works, then it's cool I just tested it, and it didn't work. But one thing I could try is using different Animations (Less TransN movement or more TransN movement) rather than Momentum codes. I'll give that a try. Edit: I gave my second method a try, and it worked.
|
|
« Last Edit: May 02, 2014, 12:57:01 PM by KingEvilpuff »
|
Logged
|
|
|
|
|
|
|
« Reply #5056 on: May 02, 2014, 12:56:49 PM » |
|
I just tested it, and it didn't work. But one thing I could try is using different Animations (Less TransN movement or more TransN movement) rather than Momentum codes. I'll give that a try. That would've been too easy... Lol...
Alright... But, if the transN give a certain ammount of movement, the attributes will just adjust it depending on how high they are, no?
|
|
|
Logged
|
"Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
Best color, most stars, and least amount of power. The good life. Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.
|
|
|
|
|
|
« Reply #5057 on: May 02, 2014, 12:59:34 PM » |
|
Alright... But, if the transN give a certain ammount of movement, the attributes will just adjust it depending on how high they are, no? No. Ex: Running Speed Attribute: 2.5 Run1 TransN: 100. Default speed. Run2 TransN: 80. Will be slower. Run3 TransN: 120. Will be faster.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #5058 on: May 02, 2014, 01:13:48 PM » |
|
No.
Ex: Running Speed Attribute: 2.5 Run1 TransN: 100. Default speed. Run2 TransN: 80. Will be slower. Run3 TransN: 120. Will be faster.
OH! Alright, didn't know that at all... Lol. Thanks, man!
|
|
|
Logged
|
"Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
Best color, most stars, and least amount of power. The good life. Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.
|
|
|
|
|
|
« Reply #5059 on: May 02, 2014, 01:22:57 PM » |
|
I'm impressed by how high Link's File size limits are. These are the file sizes of my current work on Charizard, and they are working just fine. Moveset file: 434 KB. I'm going to assume I have about 30+ KB left to work with. Animation file: 3.7 MB. Though I'm going to see if I can lower the file size for the Animation file by deleting the Clawshot and Navi stuff. Edit: Removing the Clawshot and Navi stuff reduced the Animation file size to 3.51 MB. OH! Alright, didn't know that at all... Lol. Thanks, man! No problem.
|
|
« Last Edit: May 02, 2014, 01:30:07 PM by KingEvilpuff »
|
Logged
|
|
|
|
|
|
|
« Reply #5060 on: May 02, 2014, 01:35:01 PM » |
|
isn't ther a way to use combined animations?
like, make one run animation without animating the TransN bone, and then make three animations where you ONLY animate the TransN bone, this would save a loooooot of filesize.
i think some animations in brawl use this kind of stuff, i'm not 100% sure though :/
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #5061 on: May 02, 2014, 01:37:38 PM » |
|
isn't ther a way to use combined animations?
like, make one run animation without animating the TransN bone, and then make three animations where you ONLY animate the TransN bone, this would save a loooooot of filesize. That would be more trouble than it's worth.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #5062 on: May 02, 2014, 09:01:33 PM » |
|
Aww yeah. I got Cosmetics working. \o0o/ Here's the color list: Also, slight previews of what's to come. Charizard's new Down Special, Smokescreen. It pushes foes back and neutralizes projectiles. When Mega Charizard Y is active, the screen is tinted in a subtle harsh yellow. Though I may reduce the Alpha. Mega Charizard X's new Dragon Claw in action. The reason you're not seeing the Mega Form models is because I have yet to implement the system. I'm wanting to make sure everything works before implementing the model changers.
|
|
« Last Edit: May 02, 2014, 09:03:26 PM by KingEvilpuff »
|
Logged
|
|
|
|
|
|
|
« Reply #5063 on: May 03, 2014, 01:52:52 AM » |
|
got the claws to grow like in the anime nice
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #5064 on: May 03, 2014, 05:52:05 AM » |
|
Yeah that looks spectacular I'm not a big fan of the yellow screen though, but other than that, it looks pretty epic from my standpoint. This guy is going into my brawl for sure
|
|
|
Logged
|
You Never Know!
|
|
|
|
|
|
« Reply #5065 on: May 03, 2014, 06:36:22 AM » |
|
Yeah that looks spectacular I'm not a big fan of the yellow screen though, but other than that, it looks pretty epic from my standpoint. This guy is going into my brawl for sure same the yellow secreen tint shouldnt be on all the time it can get annoying imo just make it yellow while he mega evolvs to y since sun isnt permanent at all even on pokemon games now and in ssbb he can make teh screen last quite awhile since he only will devolve when he dies
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #5066 on: May 03, 2014, 07:05:33 AM » |
|
got the claws to grow like in the anime nice Give the credit to Tormod. He's the one that made the Animation. I only edited it to be able to charge. I'm not a big fan of the yellow screen though same the yellow secreen tint shouldnt be on all the time it can get annoying imo just make it yellow while he mega evolvs to y since sun isnt permanent at all even on pokemon games now and in ssbb he can make teh screen last quite awhile since he only will devolve when he dies Alright. I'll make it last for a fixed time then. How does 30 - 60 Frames sound?
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #5067 on: May 03, 2014, 07:20:41 AM » |
|
Give the credit to Tormod. He's the one that made the Animation. I only edited it to be able to charge. Alright. I'll make it last for a fixed time then. How does 30 - 60 Frames sound?
that sounds preety good
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #5068 on: May 03, 2014, 08:31:41 AM » |
|
I love how his eyes are glowing.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #5069 on: May 03, 2014, 08:40:53 AM » |
|
Well everything is essentially working...
So I should start implementing the model changers.
|
|
|
Logged
|
|
|
|
|
|