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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: DivineOverlord on June 21, 2011, 03:51:23 PM



Title: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on June 21, 2011, 03:51:23 PM
(http://i60.photobucket.com/albums/h23/darkdivinedragon/challengerapproaching.jpg)
(http://i170.photobucket.com/albums/u247/Dragatron/Dmc.jpg)

This Devil May Cry Dante PSA is something I made in 4 days. I  hope you guys like it as much as I do XD...I will work on him more next weekend. For the second mode, instead of giving him a Ifrit Gautlet mode, It will be easier for me to give him a guitar mode where he attacks with his guitar  :kdance:



Version 1.0 PSA CREATOR: DIVINEOVERLORD

Version 1.3 PSA CREATOR: DIVINEOVERLORD & SilentDoOm


version 1.3 which features the following updates:
+New wait 1 by Sdoom lol
+AAA sword combo - slightly edited the animations you gave me
+New UP A - double gun shot - I need help making it smoother/realistic
+New Attack Air Low -  beta testing animation
+New Side A
+New Down Diagonal A - Low gun shot based on MVC 3
+Fixed hit boxes
+Balancing is still pending via final version of the moveset


Here's a video of Version 1.0 by Gamma Ridley
http://www.youtube.com/watch?v=g0kZ34vyT8c





There are three versions this time in terms of pure power.

-Balanced version = Limited Dante

-Strong Version = Unleashed Dante

-Very Strong Version = Devil Must Die Dante  


DIVINEOVERLORD
[/spoiler]

Run, wait animations
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110618_01411binout-1.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110618_0141binout.jpg)



Normal Attacks:

AAA - Shoot 1, shoot 2, shoot 3
----Dante performs a series of gun shots
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110617_1839binout.jpg)

Up Tilt :
Dante shoots Hight
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_22262binout.jpg)

Down Tilt: Stab and shoot low
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_22302binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_22303binout.jpg)

Side Tilt: Horizontal slash. If you dont interupt he will shoot his launched foe.  :af2:
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_22311binout.jpg)

Side Tilt Low: Upwards Diagonal Slash
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_2231binout.jpg)

Side Tilt Hi: Shoot side up
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_22261binout.jpg)



Smash Attacks:


Forward Smash : Combo Slasher - Does a 4 hit combo (all in one animation)  :af:

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_22311binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_2225binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_22243binout.jpg)

Up Smash: Twister -  A fire cyclone to the air
Charge animation
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_0441binout.jpg)

attack
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_04411binout.jpg)

Down Smash: Bee Hive - Does 5 kicks and one mega kick


(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_13483binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_22241binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_1349binout.jpg)




AIR Attacks:


FORWARD AIR: Same as Ike

DOWN AIR: Falling slash attack (dont know whats it called in DMC lol)

I forgot to take a pic  :srs:


UP AIR: Same as Ike but I edited the sword position so that it stabs upward
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_0440binout.jpg)

Attack Air N: Air Shot

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_04422binout.jpg)



Special Attacks:


Neutral Neutral B: Gun Play - He starts off shooting two bullets then goes into a shooting frenzy and if you let go the B button he will launch a super charged bullet.

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_04402binout.jpg)


Then he unleashes his power
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_1347binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_13471binout.jpg)

Forward B:  That stabbing move Dante does. I dont know whats it called.

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110619_1350binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110619_13521binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110619_13522binout.jpg)

Down B on ground: Crystal and Million Carats Crystal

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_04393binout.jpg)

First charge:
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_1348binout.jpg)

Second Charge:
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_2320binout.jpg)

Third Charge: Million Carats Crystal
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_13481binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_13482binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_0547binout.jpg)

Down B in Air: Sky Down Shooter (I have no clue whats this move called but I seen Dante do it all the time.  

(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110621_0439binout.jpg)

Final Smash:
Demon Transformation - I don't have Dante's Demon Model so I just had him transform into gigabowser with a Sword.
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_23251binout.jpg)
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110620_2325binout.jpg)




Download link:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19914 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19914)




Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 03:53:15 PM
I see no video here.......

:af:


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 21, 2011, 03:53:52 PM
Gonna test right now :af:


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 21, 2011, 03:55:09 PM
*Testing*


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 03:55:38 PM
I see no video here.......

:af:

haha wanna make one? I made one with my cell but the quality is very low XD


I'll be back in around 3 hours.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 03:56:38 PM
haha wanna make one? I made one with my cell but the quality is very low XD


I'll be back in around 3 hours.

Haha, I'm sorry, but your cell phone got dibs on the last video.

It's my turn now. =P

I'll get right on it.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Cascade Hellsing on June 21, 2011, 03:58:17 PM
O.O

/me dies of epicness..... and thinks about stealing some moves for future projects


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: xZedkiel on June 21, 2011, 03:59:06 PM
I see no video here.......

:af:
Dooo eeet!  :happy:


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 04:04:18 PM
Any particular character you want to see get beat up?

I had Project M on my SD, so I need to restock on hacks and such. /:

... suggestions?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: The Main Event on June 21, 2011, 04:07:40 PM
Yes!  :af:
*testing*


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 21, 2011, 04:08:40 PM
Dante Feedback:

First of all, for a PSA made in such a short time, it's FREAKIN EPIC. Now then...

A: Personally I think it should just be the one attack. It shouldn't shoot a stronger bullet after two shots. And instead of 4% it should only do 2% or 3%

Down Tilt: He should only shoot if the sword attack hits.

Up Tilt: Is great, I love how you can change the angle with the control stick. (or is that side tilt hi?)

Forward Tilt: Is great as it is.

Forward Smash: The combo is too long for an uncharged smash. It should be a single attack uncharged and the full combo when fully charged.

Down Smash: Love it, but like forward smash it's too much for an uncharged attack. It should only be a kick or two uncharged, and then the whole attack fully charged.

Up Smash: Guess what I'm gonna say? Too flashy for an uncharged attack. Tone it down a bit for the uncharged attack.

Specials: In my opinion, the specials are fine. Except Up Special still needs to be changed.
And for Neutral Special the bullets should do less damage.

Final Smash: F*CKING EPIC!!! That is all.

When he jumps his sword hovers away from his body... you should probably fix that.
And the effect for his run doesn't really suit the running speed, it makes it look like he should be running faster.

Anyway over all this is a badass start to what will (and really already is) a badass psa.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: xZedkiel on June 21, 2011, 04:13:23 PM
Up B should be Air Dash and Air Tirck, on ground it should be Up and Sideways diagonally (Air Trick), but it turns him around on sideways, and in Air it should be controlled sideways or Up (Air Dash). Also, change the entry circle he does to the one from Air Dash and use that :D


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 21, 2011, 04:15:39 PM
Now to kill the hype. <.>

AAA: Kinda OP, the third hit could be taken out as AoD said, and reduce its damage, gradually. I think all the gunshots should do barely 2% for AA and NB with 1% each.

Ftilt: Loses its lag if it connects, which makes it TOO SPAMMY at low % connecting one after another.

When using Neutral B, he goes into a "kinda stiff" position, needs a bit more detail. (And the attack is OP)

UTilt's animation needs a bit more detail, but I like that move's conecpt.

Downtilt is too spammable and the gunshot is too good, it could stay, but doing 2% or 1%, imo.

Aerial Down B is nice, but I think you should not go into special fall after using it, also, it'd be better if you could choose to witch side to aim. Right now if I'm facing right he'd go diagonally to the opposite the direction.

Down B's last charge needs to be stronger and have more front range, right now, first and second charge are better.

Down Smash is awesome, but the last hit will never connect, try to make it faster, also, make the whole move to 16% or 18%, it does too much atm, same goes for Fsmash, it does too much.

There's plenty of other stuff I'd like to state, but I'll do it later.

Great job for a Beta, DO!


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: _Data_Drain_ on June 21, 2011, 04:36:57 PM
Now to kill the hype. <.>

AAA: Kinda OP, the third hit could be taken out as AoD said, and reduce its damage, gradually. I think all the gunshots should do barely 2% for AA and NB with 1% each.

Ftilt: Loses its lag if it connects, which makes it TOO SPAMMY at low % connecting one after another.

When using Neutral B, he goes into a "kinda stiff" position, needs a bit more detail. (And the attack is OP)

UTilt's animation needs a bit more detail, but I like that move's conecpt.

Downtilt is too spammable and the gunshot is too good, it could stay, but doing 2% or 1%, imo.

Aerial Down B is nice, but I think you should not go into special fall after using it, also, it'd be better if you could choose to witch side to aim. Right now if I'm facing right he'd go diagonally to the opposite the direction.

Down B's last charge needs to be stronger and have more front range, right now, first and second charge are better.

Down Smash is awesome, but the last hit will never connect, try to make it faster, also, make the whole move to 16% or 18%, it does too much atm, same goes for Fsmash, it does too much.

There's plenty of other stuff I'd like to state, but I'll do it later.

Great job for a Beta, DO!
Yeah, I agree there, Wolfric said pretty much what I was thinking actually. XD

Although forward smash might need a bit of end lag, same goes for up smash, since it's a tower of fire, that kills in the early 100s, it should have end lag.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 21, 2011, 04:37:22 PM
I did a bit of playtesting too and I love the ideas you have here.  I just have a few things:

AAA combo - I felt that it was a bit odd to use.  Against smaller characters, it was worthless.  It's jacks*** against characters like Pikachu who are not only small, but can still camp it with their own projectiles.  On the other hand, it can dominate larger characters if used right.  I honestly think this should be a more sword based move.  That way it could be more reliable overall.

F Tilt - I like how you can do the variations with it.  This seems like the kind of move that needs further exploration to master and I like that about the move.  Though I think there could be a little more differentiation between the regular F Tilt and the downward tilted F Tilt.  They seem a tad too similar.

U Tilt - Interesting move.  Again, seems like one that will take a bit of time to master properly.  I'll need to explore this more.

D Tilt - Far too strong.  It does way too much damage and the spike at the tip of the sword is definitely a bit much.  Also, I think only the gun shot hit should have knockback growth, rather than the sword slash so that they always chain together.

F Smash - A tad strange at times.  Firstly, it's WAY too strong.  It does about 34% uncharged for all the hits, and has very little end lag.  The animation is badass though.  I love it.  Though as Apprentice of Death said, I think for the uncharged version it should be a single attack.  

U Smash - Some hitbox flag oddities.  The majority of it still makes Ike's sword sound rather than a fiery sound.  Also, this is just a personal thing, but I think it should deal multiple hits.  It suits the aesthetic of the move better.  Oh, and the knockback and damage should be further toned down.  It should do very little at the top of the hitbox, since it's so powerful.

D Smash - Smexy, smexy, SMEXY.  LOVE IT.  It looks so awesome!  Though I think at minimum charge, it should do the Volcano move (where he punches the ground and a burst of energy comes out) and fully charged should be the Bee Hive.  

N Air - See U Tilt

D Air - I think this move should drag foes down rather than bring them up.  It's very easy to SD with this move (as it also brings Dante forward a little bit), but the reward is low.

Neutral B - Extremely powerful and too spammable @.@  I used it against a CPU and they couldn't do anything.  I just dealt between about 30-50% to them each time I used it.  Though this move will be a bit trickier to tone down I think.  The move itself is pretty badass though.

Side B - I actually think that the attacks from this would suit better as normals.  I think on the ground you should use Jetstream (the one where he whirls his blades forward in fire), whilst in the air you could use Revolver (the spinning ice attack)

Down B - I found that actually the first charge was definitely the most useful.  Mainly because the 2nd charge wasn't too different, whilst the third charge did no more damage.  I think the third charge should do 15%.  The startup lag for the move is just fine.  Though I forgot to actually test the air version XD


Didn't test the FS, but it's probably epic XD

Overall, it has some fantastic potential.  Do you mind if I help out with balance tweaks, animations and presentational stuff?  Infact, I'd be more than happy to edit the stuff that I suggested as well as others.  If you don't have ideas for them, I could do the aerials and throws and stuff.  I think the Up B should be Air Trick.  It's simple and effective.  I'd really like to be able to contribute to this project ^^


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 04:39:47 PM
Didn't test the FS, but it's probably epic XD

I did. It's basically Great Aether, but instead it's a Giga Bowser model doing the slashing. It's pretty cool.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: madkool on June 21, 2011, 04:51:48 PM
oh god, you're a hero among ants x-x I can't wait to try this out! I will post feedback soon.

Edit: Has anyone considered making an updated texture for Dante? Beyond's is pretty old, and recolors would be nice.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: cyberdark on June 21, 2011, 05:10:25 PM
awesome job man i so need Dante


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: xZedkiel on June 21, 2011, 06:02:22 PM
Beyond is gonna redo the vertex as an MvC3 version of him. If he needs textures, I have the ones from the game. I should inform him.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 06:18:32 PM
Soooooo I'm finishing up the video. It won't be anything too fancy shmancy because I don't feel like getting all technical with Pinnacle right now. XD

I recently moved, so I had to unpack all my recording equipment and set it up and fiddle with the HDMI and such...

Anyway, it's almost ready.

So ya. :]


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 07:29:10 PM
I did a bit of playtesting too and I love the ideas you have here.  I just have a few things:

AAA combo - I felt that it was a bit odd to use.  Against smaller characters, it was worthless.  It's jacks*** against characters like Pikachu who are not only small, but can still camp it with their own projectiles.  On the other hand, it can dominate larger characters if used right.  I honestly think this should be a more sword based move.  That way it could be more reliable overall.

F Tilt - I like how you can do the variations with it.  This seems like the kind of move that needs further exploration to master and I like that about the move.  Though I think there could be a little more differentiation between the regular F Tilt and the downward tilted F Tilt.  They seem a tad too similar.

U Tilt - Interesting move.  Again, seems like one that will take a bit of time to master properly.  I'll need to explore this more.

D Tilt - Far too strong.  It does way too much damage and the spike at the tip of the sword is definitely a bit much.  Also, I think only the gun shot hit should have knockback growth, rather than the sword slash so that they always chain together.

F Smash - A tad strange at times.  Firstly, it's WAY too strong.  It does about 34% uncharged for all the hits, and has very little end lag.  The animation is badass though.  I love it.  Though as Apprentice of Death said, I think for the uncharged version it should be a single attack.  

U Smash - Some hitbox flag oddities.  The majority of it still makes Ike's sword sound rather than a fiery sound.  Also, this is just a personal thing, but I think it should deal multiple hits.  It suits the aesthetic of the move better.  Oh, and the knockback and damage should be further toned down.  It should do very little at the top of the hitbox, since it's so powerful.

D Smash - Smexy, smexy, SMEXY.  LOVE IT.  It looks so awesome!  Though I think at minimum charge, it should do the Volcano move (where he punches the ground and a burst of energy comes out) and fully charged should be the Bee Hive.  

N Air - See U Tilt

D Air - I think this move should drag foes down rather than bring them up.  It's very easy to SD with this move (as it also brings Dante forward a little bit), but the reward is low.

Neutral B - Extremely powerful and too spammable @.@  I used it against a CPU and they couldn't do anything.  I just dealt between about 30-50% to them each time I used it.  Though this move will be a bit trickier to tone down I think.  The move itself is pretty badass though.

Side B - I actually think that the attacks from this would suit better as normals.  I think on the ground you should use Jetstream (the one where he whirls his blades forward in fire), whilst in the air you could use Revolver (the spinning ice attack)

Down B - I found that actually the first charge was definitely the most useful.  Mainly because the 2nd charge wasn't too different, whilst the third charge did no more damage.  I think the third charge should do 15%.  The startup lag for the move is just fine.  Though I forgot to actually test the air version XD


Didn't test the FS, but it's probably epic XD

Overall, it has some fantastic potential.  Do you mind if I help out with balance tweaks, animations and presentational stuff?  Infact, I'd be more than happy to edit the stuff that I suggested as well as others.  If you don't have ideas for them, I could do the aerials and throws and stuff.  I think the Up B should be Air Trick.  It's simple and effective.  I'd really like to be able to contribute to this project ^^

haha okay sounds cool but aren't you busy with your current projects? or would you be willing to take a break from your projects and work on Dante as well? if so, I would add you as a collab once I see the improvements you made. ;D

Soooooo I'm finishing up the video. It won't be anything too fancy shmancy because I don't feel like getting all technical with Pinnacle right now. :af:

I recently moved, so I had to unpack all my recording equipment and set it up and fiddle with the HDMI and such...

Anyway, it's almost ready.

So ya. :]

Nice. can't wait to see it ;D




btw, thanks for the feedback so far everyone  ;)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 07:30:43 PM
Nice. can't wait to see it ;D

The video is rendering right now, so accounting for the remaining time and YouTube uploading time, it should be up in about 20 minutes. :]


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 07:31:40 PM
The video is rendering right now, so accounting for the remaining time and YouTube uploading time, it should be up in about 20 minutes. :]

20 mins? sounds like its a high quality video haha...my cell phone videos take less than a minute to upload lol


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 07:34:52 PM
20 mins? sounds like its a high quality video haha...my cell phone videos take less than a minute to upload lol

Haha, it's not that high quality. My capture card can only put out what my Wii can put out, which is 480p.

I don't know how the HDMI is going to affect it, or if it's gonna affect it at all, so yeah. Should be about 10 minutes to put on the YouTubez.

Cell phone quality is a different story. XD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: madkool on June 21, 2011, 07:35:26 PM
Beyond is gonna redo the vertex as an MvC3 version of him. If he needs textures, I have the ones from the game. I should inform him.

Sweet. Hopefully a six pack will be involved such as the one displayed in the OP. *hint hint* ;D


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 07:41:35 PM
>_>

<_<

.........

So apparently it's gonna take 40 minutes to upload to YouTube.

Greeeeeeeeaaaaaaaaat.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 07:43:04 PM
>_>

<_<

.........

So apparently it's gonna take 40 minutes to upload to YouTube.

Greeeeeeeeaaaaaaaaat.

haha i see. XD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 21, 2011, 08:25:17 PM
This PSA is awesome for a beta!
I like how you use GFX that other PSAers don't use!
I'd like to help anyway I can.
This PSA is so great, I'm taking my own Naruto PSA off and my Naruto vertexes off. Thanks.[/no sarcasm...I really do love it]


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 09:09:34 PM
This PSA is awesome for a beta!
I like how you use GFX that other PSAers don't use!
I'd like to help anyway I can.
This PSA is so great, I'm taking my own Naruto PSA off and my Naruto vertexes off. Thanks.[/no sarcasm...I really do love it]
thanks XD...up next is new throw animations and air combos :af:


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: ShadowSnake on June 21, 2011, 09:12:59 PM
amazing beta psa i noticed some ifrit style attacks and a lot of alastor style attacks, which makes it so badass. ;D

Im using this over the Dedede module port. cant wait for v2.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 09:18:19 PM
http://www.youtube.com/watch?v=g0kZ34vyT8c

Welp, it's finally done. -.-

Give it a while to finish processing, the quality will be kinda crappy for a bit.

Also, it mysteriously downgraded to 240p. >_>


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 09:35:31 PM
[url]http://www.youtube.com/watch?v=g0kZ34vyT8c[/url]

Welp, it's finally done. -.-

Give it a while to finish processing, the quality will be kinda crappy for a bit.

Also, it mysteriously downgraded to 240p. >_>


awesome video !!! Thanks!!!


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 09:37:05 PM
awesome video !!! Thanks!!!

No problem. :]

And sorry for the poor quality, it usually turns out much better than that.

I'll have to fiddle around with a few settings so that it'll look better next time.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 09:45:36 PM
No problem. :]

And sorry for the poor quality, it usually turns out much better than that.

I'll have to fiddle around with a few settings so that it'll look better next time.

poor quality? it turned out GREAT!!! :af:


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 21, 2011, 09:46:41 PM
poor quality? it turned out GREAT!!! :af:

Compared to DO's video quality, it's AWESOME! XDD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 21, 2011, 09:49:34 PM
poor quality? it turned out GREAT!!! :af:

Compared to DO's video quality, it's AWESOME! XDD

.... really?

Ok. XD

If you guys say it looks fine, I'll take your word for it.


Alright, my work here is done. If you need anything else, don't be afraid to ask. :]


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 10:01:03 PM
yup yup XD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 21, 2011, 10:40:24 PM
Other than the stuff I mentioned before, here are a few bugs:

If doing Fsmash while holding the control pad forward diagonally up or down, he'd do the Fsmash, and teleport back to the starting point.

As mentioned before by me, Ftilt being canceled is a huge problem since it makes the move spammable.

After a roll, he dashes when getting back to position.

There are WAY too strong attacks:

Side B fully charged: 46%

Non-charged Fsmash: 30%

The whole B attack: 73%-93%

Among most of the atatcks do high damage, but these are the Top ones.

Sometimes, FS glitches and doesn't summons Giga Bowser, instead, does this:

(http://i68.photobucket.com/albums/i6/X-Cloud/20110622-003415.jpg)

(http://i68.photobucket.com/albums/i6/X-Cloud/20110622-003416.jpg)

(http://i68.photobucket.com/albums/i6/X-Cloud/20110622-003417.jpg)

(http://i68.photobucket.com/albums/i6/X-Cloud/20110622-003418.jpg)

(http://i68.photobucket.com/albums/i6/X-Cloud/20110622-003419.jpg)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 10:41:59 PM
 :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance: :kdance:





EDIT#2 : I double checked the coding and everything is fine. GigaBowser is article 0 and can even be called up as a graphic. It should not mess up at all unless the final.pac isnt in the system.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 21, 2011, 11:08:17 PM
Actually, he's right about that FS glitch.
I have the FitIkeFinal.pac, but it does it on occasion.(I don't mind it) Also, to prevent spam from side tilt combo since it's interruptable you could just put an asynch/synch timer. So you'll have to wait until you are allowed to interrupt it.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 11:10:25 PM
dammit lol...I don't know why it would glitch when gigabowser is graphic FD#1 and its in the final attack sub. but it doesn't matter. I'll be changing his final smash


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: The Main Event on June 21, 2011, 11:14:48 PM
 :af: CSP's Anyone?
(http://img835.imageshack.us/img835/6286/danteblue.png)
(http://desmond.imageshack.us/Himg829/scaled.php?server=829&filename=dantered.png&res=gal)
(http://desmond.imageshack.us/Himg197/scaled.php?server=197&filename=dantethunder.png&res=gal)
(http://desmond.imageshack.us/Himg193/scaled.php?server=193&filename=menselchrchrnm001.png&res=gal)
(http://img41.imageshack.us/img41/9871/danted.png)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 11:16:03 PM
:af: CSP's Anyone?
([url]http://img835.imageshack.us/img835/6286/danteblue.png[/url])
([url]http://desmond.imageshack.us/Himg829/scaled.php?server=829&filename=dantered.png&res=gal[/url])
([url]http://desmond.imageshack.us/Himg197/scaled.php?server=197&filename=dantethunder.png&res=gal[/url])
([url]http://desmond.imageshack.us/Himg193/scaled.php?server=193&filename=menselchrchrnm001.png&res=gal[/url])
([url]http://img41.imageshack.us/img41/9871/danted.png[/url])


nice!!! XD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 21, 2011, 11:19:23 PM
Is there a way I can help? Maybe vertexing Giga Bowser's model?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Dragoon Fighter on June 21, 2011, 11:23:24 PM
To what Brawl mod is this balanced to?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 11:25:37 PM
Is there a way I can help? Maybe vertexing Giga Bowser's model?


I originally wanted this model

(http://images.wikia.com/protagonist/images/4/44/Cg_dante_dt.jpg)


but it looks hard to make lol

To what Brawl mod is this balanced to?


?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: The Main Event on June 21, 2011, 11:35:04 PM
*patiently waits for recolors so can post CSPs*


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 21, 2011, 11:36:53 PM
K, DO. It should be easier over Ike to vertex than Giga Bowser. Besides you could just resize it. Ok, can you PM me more pics showing all sides of him. Also, what's his name. :P


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Akiba Red on June 21, 2011, 11:38:38 PM
K, DO. It should be easier over Ike to vertex than Giga Bowser. Besides you could just resize it. Ok, can you PM me more pics showing all sides of him. Also, what's his name. :P
His name...is Dante...y'know...on the title...


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 21, 2011, 11:40:14 PM
His name...is Dante...y'know...on the title...
Oh, forgot. lol


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 11:44:02 PM
Oh, forgot. lol

You sure you wanna make that? If I put that as a final smash, would you guys be okey with the glitches happening sometimes (eg. the model not showing up) ? (It never happens to me)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 21, 2011, 11:46:43 PM
You sure you wanna make that? If I put that as a final smash, would you guys be okey with the glitches happening sometimes (eg. the model not showing up) ? (It never happens to me)
Yeah, should be fun. I'll try to start tomorrow. Remember to PM me pics of all sides of him, so I can vertex him properly.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 21, 2011, 11:49:28 PM
Yeah, should be fun. I'll try to start tomorrow. Remember to PM me pics of all sides of him, so I can vertex him properly.

alright. I'll PM you the pics once I verify that I can use another Ike model on Ike as a final smash. if it works we're good. :D


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: xZedkiel on June 22, 2011, 01:03:40 AM
As for recolors, I suggest waiting for the new Dante that Beyond is gonna make...eventually. lol, if not I can make them (not now though)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 22, 2011, 01:46:04 AM
:af: CSP's Anyone?
([url]http://img835.imageshack.us/img835/6286/danteblue.png[/url])
([url]http://desmond.imageshack.us/Himg829/scaled.php?server=829&filename=dantered.png&res=gal[/url])
([url]http://desmond.imageshack.us/Himg197/scaled.php?server=197&filename=dantethunder.png&res=gal[/url])
([url]http://desmond.imageshack.us/Himg193/scaled.php?server=193&filename=menselchrchrnm001.png&res=gal[/url])
([url]http://img41.imageshack.us/img41/9871/danted.png[/url])



DMC3 CSP?
Ew his hair looked terrible back then.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: blackscorpio on June 22, 2011, 04:31:21 AM
um dante's forward b is called stinger, bad thing is I forgot what the down air attack is, sorry if I wasn't much help.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Puraidou on June 22, 2011, 06:13:59 AM
This needs a HD preview video (if you want) :P
I'm doing a video for Poke Floats 2 anyway so this could be in the same video xD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 22, 2011, 06:21:37 AM
This needs a HD preview video (if you want) :P
I'm doing a video for Poke Floats 2 anyway so this could be in the same video xD

Lol I was gonna do that XD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Puraidou on June 22, 2011, 06:22:01 AM
Lol I was gonna do that XD
My idea! NO STEALING! XD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 22, 2011, 06:43:38 AM
My idea! NO STEALING! XD

Well, I was going to work on some more moves for Dante before I made a vid anyways :P  So essentially, my vid will be a preview of the changes I've made for him. 

So far I've revamped the Wait1 animation so that it's more upright, and I've made the AAA combo into a sword slash combo.  However, I also have another interesting idea.  I'll tell you guys if DO is up for me doing it ;)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: lightning29 on June 22, 2011, 09:29:28 AM
Can someone help me out.... when i got dante a lot of his hit boxes weren't even working, his animations were off and the ice, shooting, and fire and wind effects didnt show at all.... what did i do wrong?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 22, 2011, 09:59:22 AM
You used both the Ikepac and Ikefitmotion?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 22, 2011, 10:56:02 AM
Well, I was going to work on some more moves for Dante before I made a vid anyways :P  So essentially, my vid will be a preview of the changes I've made for him.  

So far I've revamped the Wait1 animation so that it's more upright, and I've made the AAA combo into a sword slash combo.  However, I also have another interesting idea.  I'll tell you guys if DO is up for me doing it ;)

oh thats cool. so you've started already? XD...what is this idea you have?...Air trick does look pretty easy to make and its a nice move too for up B.

EDIT: you see that red graphic that shows up on dante's feet when he uses  Air Trick? I can definitely get it by imports XD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: lightning29 on June 22, 2011, 11:26:41 AM
You used both the Ikepac and Ikefitmotion?

uhh yes think so FitIkeMotionEtc.pac and FitIke.pac


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 22, 2011, 11:34:43 AM
oh thats cool. so you've started already? XD...what is this idea you have?...Air trick does look pretty easy to make and its a nice move too for up B.

EDIT: you see that red graphic that shows up on dante's feet when he uses  Air Trick? I can definitely get it by imports XD

Nice ^^  Infact, the running graphic is pretty much the same thing.  All you'd need to do is recolour it red.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 22, 2011, 11:39:00 AM
Oh, yeah, I meant to say I love that blue wind graphic while he's running.
Since I like fast PSAs I up'd his running speed to 2.4

Also, maybe the FS isn't freezing for you, DO, because ours is outdated?(Just a thought) because ours says it was made 5/20/11(Our FitIkeFinal.pac)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: dpgthirteen on June 22, 2011, 11:57:35 AM
Awesome job so far, just needs to be more balanced but is definitely one of the most unique psa's I have seen ;D


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 22, 2011, 12:22:30 PM
Feedback: His B Side needs an extra combo at the end to finish. Right now it's just jabs.
Up tilt and diagonal tilt need a combo cuz 1 bullet is kind of boring. lol


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 22, 2011, 12:30:46 PM
Nice ^^  Infact, the running graphic is pretty much the same thing.  All you'd need to do is recolour it red.
yup yup. I can do that. ;D

Awesome job so far, just needs to be more balanced but is definitely one of the most unique psa's I have seen ;D

Many thanks
Feedback: His B Side needs an extra combo at the end to finish. Right now it's just jabs.
Up tilt and diagonal tilt need a combo cuz 1 bullet is kind of boring. lol

hmm but what move/combo will he do? keeping in mind that its just up tilt....For Side B, I'm gonna revamp the animation I made for a better and smoother one tonight.



Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 22, 2011, 12:35:35 PM
yup yup. I can do that. ;D Many thanks hmm but what move/combo will he do? keeping in mind that its just up tilt....For Side B, I'm gonna revamp the animation I made for a better and smoother one tonight.
K, for the up tilt try making him whirl his sword fast when he whirls it it will have a hitbox with fire around it. While he whirls his sword bullets will be shot out rapidly. Same for diagonal tilt.
Good luck on Side B animation.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Dragoon Fighter on June 22, 2011, 03:21:08 PM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19942

Did some recolors for your PSA, just an OCD of mine to be honest.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 22, 2011, 03:28:41 PM
Dante is the only character with rapid ranged fire correct? So his bullets should really only do 1%. Despite them being... well... bullets.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Hollow on June 22, 2011, 03:34:40 PM
Where did you get that ice?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 22, 2011, 04:03:03 PM
K, for the up tilt try making him whirl his sword fast when he whirls it it will have a hitbox with fire around it.

Except that would be far too similar in concept to the U Smash.

Anyways, so far I've only done animations, I'll get to balancing stuff after.  Here's what I've done:

- Revamped the Wait1 animation (he's now more upright a bit like in MvC3)
- New AAA combo, it's a slashing combo.  The start up is quite slow but this is for two reasons.  One is that the range is very good on the first hit, the second...well that's in the spoiler below
- F Tilt has been revamped.  The forward one is what the down tilted one was.  The old down and up tilted ones will be made so that they are the same (again, see the spoiler)
- D Tilt is just a sword slice.  Good range, decent power, hits at a low angle but sort of slowish startup.  Doesn't trip at all.
- New Dash Attack.  It's a stabbing attack instead.
- Tweaks to the F Smash animation.  I made it a tiny bit smoother and it now has endlag and a cool ending transition to the Wait1
- Revamped the animation for the U Smash.  It was a bit stiff and unnatural before, but I've tweaked it.

Yeah that's it mainly, now for the spoiler I was mentioning:

Basically, I came up with this idea that Dante should have his sort of "Trickster Style Changes".  Basically, he will be able to cancel his AAA combo, tilts and aerials into different moves at the starts of them.  For example, if you press B at the start of the AAA combo (before the first hit comes out), he will instead do swerve back and do a couple of weak gunshots. 

This also means that (to save file space with animations) instead of having the Up and Down variations of the F Tilt, he will only have one direction of F Tilt, but each tilt will be cancellable at startup.  The U Tilt cancels into some upwards gunshots (think current U Tilt but more shots and weaker each shot) and the D Tilt cancels into a leg shot.  Low range and power, but very high trip rate.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 22, 2011, 04:03:59 PM
*patiently waits for recolors so can post CSPs*
[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19942[/url] Did some recolors for your PSA, just an OCD of mine to be honest.


@SDo0m. You're right, it would get stale.
He needs a sword combo then.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 22, 2011, 05:27:39 PM
I have a serious question.
Can I make this entire PSA and model a one slot? I want to keep cloud, so is there any way I can have clouds PSA AND Dante's PSA?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Ultraxwing on June 22, 2011, 05:39:15 PM
no.

but have you heard of .RELS?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 22, 2011, 05:40:58 PM
no.

but have you heard of .RELS?


Yeah but I haven't found a REL file to switch IKE over to anyone else.. Do you know of any REL list?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: madkool on June 22, 2011, 05:41:31 PM
I have a serious question.
Can I make this entire PSA and model a one slot? I want to keep cloud, so is there any way I can have clouds PSA AND Dante's PSA?

Just put Cloud over GameandWatch or Olimar.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Ultraxwing on June 22, 2011, 05:42:28 PM
Look in the Brawlvault. look all through Olimar's stuff.

you will, i mean WILL find a download for a perfectly working .REL port.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 22, 2011, 05:44:34 PM
Thank you both, I just replaced Donkey Kong with cloud. :happy:


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: dpgthirteen on June 22, 2011, 06:26:01 PM
@SDo0m. You're right, it would get stale.
He needs a sword combo then.
Really? What made him so fun and unique to me was the fact he was using gun as a actual attack, but it was annoying fighting smaller characters.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 22, 2011, 06:29:23 PM
How about DownTilt is him shooting while ducking? So he can hit those small characters.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: xZedkiel on June 22, 2011, 06:30:54 PM
Nice ^^  Infact, the running graphic is pretty much the same thing.  All you'd need to do is recolour it red.
Yeah this should be on the ground, and the Air Dash from MvC3 in the air :D I have the circle thing that appears when he does it if you want to replace his entry circle.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 22, 2011, 06:33:17 PM
I have the circle thing that appears when he does it if you want to replace his entry circle.

can't I used all of his available models.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: xZedkiel on June 22, 2011, 06:33:59 PM
can't I used all of his available models.

Even the entry circle thing? O.o


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 22, 2011, 07:07:41 PM
Update: I tried recoloring Ike's dash trace and  this is what I got


this graphic will be used on air trick UP B - I can resize it and stuff too

for those who don't know what air trick is
look at the video

http://youtu.be/XGlOPWhvH9A?t=2m42s


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 22, 2011, 07:09:44 PM
That's not what will appear when he runs right?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 22, 2011, 07:11:27 PM
That's not what will appear when he runs right?

nope, nothing will appear when he runs.  This graphic actually looks better in game since it a timer graphic that starts large and goes small.  I'm gonna try to make it look better


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: zero34 on June 23, 2011, 02:43:41 AM
Hi all. Ok I'm rather new at this, and to the site as well. I got Dante's skin to show up fine, as well as his animations, however for some reason even though he moved the way he should for Dante all the moves were still Ike's. Like some of the attacks would invisibly happen when he wasnt even moving that way. So currently I am at a (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446).I've read and watched tutorials but they don't seem to help with this particular thing. Whcich could be as simple as I messed up on putting the files in the folder. If someone could please explain this to me I'd be very greatful.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 23, 2011, 02:46:35 AM
You used both files? Ikepac and Ikefitmotion?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Puraidou on June 23, 2011, 02:47:26 AM
Hi all. Ok I'm rather new at this, and to the site as well. I got Dante's skin to show up fine, as well as his animations, however for some reason even though he moved the way he should for Dante all the moves were still Ike's. Like some of the attacks would invisibly happen when he wasnt even moving that way. So currently I am at a ([url]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/url]).I've read and watched tutorials but they don't seem to help with this particular thing. Whcich could be as simple as I messed up on putting the files in the folder. If someone could please explain this to me I'd be very greatful.

Did you add all the files? You need all of the files, Final Smash is not needed for the attacks though.

You need:
The FitIke.pac for the moveset (If you want to use the Strong or Very strong one, rename those to FitIke.pac)
The FitIkeMotionEtc.pac for the animations
The FitIkeFinal.pac for the final smash


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: zero34 on June 23, 2011, 02:57:31 AM
Yes I used both of those, but it was still doing Ike's normal attacks while Dante was moving the way he was modded to. Like When I used the standard B button attack he used ether but was holding his hands out like he was shooting i suppose.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Puraidou on June 23, 2011, 03:02:10 AM
Yes I used both of those, but it was still doing Ike's normal attacks while Dante was moving the way he was modded to. Like When I used the standard B button attack he used ether but was holding his hands out like he was shooting i suppose.
Strange.. try backing up your Sd on your pc, then format your SD and put everything back on it
Then retest, i had this before myself and ended up having to format and retest. It worked for me back then.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: zero34 on June 23, 2011, 03:05:18 AM
oh wow....I feel like an idiot now. I accidentally named the FitIke.pac file FitIke00.pac. Wow really sorry for the trouble. It's working great now. But thanks for trying to help anyways. It's much appreciated


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Puraidou on June 23, 2011, 03:10:13 AM
oh wow....I feel like an idiot now. I accidentally named the FitIke.pac file FitIke00.pac. Wow really sorry for the trouble. It's working great now. But thanks for trying to help anyways. It's much appreciated
No problem, it can happen


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 23, 2011, 03:11:45 AM
I think that was my first mistake I've ever made...


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Puraidou on June 23, 2011, 03:20:46 AM
I think that was my first mistake I've ever made...
Same here, when i realized it i smacked myself for it. I felt so dumb XD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 23, 2011, 04:25:51 AM
Yes I used both of those, but it was still doing Ike's normal attacks while Dante was moving the way he was modded to. Like When I used the standard B button attack he used ether but was holding his hands out like he was shooting i suppose.

I'm having the same problem actually.. I can't seem to get the FitIke.pac file to work.. :/
I'm trying to use the "Strong" Version.
Has anyone else tried it?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: lightning29 on June 23, 2011, 08:26:20 AM
Did DO decide what to do with the throws?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 23, 2011, 08:28:30 AM
Did DO decide what to do with the throws?

I've got a couple of ideas :)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: lightning29 on June 23, 2011, 08:43:30 AM
I've got a couple of ideas :)

A couple of pages ago someone mentioned him riding on the opponent which would be the [censored]................... up-throw could be he throws you in the air and air trick to the opponent and you can choose what move to use

back-throw throws you back and shoots with the sawn-off shotgun
forward-throw dante does that spinning ice move he does with cerberus
down-throw could be he slams you on the ground and punches the ground with the gauntlet and explodes


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 23, 2011, 08:45:42 AM
A couple of pages ago someone mentioned him riding on the opponent which would be the [censored]................... up-throw could be he throws you in the air and air trick to the opponent and you can choose what move to use

back-throw throws you back and shoots with the sawn-off shotgun
forward-throw dante does that spinning ice move he does with cerberus
down-throw could be he slams you on the ground and punches the ground with the gauntlet and explodes

Flashy! Too flashy! This is what kills the balance! @_@


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Puraidou on June 23, 2011, 08:47:53 AM
I'm having the same problem actually.. I can't seem to get the FitIke.pac file to work.. :/
I'm trying to use the "Strong" Version.
Has anyone else tried it?
I tried all 3 versions, they work fine for me. You sure everything is named correctly?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: lightning29 on June 23, 2011, 08:52:07 AM
Flashy! Too flashy! This is what kills the balance! @_@

lol really? even if they dont do a lot of damage and have small knockback


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 23, 2011, 09:15:53 AM
Flashy! Too flashy! This is what kills the balance! @_@

1) Ironic coming from one of the guys constantly giving feedback to Sephiroth ;)
2) Dante is a naturally very flashy character.  He's from a high quality beat-em up.  They're always flashy
3) They're throws.  The flashiness of a move like a throw barely affects the balance of it at all.

I think the sliding ontop of a foe will be included in there somewhere.  Maybe the D Throw?  It's definitely the kind of badass thing Dante would do XD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 23, 2011, 09:20:01 AM
1) Ironic coming from one of the guys constantly giving feedback to Sephiroth ;)
2) Dante is a naturally very flashy character.  He's from a high quality beat-em up.  They're always flashy
3) They're throws.  The flashiness of a move like a throw barely affects the balance of it at all.

I think the sliding ontop of a foe will be included in there somewhere.  Maybe the D Throw?  It's definitely the kind of badass thing Dante would do XD

1> You have no idea how many "flashy" feedback we've taken out 'cause it'd be impossible to be OP. Also, you do know my feedback is for pure balance. Oh, wait, I highly doubt you even read my posts there so you have no base to point this out.

2> Dante is flashy, but making him uthrow for using a follow-up after? Really?

3> They're throws, yeah. but, there's flashyness when he asks for a Shutgun after being said there are no slots. Gauntlet exploding? That'd have to invulve AoE for it not to be dumb, and that'd be OP for the ones around.

Anyways, I'm done giving feedback, mine's not needed when the almighty is involved, I only end up being insulted and ratted.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 23, 2011, 09:44:05 AM
1> You have no idea how many "flashy" feedback we've taken out 'cause it'd be impossible to be OP. Also, you do know my feedback is for pure balance. Oh, wait, I highly doubt you even read my posts there so you have no base to point this out.

Of course I do.  I look at the Sephiroth topic a lot.  I may not post there sure, but I'm still anxious for the project.  I just want an excellent Marth PSA and this Sephy by far has the best potential.  And whilst, yes of course his flashiness has been toned down, he is still very much a flashy character.  But that's the good thing about Sephiroth and the feedback that has been given.  He's remained flashy AND balanced.  Infact, the main imbalances were down to his old F Air and B Air amirite?

Quote
2> Dante is flashy, but making him uthrow for using a follow-up after? Really?

Looking it the suggestion again, I agree with you and apologize.  However, it's not impossible to make moves like this that still allow for balance and creativity.  It just takes the right execution.

Quote
3> They're throws, yeah. but, there's flashyness when he asks for a Shutgun after being said there are no slots. Gauntlet exploding? That'd have to invulve AoE for it not to be dumb, and that'd be OP for the ones around.

Again, it's down to how the moves are properly executed.  That D Throw for example, would probably be based off his Volcano attack, which is just a quick, not that large burst on the ground.  Heck, it's AoE is about the size of Mario's B Throw (when he is swinging the foe around, there is a hitbox on the foe he is swinging), and it wouldn't need to last long at all.

Nailing the right balance between creativity and balance as well as giving the character enough depth to make them enjoyable to play whilst still being accessible is generally the consensus of making a good PSA.  All factors and suggestions should be taken into account, and then it's down to the PSAer to pool all these together and come up with the PSA. 

[quoteAnyways, I'm done giving feedback, mine's not needed when the almighty is involved, I only end up being insulted and ratted.
[/quote]

My man, you're overreacting here completely.  Every decent PSAer knows that feedback is probably a the most valuable kind of experience they can get, however they should also have a right to be able to make their own judgements.  You're acting as though I ignore what you say and am insulting you but that's not the case.  However, if I did come out as being insulting or undermining, I sincerely apologize.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 23, 2011, 09:52:40 AM
I thought you meant another thing about being ironic I me saying this being one of the guys giving feedback for Sephy, I apologize for coming up to conclusions so rushed.

What I meant by flashy attacks is:

People have asked for so many ridiculous stuff to be implemented for Sephiroth in that thread, I don't even know where to begin. Like having Sephy do Heaven't Light "Up B" to follow up with the KO attack Dair. And thanks for people really wanting flashy attacks (We're using the most strong moves Sephiroth has ever used as attacks, and that's why it's hard to make 'em look normal)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: lightning29 on June 23, 2011, 09:57:53 AM
I didn't mean for this to turn into a dispute i was just giving some ideas about the throws...
with the down-throw i didn't mean it was an explosion that did 1000 damage and hit everyone on the stage... i was talking about the volcano move that silent knew the name of..... but yeah that idea about dante riding the foe would be better anyway


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 23, 2011, 10:00:35 AM
I didn't mean for this to turn into a dispute i was just giving some ideas about the throws...
with the down-throw i didn't mean it was an explosion that did 1000 damage and hit everyone on the stage... i was talking about the volcano move that silent knew the name of..... but yeah that idea about dante riding the foe would be better anyway

Relax, you had nothing to do with it, lighting. ;) Some of the attacks you suggested sounded "off" for vBrawl standards, that's what I tried pointing out. (Specifically the uthrow to air attack), but, stating these flashy moves could give an idea to the PSA'ers for a mix between them or something they hadn't thought, so it's still a good feedback. I just over reacted.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: madkool on June 23, 2011, 11:26:35 AM
I like the idea of flashy throws. It doesn't mean they have to deal a lot of damage. To be honest, most characters are pretty boring about how they throw. I'd like to see something new.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: PPXEXE on June 23, 2011, 11:56:29 AM
Pretty awesome, can't wait to try the complete version.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: xZedkiel on June 23, 2011, 12:19:57 PM

People have asked for so many ridiculous stuff to be implemented for Sephiroth in that thread, I don't even know where to begin. Like having Sephy do Heaven't Light "Up B" to follow up with the KO attack Dair.

Wait wait, you're calling my idea ridiculous? And you thought SDo0m was being insulting, how hypocritical. I'm insulted :P
It would've been a hard to land combination of attacks considering the start up lag on Hell's Gate, and if you think about it, it's not even flashy so this pertains nothing to the subject. You may say it's "flashy" but I say it's creative. Be as it may, it's still impossible to go from a freefalling special to a normal aerial so there was no point in bringing it up as an example.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 23, 2011, 12:26:41 PM
Wait wait, you're calling my idea ridiculous? And you thought SDo0m was being insulting, how hypocritical. I'm insulted :P
It would've been a hard to land combination of attacks considering the start up lag on Hell's Gate, and if you think about it, it's not even flashy so this pertains nothing to the subject. You may say it's "flashy" but I say it's creative. Be as it may, it's still impossible to go from a freefalling special to a normal aerial so there was no point in bringing it up as an example.

I just threw out an example, and sincerely, it sounded like a fun combo and I really didn't think you really meant it, I thought you mentioned it as a fun thing that'd look nice. I mentioned it here in the case that it was meant to be implemented, which you didn't mean to, from what I read back then. I really didn't mean to insult you, dude. D:


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: xZedkiel on June 23, 2011, 12:37:03 PM
I just threw out an example, and sincerely, it sounded like a fun combo and I really didn't think you really meant it, I thought you mentioned it as a fun thing that'd look nice. I mentioned it here in the case that it was meant to be implemented, which you didn't mean to, from what I read back then. I really didn't mean to insult you, dude. D:

I assumed that I would be able to hit with the base of the attack and if they weren't picked up fully, I could plant a Hell's Gate on 'em, but if Heaven's Light fully picked them up, then you can't really do it. Hence the difficulty of performing the Heaven to Hell would balance it. High Work = High Reward kind of thing.
I understand where you were coming from, but flashy doesn't mean overpowered, Ike's Final Smash with different graphics, animations, and varying weapons could be flashy without being overpowered. You could even have Dante perform Jackpot followed by Devil Must Die, and if the bullets did 2% each and the slashes did 3% each, it would total to about 2(6+6+6)+5+3(4)+5=58% damage and if the knockback is the same as Ike's when it lands it's not over powered, but extremely flashy.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 23, 2011, 12:52:21 PM
Of course I do.  I look at the Sephiroth topic a lot.  I may not post there sure, but I'm still anxious for the project.  I just want an excellent Marth PSA and this Sephy by far has the best potential.  And whilst, yes of course his flashiness has been toned down, he is still very much a flashy character.  But that's the good thing about Sephiroth and the feedback that has been given.  He's remained flashy AND balanced.  Infact, the main imbalances were down to his old F Air and B Air amirite?

Looking it the suggestion again, I agree with you and apologize.  However, it's not impossible to make moves like this that still allow for balance and creativity.  It just takes the right execution.

Again, it's down to how the moves are properly executed.  That D Throw for example, would probably be based off his Volcano attack, which is just a quick, not that large burst on the ground.  Heck, it's AoE is about the size of Mario's B Throw (when he is swinging the foe around, there is a hitbox on the foe he is swinging), and it wouldn't need to last long at all.

Nailing the right balance between creativity and balance as well as giving the character enough depth to make them enjoyable to play whilst still being accessible is generally the consensus of making a good PSA.  All factors and suggestions should be taken into account, and then it's down to the PSAer to pool all these together and come up with the PSA.  

My man, you're overreacting here completely.  Every decent PSAer knows that feedback is probably a the most valuable kind of experience they can get, however they should also have a right to be able to make their own judgements.  You're acting as though I ignore what you say and am insulting you but that's not the case.  However, if I did come out as being insulting or undermining, I sincerely apologize.

ooh nice idea about swinging the foe. I think I've seen Dante doing that before.

I just threw out an example, and sincerely, it sounded like a fun combo and I really didn't think you really meant it, I thought you mentioned it as a fun thing that'd look nice. I mentioned it here in the case that it was meant to be implemented, which you didn't mean to, from what I read back then. I really didn't mean to insult you, dude. D:
Wait wait, you're calling my idea ridiculous? And you thought SDo0m was being insulting, how hypocritical. I'm insulted :P
It would've been a hard to land combination of attacks considering the start up lag on Hell's Gate, and if you think about it, it's not even flashy so this pertains nothing to the subject. You may say it's "flashy" but I say it's creative. Be as it may, it's still impossible to go from a freefalling special to a normal aerial so there was no point in bringing it up as an example.

hmm I didn't catch the insults happening after reading all the posts XD


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 23, 2011, 12:55:43 PM
I assumed that I would be able to hit with the base of the attack and if they weren't picked up fully, I could plant a Hell's Gate on 'em, but if Heaven's Light fully picked them up, then you can't really do it. Hence the difficulty of performing the Heaven to Hell would balance it. High Work = High Reward kind of thing.
I understand where you were coming from, but flashy doesn't mean overpowered, Ike's Final Smash with different graphics, animations, and varying weapons could be flashy without being overpowered. You could even have Dante perform Jackpot followed by Devil Must Die, and if the bullets did 2% each and the slashes did 3% each, it would total to about 2(6+6+6)+5+3(4)+5=58% damage and if the knockback is the same as Ike's when it lands it's not over powered, but extremely flashy.

Very true, that's what I was wanting, too. If he was going for flashy, then, the total amount of damage should be as the one of a normal move for it not to be broken and look nice, that's the same thing (Technically) we're doing with Sephy, as I said above, we're using all of Sephiroth's strongest attacks in that PSA as normal attacks, which makes it a bit hard to balance AND keep it having a Sephiroth feeling.

I know Dante's a flashy character, that's why I loved the Down Smash and Fsmash, but I asuggested all the hits connected (For Dsmash, last one would never hit the ay it was i nthe BETA) so that in the end it does the same amount of damage as a normal smash, and keep the flashy look. The thing I dislike is, for example:

Someone suggested Sephiroth to have chargable tilts... What do you get from this?

Someone suggested that Sephy did a Kick Combo <_> or was it a Punching combo? (Alright, this one was just stupid, not for this topic)

There are a bunch other hilarious stuff that has been suggested to add by many users, it's really hilarious. XD I, for once, laughed when I read the kicking/punching combo. I think I used the term "flashy" the wrong way, I've yet to find the word I need to express what I mean. My apologies

Anyways, I really want to see a flashy Dante now, I loved how his Dsmash and Fsmash turned out, but, I really want, too, to have his flashy multi hitting attack do a total Damage % according to vBrawl's standards.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 23, 2011, 01:06:30 PM
^ yup yup. Dante is the King of combos..next version update will have more combo potential.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 23, 2011, 01:16:48 PM
I made the pose of this picture with Ike: (http://images.wikia.com/protagonist/images/4/44/Cg_dante_dt.jpg)

See: (http://img834.imageshack.us/img834/4159/dantetransformationpose.png)

Also, I started on vertexing him, DO: (http://img683.imageshack.us/img683/7307/dantetransformationprev.png)

Vote here if you want Demon Dante fast enough: http://forums.kc-mm.com/index.php?topic=19096.0


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 23, 2011, 01:26:03 PM
very nice so far :)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 23, 2011, 01:35:15 PM
very nice so far :)
Thanks. The only thing I need left for the pose to be perfect is pivot the lower half of the body and rotate Ike's head a bit.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 23, 2011, 01:39:42 PM
Ok Divine, I'll send you what I've done.  I haven't done much PSA stuff.  Mainly animating.  So you'll probably need to do a lot of the hitbox and graphic stuff (since you work a lot faster than me on those kinds of things).  Then I'll do my bits of fixing here and there.

Also, I'm still holding true to the Trickster Style Change idea I had before, I just haven't done the animations for them yet ;)

Oh and animations.  Some need work, others will just generally look better in game:

http://www.youtube.com/watch?v=obNGHatNGHQ


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 23, 2011, 02:18:20 PM
Ok Divine, I'll send you what I've done.  I haven't done much PSA stuff.  Mainly animating.  So you'll probably need to do a lot of the hitbox and graphic stuff (since you work a lot faster than me on those kinds of things).  Then I'll do my bits of fixing here and there.

Also, I'm still holding true to the Trickster Style Change idea I had before, I just haven't done the animations for them yet ;)

Oh and animations.  Some need work, others will just generally look better in game:

[url]http://www.youtube.com/watch?v=obNGHatNGHQ[/url]


...I knew you'd come up with amazing animations as always. <_> Awesome video!


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 23, 2011, 02:24:06 PM
...I knew you'd come up with amazing animations as always. <_> Awesome video!

Thanks a lot ^^  I'll get to work on some more soon ;)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 23, 2011, 02:24:57 PM
Great animations! I wonder what they'll be used in.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 23, 2011, 02:26:18 PM
Great animations! I wonder what they'll be used in.

Sdo0m, what did you based 'em off? I feel nostalgic, most of 'em remind me DMC1... Sword ones.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 23, 2011, 02:38:45 PM
Sdo0m, what did you based 'em off? I feel nostalgic, most of 'em remind me DMC1... Sword ones.

A mixture of things.  I looked at footage of mainly DMC3, MvC3 and MUGEN actually, but the animations could probably relate back to any of the games :)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: PPXEXE on June 23, 2011, 02:42:45 PM
i can't believe im saying this but after seeing that.

Dante for ssb4 please. lol


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Kamina on June 23, 2011, 03:13:55 PM
i'd use this if someone could port it.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 23, 2011, 03:22:51 PM
i'd use this if someone could port it.

Dude, Ike hacks can be ported over any character.  Just use codes.

Oh, and I just made the first gun shooting animation.  It came out smexy XD  Very happy with how it turned out in Brawlbox.  He basically fires 4 quick, very weak (first three shots do 1% each, final shot does 2 or 3% with a tiny bit more knockback) in quick succession.  This is his first Trickster Style Change.  If you press B at the start of the AAA combo, he will cancel to this animation.

If anyone knows a quick and easy way to make animated .GIFs I'd show you guys :)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 23, 2011, 04:02:35 PM
The head of the almight sword is done.
(http://img638.imageshack.us/img638/7307/dantetransformationprev.png)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 23, 2011, 04:05:27 PM
If anyone knows a quick and easy way to make animated .GIFs I'd show you guys :)


I personally use GIFNinja (http://www.gifninja.com/) to make animated GIFs. Lately, however, it's been kind hit-or-miss in terms of quality, sooo... yeah.

Give it a shot. :]


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 23, 2011, 04:19:53 PM
I personally use GIFNinja ([url]http://www.gifninja.com/[/url]) to make animated GIFs. Lately, however, it's been kind hit-or-miss in terms of quality, sooo... yeah.

Give it a shot. :]


Thanks ^^  And yeah the quality wasn't too great, but it's clear enough :) 

Here's the animation the orb is the path the bullets will travel:

(http://www.gifninja.com/animatedgifs/72365/shootemup.gif)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: CutterKirby64 on June 23, 2011, 04:45:50 PM
Finally a Dante PSA, can't wait for the next update. ^^
Btw SDo0m, all the animations you've been doing are awesome! ;D


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 23, 2011, 05:46:05 PM
Thanks ^^  And yeah the quality wasn't too great, but it's clear enough :)  

Here's the animation the orb is the path the bullets will travel:

([url]http://www.gifninja.com/animatedgifs/72365/shootemup.gif[/url])


whew,finally my internet is working again!!! XD

for what move will that be ? I'm assuming that animation can be used as a phase in his Neutral B special.




EDIT#2 - I revamped attack AIr Low animation and now its a combo move that dante does in Marvel Vs. Capcom 3 XD




Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 23, 2011, 08:32:29 PM
I tried all 3 versions, they work fine for me. You sure everything is named correctly?

Yes. Unless they're named incorrectly. Can you mediafire me your folder of Ike?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Gamma Ridley on June 23, 2011, 08:34:22 PM
Wow. You guys are making progress like crazy. XD

I guess a version 2 video will be in order.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: toastoftriumph on June 23, 2011, 08:54:14 PM
This is amazing so far. Personally, I know nothing about DMC, but I really admire the uniqueness in the moveset so far. The animations and everything look great so far, and I really look forward to seeing the finished product.

Through reading the comments and watching the video, I do have a few suggestions. There's been talk about reducing the potency of the neutral-b move. Personally, I think the rapid gunshots can work if they have no knockback whatsoever (think of Fox's b move). The final, larger shot could have some knockback (maybe the power of an uncharged to medium charged vBrawl side smash for the average character). You could keep knockback on the first two shots perhaps, just to keep some of the move's original purpose.

Anyways, I can't decide whether to try out the PSA or wait till the next version/release. Not to rush you, but do you think you'll have the next version up within a few days, or will you try to make a bunch of changes before the next upload?

edit:
I downloaded it and tried it out =)
anyways, I look forward to your continued work on it.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Puraidou on June 24, 2011, 03:40:16 AM
Yes. Unless they're named incorrectly. Can you mediafire me your folder of Ike?
I use an ISO file to use them so that won't work xD

Which of the 3 versions of the PSA are you using? The normal, the strong or the very strong?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 24, 2011, 12:04:07 PM
I use an ISO file to use them so that won't work xD

Which of the 3 versions of the PSA are you using? The normal, the strong or the very strong?


I've tried them all. None of them are working for me. I've renamed all the BALANCED, STRONG, and VERY STRONG. None of them work. The animations work, the way he holds his guns, the sword on the back, his B attacks. But none of the attacks are transferred. He's still doing Ike's normal attacks..

I just need someone to send me their Ike folder through mediafire. I know it's possible. I've sent my entire Brstm folder to people because I've replaced all my music on my SSBB with death metal and other various fighting songs like Mortal kombat theme and stuff.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 24, 2011, 12:38:28 PM

I've tried them all. None of them are working for me. I've renamed all the BALANCED, STRONG, and VERY STRONG. None of them work. The animations work, the way he holds his guns, the sword on the back, his B attacks. But none of the attacks are transferred. He's still doing Ike's normal attacks..

I just need someone to send me their Ike folder through mediafire. I know it's possible. I've sent my entire Brstm folder to people because I've replaced all my music on my SSBB with death metal and other various fighting songs like Mortal kombat theme and stuff.

Then you're probably renaming it the wrong thing.  Remember to rename it to FitIke.pac with no numbers or anything.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 24, 2011, 12:50:36 PM
Then you're probably renaming it the wrong thing.  Remember to rename it to FitIke.pac with no numbers or anything.

I've done that many times. I've renamed practically every file that consists.. Which is why I'm asking for someone else's proper Ike folder..
I wouldn't be if I had known what is wrong. I even re-formatted my SD card twice..


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: madkool on June 24, 2011, 03:11:05 PM
I've done that many times. I've renamed practically every file that consists.. Which is why I'm asking for someone else's proper Ike folder..
I wouldn't be if I had known what is wrong. I even re-formatted my SD card twice..

Umm, there's not really a whole lot that should have been renamed in the first place :/ I'll upload in a bit I guess when I get home, but it should be pretty much just like the one Divine Overlord inserted in his .rar file.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 24, 2011, 03:12:54 PM
I've done that many times. I've renamed practically every file that consists.. Which is why I'm asking for someone else's proper Ike folder..
I wouldn't be if I had known what is wrong. I even re-formatted my SD card twice..

That is really strange :-\


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 24, 2011, 03:16:37 PM
Thankfully madkool is going to help me on this so I'll just let the conversation go back to it's awesome updates. Keep it up Sdoom and DO. :)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Albafika on June 24, 2011, 03:18:33 PM
Thankfully madkool is going to help me on this so I'll just let the conversation go back to it's awesome updates. Keep it up Sdoom and DO. :)

Hmm, click my Sig if you want me to help you, we can discuss this here step by step. :)


EDIT: It's working for him now. <3


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 24, 2011, 04:27:49 PM
DO I need more pics of Dante's Devil Trigger.
Also, can you make the graphic Devil Trigger does in this video: http://www.youtube.com/watch?v=g-TTUx4lazY


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: BlackFox on June 24, 2011, 04:51:07 PM
Well,the PSA is great!But I think you have to make a more damaging Final Smash because its Final Smash is a little dissapointing o_o


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 25, 2011, 06:30:32 AM
Yeah it's horrible... god. All your psa's suck.
 :>.>palm:


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: lightning29 on June 25, 2011, 07:13:31 AM
Yeah it's horrible... god. All your psa's suck.
 :>.>palm:

lol who's PSA's did you mean?
im liking all the progress as well.... hope dante is as stylish as he actually is, and his combos are adequate


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 25, 2011, 07:18:11 AM
Divine. And I wasn't serious.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 25, 2011, 07:20:43 AM
Yeah it's horrible... god. All your psa's suck.
 :>.>palm:

Your sarcasm isn't all that blindingly obvious.  I'd recommend making it more obvious, otherwise people will be up your ass bro ;)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 25, 2011, 07:26:34 AM
All your psa's suck too.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 25, 2011, 07:41:05 AM
All your psa's suck too.


Lol ur stuff is sukish too.  I espesilly h8 the Karasknight and knight mario dos are s*** XD

...

*Hugs Apprentice Of Death*

Anyways, I won't be able to do much animation work on Dante today.  Friend's party and she lives miles away so I'll be gone for basically the whole day.  But what do you guys think the F Air should be.  I was thinking either Killer Bee of the Hammer.  Here are what they look like:

Killer Bee: http://youtu.be/MWA1LIZejKE?t=1m47s
The Hammer: http://youtu.be/MWA1LIZejKE?t=1m49s

I was also thinking Prop Shredder would be a nice one to get in there also (the move where he whirls his sword around in his hand).  The animation would be really easy to do as well.

Prop Shredder: http://youtu.be/MWA1LIZejKE?t=31s


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 25, 2011, 07:45:35 AM
^_^

Well that's not lame. Oh well. Parties do come before -
(http://s3.amazonaws.com/kym-assets/entries/icons/original/000/000/799/Dr__Hax_by_Didgeridoo_Dealer.jpg?1251776229)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 25, 2011, 08:56:58 AM
I'm playing DMC 4 right now, I'm still using Nero. I don't know if I will be for much longer, but In this DMC, Dante has a sword with a skeleton chestbones and skull as his hilt. He also has a smaller less "pointed" nose.

Just heads up for some ideas. (:


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Akiba Red on June 25, 2011, 09:01:31 AM
I'm playing DMC 4 right now, I'm still using Nero. I don't know if I will be for much longer, but In this DMC, Dante has a sword with a skeleton chestbones and skull as his hilt. He also has a smaller less "pointed" nose.

Just heads up for some ideas. (:
This isn't the vertex thread, just the moveset. And I'm pretty sure the sword your talking about is Rebellion.
(http://images.wikia.com/devilmaycry/images/a/a4/Rebellion_4.jpg)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Meowzalot on June 25, 2011, 09:08:50 AM
This isn't the vertex thread, just the moveset. And I'm pretty sure the sword your talking about is Rebellion.
([url]http://images.wikia.com/devilmaycry/images/a/a4/Rebellion_4.jpg[/url])


Yep, that's the sword he's using in the beginning.
Nicely caught.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 25, 2011, 09:10:10 AM
? It's on the main page....


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SmashClash on June 25, 2011, 10:38:43 AM
This isn't the vertex thread, just the moveset. And I'm pretty sure the sword your talking about is Rebellion.
([url]http://images.wikia.com/devilmaycry/images/a/a4/Rebellion_4.jpg[/url])

Thanks. Now I can make the sword better.
Can you find more pics of Devil Trigger? The guy who wields this sword?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: 水晶空 on June 25, 2011, 01:45:57 PM
How could I miss this thread? :s

Gonna try the beta out, previews of the beta look very unique.

I'll (hopefully) come back with ideas for the moveset. :)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Enigmatic on June 25, 2011, 07:16:30 PM
The hammer looks like a much better f-air.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: madkool on June 25, 2011, 10:44:21 PM
Your photobucket image got deleted on the first post.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: xZedkiel on June 26, 2011, 02:19:46 AM
Thanks. Now I can make the sword better.
Can you find more pics of Devil Trigger? The guy who wields this sword?

Devil Trigger isn't a guy XD it's various modes. And Allastor's transformation in V. Joe. Just Dante's DT mode then.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SonicBurstX on June 26, 2011, 07:37:10 AM
This is a great hack.  Is it possible to port this to either olimar, jiggs or wario.  If so that would be awsome.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 26, 2011, 07:40:22 AM
This is a great hack.  Is it possible to port this to either olimar, jiggs or wario.  If so that would be awsome.

Yes because it's over Ike.  Just use the rel and codes in the Cloud over Olimar hack.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: dpgthirteen on June 26, 2011, 08:12:17 AM
Yea I had done that also. But if I ever want to replace his voice do I add another code or it's not possible to have a different voice for the clone?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 26, 2011, 08:27:30 AM
Somebody would have to make another sound pack over Olimar.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Dragoon Fighter on June 26, 2011, 08:59:20 AM
Yes because it's over Ike.  Just use the rel and codes in the Cloud over Olimar hack.

Quick question, if I wanted to port dante over lucas what steps should I take?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Akiba Red on June 26, 2011, 09:02:10 AM
Hex a .rel, get some IC-Constants and sound fix codes ready, and rename ALL costume files of the character your porting to match said character Lucas.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 27, 2011, 01:46:50 AM
sorry for the delay in Dante's update, I been busy but will put up an update soon...oh yeah, I couldn't get air trick to work correctly as an UP B special. :/


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Tasty Pumpkin Clock on June 27, 2011, 09:29:32 AM
Oh well, I'm sure it's fine.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: SiLeNtDo0m on June 27, 2011, 11:50:45 AM
sorry for the delay in Dante's update, I been busy but will put up an update soon...oh yeah, I couldn't get air trick to work correctly as an UP B special. :/

Aww how come?  What were you trying to make it do?


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: DivineOverlord on June 28, 2011, 04:31:00 PM
^ I'm not sure why it wouldn't work right. it was working well until I had it change action 10, animation end, which makes him teleport to the ground even though the "moves character" box was checked. Also, It turns out that I won't be able to make that red trance graphic so we might have to stick with blue if "Air Trick" is still wanted as a UP B special.

Updates:
+ Sdoom's animations applied
+I edited the wait 1 animation so that his feet doesn't slide lol.
+Edited Down Air
+Fixed hit boxes
+ More - working on it still lol

-for his diagonal Down A should he shoot bullets low to the ground?
-for UP A (not smash) should he use both guns and shoot upwards? or pull out a shot gun and shoot? XD

I think back throw should be somewhat similar to mario's but I'm not sure for the rest of the throws. I tried making an animation for down throw where he slides on top of the enemy like a skate board but it needs a little fixing animation wise.



Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Ultraxwing on June 28, 2011, 04:37:26 PM
i like the down throw idea.

any chance you can lower most of his damage values?

he does way too much ATM.

all my friends are bi***ing about him being "OP"

but i always say, it's the Player not the character. and i ask, can you play peach the way i do? (FYI, every one hates princess peach now that i've mastered her, except her nuetral B. still trying to master that one.)


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: madkool on June 28, 2011, 04:57:07 PM
I don't think he's that over powered. >> Most of his bullets are easy to dodge.


Title: Re: Devil May Cry: Dante Version 1.0 Beta
Post by: Ultraxwing on June 28, 2011, 05:02:47 PM
he's got rather short range. they are the easiest things to dodge.

i would like it if Dante's Side Smash was done in a way that it was like's Link's Side Smash.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on June 29, 2011, 05:18:58 AM
version 1.3 which features the following updates:
+New wait 1 by Sdoom
+AAA sword combo - slightly edited the animations
+New UP A - double gun shot - I need help making it smoother/realistic
+New Attack Air Low -  beta testing animation
+New Side A
+New Down Diagonal A - Low gun shot based on MVC 3
+Fixed hit boxes
+SDoom Fixed Smash UP A animation, looks really nice!

+Balancing is still pending via final version of the moveset



Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on June 29, 2011, 05:29:07 AM
version 1.3 which features the following updates:
+New wait 1 by Sdoom
+AAA sword combo - slightly edited the animations
+New UP A - double gun shot - I need help making it smoother/realistic
+New Attack Air Low -  beta testing animation
+New Side A
+New Down Diagonal A - Low gun shot based on MVC 3
+Fixed hit boxes
+SDoom Fixed Smash UP A animation, looks really nice!

+Balancing is still pending via final version of the moveset



Cool bro ;)  I've made some more animations.  However, I can't send them to you for another few hours since I'm currently doing work experience XD

Also, once the final version of this is done I'll make a blog post for this (it's about time I made a blog post on something I actually worked on anyway XD).


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on June 29, 2011, 05:32:07 AM
Cool bro ;)  I've made some more animations.  However, I can't send them to you for another few hours since I'm currently doing work experience XD

Also, once the final version of this is done I'll make a blog post for this (it's about time I made a blog post on something I actually worked on anyway XD).

Awesome!!( take your time if you need more time) can't wait to seem them though XD. I'll work on his throws later on. I'm about to go to sleep haha its 4:30AM over here.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: OGcuddles13 on June 29, 2011, 03:14:10 PM
Hey SD, i don't know if you guys already implemented it in version 1.3, but i was wondering if you guys were still planning on infusing Dante with that trickster playstyle. Seems like a great/creative idea, while staying true to his character at the same time


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on June 29, 2011, 03:30:37 PM
Hey SD, i don't know if you guys already implemented it in version 1.3, but i was wondering if you guys were still planning on infusing Dante with that trickster playstyle. Seems like a great/creative idea, while staying true to his character at the same time

Most likely.  I've made the animations so it makes sense ^^


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on June 29, 2011, 04:36:15 PM
Most likely.  I've made the animations so it makes sense ^^

yup. we'll definitely try to give him a trickster play style.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: cyberdark on June 29, 2011, 05:02:41 PM
http://www.youtube.com/watch?v=3YI89ze_udc&feature=channel_video_title
dante vs roy  the video by me


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: OGcuddles13 on June 29, 2011, 07:01:13 PM
Ok cool, glad to hear guys. Be more than happy to drop some feedback and hopefully contribute in some way (though there's no end to the competent supporters who are already doing so).

Oh btw has anybody taken it upon themselves to release a vid showcasing 1.3 version? Just checked out cyberdark's vid too, but it appears to be the 1.0 build


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on June 30, 2011, 01:10:58 AM
I added a new up throw for Dante. It's basically the same as Fox's up throw except Dante Style XD

here is a pic
(http://i60.photobucket.com/albums/h23/darkdivinedragon/al_110630_0010binout.jpg)



Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: xZedkiel on June 30, 2011, 01:30:36 AM
Betty nice DO, me likey! o:


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on June 30, 2011, 01:31:51 AM
^ lol thanks. he does 4-5 gun shots after throwing a foe to the air. :af:


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on June 30, 2011, 12:40:57 PM
The hammer looks like a much better f-air.

Late response is late XD  But I think I'll do both of them.  It could be Killer Bee by default, and Trickster cancel into the Hammer.  I'll do Killer Bee first as the F Air, since it will be easier to do (the current F Air I will rotate around so it become the B Air XD)


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: OGcuddles13 on June 30, 2011, 03:43:36 PM
That's a great idea, really committing to that playstyle is shaping Dante into the most in-depth and versatile PSA out there. I can see that it's gonna take a lot of work to master his moves.... looking forward to it! Getting the flashy treatment he deserves haha


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on June 30, 2011, 04:03:49 PM
That's a great idea, really committing to that playstyle is shaping Dante into the most in-depth and versatile PSA out there. I can see that it's gonna take a lot of work to master his moves.... looking forward to it! Getting the flashy treatment he deserves haha


Haha yep ^^  I've just been doing some balance tweaks to the current v1.3 release too, as well as adding the new moves that I've been doing.  Also, I've got a couple more ideas for throws:

F Throw could be his grounded forward throw from Marvel vs Capcom 3.  This is what it looks like:

http://youtu.be/J_HdPx_pyJU?t=1m16s

For the B Throw, we could either have Divine's idea, or I was thinking Dante could casually swerve past and behind the foe (either that or teleport behind them) and shot them point blank in the back of the head to knock them away.

Also, for one of his taunts, he should definitely have this animation:

http://youtu.be/J_HdPx_pyJU?t=19s


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on June 30, 2011, 04:55:35 PM
Haha yep ^^  I've just been doing some balance tweaks to the current v1.3 release too, as well as adding the new moves that I've been doing.  Also, I've got a couple more ideas for throws:

F Throw could be his grounded forward throw from Marvel vs Capcom 3.  This is what it looks like:

[url]http://youtu.be/J_HdPx_pyJU?t=1m16s[/url]

For the B Throw, we could either have Divine's idea, or I was thinking Dante could casually swerve past and behind the foe (either that or teleport behind them) and shot them point blank in the back of the head to knock them away.

Also, for one of his taunts, he should definitely have this animation:

[url]http://youtu.be/J_HdPx_pyJU?t=19s[/url]


very cool ;D


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: OGcuddles13 on June 30, 2011, 05:30:56 PM
Yeah that would be incrediblel. I couldn't even imagine how you could create the animation for that front throw. Do you think it should have some knockback?

And DO, did you ever figure out if you could have that red circle accompany dante's air trick, like it MvC3?


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on June 30, 2011, 05:34:10 PM
Yeah that would be incrediblel. I couldn't even imagine how you could create the animation for that front throw. Do you think it should have some knockback?

And DO, did you ever figure out if you could have that red circle accompany dante's air trick, like it MvC3?

it actually pretty easy to make the forward throw animation, I would use the grab, throw, then jump edited key frames and just use the throw bone for bullets XD

oh and I still havent found a way to make a red run trace...I've actually been updating SKull Kid XD...


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: cyberdark on July 01, 2011, 01:22:33 PM
Dante v.1.32 video
http://www.youtube.com/watch?v=g2wrC1RRmwI&feature=channel_video_title
and here is Skull Kid 1.5 video to http://www.youtube.com/watch?v=a1RyeQIw00c&feature=channel_video_title


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Cascade Hellsing on July 01, 2011, 01:36:50 PM
I was testing out the PSA.... and for some reason, this happened durning the final smash...

(http://i1093.photobucket.com/albums/i423/monkeykingw/wtf-3.jpg)


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on July 01, 2011, 01:42:05 PM
I was testing out the PSA.... and for some reason, this happened durning the final smash...

([url]http://i1093.photobucket.com/albums/i423/monkeykingw/wtf-3.jpg[/url])


Remember to use the FitIkeFinal.pac :)  Also, try using the costume files too.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Cascade Hellsing on July 01, 2011, 01:43:20 PM
Remember to use the FitIkeFinal.pac :)

...I knew I forgot something.... -_-


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on July 01, 2011, 03:24:16 PM
Oh btw DO, I think I'll try again with the Air Trick.  I'll try to make it omnidirectional this time rather than straight up.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Albafika on July 01, 2011, 03:48:05 PM
Is the Claw moveset still going to be implemented? (http://images1.wikia.nocookie.net/__cb20080227232108/devilmaycry/images/thumb/3/3c/Ifriftgauntlets_2.jpg/300px-Ifriftgauntlets_2.jpg)'Cause Star might do it now if it will, let me know ASAP, please. D:


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 01, 2011, 03:49:22 PM
Oh btw DO, I think I'll try again with the Air Trick.  I'll try to make it omnidirectional this time rather than straight up.


ok cool, let me know if you need help. I could give it another shot XD

Is the Claw moveset still going to be implemented? ([url]http://images1.wikia.nocookie.net/__cb20080227232108/devilmaycry/images/thumb/3/3c/Ifriftgauntlets_2.jpg/300px-Ifriftgauntlets_2.jpg[/url])'Cause Star might do it now if it will, let me know ASAP, please. D:


hmm im not sure, what do you think Nega Scott?



Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on July 01, 2011, 04:05:46 PM
ok cool, let me know if you need help. I could give it another shot XD

hmm im not sure, what do you think Nega Scott?



I'm sure we could find a way to implement it somehow.  Problem is since all the external graphics are used up, what would we use to actually simulate the claws?


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 01, 2011, 04:20:53 PM
I'm sure we could find a way to implement it somehow.  Problem is since all the external graphics are used up, what would we use to actually simulate the claws?

maybe we can take out the Link's Tornado and replace it with the claws. I'm not so sure about what moves to give him though and if we'll have enough kb space.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on July 01, 2011, 04:40:40 PM
maybe we can take out the Link's Tornado and replace it with the claws. I'm not so sure about what moves to give him though and if we'll have enough kb space.


That may work.  But yeah as you said, file space may be a problem.  If it were to be replaced, we'd have to hope that the claws have a lower file size than the tornado.

Edit: PREVIEW VIDEO :af:

http://www.youtube.com/watch?v=q7dw2VvEtp8

Now to go to sleep :P


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Albafika on July 01, 2011, 07:32:00 PM
Then, discarded. No Gauntlets. :P


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: OGcuddles13 on July 01, 2011, 07:51:48 PM
holy s**t, the new mechanics look great!

First thing that stuck out to me was ^Smash (fire tornado?) is set up to hit multiple times, as it should.

The beehive looks badazz

Don't think that Prop Shredder should knock them into the air, instead of back?

And is there any chance that something could be done about his gun disappearing during the new taunt (which is an apt addition btw).

All in all, everything is looking sexxy right now, and the trickster style seems to work nicely ;)

I remember seeing your preview of that



Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 01, 2011, 09:44:54 PM
That may work.  But yeah as you said, file space may be a problem.  If it were to be replaced, we'd have to hope that the claws have a lower file size than the tornado.

Edit: PREVIEW VIDEO :af:

[url]http://www.youtube.com/watch?v=q7dw2VvEtp8[/url]

Now to go to sleep :P


looks good but whats up with the broken wood graphics popping out when he shoots? lol...i think gfx 26 works best ;D


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: madkool on July 01, 2011, 10:26:14 PM
Just curious, did you guys base his neutral a off Zelda's neutral A? It turned out really well O:


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on July 02, 2011, 12:23:10 AM
holy s**t, the new mechanics look great!

First thing that stuck out to me was ^Smash (fire tornado?) is set up to hit multiple times, as it should.

Yep, though I still need to tweak it some more so it works better XD

Quote
The beehive looks badazz

Didn't change it actually.  Just refined it a bit.  It's the same as it was before ;)

Quote
Don't think that Prop Shredder should knock them into the air, instead of back?

It hits them forward, not back.  But yes, upwards would probably make the most sense.

Quote
And is there any chance that something could be done about his gun disappearing during the new taunt (which is an apt addition btw).

Of course.


looks good but whats up with the broken wood graphics popping out when he shoots? lol...i think gfx 26 works best ;D

Well that one was literally just a placeholder graphic.  It will definitely make sense to change it XD

Just curious, did you guys base his neutral a off Zelda's neutral A? It turned out really well O:

Zelda's?  It looks nothing like Zelda's o.O  But no I didn't.  Animated it from scratch.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Kagemaru on July 03, 2011, 12:28:23 PM
Bee Hive actually leavs him open during the last kick. Anyone halfway decent can take advantage of that.  Especially computers.

I rather liked the old DownB Air move. The aiming was hard to get a handle for but its a nice move. Only thing I didn't like was that he became helpless after it. I don't know why... It didn't assist in staying in the air or move him any, it shouldn't leave him helpless... But since its getting changed to that spinning circular motion, its all good I guess.

With the preview video, I couldn't really tell what buttons were being pressed at what time since I haven't memorized Dante's moves yet, but from what I could tell was his N-B, can you still hold it to shoot? I thought that was a good idea.

Also, I hope that spinning sword move didn't replace Stinger (The dash+jabbing in the original) Its also a good move and its a staple move for Dante in the series. I'd have liked to see it get improved to if you press the b button more times, you jab more times or just hold it to keep stabbing.

Its probably been asked a thousand times already, but file space wouldn't allow you to give him his different styles would it? Perhaps a taunt could change a few moves... not the whole move set. But maybe a few.

In the Original, the Ice Move takes to long to initiate. And the range isn't worth it. Hardly a good move to use in a 1v1 fight. I use it to force the opponent to either dodge or jump so I can predict what they are going to do afterward, but its nearly impossible to get that third charge off, let alone hit someone with it.  Same goes for the second charge too.



Also, what I REALLY would have liked to see is his Air Stalling. In the DMC games, its a big part of fighting to AirStall. I know its bad in Brawl, but if implemented right, it could work. What I mean is that when he shoots his guns straight, have him descend to the grown at a much slower rate then normal. This could simulate the air stalling from the original games.


Overall, very badass creation. I had Naruto on my Ike before this came out and ever since, I've had Dante.

If only the clone engine would come out because I could use another Ike for the Zach hack I liked. My Olimar is already used for Cloud.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on July 03, 2011, 12:43:07 PM
Bee Hive actually leavs him open during the last kick. Anyone halfway decent can take advantage of that.  Especially computers.

Fixed that.  The second to last hit leaves the foe stunned so you can the last hit connects.


Quote
With the preview video, I couldn't really tell what buttons were being pressed at what time since I haven't memorized Dante's moves yet, but from what I could tell was his N-B, can you still hold it to shoot? I thought that was a good idea.

Sorry, I didn't make it too clear.  Basically what happens is that you can cancel the tilts and AAA combo by pressing B at the start of the move.  The AAA cancels into the 4 forward gunshots.  The F Tilt cancels into the Prop Shredder.  The U Tilt cancels into the 4 upward shots and the D Tilt cancels into the downward tripping shot.

Quote
Also, I hope that spinning sword move didn't replace Stinger (The dash+jabbing in the original) Its also a good move and its a staple move for Dante in the series. I'd have liked to see it get improved to if you press the b button more times, you jab more times or just hold it to keep stabbing.

I could probably improve the animation for that.  And that's a great idea too.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Kagemaru on July 03, 2011, 12:54:43 PM
Also, there are times that his guns are invisible, and where Ike's original sword is seen glowing on his back along side Dante's sword, and the animations for his shotting are rather large beams of light...  And sometimes his sword glows all white. While it looks cool... its obviously wrong. When I say glow white, I mean like... lightsaber white.

Any idea why that happens?


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 03, 2011, 04:39:12 PM
Quote
Also, I hope that spinning sword move didn't replace Stinger (The dash+jabbing in the original) Its also a good move and its a staple move for Dante in the series. I'd have liked to see it get improved to if you press the b button more times, you jab more times or just hold it to keep stabbing.

Quote
I could probably improve the animation for that.  And that's a great idea too.


^ Agreed


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: OGcuddles13 on July 03, 2011, 11:02:07 PM
i don't know if its just me, but it appears that the photobucket images are down. Finally loading up v1.3 , can't wait for some hands on playtime finally. Could we look forward to an update to commemorate the 4th? haha


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 03, 2011, 11:05:19 PM
i don't know if its just me, but it appears that the photobucket images are down. Finally loading up v1.3 , can't wait for some hands on playtime finally. Could we look forward to an update to commemorate the 4th? haha

yeah i know. I don't know why photobuck is saying I have 10gb of images when its no where near 2gb lol


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: the98pika on July 04, 2011, 09:57:01 AM
I don't even know who the person is but the psa is awesome! goodjob divine and the team keep up the good work! :)


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Allbait on July 04, 2011, 01:21:17 PM
Hmm, I was thinking the stabbing frenzy could become a attack100 instead of the side B and 1:36 http://www.youtube.com/watch?v=XGlOPWhvH9A of this video could be the new side special... The crazy dance could be a taunt lol... Will the Neutral B animation be changed later on to represent the jackpot?


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 04, 2011, 05:50:23 PM
Forgive me if it's already been said, but Side B freezes the game whenever in contact with the Smash Ball, on the ground or airborne.
This is version 1.32 I'm
 using, and I was testing this over normal Ike not a clone :).

There's no way attacking the smash ball can cause the game to freeze. It must be some other thing causing it to freeze. I attack the smash ball all the time with his attacks and it never froze for me lol....but yea what you said is highly unlikely the side B causing it to freeze. XD

but yea, I'll double check it one last time .


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 04, 2011, 06:07:35 PM
I'll see if I can get a video up...
For now, this picture tells exactly how it freezes,
I jump then press Side B = bam freeze.
([url]http://www.mediafire.com/imgbnc.php/bdb2336f54a818ab9001e8293be5aad62310e9c845a2b025b956634926d992662g.jpg[/url]) ([url]http://www.mediafire.com/imageview.php?quickkey=n7yr05etf4ppwt8&thumb=5[/url])
This happens everytime, even in training.


oh you dont have to put a video.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 04, 2011, 06:23:19 PM
You've experienced the freeze as well?


HERE IS PROOF. SIDE B SPECIAL DOES NOT FREEZE THE GAME

http://www.youtube.com/watch?v=3NEGXlmICtI

something else is causing it to freeze for you.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Tasty Pumpkin Clock on July 04, 2011, 06:32:14 PM
no it's definitely the side-b and can't be anything else.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 04, 2011, 06:38:10 PM
no it's definitely the side-b and can't be anything else.

thats too bad. sorry but I can't fix something that obviously works for me so im not gonna waste time figuring out why it freezes for you guys. oh yeah, the side B coding is the same as Ike's I only changed the animations and looped the hit box so there's no reason why it would freeze for you guys. (keeping in mind that I did not use any offsets coding) The only thing I can think of that might cause it to freeze is if you use something other than Gecko to hack or even a corrupt state/smash ball texture.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Albafika on July 04, 2011, 06:39:58 PM
Try formatting your SD Card, guys.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Tasty Pumpkin Clock on July 04, 2011, 07:03:16 PM
I was kidding... I really do need to be more obvious about these...
It works fine for me.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 04, 2011, 07:12:50 PM
I was kidding... I really do need to be more obvious about these...
It works fine for me.

lol yea definitely.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: OGcuddles13 on July 05, 2011, 11:50:21 AM
Yeah that was bit of a heavy-handed/rude way to shoot down such an avid supporter like tails, DO. It's understandable that you can't give time and attention to every single person (especially for a project that's purely voluntary on your part), but there's no need to be harsh to someone looking to help you polish and debug your final product. In the words of Puraidou, it was very "female doggy-like" with the way you addressed the topic


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Gamma Ridley on July 05, 2011, 12:03:41 PM
Alrighty, before this devolves into a flame war, I think we should redirect our attention to what this thread is about.

*ahem*

DO, I hope you've been paying attention to the comments people have been leaving on the video I made for you, because they have some suggestions for your moveset as well.

Also, they keep thinking I made it. >_>


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 05, 2011, 12:13:45 PM
Nah, I haven't checked it yet. In version 1.0 beta, I only worked on it for 4 days (started friday night, released monday) so I know there will probably be a lot of opinions on how they view they're vision of Dante to be when I mainly based it off MVC 3. But, I'll check. lol


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Gamma Ridley on July 05, 2011, 12:15:45 PM
Mmk, just letting you know.

And does version 1.3 need a video? I have the next two days off work, so I'd be willing to make another video if you'd like.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 05, 2011, 12:17:48 PM
Mmk, just letting you know.

And does version 1.3 need a video? I have the next two days off work, so I'd be willing to make another video if you'd like.

oh no not yet, I haven't been working on Dante much, I could this weekend but I think SDOOm is doing stuff with it and I am not sure what he's done so far. XD


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Gamma Ridley on July 05, 2011, 12:18:47 PM
Ok, just making sure. XD

Let me know when you need another video, ya?

Ya.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Kagemaru on July 05, 2011, 03:54:13 PM
Is there a way to make a Taunt Change his styles? (did i ask this before?)

I'd like to see a Trickster style along with his sword and his defense style.

Perhaps his b move could change with taunts.

Trickster: In DMC3 Trickster gave you a air dodge type thing and when you leveled it all the way up, you could kinda teleport to your opponent. So for this... maybe something along the lines of a counter. Press B and he does a taunt and if approached during that taunt, he teleports behind the person (they would be frozen I guess) and slashes or something. Same for the air but make the hit a meteor.

Sword Style (I forgot the name) : Pressing B does some type of move where his sword circles around him slashing anyone who gets close. Same for the Air.

Shield Style (Forgot the name too) : From what I remember in DMC his defense style allowed him to absorb attacks then unleash it in a single shot. Perhaps something akin to Mr.GW's move but Dante Style. He'd pull the shield out, and ANY attack that hit him (up to 3) would save the damage in his shield then once its full, a single punch or shot or stab or somthing would unleash it upon someone.

It should be somewhat do able if my assumptions about Ike's file size is correct. And based on the Yuuna PSA and the other PSAs I've seen, taunting being able to change move sets isn't that hard. Specially if its only one move.

[/suggestion]


I can't wait for v2 to drop.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on July 05, 2011, 04:01:14 PM
Is there a way to make a Taunt Change his styles? (did i ask this before?)

I'd like to see a Trickster style along with his sword and his defense style.

Perhaps his b move could change with taunts.

Trickster: In DMC3 Trickster gave you a air dodge type thing and when you leveled it all the way up, you could kinda teleport to your opponent. So for this... maybe something along the lines of a counter. Press B and he does a taunt and if approached during that taunt, he teleports behind the person (they would be frozen I guess) and slashes or something. Same for the air but make the hit a meteor.

Sword Style (I forgot the name) : Pressing B does some type of move where his sword circles around him slashing anyone who gets close. Same for the Air.

Shield Style (Forgot the name too) : From what I remember in DMC his defense style allowed him to absorb attacks then unleash it in a single shot. Perhaps something akin to Mr.GW's move but Dante Style. He'd pull the shield out, and ANY attack that hit him (up to 3) would save the damage in his shield then once its full, a single punch or shot or stab or somthing would unleash it upon someone.

It should be somewhat do able if my assumptions about Ike's file size is correct. And based on the Yuuna PSA and the other PSAs I've seen, taunting being able to change move sets isn't that hard. Specially if its only one move.

[/suggestion]


I can't wait for v2 to drop.

File size limit says high.  Stuff like the last suggestion in particular would take up a LOT of file space.  I don't know how much Dante has remaining in his FitIke.pac file (since I got over 500KB with my Cloud).  The FitIkeMotionEtc.pac won't be a problem at all.  Since I cleaned quite a few of the animations, the file size is actually LESS than Ike's default XD


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Tasty Pumpkin Clock on July 05, 2011, 04:19:04 PM
Perhaps the taunt could change just a couple moves? Like just his smashes or just his specials?


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Kagemaru on July 05, 2011, 05:36:24 PM
File size limit says high.  Stuff like the last suggestion in particular would take up a LOT of file space.  I don't know how much Dante has remaining in his FitIke.pac file (since I got over 500KB with my Cloud).  The FitIkeMotionEtc.pac won't be a problem at all.  Since I cleaned quite a few of the animations, the file size is actually LESS than Ike's default XD

I'm only just starting to understand the details of this hacking lingo... But what I understand from that is that there isn't much more you can add in his moveset meaning hit boxes and stuff right? But as for animations, you've got plenty of room to play with.

Correct me if I'm wrong though. Still noobin it up here...

Anyway, they were just suggestions that I'd absolutely love to see implemented if at all possible. If not, the refining the current actions is perfectly fine.  My main problem is the crazy hard aim for his Dair. I've figured it to you having to be slightly ahead of your opponent while about 1-2 Ike's above them for best results. But... I'd love it if it could... yanno... shoot straight down.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: madkool on July 06, 2011, 11:39:21 AM
I noticed whenever I played in 4 player battles Dante glitches. He has a yellow sword and he's surrounded in Ike's yellow light... and all his attacks look like they're that goldish yellow color from when Ike enters the battle. It doesn't do this in 1v1 though. Any reason why it might be doing this?


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Kagemaru on July 06, 2011, 05:30:32 PM
I had that problem too...


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Kagemaru on July 18, 2011, 09:08:43 PM
Please don't be dead T_T


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 18, 2011, 09:10:36 PM
oh its not dead yet, Sdoom and I have just been busy with other projects yet we will come back to this soon ;D


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: sp147 on July 18, 2011, 11:13:03 PM
This Dante PSA of yours and SDoom's is too epic  :af2:

nice work :D


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Tasty Pumpkin Clock on July 19, 2011, 08:08:59 AM
waiting.... lol.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Tasty Pumpkin Clock on July 20, 2011, 09:41:15 PM
Can this be updated with the animations SDoom made?


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Akiba Red on July 20, 2011, 11:24:21 PM
Can this be updated with the animations SDoom made?
It was.
Also I see Dormammu on your projects DO.  :af:


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 21, 2011, 01:00:44 AM
Laharl's Fanboy is correct about the animations.


about Dormammu - i have all the models done, i just need to make animations but its gonna be another week till i can really work on him since I have my final exam next week XD


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Tasty Pumpkin Clock on July 21, 2011, 01:02:57 AM
[url]http://www.youtube.com/watch?v=q7dw2VvEtp8[/url]


These?


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: DivineOverlord on July 21, 2011, 01:14:01 AM
These?

yup. only thing not in is that air N.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Tasty Pumpkin Clock on July 21, 2011, 08:41:18 AM
Or the Neutral Special, I downloaded it again and checked... you should add that.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on July 21, 2011, 09:28:48 AM
Or the Neutral Special, I downloaded it again and checked... you should add that.

I didn't edit the Neutral B...


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Kagemaru on July 21, 2011, 11:13:12 AM
So there was am update?


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Ninka_kiwi on July 21, 2011, 11:59:13 AM
As far as I could tell when downloading the 1.32 beta again most of those things in the video were not added...
And I throughly tested it out as well...
Hell it doesn't even have the taunt that was at the end of the video...


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on July 21, 2011, 12:01:21 PM
As far as I could tell when downloading the 1.32 beta again most of those things in the video were not added...
And I throughly tested it out as well...
Hell it doesn't even have the taunt that was at the end of the video...

That's because I hadn't sent Divine a lot of those changes yet.  I need to do so, but only once I've made a decent number of changes.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Ninka_kiwi on July 21, 2011, 12:08:30 PM
OH I'm terribly sorry, I read it wrong and thought that they were supposed to be in the beta.

Sorry about that, can't wait to see whenever that progress happens because this is a very cool moveset I must say.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Tasty Pumpkin Clock on July 21, 2011, 01:45:42 PM
Ooh that's what I meant. I should have been more specific.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: madkool on July 21, 2011, 05:48:32 PM
Is anyone else experiencing glitches in 4player mode? Or should I just redownload.


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: Albafika on July 21, 2011, 06:54:46 PM
Is anyone else experiencing glitches in 4player mode? Or should I just redownload.
I did a 4-players match with friends and had none. o.o


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: madkool on July 22, 2011, 01:41:27 PM
I did a 4-players match with friends and had none. o.o

I re-downloaded and now I'm no longer having that problem, so I'm wondering if it was just a glitch in one of the earlier versions. 

Also the new textures are lovely =) ! Good job


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: SiLeNtDo0m on July 22, 2011, 01:47:42 PM
I re-downloaded and now I'm no longer having that problem, so I'm wondering if it was just a glitch in one of the earlier versions. 

Also the new textures are lovely =) ! Good job

Beyond made the texture/vertex, not us.  Credit him :P


Title: Re: Devil May Cry: Dante Version 1.3 Beta New Team of DO and SilentDoOm
Post by: madkool on July 22, 2011, 04:34:24 PM
Beyond made the texture/vertex, not us.  Credit him :P

He did a really awesome job. xD

This version is really fun to play with. Has anyone noticed the neutral a can be deadly (perhaps too deadly) when your opponent's hp is in the mid/low 100s? 1 shot seems to spike and kill.