I haven't really looked into this thread at all; after reading all the pages in this thread, I say, I'm impressed with your guys' work into getting Cloud in Brawl. Keep up the good work! ;)
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Show posts MenuQuote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on April 30, 2016, 11:18:40 AMI've been at that problem for a while now as well. I hope that this gets fixed in a future update. It's best to use 0.67 for animations.
Not sure if it's just me or not, but sometimes, animations in latest version look different from how they are in older versions (0.73 and below) and in the game. This can range from some minor clipping to limbs going ape[censored] instead of properly going from one pose to another. This is very annoying because there are several features and fixes in latest version that are not present in older versions, but i can't just safely make animations without having to fix something.
Quote from: Large Leader on November 02, 2015, 03:01:23 AMStill Super hype though!
This is so hype.
But maybe too little too late v:
Quote from: Blazingflare on September 24, 2014, 04:30:15 AMWhen that happens, I'll be totally ready. :P
The dream for having Saffron City spawn Pokemon out the door is becoming more real by the second. 8)
I have one other question. Is it possible to have a stage spawn an item on a timer? I'm sure you know where I'm going with this.
Quote from: Sammi Husky on September 14, 2014, 12:58:27 AMI'm liking this even more! =P
Not sure how many people will actually make use of this, but it does pertain to stage makers. I've just finished implementing the stage Item generation tables. (which control the frequency at which items appear)
i haven't really messed around with it in game, but i wonder if this can actually tell the game to load stage specific items..that would be cool, but for some reason i doubt it would. In any case, there are common tables for all stages and modes int common3.pac. The tables there are used for things like assist trophy frequency, pokemon, and modes such as sudden death. (to choose to spawn the bob-omb that's already primed for exploding) I've laid out alot of information on the OpenSA wiki about it..so if your interested check there.
http://opensa.dantarion.com/wiki/Item_Frequency_Table
Quote from: Sammi Husky on July 28, 2014, 01:16:05 AM
I have just finished that actually. Still a bit ugly though. In any case, i've changed the UI so that the boundaries button is replaced by a dropdown, where you can individually toggle each overlay. (Boundaries, spawn/respawn, and item fields). Other then that, i've also added a little combo box to select your tool type. (Rotation, Translation, Scale). This makes things a bit more fluid, and also allows you to switch your tool while still selecting a bone. The only other things to mention are that the ledgegrabs have their respective collision link Highlighted purple (however you can't see it in this picture), and that dropthrough platforms are rendered yellow.
The UI as of right now, looks like this. The colors of overlays and other things may still be tweaked and such in the future. (especially the item fields, which are currently pretty yuck)
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