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Messages - Leoct8

#1
Thanks for the feedback, secretchaos1!
A lot of Lloyd's animations will be revamped in the next version, so you don't need to worry about that.

I love your suggestion for Sonic Thrust! I think that's exactly what it needs to be much more useful!

I agree with you on the standard combo, so that'll be reworked.

Previous Lloyd teams had problems with this model and throws, but I'll give it a shot nonetheless!

I've probably been too close to this project for too long to be thrown off by how Tempest/Omega Tempest works on the ground and how Psi Tempest works in the air, but I may look into changing it since it seems to bother a lot of people.

Are you using the FitLloyd No SFX pac? I made that version basically because of the issue you're having.

I could try to port the BrawlEx GFX, but, at the moment, my expertise is pretty much limited editing movesets themselves.

Again, I really appreciate your comments. 7.5 was my big playability update, and after a while, you'll see a polished Lloyd that'll really knock your socks off!
#2
I too, would love to see Lloyd become an iconic Brawl hack!
I like the idea of D-air being stronger (I'm a Tales fan, so I want to see Lloyd dominate everybody), but I'm not sure if we could make it feel like Beast while still being both viable and balanced. Considering that, the idea seems sort of Brawl Minus-y to me; and a Brawl Minus "balanced" Lloyd could be a lot of fun.

I don't have any objections to doing a PM balanced Lloyd, I just need to know specifically how their coding interacts with Lloyd's coding. The last time I went at it with my usual methods, the results were frustrating and underwhelming.
#3
I'm glad you enjoyed my update Nebulon!  :D
Quote from: Nebulon on August 23, 2014, 10:50:11 PM
So I've never played Tales of Symphonia, I have played Abyss,  but not Symphonia. That being said, you've made me interested with this moveset.
I highly recommend you play Tales of Symphonia, it's my favorite game of the Tales series- in fact, they recently came out with an HD remastered version on PS3.
Quote from: Nebulon on August 23, 2014, 10:50:11 PM
The rapid fire N B is good since there's a cap. But it's hard to fire off in rapid succession since there seems to be a timing aspect. Since Brawl is fast paced I feel it should be easier to do the 3 shot combo.
I didn't edit the N B's timing from Lloyd 7.3, but I may look into it now. In this version, the easiest way to launch all three projectiles is to tap B once, then hold it (tap, hold).
Quote from: Nebulon on August 23, 2014, 10:50:11 PM
The Side B is underwhelming. I know how it works, but it's just a bit... strange?
I mostly agree with you on the Side B. The development team on early versions of Lloyd wanted it to be like a fourth jab, and as such, made it pretty weak. In trying to make it more usable, I added quite a bit of shield damage and a sweetspot at the tip of Lloyd's sword that has pretty significant knockback growth. One aspect of this move that's easy to miss is if you use Demon Fang (N B), then Sonic Thrust (Side B), it's significantly faster- and often connects with the launching hitbox.  
Quote from: Nebulon on August 23, 2014, 10:50:11 PM
UpB... Feels weird since it brings you forward when grounded... but upwards when airborne. Moves that are different while in the air are still typically sending someone the same direction.
Fair point. It is a bit unorthodox for a move to have completely different uses on the ground and in the air: comboing/approaching and recovering, respectively. But since Lloyd needs both of those, I'm not sure there's any way to reconcile the two versions of the move.
Quote from: Nebulon on August 23, 2014, 10:50:11 PM
the dominant strategy is to just use the Down B
True, Down B is Lloyd's primary way to get a KO before 200%, but because of this, I don't want to nerf it. I totally understand your point about the Side B being overshadowed/devalued because by this, but this time, I decided to err on having too few easy KO moves rather than too many. I suppose I'll have to get more playtesters' opinions on balancing before any future releases I do.

Quote from: Nebulon on August 23, 2014, 10:50:11 PM
As a purist, my biggest issue is the lack of grabs.
I agree that a Brawl character needs grabs. (Quick story time) I recall lurking on an earlier Lloyd team's progress thread a long while ago, and there was one point where they declared that their Lloyd-s would not have grabs. After becoming acquainted with the peculiar behavior of the Lloyd model this moveset uses, I understand why they made that decision. However, this project has helped me develop a wealth of "creative" glitch-fixing techniques, so it's very likely I will give grabs a shot in the future.

Thank you for the great feedback!  :D
#4
Quote from: secretchaos1 on August 23, 2014, 01:18:37 AM
I'd say it's something to do with PM's changes to wolf in code or something that interfere with Lloyd.
That makes sense. And if I had to guess, the Project M team will Melee-ize the entire Brawl roster and restore the last of the Fallen Five before they even consider adding in other characters.
Quote from: secretchaos1 on August 23, 2014, 01:18:37 AM
Either way I'm going to be testing him out on BrawlEx when I have the chance.
Let me know what you think! If you're using the BrawlEx SFX version, please be sure you have the updated moveset file. ShadowRockShoota fixed it so it works with the Lloyd SFX over Raquaza hack.
#5
I originally intended to release a Project M version with the pack I just put out. However, something about Project M's coding must disagree with Lloyd. During my PSAing process, I made a Lloyd (otherwise identical to a test version right before the release, but) with Project M-like attributes, but when loaded into the game, he had a bunch of glitches out of nowhere, including some of the same glitches I had so painstakingly fixed in 7.5, as well as a couple new ones.

If you were to load 7.5 into Project M, you would notice the following errors
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Honestly, it would probably be an easier glitch-fixing project than going 7.3 to 7.5, but it would also require me to become much more familiar with Project M's mechanics. And after all the time I spent refining 7.5, I don't have the energy to fix a Project M version at the moment.
Not saying I won't ever, but don't hold your breath.
#6
Right on! I'll be happy to hear whatever you have to say  :D
#7
Hi everyone, thanks for stopping by my PSA thread. With the release of my update on the Lloyd project, I decided to make a convenient place for people to give feedback on it. This thread will also show progress on some other projects I'm working on.

Projects:

Lloyd Irving 7.5 (Released)
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PSA Changes from 7.3 (Secondary goal of 7.5)
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[/spoiler]
Last note on Lloyd, it's sort of difficult to take pictures of the absence of glitches, so if anyone has the equipment and is willing to make a video showcasing Lloyd 7.5, I would greatly appreciate it.

Any feedback on the moveset is welcome![/spoiler]

Psychokinetic Asthmatic - Over Ness (In progress)
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[/spoiler][/spoiler]

Mysterious mystery PSA of mystery
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[/spoiler]