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Messages - Aether

#1
Don't have time to work on this anymore. As for the soundeffects, they were removed from most attacks to make room for more things in psa.
#2
Im going to try a few animations tonight and see how they go.

He needs to be a bit taller than he is now, but we can adjust that in the animations. The height i used in these is about right. Its Snake's proportions, but with better posture.

Nevermind, Pit's proportions are better.

Test these out using Beyond's Layton model (not the size-mode version. we dont need it)

Wait1
http://www.mediafire.com/?a5vg3ah3bc1al3x



JumpF
http://www.mediafire.com/?vmnfw13taq07zzy

JumpF2
http://www.mediafire.com/?7iat2n7obkbewcb
#3
Well, he doesn't really need any articles.

AA - Layton jabs with his elbow, then swings his arm, firmly back-handing an opponent.

Side A - Layton gives a restrained punch

Up A - Layton swats overhead with one hand

Down A - Layton lightly kicks the ground ahead of him

Forward Smash - Layton holds onto his hat and bends back one leg. When the button is released he firmly kicks.

Up Smash - Layton goes into a thinking pose with a finger on his chin. When the button is released a large question mark (arranged gfx) appears above his head, damaging opponents.

Down Smash - Layton holds onto his hat and squats down. When the button is released he gracefully spin-kicks on the ground.

Luigi's Aerials work pretty good actually. They might not need to be changed.

B - Puzzle - Layton recites a well known puzzle. (He motions with his hands as though he is vividly describing something) The puzzle is so mindboggling and difficult that it confuses/stuns anyone near enough to hear it. (Hitbox extends out from his body a certain length. Special collision that causes stun) [Basically the same as Jigglypuff's sing, but a bit more range]

Side B - Quick Wit - Layton quickly points a finger forward. (At the tip of his finger is a hitbox with short knockback and hitstun) [Basically, its a quick attack used to start a combo. You knock the opponent away a short distance then chase with whichever move you like. For balancing, it should have a lot of ending lag if an opponent doesn't come in contact with the hitbox]

Up B - No Idea. Without a good article you can't make his gliding machine or anything. Maybe he holds onto his hat as it begins floating upwards? That might work.

Down B - Retort - Layton blocks with both arms. If hit by an opponent he forcefully swings open his arms, knocking the opponent away. (Has a set amount of knockback and no growth) [Basically, its a counter, but instead of using it to revenge kill an opponent, you knock them a set distance away and chase however you like]

This way, he could be a combo oriented character. Just because hes a gentleman doesn't mean he isn't proficient in hand-to-hand combat. He definitely doesn't "need" his inventions and such to have moveset potential. Just being one step ahead by knowing the knockback distance on some moves will make him pretty interesting.
#4
ENORMOUS GIGANTIC AWESOME BUMP



Beyond has uploaded a Layton vertex and its amazing. Anyone know if he plans to do a psa for it?
#5
yeah, he does need a size mod, but thats time consuming and annoying. I wouldnt do it myself, but if someone has plenty of spare time they could do it. He needs to be almost as tall as Bowser with longer legs and wider shoulders.
#6
Yeah, id love to finish it too, but until i get some help with things its still on hold. Ill restate again for anyone new who comes to this page

-We need someone who can make his Down B into a Pound EXACTLY like Bowsers.
-We need someone who can make his Side B into a rolling attack OR his signature charge like Project M is doing. If anyone has inside access to it, could you please look into his charge and tell me how to make one similar?
-We need someone who can give a strong vacuuming effect to his Neutral B, like in Wario World. Iv tried and failed.
-We need someone who can take the time to make him slower and heavier. His attributes need to be tweaked to make him a little bit faster than Ganondorf. The attack damage will be adjusted later.
#7
From my experience the hardest part of animating is making the rest of the body move naturally while focusing on one part. Like if you make them punch, their legs and such need to move too for it to feel right.
#8
It would really just be easier to make the animations yourself in the same pose.
#9
We plan on giving her a crawl, but only if theres enough room when we are finished.
#10
Uh.... It would look ok with some work i guess.
Right now, she hangs her shoulders too low, her fingers arent curved around the cannon and her right foot is slanted for some reason. Her posture is different on Other M so it looks weird too.
#11
It may not work in-game though. Someone needs to test it. If it DOES work, then get as many as you can.
#12
Quote from: Weyard on August 03, 2011, 07:57:14 AM
We'll be doing all this stuff on SSB4 which may be easier to hack.

I meant until it comes out obviously. New things like the clone engine are being done, so it really shouldnt be too much longer until perfect model importing is here. Theyve already learned how to fix the glitches, its just too time consuming to get it done.
#13
WHOAH. If that works we can change every animation into her authentic ones. Hopefully a few years down the road when imports actually work we can have the authentic model too.
#14
oh the arm cannon's bone is near the elbow not in the cannon itself, thats why it isnt hitting then. Ill try to make her hit further up on it.
#15
For the CatchAttack, you need to change the collision from her left hand to the arm cannon.
Ill try to make a better animation again tomorrow.