songeflemy - just finished your up b anim. - gotta use psa to make sure it works correctly and then test it. its something like his hi4 ( technicaly air lw) - he digs into the ground, then quickly uppercut opponent. - might make a combo if you press B or something during a certain point.
@songeflemy - sure ill do that - might add a little to it too
@clockworkhatter - i can give you the sword texture that i made and you can look at it, but i can't show you any animations atm srry.
sigh.... in order for the new animations to work properly, it has to go over an action. Atm i'm putting it over side B. If anyone knows how to make newly added aerial sub actions that are pointed to work without changing actions please share thnx. - if i press side B it doesn't even do the original animation ( not the new ones) it just continues to walk/run.
i am changing his... B low on ground/air up B on ground and maybe neutral b on ground ( same animation and gfx but i'll just add to it) throws taunts adding entirely new moves and a few more things
EDIT: Finished animations(did not mention animations that aren't done)
Throw Low Throw High Throw Front Throw Back ( might change this one again) All new move #1-4 ( meaning about 4 new animations/moves) special low b on ground maybe an alternate s4s
finished in PSA ( did not mention any that aren't done)
throw high throw low throw front throw back all new moves #1-4 - partly ( found out how to call it correctly, just looking for where they should be put over- can't put it over any specials because it messes up- not freezes, just is weird)
things that i want to change but have no good ideas
up b on ground/air s4s ( maybe just an alternate move by pressing a button ) taunts lw 3 - any ideas would be appreciated
side note - changed color of sword - not telling how it looks atm you'll find out in a few days =p
im working on new moves atm, when i release a new version you can take pics of the changed moves. If i can fix the problem in my other post ( also found in the help sub forum ), mario would have some really nice moves.
you can send it to me and tell me how to add it to the texture right now. I'll give you some credit for it and include it when i release a new version, atm im trying to fix the problem above.
-also if anyone has any ideas ( not that i have any because i have quite a few that im working on ) post it and if its a good idea ill add it. It doesn't matter what move it goes over because i can add an if statement so you can change between attacks when you do/press something.
i created 5 new animations for a "special" move, but can't seem to get it right whether or not i add requirements. after doing the final smash a float variable is set. Then after doing a move and pressing a button, you go to one of those animations which is looped. While in the new animation you are able to press 4 different buttons for the other 4 new animations, each subtracting from the float variable i set. They return to that 1 looped animation until the float variable hits 0.
-problem is... the float variable does set but, when i point it to the new subaction the codes in the new subaction do not work. I thought it was the code in the new subaction, but it wasn't because it worked perfectly when i just put it over a regular move for testing. I even put a change sub. and go to offset to make sure the code worked. One of the codes worked for a like a second(for some reason the invulnerability stays though) then stopped but continued with the animation and returned correctly.
-summary- the way im pointing to sub actions is probably wrong, so if anyone can tell me the right way, where the WHOLE code works, that'd be great.
a PART of the code ( the main sub that loops and points to the others)looks like:
X=button number Z=new sub
if button pressed IC-basic-(X) go to (offset for new sub Z) blah change sub. ( sub Z) end if
yeh im actually changing quite a few things, his up sp on ground, down b ground/air, his final smash and some other stuff. might be like a week or less before i release another version. thanks for feedback =) -and yeh im changing s4s (hard a over) to be a bit more controllable which i already did.
thnx for feedback i will fix it later, atm looking for help so i can improve the moveset. It's trying to control a gfx/hitbox without moving the char. on ground. Like neku down tilt, and down B, zelda's side b ( fireball ), or even ness's up B (PK thunder) - etc.
- i will fix the moves, and with the side smash ill try and make it a bit controllable.