Final smash animation looks awesome. Not even just compared to the source material, but in general the quick moves with pauses in between really work for the move. It reminds me of how Ike's Great Aether is animated.
The only thing I can say is that it looks like he's supposed to be springing backwards before the last move, but he keeps moving forward. I'm not sure if it's supposed to be like that or not, but seriously all of your animations on Spider-Man look fantastic. I'll have to take him for a spin when I'm not buried underneath finishing Scott Pilgrim.
Now, if someone would just make Zelda into the Black suit, or even make her into Venom, so you could tag out like Maximum Carnage...
Resizing the model through vertex editing doesn't work sadly without messing up the vertex weights. The best way to resize a model is through animations.
I guess I'll stick with Lucas, unless there's another character whose size you think fits better and I could try to that.
Sticking with Lucas sounds OK, unless it would be annoying to get the pants to look right. My problem with the vertex I'm using now is that the pants are just long shorts, so they don't bend with the legs. To get around that, I resized Lucas's legs and retextured them to look like pants, but I really don't think it looks very good.
Beyond, I'd be infinitely grateful. That would be incredible. Yes, please do the vertex. Nothing would make me happier.
That said, I don't know much about vertexing or any kind of model hacking, though. Would you also be able to resize the model, so that it doesn't need to be done with animations? If you think it would be easier to make the vertex look good on another character, I could easily port what I've done. Or we could stick with Lucas if you think that's best.
It's a crime your thread gets so little reception. You're a fantastic animator, a very competent and knowledgeable PSAer (you've already proven both of these with your Cloud moveset) and have some potentially great projects coming up. I can't wait for both Scott and Raziel (if someone makes a vertex for him). Major props to you bro. More people should comment here.
^Somehow missed this while I was rushing to explain the move before I had to leave earlier. I'm flattered. Don't worry, I'm planning for Scott to be a real show stopper. The only move I'm still unsure of is an up special. Feel free to make suggestions. I want his specials to be unique. Otherwise, what's the point in having specials?
For those of you playing along at home, the move works like this:
1. At the beginning of the first down special action, Scott gets super armor, and his current damage (ic basic 2) is written to la basic 4 (which I believe is the wall jump count, but that won't affect Lucas.)
2. There is a change action that says to change to the attack if his damage (ic basic 2 again) goes above the value already already in la basic 4. There is also one that tells him to go back to action 0 if his damage does not go up. This is how I detect whether or not he was hit.
3. If he was hit, he goes into the attack. His new damage is written to another variable (don't remember which one right now. I think I used ra basic 5, since it doesn't need to go to another action.) Then, the old damage (la basic 4) is subtracted from ra basic 5, and the hitbox is given ra basic 5 (the damage scott received) in its damage slot.
4. An "if hitbox connects" loop tells him to heal the damage amount when he lands the punch by setting another ra basic to 0, then subtracting ra basic 5 from it, (I think I also subtracted another 1 damage from the new variable for rounding purposes) then putting an "add/subtract damage" with the new ra variable in the value spot.
That's roughly how it works. I'm sure there are minor tweaks that I'm forgetting, but that's how it works.
Progress is being made on Scott! The preview I promised isn't as long or polished as I wanted, but it's up, and it highlights a pretty nifty down special, if I do say so myself. .
After the rapid jab, the combo he goes into is the pummel from the video you put up. However, the right hand punch is hard to see, because it's so fast. I'll slow it down just enough so that it looks more like a two punch combo.
As far as the wait stance, he turns pretty far away in the XBLA game. I'm not sure if it was after I made that video or not, but I did turn him slightly back to face the opponent more. He's turned about as much sideways as Fox. I also made him smaller. About as tall as Mario overall, and I will fix the head problem in due time.
Thanks for the feedback.
(Also, I've done a bunch more work on him. He now jumps, falls, and has a dash attack. Once I finish his double jump and a few moves, I'll put up a real preview.)
I am. I think his head might be the right size, but his shoulders might be too wide, and that makes his head look small. I moved his shoulders out on purpose, but I think I moved them too far.
I'm sorry if this has been addressed already, but in BrawlBox, what happened to the instant updating of the bone position when you adjust it by the numbers & the ability to hold shift to move it by 1 instead of .1? I liked that in the older modset.
Haha, you hit the nail on the head! Lucas's stick has already been vertexed into a sword on the existing Scott model, but I was already thinking about asking someone to vertex it into a bass instead!
I'm working on Scott Pilgrim! (Look at the OP for some info and a brief, rough teaser.) I'm still trying to nail down a concept for this hack, which must be done before I can finalize a moveset.
As I see it, I can take him in one of two directions:
1. I could base his entire moveset off of ideas from the XBLA game and the graphic novels.
2. I could base his normals off of the XBLA game and the books, but most of his specials could be based around the way video games permeate the Scott Pilgrim universe. For example, his neutral B could have a short window at the beginning for button input, and depending on what button you press, he could perform a different signature move of one of Nintendo's mascots already in the game. His forward B could be a random item throw that rotates between green shells, banana peels, and other not too overpowered items. My only worry about going in this direction is that it might come off as lazy instead of coming off as a tribute to how Scott Pilgrim references these video games.
In short, I'm struggling with how to reference Scott Pilgrim's connection to video games in his moveset. Ideas?
I want to work on a new project! Check the OP for my potential projects, and tell me which one you'd like to see done, any ideas you have, whether or not you know anyone who'd be willing to do the vertex hacks... C'mon, people, I need motivation! (Although, until someone makes a good vertex for a character I want to do, I'm staying retired.)
Of course, in a long standing tradition I seem to have developed, I've released another version of Cloud after I said I was done. 1.0.7. This time, I'm going to NOT say it's the last version, and hopefully I won't make another update.