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« Reply #75 on: July 19, 2010, 09:18:34 AM » |
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That one and the B animation. Don't listen to that person who said B should always charge. It's overpowered as it is, no offense. just the smashes and the up B and the downtilt and some other things.
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« Reply #76 on: July 19, 2010, 09:49:35 AM » |
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No I Agree Im Not Gonna Make Her Charge Always B Max It Would B 2 Spammy And Cheap.. In Part I Wanted Her 2 B A Lil Overpowered Being She's Dark Samus... But I Guess More Tweaking Can B Done If Necessary... And No Offense Taken
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« Reply #77 on: July 19, 2010, 10:40:06 PM » |
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Here are my tips...
Up B should be small hits, then the last big hit. That way it hits then blasts away. Way overpowered anyways. I like how it makes you float if you hover over air though.
Dair needs better hitbox. shouldn't be such a strong spike.
dtilt is crazy strong.
dsmash is too cheap
usmash has too much range
fsmash is too strong.
everything else is ok, I think.
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« Reply #78 on: July 20, 2010, 01:42:26 AM » |
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Also, adding onto what Polaris said I also think that the D Air needs a seperate much weaker non spiking collision on his body.
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« Reply #79 on: July 20, 2010, 04:35:34 AM » |
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Also, adding onto what Polaris said I also think that the D Air needs a seperate much weaker non spiking collision on his body.
She should have an aggressive playstyle. I don't like the sideB anymore now that I think of it. Missiles are just missiles. We are asking a lot of you though.
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« Reply #80 on: July 20, 2010, 08:26:28 AM » |
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Nah Dont Worry About It... I'll Be Sure To Change Those Things When Im A Little More Ahead Of My Next Project.. @SilentDoom: Ive Been Wanting To Ask You... How Did You Make Yoshi Have A FireBall Projectile?
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« Reply #81 on: July 20, 2010, 08:27:22 AM » |
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I found it! Finally!
Hey, Nuke.
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« Reply #82 on: July 20, 2010, 08:28:33 AM » |
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Sup Hollow.. What You Find?
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« Reply #83 on: July 20, 2010, 08:29:05 AM » |
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This thread.
And I found out how to make a fake projectile with barely any work.
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« Reply #84 on: July 20, 2010, 08:33:24 AM » |
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No Way How? Id Really Like To Know..
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« Last Edit: July 20, 2010, 08:40:00 AM by Nuke-EM »
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« Reply #85 on: July 20, 2010, 09:54:41 AM » |
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The way I know is by using the Throw bone. In Brawlbox set the location and movement of the Throw bone by placing the key locations in the first (or whichever frame you want the projectile to start) and last frames (or whichever frame you want the projectile to end) of the animation. By doing this it means that the projectile will travel smoothely. Then in PSA you gotta set your Offensive collisions and GFX onto the throw bone and make them last for a certain amount of time. This is what I did for my Drako Yoshi fireball.
For example, say you want Samus to fire an energy blast out of her hand that can travel along the stage for a good distance, and it comes out after say 10 frames and ends at 60. You would set the X offset on the Throw bone to 1 at 10 frames (I'd also recommend using a Y offset as well to get the height right) and then set the X offset on the Throw bone to between 100 and 150 at the 60th frame.
Afterwards in PSA, here is what you would put: Asynch Timer 10 Offensive Collision Asynch Timer 60 Terminate Collisions
You'd do the same for GFX except you replace the offensive collision with a graphic effect and remove the "terminate collisions".
Sorry that it was a long winded explanation but I hope this helps.
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« Reply #86 on: July 20, 2010, 12:27:28 PM » |
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No Thx For The Explanation Thats Awesome To No.... But Is The Throw Bone The Same Id For All Charachters?... Ill Look It Up...
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« Reply #87 on: July 20, 2010, 01:05:18 PM » |
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That's how I did it.
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« Reply #88 on: July 20, 2010, 01:08:27 PM » |
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Simply Yet Satifying 
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« Reply #89 on: July 20, 2010, 01:20:39 PM » |
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No it's not the same for all characters. For Samus, it is 2F
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