dRage's new project revealed: Ichigo (v0.4 released!)

Started by dRage, August 04, 2009, 01:54:41 PM

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Wow!  This forum was made yesterday and we've already made alot of progress!

And btw, do you know which of Ike's victory taunts is where he says "I fight for my friends"?

Leave the Dtaunt, make it less broken. It's seems just too epic, can't wait to try it.

U should rlly post how u made the animation just for us plpz who can only swap animations
Sorry but you are not allowed to view spoiler contents.


I DO NOT take requests, I make what I want to make

For the first release I'll remove the hitbox I tried making it stay only one frame and make the hitbox extremly small but it's not showing up at all. I'll look into that for a second release.

I'm almost done, just need to compare some attributes with the original ike file. Must have messed up somewhere while turning the values back to Ike's default, he jumps way too high right now.

Just as a random suggestion, why not make his down taunt his down B?

First post is updated: Added a changelist, a new video and a download link.


I downloaded this earlier and played with it for a while. It's EPIC!!!

However, the way Ike faces changes what he says when he taunts, unless you planned it to be like that.

More or less planned. I originally hoped one of the Side Taunt subactions would be for pressing right and the other for pressing left.
But since it's just the way he faces I used that on all taunts. Don't know maybe I'll change it back, I'm unsure which line I want on which taunt.

Yo, can you keep the 'broken taunt' Ike download up as an optional download? Maybe I could learn from it =P



August 04, 2009, 11:02:34 PM #25 Last Edit: August 04, 2009, 11:03:59 PM by Dragonrage
Sure, here ya go: http://www.mediafire.com/?wz0jgmznlmm

Note that there is no call to terminate the collosions, so the hitbox lasts the entire taunt animation. The hitboxes also cover a huge area. That's why I call it broken taunt xD

What I was trying to do was removing all hitboxes but one, shrinking that down and finding the smallest possible window for the hitbox being out without getting terminated immedately.
But then I got lazy and decided to relase it without the taunt.

YES! This is exactly the kind of thing that I expected Project SA would create!! =D

One thing you do need to fix though, after using it the flame wave in the air it sends you into a freefall, which is complete murder if your trying to combo them into the air.

Quote from: Onyx on August 05, 2009, 12:01:28 AM
YES! This is exactly the kind of thing that I expected Project SA would create!! =D

One thing you do need to fix though, after using it the flame wave in the air it sends you into a freefall, which is complete murder if your trying to combo them into the air.
It looks like you can't fix that.

August 05, 2009, 12:06:59 AM #28 Last Edit: August 05, 2009, 12:13:30 AM by Dragonrage
I could easily fix that. I specifally coded it so it would go into freefall once the animation ends. Just need to change the action from freefall to fall.

The Nair animation is pretty long already, as long as I make sure there's no allow interupt command in there I think removing the freefall shouldn't make the move any more broken.

EDIT: Don't have my wii running right now so I can't test it but this should send you into fall instead of freefall:
http://www.mediafire.com/?dzgytjtjtmt

Quote from: Dragonrage on August 04, 2009, 11:02:34 PM
Sure, here ya go: http://www.mediafire.com/?wz0jgmznlmm

Note that there is no call to terminate the collosions, so the hitbox lasts the entire taunt animation. The hitboxes also cover a huge area. That's why I call it broken taunt xD

What I was trying to do was removing all hitboxes but one, shrinking that down and finding the smallest possible window for the hitbox being out without getting terminated immedately.
But then I got lazy and decided to relase it without the taunt.

Before the 'Offensive Collisions' in the broken taunt, you have 'Timer: time=1200000 intervals'. What does that do?