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Author Topic: Villain of Time! (finally released on forums)  (Read 7632 times)
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STUFF2o
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    « on: August 06, 2009, 09:01:14 PM »


     



    He has all the attributes of Captain Falcon, so he’s no longer the heavy slow Ganon we all know. He also has two aerial jumps to make up for the fact that he’s easier to K.O. now.

    Up Tilt: I’ve completely replaced this. It now uses his up throw animation and does electric damage to those above or close in front.

    Forward Smash: His arm is engulfed with darkness and he lunges forward, striking the opponent with full force. An effective k.o. move.

    Nuetral B: Right before he punches, time itself slows down all opponents. Also has new darkness graphics during the charging part.

    Side B: On the ground, he punches the opponent with darkness. It uses the jab animation and Warlock Punch graphic. In the air, it’s the usual move, but with cooler graphics.

    Forward Aerial: Does darkness damage and is now angled downwards for a sort of meteor smash.

    Back Aerial: Same, but does electric damage.

    Up Taunt: His laughing victory taunt, also covered in darkness.

    Side Taunt: His kneeling victory taunt.

    Down Taunt: His entrance through the darkness portal.

    Final Smash: Same as usual, but slows down time dramatically and lasts long after he returns from beast form. Not as overpowered as it sounds, Super Sonic is still deadlier.

    Here's the download: http://www.mediafire.com/download.php?ujjayzyw4dw
    « Last Edit: August 27, 2009, 05:51:59 PM by STUFF2o » Logged



    Kevinrus778
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    « Reply #1 on: August 06, 2009, 09:13:20 PM »


    Sounds good to me.

    And the whole "kick only hits in the start of it", could be a lack of hit boxes, or the hitboxes being too small, check it out.
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    Segab
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    « Reply #2 on: August 06, 2009, 09:15:16 PM »


    Sounds good to me.

    And the whole "kick only hits in the start of it", could be a lack of hit boxes, or the hitboxes being too small, check it out.
    maybe not, Timers and "Terminate collision" can make hitboxes last longer or shorter
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    Kevinrus778
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    « Reply #3 on: August 06, 2009, 09:24:26 PM »


    Right. I can actually understand that after seeing the Tri-Flame code you made.

    Though, the time you choose to end with, I'm thinking you had to trial & error that, because your timing is WAAY too good if that was your first try, lol. How do you count in frames anyways? O_o
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    STUFF2o
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    « Reply #4 on: August 06, 2009, 09:29:25 PM »


    Okay, well I tried changing the parameter in his Side B that says "169," or the Sakurai angle, to 40 (in hex) and as soon as the blast would have occured, the game crashed. Anybody have any ideas on how to change the trajectory of it?
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    Segab
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    « Reply #5 on: August 06, 2009, 09:37:47 PM »


    http://kittycorp.freecp.net/index.php?topic=1096.0
    use this page, guys.

    @kevinrus778:
    you can find what Frame/Intervals mean there (yes it's with a lot of trial and error)

    @STUFF2o:
    theres a list of angles there as well
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    Kevinrus778
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    « Reply #6 on: August 06, 2009, 09:40:42 PM »


    40 in hex is 64, so I'm not quite sure why the game crashed...Do you have any loops in your code? Especially one without a Loop Rest before the "Execute Loop" in your code...If you have no loops like that, then I'm not quite sure what could be causing the crash, sorry =|

    @Segab

    Yeah, I know what they are, but I don't know how to count a frame. I forgot how fast the Wii runs frames...that is, how many a second.
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    Segab
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    « Reply #7 on: August 06, 2009, 10:09:21 PM »


    trial and error, then you'll know what 300000 intervals means
    ..I use that as a reference
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    FinalSoraRiku
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    « Reply #8 on: August 07, 2009, 06:47:25 AM »


    Side B: So far, I'm trying to get it to blast the opponent upwards instead of slamming them down. Hasn't happened yet, but should be possible. The blast graphic effect is much bigger.
    I can do that for you later today if you give me a DL link.  It should be very simple.
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    AwesomeTurtwig
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    « Reply #9 on: August 07, 2009, 07:03:10 AM »


    Sounds cool... *notices you are an admin*. Wow, there are a lot of admins.
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    « Reply #10 on: August 07, 2009, 08:57:58 AM »


    Oh I would make his up-b last a bit shorter but do the same damage.
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    STUFF2o
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    « Reply #11 on: August 07, 2009, 10:02:42 AM »


    Sounds cool... *notices you are an admin*. Wow, there are a lot of admins.
    Kitty Corp. + MeowMix equals tons of admins!
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    « Reply #12 on: August 07, 2009, 03:10:22 PM »


    Right. I can actually understand that after seeing the Tri-Flame code you made.

    Though, the time you choose to end with, I'm thinking you had to trial & error that, because your timing is WAAY too good if that was your first try, lol. How do you count in frames anyways? O_o

    its 60000 counts=1 frame...i think
    you could cal him captain ganon, and would it be possible to use the ganon's sword code for his new side smash animation (ie, use the sword in the animation)? that would be awesome.
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    STUFF2o
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    « Reply #13 on: August 07, 2009, 07:22:05 PM »


    Right. I can actually understand that after seeing the Tri-Flame code you made.

    Though, the time you choose to end with, I'm thinking you had to trial & error that, because your timing is WAAY too good if that was your first try, lol. How do you count in frames anyways? O_o

    its 60000 counts=1 frame...i think
    you could cal him captain ganon, and would it be possible to use the ganon's sword code for his new side smash animation (ie, use the sword in the animation)? that would be awesome.

    XD Captain Ganon WAS his original name! But now, I've changed so many things and added time manipulation, that he's more like an original character.
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    STUFF2o
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    « Reply #14 on: August 07, 2009, 07:31:22 PM »


    It's been updated. I still need to raise the hitboxes of his Side B to hit jumping enemies, but I don't know the "bone" value for his left hand.
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