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« Reply #675 on: August 23, 2011, 05:18:25 PM » |
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Slightly charged super scope shots have a lot of KBG and that would be worse as it can juggle AND KO.
The item dropping must be done lest the game crash otherwise.
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« Reply #676 on: August 23, 2011, 08:17:04 PM » |
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Right, but is there a way to limit the availability of the shots? Basically anything at the current fire rate can juggle a little too well, but a solid shot which can be used only one in a while/leaves you open to attack while being used/gives you only one clear shot on average has a tactical factor. Wisp's B-side charges over time, so could something like that be done? Or could a balance between fire rate and the scope's power be found? I really wish I could help more than asking questions.
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« Reply #677 on: August 23, 2011, 08:50:10 PM » |
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Yes there is. I can use similar coding like I did with the RPM powers of Mega Man.
However, I made way too much subtle and not too subtle changes at this time for most criticisms constructive or otherwise to mean much or be up to date.
It would be like critiquing Project M based on the DEMO that was released at the beginning of the year.
Even though the new FS can't be finished, I better wrap it up and release the next Gray Fox since the current one is quite dated.
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« Last Edit: August 23, 2011, 08:51:05 PM by Eternal Yoshi »
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« Reply #678 on: August 23, 2011, 09:10:51 PM » |
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Fair enough, then. I'll pester you again after a few rounds with the latest release. Keep up the good work, soldier!
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« Reply #679 on: August 24, 2011, 12:24:36 PM » |
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I updated Gray Fox.
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« Reply #680 on: August 24, 2011, 12:30:28 PM » |
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I read it all, very interesting. Looks like you did minor changes that most people won't notice, and did some modifications so it feels more like Gray Fox.
I see the biggest update in this new version, is that he can reflect projectiles now, very nice.
Also, for him to Wall Jump, doesn't he need a code? I remember you posting it a while ago.
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« Reply #681 on: August 24, 2011, 12:39:38 PM » |
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I still have the Wall jump coded in V5, but there is a code that can do that.
MK can Wall Jump 04B0B734 00000001
The only obvious change is the stopturn acceleration(so the speed and mobility matches the assist trophy) and the new Neutral B animations. The others are hard to notice, but improve important things like collision detection with the model.
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« Reply #682 on: August 24, 2011, 12:47:27 PM » |
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Cool, thanks a lot. I'll be sure to add that to my GCT.
I still haven't had a chance to try it out yet, I was discussing it from what I read on your SmashBoards thread.
I'll be sure to try it out later today.
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« Reply #683 on: August 24, 2011, 01:18:57 PM » |
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I still have the Wall jump coded in V5, but there is a code that can do that. MK can Wall Jump 04B0B734 00000001 Last time I checked that code, it caused Gray Fox to T stand from time to time... i recommend not using it but instead using the one coded into Gray Fox.
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« Last Edit: August 24, 2011, 01:29:40 PM by xxTerminatorxx »
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« Reply #684 on: August 24, 2011, 01:28:17 PM » |
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Alright so I played a few matches with Grey fox and I gotta say, he's a badass! The fact that he's pretty much glitch free is also pretty amazing. One thing though is that I did not notice all of the costumes you listed in the Readme were in the zipped file... other then that I really have no complaints and he is shaping up to be a great character (Grey fox for god tier anyone?) I wish all imports ended up having this much polish in them but alas that is not the case.
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« Reply #685 on: August 24, 2011, 03:56:38 PM » |
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It's because most imports from other games have funny bone structure, like Lloyd and Simon.
Oh crap. I forgot the last alt costume. Updating the DL to include it in a few moments.
The servers have so much activity that I'm not able to include that last costume in the DL just wait a bit.
Still waiting..........................................
OK! It's there now. Ignore the punny name.
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« Last Edit: August 24, 2011, 04:18:36 PM by Eternal Yoshi »
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« Reply #686 on: August 24, 2011, 06:48:28 PM » |
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do u think u could add mega man's mega arm move into the psa
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« Reply #687 on: August 24, 2011, 07:18:16 PM » |
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???
Do you mean Super arm?
I COULD probably have him use it to justify him having extra item throwing strength.
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« Reply #688 on: August 24, 2011, 08:48:41 PM » |
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The Mega Arm was introduced in Mega Man V. Mega Man can charge and fire his forearms at his enemies. His fist will then return to Mega Man's arm. Using the MH and CL adaptors, the Mega Arm can be used to grab items from a distance and to rapidly and repeatedly strike an enemy also for a final smash the Double Rock Buster may be a good idea The Double Rock Buster charges a large amount of energy in both busters, which he then fires simultaneously to generate an incredibly powerful charged shot
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« Reply #689 on: August 25, 2011, 09:02:41 AM » |
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Until the vertex can support such a thing, I can't really do Mega Arm now.
The only article slot available is PSI magnet and I think that it's hard coded to have a specific defensive collision. Sounds like the article is more fitting to the Protoshield, but that's something that should be used for whoever is porting the moveset on Protoman and stuff on Lucas.
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