Ridley's Lair: Hats

Started by Gamma Ridley, December 04, 2010, 07:48:05 AM

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Quote from: Gamma Ridley on March 21, 2012, 06:15:37 PM
Yeah, but then I have to animate the extra finger, and I have to fix that toe thing on the back of his foot... I don't feel like doing that. D:

Oh! Also. Do you think you could fix the shield glitch he has? I haven't been able to look into it, hopefully you can get him a normal shield.
shield glitch? you mean shield is not on he midle of the body? that has a fix put the trown in the midle of the body on the guard animations :P isnt a glitch the trown isnt animated on heavy items,shield and etc its all fixed by moving the trown on animations :P
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Quote from: Gamma Ridley on March 21, 2012, 06:57:43 PM
What does it do? ._.
I'll make an example.

Look in Luigi's animation file, you will see that Luigi's nose is messed up.
But in game, it isn't. That is due to that "Unknown" being checked.
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Quote from: Carnage on March 21, 2012, 07:44:36 PM
shield glitch? you mean shield is not on he midle of the body? that has a fix put the trown in the midle of the body on the guard animations :P isnt a glitch the trown isnt animated on heavy items,shield and etc its all fixed by moving the trown on animations :P

But the shield is tiny.... /:

Unless we're supposed to make it bigger in PSA. I looked in Tabuu, and the bonerefs were the same, so I'd imagine it's that.

Quote from: KingJigglypuff on March 21, 2012, 09:21:34 PM
I'll make an example.

Look in Luigi's animation file, you will see that Luigi's nose is messed up.
But in game, it isn't. That is due to that "Unknown" being checked.

Oh. Huh.

Well, it kinda worked. His back toe thing is still a little weird, but his wings and tail animate fine:

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So do I check that for each animation, o que?

Yes you do check it for each animation. It may be a lot, but it will hopefully be more worth it.
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Quote from: KingJigglypuff on March 21, 2012, 10:05:21 PM
Yes you do check it for each animation. It may be a lot, but it will hopefully be more worth it.

I hope so too. /:

I mean, I guess it's not a real problem, we can just check the box as we move on or whatever.

Well thanks for the tip. :]

Also, while you're here, could you maybe g over the moveset and see if there's anything that would be too difficult to code? I tried being realistic when writing it, but I fear there may be some things that would be too tough to code.

Quote from: Gamma Ridley on March 21, 2012, 10:07:26 PM
I hope so too. /:

I mean, I guess it's not a real problem, we can just check the box as we move on or whatever.

Well thanks for the tip. :]

Also, while you're here, could you maybe g over the moveset and see if there's anything that would be too difficult to code? I tried being realistic when writing it, but I fear there may be some things that would be too tough to code.
are you using the latest ridley i sent you? with the fixed wing? i think you are  amd yes shield size is in psa no tabuu well tabuu can do that too lol but its tyny becuase its MK shield also i dont see anything in ridley that i didnt fixed by bone renaming so no need to do the checked box unless its a major change
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Sure.

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Quote from: Carnage on March 21, 2012, 10:31:20 PM
are you using the latest ridley i sent you? with the fixed wing? i think you are  amd yes shield size is in psa no tabuu well tabuu can do that too lol but its tyny becuase its MK shield also i dont see anything in ridley that i didnt fixed by bone renaming so no need to do the checked box unless its a major change

Yep, it's the one you sent me. I didn't really check what it looks like without the box checked, I'll do that right now. I'll also see if I can make the shield bigger, it's pretty tiny at the moment.

Also, have you looked into why he breaks free from being grabbed so quickly?

Quote from: KingJigglypuff on March 21, 2012, 10:32:18 PM
But your moveset is possible.

Yessssssssssss. That's a relief.

I had a feeling the AA would be tough. Worse comes to worst, we can just swap the AA with the side tilt and come up with something else for the tilt.

Oh and I tried what you said to disable the second and third tilt hits, but for some reason Ridley would start walking forward and wouldn't stop until he was hit. /:

Quote from: Gamma Ridley on March 21, 2012, 10:44:03 PMOh and I tried what you said to disable the second and third tilt hits, but for some reason Ridley would start walking forward and wouldn't stop until he was hit. /:
Did you put in an Allow Interrupt command in the second hit?
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Quote from: Gamma Ridley on March 21, 2012, 10:48:50 PM
I put it in the second and third hits. ._.
OK. Did you rename the animation names to Wait1?
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Quote from: Gamma Ridley on March 21, 2012, 10:44:03 PM
Yep, it's the one you sent me. I didn't really check what it looks like without the box checked, I'll do that right now. I'll also see if I can make the shield bigger, it's pretty tiny at the moment.

Also, have you looked into why he breaks free from being grabbed so quickly?

Yessssssssssss. That's a relief.

I had a feeling the AA would be tough. Worse comes to worst, we can just swap the AA with the side tilt and come up with something else for the tilt.

Oh and I tried what you said to disable the second and third tilt hits, but for some reason Ridley would start walking forward and wouldn't stop until he was hit. /:
i bet its the animation imo  but im not that 100% sure but if the animations is making him stay away from the catch may be the thing breaking the grab KJP the AA combo i think its easy just need to change attack 100 to the first A then before it ends  just an if A is pressed change subaction to second A i think this would work
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Quote from: KingJigglypuff on March 21, 2012, 10:50:46 PM
OK. Did you rename the animation names to Wait1?

Yep, did that for both. /:

Quote from: Carnage on March 21, 2012, 10:51:17 PM
i bet its the animation imo  but im not that 100% sure but if the animations is making him stay away from the catch may be the thing breaking the grab KJP the AA combo i think its easy just need to change attack 100 to the first A then before it ends  just an if A is pressed change subaction to second A i think this would work


Good point, I guess I can look at the animation in a bit.

Quote from: Gamma Ridley on March 21, 2012, 10:56:17 PM
Yep, did that for both. /:
Odd. Maybe try making it so that it can interrupt after frame 5?
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Quote from: KingJigglypuff on March 21, 2012, 11:14:48 PM
Odd. Maybe try making it so that it can interrupt after frame 5?

Alright, I'll do that. One question though: do I remove EVERYTHING in the sub action? Including sounds, graphics, etc?