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Author Topic: Ridley's Lair: Hats  (Read 312775 times)
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    « Reply #510 on: March 21, 2012, 01:44:36 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 Tongue isnt a glitch the trown isnt animated on heavy items,shield and etc its all fixed by moving the trown on animations Tongue
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    KingJigglypuff
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    « Reply #511 on: March 21, 2012, 03:21:34 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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    « Reply #512 on: March 21, 2012, 04:02:21 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 Tongue isnt a glitch the trown isnt animated on heavy items,shield and etc its all fixed by moving the trown on animations Tongue


    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.

    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:


    So do I check that for each animation, o que?
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    « Reply #513 on: March 21, 2012, 04:05:21 PM »


    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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    « Reply #514 on: March 21, 2012, 04:07:26 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.
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    « Reply #515 on: March 21, 2012, 04:31:20 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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    « Reply #516 on: March 21, 2012, 04:32:18 PM »


    Sure.

    AA: Since he's over Meta Knight, you need to have some advanced coding.

    Side Tilt: Should be easy to do. And remember to use the tip I gave you.

    The other attacks and Smashes should be easy to do.

    Neutral Special: That would take some time, but I can make that easy to do, since my next lesson involves If statements.

    Side Special: Same as Neutral Special.

    Down Special: Should be easy to do, just make use of both normal and special offensive collisions.

    Up-Special: Should be easy to do. If you want to be able to control the free fall with the control stick/pad, then that would use If statements.

    Final Smash: Should be easy to do, there is a certain Bit that can be used to prevent KOing yourself when having a custom attack like that. But the bombs...you can either try using the ThrowN bone in the animation or make him drop Bomb-Ombs continuously.

    But your moveset is possible.
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    « Reply #517 on: March 21, 2012, 04:44:03 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?

    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. /:
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    « Reply #518 on: March 21, 2012, 04:48:05 PM »


    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. /:
    Did you put in an Allow Interrupt command in the second hit?
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    « Reply #519 on: March 21, 2012, 04:48:50 PM »


    I put it in the second and third hits. ._.
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    « Reply #520 on: March 21, 2012, 04:50:46 PM »


    I put it in the second and third hits. ._.
    OK. Did you rename the animation names to Wait1?
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    « Reply #521 on: March 21, 2012, 04:51:17 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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    « Reply #522 on: March 21, 2012, 04:56:17 PM »


    OK. Did you rename the animation names to Wait1?

    Yep, did that for both. /:

    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.
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    « Reply #523 on: March 21, 2012, 05:14:48 PM »


    Yep, did that for both. /:
    Odd. Maybe try making it so that it can interrupt after frame 5?
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    « Reply #524 on: March 21, 2012, 05:17:06 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?
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