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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 968908 times)
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    « Reply #735 on: April 26, 2011, 08:18:49 AM »


    Geez @_@" 50 pages of feedback and such, this has to be perfect soon xD
    Though for us OP/OG lovers, you will make one next to the Balanced one right?
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    « Reply #736 on: April 26, 2011, 08:24:05 AM »


    Geez @_@" 50 pages of feedback and such, this has to be perfect soon xD
    Though for us OP/OG lovers, you will make one next to the Balanced one right?


    lol yea

    -----------------------------
    Oh I added the download link of the special textures for sephy to the main page  Grin
    « Last Edit: April 26, 2011, 08:25:14 AM by DivineOverlord » Logged

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    « Reply #737 on: April 26, 2011, 08:24:30 AM »


    Hm... True... It kinda is an okay "GTFO" move, so I guess he would need one at least to keep his "punish mistakes your foe makes" playstyle useful.

    Also... I kinda wonder if AAA could use a bit more knock back? It's... Kinda useless in a way, since you can be punished for using it, even at the very edge of the sword... Although, off stage it's a bit more useful, since your foe has a harder time punishing it.


    Yeah, I mentioned this of the AAA, and Divine, just enough lag to Fair as to not be able to use it twice before during a short hop. That should be enough in my opinion.
    « Last Edit: April 26, 2011, 08:26:00 AM by Wolfric » Logged


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    « Reply #738 on: April 26, 2011, 08:43:39 AM »


    so what will be applied next:

    -end lag on hells gate - I can't put a start up lag because then he'll start falling while starting up.

    - Air F end lag

    - AAA - last hit has more knock back....should we keep the same end lag on it?
    Hm... So there's no way to have him go upward without a hitbox at first before doing the attack? Hm... Also, on a random note, I've seen CPU tech hit the move, I guess if you time it right, you can avoid getting killed by it... But the tech window is small, so I guess that's a fair con to the move.

    Yeah, I mentioned this of the AAA, and Divine, just enough lag to Fair as to not be able to use it twice before during a short hop. That should be enough in my opinion.
    That sounds like a good amount of end lag right there.
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    « Reply #739 on: April 26, 2011, 11:22:43 AM »





    Nobody thought of this?

    http://www.mediafire.com/?5muhxa8u8md5ug5
    « Last Edit: April 26, 2011, 12:58:49 PM by Apprentice Of Death » Logged

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    « Reply #740 on: April 26, 2011, 12:14:41 PM »


    TOO EPIC
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    « Reply #741 on: April 26, 2011, 12:58:30 PM »


    There's the download. I'll put it on the original post as well.
    http://www.mediafire.com/?5muhxa8u8md5ug5
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    « Reply #742 on: April 26, 2011, 02:04:58 PM »


    Hmmm... the Sephiroth OG V2.9 for me still has the Up B transportation glitch and yet A+B doesn't freeze the game ._.
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    « Reply #743 on: April 26, 2011, 02:18:46 PM »


    Hmmm... the Sephiroth OG V2.9 for me still has the Up B transportation glitch and yet A+B doesn't freeze the game ._.

    The Up B transportation glitch hasn't been fixed, he was referring to another Up B glitch on his update.

    And A+B was fixed, already.
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    « Reply #744 on: April 26, 2011, 02:28:59 PM »


    Whoa, I never experienced that >.< It was more to that circle thing, but ya it's gone now.
    I wonder if this is fixable, perhaps Divine you could change the Up B similar to Pit's or reducing loops from the animation? (The game maybe thinks it's doing too different commands at once?) Then again, I have no idea what I'm talking about, just throwing ideas out there lol

    I THINK it could be a Motion problem? I dunno, really, but I've had problems similar to this one when changing an animation placement. xD
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    « Reply #745 on: April 26, 2011, 02:34:07 PM »


    BTW someone recolored Captains Falcon Punch so would it somehow be possible to recolor pits feathers? I think you know where I'm going with this...
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    « Reply #746 on: April 26, 2011, 02:36:24 PM »


    BTW someone recolored Captains Falcon Punch so would it somehow be possible to recolor pits feathers? I think you know where I'm going with this...

    I THINK that'd affect Pit Motion as well, though.
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    « Reply #747 on: April 26, 2011, 02:38:17 PM »


    Have you tried using the Motion.pac from v2.2? Maybe the animation from an older pac may magically work on the newer one (like that circle thing didn't happen on 2.2) ?

    I would, but I lost the link to the old version. xD;
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    « Reply #748 on: April 26, 2011, 04:07:29 PM »


    I THINK that'd affect Pit Motion as well, though.

    Its not the motion file causing this and I will not attempt to fix that since its a minor issue that you actually have to try to do, like you did in your video. Its insignificant in my view since you have to actually make the glitch happen. Plus, I can't fix something that works perfectly for me.

    @Apprentice Of Death, nice texture. XD


    BTW someone recolored Captains Falcon Punch so would it somehow be possible to recolor pits feathers? I think you know where I'm going with this...

    That cannot be done, as the feathers do not have a texture that is available to edit. What I did was I used a external graphic editior and switched marth's counter graphic with the feathers. It'll be impossible to edit the color, unfortunately.


    oh and at ssbbtailsfan,

    The only thing that caused the "circle thing" was the landing animations that I made. This caused marth to aggressively move along the transitions of the x rot and y rot....All I did to fix this was replace the landing animations with the original marth ones.
    « Last Edit: April 26, 2011, 04:25:44 PM by DivineOverlord » Logged

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    « Reply #749 on: April 26, 2011, 05:11:19 PM »


    Interesting, that would explain how the older motion.pacs worked since it already had the original ones from Marth before you changed them.

    yup. I think the main cause for the other issue that wolfric mentioned is because the UP B works by the directional influence, if you press forward that = +1.2 movement forward, downward = -1.2, and so on. if you use it while falling, suddenly, you moving back up gain since Upward motion is being added by 1.2 from falling. I could try to fix it but it's gonna change how UP B works.
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