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Author Topic: KH2/FF7/DIS Sephiroth V5.1 and FF8: Diablos V1, FFX/DIS Tidus V1.05 fixed issues  (Read 821824 times)
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DivineOverlord
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    « Reply #540 on: April 23, 2011, 02:45:38 PM »


    would you guys like me to release what I have now? instead of waiting for another 2 weeks? lol
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    « Reply #541 on: April 23, 2011, 03:06:43 PM »


    NAO!! So I can update my OP version.

    And sorry for not asking permission earlier, it was 1:30 am and was very sleepy
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    « Reply #542 on: April 23, 2011, 03:07:54 PM »


    would you guys like me to release what I have now? instead of waiting for another 2 weeks? lol

    don't ya mean nearly 2 months? no offense. and uh by that question...hmmm. ok here. maybe this advice will help you.
    1. unless the perfection of your progress on Sephiroth is good, no i mean awesome, and you appreciate it, then yes, release.
    2. if you think Sephiroth needs improved animations and such, then just keep working

    @omega/ultraxwing calm the tone man. perfection takes work and time bro.
    « Last Edit: April 23, 2011, 03:10:24 PM by Hackingstar » Logged

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    « Reply #543 on: April 23, 2011, 03:17:56 PM »


    NAO!! So I can update my OP version.

    And sorry for not asking permission earlier, it was 1:30 am and was very sleepy

    That's why you should postpone posting it. You needed mines, Hollow, and BigBadBooya permission before posting it to this website.

    don't ya mean nearly 2 months? no offense. and uh by that question...hmmm. ok here. maybe this advice will help you.
    1. unless the perfection of your progress on Sephiroth is good, no i mean awesome, and you appreciate it, then yes, release.
    2. if you think Sephiroth needs improved animations and such, then just keep working

    @omega/ultraxwing calm the tone man. perfection takes work and time bro.

    sigh -_-  I'm not one to make typical errors when giving stated facts as mentioned in my preceding post. the updates are significant for version 2.6


    « Last Edit: April 23, 2011, 03:18:57 PM by DivineOverlord » Logged

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    « Reply #544 on: April 23, 2011, 05:00:17 PM »


    Well, if you want to release it DO, go for it, maybe I can give some feedback on it.

    ...

    And if Omega Malkior releases an overpowered version without asking, just report him.

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    « Reply #545 on: April 23, 2011, 06:17:22 PM »


    Release.
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    « Reply #546 on: April 23, 2011, 07:31:26 PM »


    [color-beige]Release it~
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    DivineOverlord
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    « Reply #547 on: April 23, 2011, 11:38:22 PM »


    Well, if you want to release it DO, go for it, maybe I can give some feedback on it.

    ...

    And if Omega Malkior releases an overpowered version without asking, just report him.



    well since he still never asked. I deleted the OP version Omega Malkior edited without permission. If he uploads it again, it will be reported immediately.  Evil I don't care if he edits it for personal use, but uploading it without permission is annoying considering how much time and effort we collabs put in it.

    I will release version 2.6 soon and with a better OP version.
    « Last Edit: April 23, 2011, 11:41:22 PM by DivineOverlord » Logged

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    « Reply #548 on: April 24, 2011, 01:25:54 AM »


    *Double post - I know and rarely do it*

    Version 2.6 Change Log By DivineOverlord


    There are three versions this time in terms of pure power.

    -Balanced version = Limited Sephiroth

    -OverPowered Version = Unleashed Sephiroth

    -OverGod Version = Not even the Gods can defeat him XD


    Use up taunt in the OP and OG versions for invinsibility

    and remember:

    Side Taunt = Release Sephiroth wings
    Down Taunt = Puts away Sephiroth wings

    -------------------------------------------

    Now for the changes:

    - B Special In Air: Heartless Angel - Attacks the entire stage but only hits the ground. JUST JUMP TO EVADE IT.

    -new wait animation

    -new dash animation

    -new run turn animation

    -new guard on, off, N animations

    -changed his side tilt

    -new side taunt

    -changed win animations

    -new end animation for Down B special

    -new entry animation

    -added end lags to his smash attacks and side tilt.

    -Same two final smashes

    -Changed his landing animations

    -More accurate Side B specialand it works like Zelda's Side B special.
    ---- New Side B Cast animation.

    AND I CANT REMEMBER WHAT ELSE I CHANGED SO ENJOY!!!




    DIVINEOVERLORD


    JUST A SIDE NOTE
    ---------------------------------
    THINGS NOT CHANGED YET FROM MARTH

    -ATTACK AIR N
    -ATTACK AIR B
    -DOWN TAUNT



    I DON'T HAVE PICS OF THE UPDATES DUE TO RESTRICTED TIME. FEEL FREE TO TAKE THEM FOR ME IF YOU CAN. XD
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    « Reply #549 on: April 24, 2011, 05:19:55 AM »


    Okay, I have some feedback...

    The smashes, okay, they have enough lag now, very dangerous to miss with... As a matter of fact, up smash can be punished, get this... By a Falcon Punch, I am not kidding, if Falcon spot dodges at the right time, he has enough time to Falcon Punch Sephiroth...

    Down Smash just barely doesn't get punished by Falcon Punch, and is harder to spot dodge, but doesn't cover both sides, however, it covers more of the front.

    Forward smash... You can shield after the first hit, even if it actually hit you, but however, it has the most range, and power, and least amount of end lag of all his smashes, since if the tip hits you, well... I killed a CPU Ike at about 90%.

    Okay... Forward tilt... Well, I say the second hit needs just a bit more knock back, since even if you land it, and at the very tip of it, a foe could punish you I think, since the next hit comes out a bit slow... Also, it has a nasty glitch, if you destroy the ground of Skyworld with it, he gets stuck... This also happens if he uses it while the the bottom door of the hanger in the Halberd stage opens, or anything that might make him go in the air while using it.

    The jab might need a tiny bit more base knock back too.

    Up tilt can still be used as a kill move up close... You might want to change the hit box at the sword to a high base knock back, but low growth hit.

    Down tilt is a useful spacing tool, I don't feel there's any real need to change it, unless I find something later.

    Forward air... Hm... Maybe a tiny bit more end lag, not much, just a little.

    Up air, not bad, it's a nice damage racker.

    Hell's Gate... Eh... It should still, be a bit more like Dissidia, minus the canceling the fall sooner... He should raise upward after starting the move, then come crashing down like it does now... But, it should drag the foe with him if he hits them in the air, and he should have much more landing lag... Also, no jump canceling, that should be taken out of the move.

    (Not gonna say anything about the Marth moves, since you will change them.)

    Heartless Angel... I must say, this is a well done move, however... I feel it's too weak damage wise, 10% isn't much for something that has that much start up time, and is easy to dodge... I will however say, get rid of that cancel it has, you should not be able to attack out of the charge...

    Fire Pillars... Well, I think this needs a different hit sound, it's odd it makes slash noises, when it's burning you...

    Meteors, seem alright, although I still feel it's odd that it has super armor.

    Shadow Flare, it's better now, although I feel like the attack should activate on it's own after flying for a bit.

    Okay, now on to more general stuff, I see you fixed that dodge roll glitch, also... You should take out that canceling of B button move charging, it just seems odd... Anyway, I'll get more feedback later if needed. Tongue
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    « Reply #550 on: April 24, 2011, 05:33:26 AM »


    -believe it or not, the down B special is a burning sound effect. I haven't found a better fire buring sound. the others are too loud when it loops.
    - won't change the jab because then complains about OP will come.

    - about upsmash, its a kill move so its fine the way it is. unless I weaken it and reduce the lag.

    -  Side B is fine. don't know why your always biased against it.

    - Side Smash is fine. I won't allow it to be changed. 90% is a good kill range since its a dodge able move.
    - you should double check on up tilt. I already decreased its knockback, its not a super kill move.
    - I can't change the forward tilt, it has a glitch where if I add another offensive collsion, it will do too much damage.
    -

    I don't think I'll add anymore end lags that you mentioned because then he will be too slow. I had a hard time fighting CPU cloud level 9. oh I might need to verify the side tilt glitch. I haven't tested it with doors or obstacle boundaries.

    Plus, Heartless angel has high knockback growth. I won't change anything about it. it can kill at 100% of damage.

    I haven't found many good about what you said except for the Side B activating on its own yet why would anyone keep it up for long when I coded it to not have a hit box when x=100 lol


    Edit: about down air attack - you can't drag the foe with you but you can send them flying toward the ground. I'll see how it looks. However, then it will be a kill move if your not on the stage since he will send you flying toward the pit of death. XD

    « Last Edit: April 24, 2011, 05:50:34 AM by DivineOverlord » Logged

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    « Reply #551 on: April 24, 2011, 05:40:11 AM »


    you two can't get along quite well can you? >.>'
    I'll test this today and give my opinion on it, since it's mostly Data now who does that. It's nice and all but only 1 person won't make a PSA perfect. You'll need at least more then 3 people to really perfect it.

    Don't even go at me for this but you two need a time-out from each other >_>
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    DivineOverlord
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    « Reply #552 on: April 24, 2011, 05:43:30 AM »


    you two can't get along quite well can you? >.>'
    I'll test this today and give my opinion on it, since it's mostly Data now who does that. It's nice and all but only 1 person won't make a PSA perfect. You'll need at least more then 3 people to really perfect it.

    Don't even go at me for this but you two need a time-out from each other >_>

    dude, I'm not even mad. There's no argument or anything negative going on. We're just brainstorming about what to do. Data_Drain is giving his views and I'm simply giving mines. I guess your unable to detect that since its an online forum where people can only interpret words and not see/speak with the actual person. XD


    Edit: @ data_drain -  looks like you found something I missed lol. I didn't realize I can hit the A button to get out from charging Heartless Angel.  Awesome Face
    « Last Edit: April 24, 2011, 05:53:21 AM by DivineOverlord » Logged

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    « Reply #553 on: April 24, 2011, 06:16:42 AM »


    Oh damnit damnit. I have to god for a walk in the park with the family cause it's easter sunday before I can try this out >:c

    DAMN YOU OVERLOOOORD!!!

    I can't wait xD I'll give feedback asap. Thanks for uploading it so far.
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    « Reply #554 on: April 24, 2011, 06:30:58 AM »


    You know what has been bugging me with this project so far?  It's nothing too major, because it's great at the moment.  Great work on giving Sephy a unique playstyle, but the main thing that's been annoying me is the presentational flaws all over the place.  And they all will take about 5 seconds each to fix.  Here are the main ones:

    - AA combo makes him teleport back rather than moving him forward if you don't cancel it.  All you have to do is check the "Moves Character" flag on the Animation Flags for subactions 48 and 49.

    - I think you need to loop the Button Press for the F Tilt.  It seems that you can either make it work when you hit the opponent or if you time the button press with crazy precision.  I just think it needs to be a bit more accessible and the player should have more control over when the second hit comes out.

    - The Up B is also really weird.  Not only does the flight still feel rather stiff (though better than it was before) but also, when you land if you do it off the ground, you teleport back to where you did the move from.  Again, it's just a matter of checking the "Moves Character" animation flag.

    - As DataDrain said, the Down B for some reason does slash hits despite it being fire.  Just a matter of changing an 02 (or 11 or whatever it is) to 05.


    I think there was something else, but I don't remember it right now.  Great work nonetheless DO Wink
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