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Author Topic: Haloedhero's Projects: Finally on the Project: M Team  (Read 235914 times)
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Albafika
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    « Reply #120 on: July 10, 2011, 11:02:52 AM »


    Looking amazing, haloed! I know of someone who'll love this. xD
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    Segtendo
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    « Reply #121 on: July 10, 2011, 11:03:41 AM »


    Looking amazing, haloed! I know of someone who'll love this. xD
    Me? ;o

    Where was I when this was created?
    I love the Scott Pilgrim game man.
    Obviously, for the victory animation, you could make it his level clear jeer.
    Keep it up man. The "Sweet! Coins!" move is awesome.
    « Last Edit: July 10, 2011, 11:07:52 AM by Segtendo » Logged

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    HaloedHero
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    « Reply #122 on: July 11, 2011, 11:44:01 AM »


    OK, guys, there's a new teaser in the OP! What do you think of the model resizing?
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    « Reply #123 on: July 11, 2011, 11:52:01 AM »


    Pretty nice!  Though I think either his head should be a bit bigger, or his entire body should be smaller.  It looks like you're swaying more to his video game proportions am I right?
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    « Reply #124 on: July 11, 2011, 12:05:57 PM »


    I am. I think his head might be the right size, but his shoulders might be too wide, and that makes his head look small. I moved his shoulders out on purpose, but I think I moved them too far.
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    « Reply #125 on: July 12, 2011, 11:27:30 AM »


    Some premature scott pilgrim feedback:
    (imo) It seems like the 3hit combo from the game would work better instead of the  rapid jab.

    I agree with what Sdo0m said (about proportions).

    And the wait stance should be turned to make scott face the opponent some more.

    The pummel could be:
    <a href="http://www.youtube.com/watch?v=LRyLUo4MXww" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=LRyLUo4MXww</a>
    at :59
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    « Reply #126 on: July 12, 2011, 01:36:02 PM »


    After the rapid jab, the combo he goes into is the pummel from the video you put up. However, the right hand punch is hard to see, because it's so fast. I'll slow it down just enough so that it looks more like a two punch combo.

    As far as the wait stance, he turns pretty far away in the XBLA game. I'm not sure if it was after I made that video or not, but I did turn him slightly back to face the opponent more. He's turned about as much sideways as Fox. I also made him smaller. About as tall as Mario overall, and I will fix the head problem in due time.

    Thanks for the feedback.

    (Also, I've done a bunch more work on him. He now jumps, falls, and has a dash attack. Once I finish his double jump and a few moves, I'll put up a real preview.)
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    « Reply #127 on: July 12, 2011, 02:18:50 PM »


    After the rapid jab, the combo he goes into is the pummel from the video you put up. However, the right hand punch is hard to see, because it's so fast. I'll slow it down just enough so that it looks more like a two punch combo.
    Ahh. Alright, cool.

    As far as the wait stance, he turns pretty far away in the XBLA game. I'm not sure if it was after I made that video or not, but I did turn him slightly back to face the opponent more. He's turned about as much sideways as Fox. I also made him smaller. About as tall as Mario overall, and I will fix the head problem in due time.
    Turning him slightly back would work, but looking at it again, its mostly the head that should be turned.

    Anyway, looking forward to this next preview!
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    « Reply #128 on: July 14, 2011, 12:25:33 PM »


    Progress is being made on Scott! The preview I promised isn't as long or polished as I wanted, but it's up, and it highlights a pretty nifty down special, if I do say so myself. Smiley.
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    « Reply #129 on: July 14, 2011, 12:33:42 PM »


    Holy, Crap.

    i love you.

    how did you make that Counter Possible?

    i wanted to make Clare have a counter move as her Down-B.

    she was supposed to have 2 Down-Bs

    Under 100%

    she would do a counter move. and hit the opponent 5 times done 2% each hit (super fast, so it's just a blur that hit you, much like Metaknight's Down-B)

    100% and Above

    She would simply explode doing alot of damage to opponents with little to no knockback. and heal her self for 5% damage.

    i can't wait for Scott Pilgrim Vs The Super Smash Bros. to be complete =P
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    « Reply #130 on: July 14, 2011, 12:41:22 PM »


    Holy, Crap.

    i love you.

    how did you make that Counter Possible?

    ^ This, this and this

    It's a crime your thread gets so little reception.  You're a fantastic animator, a very competent and knowledgeable PSAer (you've already proven both of these with your Cloud moveset) and have some potentially great projects coming up.  I can't wait for both Scott and Raziel (if someone makes a vertex for him).  Major props to you bro.  More people should comment here.
    « Last Edit: July 14, 2011, 12:47:47 PM by SDo0m InCaRnAtI0n » Logged


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    « Reply #131 on: July 14, 2011, 12:46:57 PM »


    i know. this guy is an amazing PSA'er.

    He made a Counter possible.

    he shoudl release his secret, or make a tutuorial.
    i'll defenitely download this guy's Character due to the fact i know it's going to be an amazing PSA. can't wait
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    « Reply #132 on: July 14, 2011, 12:48:01 PM »


    For those of you playing along at home, the move works like this:

    1. At the beginning of the first down special action, Scott gets super armor, and his current damage (ic basic 2) is written to la basic 4 (which I believe is the wall jump count, but that won't affect Lucas.)

    2. There is a change action that says to change to the attack if his damage (ic basic 2 again) goes above the value already already in la basic 4. There is also one that tells him to go back to action 0 if his damage does not go up. This is how I detect whether or not he was hit.

    3. If he was hit, he goes into the attack. His new damage is written to another variable (don't remember which one right now. I think I used ra basic 5, since it doesn't need to go to another action.) Then, the old damage (la basic 4) is subtracted from ra basic 5, and the hitbox is given ra basic 5 (the damage scott received) in its damage slot.

    4. An "if hitbox connects" loop tells him to heal the damage amount when he lands the punch by setting another ra basic to 0, then subtracting ra basic 5 from it, (I think I also subtracted another 1 damage from the new variable for rounding purposes) then putting an "add/subtract damage" with the new ra variable in the value spot.

    That's roughly how it works. I'm sure there are minor tweaks that I'm forgetting, but that's how it works.
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    « Reply #133 on: July 14, 2011, 12:51:44 PM »


    Sounds pretty complex o.O.  Though I'd actually personally understand it better if I saw it in PSA myself.  I'd be able to take the time to rearrange it all in my mind XD
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    « Reply #134 on: July 14, 2011, 12:54:02 PM »


    Whoa. it's actually easier than i thought it would be.

    but i can't PSA for crap. but i understand the lingo.

    amazing how you made this. you made him go unmovable on instant of hit, and someone infront of him he initiates the counter. take damage, subtract damage, and do the same to the person infront of him.

    It's simple yet Genius.
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