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Author Topic: Haloedhero's Projects: Finally on the Project: M Team  (Read 237165 times)
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HaloedHero
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    « Reply #225 on: August 05, 2011, 01:23:45 PM »


    Actually, a vertex I'm planning to do is Ramona over Ness, but it'll take a while for it to be finished.

    What about making her from one of the Toon Zelda hacks over Toon Link? Vert the sword into a hammer, and she's practically got a moveset already. The items could easily come out of her subspace bag.

    I'd even do an animation resize for you if the vertex came out well.
    « Last Edit: August 05, 2011, 01:27:04 PM by haloedhero » Logged



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    « Reply #226 on: August 05, 2011, 09:25:07 PM »


    Can't wait, bro :3
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    HaloedHero
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    « Reply #227 on: August 08, 2011, 10:50:15 PM »


    Previous testers, check your inboxes for test build 2. It's very close to the release of a public test build, so I sent it out to you guys first. Obviously, check the to-do list in the first post before commenting on anything, as some things are still not finished.

    Enjoy! I think he's becoming really satisfying to use.
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    « Reply #228 on: August 09, 2011, 11:38:15 PM »


    No feedback yet? Strange. Oh well, I'll give my input.

    Firstly, let me confirm that you weren't lying when you said the moveset was much more fun now: because it is. Very fun. Scott Pilgrim fun. By that, I mean the moveset is very energized, giving me the same rush that the movie and game did (yeah, I haven't read the original novel yet, but I'm getting there...)
    However, the rush is killed for me a couple times by Scott's running animation. I know Do0m made that for ya and all, but it's just too slow. Remember the game, in which Scott was moving his feet extremely fast, as were his legs? The animation for this is too slow for the speed you're making him go, run speed and idle stance wise; if I were you, I'd either speed it up, or use the old run. (Sorry Do0m, I love ya, but that's just my opinion. Tongue )

    Another thing that sort of got me is the down air. If the enemy is airborne, Scott bounces off their head, which I think is a neat concept. However, that doesn't seem to happen when the enemy is on the ground. Why is that? I think it would be cooler, and maybe a bit more balanced, I'f you had the head bonk.

    Also, I like the idea of the Up B, having the two different move options. But I think it would be even cooler if they weren't ripped off of Mario and Link. Honestly, judging by your Cloud moveset, you certainly have the creativity to make your own moves. Yeah, I know, Mario and Link are referencenced very often in Scott Pilgrim, but giving him their exact moves? I expected something a bit more unique, like, say, a Megaman X-styled sword uppercut. Yeah, still ripping off a game series, but nothing in normal Brawl.

    Well, that's my two cents anyways. Again, this is coming from someone with no PSA experience whatsoever, so you can pretty much not take anything I said seriously: just food for thought, and you wanted feedback. I'm very much enjoying it, and this won't be leaving Lucas's folder any time soon.

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    « Reply #229 on: August 10, 2011, 01:31:33 AM »


    @Dark Aura

    Just to correct you, the problem isn't my running animation.  That animation is only 20 odd frames long.  The problem is that haloedhero moved the TransN bone forward too much.

    The speed of a running animation in game can be controlled with how far you move the TransN bone.  All haloedhero has to do is make it not go so far forward.  Preview it in Brawlbox to see what I mean.

    Anyways, I've been playtesting it and I must say it has come on a LOT and I absolutely love it.  I won't give full feedback quite yet, since I need to test it quite a bit more before I can conclude anything, but I will say that I'm really glad that Scott feels much more fun and rewarding now.
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    « Reply #230 on: August 10, 2011, 02:41:51 AM »


    Neutral B: He should stop rocking out right after that last big hit I think....

    Side B: You should change it to the "Power Of Love" now that he doesn't have the sword for his up special. It should work exactly the same as it does now but he should dash forwards and instead of punching he slashes with the beam sword.

    He is FREAKIN AWESOME btw.
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    « Reply #231 on: August 10, 2011, 06:19:21 AM »


    @Dark Aura

    Just to correct you, the problem isn't my running animation.  That animation is only 20 odd frames long.  The problem is that haloedhero moved the TransN bone forward too much.

    The speed of a running animation in game can be controlled with how far you move the TransN bone.  All haloedhero has to do is make it not go so far forward.  Preview it in Brawlbox to see what I mean.

    Yeah, I meant to speed the run back up a bit, but I do think it was just a bit too fast as originally done. Now it's too slow, which is my fault, but I'll fix it.

    Anyway, thanks for the feedback. Also, AoD, if you tap the button fast enough, you can get him to stop neutral b right after the big hit, and he gets the confetti and crowd cheer that way. It gives those with fast fingers a way to greatly cut down on end lag and still allows you to keep it going if you can find the right pace. Although, I may make it harder to maintain.
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    « Reply #232 on: August 10, 2011, 07:57:48 AM »


    @Sdo0m: Yeah, I previewed it, and I see your point. Thanks for correcting me, every bit of knowledge I can get to make me look less noobish is appreciated. XS

    @Haloedhero: You're welcome, dude. I'm enjoying it very much.
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    « Reply #233 on: August 11, 2011, 10:51:26 PM »


    OK, feedback has been taken into account, and a lot of changes have been made. Not only did I redo the run animation and make it faster, but the run speed is faster as well. Fox fast. It feels very good.

    A big change has been made to range on most moves, as well. Only a few hitboxes actually got bigger, but quite a few moves have altered bone collisions, which effectively increase safe striking range while not making actual range ridiculous.

    The side special now has a few heavy armor frames during the windup, and the edited bone collisions make it a very viable option to get in close and pop your foe up for some combos.

    Neutral special now ends automatically if you reach the highest level.

    All in all, if you like demo 2's fun pace and energetic feel, you'll love the public demo. Hopefully, I will have it out within a week.

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    « Reply #234 on: August 11, 2011, 10:54:50 PM »


    I have to say, even though I'm not really into the whole Scott Pilgrim thing, I am excited for this PSA.

    There is a serious lack of good Lucas PSAs, so this will earn a spot on my SD for sure.

    Can't wait for its release. :]
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    « Reply #235 on: August 12, 2011, 01:56:23 AM »


    Oh yeah I forgot to say there are a few moves that I think could use some SFX.  Namely all three versions of the Up B, Down B on startup, last hit of the AAA string and a couple more I don't remember off the top of my head.  Also, I found that the Samus Up B was rather twitchy.  Sometimes the screw attack graphic would come out and other times it wouldn't though more often it wouldn't.

    One last thing about the Neutral B.  Do you think you could 1) Add the musical notes graphic (I forget its ID, but look in the list of GFX and it should be there.  And 2) Lower the damage of each hit barring the big one to 2%?
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    « Reply #236 on: August 12, 2011, 08:19:27 AM »


    I can't wait to see this PSA with an updated vertex by Beyond Happy Face
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    « Reply #237 on: August 12, 2011, 10:14:26 AM »


    I can't wait to see this PSA with an updated vertex by Beyond Happy Face
    Either can I. I don't want to release a final version until the vertex is out.

    Oh yeah I forgot to say there are a few moves that I think could use some SFX.  Namely all three versions of the Up B, Down B on startup, last hit of the AAA string and a couple more I don't remember off the top of my head.  Also, I found that the Samus Up B was rather twitchy.  Sometimes the screw attack graphic would come out and other times it wouldn't though more often it wouldn't.

    One last thing about the Neutral B.  Do you think you could 1) Add the musical notes graphic (I forget its ID, but look in the list of GFX and it should be there.  And 2) Lower the damage of each hit barring the big one to 2%?

    Some of these were already on my mind, and the neutral b stuff should be easy enough. Working working working... this must be finished.
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    « Reply #238 on: August 12, 2011, 11:10:17 AM »


    This will be a pretty sweet psa I can already feel it.

    Oh yeah is there a possibility of another video coming out showing the full moveset (with all the changes) before the release of the public demo?
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    « Reply #239 on: August 12, 2011, 01:25:17 PM »


    This will be a pretty sweet psa I can already feel it.

    Oh yeah is there a possibility of another video coming out showing the full moveset (with all the changes) before the release of the public demo?


    I'm not sure if I want to do a full moveset video until the new vertex is done. I'd just want to redo it all with the new vertex anyway, and I really don't want to make the entire moveset video twice.

    Plus, I wouldn't make the video until everything that needs to be done for the demo is finished, so it wouldn't come before the demo, even if I did make it.
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