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Author Topic: Haloedhero's Projects: Finally on the Project: M Team  (Read 237002 times)
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Albafika
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    « Reply #645 on: November 15, 2011, 04:11:31 PM »


    Sorry about the double post, but I put together an experimental version for further testing:
    http://www.mediafire.com/download.php?w1xv54hp01br7rh

    Changes:
    F air now hits for far fewer frames, but the sweetspot is very slightly easier to land.
    B air now hits for fewer frames, but more than F air.
    Neutral air hitbox is smaller.
    Small animation adjustments.
    Small hitbox adjustments to d smash and up smash.
    Down air now has hitlag frames.

    I also figured out what was going on with neutral air. The way it was done so close together at times in the video was by canceling it with a double jump and then doing N air again. This will stay as is, but with a smaller hitbox, N air is less safe overall.
    Will test tomorrow after failing at college. Also, when I was recovering with Nair consecutively, when I used it at 2:20, I didn't use the second jump, nor when I was recovering from left or rig (In which I used it about 3 or 4 times?)

    EDIT: It is tomorrow.

    Did.. you reduce the knockback of Bair? It feels like it was reduced, either way, it's fine this way.

    Nair: I can still spam Nair into Nair like I did in the video, is it suppoed to be this way?

    Fair: I have the feeling the sweetspot is too easy to land... I'd prefer if it was harder, since it makes for a great spiking tool right now (Since it travels from 210°/330°).

    I'll give you more in-depht feedback this weekend, though (When I gather with friends)
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    HaloedHero
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    « Reply #646 on: November 15, 2011, 05:44:58 PM »


    Bair lost some hitboxes, which may make the connection of the weaker hitbox on his head more frequent, which would make it seem weaker overall. The elbow hitbox is the same.

    Nair is purposefully allowed to be canceled directly into itself on frame 39 (~2/3 of a second). However, if you use a double jump, you can cancel it on frame 17. So, yes, it can always cancel into itself, but it's more than twice as long if you don't have a double jump to burn. It is kind of spammy at 17 frames, but you can only pull that trick once before hitting the ground, and now that I've literally nerfed all of his aerials including that one, I think that's fair.

    Feel free to give more feedback. I'm in no rush to put out a new version.
    « Last Edit: November 15, 2011, 05:49:09 PM by HaloedHero » Logged



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    Albafika
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    « Reply #647 on: November 15, 2011, 05:49:11 PM »


    Bair lost some hitboxes, which may make the connection of the weaker hitbox on his head more frequent, which would make it seem weaker overall. The elbow hitbox is the same.

    Nair is purposefully allowed to be canceled directly into itself on frame 39. However, if you use a double jump, you can cancel it on frame 17. So, yes, it can always cancel into itself, but it's more than twice as long if you don't have a double jump to burn. It is kind of spammy at 17 frames, but you can only pull that trick once before hitting the ground, and now that I've literally nerfed all of his aerials including that one, I think that's fair.

    Feel free to give more feedback. I'm in no rush to put out a new version.
    I see. I'll have to test these nerfings with a human opponent. I shall be back this weekend!!

    Also, concerning your next project, why don't you start it? I'unno, you might get someone interested in making the Vertex/Model for you during the progress (Sorta like it happened with Pilgrim)
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    « Reply #648 on: November 15, 2011, 06:00:41 PM »


    Thanks! I appreciate the feedback.

    As far as my next project, I would, but there are a number of real life factors severely inhibiting the amount of time I can dedicate to hacking. So, for now, I'm sticking with smaller-scale projects. However, if I find myself with enough time, I may do just that.
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    « Reply #649 on: November 15, 2011, 06:14:26 PM »


    Thanks! I appreciate the feedback.

    As far as my next project, I would, but there are a number of real life factors severely inhibiting the amount of time I can dedicate to hacking. So, for now, I'm sticking with smaller-scale projects. However, if I find myself with enough time, I may do just that.
    I thought it was only that you were waiting for the model before starting, hence why I suggested that, but I see there's more to it.

    Heh, alright, I'll come back with more feedback for Scott later on.
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    « Reply #650 on: November 18, 2011, 11:07:40 PM »


    Oh, by the way, here's what I AM working on currently. It's not quite a new character, but it's stuff I've wanted to do for a while. I'm making moveset adjustments across the entire cast. This is a teaser of what I'm doing with Ganon and Sonic. (Ganon got a few of Ike's moves, because I have Ike replaced with Cloud.) Sonic will be getting more changes, but this preview shows his brand new, from-scratch Fsmash.

    <a href="http://www.youtube.com/watch?v=n_ZNiPvUbbA" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=n_ZNiPvUbbA</a>


    Don't forget to check out the new, experimental Scott Pilgrim build from a few posts back. Not much has changed, but it has balancing adjustments and needs feedback.
    « Last Edit: November 19, 2011, 10:45:25 AM by HaloedHero » Logged



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    « Reply #651 on: November 19, 2011, 01:50:47 AM »


    Like Sonic's new wait. "Wherever Vyse goes, cool follows."

    Still would love to see you do more full characters. Just to see you do a new character would be awesome, even if I don't know them. I know you have real life factors and stuff, but you could do really small pieces here and there.
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    « Reply #652 on: November 19, 2011, 02:04:37 AM »


    Looks really nice, can't wait to see what more there'll be~
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    « Reply #653 on: November 19, 2011, 07:52:13 AM »


    got a other idea for Sonic´s homing attack

    you know that in Sonic Generations?
    he doing random animations then he hits with the homing attack

    that will be awesome for Brawl sonic too Cheesy
    not always the same animation then hits with homing attack (but still make it same frames long)
    just a idea for that Sonic PSA you working on
    « Last Edit: November 19, 2011, 07:57:27 AM by Mariodk » Logged

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    Albafika
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    « Reply #654 on: November 19, 2011, 08:17:19 AM »


    Oh, by the way, here's what I AM working on currently. It's not quite a new character, but it's stuff I've wanted to do for a while. I'm making moveset adjustments across the entire cast. This is a teaser of what I'm doing with Ganon and Sonic. (Ganon got a few of Ike's moves, because I have Ike replaced with Cloud.) Sonic will be getting more changes, but this preview shows his brand new, from scratch Fsmash.

    http://www.youtube.com/watch?v=n_ZNiPvUbbA

    Don't forget to check out the new, experimental Scott Pilgrim build from a few posts back. Not much has changed, but it has balancing adjustments and needs feedback.
    Concerning Scott, I play-tested with a friend yesterday, and ... It felt really better, although, I'll probably need to play with it more. If anything, I'll let you know.

    As for the video... I'm really liking them both. =D
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    HaloedHero
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    « Reply #655 on: November 19, 2011, 10:44:36 AM »


    Glad you like the changes to Scott. Do you think I should adjust the Fair animation so that he doesn't keep his foot out as long, now that the hitbox doesn't last as long? More of a general question for everybody.
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    « Reply #656 on: November 25, 2011, 09:07:51 PM »



    I'll just leave these here...
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    « Reply #657 on: December 08, 2011, 11:26:12 AM »


    <a href="http://www.youtube.com/watch?v=3mWEm8_1w0Y" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=3mWEm8_1w0Y</a>


    But... why? New project? It is a mystery.
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    « Reply #658 on: December 08, 2011, 11:45:17 AM »


    I know what you did :3  And it makes me smile....as well as others....
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    « Reply #659 on: December 08, 2011, 11:49:19 AM »


    What? Joined PM? ._.
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