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Author Topic: SKULL KID-Version 1.5 - About time I updated this :P  (Read 79994 times)
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kisamefishfries
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« Reply #165 on: July 01, 2011, 07:11:19 PM »


hey, uh guys toon links final smash isn't working quite right for me.  The moon never appears just the other graphics.
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    « Reply #166 on: July 01, 2011, 07:28:01 PM »


    hey, uh guys toon links final smash isn't working quite right for me.  The moon never appears just the other graphics.
    You probably forgot the fittoonlinkfinal.pac
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    kisamefishfries
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    « Reply #167 on: July 01, 2011, 08:39:13 PM »


    ok thanks Smiley
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    Mr.N
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    « Reply #168 on: July 02, 2011, 02:04:19 AM »


    Here is some Feedback.
    I nearly gave up hope but you finally updated Skull Kid.

    Let's beginn with the new attacks:

    Neutral B:
    The Deku Nut should fire as soon as you leave B. The way it is now makes the attack nearly useless. It's slow and can't surprise the enemy.

    Side B:
    Same problem as Neutral B. The attack is stronger but everyone can escape or attack you while charging. Add Super Armor or make it like Samu's Neutral B: If you dodge out you'll save the power you've already collected. This would also be a good solution for Neutral B.

    What have you planned for Down B?

    In my oppinion Skull Kid is weak in a multiplayer match because he has a lot of slow attacks. The high range attacks like Side Tilt are too low. Simply give the Jab a little more range and do so for neutral Air, too.

    You are on a pretty good way. Is it possible to make Up B not that fast. It's hard to controll it.
    Up B Ground has to be changed as long as you can't leave Ground. Perhaps a Shoels would be a nice solution.
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    DivineOverlord
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    « Reply #169 on: July 02, 2011, 02:15:05 AM »


    Here is some Feedback.
    I nearly gave up hope but you finally updated Skull Kid.

    Let's beginn with the new attacks:

    Neutral B:
    The Deku Nut should fire as soon as you leave B. The way it is now makes the attack nearly useless. It's slow and can't surprise the enemy.

    Side B:
    Same problem as Neutral B. The attack is stronger but everyone can escape or attack you while charging. Add Super Armor or make it like Samu's Neutral B: If you dodge out you'll save the power you've already collected. This would also be a good solution for Neutral B.

    What have you planned for Down B?

    In my oppinion Skull Kid is weak in a multiplayer match because he has a lot of slow attacks. The high range attacks like Side Tilt are too low. Simply give the Jab a little more range and do so for neutral Air, too.

    You are on a pretty good way. Is it possible to make Up B not that fast. It's hard to controll it.
    Up B Ground has to be changed as long as you can't leave Ground. Perhaps a Shoels would be a nice solution.

    thanks. I could make a quick fix with frame speed modifier XD...or I can have him save his charge but it will take a lil time to figure out since I haven't attempted it before Awesome Face
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    diedhammer98
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    « Reply #170 on: July 02, 2011, 02:17:16 AM »


    thanks. I could make a quick fix with frame speed modifier XD...or I can have him save his charge but it will take a lil time to figure out since I haven't attempted it before Awesome Face
    You will add screenshakes effect to final smash?
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    « Reply #171 on: July 02, 2011, 02:18:58 AM »


    ^ Do you mean the final smash should have the screen shake the entire time the moon is out? or only when the moon touches the ground and explode?
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    « Reply #172 on: July 02, 2011, 02:22:29 AM »


    ^ Do you mean the final smash should have the screen shake the entire time the moon is out? or only when the moon touches the ground and explode?

    almost as this one...
    <a href="http://www.youtube.com/watch?v=73hH8fx4hEg" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=73hH8fx4hEg</a>
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    « Reply #173 on: July 02, 2011, 02:24:43 AM »




    Oh I see. I'll do that right now to see how it turns out. If I think its good. I'll upload it in less than 15 minutes XD
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    « Reply #174 on: July 02, 2011, 02:41:22 AM »


    Oh I see. I'll do that right now to see how it turns out. If I think its good. I'll upload it in less than 15 minutes XD
    ok.
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    DivineOverlord
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    « Reply #175 on: July 02, 2011, 02:46:45 AM »


    ok.

    nevermind, it cant be done. I tried 3 methods and they all failed to make the screen shake during his final smash. If you take a look, you see that the environment freezes once the moon appears during his final smash, which can be the reason why the screen shake code won't activate during moon phase.
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    « Reply #176 on: July 02, 2011, 03:16:42 AM »


    nevermind, it cant be done. I tried 3 methods and they all failed to make the screen shake during his final smash. If you take a look, you see that the environment freezes once the moon appears during his final smash, which can be the reason why the screen shake code won't activate during moon phase.

    If you can't screen shake code activate during moon phase...
    that least try take my Devil Luigi II's fireball hitbox....
    each time, other characters hit by Devil Luigi II's fireball, It make screen shake...
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    Mr.N
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    « Reply #177 on: July 02, 2011, 03:48:07 AM »


    Saving the charge isn't hard.
    Work with Float Variables.
    If you have 3 Charges you can set the Variable to 0, 1, 2.
    After some time of charging you increase the number of the Variable.
    When you use the attack (not the charge) you set the Variable back to 0.

    You sholud use 2 Subactions for each attack. The first one is only the charging aniation. As soon as you leave B or use the attack when charged full you'll go to the second Sub action which contains the shot.

    In the Special Part you'll have to add an If therm, too.
    If the attack is full charged (in my example if the Variable is set to 2) you'll directly go to the shot instead to charging. Else you'll go tocharge.

    If you have any problems I can help you out.
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    kisamefishfries
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    « Reply #178 on: July 02, 2011, 08:05:14 AM »


    for the down B you could make two spikes of majora's mask appear on each side of Skull kid  ^^o^^ so that people around him get hit into the air. 
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    Psycho Philia
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    « Reply #179 on: July 02, 2011, 01:36:30 PM »


    Well... Seeing this topic reminds me that I updated the voice pack of Skull Kid but never released it because I wanted feedback from a certain person, this is why I sent him a private message, but I never got any answer... Too bad...
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