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« Reply #195 on: July 01, 2011, 01:22:33 PM » |
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Dante v.1.32 video
and here is Skull Kid 1.5 video to
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« Last Edit: July 01, 2011, 04:23:17 PM by cyberdark »
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« Reply #196 on: July 01, 2011, 01:36:50 PM » |
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I was testing out the PSA.... and for some reason, this happened durning the final smash...
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« Reply #197 on: July 01, 2011, 01:42:05 PM » |
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I was testing out the PSA.... and for some reason, this happened durning the final smash... Remember to use the FitIkeFinal.pac Also, try using the costume files too.
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« Reply #198 on: July 01, 2011, 01:43:20 PM » |
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Remember to use the FitIkeFinal.pac ...I knew I forgot something.... -_-
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« Reply #199 on: July 01, 2011, 03:24:16 PM » |
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Oh btw DO, I think I'll try again with the Air Trick. I'll try to make it omnidirectional this time rather than straight up.
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« Reply #201 on: July 01, 2011, 03:49:22 PM » |
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Oh btw DO, I think I'll try again with the Air Trick. I'll try to make it omnidirectional this time rather than straight up.
ok cool, let me know if you need help. I could give it another shot XD Is the Claw moveset still going to be implemented? 'Cause Star might do it now if it will, let me know ASAP, please. D:
hmm im not sure, what do you think Nega Scott?
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« Reply #202 on: July 01, 2011, 04:05:46 PM » |
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ok cool, let me know if you need help. I could give it another shot XD
hmm im not sure, what do you think Nega Scott?
I'm sure we could find a way to implement it somehow. Problem is since all the external graphics are used up, what would we use to actually simulate the claws?
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« Reply #203 on: July 01, 2011, 04:20:53 PM » |
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I'm sure we could find a way to implement it somehow. Problem is since all the external graphics are used up, what would we use to actually simulate the claws?
maybe we can take out the Link's Tornado and replace it with the claws. I'm not so sure about what moves to give him though and if we'll have enough kb space.
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« Reply #206 on: July 01, 2011, 07:51:48 PM » |
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holy s**t, the new mechanics look great! First thing that stuck out to me was ^Smash (fire tornado?) is set up to hit multiple times, as it should. The beehive looks badazz Don't think that Prop Shredder should knock them into the air, instead of back? And is there any chance that something could be done about his gun disappearing during the new taunt (which is an apt addition btw). All in all, everything is looking sexxy right now, and the trickster style seems to work nicely I remember seeing your preview of that
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« Reply #207 on: July 01, 2011, 09:44:54 PM » |
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« Reply #208 on: July 01, 2011, 10:26:14 PM » |
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Just curious, did you guys base his neutral a off Zelda's neutral A? It turned out really well O:
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« Reply #209 on: July 02, 2011, 12:23:10 AM » |
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holy s**t, the new mechanics look great!
First thing that stuck out to me was ^Smash (fire tornado?) is set up to hit multiple times, as it should. Yep, though I still need to tweak it some more so it works better XD
The beehive looks badazz Didn't change it actually. Just refined it a bit. It's the same as it was before
Don't think that Prop Shredder should knock them into the air, instead of back? It hits them forward, not back. But yes, upwards would probably make the most sense.
And is there any chance that something could be done about his gun disappearing during the new taunt (which is an apt addition btw). Of course.
looks good but whats up with the broken wood graphics popping out when he shoots? lol...i think gfx 26 works best Well that one was literally just a placeholder graphic. It will definitely make sense to change it XD
Just curious, did you guys base his neutral a off Zelda's neutral A? It turned out really well O:
Zelda's? It looks nothing like Zelda's o.O But no I didn't. Animated it from scratch.
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