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Question: Would you want a sound packet made using Samus's voice from Other M?
Yes - 16 (76.2%)
No - 1 (4.8%)
Using voice effects from ZSS would be better and much easier - 4 (19%)
Total Voters: 21

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Author Topic: The Mother of all Samus Hacks - New Animations! See Pg. 91 Reply #1363  (Read 312377 times)
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Gamma Ridley
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    « Reply #255 on: July 25, 2011, 08:32:20 PM »


    Beep boop just fits it perfectly.

    ... really?

    I thought the hand was hovering above her Arm Canon though.

    Like, she's not even touching the buttons.
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    Aether
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    « Reply #256 on: July 25, 2011, 09:13:52 PM »


    Yeah, but maybe in the future touch screens will be so advanced that YOU DONT EVEN HAVE TO TOUCH THEM!
    Eitherway, BeepBoop needs to stay.


    --------
    CatchWait is finished
    http://www.mediafire.com/?v44bcwmlyt7ttgi

    Still working on CatchAttack. Nothing i do looks right. Anyone else wanna try it instead?



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    Gamma Ridley
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    « Reply #257 on: July 25, 2011, 09:15:38 PM »


    Yeah, but maybe in the future touch screens will be so advanced that YOU DONT EVEN HAVE TO TOUCH THEM!
    Eitherway, BeepBoop needs to stay.


    --------
    CatchWait is finished
    http://www.mediafire.com/?v44bcwmlyt7ttgi

    Still working on CatchAttack. Nothing i do looks right. Anyone else wanna try it instead?


    Oh Beep Boop is definitely staying. XD

    It just needs some touch-ups.

    Also

    Is there a more recent MotionEtc we're using? That way I can incorporate CatchWait into it.
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    Aether
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    « Reply #258 on: July 25, 2011, 09:20:45 PM »


    blade posted both in the same post earlier, im not sure if those are the newest or not though.
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    Gamma Ridley
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    « Reply #259 on: July 25, 2011, 09:23:36 PM »


    blade posted both in the same post earlier, im not sure if those are the newest or not though.

    Hrm.

    Well, I'll incorporate it into the most recent one I have.

    And if he has a more recent one, then I'll use that instead.
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    Royal_Blade
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    « Reply #260 on: July 26, 2011, 08:19:21 AM »


    We'll use mine because I have modified the neutral air and Forward air for the PSA.

    Also, since no one actually read it, BOTH Missles are SIDE SMASH. Fully Charged is Super Missles. Any other charge is Homing Missles. They can both be angled.

    SIDE TILT is going to be like ZSS' Side Smash but weaker and shorter ranged. And yes, It can also be angled.
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    StupidMetroid
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    « Reply #261 on: July 26, 2011, 10:17:13 AM »


    Can't wait for this to be released!
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    Weyard
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    « Reply #262 on: July 26, 2011, 12:12:14 PM »


    I can start testing again in about an hour, if you've got anything new to test so far.
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    Royal_Blade
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    « Reply #263 on: July 26, 2011, 12:17:36 PM »


    nah, i've done nothing new.

    btw, is the most recent neutral air glitch-free? I can't remember.
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    Gamma Ridley
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    « Reply #264 on: July 26, 2011, 12:26:34 PM »


    We'll use mine because I have modified the neutral air and Forward air for the PSA.

    Also, since no one actually read it, BOTH Missles are SIDE SMASH. Fully Charged is Super Missles. Any other charge is Homing Missles. They can both be angled.

    SIDE TILT is going to be like ZSS' Side Smash but weaker and shorter ranged. And yes, It can also be angled.

    Alright, well, would you mind re-posting it? I don't feel like digging through all these pages.

    And if we're using ZSS's Side Smash, will we be using Samus's Grapple Beam as a "whip?" Or are we just using the animation?
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    Royal_Blade
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    « Reply #265 on: July 26, 2011, 12:44:07 PM »


    The Grapple beam will acts as a whip. And the animation is gonna be custom for the STilt which... I could do... It doesn't matter.

    It's gonna look like Samus turning to the right, then twirl while whipping out her Grapple Beam. But it will have a good chunk of ending lag.

    Would someone else like to animate the Side Tilt (also for angled versions) while I work on throws?

    Edit: I just added a little something in the Squat animations. I'll leave that for the next tester.
    « Last Edit: July 26, 2011, 12:52:17 PM by Raikiri_Blade » Logged

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    Gamma Ridley
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    « Reply #266 on: July 26, 2011, 12:54:47 PM »


    The Grapple beam will acts as a whip. And the animation is gonna be custom for the STilt which... I could do... It doesn't matter.

    It's gonna look like Samus turning to the right, then twirl while whipping out her Grapple Beam. But it will have a good chunk of ending lag.

    Would someone else like to animate the Side Tilt (also for angled versions) while I work on throws?

    Edit: I just added a little something in the Squat animations. I'll leave that for the next tester.

    Alright.

    You can go ahead and do the whip animation. I'll work on the angled Tilts.
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    Weyard
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    « Reply #267 on: July 26, 2011, 12:58:08 PM »


    nah, i've done nothing new.

    btw, is the most recent neutral air glitch-free? I can't remember.
    The last one still had the infinite effect stuck on the end of the gun if you shorthopped it and hit the ground before the animation ended. Otherwise it was finished.
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    Gamma Ridley
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    « Reply #268 on: July 26, 2011, 01:01:09 PM »


    Oh! I almost forgot.

    set loop: (###)
    if compare: IC-Basic[243]>=IC-Basic[77]-----> Right direction on D-pad
    character momentum: use horizontal velocity +
    end if:
    if compare: IC-Basic[244]>=IC-Basic[77]-----> Left direction on D-pad
    character momentum: use horizontal velocity -
    end if:
    synchronous timer: frames=1
    character momentum 0-0
    Execute Loop:

    This will allow Samus to move back and forth while charging.

    Maybe.

    At least, that's what DO says. XD
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    « Reply #269 on: July 26, 2011, 01:13:09 PM »


    Oh! I almost forgot.

    set loop: (###)
    if compare: IC-Basic[243]>=IC-Basic[77]-----> Right direction on D-pad
    character momentum: use horizontal velocity +
    end if:
    if compare: IC-Basic[244]>=IC-Basic[77]-----> Left direction on D-pad
    character momentum: use horizontal velocity -
    end if:
    synchronous timer: frames=1
    character momentum 0-0
    Execute Loop:

    This will allow Samus to move back and forth while charging.

    Maybe.

    At least, that's what DO says. XD

    Awesome. Now we just need to make the uncharged version faster and make it overall weaker.
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