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Author Topic: ...:::Group Project: Nathan Spencer::.. UP Special  (Read 30052 times)
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StarWaffle
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    « Reply #30 on: August 30, 2011, 06:14:16 PM »


    that looks like the perfect down throw!  and yeah i guess thats a good down smash!

    man we need specials though. lets see here

    I don't think he needs a reflector, i dont think he needs a counter, he could maybe have a charge move?  i still don't think that fits though.   

    ideas! we need them!


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    « Reply #31 on: August 30, 2011, 06:21:42 PM »


    Hopefully SDoom can provide us with something we can work with. I can't really say for sure what is and isn't possible. /:

    As far as gameplay goes, we can make it so that moves involving him shooting his hand can "draw" a foe forward by adjusting the direction in PSA. I know that is possible, and can make for some interesting combos, I think.

    I think I'll trawl around YouTube a bit to see what I can find.
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    « Reply #32 on: August 30, 2011, 06:23:06 PM »


    3 pages already? wow.

    im sure if starwaffle didnt post it and it was some n00b instead, it wouldnt have any comments. Tongue
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    « Reply #33 on: August 30, 2011, 06:23:17 PM »


    okay cool, i'll go work on the model!
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    « Reply #34 on: August 30, 2011, 06:24:23 PM »


    do you have any plans for a final smash?

    also keep us updated with spencer model teasers plz. Tongue
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    « Reply #35 on: August 30, 2011, 06:27:39 PM »


    3 pages already? wow.

    im sure if starwaffle didnt post it and it was some n00b instead, it wouldnt have any comments. Tongue


    Unfortunately, it's hard thinking of a moveset and making sure it's possible at the same time. D:

    I was afraid it would turn out like this.

    As far as the Final Smash goes.... we haven't gotten there yet. XD

    Feel free to throw ideas out if you have any.

    okay cool, i'll go work on the model!


    Cool! Hopefully ideas wil start coming more swiftly once we have something tangible to work with.

    Down B


    And maybe we could implement
    this
    somehow. We'd need a decent boulder model. (Probably not Charizard's)
    « Last Edit: August 30, 2011, 06:43:46 PM by Gamma Ridley » Logged


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    « Reply #36 on: August 30, 2011, 07:39:12 PM »


    Neutral B should be armor piece
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    Royal_Blade
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    « Reply #37 on: August 30, 2011, 09:34:39 PM »


    And I can animate and PSA some things. I haven't done any coding for specials, but I can do most of the other things.

    Personally, I think the wire grapple should be his down special. On the ground, he'll perform a forward grapple, in the air, he'll perform a straight-down grapple.

    We could have another version of wire grapple as side special. On ground, he'll fire the grapple at an upward angle, while in the air, it'll be fired at a downward angle.

    Jaw Breaker should be Up Throw.

    Armour Piercer should be Forward Smash.

    And I saw some other things that would work for moves.

    And Bionic Lancer... Neutral Special or Final Smash?
    If it's his neutral special, could we make it like Olimar's where he has to be on the ground to use it?

    EDIT: Wow... I did not see those other 2 pages...

    Anyways, my ideas were based off the "In The Lab" MvC3 video.
    I don't know bionic commando so I can't say much about that...
    « Last Edit: August 30, 2011, 09:41:59 PM by Royal_Blade » Logged

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    « Reply #38 on: August 30, 2011, 09:41:38 PM »


    Neutral B - Gun: Shoots a bullet that travel forward, and will stop when it hits a wall. Deals 3%. Can chain with another bullet after 30 frames with another bullet by pressing A and deals 4%.

    Side B - Bionic Arm: Extends his Bionic Arm about 1/2 of Battlefield. Deals 4%, and if it connects, it stuns (ZSS Bullet kind), and then charges to the enemy really quickly and then kicks the opponent for 5% (Ike's Attack12), and punches them for 8% (Ike's Attack11), but the lag between the kick and punch, is enough for the opponent to escape (so it's balanced, if the lag isnt sufficient enough for him/her to escape... then that's instantly a spammable move, with high range, and 17% every time.) If the joystick is rolled upwards, then the Bionic Arm goes more upwards.
    Third Jump/Recovery/Up B - Jaw Breaker: An uppercut that send him upwards, and traps anyone hit by it. Deals about 1-2%, and deals up to 19% total. Goes into helpless, and at the very end (last frame), the attack spikes opponents.
    Down B - Spencer whacks the ground with his arm. Hitting enemies nearby him. Cannot be link, and has a lot of ending lag. Deals 8%. Impales those nearby, and sweetspots on his arm, sending them flying.
    Final Smash - First starts off with the Bionic Arm grab (Link's FS range). Then follows up with a lot of kneeing, kicking, punching, elbowing, and whatever else is melee combat, with his Bionic Arm holding the opponent in place. Deals a total of 82%, finished off with Bionic Lancer (18%), that has high knockback.

    I got other things... but I'm a little busy atm
    « Last Edit: August 30, 2011, 09:42:56 PM by 8o8 Dark » Logged

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    « Reply #39 on: August 30, 2011, 10:27:46 PM »


    Umm... I've been wondering... if people are going to handling different things in PSA (like GFX, SFX, the bone damage, etc.) how are we all going to share the file?
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    « Reply #40 on: August 31, 2011, 08:42:57 AM »


    I'm curious as to how we can animate the clawshot for the moves and such. It's a separate article. We'd be kinda guessing what hand it's on.

    And for that boulder idea and model, I thought of something cool.

    Since his Bionic Arm can pickup things and throw them at people. I thought if this for a down special. Nathan would put his hand down to the ground and if there's an Item that can be picked up, he'll grab it and shoot it forward. If there's no Item, then He'll grab Link's Bomb, which we'd port a boulder over, and he'd throw that forward.

    If the idea of the items is too hard, then it can just be the boulder. Oh yeah, it's ground only.

    And I thought that Bionic Lancer could be a side tilt? I know what you're thinking but my idea would have it function like Ganondorf's up tilt. He'll charge for a second, and then...

    He punches.
    I'm saying this only because he's going to have good reach on his moves, that i'd give him one slow heavy move.
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    « Reply #41 on: August 31, 2011, 09:51:59 AM »


    Who's he over?
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    « Reply #42 on: August 31, 2011, 09:55:42 AM »


    Who's he over?

    I'm assuming it's Link because of the clawshot.
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    « Reply #43 on: August 31, 2011, 10:21:44 AM »


    Using a char that has extra bones in the arm, you can create a fake claw, with a "wire", by shrinking the bone between the Middle of his lower arm, and his hand, by 0.3 or 0.4 in x,y, and z. Then translate the bones together to hide the wire and there you go. A Bionic Arm that can be "fired".
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    « Reply #44 on: August 31, 2011, 10:44:09 AM »


    Yeah, but the clawshot works like that already XD

    There's no need to make a new one.

    And Star, what do you plan on doing with Link's Sword and Shield? If you want to include guns, is there like a default assault rifle or something that you can vertex the sword into?
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