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Author Topic: AGFan's Multi-PSA Thread - Good Bye People!  (Read 299672 times)
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Carnage
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    « Reply #255 on: December 15, 2011, 02:23:31 PM »


    If people could look further into the character .rel files, then someone just might be able to find enough information in order to give someone a real charging projectile. But people seem to not want to do that. :/
    its not people wanting to do that but people dont know how to look at it even PW and dantarian had really hard problems with rels and they knew alot of codding this might never happen due to us not having the knowledje to understand the rels codding

    also lets get back on topic so agfan i hope now you can make downB and second AA with the help of those animations with frames and hitboxes etc Tongue(and i think i will choose diddy kong since he has a special grab wich i will need for mewtwo side B)
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    « Reply #256 on: December 15, 2011, 02:27:57 PM »


    so agfan i hope now you can make downB and second AA with the help of those animations with frames and hitboxes etc Tongue(and i think i will choose diddy kong since he has a special grab wich i will need for mewtwo side B)


    Yes now I'll be able to make them easily, in the way they really are:

    Quick Jab:

    F-Total: 51
    F-Hit: 6, 13, 20, 27, 34, 41
    _________________________________

    Disable:

    Total: 41
    Hit: 15-21

    Tongue
    « Last Edit: December 15, 2011, 02:35:17 PM by AGFanProduction » Logged

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    Royal_Blade
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    « Reply #257 on: December 15, 2011, 03:15:11 PM »


    Wow... I didn't think mewtwo had so many hits in his Jab loop. Huh.
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    « Reply #258 on: December 15, 2011, 08:31:54 PM »


    Wow... I didn't think mewtwo had so many hits in his Jab loop. Huh.


    Yeah! it taken this time! to get it to work *Nicely*

    this is what I have so far:

    Attack11 it's done:

    F-Total: 29
    F-Hit: 8


    Nothing much I can do for the tail since the TailJc bone cannot be *fully* animated Im srs here and the fingers aren't perfect rigged as I thought  Sad
    Otherwise = 29 frames total = starts to hit at frame 8 = GFX fix = Done!

    I also made the AA combo attack:

    F-Total: 51
    F-Hit: 6, 13, 20, 27, 34, 41

    this one needs fixing on the hand GFX I'm going to make it like Melee so no need to discuss that for now Cheesy and also like the official problem of this version the tail cannot be animated there is nothing much I can do the exactly copy the tail position, Sad but in-game it looks better Wink
    and yeah since I remade all the work in PSA too it has the perfect Melee timing and I *balanced* it, that means that it isn't a *Shield Breaker* anymore xD


    that's all I have exactly right now :3

    AWESOME 2.0!
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
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    « Reply #259 on: December 15, 2011, 08:45:36 PM »


    Yeah! it taken this time! to get it to work *Nicely*

    this is what I have so far:

    Attack11 it's done:

    F-Total: 29
    F-Hit: 8


    Nothing much I can do for the tail since the TailJc bone cannot be *fully* animated Im srs here and the fingers aren't perfect rigged as I thought  Sad
    Otherwise = 29 frames total = starts to hit at frame 8 = GFX fix = Done!

    I also made the AA combo attack:

    F-Total: 51
    F-Hit: 6, 13, 20, 27, 34, 41

    this one needs fixing on the hand GFX I'm going to make it like Melee so no need to discuss that for now Cheesy and also like the official problem of this version the tail cannot be animated there is nothing much I can do the exactly copy the tail position, Sad but in-game it looks better Wink
    and yeah since I remade all the work in PSA too it has the perfect Melee timing and I *balanced* it, that means that it isn't a *Shield Breaker* anymore xD


    that's all I have exactly right now :3

    AWESOME 2.0!

    im loving this mate!! =D
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    « Reply #260 on: December 15, 2011, 08:49:16 PM »


    nice work!
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    « Reply #261 on: December 15, 2011, 09:06:23 PM »


    im loving this mate!! =D
    nice work!


    Really? well if you guys like it .. well I like it too AWESOME 2.0!
    I admit that when I edit the tail and looks flawless in BB but then when I test it in-game.. I face the fact that now matter what I do... I cannot make the tail move to my wish, the same way it moves in Melee... that gets me unmotivated.
    Glad you guys liked it Smiley

    Now I'll do my best to improve the remaining animations x3
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    « Reply #262 on: December 15, 2011, 09:17:39 PM »


    Btw, i haven't tested anything because I'm too lazy to make the animation for the FThrow. So, if/once you create the melee animation, I'll do my testing then.

    Also, that FitLucario.pac with the wavy shadow ball isn't matched up with the current psa so it looks weird, other than that, it's good.

    Also, does shadow ball deal damage while charging in the current version? I was playing with it and it doesn't seem to do any damage like Melee or Lucario's Aura Sphere.
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    « Reply #263 on: December 15, 2011, 09:32:27 PM »


    Btw, i haven't tested anything because I'm too lazy to make the animation for the FThrow. So, if/once you create the melee animation, I'll do my testing then.

    Also, that FitLucario.pac with the wavy shadow ball isn't matched up with the current psa so it looks weird, other than that, it's good.

    Also, does shadow ball deal damage while charging in the current version? I was playing with it and it doesn't seem to do any damage like Melee or Lucario's Aura Sphere.


    Yes it does! it takes you 1% with electric energy... but that's weird :0
    for me it works good and sometimes (just in Riivolution) even the characters get way of trapped in the electric vortex xD and deals his proper damage :3

    You can find all of Mewtwo's beta PSAs (like the zig zaggy version) in the main post of the thread of the Project Mewtwo thread, while I opened the thread I checked the WHOLE old thread in search of useful stuff for the Mewtwo reboot and I recompiled all the available Mewtwo PSAs versions to date. (I'm not sure if I recompiled exactly EVERYTHING because the old thread is too big... but anyways Tongue)

    http://www.smashboards.com/showthread.php?t=295547

    (please if you pass for that thread, leave a *Rating* there cuz the thread is almost dying so please :'3)

    also I forgot to mention in my last post that the new attack100 is never going to freeze again!
    I must thank Carnage for telling me what caused the freeze on the animation, otherwise while I made this new animation from scratch I was careful for not doing anything wrong (with the bones that Carnage told me to take care of = RHaveN I believe? xD) Now is fully safe and its playable with other Models as-well!

    AWESOME 2.0!
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
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    « Reply #264 on: December 15, 2011, 09:51:54 PM »


    Oh, I just thought of something!

    Would it be possible to make animations in Aura Sphere/Shadow Ball's file to make it fly forward and zigzagy both forward, (for normal shadow ball) and diagonally (for the f-throw)

    Then in PSA, call the article and the animation for each action.

    Would that work?
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    « Reply #265 on: December 15, 2011, 09:54:05 PM »


    Oh, I just thought of something!

    Would it be possible to make animations in Aura Sphere/Shadow Ball's file to make it fly forward and zigzagy both forward, (for normal shadow ball) and diagonally (for the f-throw)

    Then in PSA, call the article and the animation for each action.

    Would that work?


    I don't think so  Undecided
    It only reads only one animation file, and I far I know it's impossible to make the SB follow 2 animations :3

    also this is my current work:

    DashAttack:

    F-Total: 49
    F-Hit: 10-29

    « Last Edit: December 15, 2011, 09:56:43 PM by AGFanProduction » Logged

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    « Reply #266 on: December 15, 2011, 09:56:48 PM »


    I actually think it finishes at frame 30. But i could be wrong.

    And are you sure, because if it could work, then that be awesome. Oh well...
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    « Reply #267 on: December 15, 2011, 10:02:46 PM »


    I actually think it finishes at frame 30. But i could be wrong.

    And are you sure, because if it could work, then that be awesome. Oh well...

    I checked the Shadow Ball in the FitLucario.pac and there is no animation file, jus the only one that makes the Shadow ball go bigger and smaller. The trajectory of the Shadow ball is only made in PSA I believe and if edited if will just follow 1 motion.

    It's not possible. Sad
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    « Reply #268 on: December 16, 2011, 12:13:29 AM »


    Working on:

    F-tilt

    Total: 31
    Hit: 6-8

    Get Hype Awesome Face  (I hope that the tail don't mess with this one or I'll get really mad Im srs hereLips Sealed
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    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
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    « Reply #269 on: December 16, 2011, 02:51:45 AM »






    what wrong with his hand? i think on the first AA the hand looks better

    why not use this arm pose and make it go up and down sice that arm really looks wierd :S
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