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« Reply #615 on: January 14, 2012, 10:24:35 AM » |
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I tested it out, and ... I feel it the same x0 good to know that some progress has been made on it while I was not here, I'll do some changes on the motion today at night (Air-Ball is my priority) also Data I don't know what do you think about this but, I might have to disable or model edit the HaveN bones again, because if you haven't noticed, with the current Mewtwo updates, the floating items function doesn't work, that is because I enabled them a while ago.
so, I don't know what do you recommend me to do in this case? I don't want and I'm not going to edit the HaveN bones on all the animations to match the floating stuff manually, why? because it can be done automatically by just changing the size or disabling such bones, but I would like to know your opinion too..?
You should just animate the HaveN bone to match the Melee animations, no need to rename the bone.
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« Reply #616 on: January 14, 2012, 10:28:54 AM » |
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You should just animate the HaveN bone to match the Melee animations, no need to rename the bone.
hmmm I might try it out, it was my second option. Thanks x) so now what is your opinion about KJP's update on Mewtwo? :0
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« Reply #617 on: January 14, 2012, 10:44:23 AM » |
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My option? It's pretty nice, the up tilt works better now.
Also... KJP said that forward smash's sweetspot kills at 115% I think, in Melee. Also, maybe down tilt needs more knock back growth? It's... Oddly VERY good right now against fast fallers, see how the knock back growth was in Melee.
(And I felt dumb when I found out forward smash had a sweet spot... It kills at about 81% in Brawl... Hopefully I'll not make such a mistake again with feedback.)
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« Reply #618 on: January 14, 2012, 10:49:56 AM » |
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You should just animate the HaveN bone to match the Melee animations, no need to rename the bone.
animating the haven bones isnt good since that was what made mewtwo dreeze with other models in the first place HaveN bones dont like to be moved around to much unfortunelly thats why it was renamed and disabled bone in the previous mewtwo releases so it could be moved but i would prefer to be compatible with all lucario models but thats just me.
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« Reply #619 on: January 14, 2012, 10:58:32 AM » |
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You sure?
Hm...
Well also remember this though, the Mewtwo model already has edits now... The tail bones.
So I GUESS if needed, disable the bones again.
Perhaps instructions on how to make Lucario models work with Mewtwo could remedy any issues people might have.
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« Last Edit: January 14, 2012, 10:59:37 AM by _Data_Drain_ »
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« Reply #620 on: January 14, 2012, 11:55:46 AM » |
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You sure?
Hm...
Well also remember this though, the Mewtwo model already has edits now... The tail bones.
So I GUESS if needed, disable the bones again.
Perhaps instructions on how to make Lucario models work with Mewtwo could remedy any issues people might have.
taill bones wont make anything freeze since the only diferance is mewtwo taill its not affected by the wind thats the only thing i remenber agfan changing in the model, this wont affect any lucario model at all.
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« Reply #621 on: January 15, 2012, 10:01:38 PM » |
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Your Mewtwo is awesome as ever AGFanProduction! Keep up the grate work.
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« Reply #622 on: January 15, 2012, 11:18:37 PM » |
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I figured I'd make another video, showing a bit of what he's like now.
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« Reply #623 on: January 16, 2012, 01:45:30 AM » |
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looking good from that video xD the moves seem to flow well so AGfan when is this update coming? i will be waiting for it 
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« Reply #624 on: January 16, 2012, 06:40:15 AM » |
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epic entrance but lucario sfx is so annoying
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« Reply #625 on: January 16, 2012, 09:35:00 AM » |
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Color me impressed. The animations look really smooth compared to your older works.
If you need more feedback, I'd like to volunteer for some testing. I played Mewtwo extensively in Melee.
Also, from what I understand you want to recreate Melee Mewtwo 100%? While that might be a good starting point, you should consider making some improvements here and there. Mewtwo wasn't exactly a good character. I asked a competitive Melee Mewtwo main for feedback on how to make Mewtwo a viable character when I was working on my PSA back in the day. I could see if I still have those notes.
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« Reply #626 on: January 16, 2012, 10:23:17 AM » |
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Though you would be surprised how well he preforms in vBrawl.
Due to the range on his tail, and a few changes he has, such as Shadow Ball being slower on start up, but no end lag after firing... Meaning he can pretty much play mind games with Shadow Ball. He also has a lot more use for confusion, and even disable.
And I believe his fast fall is faster then it was before.
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« Reply #627 on: January 16, 2012, 12:51:00 PM » |
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While his overall slow movement might not hurt him as much in Brawl as it did in Melee one of his biggest flaws should still remain.
He was too light for his size. A big target like him shouldn't die so early. If memory serves right his weight rating in Melee was somewhere around 85 when he should at least be somewhere between Peach and Mario (90-100).
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« Reply #628 on: January 16, 2012, 01:11:01 PM » |
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I believe Lucario's weight is 100, which is definite middleweight. Mewtwo in the games is both bigger and heavier than Lucario, but for the sake of Brawl I agree with dRage that it should be more near maybe 95 (Sonic's weight i.e. the lower bound of middleweight).
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« Reply #629 on: January 16, 2012, 01:54:39 PM » |
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While his overall slow movement might not hurt him as much in Brawl as it did in Melee one of his biggest flaws should still remain.
He was too light for his size. A big target like him shouldn't die so early. If memory serves right his weight rating in Melee was somewhere around 85 when he should at least be somewhere between Peach and Mario (90-100).
He is still somewhat slow, but it doesn't hurt him as bad as it did in Melee...
Now I DO agree on the weight though. That should be raised. Since yes, I even looked in the PSA, his weight is set to 85. And it should be either, 95, 100, or maybe even 105.
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