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« Reply #60 on: April 26, 2012, 07:12:04 PM » |
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how abou thtis. once you have every aniamtion u need done, i will THEN port the model
Do you mind if I try to do a few of the animations?
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« Reply #61 on: April 26, 2012, 07:15:21 PM » |
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Do you mind if I try to do a few of the animations?
I don't mind <.< The more I get done in a short amount of time - The better.
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« Reply #62 on: April 26, 2012, 08:17:39 PM » |
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yeah i do wish my pc was back lol but i do like that perfect chaos as the final smash tho
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« Reply #63 on: April 26, 2012, 08:19:15 PM » |
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I don't mind <.< The more I get done in a short amount of time - The better.
Sweetness.
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« Reply #64 on: April 28, 2012, 06:02:08 PM » |
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Finals next week, 3 projects I gotta get done. No progress shall be made at all in this upcoming week. Still working on it though - 17 days left in school on top of moving into a place with internet. When that happens, consider it in high gear
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« Reply #65 on: April 28, 2012, 07:20:38 PM » |
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This looks very interesting! I will be following to see how the project is coming along. Hopefully this is a project that will be completed and not one to die. We see too many of them around <..< Also, the crash bandicoot sounds cool as well. Can't wait to see this "puddle" in brawl though
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You Never Know!
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« Reply #66 on: April 30, 2012, 07:50:52 AM » |
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A more complete attack list
Chaos 0
Stats
Character Over - Luigi Size - 6/10 Roughly the same height as lucario. Walking speed 3/10 Pretty darn slow. Running speed - 4/10 (The mechanics of his run are a bit different seeing as he'll be a puddle on the ground, so although he's not running much faster than he walks, he makes a difficult target. Air speed - 4/10 still pretty darn slow, but faster than his walk Combo Speed - 4/10 Slow, stretchy, cool looking Priority - 10/10 Should have some sweet freaking range. Jump Height - 6/10 Power - 7/10 Nice power. Smashes defiantly pack a punch Weight - 106(Heavy weight) Due to his weight, he should have a fairly high fall speed.
AAA Combo
A1 = arm stretches out a bit; but not quite as much as his grab or >Smash. He then smacks it into the ground and pulls it back, though the pull back does no damage 4-5 damage
A2 = The other arm does basically the same thing, during the retraction of the other arm 5-6 damage
A3 = He does the same thing again, you get the idea. Only this one has a slight bit more knockback, and is a bit quicker. 5-7 damage Possible damage 14-18
SMASHES >Smash = Slow startup, but arm stretches a long distance. Near 14 damage (mid knockback for smash)
vSmash = Remade all-together. He stretches out both hand above his head at an angle and smacks the ground on both sides.
^Smash = Smash hand into the ground creating a taller water spout directly in front of. Near 16 damage (mid/high knockback for smash)
Air Attacks NeutralAair = He turns so that his stomach faces flat ground. He begins rotating his body, his arms stretch out a slight bit. (It has midspeed startup, and lasts a decent amount of time. It doesn't have much knockback at all, but it has decent range) damage/hits undecided; most likely 3 hits possible with 3-4 damage each
^Aair = I have no Idea
vAair = He smacks both hands together below him and gets a little boost upwards
>Aair = Basically the same as marios ">Aair" but with 2 hands and less possibility of spiking, considering it will be at more of an angle. There will be a sweet spot in 1-2 frames depending upon how it comes out. 12-15 damage
<Aair = A spin kick backwards (Think Sonics "^Aair" but slower, and facing sideways instead of upwards. Also a single hit instead of 2) Not all attacks can be stretchy, although it's the premise of the character there should be a few normal attacks. 8-10 damage
DashAttack - He jumps out of his puddle and dives right back into it. Though it's the dive that does that does the damage rather than the jumping out of. (7-8 damage) This attack has a cool down of 1.3 seconds after it's done so it can't be spammed. Note that he enters his run again right after the attack, unless of course you release the analog stick or move it in another direction.
SPECIALS NeutralB = I have no idea
^B&^Bair = Similar to olimars, (able to grab ledges) except at a 90 degree angle; and with his stretchy arm (not plural, he uses one) rather then pikmin. (in the air, If it hits an opponent it does 5-7 damage, he pulls himself above them and does an immediate head jump. Making contact with the opponent re-enables the use of ^B) (On the ground it pulls the opponent down and smacks them into the ground (9-12 damage) Note that using the ^B in the air, should not disable any attacks in the air. It should also push him up ashort distance and not begin falling until the arm begins to retract. (Not sure if this is possible, though I will attempt it)
vB = (I'm not sure what i'm going to do here yet, as it might require me to modify articles ~ Which is a pain.) The idea: Sinks to a puddle for a moment, upon standing back up it reveals a smaller puddle left as a trap. If somebody steps on this "trap" The puddle disappears leaving a splash gfx to make it look as if it splattered. The water spout EGFX comes out of the center. The splash damage is 3-4, The spout damage is 7-10 (Splash knockback is low. Spout knockback is mid/low.) Nothing will happen if you press vB and there is already a puddle trap on the field; you will simply sink to a puddle and stand back up. (The puddle trap should have a time limit. Possibly 2000 frames, after that time it should shrink and disappear
vBair = In the air he enters ultra fast fall facing straight down diving into the ground. After hitting the ground he creates his puddle trap (Unless of course there is already one on the field as I have stated, Then he would just sink to the ground and stand back up)
>B - (Give me some ideas here too; I had originally thought to use the water ball from SonicBattle, but it's a complete and total waste of time and space.) I have no idea.
vA = I don't know yet because i'm not sure if he will crouch into a puddle yet, or just a regular crouch. >A = Imagine similar to SDooms KidBuu ^A = Much like lucarios
Fall Attacks/Cliff Attacks = I'll get to those later.
EGFX = Puddle, Water Spout, Perfect Chaos. I have a few things in there; mainly the ones labeled, "I have no idea" that I would like to discuss. I'm serious when I say toss around some ideas. So you know, do that.
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« Last Edit: May 01, 2012, 07:06:15 AM by Vamayro »
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« Reply #67 on: May 02, 2012, 11:53:15 PM » |
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just checking up on the project still no pc but i like the move set idea Vamayro
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« Reply #68 on: May 04, 2012, 09:52:58 AM » |
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Hey ya'll. Finally got time to work on that >Smash. I kind of have a rough draft of it, if you want it now.
Also, I took a second look at that Chaos 0 model.
....And it's crap. I hate it. With a passion. I don't even know how I released it without QC'ing it. There is SO much wrong with it.
So yeah, gonna be redoing that.
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« Reply #69 on: May 04, 2012, 10:03:20 AM » |
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Hey ya'll. Finally got time to work on that >Smash. I kind of have a rough draft of it, if you want it now.
Also, I took a second look at that Chaos 0 model.
....And it's crap. I hate it. With a passion. I don't even know how I released it without QC'ing it. There is SO much wrong with it.
So yeah, gonna be redoing that.
Good and Good. To be honest I don't really like the model either. And if you can upload the chr0 file to mediafire and pm me the link
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« Reply #70 on: May 04, 2012, 10:18:43 AM » |
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yeah the model is weard but i did fix the texture so its the right color not to bright or dark
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« Reply #71 on: May 04, 2012, 03:03:20 PM » |
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will there be progress videos? 
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You Never Know!
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« Reply #72 on: May 04, 2012, 05:03:58 PM » |
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As soon as progress is made <.<
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« Reply #73 on: May 04, 2012, 05:41:04 PM » |
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As soon as progress is made <.<
lol so true
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« Reply #74 on: May 05, 2012, 08:02:51 AM » |
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You should know, even if I'm redoing the model, the way I'm doing it should still work with all existing PSA and Animations. So don't worry about that.
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