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Author Topic: WIP PSA Workshop  (Read 705482 times)
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    « Reply #1320 on: May 15, 2014, 12:14:16 PM »


    What do you mean by flat? I don't get it. I dont plan on working on any new PSA's again but I'm fixing all my old stuff.
    The animations are stiff. They need life to them.
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    « Reply #1321 on: May 15, 2014, 03:53:38 PM »


    appearently, I tried to make a hack that has 3 new actions. however only the last new added was shown and looped at wait o.o the actions went through eachother until the last that was "change action to 0 when animation ended" instead for the next ActionID
    will try to make it all changes to something else instead for a straight line and see what happens! however the attack DOES deal damage and do the things its told!

    I have my suspisions of whats wrong, sadly I need the Dant's Module Rebuilder for it most likely :/ but it still a huge step forward!
    I hope this doesnt need a code (knowing who phantom wings is makes me suspect its a code)
    what if I told you it isnt code? its all made in the Module! (module is codes but not codes like unrestricted camera or stuff)

    Bump butts with me, pikazz.

    Do it
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    « Reply #1322 on: May 15, 2014, 04:00:42 PM »


    what if I told you it isnt code? its all made in the Module! (module is codes but not codes like unrestricted camera or stuff)
    close enough :v
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    « Reply #1323 on: May 16, 2014, 08:07:05 AM »


    ok guys I've been working on greninja for a while  AWESOME 2.0!
    the second version is a slower version and the third version is the animated tung Smiley

    but the thing is I need some people to help me with gfx once I get all his animations done I already have someone on hit boxes so if you don't mind.....anyone will to help with gfx? Happy Face
    « Last Edit: May 16, 2014, 08:34:00 AM by powerofthe17 » Logged

                 
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    « Reply #1324 on: May 16, 2014, 05:09:00 PM »


    falling through the stage? I did it on purpose by simply setting "set Air/Ground" to undefined(0) to know I using the correct action!
    You can deliberately fall through platforms? YES! Thank you! That makes cutscene-based Final Smashes much easier to fake then, since you can just use a special grab and pull the foe upwards an arbitrary distance into a custom background GFX, or set the background to black using lighting effects. Assuming you can get the camera to follow you that high, anyway.

    Speaking of, is it possible to use a Special Grab to pull a foe into the foreground, thus avoiding both stage collisions and the issue of camera boundaries altogether? Then just move the HaveN bone to the centre of your attack to hold them there while you go all combo-happy on them? You could then add a custom background GFX or a lighting effect to hide the fact that you're in the foreground, then just sneakily return to the background for the launch hit.

    Actually, that would make the coolest Final Smash for a Fire Emblem character. Like in the GBA games where the battle scene appears with the map as the background. You could imitate that, pulling you and your foe into the foreground, then scoring a critical hit on them and instantly returning to the stage as they get launched.
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    « Reply #1325 on: May 16, 2014, 07:47:15 PM »




    Got the custom Rig working

    But for some reason, when I play using VBrawl Link (I'm using BEx), VBrawl Link ends up being Tidus as well. Don't know why, but eh. I got this much working.

    That and I need to do something with those "transparencies" on Brotherhood, Caladbolg, the shirt thing, the collar thing, and the short/pant things.
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    « Reply #1326 on: May 18, 2014, 11:45:03 AM »


    A winning animation for Peach. I also plan on using her voice clip from Mario Party 7 "Oh, did I win?" instead of the Brawl one.

    *note* It is not that slow in-game
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    « Reply #1327 on: May 18, 2014, 12:08:00 PM »


    It looks pretty nice.  But the hair should relatively counter rotate in the opposite direction of the head at the beginning-so it gives the pulled look.  You did a good job of it towards the end.  It's rotation dies out too quickly though.  The dress should also act similarly.  The rotation of it should sorta lag or drag behind and shouldn't come up so quickly until peach stops rotating.  Then it should unwrap, come up then come back down slowly -after peach has pretty much stopped-not at the same moment.

    Besides those,  she seems a bit stiff.  For example, the neck/head area doesn't move much.  At the end, the wave pose is transitioned to in a robotic way.  She stops her twirl, hands stop to the side, her hair even comes to a complete stop- then she raises the right arm and counter rotates.  Maybe remove that stop pose and go straight to the wave.
    « Last Edit: May 18, 2014, 12:10:39 PM by TheShyGuy » Logged

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    « Reply #1328 on: May 18, 2014, 01:45:26 PM »


    You guys thought I forgot about Raptor?

    Well guess again.

    Have a revamped Side Tilt. Wink
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    « Reply #1329 on: May 19, 2014, 12:07:04 PM »


    Was testing the custom rig with dolphin. I need to get a better recording utility. It dropped my FPS from 60 to 30-25

    https://www.youtube.com/watch?v=fElVswY9P34


    That and I have no idea what the hitbox was up to when it froze. Hopefully it's just PSA problems.



    It is indeed a PSA problem, so that'll be an easy fix.

    Post Merge: May 20, 2014, 09:51:13 AM




    Not sure which one I want to use for Din's Fire. Leaning towards the second one.
    « Last Edit: May 20, 2014, 09:51:16 AM by Tidus » Logged



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    « Reply #1330 on: May 22, 2014, 12:57:42 PM »


    Did some drafting for Dark Samus's moveset, decided to strike a few poses for some of the ideas I had to see what I was working with.








    Just stills, no animations yet. The rig has held up surprisingly ok, though I found some trouble spots. Nothing is broken, though, so I think I'll proceed anyway and tackle them later.

    I got most of my inspiration from Smash4's tendency toward strong poses, as it kinda fits well with her character. Kinda showy, strong, sinister, all that jazz.
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    « Reply #1331 on: May 22, 2014, 01:07:21 PM »


    Did some drafting for Dark Samus's moveset, decided to strike a few poses for some of the ideas I had to see what I was working with.








    Just stills, no animations yet. The rig has held up surprisingly ok, though I found some trouble spots. Nothing is broken, though, so I think I'll proceed anyway and tackle them later.

    I got most of my inspiration from Smash4's tendency toward strong poses, as it kinda fits well with her character. Kinda showy, strong, sinister, all that jazz.


    Looking really nice.

    If you need a hand for PSAing it, I'd be more than happy to assist.
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    « Reply #1332 on: May 22, 2014, 01:54:44 PM »


    Looking really nice.
    If you need a hand for PSAing it, I'd be more than happy to assist.
    ^This
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    « Reply #1333 on: May 22, 2014, 04:28:35 PM »


    So I did a thing

    <a href="http://youtu.be/M-LZt_JNgRs" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/M-LZt_JNgRs</a>


    I didn't use the updated Din's Fire animation, nor did I use the updated code for Nayru's Love and Din's Fire for the preview. But it should all be there in the download.

    I didn't have a controller, so it was ridiculously hard to try and show the tilt attacks.
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    « Reply #1334 on: May 22, 2014, 06:51:20 PM »


    Looking really nice.

    If you need a hand for PSAing it, I'd be more than happy to assist.


    Thanks. I'm going to try to do most of the coding and such myself, but I'm definitely going to be asking a bunch of questions along the way, so I'll be sure to hit you up if I have any.



    Decided to change the default wait stance



    « Last Edit: May 22, 2014, 09:07:02 PM by Gravity » Logged


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