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Author Topic: WIP PSA Workshop  (Read 697302 times)
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pikazz
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    « Reply #720 on: May 24, 2013, 05:39:56 PM »


    okay, screw subsitute! here comes Pain Split instead!
    it takes ½ of pikamaxi % and give it to the opponent on hit! it also heals same amount of % on hit!

    also, this time I did a PSA preview on video!
    Pikamaxi - the Dream Knight PSA (Beta) [Brawl Hack]


    you should totally see the Pain Split! I totally love it Im srs here
    Thought this was worthy of sharing with everyone!

    Showcasing a little Ares progress...
    Finally got my explosive fireball to work  :


    When it hits it packs a punch



    And the Up Smash looks cool too:


    Enjoy the eye candy!
    -Omni

    oh damn! I really love the flame effect!
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    « Reply #721 on: May 24, 2013, 06:22:15 PM »


    okay, screw subsitute! here comes Pain Split instead!
    it takes ½ of pikamaxi % and give it to the opponent on hit! it also heals same amount of % on hit!

    Nicely done! Looking forward to poking into all your subactions and seeing how exactly you did everything you did.
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    « Reply #722 on: May 24, 2013, 06:23:03 PM »


    pikazz that psa seemes  broken as hell lol you can instasleep everyone then pain split your damage  or just kill them off easily lol your oponents need to either be constantly jumping or they wont even be able to fight lol
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    « Reply #723 on: May 24, 2013, 06:24:28 PM »


    pikazz that psa seemes  broken as hell lol you can instasleep everyone then pain split your damage  or just kill them off easily lol your oponents need to either be constantly jumping or they wont even be able to fight lol
    Did you even read the video?

    It has a recharge time, like ROB's laser or Wario's Waft.
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    « Reply #724 on: May 24, 2013, 06:37:30 PM »


    Did you even read the video?

    It has a recharge time, like ROB's laser or Wario's Waft.
    even with recharge healing  like 40 to 50% possibly more and trasmiting them to your oponent  is still to OP and getting a free hit on your oponent  every 5 or 6 seconds is still to much , in the video it seemed it took like 4 seconds to fully charge the focus, even if it was 20 seconds its still to op to do instasleep to everyone.
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    « Reply #725 on: May 24, 2013, 06:39:13 PM »


    Issues with 3ds max has resulted in me having to start building/making Simon Belmont's model over again. Sad

    This time, I'm building him in Maya.

    Edit: BTW, there are some parts I can salvage from the model I made from my previous PC, but not all of it. :/


    Still think that you should model Simon to look something like this

    I personally think it's a nice fusion of all his designs and also doesn't look dumb.
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    pikazz
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    « Reply #726 on: May 25, 2013, 02:09:51 AM »


    I believe I was the first one who did the flawless Damage Dealer thats all depence on % on the shortest lines!
    pikazz that psa seemes  broken as hell lol you can instasleep everyone then pain split your damage  or just kill them off easily lol your oponents need to either be constantly jumping or they wont even be able to fight lol
    actually, the opponent can wake up just before the Nightmare Punch if they are button smashing. even at 100% they can wake up before the hit. the dedede in on the video were "controlled" and didnt buttonsmashed it

    also, the pain split isnt that powerful! sure it can deal alot of damage but its a wild card! you need to have ALOT of damage, a double amount of % of you want to give! and the knockback on the attack is fixed so the opponent will actually move before pikamaxi can move and pikamaxi can easy be knockout at 80-100%
    « Last Edit: May 25, 2013, 03:18:20 AM by pikazz » Logged

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    « Reply #727 on: May 25, 2013, 06:52:49 AM »



    FS for Doctor Mario: using FS article with new model/animetions for this aswell
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    « Reply #728 on: May 25, 2013, 03:45:10 PM »


    I believe I was the first one who did the flawless Damage Dealer thats all depence on % on the shortest lines!actually, the opponent can wake up just before the Nightmare Punch if they are button smashing. even at 100% they can wake up before the hit. the dedede in on the video were "controlled" and didnt buttonsmashed it

    also, the pain split isnt that powerful! sure it can deal alot of damage but its a wild card! you need to have ALOT of damage, a double amount of % of you want to give! and the knockback on the attack is fixed so the opponent will actually move before pikamaxi can move and pikamaxi can easy be knockout at 80-100%
    seeing how i think your codding is i bet your pain split will also work against boxes/sandbag and anything that has an hurtbox right? i bet you can pain split on boxes and open the box with the damage xD
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    « Reply #729 on: May 25, 2013, 08:43:35 PM »


    Carnage makes a decent point, with that in mind you could technically revert your damage to around 0% as long as you had things to hit, actually you'd approach 0 but never actually get to it seeing as 0 effectively is your limit unless the game rounds in terms of damage which I don't believe it does!
    -Omni
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    « Reply #730 on: May 25, 2013, 08:51:35 PM »


    Maybe he could use an If Statement that if he's near an Item, then the collision would terminate without activating?

    Code:
    Set Loop Infinite
    If: Light Item is in Grabbing Range
    Terminate Collisions
    EndIf
    If: Heavy Item is in Grabbing Range
    Terminate Collisions
    EndIf
    Synchronous Timer: frames=1
    Execute Loop
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    « Reply #731 on: May 26, 2013, 03:53:43 AM »


    seeing how i think your codding is i bet your pain split will also work against boxes/sandbag and anything that has an hurtbox right? i bet you can pain split on boxes and open the box with the damage xD
    makes actually sense to give it to items on hit will give also the same of % on the item if they have collusiondata! like sandbag, party ball or dangerbox. even articles like waddle dees, waddle doos, links bomb ect.

    Maybe he could use an If Statement that if he's near an Item, then the collision would terminate without activating?

    Code:
    Set Loop Infinite
    If: Light Item is in Grabbing Range
    Terminate Collisions
    EndIf
    If: Heavy Item is in Grabbing Range
    Terminate Collisions
    EndIf
    Synchronous Timer: frames=1
    Execute Loop
    that code will make the attack not hit if the item and the opponent are in same range if both are! D:
    arent they any "flag" data on collusion that can enable/disable hit items?

    if you all are against attacking items/dededes minions ect, I can try to find a flagdata or disable the healing if any items are in close range!

    Carnage makes a decent point, with that in mind you could technically revert your damage to around 0% as long as you had things to hit, actually you'd approach 0 but never actually get to it seeing as 0 effectively is your limit unless the game rounds in terms of damage which I don't believe it does!
    -Omni
    thats the point of pain split! split the current % to give the ½ to the opponent.
    however, I know its suppose to split all the % and share it equally but do the limitation, I cant take the opponents % in the calcutation into the players PAC file :/
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    « Reply #732 on: May 27, 2013, 08:05:49 AM »


    You can use a Special Offensive Collision to make it unable to hit items, walls, floors, etc. Try it in BrawlBox. Specifically, make the effect in BrawlBox by ticking the correct flags, then copy the hex value over to the Special Flags section of the hitbox data in PSA. Close BrawlBox, save in PSA.
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    « Reply #733 on: May 27, 2013, 10:57:07 AM »


    You can use a Special Offensive Collision to make it unable to hit items, walls, floors, etc. Try it in BrawlBox. Specifically, make the effect in BrawlBox by ticking the correct flags, then copy the hex value over to the Special Flags section of the hitbox data in PSA. Close BrawlBox, save in PSA.
    good thing I used special offensive collision then xD
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    « Reply #734 on: May 30, 2013, 12:18:06 PM »


    even with recharge healing  like 40 to 50% possibly more and trasmiting them to your oponent  is still to OP and getting a free hit on your oponent  every 5 or 6 seconds is still to much , in the video it seemed it took like 4 seconds to fully charge the focus, even if it was 20 seconds its still to op to do instasleep to everyone.
    Pretty good point.

    Even if you don't do Pain Split. That's still a VERY powerful tool to just whip out of nowhere... Even with the charge time. It's like a better version of Peach's final smash (for the sleeping part). With no Smashball needed.

    Also... I am not a fan of the idea of this character randomly being able to heal when hit. It's just kinda... Odd.

    Also, I feel the transformation should have a bit more... Transition... It looks weird when Jigglypuff is just instantly replaced with Dusknoir.
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