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Author Topic: WIP PSA Workshop  (Read 697050 times)
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KingJigglypuff
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    « Reply #1650 on: October 26, 2014, 06:58:50 PM »


    Bowser's a bit of a tricky character to PSA.
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    « Reply #1651 on: October 26, 2014, 07:14:23 PM »



    So I made Peach's run animations from Smash 4 for my Shadow Queen PSA.
    I need to work on the hand that is holding the dress, but other than that, I think it looks somewhat decent.
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    « Reply #1652 on: October 27, 2014, 02:36:43 AM »


    Thanks guys so I have Horn Drill set up so its similar to Metaknight's Drill Rush, Nidoking runs forward as long the B-Button is held, dealing continuous damage (It's 1% every 20 frames) so it racks up pretty quick but I buffed the DI on the move so opponents can get out of it and not suffer more than 5-7%.  Also there's a relatively strong knockback-based hitbox that pulses randomly every 30 frames that deals 8%.  So its not a OHKO, not even close, but it's chance is around 60% to 40%, the latter being the chance it'll occur. 

    I'll have some updates in a couple days with Ice Beam and Thunder (which are his two N-B moves via move swapping) hopefully I get Earth Power up and running soon too.

    Also WTF is up with Bowser's Actions I'm literally so turned around right now lol.
    -Omni
    yeah bowser actions are empty some of them becuase its all hardcoded or something. i got around those while doing my groudon psa in bb psa since bb psa brooke the hardcodiing which makes him loose most specials but since i made new specials that didnt matter Tongue
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    highonphazon
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    « Reply #1653 on: October 27, 2014, 02:51:09 AM »


    Bagan, nice job on the animations they look nice and fluid although I would caution you against the Dash animation (although I personally like it) I think you're gonna get complaints about Ridley not flying.

    Alright so Nidoking has been kind of a [censored] to work with trying to figure out Bowser's odd network of actions and subactions but his Side-B: Horn Drill is functioning currently just working on the GFX, the hitbox is done and so is the coding you can run forever with Horn Drill active just have to make it get stuck in walls now.

    Preview:



    Expect it to look like this:


    The energy will be blue soon and much larger.

    Also working on getting enemies to get stuck on the horn for his forward grab so you can run them into things:

    Work on Sceptile continues as well though I'm focusing on Nidoking this weekend.
    -Omni


    Nice use of ROB's FS effect  Wink

    But Nidoking is way more interesting to me than Sceptile so work on him more haha.

    Also I was wondering how you changed the color of the "glow" of that spiral graphic? I noticed a bunch of Tabuu's have the same effect, and changing around the particle values doesn't seem to change anything...
    « Last Edit: October 27, 2014, 02:52:42 AM by highonphazon » Logged

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    « Reply #1654 on: October 27, 2014, 03:45:52 PM »


    Nice use of ROB's FS effect  Wink

    But Nidoking is way more interesting to me than Sceptile so work on him more haha.

    Also I was wondering how you changed the color of the "glow" of that spiral graphic? I noticed a bunch of Tabuu's have the same effect, and changing around the particle values doesn't seem to change anything...


    Edit the RGB colors in the "ColorBlock" under the Materials tab of whatever you want to shift the colors of.

    -Omni
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    highonphazon
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    « Reply #1655 on: October 28, 2014, 12:42:03 AM »


    Edit the RGB colors in the "ColorBlock" under the Materials tab of whatever you want to shift the colors of.

    -Omni

    Unfortunately all of Tabuu's GFX are REFF/.dat files.. that spiral effect is a model right? Model's aren't difficult to edit but for some reason some random REFF files can't really have their colors changed (just in my experience)
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    « Reply #1656 on: October 28, 2014, 12:48:13 AM »


    I hate .REFF files they are such a nuisance, I pretty much delete their inner workings because they're always put up such a fight, however even REFF files have ColorBlock tabs that you can edit I did it with Lucario's aura when I was messing with Sceptile to make it green. 
    -Omni
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    DrunkRussian
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    « Reply #1657 on: October 28, 2014, 08:03:15 PM »


    First of all, welcome back Omni, haven't checked round here in a while.
    Anyway, I decided to un-cease to exist and to something
    Grimmjow Jaggerjack for Brawlex over Marth.
    Attack11-Is a bit stiff but I'm gonna use the rusty excuse this time. Needs most work out of the 4.

    AttackLw3-Could be a little more lively but meh...

    AttackDash-Needs more life on the rebound bounce.

    AttackS4S-I really like how this one turned out, don't see any problems with it.



    « Last Edit: October 28, 2014, 08:08:12 PM by Kokuto Sanageyama » Logged


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    « Reply #1658 on: October 28, 2014, 08:17:34 PM »


    The Side Smash has his foot sinking into the ground near the end. Other than that, I feel I'd be pointing out the obvious if I said anything else.
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    « Reply #1659 on: October 29, 2014, 04:32:22 AM »


    I don't think there's a way to fix they besides rotating his whole body. This model was imported by Kyouma and he didn't rig the feet.
    Thanks for the input tho
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    « Reply #1660 on: October 29, 2014, 10:18:51 AM »


    I don't think there's a way to fix they besides rotating his whole body. This model was imported by Kyouma and he didn't rig the feet.
    Thanks for the input tho
    then do it...

    because it's not only sinking in te ground, it's also sliding all over the place xD

    use the hipN bone rotations and translatios to keep the foot in place
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    « Reply #1661 on: October 29, 2014, 12:44:55 PM »


    That's the bone I used but for whatever reason, once I tilt him up even a little, or translate him up a little, it doesn't look like it should. Since the feet can't be moved it looks a little odd.
    I would've done that before posting it but I wanted to see if there was anything else wrong with it
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    « Reply #1662 on: October 29, 2014, 02:27:09 PM »


    Not final result but this is how spirit bomb FS will work now:


    and that star/shine like GFX before throw spirit bomb and where the spiritbomb or(if filesize for it) dragonfist is gonna to be

    also goku no matter what way he is facing he teleport to the background

    also its the .gif that makes the FS to look super fast
    « Last Edit: October 29, 2014, 02:28:24 PM by Mariodk » Logged

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    KingJigglypuff
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    « Reply #1663 on: October 29, 2014, 02:36:17 PM »


    I feel the Spirit Bomb should have a bit more effects and shake a bit before exploding, as it looks very static right now.
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    « Reply #1664 on: October 29, 2014, 02:46:41 PM »


    I feel the Spirit Bomb should have a bit more effects and shake a bit before exploding, as it looks very static right now.
    I agree with this completely.

    Also being able to control the direction of the attack makes it tons better than the current PSA that is out there. I approve! (Now if only the kid buu psa had that same kind of control for it's final smash...)
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