Blaze the cat - SOLar version, BETA V0.9i NOW on the VAULT !

Started by Novarek, June 18, 2012, 04:03:14 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

I reset the poll because i add more option, i also make the options more easier to understand , so what kind og gameplay do you want for Blaze ?

Same Speed than Sonic / lighter than sonic (-15%) / more powerful than Sonic (+15%)
Slower than Sonic (-20%) / same weight than Sonic / slightly more powerful than Sonic (+10%)
Faster than Sonic (+20%)/ same weight than Sonic / less powerful than Sonic (-10%)
Slightly slower than Sonic (-10%) / lighter than sonic (-15%) / alot more powerful than Sonic (+20%)
I'm gonna ask in the help section, see if they have a answer for my "propel" issues.

EDIT : i have my answer, it's the Character Momentum command.
Why i haven't thinking to this one ?
It was so obvious

Next project after Blaze

Sorry but you are not allowed to view spoiler contents.

Model maker are now officialy wanted !

Hmm will the spin be controllable like jiggly puff?  Nd once thts done wat next?

Quote from: FOREVER365 on December 14, 2013, 06:54:00 PM
Hmm will the spin be controllable like jiggly puff? 

Normaly yes, i haven't test the result in game yet, i will do it after eating.


Quote from: FOREVER365 on December 14, 2013, 06:54:00 PMNd once thts done wat next?

The aerial side B.

Next project after Blaze

Sorry but you are not allowed to view spoiler contents.

Model maker are now officialy wanted !

is the side b the same as the aerial side b?

Post Merge: December 14, 2013, 07:48:44 PM

and after tht ur doe?

Quote from: FOREVER365 on December 14, 2013, 07:48:05 PM
is the side b the same as the aerial side b?

Post Merge: December 14, 2013, 07:48:44 PM

and after tht ur doe?

Almost, but this one will not be controllable, the move is already done because it is the same as before i decided to rework the side B.

But because now the ground version have a "hold" sequence which determines the strength of the attack, i must dissociate in the code the ground and aerial version.

For example :

The ground version start with SpecialSStar then go to SpecialSHold containing the RA-bit that determine the power of the next attack.

After that, when you release B the move go to SpecialSSpin.
If : RA-bit (max power) is set.....
    else
If : Ra-bit (middle power) is set....
    else
(low power move)

Same for the GFX, each one will use is own GFX (depending of the RA-bit set and so, the power)

The aerial version need to go directly to SpecialSSpinAir, i only need to add a "If" block for that, realy easy.

When this is done, i go back to my big check and balancing, (because i haven't finish to check everything) and i'm ready for release the beta.

Next project after Blaze

Sorry but you are not allowed to view spoiler contents.

Model maker are now officialy wanted !

wow sounds like you got alot planned, s she going to be a combo character or a balanced character because the previous blaze over bowser didnt have much knockback attacks but could buildup damage but never could potentially kill the opponent, so whats ur plan with tht?

I know I still have a lot of trouble to find a good setting for the knockback.

That is partly why I want to make a beta first.

Next project after Blaze

Sorry but you are not allowed to view spoiler contents.

Model maker are now officialy wanted !

give blaze something in between shadow and sonic's knockback, maybe that is wat ur looking for

I have some trouble with the new side-B.

On the "Hold" animation, the GFX dosen't change when the LA-bit is reached.

On the SpecialSSpin (the attack itsef), Blaze freeze and get stuck.


Plan A = i try to fix this.
Plan B = if i fail, i separate the SpecialSSpin into 3 move (same animation but not the same code, for each power level).

Next project after Blaze

Sorry but you are not allowed to view spoiler contents.

Model maker are now officialy wanted !

Ohh so which plan r u goin to do?  Nd doesn't plan b sound harder?

Quote from: FOREVER365 on December 15, 2013, 06:54:28 PM
Nd doesn't plan b sound harder?

No it's the easier, but it will use more memory, so i try to keep all the code into one slot atm (plan A).

EDIT : issues fixed about the GFX of the "Hold" animation, switching to plan B for the attack itself.

EDIT 2 : screeshot preview for the updated GFX of the side-B...

Holding charge animation, low power.


Sorry but you are not allowed to view spoiler contents.


Holding charge animation, moderate power reached.

Sorry but you are not allowed to view spoiler contents.


Holding charge animation, max power reached.

Sorry but you are not allowed to view spoiler contents.


The attack itself will use exactly the same GFX (depending of the power level when you release B).

The "Hold" animation will deal very low damage to everyone who get to close from the tornado, as a small protection.

Even with 3 power level, it's a quick attack (you reach the max power pretty fast) so it will deal moderate damage at max power.


EDIT 3 : the 3 attack charge are almost complet (hitbox, SFX and GFX are done) but i'm still unable to make this move controllable, the "Character Momentum command" move the character but the move itself cannot be controlled with the stick.

Does one of you know what are the value for the stick in the command "if boton press" ?
Because i have maybe a solution for this issues.

Next project after Blaze

Sorry but you are not allowed to view spoiler contents.

Model maker are now officialy wanted !

thats really good, you made a great blaze psa actually the best ive seen umm about that code can you get jiggypuffs code for the B move to be controlled from a jigglypuffs psa coding?

Quote from: Novarek on December 15, 2013, 08:06:51 PM
No it's the easier, but it will use more memory, so i try to keep all the code into one slot atm (plan A).

EDIT : issues fixed about the GFX of the "Hold" animation, switching to plan B for the attack itself.

EDIT 2 : screeshot preview for the updated GFX of the side-B...

Holding charge animation, low power.


Sorry but you are not allowed to view spoiler contents.


Holding charge animation, moderate power reached.

Sorry but you are not allowed to view spoiler contents.


Holding charge animation, max power reached.

Sorry but you are not allowed to view spoiler contents.


The attack itself will use exactly the same GFX (depending of the power level when you release B).

The "Hold" animation will deal very low damage to everyone who get to close from the tornado, as a small protection.

Even with 3 power level, it's a quick attack (you reach the max power pretty fast) so it will deal moderate damage at max power.


EDIT 3 : the 3 attack charge are almost complet (hitbox, SFX and GFX are done) but i'm still unable to make this move controllable, the "Character Momentum command" move the character but the move itself cannot be controlled with the stick.

Does one of you know what are the value for the stick in the command "if boton press" ?
Because i have maybe a solution for this issues.

Look at Minus Toon Link's hurricane spin. It has a lot of Momentum things, while he isn't supposed to move... Or check out Minus Ike too, his Up Air A has something to make him mve with the buttons, although it's really light, you can give the motion you want to your move...
"Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
[spoiler]
Quote from: WarioMANX on May 02, 2014, 07:33:43 PM
Best color, most stars, and least amount of power. The good life.
Quote from: LC the Immolator on November 07, 2014, 03:57:35 PMLearning sucks, yeah, but it's from learning that you can eventually create masterpieces.

Quote from: Akeno-san on December 16, 2013, 02:06:52 PM
Look at Minus Toon Link's hurricane spin. It has a lot of Momentum things, while he isn't supposed to move... Or check out Minus Ike too, his Up Air A has something to make him mve with the buttons, although it's really light, you can give the motion you want to your move...

So if it is not possible to control the movement with the stick, i'll probablment back to the original plan, the TransN bone.

Next project after Blaze

Sorry but you are not allowed to view spoiler contents.

Model maker are now officialy wanted !

Quote from: Novarek on December 16, 2013, 06:24:25 PM
So if it is not possible to control the movement with the stick, i'll probablment back to the original plan, the TransN bone.
I think it's possible... but again, look at how Minus Toon Link is coded... And I think there are ways to put the movements with the stick, let me find this...

EDIT : to provide some movements to your move, you have to add one of these offsets to your attack's coding :

IC-Basic[1011] >= IC-Basic[3149]   (right) (actually forward)
IC-Basic[1012] >= IC-Basic[3149]   (left) (actually backward)
IC-Basic[1018] >= IC-Basic[3186]   (up)
IC-Basic[1020] >= IC-Basic[3186]   (down)
"Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
[spoiler]
Quote from: WarioMANX on May 02, 2014, 07:33:43 PM
Best color, most stars, and least amount of power. The good life.
Quote from: LC the Immolator on November 07, 2014, 03:57:35 PMLearning sucks, yeah, but it's from learning that you can eventually create masterpieces.