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Author Topic: A Bloody Canadian's PSA Thread - Shinda Remake  (Read 286424 times)
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    « Reply #195 on: February 23, 2013, 03:52:21 PM »


    Excellent! I'll go try it out.
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    « Reply #196 on: February 23, 2013, 08:57:40 PM »


    Wow her pac has gotten huge v..v I can't use her with samus anymore, this saddens me. Don't really want to trade in one char for another.
    I hope you get BB to save it.
    I had no trouble using the FS from either side, it had the same result for me. I managed to catch up to two opponents in the FS, but not the third one. That is good enough for me, I mean, how often do you really have the chance to catch 3 opponents in your FS? Not often X3
    Although I absolutely love her moves, animations and her FS, I will wait til she is compatible with my samus again before I use her. I didn't get why there was a samus.pac there at first, so I froze my wii like twice before figuring out she had too large pac <..<
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    « Reply #197 on: February 23, 2013, 09:24:28 PM »


    I do hope I can fix the problem by the Initial release. I think I'll make a progress video soon...
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    « Reply #198 on: February 23, 2013, 09:41:07 PM »


    I do hope I can fix the problem by the Initial release. I think I'll make a progress video soon...

    Sounds good Smiley
    About the FS, I am wondering if perhaps you could make it so that when she shoots the opponents and the hitboxes connect, that the enemy would flinch a bit, to show that they are actually taking hits, not just be completely frozen until the fs is over? Like when she usually fires her gun.
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    « Reply #199 on: February 23, 2013, 09:45:01 PM »


    The reason they're "frozen" like that is because the hitbox refreshes itself every 2 frames. If you want me to increase that number I can do so, but that would mean I have to fix the knockback rates of every hit.

    Also the Final Smash wouldn't deal 120% anymore.
    « Last Edit: February 23, 2013, 09:48:48 PM by A Bloody Canadian » Logged


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    « Reply #200 on: February 23, 2013, 09:57:52 PM »


    120% is overrated anyway. It'll be fine if you remove the helpless fall afterwards.
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    « Reply #201 on: February 23, 2013, 10:09:07 PM »


    yeah as long as the grenade hits it looked like pretty much a instant KO anyways, at least I don't think it needs to do that much damage as long as it has okay KO potential. I would rather you make the FS seem more "alive" and I have to agree on removing the helpless fall after it. Too often does she go way past her chance at recovery X3
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    « Reply #202 on: February 25, 2013, 12:29:18 AM »


    I made her helpless at the end of the Final Smash to balance out the overpoweredness of the attack. I also understand that she comes out short when recovering so I can at least make that feat easier.



    I feel like I should redo the entire FitSZerosuit.pac file just for the sake of getting a smaller filesize...



    Working on some GFX to her Gunshots...

    You like?
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    « Reply #203 on: February 25, 2013, 07:57:59 AM »


    A little feedback here:

    Connecting the initial attack of the FS doesn't guarantee that the rest of the attack will connect properly. Fire arcs, positioning and/or knockback should be changed to remove this issue. Especially since the initial attack has really pitiful horizontal reach. Having to deal with the helpless fall AND the terrible reach means that you basically have to stand in one spot and hope the enemy is stupid enough to walk into it. So either it needs to connect better, or the helpless fall has got to go.

    Other than that, fun as heck. Though, some boss PSAs with 11% heavy armour become a real pain when playing as her, because her strongest single-hit move does like... 8%.
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    « Reply #204 on: February 25, 2013, 08:25:40 AM »


    Working on some GFX to her Gunshots...

    You like?

    I... Love This one! It looks like Minus Link's bomb arrows
    « Last Edit: February 25, 2013, 08:26:36 AM by DarkFire » Logged

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    « Reply #205 on: February 25, 2013, 08:41:22 AM »


    A little feedback here:

    Connecting the initial attack of the FS doesn't guarantee that the rest of the attack will connect properly. Fire arcs, positioning and/or knockback should be changed to remove this issue. Especially since the initial attack has really pitiful horizontal reach. Having to deal with the helpless fall AND the terrible reach means that you basically have to stand in one spot and hope the enemy is stupid enough to walk into it. So either it needs to connect better, or the helpless fall has got to go.

    Other than that, fun as heck. Though, some boss PSAs with 11% heavy armour become a real pain when playing as her, because her strongest single-hit move does like... 8%.

    The helpless fall I'll keep, but I'll make recovery a little easier.

    As for the initial hit, I'll most likely change it due to how hard it is to hit with it. I'll need some ideas though...
    « Last Edit: February 25, 2013, 08:42:32 AM by A Bloody Canadian » Logged


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    « Reply #206 on: February 25, 2013, 09:26:41 AM »


    The helpless fall I'll keep, but I'll make recovery a little easier.

    As for the initial hit, I'll most likely change it due to how hard it is to hit with it. I'll need some ideas though...

    Why not make somethin' a bit like Ike FS (with guns) like this :

    She jumps a little, she spins around while shooting with her guns, when the hit connects, the FS starts.

    Or ZSS runs forward while she's shooting, then time stop (or not) and FS

    « Last Edit: February 25, 2013, 09:29:50 AM by DarkFire » Logged

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    « Reply #207 on: February 25, 2013, 09:39:07 AM »


    About the gfx, personally I thought it looked best as is, with only the bullet gfx you made. Too much fiery explosions and what not all over the place is just overkill I think. About her FS.  She could have something closer to that of link or marth, only that she rolls or runs forward and upon connecting with an opponent the FS starts. Don't make the reach so far that she will co straight off the screen though Smiley
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    « Reply #208 on: February 25, 2013, 10:04:50 AM »


    Why are there 3 files in the Demo?
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    « Reply #209 on: February 25, 2013, 10:14:56 AM »


    See, in my opinion the initial is pretty cool as is. If it were made to link better into the rest of the attack (change the knockback angles at individual points on the hitboxes so that hit enemies are pulled in more effectively, no matter when in the spin they're caught), and possibly given a slight range increase (they're guns, after all), it would actually work very well. It'd be neat to be able to hit enemies at a diagonal.

    May I suggest a slight increase in knockback growth for the handguns in general? Her range isn't quite long enough to justify not being able to KO easily until 150%. Her Smashes especially could use the boost, and Down Smash could stand to have increased base knockback by just a little bit.
    Also, Down Air's hitboxes are annoyingly vague, making it hard to connect. Either it needs bullets like all of her specials, or maybe your new gunshot GFX for the non-projectile moves will help identify the hitbox placement.

    @Krillin: FitSZerosuit.pac is the moveset file, FitSZerosuitMotionEtc.pac is the animations, and FitSamus.pac is Samus with all her stuff removed because Zero Suit's file size is too high.
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