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Author Topic: A Bloody Canadian's PSA Thread - Shinda Remake  (Read 286371 times)
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ABloodyCanadian
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    « Reply #510 on: August 23, 2013, 10:25:09 PM »


    How the guns look from Machine Gun to Handgun is simply just an Animation change. When I say that, the guns don't look different when you switch.

    Progress for v1.0 has begun. I may ask some people for Balancing Checks...

    SSBB Hacks - Gunslinger Samus v1.0 Progress
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    zutox
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    « Reply #511 on: August 24, 2013, 05:03:27 AM »


    That looks totally badass! I am eagerly following your progress, and I hope that you won't stumble into corruption problems and the like..those are always such a bummer. Do you think that gunslinger will have her filesize reduced on version 1 compared to the other versions? And if not, would it even be possible to port her onto someone that has one of those really nice perfect rel ports available?

    A true port over zelda would have been awesome Tongue That would be the first working psa that could work with the spiderman psa. I'm guessing it's a lot of work, but I'm just putting the idea out there. I also see you reduced the shells and I must say that it looks really nice. It's pretty sweet eye-candy, that little detail.
    The animations looks very solid in that vid, me gusta  AWESOME 2.0!
    « Last Edit: August 24, 2013, 05:07:46 AM by zutox » Logged

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    « Reply #512 on: August 24, 2013, 05:14:44 AM »


    Lol, if you want a Zelda PSA that works with Spiderman, use Scarlet Fighter Zelda... A lot of people said that they both works...
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    « Reply #513 on: August 24, 2013, 05:37:25 AM »


    Lol, if you want a Zelda PSA that works with Spiderman, use Scarlet Fighter Zelda... A lot of people said that they both works...

    Oh! yes, I forgot about that, thanks Smiley
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    « Reply #514 on: August 24, 2013, 05:46:55 AM »


    No problem
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    « Reply #515 on: August 24, 2013, 07:18:58 AM »


    Do you think that gunslinger will have her filesize reduced on version 1 compared to the other versions? And if not, would it even be possible to port her onto someone that has one of those really nice perfect rel ports available?

    v0.9 was low enough for me to have both Samus and GSS playable. I even have a video uploaded as proof.
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    zutox
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    « Reply #516 on: August 24, 2013, 01:04:40 PM »


    v0.9 was low enough for me to have both Samus and GSS playable. I even have a video uploaded as proof.

    yes, that's true, Samus would work. But, thing is that I want to be able to use a psa and not samus Tongue Like Dark samus for example, just like I want to use this psa and not the normal zero suit samus Smiley
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    « Reply #517 on: August 24, 2013, 02:36:11 PM »


    I think someone said that Dark Samus worked with this... But not sure though...

    How the guns look from Machine Gun to Handgun is simply just an Animation change. When I say that, the guns don't look different when you switch.

    Progress for v1.0 has begun. I may ask some people for Balancing Checks...

    SSBB Hacks - Gunslinger Samus v1.0 Progress

    Like I said on my comment, maybe you should add a bit more damages at the Attack13, but increase the range of the Attack11...
    Sorry if you already mention it, but did you switch the guns at 1:02 to 1:04?
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    « Reply #518 on: August 24, 2013, 02:38:37 PM »


    No. If it didn't play the sound, you don't change guns.
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    « Reply #519 on: August 25, 2013, 07:04:46 AM »


    Looking at it now, I personally prefer the current jab combo. The animation looks sort of awkward on the new one, as is the part where it pulls foes back with you. That, and it moves you backwards more than the current one does, requiring a ton more space to not have enemies be sent past you and attack you from behind.
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    ABloodyCanadian
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    « Reply #520 on: August 25, 2013, 07:42:33 AM »


    Problem with that is that the Handgun Version has an infinite... And I thought the old one was animated Awkwardly...
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    « Reply #521 on: August 25, 2013, 07:51:06 AM »


    The handgun has a jab infinite? Really? I mostly just use it because it has an amazing KB angle and is great for scoring KOs at over 170%.
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    « Reply #522 on: August 25, 2013, 07:54:37 AM »


    You could repeatedly do the 1st 2 jabs, then get back onto the 1st, and go in an infinite loop. Even Brawl's Training mode counts it as a Legit Combo.
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    « Reply #523 on: August 26, 2013, 07:00:55 PM »


    Couldn't you fix that by changing the timing for how long you have to input the 3rd jab? Or is that not possible?
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    ABloodyCanadian
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    « Reply #524 on: August 26, 2013, 11:25:10 PM »


    If I set the variable at a later time, it might not read, and therefore, not be able to go to the 3rd Jab.
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