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Author Topic: Large Leader's PSA's™: Closing!  (Read 356845 times)
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    « Reply #225 on: January 28, 2014, 03:18:47 PM »


    I haven't used Gecko in ages...

    Maybe the hook you're using is the wrong one or maybe you have codes turned off.

    Check the config section on Gecko's menu
    I'll try.
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    « Reply #226 on: January 28, 2014, 03:50:20 PM »


    I'll try.

    Good luck, mate.

    Anyone else been able to test the PSA?

    Post Merge: January 28, 2014, 04:11:59 PM
    Started PSAing Roy today

    almost done with the whole moveset outside of the side special and making references in all the moves for his final.
    « Last Edit: January 28, 2014, 04:11:59 PM by drogoth » Logged



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    « Reply #227 on: January 28, 2014, 05:31:54 PM »


    Good luck, mate.
    Anyone else been able to test the PSA?
    Okay I got it all figured out. Now I'll start testing him. I'll be back with some info for ya.
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    « Reply #228 on: January 28, 2014, 05:35:55 PM »


    Good luck, mate.

    Anyone else been able to test the PSA?
    Not yet...

    Started PSAing Roy today

    almost done with the whole moveset outside of the side special and making references in all the moves for his final.
    Sounds great!
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    « Reply #229 on: January 28, 2014, 05:58:52 PM »


    Okay, it seriously must've been something with PM's physics coding, because he worked just fine this time. No weird flying up glitches or anything.

    Now on to business. His specials work fine. and his neutral B damage and knockback are much better. I still didn't notice if you added a sweet spot for higher knockback on his BAir though. I guess I could look at it in BB.

    His Up Smash should have a stronger hit at the last bit of the move to knock the enemy skyward. Same with his UAir. Also make either it's re-hit rate closer together or make the hitboxes themselves closer. I don't know how you went about doing the multi-hit with these moves.

    One last thing. With his Forward Smash, I think he needs to go a little bit further when he lungs for the second strike. I can try animating it for you to give a better example.

    Everything else looks good though. It's much better when glitches aren't in your way.
    « Last Edit: January 28, 2014, 05:59:53 PM by HeavyD88 » Logged

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    « Reply #230 on: January 28, 2014, 06:06:03 PM »


    I'll add more kb in general to his bair.

    Yeah, I agree. I'll add another section of hitboxes for the up smash.

    Honestly Hector shouldn't even have a two part smash, it should have been one with a starting hitboxes with the last swing lol. I might have forgotten to add the moves character flag.

    Post Merge: January 28, 2014, 06:12:08 PM
    How did the final smash work?
    « Last Edit: January 28, 2014, 06:12:08 PM by drogoth » Logged



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    « Reply #231 on: January 28, 2014, 06:21:45 PM »


    How did the final smash work?
    It worked just fine. Like I said I think it was PM's physics that were messing it up. But from what I saw today, it worked flawlessly. I'd say add a bit of extra damage to the last strike. But that's up to you.
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    « Reply #232 on: January 28, 2014, 06:25:28 PM »


    Was the person you hit buried in the ground?

    If you could throw another vid my way, that'd be great.
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    « Reply #233 on: January 28, 2014, 06:36:31 PM »


    Was the person you hit buried in the ground?

    If you could throw another vid my way, that'd be great.
    No, they just got sent into the air like normal. Where is the Bury Flag I don't see it on the Final End at all?

    That video will be a while. But I'll get on it.

    One little tip. When you set the frame speed modifier in his counter stance to 0.25x. You should've changed it back to normal speed after the Bit Variable Clear: RA-Bit[17]= false was reached. It makes the move last quite a lot longer than it should. I'd say put it to normal speed at frame 19-20.
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    « Reply #234 on: January 28, 2014, 06:54:42 PM »


    The bury flag is in the first hit of the final

    And I wanted the move to be slow the whole way through. If you wiff it then you'll be open. If you hit it, then you're rewarded with a giant hit. I might make the multiplier 2x
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    « Reply #235 on: January 28, 2014, 07:08:42 PM »


    The bury flag is in the first hit of the final
    Oh, well the way Ike's FS works is that he hits the enemy in the sky. So you'd have to figure out a way around that part of it to get the bury flag to actually work. If I knew I'd tell you.

    Edit: I'm trying to clean up your Forward Smash 2 Animation right now. So far so good. I'll show it to you when I'm done with it.
    « Last Edit: January 28, 2014, 08:34:06 PM by HeavyD88 » Logged

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    « Reply #236 on: January 28, 2014, 08:53:45 PM »


    So about his up special, turns out I figured out the problem. When he uses Aether it's not the same as Ike's. He will not actually ascend when using Aether leading to some rather silly and pathetic recovers. Down Special in air is Aether with the same problem stated as before. Side special stands in place. To fix the Final Smash I suggest getting rid of the animation that he shares with his up tilt unless you can find a sure way to fix this. Side special should slide if he's running, feels weird otherwise. That's all I could find for now.
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    « Reply #237 on: January 28, 2014, 09:37:34 PM »


    Okay here it is. The secondary Forward Smash animation. I added a few gif's so you can preview it first to see if you want to use it or not.

    Imgur doesn't like me so I'm just gonna do it this way instead. The animation is in there as well.
    « Last Edit: January 28, 2014, 09:47:48 PM by HeavyD88 » Logged

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    « Reply #238 on: January 29, 2014, 06:20:35 AM »


    So about his up special, turns out I figured out the problem. When he uses Aether it's not the same as Ike's. He will not actually ascend when using Aether leading to some rather silly and pathetic recovers.

    Is this with the new FitIke.pac that I updated? He still doesn't grab ledges as he goes up? Welp, I've still got a few more ideas.

    Quote
    Down Special in air is Aether with the same problem stated as before.

    Noted

    Quote
    Side special stands in place.

    It's supposed to

    Quote
    To fix the Final Smash I suggest getting rid of the animation that he shares with his up tilt unless you can find a sure way to fix this.

    Yeah, probably should. Otherwise he just ends up jumping back and hitting nothing.

    Quote
    Side special should slide if he's running, feels weird otherwise. That's all I could find for now.

    He's not supposed to slide Tongue

    Okay here it is. The secondary Forward Smash animation. I added a few gif's so you can preview it first to see if you want to use it or not.

    Imgur doesn't like me so I'm just gonna do it this way instead. The animation is in there as well.

    The biggest change I saw was TransN moving 6 units forward as opposed to my 2 Tongue

    I'll probably end up completely redoing the animation later on (probably after he's released).

    Just need to figure out why he's not burying people.

    Post Merge: January 29, 2014, 06:57:38 AM
    Okay, just to make sure.

    Hector's final DOES NOT BURY and sends the opponent into the air, correct?

    Post Merge: January 29, 2014, 02:02:18 PM
    Okay, I should need at least 20 more minutes of working on Roy's psa before he's done.

    Who wants to test him when he's done?
    « Last Edit: January 29, 2014, 02:02:18 PM by drogoth » Logged



    Quote from: Miacis
    In other words, LURK MORE.
    Quote from: LC-DDM
    In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE.
    Quote from: Miacis
    3. ... You seriously don't know who Clinton is?
    Quote from: Haseyo
    If only hacking Brawl paid bills.
    Quote from: Nanobuds
    O snap
    Quote from: DrPanda
    But you are in a Smash Bros. thread.
    You can't have an opinion here.

    Nao-chan
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    « Reply #239 on: January 29, 2014, 02:38:45 PM »


    The biggest change I saw was TransN moving 6 units forward as opposed to my 2 Tongue

    I'll probably end up completely redoing the animation later on (probably after he's released).
    I also completely re animated his arms, hands, and fingers so he's always holding the axe, and so the swing itself was centered more so it can hit farther. Also animated his legs towards the end to make him look like he's stepping back into his Wait1 position. And yes I moved him forward just a bit more for reach and connectivity purposes. He looks pretty good in game though. It took me a little over an hour to do. But it's up to you if you use it or not. Just trying to help.

    Okay, I should need at least 20 more minutes of working on Roy's psa before he's done.

    Who wants to test him when he's done?
    I'll test him for you. Is he on PM or did you port him on vBrawl? Just so I know what to test him with.
    « Last Edit: January 29, 2014, 02:39:47 PM by HeavyD88 » Logged

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