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Author Topic: Fire Emblem's Lucina PSA - WELCOMING AID!  (Read 162419 times)
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    « Reply #150 on: March 13, 2014, 11:22:17 PM »


    Yep, it's possible.
    I see. Do you by any chance know how or what needs to be edited? I have no clue about what to look for either xp.

    Oh by the way Heavy, I am working on a slightly tweaked version of the test files you sent. I kind of just worked on some things like making the Astra hits connect better, made it so Lucina doesn't drop so quickly until the actual attack part of her NAir Special, and did a few knockback adjustments here and there. I'll send it your way in a bit.
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    « Reply #151 on: March 13, 2014, 11:32:30 PM »


    I have a text file with a few coding tips and tricks, and wall jumping is in there.

    It uses PSA notation, so it might take a while to "translate" into BBox.

    It also requires you to have an empty action tab, so keep that in mind.
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    « Reply #152 on: March 14, 2014, 04:47:05 AM »


    Oh by the way Heavy, I am working on a slightly tweaked version of the test files you sent. I kind of just worked on some things like making the Astra hits connect better, made it so Lucina doesn't drop so quickly until the actual attack part of her NAir Special, and did a few knockback adjustments here and there. I'll send it your way in a bit.

    I got it, Thanks man. I'll test her again to see the changes, then get back to you.



    EDIT: Okay I tested her again. The additions you made definitely helped out a lot. Her side b low, Astra, combos better. Her neutral b also works much better now, both air and ground versions.

    Also that grab break away issue isn't really all that bad to deal with. You can still pummel them and throw them without any problems. Its just if you sit there holding them for like a second and a half they break free. Still not that bad, but I don't know how to fix that either.

    Post Merge: March 15, 2014, 02:38:30 AM
    Okay I'm starting on Lucina's Final Smash. I got A new FinalDash animation done for her, since it was the easiest. I also semi-finished her FinalDashEnd as well. The only thing I didn't do was transition her to Wait1. Since RG is so good at doing that I might leave it up to him, and I'll do the rest.

    Here's what I got done. I changed the angle of where she holds her sword, based off of what JamietheAuraUser said.

    Trust me that it looks better in BrawlBox, than the gif.


    EDIT:I have the beginning of her FinalEnd animated. It's not that great I know but like I said, I'm not that good at making attacks. I have yet to make her land and do the second strike. I just thought I'd give a progress report on what I have completed.

    Here's what I did so far.

    Here's a side view.

    EDIT 2:Okay I now have the full attack animated. Just needs the transition again. Here it is, tell me what you guys think? I still have to do the FinalStart, and then I'll be done with the animating side of it.

    Actually I still haven't done the air version. I guess that's next on the list then.
    « Last Edit: March 15, 2014, 07:23:08 AM by HeavyD88 » Logged

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    « Reply #153 on: March 15, 2014, 08:36:51 AM »


    I got it, Thanks man. I'll test her again to see the changes, then get back to you.



    EDIT: Okay I tested her again. The additions you made definitely helped out a lot. Her side b low, Astra, combos better. Her neutral b also works much better now, both air and ground versions.

    Also that grab break away issue isn't really all that bad to deal with. You can still pummel them and throw them without any problems. Its just if you sit there holding them for like a second and a half they break free. Still not that bad, but I don't know how to fix that either.

    Post Merge: March 15, 2014, 02:38:30 AM
    Okay I'm starting on Lucina's Final Smash. I got A new FinalDash animation done for her, since it was the easiest. I also semi-finished her FinalDashEnd as well. The only thing I didn't do was transition her to Wait1. Since RG is so good at doing that I might leave it up to him, and I'll do the rest.

    Here's what I got done. I changed the angle of where she holds her sword, based off of what JamietheAuraUser said.

    Trust me that it looks better in BrawlBox, than the gif.


    EDIT:I have the beginning of her FinalEnd animated. It's not that great I know but like I said, I'm not that good at making attacks. I have yet to make her land and do the second strike. I just thought I'd give a progress report on what I have completed.

    Here's what I did so far.

    Here's a side view.

    EDIT 2:Okay I now have the full attack animated. Just needs the transition again. Here it is, tell me what you guys think? I still have to do the FinalStart, and then I'll be done with the animating side of it.

    Actually I still haven't done the air version. I guess that's next on the list then.
    Those look really nice man! Very fluent and nice. Great Job!
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    « Reply #154 on: March 15, 2014, 09:17:21 AM »


    I got it, Thanks man. I'll test her again to see the changes, then get back to you.


    EDIT: Okay I tested her again. The additions you made definitely helped out a lot. Her side b low, Astra, combos better. Her neutral b also works much better now, both air and ground versions.

    Also that grab break away issue isn't really all that bad to deal with. You can still pummel them and throw them without any problems. Its just if you sit there holding them for like a second and a half they break free. Still not that bad, but I don't know how to fix that either.

    Post Merge: March 15, 2014, 02:38:30 AM
    Okay I'm starting on Lucina's Final Smash. I got A new FinalDash animation done for her, since it was the easiest. I also semi-finished her FinalDashEnd as well. The only thing I didn't do was transition her to Wait1. Since RG is so good at doing that I might leave it up to him, and I'll do the rest.

    Here's what I got done. I changed the angle of where she holds her sword, based off of what JamietheAuraUser said.

    Trust me that it looks better in BrawlBox, than the gif.


    EDIT:I have the beginning of her FinalEnd animated. It's not that great I know but like I said, I'm not that good at making attacks. I have yet to make her land and do the second strike. I just thought I'd give a progress report on what I have completed.

    Here's what I did so far.

    Here's a side view.

    EDIT 2:Okay I now have the full attack animated. Just needs the transition again. Here it is, tell me what you guys think? I still have to do the FinalStart, and then I'll be done with the animating side of it.

    Actually I still haven't done the air version. I guess that's next on the list then.

    These animations look great! But, for the last one, when she slashed through the opponent, make her right arm a little more backward than it currently is...
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    « Reply #155 on: March 15, 2014, 09:35:20 AM »


    These animations look great! But, for the last one, when she slashed through the opponent, make her right arm a little more backward than it currently is...
    What do you mean exactly? Like when she's done passing through or just after the swing itself?

    That's what she does in game. Her arm ends at that angle. I could adjust it though, so it makes more sense I suppose. Thanks for the feedback though.
    « Last Edit: March 15, 2014, 09:37:23 AM by HeavyD88 » Logged

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    « Reply #156 on: March 15, 2014, 09:48:43 AM »


    What do you mean exactly? Like when she's done passing through or just after the swing itself?

    That's what she does in game. Her arm ends at that angle. I could adjust it though, so it makes more sense I suppose. Thanks for the feedback though.
    When she's done passing through... I didn't play the games, I'm just inspired by alot of swords(wo)men who do this kind of move
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    « Reply #157 on: March 15, 2014, 06:44:08 PM »


    Yeah, I guess I could revise it a little.
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    « Reply #158 on: March 15, 2014, 07:24:31 PM »


    Yeah, I guess I could revise it a little.
    Yea, but that's not something... Well, not really a big deal...
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    « Reply #159 on: March 15, 2014, 07:59:24 PM »


    I know, but I like to make things that at least kinda make sense.

    That's why I don't think this animation would really have an Air version. She's not a Bleach or DBZ character so it wouldn't make much sense to have her jumping mid air like that.

    Then again they can all jump twice for some reason so, I don't know.
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    « Reply #160 on: March 15, 2014, 08:29:21 PM »


    I know, but I like to make things that at least kinda make sense.

    That's why I don't think this animation would really have an Air version. She's not a Bleach or DBZ character so it wouldn't make much sense to have her jumping mid air like that.

    Then again they can all jump twice for some reason so, I don't know.
    2D Battle games are better with double jump... And they all come from different worlds... So reality physics doesn't affect them completly... That's always what I'm telling myself xD
    Owell, if you want to make a sensed aerial version, make her skip the 1st part of your animation and make the thrust directly as dive.
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    « Reply #161 on: March 16, 2014, 05:16:06 AM »


    Okay, I got her Final Smash PSA'd. There are just a few things I have to tweak, and I'll be done with it and post an update to see what people think.
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    « Reply #162 on: March 16, 2014, 10:29:04 AM »


    2D Battle games are better with double jump...

    Guilty Gear did that.
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    « Reply #163 on: March 16, 2014, 12:12:55 PM »


    Okay, I got her Final Smash PSA'd. There are just a few things I have to tweak, and I'll be done with it and post an update to see what people think.

    I'd love to see the coding.
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    « Reply #164 on: March 16, 2014, 05:32:25 PM »


    Well its nothing special. I'll post it a little later, seeing as I just woke up. If anyone feels it needs something just say so.

    EDIT:Alright guys here she is. I didn't do anything to the Air FS though. But it still uses the coding from the ground one, just to let you all know.
    « Last Edit: March 28, 2014, 09:15:00 AM by HeavyD88 » Logged

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