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« Reply #375 on: June 17, 2014, 03:16:00 PM » |
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I watched a video of someone who uploaded a game with Lucina
And holy god is her recovery waaaay too good. Either reduce the height of her jumps, or make her fall even faster.
Not going to comment on the other moves, because imho she could use much, much, more balancing.
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« Last Edit: June 17, 2014, 03:43:12 PM by Zed »
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  In other words, LURK MORE. In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE. 3. ... You seriously don't know who Clinton is? If only hacking Brawl paid bills. O snap But you are in a Smash Bros. thread. You can't have an opinion here.
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« Reply #376 on: June 17, 2014, 04:37:04 PM » |
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Honestly, I thinks she's fine the way she is. Her recovery is good but its not guaranteed. Anyone can just knock her out during those moves.
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WiFi Brawl FC:0606-0014-4748  You turned into a real boring [censored] while I was away. -Yoko Hooray for surpassing 4000 downloads!! Thanks guys!
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« Reply #377 on: June 17, 2014, 04:54:01 PM » |
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@JamietheAuraUser I tested out the new sawnd file, and my game no longer crashes! I couldn't tell you what exactly changed, but I'm not complaining. However, nearly all of Lucina's clips are extremely quiet - nearly inaudible in fact during combat. Considering your explanation earlier about the preset sound levels, why would sounds in the same group classification be at different volumes if the base sound clips were recorded from the same source?
Also, now that I'm able to test the new PAC file, I can say that the sword trails look much cleaner than with the old 1.5 effects (which I was using previously). I still like the old trails though due to how well they accompany Lucina's exhalted sword, so I'm gonna see if I can combine the two to make some kind of happy medium.
@Zed While I agree with you, Lucina's playstyle is extremely combo based - she doesn't really have any high power kill moves or the ability to consistently gimp opponents, so she will need an above average recovery and high mobility in order to stand a chance in Brawl, and especially Project: M. That said, yes, there does need to be some balancing.
@Naoto-san On certain stages with sloped edges, especially oddly shaped sides like Fountain of Dreams or P:M's Final Destination, she actually slides up them in a way that is very difficult to stop. Also, her sword pokes through ledges at an angle, she often has enough recovery to pop over the ledge to disregard any attempt at edge-guarding, and her horizontal recovery options can save her if she gets hit again. If a character doesn't have a great air game to be able to go under a stage to stop her, she most likely is getting back.
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« Reply #378 on: June 17, 2014, 05:49:05 PM » |
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How would I implement Lucina into PM and replace only DDD? I've tried with the code porting etc. and it still freezes.
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« Reply #379 on: June 17, 2014, 06:37:54 PM » |
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The previous Sawnd file caused crashing because it wasn't the correct one. I had previously used Super Sawndz to apply the old Lucina voice patch, and Super Sawndz did not delete the resulting Sawndz.sawnd file. So when I went to create a patch for my voice edits, all Super Sawndz did was copy the data of Sawndz.sawnd, paste it onto the end of Sawndz.sawnd, then create a copy of Sawndz.sawnd and call that the patch. So all it contains is the old Lucina voice two times over. When I noticed this, I went and deleted Sawndz.sawnd, then told it to create a patch and it actually did this time.
Total list of sounds I replaced: — Voice clip used for Up Special. — All three quotes used for Side Special Neutral. ("That's enough!" is replaced with "My turn!") — Final Smash quote. — Entry/Down Taunt quote. — Her two win quotes. — Six of her seven Attack voice clips. — Jump voice clip.
Regarding volume: The fact of the matter is, the only sounds I recorded myself were the three Attack clips and the three Critical clips. The others I took from that large compilation file of battle quotes, which was done by somebody else and thus has slightly different audio levels. In fact, it's actually a little louder than mine.
As for how quiet the Attack and Critical clips in particular are, I had my 3DS at maximum volume and they came out even quieter than that when recorded in Audacity. I didn't want to risk using any more gain than I already have for fear of reduction in sound quality.
Regarding Lucina's recovery, she has serious issues with vertical recovery and I've found is quite easy to edge-hog. At least, that's true of vBrawl. Her Up B has quite a bit of range, but the hitbox doesn't carry all the way to the end of the height gain and she falls really fast, so by the time she knocks you off the ledge with an aerial it's already too late for her to grab it. Plus, she's seriously lacking in terms of standard vertical platforming, as she falls very fast and her jumps are quite short.
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« Last Edit: June 17, 2014, 06:43:47 PM by JamietheAuraUser »
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 "I reject your reality, and substitute my own!" "We're the Mythbusters, we blow **** up." -- Adam Savage "No, the solution is not to make a gatling gun out of bazookas."
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« Reply #380 on: June 18, 2014, 08:11:51 PM » |
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I think I found a glitch with Aether in the PM version (dunno if it's the same in vBrawl though): if you do the move near the edge of the stage/platform and your opponent shields it you'll just keep going past him and won't stop until you reach the blast edge of the stage (so basically it's a free KO if he blocks it).
I think the same happened with Astra once but I can't replicate it.
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« Reply #381 on: June 18, 2014, 09:41:42 PM » |
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The sounds of a majority of the attacks are severely muted with the exception of some sounds standing out due to sharp peaks in the sounds making them loud.
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« Reply #382 on: June 18, 2014, 09:48:22 PM » |
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With the new voice files that I uploaded, or the old ones? The new ones are really quiet, yeah. You'll have to turn the volume way up on them using BrawlBox, from what I've found. To about 150 for the regular attack clips, and 120 or so for actual lines of dialogue. And around 140 for the FS quote. If only Sawnd files also exported volume settings...
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 "I reject your reality, and substitute my own!" "We're the Mythbusters, we blow **** up." -- Adam Savage "No, the solution is not to make a gatling gun out of bazookas."
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« Reply #383 on: June 18, 2014, 09:49:29 PM » |
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In addition to what Jackos found, it seems if you shield immediately after L-canceling (in Project: M, obviously) Lucina will go into a T-pose for a second.
Also, I noticed Lucina's sword will spasm when transitioning back to her idle after missing a grab.
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« Last Edit: June 18, 2014, 09:52:50 PM by Friesnchip »
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« Reply #384 on: June 18, 2014, 09:56:01 PM » |
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In addition to what Jackos found, it seems if you shield immediately after L-canceling (in Project: M, obviously) Lucina will go into a T-pose for a second.
Also, I noticed Lucina's sword will spasm when transitioning back to her idle after missing a grab.
Shoot me a download link, I want to see if I can fix the second problem
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  In other words, LURK MORE. In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE. 3. ... You seriously don't know who Clinton is? If only hacking Brawl paid bills. O snap But you are in a Smash Bros. thread. You can't have an opinion here.
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« Reply #385 on: June 18, 2014, 10:56:00 PM » |
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Shoot me a download link, I want to see if I can fix the second problem Well, all I'm using is the base Project: M PSA: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204448And JamietheAuraUser's updated Sawnd and PAC files: https://drive.google.com/file/d/0Bx0wbBf5cddIcWh2YVllLVNjT00/edit?usp=sharingEdit: Actually, I figured out the problem. JamietheAuraUser's PAC file is for vBrawl, which causes L-canceling and dash dancing to be a bit messed up. After switching back to the original P:M PAC file included in the base download, everything works fine again. My bad, I suppose.
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« Last Edit: June 18, 2014, 11:04:39 PM by Friesnchip »
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« Reply #386 on: June 18, 2014, 11:02:09 PM » |
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The Pac file I uploaded was the one for vBrawl, so I wouldn't be at all surprised if it behaves oddly in Project: M. (Like, for example, T-posing on L-cancel into shield. That could also be from BrawlBox screwing something up, since it occasionally does that.)
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 "I reject your reality, and substitute my own!" "We're the Mythbusters, we blow **** up." -- Adam Savage "No, the solution is not to make a gatling gun out of bazookas."
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« Reply #387 on: June 18, 2014, 11:07:18 PM » |
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I think the second problem is because Lucina's grab animation doesn't transition to her wait.
That and the bone translation on the sword for the Catch animation is around -400 while on the wait it's at 80 or something.
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  In other words, LURK MORE. In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE. 3. ... You seriously don't know who Clinton is? If only hacking Brawl paid bills. O snap But you are in a Smash Bros. thread. You can't have an opinion here.
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« Reply #388 on: June 18, 2014, 11:11:50 PM » |
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@JamietheAuraUser Yep, I just figured that out actually, although my post edit was a bit too late. With that said, do you think you could make the edits on your vBrawl PAC for the P:M version as well? I'm messing around with making new sword trail textures, so having the grounded shield breaker's trail working (along with your other fixes) would be really nice.
@Zed Yeah, quite a few more animation transitions need to be fixed, actually.
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« Last Edit: June 18, 2014, 11:13:09 PM by Friesnchip »
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« Reply #389 on: June 18, 2014, 11:21:08 PM » |
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@JamietheAuraUser Yep, I just figured that out actually, although my post edit was a bit too late. With that said, do you think you could make the edits on your vBrawl PAC for the P:M version as well? I'm messing around with making new sword trail textures, so having the grounded shield breaker's trail working (along with your other fixes) would be really nice. I might be able to check it out tomorrow and see if I can make heads or tails of Project: M stuff. Also, Naoto-San posted earlier in the thread on how to make the GFX, hitboxes, and SFX work for the ground version of Neutral Special. It just involves changing certain timers to 11 and others to 20, instead of 16 and 26-ish where they are now. Only thing is, the aerial version currently references the ground version's SFX and GFX tabs, so any edits to GFX and SFX on the ground version will screw up the aerial version. Someone should separate those out to fix them.
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 "I reject your reality, and substitute my own!" "We're the Mythbusters, we blow **** up." -- Adam Savage "No, the solution is not to make a gatling gun out of bazookas."
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