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Author Topic: Drako Yoshi - V1 RELEASE + Vertex for V2?  (Read 32562 times)
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dingo
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    « Reply #15 on: June 14, 2010, 10:28:50 AM »


    This may be the first problem. You having the hitbox starting at 40 frames and ending at 80 frames with allow interrupt past where it should be. The interrupt would have to be between hitboxes.

    The article commands should be in the Other tab btw. No reason to have it in the Main tab.
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    ItalianStallion
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    « Reply #16 on: June 14, 2010, 03:11:22 PM »


    alright now we're talking. it looks so much better in game even in that low quality video. i could take some in game pictures for u if u want Wink
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    Nuke
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    « Reply #17 on: June 14, 2010, 03:12:43 PM »


    I no wats wrong... I had the same problem with my dark samus... Ok wat u need 2 do is seperate the collisions with timers... Tht way each bubble activates differently not all at once...

    it should look something like this...


    Hope This helps  Grin
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    « Reply #18 on: June 15, 2010, 10:14:37 AM »


    By the looks of it though, what you are doing is making it multihit.  I just want it to 1 powerful hit but on both sides of him.

    Thanks anyways though  Wink
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    « Reply #19 on: June 15, 2010, 02:29:26 PM »


    Then try using just 2 collision bubbles instead of 5.. the size u have should be fine...
    How long is the animation by the way?
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    « Reply #20 on: June 15, 2010, 03:38:41 PM »


    This may be the first problem. You having the hitbox starting at 40 frames and ending at 80 frames with allow interrupt past where it should be. The interrupt would have to be between hitboxes.

    The article commands should be in the Other tab btw. No reason to have it in the Main tab.

    I like how I was ignored.....
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    « Reply #21 on: June 16, 2010, 07:25:58 AM »


    Oh no you weren't ignored.  I tried that and it didn't work either Sad I even tried removing the Allow Interupt completely and that failed too.  Overall all the problems (for the exception of the Up B) that were there before are still there no matter what I do :'(

    Neutral B still does absolutely no damage
    Up Smash even when I try both the Z and the X offsets for both the graphics and the hitboxes the move still has depth (though when I use the Z offsets the graphics also have width which is all I want)
    AAA 3rd hit still never comes out
    And now the Side B freezes the game @.@
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    « Reply #22 on: June 16, 2010, 07:58:32 AM »


    Oh you didn't say if it worked or not so I didn't know if you tried.
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    TheShyGuy
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    « Reply #23 on: June 16, 2010, 09:31:22 AM »


    for the third A, why don't you just put an if press A, then change sub - third A?

    up smash - why don't you change the bone that the off. coll. and gfx are attached to.  I had the same problem with my mario for some reason.  i just changed the bone to the base.  You could also, for more accuracy, use put the throw bone where the off. coll. and gfx. are supposed to be exactly so you don't have to use x and y offsets or worrying about depth.

    edit:
     also in the upsmash pic.  the bone is 0(base,floor w/e)  and has no Y offset - either you want it to hit the ground or you forgot.  Other problems could be the flag numbers.Also i think theres a certain explosion gfx that goes back in depth for no reason - it happened when i first started using psa.

    - one of the hi4 off. collision box is 0 btw


    edit:


    Up B - I'm not really too fussed if he flies backwards; it's just that when I use Up B in the air, he rockets up to hyper space but if I use it on the ground he can't move up at all.  I've set the momentum to 1 for each of them.  Do I need to add "Set Air/Ground" on the gorund Up B subaction?

    if its in synch 1 loop, 1 is waay to high - try .1 or .01, also switch the momentum for "if toggle stick pushed forward/back".

    -up b on ground, you might need to raise him a bit first in the animation, then it might work ( if he stays put in the animation).
    « Last Edit: June 16, 2010, 09:43:07 AM by theshyguy » Logged

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    « Reply #24 on: June 17, 2010, 07:38:46 AM »


    Ahh I can't open the Drako Yoshi pac in PSA anymore and I once tried him on the CSS and the game froze.  *sigh* Now I have to start all over again :'(
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    « Reply #25 on: June 17, 2010, 07:44:16 AM »


    if it freezes when you select the char., then either the texture is messed up or the psa size is too big.  If it freezes when you select a stage the motion pac might be too big.
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    « Reply #26 on: June 17, 2010, 07:58:23 AM »


    When it's as soon as I select the character.  I haven't had any problems with the texture at all so it must be the PSA.  That said though, I heard that if you delete stuff it doesn't actually decrease the file size.  Is that true?
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    « Reply #27 on: June 17, 2010, 05:02:34 PM »


    O man tht sucks Embarrassed
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    « Reply #28 on: June 18, 2010, 12:23:17 AM »


    Actually that's somewhat good.  Maybe this means I'll be more likely to keep in the file size limit this time and I may have more luck diagnosing problems that I've been having Wink
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    « Reply #29 on: June 18, 2010, 12:31:13 AM »


    before redo-ing everything, test if its the texture or psa first.  Put only your texture no psa and test.  If it doesn't freeze test psa only, no texture and see if it freezes.
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