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Wait, you want him to kinda stand up, right?...it went horribly for me.
Uh, I don't have footage, but I can tell you what they all are.Primid's animations, is StepJump an attack of some sort?
I haven't seen any of these in the SSE (never really played it all that much but I finished it):
EnmPrimJumpAerial
EnmPrimJumpB
EnmPrimStepJump
EnmPrimStepJumpSquat
EnmPrimStepJumpHi
EnmPrimStepJumpFall
EnmPrimStepJumpLanding
Anyone have video footage of the animations ingame? A description will do.
Yeah...Wait, you want him to kinda stand up, right?
Was it hilarious in its horridity?Yeah...
What I got was horrible fail.
Too horrible to describe.
Tomorrow? Great!I swear, I will have a beta up for Primid soon. Let's say, maybe... tomorrow sounds good, K?
Sounds like a perfect moveset of creepiness! would make an excellent original character.Well, he became a...ball of flesh.
Then his arms and legs stuck out and squirmed like worms.
Sometimes he spun around, or you could see his head writhe as if it was trying to leave his body.
...well, that's what happened when I tried him with other people's stuff.
Oh, the horror!
That reminds me of a Khezu from Monster Hunter.Ganon animating
This is what I got. Creepy huh?
I know, you did a great job so far. Everyone has put a lot of work into their projects, not just Mr. Weegee, I wasn't putting your work down at all.I put A LOT of work into mine too
I think he mentioned it because he got (unfair) criticism that knuckle joe was an "easy" model to hack, and that he didn't have a new enough moveset. Personally I think all of you guys are inspirational with how much work you put into each character and getting them playable, and I smile, and jump with joy at each new release and update.I know, you did a great job so far. Everyone has put a lot of work into their projects, not just Mr. Weegee, I wasn't putting your work down at all.
yo man, the word on the street is, Isaac is chillin with 2 different vers, a Ike+hair and an actual model yo. Daaaaaamn.Any new word on Isaac and Lyn AT PSA's?
For boss characters, only their first collision (for Meta, his torso, and for Galleom, his @$$,) seems to work. Each collision has a bone attached to it which can be moved like any other bone, and it will stretch the collision in the direction you move it.Your words intrigue me and I wish to know more. Which bone is this? (And I forget, which alloy are you working with?) Are you referring to any child bone as a bone attached to it, and how exactly does this stretching work? More questions, etc
I would very much like to continue with a Galleom with proper collisons.
Intriguing. Are you referring to one of the bones named like "Collision#X"? I'll have to experiment with this. It'd be nice to work on Galleom again -- I had some pretty rockin' stuff planned.For boss characters, only their first collision (for Meta, his torso, and for Galleom, his @$$,) seems to work. Each collision has a bone attached to it which can be moved like any other bone, and it will stretch the collision in the direction you move it.
... Well, I haven't done too much testing with it, so I'm not positive whether or not it actually stretches it, or just copies and moves it. I say "copy" because the original location of the collision will remain intact no mater what.
By the way, I know for sure that I'm going to need some help with Meta's moveset. There's some pretty complicated things I want to do with it.
...I can see now that Beast ganon will never work out...Ganon animating
This is what I got. Creepy huh?
I'll get to work now.Very nice, Mr. Weegee. I can tell you put a lot of effort into him. I love the way you incorporated the bat into his moves. You definitely need to fix the texture problem, but I know you can't yet. You might want to do something about the bat being visible inside of him in a lot of his moves. A couple of his animations need to be fixed up a bit and smoothed out, mainly his Wait1. He can hold his own in a fight, that's for sure. Some of his moves are actually a bit over powered, such as his FSmash and DSmash, with which I can K.O. Mario easily at less than 100%. His grab is great, but the length makes it entirely too easy to regrab the enemy 10 times (if not more) after throwing them. He is great, but for some reason it randomly froze in the middle of the match, I don't know why. Excellent job overall, to everyone, I can't wait for them to be finished!
Really? Interesting. @People whose characters didn't work on Olimar: Try Ice Climbers.ICs have a lower minimum bone requirement than Olimar.
They need at least 37 bones to replace ICs.Really? Interesting. @People whose characters didn't work on Olimar: Try Ice Climbers.
Awesome, I'll PM the details.Intriguing. Are you referring to one of the bones named like "Collision#X"? I'll have to experiment with this. It'd be nice to work on Galleom again -- I had some pretty rockin' stuff planned.
Also, I'd be glad to help with Metaridley if you need it, especially if it's PSA you want help with.
But then there would be two of them.@People whose characters didn't work on Olimar: Try Ice Climbers.
That's because I removed it, it wasn't the right file. But since my computer also has more than a few technincal errors, I wasn't able to put the right one up. Here's the right one.The third link for meta riley(the PAC) is broken- it redirects to fileden.com
You can get rid of Nana using codes. (e.g. The Frozen Popo PSA.)But then there would be two of them.
What's the lowest you can go? This could be useful for me.ICs have a lower minimum bone requirement than Olimar.
Somewhere around 29 or 30, for alloys.What's the lowest you can go? This could be useful for me.