TCRhade
Smash Champion
Well, there ARE some cool vertexes to replace Lucas, but not enough to fill all his costume slots, so yes, I have to agree with you.Aah finally a beta is coming along. FINALLY something to replace lucas.
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Well, there ARE some cool vertexes to replace Lucas, but not enough to fill all his costume slots, so yes, I have to agree with you.Aah finally a beta is coming along. FINALLY something to replace lucas.
This is only if we can find someone to do PSA =.= That's the hard part....Aah finally a beta is coming along. FINALLY something to replace lucas.
That is incorrect good sir, most of the PSA definitely isn't done, including most of the aerial attacks and the over-B. And even most of the regular attacks and smashes either need tweaks or just haven't been done.isnt most of the psa done i heard the up b is the onlly 1 not done in my opinion i would release a beta when ir finshed with the damage animations because up b isnt imporant if he has tht ear jump thing
Not unless you're willing to make it yourself =3Lol, I have a suggestion for a costume.
How about Tails? I always thought that Klonoa looked like Tails.
I'll do a Tails Klonoa (I won't use it but it might be an interesting alternate colour)That is incorrect good sir, most of the PSA definitely isn't done, including most of the aerial attacks and the over-B. And even most of the regular attacks and smashes either need tweaks or just haven't been done.
Not unless you're willing to make it yourself =3
Howd you fix the dthrow? O.o I tried all sorts of things and couldn't get anywhere with it. Was the problem in PSA or something?oh yey i fixed the dthrow. i also made grab animations =D and got rid of lucas' snake.
i also fixed all the standard attacks so that they hit when they are supose to.
yay progress
yeah PSA, that and the dthrow animation was too short. Like the frames where it hurt someone were after the animation was finished. so it never hurt the foe and just sat there waiting to be hit. i slowed down the animation and sped up the time where it hit. =DHowd you fix the dthrow? O.o I tried all sorts of things and couldn't get anywhere with it. Was the problem in PSA or something?
Ninja? Yeah, that makes sense. Klonoa's a beast afterall =D But yeah we really need to figure out how to fix all of these glitches... I found a guide but I'm not sure what shocks already done to Klonoa's indexes and such =/yeah PSA, that and the dthrow animation was too short. Like the frames where it hurt someone were after the animation was finished. so it never hurt the foe and just sat there waiting to be hit. i slowed down the animation and sped up the time where it hit. =D
So i finished ummm Catch, CatchWait, WatchDash, CatchHit, CatchRelease and Fthrow
i still cant figure out how to make the enemies actually follow the throwN bone. everyone just sticks to his pants. I Re-indexed his pants bone (lol) to the same as lucases but it still dosnt work =[ its also bugs me that his pants bone grows (lmao) every time he uses his sheild. i can't figure my way around it.
his fthrow is awsome tho, he does a jumping knee attack and then a spin around kick. hes like a ninja =D
Dawwwwww thanks.those don't sound hard to fix at all. half of them will be fixed with a proper ThrowN bone. send the files to either me or KangarooGreen, i taught him a lot about glitch fixing, and he does a good job with it.
Already tried that, didn't change it at all. =/Snapping back after using Side-Special just sounds like the "Moves Character" box is unchecked.
Thanks for all your hard work Snoopy, just do what you can. We really appreciate it. <3well, yes and no. up until saturday i was busy with finals, i spent most of saturday driving home for the christmas break, and i somehow amassed 7 projects to fix.
but i did mess around with Klonoa a bit. with the ThrowN BoneRef pointing to the ThrowN, it fixed most of those related problems, like the pant leg growing when shielding, but the problem is that the shield is tiny to begin with. it's weird though, because even though it's tiny, it still shrinks like it should, whereas the tiny shield glitch doesn't shrink. i'd put the ThrowN to a different bone, but it doesn't look like Klonoa has a bone that would be better. the only solution i could think of is if i hexed the eye lids out and used one of those bones as the ThrowN, but i would think that you want Klonoa to blink.
and i tried a few things to make the side special aerial move, but i haven't gotten it to move yet.
and i'm half tempted to re-hex the bone structure back to the way it should be. i know that's the way we used to have to do it, but that may be causing problems, but i'm not sure.
overall, i'm working on it. i just need some food and i'll keep working on it.
Thank you for your hard work. Welcome to the team. I've been working on getting the Up B and the Neutral B done. They are almost done. I hope you can fix the rest of the problems.progress report!
these are the things i'm currently working to fix, as posted last page.
1- Pantsleg grows when shielding
2- Shield starts has huge size
3- Some body parts stretch during animations
4- Air over-special snaps back after animation
5- Enemies don't follow the throwN bone
6- Sometimes instantly gets up or dies when grabbing ledge
i went ahead and hexed off the eyelids and am currently using one of those bones as the ThrowN bone, so the pant leg no longer grows and shrinks with the shield, and the shield doesn't start off huge. the problem is that it starts pretty small. so 1 and mostly 2 are done.
for 3, i haven't seen any animation stretching yet, except for the side special aerial, which brings me to 4.
for 4, i have no idea why it's not working like it should. my easy tests failed to fix it, but i'll keep trying.
for 5, i think i have it done. the problem is that when i name the bone that i have designated as the ThrowN bone, many problems pop up. i have a few ideas on how to fix it if it is a problem, though.
and for 6, believe it or not, was a simple animation problem. when it kept happening even after i fixed the ThrowN BoneRef, i figured it had to be. the problem was very subtle, but the TransN had to be moved back by -3. after i did that, the problem was fixed. the only way i figured that out was by comparing Lucas's CliffWait animation to Klonoa's. i saw that he was moved back a tiny bit, so i tried moving Klonoa back a bit as well, and that's all it needed. the bones must have been overlapping stage collisions, that's why he could hang off thin platforms and act normally.
so i basically have 4 of the 6 things done so far. i'll fix the shield and send the files back, and i'll try getting the side special aerial to work as well, but that may take more time, but i'm not sure.
What's wrong with them? O.oYeah I noticed that the fixed model wasn't there, but I was completely blown away by the fact that it didn't freeze up for me at all. It works pretty well, except i find the side and down specials aren't really that "special", but still!
I'm not quite sure about the FSmash (Although we sped that up right after the beta release) but the Fair is already exactly the same amount of frames as Mario's Fair, it even places the fist at the same spots during the attack. The reason it looks so slow is because the ear goes farther out. Basically the reason it looks slow is only because the attack itself is bigger. Once we make all of the attacks hit the right way, this will become more obvious.I'm somewhat surprised that no one has commented on the beta release.
That being said, it seems pretty good, although I've only looked at the animations. My main criticisms lie in the animation speeds being weird for a couple attacks, namely FSmash and FAir (mostly FAir). They're a little slowly-animated (too many frames maybe). My suggestion for FAir to make it look better is to speed up the forward-flip ear swing bit, similar to Mario's FAir animation.