SuSa
Banned via Administration
~30 minutes means "approximately 30 minutes" which could mean "3 days or when I feel like it"
Be patient or do it yourself.
Be patient or do it yourself.
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>_> My clock is broken...I'm not saying that anyone's wrong or anything, but I think it's been over 30 minutes
Do you have the "end loop" statement or.. that one statement that makes it loop?>_> My clock is broken...
And by clock, I mean the loop for the jab. T.T; For some reason only the first round of hitboxes would come out, and I figured "hey! 30 minute job!" and now its trolling me. If this next try doesn't work, then I give up on it for now and let you guys have your pac.
And no, we don't want people doing it themselves, because then I lose limelight. >=[
-DD
DX Yea, I do. Execute Loop.Do you have the "end loop" statement or.. that one statement that makes it loop?
Thanks a lot! i was close.[sd card reader drive letter, i.e. the root of your sd card]:/private/wii/app/rsbe/pf/fighter/lucario/FitLucario.pac is the filepath.
There is something somewhere that shows the button inputs... you'd just add a boolean true for "A" AFAIK.DX Yea, I do. Execute Loop.
I got it to work, I just can't get it to work while A is Held down, as opposed to a certain amount of loops. I'll just leave it with the set loops and work out how to make it happen'n later.
Running final bugcheck on pac, then uploading.
-DD
If Button Pressed == 00; execute Loop
If Button Release == 00; end Loop
Dats sum nice ceeplusplus.There is something somewhere that shows the button inputs... you'd just add a boolean true for "A" AFAIK.
I know it had a set loop (2 "up and downs") in Melee if you let it get that far. :x
EDIT:
http://www.smashboards.com/showthread.php?t=244605
Read that.
^ not real code, just to give you an idea.Code:If Button Pressed == 00; execute Loop
Thanks for reporting those to me! I'll make sure the damage SubAction causes visibility. I guess I linked the airdodge to the wrong fall animation, my bad. DX! It was just supposed to be the normal descent. And I think i'm going to trade the stun on the current Disable for a more ZSS-type stun. that would make it easier.Hey I really like it, but somethings i've noticed, when lucario (mewtwo) is using his teleport (which is awesome btw) if he is hit during the beginning of the attack he remains invisible for a short time (it's not really a problem just weird). Also after using his airdodge he goes into a helpless state, I'm not sure if this was on purpose, but I thought that might be a problem. His down b is really cool but inescapable and it cant be used in the air. It's really good I can't wait to see what you'll do next xD
edit: oh and the nair is very good too xD
Suggestions are always welcome, especially for animation purposes.Kudos on getting the Up-B and airdodge right. Fixed DTaunt look pretty cool too.
Are you planning on making his Nair animation his Up Taunt?
Thanks for reporting those to me! I'll make sure the damage SubAction causes visibility. I guess I linked the airdodge to the wrong fall animation, my bad. DX! It was just supposed to be the normal descent. And I think i'm going to trade the stun on the current Disable for a more ZSS-type stun. that would make it easier.
OR
I could make the stun hitbox come out, stun the opponent, then a really long[~70 frames, maybe more] wind up for a "Gannon UTilt-esque" move. So you'd be punished if you missed, and you'd be punished if they escaped the stun, but if you clear both, or they wandered into the attack afterwards, then get smashed.
Oh sorry I think I used the wrong term, he does have a normal descent after airdodging so you didn't do anything wrong with that (he just can't attack or jump again, or is that still a helpless state?).
If he cant even shoot an aura sphere, then that needs fixing.Oh sorry I think I used the wrong term, he does have a normal descent after airdodging so you didn't do anything wrong with that (he just can't attack or jump again, or is that still a helpless state?).
Since sound effects can't be changed yet, we'll most likely just leave him silent. It's more badass that way, anyway.- Are we going to MAKE mewtwo's voice or are we only using his brawl lost voice?
- Are we even going to change the voice/sound?
Download the one that says Beta2.which pac should I download?
Oh, I have much more epic things planned for DTaunt and his entry...stay tuned...great job, the down taunt looks sweet just wish the lightning would last a little longer, instead of flashing into the up taunt
1) I'm not really sure what you're saying here. And I plan on making all the tail attacks and building a tail out of dark flames to trail off of Lucario =D!I was thinking of a few ideas for mewtwo's moveset:
- Instead of his melee "tailwhip" he could keep his f-tilt lucario animation and make it act differently. My idea is: a single hit of darkness that send the opponent in an 80 degree angle(0 being over him) Making a forcepush (psy push?) kind of effect that actually push the opponent backward instead of sending him diagonally in the air.
- I wonder if taking a part of his forward 1st jump and putting it as a run animation would look good, Or repeating his dash at the begenning of his run animation while making him float(like in D taunt :D) OMG lucario swimming forward is awesome for that too check it out!!!
-For his Dair the platform drop animation looks the closest from his melee Dair, mabye with a hitbox... The best case scenario would be if a downward angled Uair to follow after the Platform drop. Its a bit complicated...
1) Are you saying that the Jab is too good?Things i noticed in the Beta: (Don't worry i won't say to make it do darkness dmg^^)
- Jab kick too much *** (fox's nightmare!!)
- if i finish teleporting on the ground i can't teleport again, its weird...
- Nair sparkle is placed weird (but im sure its not completed yet right?)
- Teleport is a bit slow compared to melee(but it looks awesome!!)
- The sparkle used on his airdodge is a bit big in my opinion
- BEESSSSSST TAUNT EVARR
- His jumps are weird, his 1st is too low to get aboard most platforms and his second just go waaaay over it
- No shorthop T.T
1) I hope to God I don't have to make them. We'll probably import them when that option opens up to us.Allright now i have a few question for you all:
- Are we going to MAKE mewtwo's voice or are we only using his brawl lost voice?
- Are we even going to change the voice/sound?
- Are you god?
*notes to add visibility = true on all tilts*i'm testing it right and i LOVE it. although i found a glitch. when u do an air dodge when you're about to land and do a ground attack as soon as u hit the floor while still invisible, u stay invisible and as soon as the attack is done u reappear.
Just rename it and swap them when needed.If only I could test this along with the new nightly....but all characters have pacs now. so I would have to remove lucario's pac in order to test this. D:
I already have an idea for FThrow. That is probably going to be on the final "To-Do" list though, because it requires prop manipulation...like...a lot of it...Just rename it and swap them when needed.
@darkDragoon: All right! all tail whip moves mill be back??
It just came to my mind, F throw *glups*
Ace<3Any vids of this stuff?
Stupid wii doesn't work so I can't test anything but I wanna see this.
Yea, yea.DD:
If ground
Disable stuff you have
Else
Knockback = something, no growth
At least do that, and we'll try to find the status Boolean. (Check Lucas's B move. It won't refreeze if frozen so maybe it has a boolean to check if it's frozen? CHECK IT!)
^This. <3 quoting myself. Anyways, how do you plan on fixing these?just some notes from the testing of the latest mewtwo:
on his nair, it should be his up or down taunt animation. those would look a lot better. And the hits need to connect better. Kirby could escape this with ease.
Down b: second hit needs to knock away, and this currently doesn't do anything in the air.
Uhh...^This. <3 quoting myself. Anyways, how do you plan on fixing these?