Royal_Blade
Smash Apprentice
Well, things such as Link's hair(not Toon Links'), Ike/Marth/Metaknight/Ganondorf Cape's, and Lucario's tail tip are all affected by aesthetic wind. (which is what effects them)
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Most of Lloyd's bones had special properties exclusive to ToS2 like any other model imported from it (which made them originally a pain to import in the first place). It's a matter of finding out what makes aesthetic wind work with bones in this game.
We have a ton of updates to release. We over hauled the mid-air rising falcon so it kind of acts like the "braver" skill from the Cloud PSA (we programmed it like this because that is how it worked in ToVS. The ground version...yeah.... i agree. I HATE that it is affected by momentum, an his animation stops. After we have fixed a few bugs, I'll send you the files so you can fix that if you want (the ground version; he doesn't do that in the new mid-air version). I think I'm going to make a video with the stuff that needs to be done.Even though I don't think it'd be as simple as looking at other bones that are affected by aesthetic wind and seeing any similarities.
Also, I was looking into the fitmotion and I noticed that you guys didn't split up the animation for Rising Falcon... Honestly, You only need 4 animations. SpecialSStart (Leap off ground into air dive), SpecialAirSStart (Air motion into air dive), SpecialS (The dive), and SpecialSEnd (Landing on the ground).
It would make life so much easier. Plus you wouldn't have m/any glitches with it as it functions just like it should. So I suggest changing that for the next version.
EDIT:
For some reason, I'm not liking the animation for Rising Falcon... Is that from ToS2 directly or was it custom made?
If it was from ToS2, then leave it. If it was custom-made, I'd like to remake it like I did awhile ago with other animations. I'll also revamp it so that there's a transition from the landing to his idle. Because right now it just stops... So to not make it look dumb, I'd like to fix it.
Umm...idk if you know this but...the wait1, attacks 11,12 and 13, the dodges the item use animations are ported. In fact, 9/10 animations are ported, and they all work just fine. We used the tos2 model, imported the tos2 animations. No issues whatsoever.But Lloyd isn't throwing anyone during Rising Falcon, so how is that an issue?
Well, If you plan on using the Up Smash for that Tales project, then fine leave it as is.
But there's no point in changing the bones to port one animation. So don't bother with it.
Oh, I understand what you're saying now. I apologize.I meant porting Brawl animations.
I already know that this is using ToS2 bones and animations. That's not what i'm talking about. It's just that it looks so odd that It doesn't seem like it was imported from ToS2. That's all.
You're right about this part. It wasn't a ported animation. I made that from scratch (Actually, that animation was my very first hack)I meant porting Brawl animations.
I already know that this is using ToS2 bones and animations. That's not what i'm talking about. It's just that it looks so odd that It doesn't seem like it was imported from ToS2. That's all.
Should one of us try and contact him, then? Or would it just be haggling?I honestly don't know what's going on. All I know is that I can't touch the PSA file because SqLeon is working on it. All I can do are the sounds, which I have a hell of a time to do.
This, the final smash has practically no range and doesn't capture the opponent you would honestly require the opponents controller to fail at the perfect time to pull this off and it has such a build time that might not even work, I'd like to see a trap with constant damage ending with a strong hit not a 1hkobut the completion of the Final Smash is nice. However, I think it would work better if Lloyd could capture or trap opponents at the start, so you don't have to rely on chance to hit an opponent with Divine Justice.
One of my original suggestions. When I said completion, though, I really meant the elimination of the "infinite Final Smash" glitch that went with V3, aka Lloyd no longer remains frozen in place after using Divine Justice.This, the final smash has practically no range and doesn't capture the opponent you would honestly require the opponents controller to fail at the perfect time to pull this off and it has such a build time that might not even work, I'd like to see a trap with constant damage ending with a strong hit not a 1hko
Yeah, like for the bowser jr. psa when they didn't give him a smash it just broke the ball and nobody got it. I actually really liked that because although it wasn't complete it let you stop others from getting it rather then just getting it and having someone steal it. Right now I would prefer this feature for lloyd until a 100% final smash can be released.One of my original suggestions. When I said completion, though, I really meant the elimination of the "infinite Final Smash" glitch that went with V3, aka Lloyd no longer remains frozen in place after using Divine Justice.
Just to clarify, Lloyds final smash isn't divine justice, its Falcons Crest from ToS. Also, I believe we fixed that glitch. If you happen to come across it again, please let us know.One of my original suggestions. When I said completion, though, I really meant the elimination of the "infinite Final Smash" glitch that went with V3, aka Lloyd no longer remains frozen in place after using Divine Justice.
The odds of Lloyd making an appearance in Smash 4 are fairly slim, given the recently mediocre sales and reception of the two latest Tales games. Even if he or other Tales heroes do make appearances, they likely will be as unlockable characters rather than storyline characters, like Jigglypuff, Toon Link or Wolf.Namco is doing smash 4. Lloyd??!??!??!?