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alf2: current state - insights
#71
(08-16-2011, 10:47 AM)YinYin Wrote:  there is more to it than just adding hit_Uj
you should know if you have done it yourself
Well i checked my Louis.dat (the one i have changed) and it seems that i have only added hit_Uj: 275 to frame 256 and 257 and it works fine D: i think that's becouse Louis' 1000kicks' last kick is the one that kicks the enemy far (dvx: 17 dvy: -7 (this also from my data and it's the same as original Louis.dat's) and the ''make r-catch'' frames are before that kick.
(08-16-2011, 10:47 AM)YinYin Wrote:  also it's not about who has done it before or how easy it may be
I have high expectations for you D:
(08-16-2011, 10:47 AM)YinYin Wrote:  i have considered the D^J+D>A combo
but so far i think louis should be too slow to pull that one off
(the charge up of the phoenix palm is quite long and the throwing needs some rest at the end to not look akward)
also i am not changing any distances or damages from original data (no altering the D^J to make the D>A work after it)
Well, i have tried that one too and yeah, it's not possible without making the frames' wait values smaller or skipping some frames from the start of blastpush.
E: The whole combo that i have made in my mod D: It really isn't so good looking when you skip some frames from the start of blastpush:
Louis combo by Whaat (Click to View)
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And i want henry double arrow dash D:
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(08-16-2011, 11:07 AM)YinYin Wrote:  your dennis does not fall after the thunder kicks
True xp sry for doubting. But atleast the combo works ;)

Might be back, might be not :^) anyways awesome to see you guys again!
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#72
your dennis does not fall after the thunder kicks
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#73
Maybe because he used the frames before the ending louis thunder kicks in which the enemy falls down and then the throw.
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#74
It's not that hard to catch falling enemies is it?
I mean I used it twice with my Vegeta
caught in the air (Click to View)
well this one I used a ball (Click to View)
Also - great progress ;)
I know I'll be opening that baseball crate and play me some baseball!
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#75
YinYin Wrote:i don't have any ideas right now but if you can give me good ones
I can think of some.
Sparkling/whatever for energy on energy, steam for ice on fire (& vice versa), additional blood for strong attacks, additional sound when metal falls on ground, hit-sparks for bounces, additional sound when Rudolf clones get hit.
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#76
[Image: wrb7di.gif]
>>+JA (simultaneous)

@bashscrazy (Click to View)

next up: deep heavy attack or deep dash strike
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#77
deep dash strike dude :D
[Image: p45mycA.png]
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#78
What about the fire/ice affinity exception? You haven't shown that one yet, and it seems kinda interesting.
Also the last frame in Henry's double arrow dash doesn't look very good for a jumping-animation, I think.

EDIT: The move looks exciting though!
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#79
he is doing that on purpose dr. laulson.
might be in the next 3 updates (if you are lucky, I got lucky with the henry double arrow dash)
;D
oh well though I gotta agree with the doc on the last frame. I kinda expected a bit more though
[sig placeholder until my new sig is finished]
should totally allow people to be all trolley on their birthday :D
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#80
[Image: 116m6ma.gif]
>>+JA (simultaneous)


next up: firzen shield or deep bounce attack
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