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Wedgie move compatibility + Tutorial (Read 6114 times)

Started by Shimmering Brony, February 16, 2015, 09:55:03 pm
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Wedgie move compatibility + Tutorial
New #1  February 16, 2015, 09:55:03 pm
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Hey people! This is my topic about my first compatibility anim that I make, its the wedgie!

The character that will use it is... My self character :)

Also, Juan by Queltzacoatl88 was the first character to have this kind of move, but didn't had a compatibility coding nor anim, so I made a balanced one.

It probably sounds dumbass to you, but some people might find it a good idea.

Screenshot:



Well, here's a tutorial on how to make your character compatible with this move:



That's it.
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Last Edit: September 19, 2015, 08:12:18 am by ToonAlexSora007
Re: Wedgie move compatibility + Tutorial
#2  February 17, 2015, 12:06:32 am
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Neat idea, but maybe put the code in the 10000 group instead.  Usually the 9000 group is used for portraits.
Re: Wedgie move compatibility + Tutorial
#3  February 17, 2015, 12:25:27 am
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Interesting idea you had

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Re: Wedgie move compatibility + Tutorial
#4  February 17, 2015, 12:49:51 am
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Last Edit: February 17, 2015, 03:20:37 am by ToonAlexSora007
Re: Wedgie move compatibility + Tutorial
#5  February 17, 2015, 01:16:42 am
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yeah, esp. considering some users use add004 it can be a problem.
btw, It would be funny to see a few chars be wedgied.
Re: Wedgie move compatibility + Tutorial
#6  February 17, 2015, 03:02:42 am
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Also you want to make sure what you pick doesn't conflict with these optional standards.

ALSO make sure you code a backup anim that uses the standard sprites for characters that don't use it.
Re: Wedgie move compatibility + Tutorial
#7  February 17, 2015, 05:23:59 pm
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Re: Wedgie move compatibility + Tutorial
#8  February 17, 2015, 05:31:16 pm
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I would test this a lot before loading it into production because I know I've had issues with actionnos higher than 30,000. What you're suggesting is 987,087, which is insanely high. It may work alright, but I'm just giving that warning. If you run into any unexplainable issues, that might be why.

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Re: Wedgie move compatibility + Tutorial
#9  February 17, 2015, 05:54:59 pm
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I wonder how this is going to work like for tall characters...

I would test this a lot before loading it into production because I know I've had issues with actionnos higher than 30,000. What you're suggesting is 987,087, which is insanely high. It may work alright, but I'm just giving that warning. If you run into any unexplainable issues, that might be why.

I work with actions past the 1M range and never had a problem.
Re: Wedgie move compatibility + Tutorial
#10  February 17, 2015, 09:33:29 pm
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Re: Wedgie move compatibility + Tutorial
#11  February 17, 2015, 09:36:42 pm
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Someone whip up an example Juggernaut anim, stat.
Re: Wedgie move compatibility + Tutorial
#12  February 17, 2015, 11:41:08 pm
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Re: Wedgie move compatibility + Tutorial
#13  February 17, 2015, 11:52:03 pm
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Wedgies, eh?

Pretty sure a certain green faced guy might perform this move too...
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Re: Wedgie move compatibility + Tutorial
#14  February 18, 2015, 05:19:21 pm
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This is cool.
Re: Wedgie move compatibility + Tutorial
#15  February 18, 2015, 06:44:38 pm
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I work with actions past the 1M range and never had a problem.
It might have been something extremely specific to my project, but that's what I remember being the cause; actionno too high. It surly helps that I can't actually remember what it was, lol :XD:


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Re: Wedgie move compatibility + Tutorial
#16  February 18, 2015, 06:51:22 pm
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action too high should be over 1 billion
Re: Wedgie move compatibility + Tutorial
#17  February 18, 2015, 09:23:36 pm
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Re: Wedgie move compatibility + Tutorial
#18  February 19, 2015, 09:31:37 pm
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That sounds not bad, I will do that for my characters.
Re: Wedgie move compatibility + Tutorial
#19  February 21, 2015, 06:01:15 am
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Hahaha.....amazing idea