so is getsuga tensho the only one coding anything right now, also do you have any sprites or anims of sasuke that you could share so we could see his progress? i was wondering if you were still building off that base in the graphics section
nice update blah, the whole feel of the stage has completely changed with these adjustments, was wondering if you still were planning on adding the animations in future updates or if you had something else in mind
those fx for the rocks made a huge difference, i noticed that tosen can be hit and his move canceled i never seen that before for a helper i think its a nice feature, im gonna have to check out that code
i have a couple of questions, so what exactly happened in soul heat? is he suppose to go vaizard? if so shouldnt he only be able to go vaizard if he is in bankai? it looks kinda strange how he's is in shikai then automatically is in bankai going vaizard. Also what he says doesnt really fit well "old man Zangetsu" refers to the zangetsu we know in the first couple seasons, when in fact ichigo is using ogihci's power when he is in his vaizard form. DO you plan on using sprites from both ds2nd and ds4th and if so will they be edited i ask because the style is so different and extremely noticeable
i think renji makes way more since as a helper since he was part of his advance guard in the real world, the only times i remember hitsugaya and ichigo talking much was in the diamond dust rebellion, honestly i think alot of people are just sick of ichigo in general including me
i got a problem when im tapping the y button repeatedly my char is going into what seems to be the jump landing state, i dont have any commands programmed for tapping and i have no idea why its happening i've looked it over several times i hate to bother with it here but i just cant find what is causing this error
;---------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = (statetype = S) && ctrl trigger2 = (stateno = [200,220]) && Movecontact trigger2 = stateno != 210
;---------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = (statetype = C) && ctrl trigger2 = (stateno = [400,430]) && Movecontact trigger2 = stateno != 410
;---------------------------- ; Standing Medium Punch ; CNS difficulty: easy [Statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 1.5,0 anim = 210 sprpriority = 2
really cool stage bro, i like how you implemented those animations to give it more of a feel to the anime. I would say that each anim needs maybe 1 or two more frames added so they look smoother, let me know if i can help on that. i agree with matt too that it does seem small but you could just add tiles to group 0 and then adjust the animations to fit if you wanted. thanks for this stage man been waiting for you to release it
looking good, if i could change anything i would probably try and make his back less arched, looks kinda feminine.also the chain on his sword is a bit out of place,definitely like the where your going with this though
her stance is state 69999, so maybe a better way to ask this question would be is there a way to make it so that state 3617 cant be activated unless the helper is in state 69999
i have a character with a constant helper that poses as another character, its activated by rootdist and particular commands, for the commands i cant figure out how to stop the helper from being called again for an attack until its back to its stance next to p1 here are the codes
[State -3, Nemu] type = Helper trigger1 = NumHelper(69999) = 0 helpertype = normal name = "Nemu" ID = 69999 stateno = 69999 pos = 0,0 postype = p1 facing = 1 keyctrl = 0 ownpal = 1
;call helper
[Statedef 3617] type = S movetype= A physics = S juggle = 0 velset = 0,0 anim = 3617 ctrl = 0 sprpriority = 4 poweradd = -500 hitcountpersist = 1
[State 3617, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;helper cns
[State 0, Helper] type = ChangeState trigger1 = Root,anim = 3617 value = 60111 ignorehitpause = 1
[Statedef 60111] type = S movetype = A physics = S anim = 60111 ctrl = 0 sprpriority = 5 ownpal = 1
[State 60112, 1] type = VelSet trigger1 = Time >= 10 x = const(velocity.run.fwd.x)
sparkxy needs to be adjusted on most of the attacks, crouching medium attack hits twice, it seems alot of the sprites need allignment, walk backward animation is a little awkward maybe use the regular walking animation flipped horizontally, not sure what the attack at 0:26 is, i like the super that you have its a good concept, thats all i could get from the video hope this helps
LOL!!! @ old and busted vs new hotness i think Dope and Storm have made it quite clear that they dont want to use those sprites....no matter how much he updates them they still look...busted as SOULEATER008 would say
i bet its because he's blind and he didnt know he was still wearing his shinigami pants then aizen or gin probably let him know before they made their debute in the real world, j/k, would be funny though for a comical ending like they do to preview the next weeks episode
i see a great amount of improvement in his shihakushou and captains cloak, i think it looks good as is but maybe consider making his arm appear thinner i think its just the shading. Also his hair in the front of his face seems off almost as if he has dreads, know what i mean. All around great improvents i always enjoy seeing your progress
i think these are great, i'll definitely use the Bleach and Devil may cry icons, thanks for doing this i would have no idea how to do it myself thanks Dan