Víctorys said, August 07, 2013, 11:49:37 pmOkay, I need some help here:It would help me a lot if someone could turn this animation into Hi-res You should save the anim as axised png's (FF3 sprite alignment), that would make it a lot simpler.
Well, I was thinking of making Jugg's Power Up move an EX Move only. The animation would last shorter also.Any suggestions?
Víctorys said, August 11, 2013, 06:40:16 pmWell, I was thinking of making Jugg's Power Up move an EX Move only. The animation would last shorter also.Any suggestions?As in Super Armour?? Go for it. And make it take like 1.5 of your power bar so you don't end up spamming it over and over.
I believe he's talking about his Cyttorak Power-Up, which increases the damage done by the next hit. Juggs has Super Armor by default. What if you just decreased his potential damage increase for the normal version by half or so?
Víctorys said, August 11, 2013, 06:40:16 pmWell, I was thinking of making Jugg's Power Up move an EX Move only. The animation would last shorter also.Sounds good to me. We'll just have to see if it can be abused even with its meter requirement.
A few things:-He doesn't seem all that heavy in his jumps from what I could tell.-Juggernaut Punch not knocking down seems odd.-Maybe make EX Earthquake knock down as well?-His dodge seems like it could use better sprites, but there's probably no more fitting candidates.
Juggernaut Punch not knocking down seems odd to me as well. Why not have normal version knockdown, while EX does wall bounce, like Ryu's Joudan Geri.
Yeah, I guess the EX Version of Juggernaut Punch will be a wall bounce and the normals will knock down. EX Earthquake will knock down too.About jumps, I haven't lowered his jumps yet so I guess you're right. And about the dodge sprites, yep, those are the best sprites I could find for it, but I'll keep looking for better ones (if there are).
I think he should have higher pause times as well on some attacks. On some Ex moves I would add some more hits, Max about 2 to 3 on certain ones, just to give it some variation from the normal attacks. Since he is so big, I suggest IMO to make the hitsparks a bit bigger to help fit him cus he is so big. Change them in your -2 statedef This will come in handy when doing certain moves and not having to position them into odd places because of normal size of themSeems like you got some good moves coded for him dude! I'm really liking what your doing with him. Your really making me want to do a Marvel character myself lol.I don't want to sway you too much on what I would do, because I'm curious as to what your gonna do with him so I'll leave it that. Goodluck dude and can't wait till Juggy is ready for download
I separated the feet part of the FX from the head part, so it would blur better.http://www.mediafire.com/download/1iba0ztm04zi6bg/Headcrush.rar
Good work!How about adding some floor breaking, a hole in the ground after every Juggernaut Punch? Could vanish after some time...
Black Reaper said, August 12, 2013, 05:56:10 amI separated the feet part of the FX from the head part, so it would blur better.http://www.mediafire.com/download/1iba0ztm04zi6bg/Headcrush.rarAwesome, thank you very much ~R@CE AKIR@~ said, August 12, 2013, 05:19:05 amI think he should have higher pause times as well on some attacks. On some Ex moves I would add some more hits, Max about 2 to 3 on certain ones, just to give it some variation from the normal attacks. Since he is so big, I suggest IMO to make the hitsparks a bit bigger to help fit him cus he is so big. Change them in your -2 statedef This will come in handy when doing certain moves and not having to position them into odd places because of normal size of themOkay, I'll check his pausetimes and sparks. About the hits, it's kinda hard to add more hits since most of his attacks don't have so many frames while attacking. I'll try to do something though Staubhold said, August 12, 2013, 03:04:19 pmGood work!How about adding some floor breaking, a hole in the ground after every Juggernaut Punch? Could vanish after some time...Well, he makes a hole when he does that attack. However, it ends when he finishes it. I'll consider it though.
He doesn't need more hits to his moves. Single, powerful strikes are the Juggernaut's modus operandi as is.
Adding more hits can be an easy task with this piece of coding I used on Marco[State xxxx VarSet]type = VarSettrigger1 =!timevar(2)=0 (change the var number to whatever you want and to whatever number is availableignorehitpause =1[State xxxx, VarAdd]type = VarAddtrigger1=movecontactvar(2)=1Then on the hit def you add this for the triggertrigger1= var(2)<=7Notice it has the same var you just made and also the number 7 is the number of hits you added to the character. Don't set it too high as you might need to add more attack collision boxes to the animBut this way with only a few Attack collision boxes on the character it will add another hit to p2 regardless of you not having that many attack collision boxes and also will make it so that when the attack connects it will do those amount of hits no matter what.C.A.N said, August 14, 2013, 12:05:55 amHe doesn't need more hits to his moves. Single, powerful strikes are the Juggernaut's modus operandi as is.Well yeah, i can see what you mean about that. But for an ex move most of the time characters have atleast 2 hits tops. But its all about how you want Juggy to be. Like I said, that is what I would do, making him hit one time and it be powerful like CAC said is cool too.Never the less you do what you feel is best Víctorys.
Hmm, will you add that running animation from Acey & ZVitor´s Juggernaut Headcrush?I think that it will look good with that separated Headcrush fx...
Okay, thanks for the code Race. It will help me with some stuff By the way, I added another frame to EX Juggernaut Punch and I think it looks fine. Here's how it looks: Staubhold said, August 14, 2013, 01:24:13 amHmm, will you add that running animation from Acey & ZVitor´s Juggernaut Headcrush?I think that it will look good with that separated Headcrush fx...I'd like to use that animation for the MAX version of Headcrush. I'll see how it turns out.