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FLUDD is useless
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05/29/2011, 09:24 PM
Post: #21
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How about instead of a multi-hit kind of thing, just make the FLUDD one huge burst that propels Mario backwards?
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05/29/2011, 10:18 PM
Post: #22
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Okay, so rocket jump ain't happening. A theoretically easier to implement fix would just pump up the damage Fludd deals when fully charged. I had to say "theoretically" because not a single one of my ideas are actaully possible to code apparantly.
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05/29/2011, 11:20 PM
Post: #23
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(05/29/2011 09:24 PM)Muhznit Wrote: How about instead of a multi-hit kind of thing, just make the FLUDD one huge burst that propels Mario backwards? If we have to keep FLUDD, I like this. I prefer Down-B tornado and d-air drill. |
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05/29/2011, 11:49 PM
Post: #24
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Yeah, I kinda agree. FLUDD should just shoot something amazing at the enemy, and something awesome when charged. If you don't keep it, then just tornado is always good. |
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05/30/2011, 01:53 AM
Post: #25
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Well, rocket jump might be possible. http://opensa.dantarion.com/wiki/Article...ints#Mario
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05/30/2011, 02:21 AM
Post: #26
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I will accept that as a victory. It's not often an idea I pull out of nowhere can be used. Probably won't, but that's okay.
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05/30/2011, 12:12 PM
Post: #27
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You would still have to build the animation. If you have the FLUDD shooting forwards as Mario flies upwards, it would look really weird.
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05/30/2011, 07:59 PM
Post: #28
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No, if you change the float for the angles it turns, it automatically makes the nozzle point that way.
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05/30/2011, 10:11 PM
Post: #29
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Oh really? In that case, I like that idea. Personally, I've never liked Mario's Up-B, this sounds much better.
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06/01/2011, 12:24 PM
Post: #30
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Honestly, mario wouldn't even need to go upwards. As long as it keeps him in place and the water drags airborn enemies downward, and makes grounded enemies trip, it'd be perfect. Making him go upwards would be kinda pointless with his already now amazing recovery. He goes as far as he needs to now. |
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06/01/2011, 08:50 PM
Post: #31
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(05/27/2011 03:19 AM)Shade_ Wrote: You mean like, shoot a one way link boomerang? The longer you charge it, the farther it goes, the shorter you charge it, it just disappears quicker? This is not even close to what I meant. Play Melee and use Mario's down B. Now attach FLUDD to it. |
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06/01/2011, 09:18 PM
Post: #32
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Like a water tornado? Hell yeah.
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07/06/2011, 11:45 PM
(This post was last modified: 08/05/2011 03:56 AM by MasterMooseMan.)
Post: #33
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1st IDEA: FLUDD-FORCE (with attached rough draft .pac) -Similiar to the Turbo Nozzle- Frames till fully charged : 90 -> (10?) (I forget, i just made it shorter so i could test it a lot) Backwards momentum (effects more when in air than on ground) 0.02 -> 19! Has Allow interrupt (ALL) when in air (cancels into anything). [I also want to make it Jump Cancel-able when on the ground..but ST needs to teach me more, so that I can put Allow interrupt but script it to only interrupt into jump on the animation names of FLUDD when used on the ground; "SpecialLwHeavy/Light" I think it's called]. Well maby I should just give his grounded FLUDD complete Allow interrupt as well as he doesn't even move half as far as he does when he uses it in the air. Basically like Minus Marth's Shield breaker but backwards; It's cool when you use it to do a backwards flying Fair on a guy coming back to the stage or footstool/cape, also the cape stops the inertia, and being in Metal Mario form gives a little flavor/different inertia with the faster falling speed. Also can be used for recovering if you're confident in B-reversal (else you'll use it to your own demise). Don't forget if Mario didn't use his second jump yet you can use his Dair to raise up a lot if you hold the A-button. Also.. Spoiler: |
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07/07/2011, 12:55 AM
(This post was last modified: 08/14/2011 11:01 PM by MasterMooseMan.)
Post: #34
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2nd IDEA(Kink-Link's): FLUDD-NADO (with swap animation attached) -If Mario can raise up a lot while doing the FLUDDNADO it'll be similar to his Rocket Nozzle- [Edit: I created with help from NoahQ, a FitMario.pac for FLUDDNADO of Mario rising while spraying when he holds up on the d-pad, I'll upload once I figure out how to make it work when also on the ground, as well as make it move left/right/down too when pressing left/side/down d-pad so that it's a MAGICALLY MULTI-DIRECTIONAL MOVING FLUDDNADO.] I first tested out changing Mario's FLUDD animations on his MotionEct.pac so that he rotates slowly around during the spraying to see if it would do anything weird (I Just rotated his TransN or whatever).. and Spoiler: So now.. Spoiler: EDIT #2: I replaced his FLUDD firing animations with his spin animation (down-air), and this is what i found. -The FLUDD is attached normally and moves on his back just as it would if you normally charged it and did some other move (where it stays on his back for a few seconds until it disappears). So this is good to know (no need to mess with the FLUDD's textures or anything) -The FLUDD primarily sprays upward, as Mario has his head/hands titled are not grasping the FLUDD at all during the tornado animation (I have no clue what bones are making his FLUDD be grasped normally) The Fludd nozzle just sits on his back looking upward and sprays this same way, his hands aren't grasping it like his normal animation. I don't know what to change yet to fix this, so if someone could tell me what body parts [bones] need to be changed to make him aim the nozzle in a direction so I can make him fire it more accurately to each side while he rotates. What needs to happen -He needs to aim the nozzle to the side (which bones normally do this?) -He needs to raise upward on B tap(I heard it requires completely new coding, the PMBR has done this as well as some other guy's Mario PSA on Brawlvault). What I currently working on then is just adding upward movement on a single button press as it's easier, though I'll see If I can rip off the upward movement from the one of the mentioned Mario PSA's. -He needs hitboxes on his bones. Will copy Hitbox data from Luigi's tornado Heres the attachment (I also replaced his FLUDD charging animation with a Ganondorf flip kick I made, so he does a nice little flip while he charges it with stretched out bones the size of Ganondorf) -lol, I'm actually use to it now, makes the charging very epic *feel free to use the past post's attached .pac file along with this MotionEct.pac to have a extreme backwards inertia FLUDD with the tornado animation so its a FORCE-FLUDD-NADO. (Keep in mind to delete the "- Copy -Copy" part for it to work when placed in the game) ------------------------------------ And on a separate note from all of this, It seems possible to recreate the Rocket Nozzle a similarly different way, Spoiler: |
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08/11/2011, 06:42 PM
Post: #35
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(05/24/2011 09:47 PM)Saijee Wrote: FLUDD cannot even manage to push your enemies away, at best it will only slow them down. And using Mario's cape instead makes FLUDD completely obsolete. they should give Mario's FLUDD freezing abilities, as well as make it do more damage the more you charge it. However they should also give his metal mario ability a 20 sec cooldown after use, thus making it less spammable. |
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08/24/2011, 02:44 PM
(This post was last modified: 08/24/2011 02:45 PM by Dr. Weird.)
Post: #36
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Either freezing or make it shoot out a water effect attack which pushes like Mario's FS or Isaac. Freezing would be a lot easier and probably more balanced, but I like to give options. I'd also be okay with a cooldown for Metal Mario, but I'd rather not see it removed completely. |
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08/24/2011, 03:49 PM
Post: #37
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I don't think Metal Mario is going to be removed completely. As it is, it's pretty dangerous to use and not at all OP. I'd rather have FLUDD be changed into the tornado (dair), and dair be turned into a drill (like ssb64). |
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08/24/2011, 07:27 PM
Post: #38
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Here's something. Probably stupid. What if FLUDD worked like the water jetpack? Similar to R.O.B.'s Bup in movement and the "fuel" principle, but projecting a beam of water downward which pushes down those struck with it and possibly also inflicts hitstunless damage? To be balanced, this would have to have recovery powers no greater than Donkey Kong's Bup. |
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08/24/2011, 08:38 PM
Post: #39
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That would require animation hacking to look right. I think that if more range of trajectory was added, it could be made to send Mario backwards and up without too much effort. I think that FLUDD was a mistake. It's a gimmick to start out with, and make another gimmick out of a gimmick is stretching things. I really think that the best course of action is to get rid of FLUDD and give him a drill and make his Down-B a shield-eating tornado that helps him recover. |
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08/25/2011, 01:26 PM
(This post was last modified: 08/25/2011 01:27 PM by SmashFromThePast.)
Post: #40
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I agree, FLUDD sucks. If they wanted to include it, they should have just added it as an item instead of slapping it on his moveset. Please, for the love of god, get rid of that thing and give him the Mario Tornado back. There is no place in Minus for lame attacks.
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