*Still waits for Marth, Link, and Metaknight ports*
lol dude slow down. The clone engine is in alpha state, and the holy ft_ike.rel was a gift from our friend PhantomWIngs. Link and metaknight might have not even been touched yet!
That and did PW ever say he was gonna work on another character? And from what I've seen, his method for his work hasn't been revealed
I think he said he was working on a generic rel loader that could theoretically port multiple characters other than ike. However, coding that probably will be difficult and a while away.
I'm so happy to see such tremendous progress. I hope PW keeps up the great work and is able to complete the generic module cloning thing and make it able to work over empty char slots.
Awesome job on pc;sm64! It looks great and I've always wanted this made into a stage. Do you think you'll make an alternate version with different stage collisions? It'd be a lot of fun.
^Oh, I see. And the specials: They're pretty good. ^_^ Although personally I'd switch around the Neutral B and Side B.
yep. If you switch the b moves you can make kazooie's egg type change based on the control stick input (if you hold right after neutral b, fire; left, explosive; etc.).
Personally I think the peck attack (where Kazooie comes out 3 times) would be cool for an Up Smash attack, almost like how Link's is, having multiple hits.
For the side-b, that move where Banjo and Kazooie slide forward along the ground (z + b in the game) would be neat. It could even be chargeable, similar to Ike's.
Very curious about your Spiral Mountain stage. Just have a few questions about it:
1) Where will the stage take place? On top of Spiral Mountain, including the bridge to Grunty's lair?
2) Any chance we'll get updated textures from the XBLA port? Would be nice if the stage textures were improved in some way to prevent the stage from looking a little dated.
Thanks.
1) My original thought was not including the bridge, just the top, so you can see the lair in the background. Anyway, I may be doing an on-bridge version, in which you wouldn't be able to die where grunty's face is...
Don't know yet, I've not started it
2) Even if I got them (something I really doubt), my experience with the stage I'm doing now tells me that a stage with so many polygons and textures for each polygon, would need a big ammount of memory, and they may need a quality reduction. So I don't think so, but don't discard it anyway.
I think a version on the bridge would be nice. You could have it so you can jump on Grunty's face as a platform; probably the front of her hat brim. here's a nice side view image:
it'd be awesome to make the bridge (left in the image) a fall through platform, and it'd be nice for the stage to extend to the right of the image, where you can walk on the ground (walk off KO boundary), and if possible, swimmable water for the moat (only on the right side). The smaller bridge on the lower left shouldn't be a fall through platform though; it'd be excessive.
Anyways, I'm looking forward to this when you're able to get around to it. I'm still wondering what your secret stage is...
yeah, if you have the link, that'd help me a lot too. I tried using Blender, but I know nothing about how to vertex Brawl's models, and I get error messages when I try to open the files (exported as .mdl0 and converted to .dae using AIS).
Anyways SDo0m, nice job on the attack. Looks really awesome. I'd just suggest you use different effects before the final explosion (and maybe size that down a small bit). It's hard to see the animation during the attack and I think it takes away from the overall effect.
really? I couldn't find it. I just looked through all 8 pages.
If you're not able to do the vertex, don't worry about it. I need to learn how to do it myself anyways. Idk. I've been a bit busy with school and everything so I haven't done anything in forever.