Sizing it won't make a difference, because the amount of polygon's should remain constant no matter what size a model is, if it is simply scaling that is.
And eh I like your cherry bom idea, it's all very clever.
but i mean, totally animated, the principal canon should move too, and marioDK, i keep repeating myself with this, but u make ur final smashes too short... give it a few seconds to prepare, even if those seconds the screen is frozen to avoid ppl hiding, its just for the FS effect it should have... right now it looks great as a working move, but it doesnt have the epic feel a final smash should have, looks more like an overpowered regular attack...
my points in how to make the FS better are:
1- make an intro animation, where geno moves around preparing to transform, instead of instantly becoming the cannon and attacking. 2- the canon should have bones controlling the following parts: a main bone, of course, a bone that controlls the rotation, which is already done, and a bone that controls the inner canon, if u look at it, it looks like two canons merged, that has a function, before shooting, the inner canon should get a bit out, and when it shoots, it should be blasted back inside. 3- make the FS punishable, when he finishes, u should also make an ending animation... maybe 2, one for when he hits someone, and one for when he doesnt...
those are my two cents ^^
He's trying to stay true to the move in Super Mario RPG, I'm not really seeing what's wrong with it if I'm honest. But I see your point.
i prefer more no Freezing then no Defends up only that with FS was the problems but anything worked and even the GFX mode i will also find a good GFX to use so he have a GFX around him all time while attack up boost is on
I suggested some on page 28 in relation to what xZedkiel suggested, I personally vouch for this idea, because stars are generated in the using of Geno Boost (He sucks them in), and they look just like the GFX I pointed out.
I can get you a video clip of a slowed down Geno Boost if you wish to take a look :3 Stars are generated with every Special move he does, but it would seem nessecary to use them for this.
i see if i can fix the problem if not i will possible remove Geno Boost: Defends up
edit: i tried anything but nothing worked so Defends up is deleted now
now just import the attack up GFX afew revamps on GFXs on the attacks and done the animations is alittle bad in this version but they will be revamped in a later version right now the most importing think is the moveset works and is playeble
I fully agree, it's a shame you scapped the idea because I thought it was awesome, but understandable nonetheless, and I shall post that model soon, sorry for the wait.
maybe disabling the boost bits in the beggining of FS action? also its just the defense boost? becuase i think i know why since robs intangile during the Fs making a super armor going intangible may be the thing thats freezing geno cant have a super armor activated during the Fs try making the body go normal before the FS action
its not mine Canon or geno model i only did the boneset+Rig anyway Geno boost is 50% done (i think) soon just import the attack/defends up GFX model and afew other things and the PSA work is done
Lol yes, please do post an image of how the attack and defense model looks in game.
And don't forget to allow transparency, or it'll have a white block around it XD
Bad news...I can't seem to find the Sub Routine in which the peanut collision is in. I'm just going to have to make a false projectile for Psychic Knife.
im using a other GFX for Gotenks´s galactic donuts not this one on geno whirl
anyway Geno boost working as i wanted tested it but its not done yet
so in defends up mode if you get Dmg you will not get knockback the mode will go off then you got hit 4 times by a Dmg over 3% dmg if you get hit by a Dmg under 3% you is still imunne for knockback and the count down on how many times you gets hits will not count down so you can get hit by a dmg on 1-2% dmg unlimited times without knockback
you can do it if you wanted but still low filesize as possible
Lol I'd love to try and fix up the cannon if you don't want too, but it's your design so you should do it.
so in defends up mode if you get Dmg you will not get knockback the mode will go off then you got hit 4 times by a Dmg over 3% dmg if you get hit by a Dmg under 3% you is still imunne for knockback and the count down on how many times you gets hits will not count down so you can get hit by a dmg on 1-2% dmg unlimited times without knockback
Sounding like a great idea, especially the defence thing, I think that works amazingly, it's kinda like when you get the metal box, except in my opinion probably more helpful... but it's still fair and evened out.
lol, its more like i had no idea u weredoing this stuff, i didnt even take the time to read the last pages, dont follow this thread very much, so yeah, i saw in the OP he needed the model so i offered myself.
Ah fair enough, I'll let you off =P
Well, to save you searching through the pages, here are all the models I have made so far;
Geno Boost arrow model:
(I mentioned that the texture would look better with a slight semi transparency)
Geno Boost Attack and Defence up models:
(The white bit is transparent, and the lettering is a direct rip from SMRPG itself
Geno Blast model:
I initally came up with the idea for this, it is all one model, but each beam is rigged so that you can force them to come down at seperate times, they are semi transparent and the texture on this picture is outdated)
Geno Whirl models:
The first models I made for the project, they'd likely look better with semi transparency too.
I'm aware the models and textures could look better, but I have to keep them to the bare minimum for them all to fit into the PSA and have it not crash.
I'm going to post another model when I get home from college, I wasn't asked to make it, but as a move suggestion to MDK (being it the only move Geno has that isn't in this moveset) There is a possibility it might be used later on.