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Question: I reset the poll because i add more option, i also make the options more easier to understand , so what kind og gameplay do you want for Blaze ?
Same Speed than Sonic / lighter than sonic (-15%) / more powerful than Sonic (+15%)
Slower than Sonic (-20%) / same weight than Sonic / slightly more powerful than Sonic (+10%)
Faster than Sonic (+20%)/ same weight than Sonic / less powerful than Sonic (-10%)
Slightly slower than Sonic (-10%) / lighter than sonic (-15%) / alot more powerful than Sonic (+20%)

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Author Topic: Blaze the cat - SOLar version, BETA V0.9i NOW on the VAULT !  (Read 298941 times)
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Akeno/Archer
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    « Reply #120 on: April 22, 2013, 08:31:13 AM »


    or you can put fitbwosermotionetc.pac in the folder if using gecko

    Yea... Possibly
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    « Reply #121 on: April 22, 2013, 02:01:04 PM »


    Hi SonicWolf its me Ratchet99 I just changed the account if you know. So hows Vector if you already started with it but anyway Blaze still has the teleport glitch, burning Blaze up smash.
    Maybe cuz this Blaze over Bowser is over ToonLink but ported it over Bowser. Maybe thats why Blaze has these glitches    Undecided

    Could be. Otherwise I'd have to go with SonicBrawler's explaination. Maybe a combonation?  I don't know much about coding besides that I can't with out a tutorial. XD
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    « Reply #122 on: May 26, 2013, 05:22:22 PM »


    Hi boys, long time no see !:)

    Good news, i will be back in 1 or 2 weak !

    Quote from:  BeastSonic
    Maybe cuz this Blaze over Bowser is over ToonLink but ported it over Bowser

    This Blaze is not a simple port of the Toon Link version over Bowser.

    The version over Bowser as been build almost from scratch (PSA, bone ID, ...).

    EDIT : ok so first, i will do a model upgrade, AkaDarkZeroRmx have make a realy nice new Blaze model and i have is permission to use it.

    He have also do a nice model of the fire tornado of Blaze and i also want to use it, so this mean PSA and animation upgrade.

    EDIT 2 : I start to think if i use or not a new port for Blaze, Bowser slot is highly gltched (teleport glitch) and Bowser dosen't use vis0 file so i cannot use a face animation on Blaze on this slot (every time i have try to add vis0 file on Bowser slot, it was a failure - crash).

    But if i move Blaze to another character slot, you can say goodbye to the double moveset of Burning Blaze.
    « Last Edit: May 31, 2013, 04:06:31 AM by Novarek » Logged


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    « Reply #123 on: June 17, 2013, 07:53:21 AM »


    Maybe Blaze over Jigglypuff
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    « Reply #124 on: June 17, 2013, 08:13:28 AM »


    Maybe Blaze over Jigglypuff
    I approve Grin

    Well, let's just say Burning Blaze does an explosion like Shadow's Final Smash, or something like this...
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    « Reply #125 on: June 17, 2013, 02:27:34 PM »


    The teleporting glitch is because of move character isn't checked in psa
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    « Reply #126 on: June 18, 2013, 03:28:25 PM »


    The teleporting glitch is because of move character isn't checked in psa

    I don't remember, but i think i have already try this fixe (and alot of other), but i will give à try.

    But anyway, the version i make over jigglypuff are now in a advanced state of development.

    EDIT : I have a strange issue about vis0 and polygon on a animation.

    One of the attack of Blaze will be her famous fire tornado,, the polygon of the tornado are already on the model (SingleBind : Cylinder01), the visibility bone is the "SphereM" bone.

    So i have add a new "bone visibility" in the vis0 file, set the frame on when i want the polygon to be visible, and when i check the animation preview in BrawlBox, everything is good, BUT, in game, the polygon doesn't appear at all.

    What i'm doing wrong ???


    « Last Edit: June 20, 2013, 09:22:04 PM by Novarek » Logged


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    « Reply #127 on: June 21, 2013, 02:53:49 PM »


    EDIT : I have a strange issue about vis0 and polygon on a animation.

    One of the attack of Blaze will be her famous fire tornado,, the polygon of the tornado are already on the model (SingleBind : Cylinder01), the visibility bone is the "SphereM" bone.

    So i have add a new "bone visibility" in the vis0 file, set the frame on when i want the polygon to be visible, and when i check the animation preview in BrawlBox, everything is good, BUT, in game, the polygon doesn't appear at all.

    What i'm doing wrong ???



    Hmm. Well, first make sure the VIS0 flag is set to 'none', because sometimes it's easy to forget that.
    Secondly, you said "set the frame on". Do you really only have it active for one frame? Maybe try upping it to four or five in a row, just in case it's too quick for Brawl to render a model that big.
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    « Reply #128 on: June 21, 2013, 11:14:09 PM »



    Hmm. Well, first make sure the VIS0 flag is set to 'none', because sometimes it's easy to forget that.


    Ah yes, on my way ! Smiley

    Secondly, you said "set the frame on". Do you really only have it active for one frame? Maybe try upping it to four or five in a row, just in case it's too quick for Brawl to render a model that big.

    Sorry, it's my poor english :/

    So no the polygon appear for 20 frame exactly, 1 frame off, 1 frame on, 1 frame off...
    I want use this polygon almost like a GFX effect.

    EDIT : the "none" flag doesn't fix the issue, i start to fear than Jigglypuff slot cannot handle vis0 file, tell my i have wrong...
    « Last Edit: June 21, 2013, 11:23:10 PM by Novarek » Logged


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    « Reply #129 on: June 21, 2013, 11:20:43 PM »



    So no the polygon appear for 20 frame exactly, 1 frame off, 1 frame on, 1 frame off...
    I want use this polygon almost like a GFX effect.

    Hmm. Try leaving the tornado effect on for twenty frames. Like I said, it might be skipping because there's too much data to process in too small a time frame.

    And don't worry about your English, it's actually very good. Smiley
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    « Reply #130 on: June 21, 2013, 11:37:58 PM »


    Hmm. Try leaving the tornado effect on for twenty frames. Like I said, it might be skipping because there's too much data to process in too small a time frame.

    Saddly, it's still doesn't work, the vis0 file work only on slot who already use vis0, even with a complet manual swap (psa hexing) ?

    And don't worry about your English, it's actually very good. Smiley

    Thanks, it's realy kind. Smiley

    EDIT : if adding vis0 on a slot who doesn't use them is impossible, i will start from over and switch to marth slot (he use vis0), i want to do all i can to make this Blaze the best Blaze PSA of KC-MM, even if i cannot touch the perfection, i can still try to reach it !
    « Last Edit: June 22, 2013, 12:07:27 AM by Novarek » Logged


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    « Reply #131 on: June 22, 2013, 04:01:06 AM »


    Saddly, it's still doesn't work, the vis0 file work only on slot who already use vis0, even with a complet manual swap (psa hexing) ?

    Thanks, it's realy kind. Smiley

    EDIT : if adding vis0 on a slot who doesn't use them is impossible, i will start from over and switch to marth slot (he use vis0), i want to do all i can to make this Blaze the best Blaze PSA of KC-MM, even if i cannot touch the perfection, i can still try to reach it !
    That's the spirit mon ami! Grin
    Anyway, why not Blaze over Falco? Just an idea because Falco and his FireBird thing...
    Just a suggestion though...
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    « Reply #132 on: June 22, 2013, 10:26:42 AM »


    That's the spirit mon ami! Grin
    Anyway, why not Blaze over Falco? Just an idea because Falco and his FireBird thing...
    Just a suggestion though...

    Falco doesn't use vis0 but Wolf yes and also Lucario.
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    « Reply #133 on: June 22, 2013, 11:33:40 AM »


    Wolf has vegeta and Lucario has Mewtwo/Zoroark/Darkrai...

    Who else has vis0?
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    « Reply #134 on: June 22, 2013, 12:24:13 PM »



    Who else has vis0?

    Marth, Ike and Zero Suit Samus but i don't want mess with her (PSA memory limit)

    EDIT : i have start the swap on Marth.

    EDIT 2 : first test over Marth done, it's work i have full control of vis0 now !!!  Happy Face
    Time to swap the whole PSA code !
    « Last Edit: June 22, 2013, 09:35:19 PM by Novarek » Logged


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