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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 301084 times)
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Novarek
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    « Reply #330 on: November 23, 2013, 03:24:43 PM »


    Hmm well what would you do if the wii couldnt handle this?

    I don't know, tell you to use Dolphin :p or completely cut off the Final Smash and use instead the Final Smash of Shadow and release a "Wii version".
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    « Reply #331 on: November 23, 2013, 06:07:05 PM »


    hmm hopefully it will work, I use riivolution, if u need a tester ill help u out
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    Novarek
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    « Reply #332 on: November 23, 2013, 07:48:09 PM »


    GFX for the new segment of the Final Smash is almost done, new screeshot coming in less than 1 hour.

    EDIT : here we go !

    I have changed the GFX esplosion of the big fireball and use instead the GFX of the Nova bomb, it gives the impression that the fireball collapses on itself.






    For the new segment part...

    Blaze prepare to absorb the flame falling to the ground


    When done, she joined her hands, by crashing together the flames in her hands, results in a final explosion.


    And finally, 7 flames escapes at full speed, 7 flames representing the power of 7 the SOL emerald leaving Blaze.




    Done for the GFX part, tomorow i'm gonna start coding the bubble colision.




    « Last Edit: November 23, 2013, 09:54:20 PM by Novarek » Logged


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    « Reply #333 on: November 24, 2013, 01:10:18 AM »


    Woah thats cool,  your good at this stuff lol im jealous  >.> well anyway hope it works
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    « Reply #334 on: November 24, 2013, 02:45:53 AM »


    GFX for the new segment of the Final Smash is almost done, new screeshot coming in less than 1 hour.

    EDIT : here we go !

    I have changed the GFX esplosion of the big fireball and use instead the GFX of the Nova bomb, it gives the impression that the fireball collapses on itself.






    For the new segment part...

    Blaze prepare to absorb the flame falling to the ground


    When done, she joined her hands, by crashing together the flames in her hands, results in a final explosion.


    And finally, 7 flames escapes at full speed, 7 flames representing the power of 7 the SOL emerald leaving Blaze.




    Done for the GFX part, tomorow i'm gonna start coding the bubble colision.






    Oh [censored]... You're really good with GFX... It looks great, aestethic, graceful, yet a bit powerful for the Wii... But you didn't finish it yet. Looking forward for the Final result Wink
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    Novarek
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    « Reply #335 on: November 24, 2013, 09:45:39 PM »


    The PSA code for the ground Final Smash is done at 30% - 40%.

    Coding the camera is a F...KING pain because of the need to conduct a test in game to each setting.

    Set the camera in PSA.
    Load the PSA into the ISO with Wiiscruber
    Run Dolphin.
    Test.
    Weird result.
    Try again !!!  Awesome Face
    « Last Edit: November 24, 2013, 09:46:30 PM by Novarek » Logged


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    « Reply #336 on: November 25, 2013, 03:43:22 PM »


    hmm cant you take other characters codes for the camera? like shadow, sonic, pikmin, peach, marth? or anything idk
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    Novarek
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    « Reply #337 on: November 25, 2013, 04:13:11 PM »


    hmm cant you take other characters codes for the camera? like shadow, sonic, pikmin, peach, marth? or anything idk

    This is what i have do for the intro part (transformation into Burning Blaze), i can't for the other part.

    Because when you zoom with the camera, the camera targeting always the TransN bone, so depending of the model, the result can be realy weird if you use the code from another character (especially the big model), so you always need to "fit" the setting if you use the code from another character and so, doing alot of test in game.
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    « Reply #338 on: November 25, 2013, 04:21:07 PM »


    This is what i have do for the intro part (transformation into Burning Blaze), i can't for the other part.

    Because when you zoom with the camera, the camera targeting always the TransN bone, so depending of the model, the result can be realy weird if you use the code from another character (especially the big model), so you always need to "fit" the setting if you use the code from another character and so, doing alot of test in game.


    okkk it makes sense, i understand it now, so would we have to put anything anywhere like the for the camera angle or is it built all into the psa?
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    « Reply #339 on: November 25, 2013, 04:40:24 PM »



    okkk it makes sense, i understand it now, so would we have to put anything anywhere like the for the camera angle or is it built all into the psa?

    It's all in the PSA
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    « Reply #340 on: November 25, 2013, 09:02:36 PM »


    Ohh ok Smiley well hope it doesnt exceed the limit because it would take more optimization,  but cant wait to see it,  think u can give a day when it will be done
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    « Reply #341 on: November 25, 2013, 09:42:48 PM »


    Ohh ok Smiley well hope it doesnt exceed the limit because it would take more optimization,  but cant wait to see it,  think u can give a day when it will be done

    PSA and animation file doesn't share the same memory limit, fortunately.
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    « Reply #342 on: November 25, 2013, 11:09:05 PM »


    ohh yes because its in the fitmotionetc. well guess patients is a virtue for me then lol
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    Novarek
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    « Reply #343 on: November 25, 2013, 11:42:19 PM »


    All the offensive collision for the Final Smash as been set and work perfectly, i still have some balancing to do and finish the camera setting.

    The biggest source of damage are relatively easy to avoid (don't jump or don't get throw into the big fireball up above Blaze and everything will be fine).


    Contrariwise, it's another story for the biggest source of knockback, it's gonna be hard to avoid (the explosion when the fire rain hit the ground and the 7 flame living Blaze at the end) but they inflict much less damage.
    « Last Edit: November 25, 2013, 11:50:25 PM by Novarek » Logged


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    « Reply #344 on: November 26, 2013, 12:33:09 PM »


    PSA and animation file doesn't share the same memory limit, fortunately.
    That would be the most annoying thing ever!
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    "Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
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