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Question:
Out of the four members of the Fighting Alloy Team, which one is your favorite?
Red. - 10 (23.3%)
Blue. - 8 (18.6%)
Yellow. - 5 (11.6%)
Green. - 8 (18.6%)
Can't decide. - 10 (23.3%)
Not interested. - 2 (4.7%)
Total Voters: 43

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Author Topic: KJP's Throne Room. 09/08/2019: Fighting Alloy Team Pack Update  (Read 1815438 times)
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Lillith
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    « Reply #5565 on: June 02, 2014, 11:01:23 PM »


    is solo charizard a sperate character from PT?
    This Zard is over Link.
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    « Reply #5566 on: June 02, 2014, 11:21:46 PM »


    so does that mean it's possible to port characters with articles if they are over characters that contain more articles as wario waft and bike are articles. granted his final smash might not work but i could simply alter his final smash.
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    « Reply #5567 on: June 03, 2014, 01:07:35 AM »


    so does that mean it's possible to port characters with articles if they are over characters that contain more articles as wario waft and bike are articles. granted his final smash might not work but i could simply alter his final smash.
    no... charizard uses link articles and has diferent moves from PT charizard articles so he doesnt have flamethrower or rock smash since those are articles for charizard the link version has new moves like ember and smokescreen.
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    KingJigglypuff
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    « Reply #5568 on: June 04, 2014, 07:56:21 PM »


    Since you guys answered KidCraft's questions for me, I have no need to. Tongue

    But that isn't what this post is about.

    This post to to notify the people of my project change. This said project is giving Eldiran's Wisp an update.

    For its time, Wisp was quite a groundbreaking PSA. And I honestly think it's aged rather decently, aside from a few issues that keep it from competing very well with today's PSAs. These are some of the things I plan on doing for the update of Eldiran's Wisp.

    -Change Modes with Taunts.
    -Dark GFX = Neutral Moveset.
    -Fire GFX = More Damage, less Knockback. More close range moveset.
    -Aura GFX = More Knockback, less Damage. More long range moveset.
    -Ice GFX = Less Knockback, less Damage, more Knockback Growth. More status effects (Freeze, Flower, Stun, Trip, Paralyze, Bury, etc).
    -Dash Attack being able to go off the edge (and having vertical movement when doing so).
    -More Combo options.
    -Have Down Air bounce upon hitting (and being able to interrupt shortly after).
    -New Air Down Special.
    -Up Smash spikes at the top hitbox.
    -Proper Invisible Model.
    -Have Down Smash do damage at the center, but still keep the wind properties for further out hitboxes.

    What are your thoughts on this, everyone?
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    Ultraxwing
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    « Reply #5569 on: June 04, 2014, 07:58:48 PM »


    Interesting, but why Taunt changing? i thought you were against this sort of thing. but not the case and point. i think these changes will be pretty dang swank. i support this!
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    KingJigglypuff
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    « Reply #5570 on: June 04, 2014, 08:03:54 PM »


    Interesting, but why Taunt changing? i thought you were against this sort of thing. but not the case and point.
    There are certain cases when form changing with taunts is okay.

    Like P:M Samus's Side Taunt for example.

    Also, Eldiran's Wisp already changes GFX upon Taunt. So it would only make sense for moveset changes to accommodate the GFX changes.

    i think these changes will be pretty dang swank. i support this!
    Wanna be a tester for this update? Along with Akeno and 3 other Testers as well.

    This time, I will not be increasing the Tester limit.
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    Ultraxwing
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    « Reply #5571 on: June 04, 2014, 08:11:39 PM »


    Surely, i will be glad to Test! i love Wisp it' a classic moveset. i'd be glad to test it!

    and maybe, an improvement on the visual side. you do a great job on improved visuals.
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    « Reply #5572 on: June 04, 2014, 08:13:43 PM »


    Surely, i will be glad to Test! i love Wisp it' a classic moveset. i'd be glad to test it!
    Alright. Good to know.

    and maybe, an improvement on the visual side. you do a great job on improved visuals.
    Elaborate on that. I think the visuals for the most part are fine.
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    « Reply #5573 on: June 04, 2014, 08:24:22 PM »


    Elaborate on that. I think the visuals for the most part are fine.
    Well with newer methods, we could use model changers, or incorperate models in this. an example are those fire mouth flames on Charizard X. they move and what not, you could incorporate this in a simple model that is purely round and through model changers change the said effect with those elemental effects.

    but all of that is unnecessary. i was thinkinga reboot of an old PSA with newer techniques and abilities. but it's a PSA that if rebooted stands fine on its own.
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    « Reply #5574 on: June 04, 2014, 08:32:35 PM »


    Since you guys answered KidCraft's questions for me, I have no need to. Tongue

    But that isn't what this post is about.

    This post to to notify the people of my project change. This said project is giving Eldiran's Wisp an update.

    For its time, Wisp was quite a groundbreaking PSA. And I honestly think it's aged rather decently, aside from a few issues that keep it from competing very well with today's PSAs. These are some of the things I plan on doing for the update of Eldiran's Wisp.

    -Change Modes with Taunts.
    -Dark GFX = Neutral Moveset.
    -Fire GFX = More Damage, less Knockback. More close range moveset.
    -Aura GFX = More Knockback, less Damage. More long range moveset.
    -Ice GFX = Less Knockback, less Damage, more Knockback Growth. More status effects (Freeze, Flower, Stun, Trip, Paralyze, Bury, etc).
    -Dash Attack being able to go off the edge (and having vertical movement when doing so).
    -More Combo options.
    -Have Down Air bounce upon hitting (and being able to interrupt shortly after).
    -New Air Down Special.
    -Up Smash spikes at the top hitbox.
    -Proper Invisible Model.
    -Have Down Smash do damage at the center, but still keep the wind properties for further out hitboxes.

    What are your thoughts on this, everyone?

    The character is based of a Hero in DOTA2 iirc

    If you haven't already, play the Hero (renamed to Io now, I believe) to get a grasp of the character.

    If you don't want to, then have fun Tongue
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    Lillith
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    « Reply #5575 on: June 04, 2014, 08:43:32 PM »


    The character is based of a Hero in DOTA2 iirc

    If you haven't already, play the Hero (renamed to Io now, I believe) to get a grasp of the character.

    If you don't want to, then have fun Tongue
    Dota 2 was released 2013, Wisp was done like, 2010/11.
    So...
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    « Reply #5576 on: June 04, 2014, 08:49:46 PM »


    Would be interesting if people made human models and made the Wisp player's proxy from Knights in the Nightmare.
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    « Reply #5577 on: June 04, 2014, 08:57:51 PM »


    Dota 2 was released 2013, Wisp was done like, 2010/11.
    So...

    DOTA1's first map was made in '03
    So...
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    « Reply #5578 on: June 04, 2014, 08:58:56 PM »


    DOTA2
    uh
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    « Reply #5579 on: June 04, 2014, 09:02:24 PM »


    uh

    Implying that there wasn't a prequel to a game that has 2 in it :v

    Anyways, I mentioned DOTA 2 because it's (obviously) updated and it's much better to look at than DOTA1 (at least in my perspective, I know some people who're still on the 'I like old graphics' party)
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