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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 1954113 times)
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    « Reply #4875 on: March 13, 2014, 02:43:54 AM »


    this issue is really wierd every character i know that uses model changers never disapears they revert back to the 0 model changer maybe this will be fixed when you port him? also i dont think its good to make the camera follow you when you transform since its not a FS and there may be other 3 ppl fighting on the screen imo.
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    pikazz
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    « Reply #4876 on: March 13, 2014, 03:19:27 AM »


    That's due to the Model Changers not loading when thrown.
    the model changer should be a easy fix actually, on what subaction did you put it in?
    « Last Edit: March 13, 2014, 03:23:16 AM by pikazz » Logged

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    « Reply #4877 on: March 13, 2014, 04:33:52 AM »


    the rock looks kind of boring, i'd suggest to make it spin or do something with it...
    the transforming back looks really cool, it's actually kind of hard to notice it's changing... xD
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    KingJigglypuff
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    « Reply #4878 on: March 13, 2014, 09:30:23 AM »


    also i dont think its good to make the camera follow you when you transform since its not a FS and there may be other 3 ppl fighting on the screen imo.
    I have the screen zoom to make it look more dynamic.

    the model changer should be a easy fix actually, on what subaction did you put it in?
    I have the Model changers in every Sub Action, except the Thrown Sub Actions, since those didn't work, and only caused issues.

    the rock looks kind of boring, i'd suggest to make it spin or do something with it...
    the transforming back looks really cool, it's actually kind of hard to notice it's changing... xD
    I'm not sure if I can find a more suitable GFX to use. :\
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    « Reply #4879 on: March 13, 2014, 09:35:16 AM »


    have you put it inside a Subaction called "DamageFace" or "DamageBody", they controlling your character hurtface during you being thrown

    also, about the mega stone. you can try using Kirbys GFX when he turns into stone and exist it

    https://www.youtube.com/watch?v=7V3FSz2p8Qg

    if you did it right it could look something like this
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    KingJigglypuff
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    « Reply #4880 on: March 13, 2014, 09:53:59 AM »


    have you put it inside a Subaction called "DamageFace" or "DamageBody", they controlling your character hurtface during you being thrown
    I put it in the DamageWing and DamageTail Sub Actions, and it works for the most part.

    He's still invisible during these Special Throws, despite me having the proper coding in those Sub Actions (the Sub Actions those throws use).
    -Wario's Bite.
    -Ganondorf's ground Flame Choke.
    -Snake's Throws.
    -Diddy Kong's Monkey Flip throws.

    also, about the mega stone. you can try using Kirbys GFX when he turns into stone and exist it

    https://www.youtube.com/watch?v=7V3FSz2p8Qg

    if you did it right it could look something like this
    I'll look into that.
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    « Reply #4881 on: March 13, 2014, 10:01:56 AM »


    only problem is that no matter that you put into the thrown subaction, it will never work cause the one who will be grabbed will be using that subaction.

    example if Mario throwing Luigi up, luigi will use Marios uThrown Subaction

    so, I think how to fix it is to have Actionoverride on the action ID that is for the Grab ID (example warios chomp) and give it directly on the Action
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    « Reply #4882 on: March 13, 2014, 10:31:09 AM »


    only problem is that no matter that you put into the thrown subaction, it will never work cause the one who will be grabbed will be using that subaction.

    example if Mario throwing Luigi up, luigi will use Marios uThrown Subaction

    so, I think how to fix it is to have Actionoverride on the action ID that is for the Grab ID (example warios chomp) and give it directly on the Action
    Would you like me to send you the files, so you can take a look?
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    « Reply #4883 on: March 26, 2014, 12:03:33 PM »


    You're making Xenomorph, perhaps, right? If you choose to cancel it, mind if I take over? I just watched the movie again after X years and I've pretty much become obsessed with it. XD
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    « Reply #4884 on: March 26, 2014, 12:52:46 PM »


    You're making Xenomorph, perhaps, right? If you choose to cancel it, mind if I take over? I just watched the movie again after X years and I've pretty much become obsessed with it. XD
    The reason Xenomorph is on hold is because Pervy is still busy with this modeling stuff, so he can't get to finishing the rig at the moment.

    Though once he does, that's the project I want to resume on most. Tongue
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    « Reply #4885 on: March 26, 2014, 01:02:28 PM »


    The reason Xenomorph is on hold is because Pervy is still busy with this modeling stuff, so he can't get to finishing the rig at the moment.

    Though once he does, that's the project I want to resume on most. Tongue

    Gotcha. All right then. Best of luck, man.
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    « Reply #4886 on: March 27, 2014, 03:44:50 PM »


    I got word from Pervy that he should be able to work on my Xenomorph model fixes soon.

    In the meantime, I would like to announce that I will be yet again revamping Scizor.

    Why?

    Because v2 is a mess. Also Mega Scizor is a thing.

    Character replacing: Falco.
    Attributes:
    Walking Speed: 2/10
    Dash Momentum: 4.5/10
    Running Speed: 5.5/10
    Jump Height: 5/10
    Air Jump Height: 4.5/10
    Falling Speed: 7/10
    Knockback Resistance: 7/10

    Special Attributes:
    Glide: Faster than Charizard, but slower than Pit.
    Mega Evolution: Upon landing enough hits, Scizor will emit a glow. Press B to activate Mega Evolution for a limited time. The attacks of Mega Scizor are 1.1x stronger than Scizor's attacks in damage, base knockback, and knockback growth. Mega Scizor will also have a Super Armor that can withstand attacks that deal 8 damage or lower.

    Standard Attacks:
    *In Progress*

    Smash Attacks:
    Side Smash: Forward Thrust Clamp. Scizor steps back with its claws open before thrusting both arms forward while closing them.

    Up Smash: Upward Thrust Clamp. An upward version of Forward Smash.

    Down Smash: Bear Trap. Scizor kneels down while opening its claws and outstretching its arms on both sides before forcefully closing them. This move will be unable to charge, but can be held indefinitely.

    Aerials:
    *In Progress*

    Throws:
    *In Progress*

    Specials:
    Neutral Special: Bullet Punch. Scizor steps forward with a barrage of punches before finishing off with a slugger punch. This attack can be looped by holding the B Button.

    Side Special: U-Turn. The same Side Special from v2, except v3 will be faster.

    Up Special: Shuttle Bug. This move will function similarly to Meta Knight Shuttle Loop, except that if Scizor already used its Glide before using Shuttle Bug, then Scizor will go into Helpless, rather than go into Glide.

    Down Special (Option 1): Superpower: This move will function similarly to Bowser's Bowser Bomb.

    Down Special (Option 2): Roost. Scizor will heal up to 25 damage.

    Final Smash: Fury Cutter. Scizor's Pokeball move from Melee.
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    « Reply #4887 on: March 27, 2014, 03:55:41 PM »


    dont make a special move heal srs  the problem with heal moves is that they are either useless or OP and since no character in brawl has pure heal moves it just doesnt fell right for ssbb,imo super power should be the only option

    also what happened to mega charizard x did you dropped the moveset?
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    « Reply #4888 on: March 27, 2014, 03:57:00 PM »


    dont make a special move heal srs  the problem with heal moves is that they are either useless or OP and since no character in brawl has pure heal moves it just doesnt fell right for ssbb,imo super power should be the only option
    Superpower it is then.

    also what happened to mega charizard x did you dropped the moveset?
    I'm waiting for that Mega Charizard Y model to be ported before I resume work on that PSA.
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    « Reply #4889 on: March 27, 2014, 04:19:54 PM »


    will it be a pure mega scizor psa or oyu will have normal scizor below for transform?
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