When I said "Projects like this", I mean if you had other PSAs projects... And it seems you have some...
Koopa PSA with both Koopa sounds interesting, though Hammer Bros would be more interesting since they actually "fight".
Sorry by ignoring your post, I saw but forgot it
On that point hammer bros are more interesting I agree, but I also like the character of Koopa Troopa more than hammer bros, so it's unlikely I will do something with them.
*downloads
Gotta say, that Bowser FS getting help from Kamek is epic as hell
I cant imagine how that final Smash would look like if you were using Godzilla instead of Bowser
About some of these mods being overpowered, it would make perfect sense into somehow incorporating them to a unique Boss mode gameplay. Nano once wanted to replace all Boss characters with model imports if i remember, PSA for Bosses?
also
looks like the Dry Bones model has some shading issues(particularly on the face), i thought it was updated<.<
Thanks for appreciating the fs.
I think that's also one of the most fitting smashes I made, though there are more rocks falling there than what you can see on the video, thanks to the small stage.
As for bosses psas, the final smashes are overpowered on the video because I wasn't in the mood to adjust them all to make the video. They would be released in a much weaker and much more balanced state.
And yeah, Dry's jaw gets weird on some stages. It's possible I used an old model so you can blame me for not picking the newer one, if it changes anything.
First of all...
Well done. This PSA plays so well I'm leaving Dry Bones a place on my roster permanently.
While I do disagree with some of the knockback values, thats simply something I can change in PSA myself so its no big deal.
There's way to many things I love about this psa.
The alternate attacks keep me returning to the thread asking myself, "WTF was that?!? Was that supposed to happen? That was awesome!"
The animations are well done and the taunts are so fitting.
I do experience some gfx glitches upon using Side Special and the Special N "Bone" has randomly gone invisible in battle, but I'm assuming thats because I have the character rel ported.
Not being able to use UP Special repeatedly while grounded is an annoying glitch seeing as how thats a very good move, but I'll live without it.
Can you provide a sawnd file in the download instead of the bnk?
The bnk method is no longer the standard lol.
Again, well done.
I really got used to consider vBrawl completely unbalanced, so yeah, it's very possible I made some mistakes on the knockbacks.
Glad you liked the alternate attacks. I had this idea thinking Luigi's side B missfire attack, which is a strong attack that happens occasionally. Of course, the chances on Dry Bones are pretty low because I play long fights, but I also didn't want to raise them to avoid making the psa too overpowered. Since I didn't know what to do, I decided to just leave them the way they are.
The bone bug is probably due to the rel port, unfortunately. That never happened to me before.
Animations always take a long time. Sometimes they look good in brawlbox and look odd in gameplay, or vice versa. They usually take me 2-3 hours for each one.
The Up-B is something weird, because CPU can do it as many times as it wants, what doesn't make things easier to look after.
I didn't know .bnk wasn't being used. I thought it was more popular now, even though I don't use it either. I'll try to upload it tomorrow, then.
Very nice PSA. I have a question for you though.
I'm trying to port your dry bones over game and watch using the perfect rel plug & play thing (
http://forums.kc-mm.com/index.php?topic=53347.0). All the moves are working, but when I use side B, some extra texture appears all over the stage, moving with me for as long as I'm in the shell. I'm assuming I have to change something inside the rel file, but I'm extremely new to this. You wouldn't happen to know how to fix it, would you?
Also, any chance the recolors for luigi will work on this (doubtful?)
I never used plug&play before, sorry, and my rel file knowledge is near zero. Those bugs appear to be different depending on the character you port them over, so it's impossible for me trying to fix it.
But, if I'm not mistaken, that model over luigi is the same as this one. It's possible you can use them, but you must extract the graphic of the texture with brawlbox and import it on this one, because I had to add bones, what will make your game freeze while using the flamming skull or the alternative final smash, at least.