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Author Topic: Cloud Kong V4.3: Cloud ported over DK (Air Down-B completed)  (Read 57551 times)
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Kaye Cruiser
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    « Reply #45 on: August 25, 2010, 02:56:18 PM »


    So, what's left to do?
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    « Reply #46 on: August 25, 2010, 03:03:07 PM »


    A better Final Smash.
    Getting Attack13 to work.
    Maybe cleaning some stuff up (like hurtboxes and Neutral B on the ground).
    Other than that I wouldn't know what to do more.
    « Last Edit: August 25, 2010, 03:05:04 PM by ds22 » Logged

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    « Reply #47 on: August 25, 2010, 03:03:43 PM »


    Balance it?   Grin
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    felixsrg
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    « Reply #48 on: August 25, 2010, 07:35:24 PM »


    I don't know why in some stages when I jump to the right cloud kong just dies in the left part of the stage. Is a bug of your port? or is a bug of the stage?
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    « Reply #49 on: August 26, 2010, 02:30:41 PM »


    I don't know why in some stages when I jump to the right cloud kong just dies in the left part of the stage. Is a bug of your port? or is a bug of the stage?
    I think it has something to do with one of his hurtboxes being slightly to forward, but I'm not sure if that is the problem and how to fix it with Tabuu.
    But I personally never experienced such a glitch with Cloud Kong, so it could also be the stage.
    EDIT: I think I got Attack13 to work, but I need to test it out more to check if it really does work.
    Also, what do you suggest for a Final Smash?
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    « Reply #50 on: August 26, 2010, 03:53:58 PM »


    A better Final Smash.
    Getting Attack13 to work.
    Maybe cleaning some stuff up (like hurtboxes and Neutral B on the ground).
    Other than that I wouldn't know what to do more.

    Good stuff man =3
    For Attack13, can't you just make a loop or something?

    Set Loop X times
    ---If Button Press: 0
    ------Change subaction = blah
    ---End If
    ---Synch.Timer = 1
    Execute Loop
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    « Reply #51 on: August 27, 2010, 05:58:29 AM »


    A better Final Smash.
    Getting Attack13 to work.
    Maybe cleaning some stuff up (like hurtboxes and Neutral B on the ground).
    Other than that I wouldn't know what to do more.

    Good stuff man =3
    For Attack13, can't you just make a loop or something?

    Set Loop X times
    ---If Button Press: 0
    ------Change subaction = blah
    ---End If
    ---Synch.Timer = 1
    Execute Loop

    Thanks, it worked.
    EDIT: I think I got the right values so that it feels better to perform.
    I will release it tomorrow, since I don't have time to release it now.
    The only real problem I still have is that when Yoshi swallows Cloud Kong, he is send off flying to the left of the screen, often resulting in a KO.
    I still don't know how to fix it though.
    EDIT2: GOOD NEWS EVERYONE!
    I managed to iron out almost everything wrong with the port.
    I will release it later today with details of what I fixed (including some major ones).
    All because of Tabuu and Dantarion.
    « Last Edit: August 27, 2010, 06:09:10 AM by ds22 » Logged

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    « Reply #52 on: August 27, 2010, 10:14:13 AM »


    Sweet! Looking forward to testing him out.

    Hmm...what exactly are we limited to when it comes to his Final Smash?
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    « Reply #53 on: August 27, 2010, 01:57:49 PM »


    An one animation bound Final Smash.

    Anyway, here is Cloud Kong V4:
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=7158

    It now has an AAA combo.
    Minor fix for Air Down B.
    The model and PSA has been fully fixes so that throwing people and being thrown (including by Yoshi) now fully functions as it would with the original (this includes throws like Ganonside and Bowserside now being fully functional).
    By doing so however, you will need to use the FitDonkeyMotionEtc.pac and the costumes from this package, as for the FitDonkeyMotionEtc.pac and the costumes from the previous package will not work with the latest PSA!

    I hope you'll enjoy this version.  Cheesy
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    « Reply #54 on: August 27, 2010, 02:39:53 PM »


    So I can't use Travis? Not even if I export the texture BRESS and the MDL0 and Replace the ones you have on the blue costume? (I have him on Blue, and Dante on Red Cheesy BEYOND FTW!!)
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    « Reply #55 on: August 27, 2010, 02:41:04 PM »


    So I can't use Travis? Not even if I export the texture BRESS and the MDL0 and Replace the ones you have on the blue costume? (I have him on Blue, and Dante on Red Cheesy BEYOND FTW!!)
    Well now you can, but I already included a Cloud Kong Travis in the package.
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    Kaye Cruiser
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    « Reply #56 on: August 27, 2010, 03:47:41 PM »


    So NOW what's left to do? XD
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    « Reply #57 on: August 27, 2010, 04:11:40 PM »


    His Final Smash.
    And maybe removing the barrel from his entry.
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    Kaye Cruiser
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    « Reply #58 on: August 27, 2010, 04:37:32 PM »


    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=10932

    You may want to implement this in there somehow too, as it's much better than the current animations it replaces. :3
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    « Reply #59 on: August 27, 2010, 04:41:03 PM »


    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=10932

    You may want to implement this in there somehow too, as it's much better than the current animations it replaces. :3

    Going to look into them.
    Thanks.
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