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Super Buu Z2 [Project] (Read 676278 times)

Started by Barker, February 06, 2015, 02:22:19 am
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Re: Super Buu Z2 [Project]
#1081  March 08, 2017, 11:42:07 pm
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The Human Extinction Attack finisher should show humanity getting wiped out somehow. The other player loses, and the Earth loses too!
As with any finisher, it will be an enhanced version of the regular hypers, but don't expect any fancy stuff...
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Re: Super Buu Z2 [Project]
#1082  March 09, 2017, 12:31:08 am
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If for the  winpose of that finisher,
you can have him stand like this:


or you can have a background similar to this:

or just a simple wasteland will do and/or have him fill the place with steam maybe.
~ A swift blade makes monsters tame. ~
Re: Super Buu Z2 [Project]
#1083  March 21, 2017, 08:56:47 am
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Will this Super Buu is in ur work?
Re: Super Buu Z2 [Project]
#1084  March 22, 2017, 07:54:43 pm
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I think the answer is obvious ^^
Re: Super Buu Z2 [Project]
#1085  March 23, 2017, 11:20:56 am
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So.. i want him to rain baby buus. like the kirby kirbuus. as a winpose, he should do a "assault rain" but the rain will be Kirbuus.
Re: Super Buu Z2 [Project]
#1086  March 28, 2017, 12:06:16 am
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This can be a crazy suggestion, but you guys considered some small feature for when two Super Buus are fighting in Simul Mode? Like, if a match is over and both Buu Z2 are standing up, sometimes they merge into a Fusion Buu!

LOL this sounds wacky, but it could be just a cool joke to combine palettes and have results like this quick mockup -

Re: Super Buu Z2 [Project]
#1087  March 28, 2017, 12:27:33 am
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That's a nice idea.
Wonder how many tries took you to fuse those Buus this perfect.
~ A swift blade makes monsters tame. ~
Re: Super Buu Z2 [Project]
#1088  March 28, 2017, 12:51:19 am
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That's pretty easy, really! ;P
Open his sprite with a image editor that work with layers, duplicate the layer, recolor the bottom sprite and erase the upper sprite.

(I might actually make a new palette for Buu Z2 based on my quick mockup, seeing at it again...)
Re: Super Buu Z2 [Project]
#1089  March 28, 2017, 12:53:39 am
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Don't lie to me,you are thinking to do a Gill pallete aren't you?
Or a Two-Face one.That's just as awesome. :mlol:
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Re: Super Buu Z2 [Project]
#1090  March 28, 2017, 01:10:31 am
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I was talking only about the blue side LOL  But yeah, I will be lying if I say that a Gill refference didn't popped up in my head. ::)
Re: Super Buu Z2 [Project]
#1091  March 28, 2017, 01:18:14 am
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I know you did,at the second i saw this Gill and Two-Face popped in my mind.
Also,as much as i like the concept,i don't think it could be implemented coding wise.
Then again i don't choose what stays and what does not.
Know that i think about it,it's hilarious,to think of all those weird color combination.
Now i see the possibility of fusion,i wonder what the result will be when Buu ansorbs Buu.
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Re: Super Buu Z2 [Project]
#1092  March 28, 2017, 03:10:44 pm
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I know you did,at the second i saw this Gill and Two-Face popped in my mind.
Also,as much as i like the concept,i don't think it could be implemented coding wise.
Then again i don't choose what stays and what does not.
Know that i think about it,it's hilarious,to think of all those weird color combination.
Now i see the possibility of fusion,i wonder what the result will be when Buu ansorbs Buu.
The pals for the 2nd half of Buu would have to be made in advance.
The 2nd half would be a helper with RemapPal, using the same kind of triggers already being used (enemy,name = "xxx"), but probably read from a var instead.

Re: Super Buu Z2 [Project]
#1093  March 28, 2017, 03:29:52 pm
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no need really, it could be made by just having each buu display half the sprite. then placing them side by side.
Re: Super Buu Z2 [Project]
#1094  March 28, 2017, 03:54:28 pm
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Just sayin, rather than having 30 duplicate sprites each with a different pal, it could just be one sprite with a RemapPal assigning one of 30 pals... if there were 30 of them heh

Re: Super Buu Z2 [Project]
#1095  March 28, 2017, 03:56:11 pm
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It couldn't be a helper using remappal anyway because we use 1.0

Iirc that's 1.1 exclusive
Re: Super Buu Z2 [Project]
#1096  March 28, 2017, 03:56:44 pm
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It couldn't be a helper using remappal anyway because we use 1.0

Iirc that's 1.1 exclusive

No it's not :P  That's how I made that super cool custom USA glow for my arcade hyper paired with your awesome America F**k Yea palette.

Re: Super Buu Z2 [Project]
#1097  March 28, 2017, 04:00:07 pm
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Re: Super Buu Z2 [Project]
#1098  March 28, 2017, 04:00:59 pm
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Just sayin, rather than having 30 duplicate sprites each with a different pal, it could just be one sprite with a RemapPal assigning one of 30 pals... if there were 30 of them heh

it can just be one sprite displaying the normal pal of that character, and an overlay displaying the normal pal of char number two . still works  It would just take a few vars to be sure its in team mode.
Re: Super Buu Z2 [Project]
#1099  March 28, 2017, 04:08:03 pm
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it can just be one sprite displaying the normal pal of that character, and an overlay displaying the normal pal of char number two . still works  It would just take a few vars to be sure its in team mode.
Ahhhh heh crap I thought it was being proposed as another method to fuse with the enemy.  I have a bad tendency to overlook details in messages.
To fuse with a partner Buu, what I said would not be a good idea :)

Re: Super Buu Z2 [Project]
#1100  March 28, 2017, 04:13:19 pm
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I actually was thinking of a winpose where he would use the enemy colours, but found no way to do it other than recognizing the opponent.

( It would be to make a candy with the opponent colors)