King Draco
kingdraco.bsky.social
King Draco
@kingdraco.bsky.social
Making Project M/P+ mods.
GameBananana profile: http://gamebanana.com/members/1775005
Twitter profile: https://twitter.com/KingDraco777
Rip Kentaro Miura.
Special mention to the packaging too. A lot of effort went into making sure she would arrive safely here.
The wait for her has been more than worth it and I'm glad she managed to arrive in one piece.
April 26, 2025 at 9:45 PM
Here's a look at all the Poppi figures I received from Fig&Mang together! In order of arrival too.
Needless to say, QTπ is easily my most favorite one from these, but I still love them all the same, truly the highlight from all my collection.
April 26, 2025 at 9:45 PM
Better look at the pose from the sides to appreciate how extreme it is. I was very surprised to see how firm the build of the figure is after setting her up.
Also some closeups on her weapon too which also turned out amazing.
April 26, 2025 at 9:45 PM
The details on this one are CRAZY, like she jumped straight out of the game.
It might not be obvious from the images but Fig&Mang even went as far as to remake the eyes after the original photos were posted (twitter.com/fig_mang/sta...) to make them even more accurate which I'm very grateful for.
April 26, 2025 at 9:45 PM
Might as well post about it here too 👀
I just received the Poppi QTπ figure Fig&Mang (twitter.com/fig_mang) made for me, fully handmade at 1/7 scale (~23cm tall) based on her official artwork from #xenoblade2 #ゼノブレイド2.
April 26, 2025 at 9:45 PM
April 25, 2025 at 2:43 PM
...and, most importantly, the smooth transition from snow to blizzard, which works through a combination of manual frame speed modifiers as well as the implementation of an independent animation system to use CHR0 to change the direction of the snow without affecting the SRT0 texture animation.
April 22, 2025 at 3:32 PM
Lastly, there's the blizzard implementation on pinch, created by Kapedani and improved by me with havok wind, scndata animation change for the fog transition, pinch check changes to match DukeItOut's pinch music code, statue eyes lighting up...
April 22, 2025 at 3:32 PM
Here's a reel showing all their animations: Fly, GlideStart, GlideLoop, GlideEnd and Spin. Fly was originally made by @nickgoldenxt.bsky.social and revamped by me, while I've made the others from scratch referencing their Metroid Prime animations.
April 22, 2025 at 3:32 PM
I've also implemented the flickerbats that can be heard chirping at random intervals in the background. They also boast a complex animation system to allow them to go from flapping the wings, to gliding and also to spinning and turning invisible like they do in Metroid Prime.
April 22, 2025 at 3:32 PM
Speaking of sounds, I've also given the stage plenty of them, all based on Metroid Prime: the powerup sound for the missile expansion (plays at lower volume than the rest to avoid getting too annoying), jet sfx for the platforms and running water, all of them node-based to make use of 3D sound.
April 22, 2025 at 3:32 PM
It uses his default fighter and slot id values from P+Ex but those can be changed in the stage file itself, editing the transX values on RidleyFighterIdOnTransX and RidleySlotIdOnTransX.
April 22, 2025 at 3:32 PM
As an extra for Ex builds, I've coded a check to cause Meta Ridley not to spawn if playable Ridley (Classic) is in the match.
April 22, 2025 at 3:32 PM
Another thing I gave him is 3D sound support for his roar and wing flap sfx by editing the og implementation Kapedani had made on the stage module, all done through a motion path that moves closer to the stage as Ridley is usually too far for 3D sounds to be heard.
April 22, 2025 at 3:32 PM
I've also given him a simple animation system to trigger a Roar animation when he appears. Both Fly and Roar animations come from his SSE boss fight and were edited by @nickgoldenxt.bsky.social and me to fit his behavior in the stage better.
April 22, 2025 at 3:32 PM
The new model's geometry has less than half of the density of the original, and the new rig is more than 4 times simpler, which was achieved through preposing the limbs which don't move in his animations as well as improving the weights from the vBrawl rig.
April 22, 2025 at 3:32 PM
First up there's Meta Ridley, who shows up some time after the stage enters "pinch mode" (less than 1 minute left on the timer or one player with 1 life left on 1vs1), based on a scene from Metroid Prime. Same model as SSE, optimized and with better fitting materials for the stage.
April 22, 2025 at 3:32 PM
Today a stage based on Phendrana Shorelines from Metroid Prime was shown as part of the next P+ update, which is a revamp of an older stage made by @nezharose.bsky.social with a Frigate Husk layout this time. Thought I might as well make a thread with all the stuff I made for it.
April 22, 2025 at 3:32 PM
December 18, 2024 at 6:51 PM
The new version will be employing a bone index trick to make the mouth move the way it's supposed to.
The limbs however will be redesigned to fit more in line with Bowser's skeleton as the og version had major clipping on the legs and the arms would end up detached in some animations.
October 19, 2024 at 4:18 AM
Let's revive this place with something I've been working on here and there.
Some people might remember the Mecha Bowser Early Access©️ mod I had released for the 2021 CBM Retro contest. It's slowly been fully revamped, with a remade model, UVs, textures, etc. Obviously still an early WIP tho.
October 19, 2024 at 4:11 AM