KH2FM: Project Aqua - Introducing Antagonist Mode (True Playable Bosses VS AI)

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Published on ● Video Link: https://www.youtube.com/watch?v=pec9COC3XN0



Kingdom Hearts III
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Duration: 11:14
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Patreon: https://www.patreon.com/Xaddgx

Ko-fi: https://ko-fi.com/xaddgxabsolbrasse

List of all contributors and their media: https://pastebin.com/98qYGBjs

FAQ: https://pastebin.com/pGTQ9hEU

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**********MUSIC**********
1. Touhou 8: Imperishable Night - Deaf to All but the Song (Project Aqua's Enhanced Version)

2. Kingdom Hearts II - The Encounter (Nanashima's Project Aqua Version)

**********OTHER**********
Alright folks, I told you that you wouldn't see the last of that remote controlling of Kingdom Hearts bosses, and I'm a man of my word. The research I've been most dedicated to for Kingdom Hearts II AI on my end has been fully figured out, and I have delved into the trenches of Stack long enough to make true playable bosses that are also targeted by their opponent.

With that in mind, let's take a moment to thank GovanifY for his initial delve into Kingdom Hearts II AI research, followed up by Kenjiuno for applying it to his own Kingdom Hearts II research, and finally Disgustor for helping me understand how in the world you read Stack.

In case it's not clear, this is an insanely complex method of controlling the Kingdom Hearts II AI, but it allows it to use its AI functions perfectly. This is because I am not playing as the Kingdom Hearts boss, but I have instead attached the Kingdom Hearts II player actor to its position and am then issuing commands to it by holding controller buttons, which are then being registered by the AI as an auto-trigger for an attack function. I have made these buttons tied to pushing the Kingdom Hearts AI's function directly on to its own action stack, and all of this just works. It's ridiculously roundabout, but it works perfectly for execution. All that was left beyond that point was to change the targeting logic for the one you're controlling to that of a partner AI, and then I force all functions it normally jumps to on its own to just be the targeting logic. This way it is just waiting for me to push its own Kingdom Hearts AI commands on to the action stack.

This stuff is HUGE. If you all think this is going to be limited to Kingdom Hearts II bosses VS AI, you're wrong. If my plans all pan out, we are going to have the capability to PvP with Kingdom Hearts bosses. As it stands, the move list for this Kingdom Hearts PvP mode would have to be limited a bit more, instead focusing on branching combo paths more, but it would still be a playable Kingdom Hearts tournament fighter by all accounts. The only requirement will essentially be either being on a local PC with your friend, or using Parsec with someone on a computer capable of handling Kingdom Hearts on PCSX2. However, this is a long way off, as I first have to configure all of the Kingdom Hearts II AI I want usable in this game. This is going to take a lot of work, but I can manage one Kingdom Hearts boss a day if I work hard at it.

So with that in mind, if you want to see Super Smash Hearts II Final Mix, donate to my Patreon or Ko-Fi links in the description so I have more time to work hard at it, thanks!

#KH2 #KingdomHearts​ #jrpg​ #KH2FM #Aqua​ #ProjectAqua #Mod #Mods #Gaming




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Tags:
KH2FM
Xaddgx
Heartless
Kingdom Hearts II Final Mix
Project Aqua
Aqua
Anti-Aqua
Dark Aqua
Kingdom Hearts III
Kingdom Hearts Birth By Sleep
Kingdom Hearts
KH3
Terra
Ventus
Mickey
Organization XIII
Xehanort



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Kingdom Hearts III Statistics For Xaddgx Absol Brasse (Mod Creator)

At this time, Xaddgx Absol Brasse (Mod Creator) has 1,381,393 views for Kingdom Hearts III spread across 290 videos. There's over 11 days worth of watchable video for Kingdom Hearts III published on his channel, roughly 62.98% of the content that Xaddgx Absol Brasse (Mod Creator) has uploaded to YouTube.