KH2FM: What If Characters Other Than The Main One Were Useful?
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1. Kingdom Hearts I - Squirming Evil (Nanashima's Project Aqua Version).
2. Final Fantasy XV - Imperial Infiltration (Nanashima's Project Aqua Version).
3. Kingdom Hearts I - The Deep End (Nanashima's Project Aqua Version).
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Hello, greetings, salutations, hail, well-met traveler! If you've clicked on this video, that can only mean one thing: you want to see someone other than Sora (or Aqua) beat up enemies in this game. Well that's just fantastic, because I've got a show for you. I'll mainly be showing off Auron here, and then follow it up with the Ventus rescue I've shown in the past.
Today I learned that many of the Kingdom Hearts II.5 Final Mix cutscenes aren't in 60 FPS due to a lot of the animations being in their "raw" format. In other words, every single frame of their animations are keyframed, and these were originally made with 30 FPS in mind. I was messing around with one of Auron's cutscene animations to chop up and use for an attack, and I had to speed it up to actually be 60 FPS. This worked out pretty well though, as it gave him a double-strike on the ground.
Following up on this, I swapped out all of Auron's basic attacks for more useful sword swings, then played some visual effects to match the increased hitbox sizes on Auron's sword. I couldn't find anything useful for aerial hits that would fit the context of Auron being in the air, so I duplicated his special ability and then chopped it down to only include two sword swings. Auron will only ever be in the air when using Divider about 90% of the time anyways, unless you're purposefully jugging enemies in the air. Either way, it works out due to being much faster. I also reduced the height of Auron's jump when he would attack in the air, so he lands much faster. Then, I cut Auron's landing lag by 40 frames. It was 60 frames of endlag before; party members are trash. Just for good measure, I let Auron some trash talk whenever he lands or combat starts. Finally, I cut out the floatiness on Auron's Divider ability by 60 frames, so he would begin falling shortly after the final hit.
That's it for all of the mechanical stuff. All-in-all, most of my time was dedicated to fixing up the cutscene animation. I find it a lot more interesting to have him acting this way rather than just use his Limit over and over. I never really liked how the usefulness of the party members, and the competence of their KH1 AI, was sacrificed just for the sake of using a technique. This is not to say Limits aren't fun, but most of the effort for party members definitely went into those. Pretty much every Limit file a party member has is a higher file size than all of the ally's files. The numbers tell the story by themselves. Anyways, this makes Olympus I much more enjoyable for the beginning part, and that's what I was aiming for. Does it look like you'd agree?
Oh right, Ventus exists. What you see is what you get. "Technique" is the Fire Surge you see being utilized often, and it acts as a combo extender along with providing parry frames against certain attack types. As you can see, Ventus can attack very fast and very often, and this only accelerates that. "Special" is a fun little explosion that knocks away smaller enemies, and charges the Drive Gauge faster. As for the other stuff, press the attack button and have a blast. I just wanted something more mechanically satisfying and interesting than Mickey to be in charge of the rescues. Does it look like you'd have more fun with this?
PSA: Order Pasta Primavera with no mushrooms from Dominos. It's better than any pizza they have, even though I really like their pizza. It's a pasta place to me at this point. Enjoy your day, reader!
#KH2 #KingdomHearts #jrpg #KH2FM #Aqua #ProjectAqua #Mod #Mods #Gaming
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