Cythrex's bizzare studio and AA remake

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spell creation along with each magic having their own special spells after mastering them
tho the way to obtain them is still tbd, im focusing more on learning everything else except coding and other stuff in the game

i can finally go to sleep and grind AO and ARCHIVED

Snow falls gently as the island grows colder
Permafrost Island
new theme




i tried copying the houses in frostmill

3 Likes

does anybody know or have some idea where vetex found his walk and running animation cuz i remember seeing them somewhere in another roblox game

they’re from a website called mixamo, you gotta import them through blender

thx

havent done much except for the islands for crystal archipelago, some characters and this swimming and water effect (still gotta try to fix a bug with the swimming but overall its working as i wanted it to, thx chatgpt lol)

3 Likes

released a small update with crystal archipelago as a place u can teleport to, small gui change and swimming so u dont fall to the void (dont swim too deep tho or u die) (gonna fix the underwater effect someday)

1 Like

bruh lemme fix smth rq

lil bit of tomfoolery

4 Likes

IS THAT THE BLACK SILENCE?!
(cs)

everywhere i go i cant fucking escape it

Riley Hales Basic combat teacher and dodge reflex or something similar to it
(the witch in the graveyard will still exist tho she will have another purpose)


5 Likes

Cortes swaying fist mentor (drunken fist boutta be crazy frfr)


5 Likes

Will swaying fist function as it did in the original or not

random 0.5x to 2.0x size multiplier :money_mouth_face:

Finally, the peakest style from AA

it will function similarly but a bit different
rng but
m1 slower attacks = more dmg and bigger aoe
m1 faster attacks = less dmg and less aoe
for the skills i suppose they will work the same for m1s
the only change is the dmg compared to the original
maybe ill make it like yakuza fighting styles with a button that changes the stats or maybe have 1 or 2 bars and when the player dodges and use skill they will fill up a bar and if the player misses attacks or get hit they will fill the other
it will probably have the same stats as basic combat

might actually rework it
1st bar

  • Fills when dodging and landing attacks.
  • Increases agility, attack speed, and evasiveness.
  • Reduces damage and AoE, making attacks more precise but weaker.
  • If maxed, the player dodges more unpredictably but deals much lower damage.

2nd bar

  • Fills when blocking, getting hit, or missing attacks.
  • Increases damage and AoE, making attacks hit harder and wider.
  • Reduces agility and attack speed, making dodging slower and attacks more sluggish.
  • If maxed, the player moves like a sluggish drunk, making them easier to punish.

there will be some drawbacks so players dont abuse certain stuff like nonstop dodging or missing every single attack

In my opinion, you should just stick to one main gimmick per style so you don’t risk making a style that can do too much