OK, thanks guy. I'm glad the Zuke situation is a rumor. I was pointed to a video that discuss the situation and referred to Zuke's post before leaving. The person pulled the video after I posted here.
As for the toy sales there is still a belief by some that boys are less likely to purchase toys commonly referred to as "girl toys" or female action figures, and girls are less likely purchase action figure even if that figure is a female. That's why you do not see a lot of Black Widow toys and DC came out with DC Girls to sell to girls.
edited 28th Nov '16 1:17:35 PM by CodeXYZ
"Procrastinate now, don’t put it off." Ellen De GeneresWell, yes, the toy industry does still believe that boys are less likely to want to play with female figures or things socially coded as girly, and yes, it certainly there is the suggestion that they can simplify their marketing budgets if toy lines are more gender-segregated, which would kind of make the first point self-reinforcing.
All that said, are there recent studies to back this up? Society is changing; even if "boys won't play with girl toys" was true when I was a kid in the 80's (I'll admit, it probably was; I was stubborn about such things as a young boy), I wouldn't be so quick to assume it's true today.
Bringing this back around, I'm mostly turning up Funko merch when I do a search for toys for the series. I know that Funko is trying to become the 800-pound gorilla when it comes to toys and the like, but I really thought someone else would have tried to step in, given that Funko does only one particular type of toy (and one that really strikes me as appealing more to the adult collector). I know what I'd like, but I'm not remotely the target audience for the toys they'd produce, so my opinion on the issue is mostly moot.
Reminder: Offscreen Villainy does not count towards Complete Monster.I think the reason Funko is so big is just because most licenses don't have anyone else who wants to make statues so they can get everything. I don't know too much about the market but presumably making sculpts for statues is much cheaper than sculpts for proper figures too. Proper, articulated accessory-having action figures of the gems would be neat but unfortunately seem unlikely. The minis do seem neat, might try and find some of those.
edited 28th Nov '16 1:46:53 PM by FerrousMaelstom
I am in the process of building a Bionicle-style figure of Garnet, and the only thing holding me back from completing her is a lack of black LEGO bricks for her afro, and properly colored hands for her gauntlets. My point is that I am activily making my own Garnet action figure, partially because there isn't one that exists! (and partially because I just like making characters out of Bionicles)
Same. The best way I can put it is that it's a KOF-styled fighter with Arcsys influences. A lot of emphasis on building up meter quickly, until the point where you can consistently guzzle it for combos and set-ups, but without normal combat itself being combo-heavy..
edited 28th Nov '16 4:42:50 PM by KnownUnknown
Maybe a team fighter, akin to Marvel vs Capcom 3 or Skullgirls, with the ability to fuse together characters to form a fusion as strong as the two fusees put together.
Like, akin to Skullgirls, you could have Sapphire, Ruby, and Pearl on team A, and Sugilite on team B, and Sugilite would be 3 times more powerful than Sapphire, Ruby, or Pearl, and if Sapphire and Ruby fuse, Garnet would be twice as strong as Pearl, but only 2/3 as strong as Sugilite, but if Garnet fused with Pearl, or Sapphire, Ruby, and Pearl all fused together, the resulting Sardonyx would be just as powerful as Sugilite.
I feel like we should give every network the Super Smash Bros treatment. I'd love to see a Nickelodeon vs Cartoon Network Smash-like game.
Gems has different poof durability...so they'll probably make that a thing.
Rules of the Internet 45. Rule 45 is a lie. Check out my art if you notice.Regarding the hypothetical fighting game: how would fusion be balanced? Would fusions take up multiple team slots, the number of which depends on how many Gems are in the fusion? Would the characters who have only one shown fusion, like Lapis, Connie, Rose, Ruby, and Sapphire be less versatile in a team than the characters with tons of shown fusions? What about characters with no shown fusions at all, like Bismuth and Peridot? Would they be incredibly niche picks for a team because they don't fuse with anyone, limiting their versatility? Would the characters with less shown fusions get free DLC fusions as they're revealed in the show? How would the balancing system between team numbers with fusions work, because I don't like the idea of Peridot fighting evenly against Alexandrite just because they're the only two characters in their repective teams, and yet Alexandrite and Malachite should be about even, despite Alexandrite having double the number of Gems.
Am I overthinking the finer logistics of a hypothetical game?
edited 28th Nov '16 8:22:28 PM by PushoverMediaCritic
I thought about using fusions, but ran into the serious problem of the fusions being all over the place in terms of size and shape. Steven and Amethyst fuse together, fine - Smokey Quartz is big but no so much that she can't fight evenly with everyone else. Garnet and Amethyst fuse, and the result is a fighter half as big as the screen.
So certain fusions are characters in their own right. Some would also be bosses. The only one I have planned to be fusable in gameplay is Stevonnie, with Steven and Connie being a "single character" on their own as well.
Steven and Connie as an unholy combination of Stance Fighter and Melee Ice Climbers
...stance fighter isn't a trope?
edited 28th Nov '16 8:36:20 PM by SalFishFin
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Basically. I have Steven with the Shield and Connie with the Sword - their fighting style uses each of them for different moves (for ease's saying, imagine Steven's moves using the punch buttons and Connie's moves using the kick buttons), which them swapping which is the "main" (that is, which one has a hurtbox) depending on the moves being used - albeit not in a way that's unfair to the opponent.
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The only game I can think of that does that is Street Fighter EX, for good reason: it's not a great concept in execution, but it does have potential if one then makes up a bunch of moves for characters that don't have fusions.
I still think just having them be separate characters allows better representation, though.
Depends. That still results in Opal being too tall, for instance, and maybe Sugilite too.
edited 28th Nov '16 8:42:29 PM by KnownUnknown
I was thinking more like Steven being in the lead making it easier to defend, with Connie jumping out from behind him and forced to use fast, low-damage poking attacks, but then you can switch Connie to the front for more power and speed, but Steven has to jump out and defend so it's slower to get your shield up.
And Stevonnie is like an ultimate that lasts for half a health bar.
edited 28th Nov '16 8:44:09 PM by SalFishFin
Oddly enough, the hardest character to think of a moveset for was Garnet, after I realized that despite punching things into oblivion all the time her one big fight in the series was actually her fighting smarter than harder and not being that physical at all, but I got a decent one in the end. Supers are Street Fighter 3 or KOFXIII style, where you can charge them up entirely for a super or use chunks of them for EX moves, with the difference that (most) EX moves are unique moves that generally jumpstart (or continue) combos rather than super versions of other moves.
Just to give an example of what I've got in mind, here's Garnet's moveset.
Garnet
- Overview: Highly physical, largely close range, but with many moves that both attack and maneuver her about the screen.
Specific Normals
- J. HP: Overhead slam, fists together (used by Sugilite in her episode). Spikes on counter.
Target Combos/Moves:
- F + HP: Standing flurry of rapid fire straight punches. Very short range. 8 hits. Each hit can strike airborne opponents when Charged.
- F+HP -> F+HP: Final powerful straight punch, knocks away.
- DF + MK: Jumping spinning kick to mid/high. Causes low to whiff, hits high (Jail Break). Hold: Higher jump, takes longer to jump. Causes mid and low to whiff, but whiffs itself if opponent ducks.
- B + HP: Cocks fist back for a moment, then powerful haymaker to high. Knocks up and way. Effective as an anti-air, but long delay makes it vulnerable (Ocean Gem).
Specials:
- Fury (Air Okay): Jumps forward and comes straight down with a powerful slamming fist. Overhead, hits at all points of the fist drop (including in mid-air). When used in air, drops straight down with the fist slam. Pops into air against air, flinches against standing, spikes against ground. Medium & Heavy spike against air/standing, pops against crouching. During Charged, pops against air and crouching, flinches against standing.
- Patience: Fast dash across screen to high backhanded punch – button dictates distance covered and delay before dash. Hits high. Light flinches. Medium and Heavy knock down against standing, away against airborne opponents. During Charged, pops against standing and up-away against airborne.
- Conversation: Quickly ducks, then goes into punching move that has a different effect depending on the button pressed after activation. A second input can be done in time (Rekka style) in order to use two at a time (note, Future Vision makes this move fast enough to combo out of – only the dodges have
- LP: Rising fists with large hitbox. If first hit, keeps airborne opponents in place rather than having knockback. Knocks standing opponents upwards.
- HP: Overhead haymaker. Flinches, wall-bounces on counter. Knocks down-away airborne.
- LK: Ground pound. Hits low a short distance from Garnet.
- HK: High jump + powerful hit that spikes (Steven Tag from <episode>). Leaves Garnet in air. Causes bounce during Charged.
Ex Moves:
- Charged!: Buff. Poses, causing her gauntlet to spark with electricity. The next punching move does extra damage and stun, and may have other effects, but dispels the buff.
- <Insert Name>: (I want her to have another one, but I'm not sure what it should be)
Supers:
- Future Vision: Buff. Garnet touches her visor, striking a pose. Buff for duration:
- Turns every hit into a counter hit.
- Increases attack speed.
- Gives various moves juggle ability, as well as increasing the ability to cancel certain moves, allowing for some indefinite (or at least unusually long) chains for as long as the super lasts.
Fighting game fans may notice that that super has beastly potential in the hands of a good player. I also have mechanics in mind for linking EX moves and supers, but I can't give out all my secrets...
edited 28th Nov '16 9:04:46 PM by KnownUnknown

Part of it is that toy companies prefer it that way.
It's easier to market toys when you can assume the demographic. And that way a company isn't competing with itself.
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