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Dope's Projects (Current: Future Trunks) [Download Inside] (Read 52461 times)

Started by Dope, February 20, 2011, 09:50:31 am
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Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
#101  July 15, 2015, 12:26:24 am
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Yup, this is coming along nicely indeed.

All I'll ask is to make sure the character can be scaled with constants (or with localcoord if played in 1.0), because I think most people will want to play him against Z2 chars, or CVS-styled sprites. Currently, he's too big compared to CVS, and it would be a shame to have explods and other FX misaligned when scaling the char by constants/localcoord.

Good luck with everything, can't wait to see the next specials and supers. :)
Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#102  August 29, 2015, 02:49:25 am
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Another update ready. 8-28-2015 public alpha now available:
https://www.sendspace.com/file/vpnh85

Major changes:
- New special "Slash Frenzy" added.
- New special "Lunging Slash" added.
- EX version of "Burning Knee" added.
- EX version of "Pommel Bash" added.
- EX version of new "Slash Frenzy" special added.

Screenshots of the EX versions of Slash Frenzy and Pommel Bash


Getting real close to beta status on this project. I'd like to get the get hits done but that's something I prefer to do all in one go, which I haven't had time for lately. I would've liked to have coded in his Burning Slash super for this update but the sprite rips are missing 5 crucial frames so it'd look pretty ugly to only work with what's there. I tried to contact Ploaj about it but have yet to get a response. If someone else could get him (or someone else) to rip these missing frames it'd be greatly appreciated because that attack is too awesome to exclude from this character. Other than Burning Slash the rest of my attack ideas are all ki related moves, I think, from what I remember. I've been avoiding ki blasts for now because I haven't gathered fx for them yet.

All I'll ask is to make sure the character can be scaled with constants (or with localcoord if played in 1.0), because I think most people will want to play him against Z2 chars, or CVS-styled sprites. Currently, he's too big compared to CVS, and it would be a shame to have explods and other FX misaligned when scaling the char by constants/localcoord
This is going to be a winmugen character. I have yet to code anything for 1.0 so I'm not experienced with it. Maybe I'll eventually get around to updating him to 1.0 after the winmugen release. And yeah you're right, I'm sure the majority of people would prefer him to be a normal scale. I'll change it to a smaller scale before an official release but for now I'm leaving his scale as is.
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Last Edit: August 29, 2015, 03:16:44 am by Dope

GT

Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#103  September 11, 2015, 07:20:17 am
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Hey, Dope, instead of using

Code:
[State 0, Voice Randomizer]
type = VarRandom
trigger1 = Time = 0
v = 26
range = 1,8

[State 0, Voice 1]
type = PlaySnd
triggerall = Var(26) = [1,3]
trigger1 = animelem = 2
value = S5,0

[State 0, Voice 2]
type = PlaySnd
triggerall = Var(26) = [4,6]
trigger1 = animelem = 2
value = S5,1

Why don't you use

Code:
[State 0, Voice 2]
type = PlaySnd
trigger1 = animelem = 2
value = S5,0+(random%2)

Code:
[State 0, ChangeState]
type = ChangeState
triggerall= Pos Y < 0
trigger1 = stateno =0
value = 50
ctrl = 1
What's this? O_o

Lunging Slash's hitdefattr is S, SA instead of A,SA
Yeah Titiln, in fact, You Made Him
Last Edit: September 11, 2015, 07:23:31 am by Wesley
Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#104  September 12, 2015, 01:37:03 am
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Hey, Dope, instead of using [.....]
I suppose, but usually when I randomize two voices they're not neatly right next to each other like that in the snd file. I sometimes like to keep my code in the same format from state to state incase I want to change something like that later. Only saves a few lines of code really with random% in the one or two instances it's applicable in my characters. That and in this particular case I also wanted to randomly not play a voice clip but with less odds of it happening. See the way I used that varset makes Voice 1 have 3 in 8 chances of playing, Voice 2 have 3 in 8 chances of playing, and No Voice have 2 in 8 chances of playing. Thanks though

Code:
[State 0, ChangeState]
type = ChangeState
triggerall= Pos Y < 0
trigger1 = stateno =0
value = 50
ctrl = 1
What's this? O_o
Took me a minute to find where this code was hiding. That's a weird one, a remnant I suppose from the character this was edited from (My old 2011 Kenpachi). Might've been something ssjsongoku put in his Kenpachi character, which is what I originally edited from when I first start coding my Kenpachi back in 2009. Guess it went unnoticed for years lol. Deleting now, thanks.

Lunging Slash's hitdefattr is S, SA instead of A,SA
Fixed, thanks.


Side note, my laptop had hard drive failure. Lost about 20% of my personal files. Some of it was old mugen projects, luckily I uploaded most of the characters uploaded to sendspace. Laptop is back up and running. I did finish the gethits before the crash and managed to salvage it without having to redo it. I'll probably code a ki attack or two before I publicly share it. But it might be a while, overtime season just started at my job so less free time until 2016.
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Last Edit: September 12, 2015, 01:42:05 am by Dope
Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#105  September 20, 2015, 07:26:21 am
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New public alpha (9-19-2015):
https://www.sendspace.com/file/889bwq

Added get hits. Added a new flaming energy effect on Burning Knee and the name makes more sense now. Two new specials added. First one is Rush Blast. It's activated with D,F, c and makes Trunks rush in a bit before shooting a ki blast that sends the opponent flying. Much funner when it's done point blank. It's mapped to the dash button because there are no other button variants and it takes a flash gauge bar to use. Second special is called Ground Blast that's activated with D,B, c. It's just a ki blast Trunks shoots down at the floor but it explodes when it hits the ground giving it a bit more reach and a second chance for damage. Nice as a delayed trap too to keep unwary opponents at bay. The explosion can damage lying opponents but this special uses up a flash gauge bar too so it's not spammable. Also made two more palettes.

Screenshots. First one is the new Burning Knee effect and the second is the new Rush Blast special.



Getting much closer and closer to beta status on this. Still need to redo all the clsns though, I just slapped them together lazily.


EDIT: New default palette. Got tired of the source game's default and decided to make my own.
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Last Edit: September 20, 2015, 09:23:09 pm by Dope
Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#106  July 08, 2016, 06:23:17 am
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New alpha available (7-7-2016):
https://www.sendspace.com/file/wbadp1

I was gonna wait to upload this when I had something a little more substantial done but screw it. I've got quite a few things on my plate for a while before I can get back to this so I figured I might as well upload the latest version in the mean time for anyone still trying this.

Changes I can remember doing since last release
- Updated palettes a bit.
- Added fx for his intros and power charging.
- Added voices for intros and win poses.
- Changed the EX version of Pommel Bash so that he still does the follow up slash at the end of his dash regardless if he hit them with the initial bash.

That's about it really. I did finally finish adding all his sprites into the sff. And thanks to Hoshi's rips I finally have all the sprites for a couple of his supers that Ploaj didn't rip. The Burning Slash sprites have me particularly excited because that move has always been my favorite Trunks attack. I would've added at least the Burning Slash before uploading this new alpha but I wanted to make an animated hyper portrait first. Haven't gotten around to it but I planned on making one similar to my Uryuu and Kenpachi revamp beta where it's ripped from the anime.
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Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#107  July 10, 2016, 02:19:00 am
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...what?
Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#108  July 10, 2016, 02:30:04 am
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Don't bother yourself with him, he always posts like this (even after being banned over it, IIRC). :/

Hey Dope, just want to ask, are you accepting palettes for Future Trunks? I wanna give a few. :)
Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#109  July 10, 2016, 05:41:30 am
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Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#110  July 10, 2016, 05:52:43 am
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...what?
Lol, had me confused for a second there. Thought that was a response to my post but I guess it was to someone else's post that got deleted.


Hey Dope, just want to ask, are you accepting palettes for Future Trunks? I wanna give a few. :)
I always make my own palettes for my characters but yes I will accept palettes. Send em over whenever. I'm still adding fx and stuff though that might make any current palettes need future updating. Wouldn't be hard to update though when the time comes.


http://mugenguild.com/forum/topics/gabriel-belmont-castlevania-lords-shadow-160148.0.html
hope2 see this..run.

would love to this project..... keep going..    just saying
Sorry but don't get your hopes up. That project started 2 years ago but it never even made it past the sprite ripping phase. I don't have the time to do the ripping myself and the other person that told me years ago they would never did finish either. So this project won't be continued unless someone steps up and helps with the sprite ripping. Which is unlikely especially with the lack of exposure for my projects.

The only projects of mine being worked on right now is Future Trunks, and even that is hardly being worked on at the moment. Any of my other projects will have to wait until after Trunks because I don't have time like I used to for mugen creating.
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Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#111  July 10, 2016, 07:57:51 am
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i really love how you kept trunks nice, simple and clean. no over-the-top supers or special moves that do like 999 hits, looking forward to the finished product!
Re: Dope's Projects (Current: Future Trunks) [Download Inside]
#112  July 10, 2016, 09:20:08 pm
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Thanks, and yes I'm making this a traditional low res 2d fighter instead of an over the top dbz style character with layers of hires fx. There's enough of those out there and hardly any normal styled dbz characters.

Also, I don't think I ever showed off my 2 new palettes. First one's based off Asura from Asura's Wrath, second one is based off Abaddon from Darksiders. They're my 2 favorite palettes so far. And I've been dying to see the Burning Slash attack animated so I threw together a gif in fighter factory since I'm not ready to code it yet.




I didn't like the order the original game had for the slashes so I tweaked the animation a bit for a longer and more fluid slash sequence.
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I bet you kiss prostitutes.