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General HDBZ Discussion topic (Read 845100 times)

Started by Iced, May 15, 2015, 11:27:53 am
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Re: General HDBZ Discussion topic
#421  July 21, 2016, 02:37:10 am
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Pretty much I'm running an event that's like evo but with fan games such as this SSF2 and others
check out my channel for Ikemen games and other stuff:
http://www.youtube.com/user/traweezie
Re: General HDBZ Discussion topic
#422  July 29, 2016, 07:32:38 pm
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Base Goku's Standing Medium Kick can completely pass through Babidi's "Floating Bomb". I won a whole round by spamming S. MK with Goku. Some attacks by the other characters, like Frieza's C. HP, can pass as well. A simple fix might be to expand "Floating Bomb's" hitbox.  This would avoid having to change/review every character that can pass through the attack.
Re: General HDBZ Discussion topic
#423  July 29, 2016, 08:37:09 pm
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Well, this is actually a problem on how Goku's s.MP has been coded. The forward kick sprites are displaced from the axis of the character, resulting in an offset unbalance. Normally, you code these kind of attacks using PosAdd, instead of simply leaving the axis away:


I've added the axis position on that animation, so you can see the offset applied on the animation in relation to the sprites.

Now, how's this creating a problem with the Floating Bomb?
The Floating Bomb is a special projectile that works on proximity. While the enemy is far, the hitbox of the floating bomb is disabled (statetype=I). This is to prevent the enemy from automatically going into guard by just holding back when being near. When the enemy is near, the bomb will set its statetype=A and then trigger the explosion on contact.

I could have disabled the statetype change based on proximity and set an attackdist of 0 (to prevent enemies guarding on proximity), but then, we would have the same problem with Goku's s.MP because after triggering the explosion, the bomb's hitbox area will not connect as Goku's gethit animation would then be placed on the axis position, that is, too far from the Floating Bomb.
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Re: General HDBZ Discussion topic
#424  August 17, 2016, 07:48:32 pm
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Hi Everyone !

I would like to say some things here:

-First: This project is phenomenal, I really love it and it's basically the reason why I got back to Mugen after more than 10 years away from it !! So, thanks and congrats for all the people who worked and is working on this!! 


-Second: Some days ago I released a launcher to the KOFE project, mainly for making it easy to launch the game with the right AI(s) turned off to use the tag system, and avoiding the batches files...After this, I took a look at all the customable things that Hyper DBZ has and decided to give it a try and also make a Launcher for it!!

The main goal was to make stuff like changing the Music, some Graphical options (as Fullscreen), accessing the char's config files, more easy. Especially for the people outside the Mugen Guild Community, who downloads the game via the facebook page and is not used with this kind of stuff.

So yeah, here it is:
https://drive.google.com/file/d/0B2utYvfiQ0a2S3NlU2RaQXBLOXM/view?usp=sharing
(Just unzip on the game's main folder)

Some Images:
Spoiler, click to toggle visibilty

I Hope u guys like it!
Feedback and suggestions are always welcome!!


PS: I have some updates on mind for it, just not sure if I have the skills to do it. If I succeed, I will post here ;)
PS2: If someone could make an icon for it, please let me know, I would really appreciate it!  = )

------------------------------------------------------------
Post Edited:
-Added some images
-Update some stuff from the Chars Options Screen - Now, when clicking on a char button, it will "blink". Please dl again!
Last Edit: September 15, 2016, 03:48:13 am by Bullfrog
Re: General HDBZ Discussion topic
#425  August 20, 2016, 02:38:48 am
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Thats cool, dude . Thanks for all the effort. :)
Re: General HDBZ Discussion topic
#426  August 20, 2016, 03:30:44 am
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Thanks Bullfrog! That launcher helps a lot.
Re: General HDBZ Discussion topic
#427  August 22, 2016, 06:35:45 pm
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Re: General HDBZ Discussion topic
#428  September 05, 2016, 09:08:51 pm
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Found another Glitch again with Babidi vs Base Goku. If you perform Goku's LVL 2 Bicycle Kick (not sure about the other levels) Babidi while he is trying to recover off the ground, Goku will glitch through the floor. Happened to me twice. 
Re: General HDBZ Discussion topic
#429  September 08, 2016, 11:32:07 pm
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hi... I have downloaded the chars one by one, because im using mugen on mac.
You can edit mugenformac to use the screenpack too?
here a video....


Here is another One but adding more chars... i want to put on mac the screenpack...
Re: General HDBZ Discussion topic
#430  September 09, 2016, 09:45:22 am
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Trunks, Nappa and Broly are not Z2 characters
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Re: General HDBZ Discussion topic
#431  September 15, 2016, 04:02:26 am
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Hello friends!

Tonight, I finally got some free time and decided to make a small update on the launcher that I did for the project

Now, instead of changing the AI for all the chars, one by one, you can change it for everybody* with just one click,  :hyo:

*Only Mr Satan, Freeza and Saibaman are missing, because their config files are missing the AI section.

Pics:





Download: (same link from last post)
Spoiler, click to toggle visibilty

PS: Changing the AI difficulty with the launcher, will also change the difficulty in mugen.cfg
Re: General HDBZ Discussion topic
#432  September 15, 2016, 04:27:07 am
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Future builds will begin removing this feature from characters as we're moving to 1.0
Will this affect your frontend?
Re: General HDBZ Discussion topic
#433  September 15, 2016, 06:59:56 pm
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Hi Just No Point, not at all, buddy! I'm trying to keep everything as "modular" as possible. In other words, I just need to delete/comment the "Difficulty Selection" section from the code...
Spoiler, click to toggle visibilty

Btw, talking about "code", if anyone has interest in this front-end code, I can share it, if the HyperDBZ Devs don't mind...


Last, could anybody tell me, if the "config" files from the Chars are going to change in the next build? I'm asking this, because I was thinking in creating GUIs for each config file, to make users life easier... but in case the files suffers much changes, all the work may be in vain...thanks!
Re: General HDBZ Discussion topic
#434  September 15, 2016, 07:30:45 pm
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Only thing changing is AI changing in the config will be removed.

Feel free to share the front end code we would have no reason for you not to do so :)
Re: General HDBZ Discussion topic
#435  September 16, 2016, 03:07:38 pm
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I just realized. With (Super) Buu being added to the roster soon, we have the main villains of DBZ (Barring Cell, of course)! xD
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Re: General HDBZ Discussion topic
#436  September 18, 2016, 12:16:46 am
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Only thing changing is AI changing in the config will be removed.

Feel free to share the front end code we would have no reason for you not to do so :)

Cool JNP!
So I shall release the final version along the source code, so people can mess with it,  ;D


btw, I just finished adding Goku's GUI to the launcher... Could anyone confirm to me if it's working as intended?

Preview:
Spoiler, click to toggle visibilty

Link:
https://drive.google.com/file/d/0B2utYvfiQ0a2X0FQWndtUjBpdGM/view?usp=sharing


Re: General HDBZ Discussion topic
#437  September 18, 2016, 04:54:26 am
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This game won't go molebox, will it?
Re: General HDBZ Discussion topic
#438  September 21, 2016, 12:06:46 am
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Re: General HDBZ Discussion topic
#439  September 21, 2016, 02:03:05 am
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Molebox is a type of packing for a game where it packs the files in ways that you cant mess with them. Preventing, for instance, people from adding their own additions.

And no. It wont.
Re: General HDBZ Discussion topic
#440  September 21, 2016, 02:51:08 am
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Ah, good then.