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.
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.
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 visibiltyI 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!
Iced said, August 20, 2016, 02:38:48 amThats cool, dude . Thanks for all the effort. Mitchell_MM said, August 20, 2016, 03:30:44 amThanks Bullfrog! That launcher helps a lot.I'm glad that you liked, guys!!
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.
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...
Hello friends!Tonight, I finally got some free time and decided to make a small update on the launcher that I did for the projectNow, instead of changing the AI for all the chars, one by one, you can change it for everybody* with just one click, *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 visibiltyBullfrog said, August 17, 2016, 07:48:32 pmHi 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 visibiltyI 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!PS: Changing the AI difficulty with the launcher, will also change the difficulty in mugen.cfg
Future builds will begin removing this feature from characters as we're moving to 1.0Will this affect your frontend?
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 visibilty2 hours to create, 2 min to destroy, as everything in life, hahaBtw, 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!
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
I just realized. With (Super) Buu being added to the roster soon, we have the main villains of DBZ (Barring Cell, of course)! xD
Just No Point said, September 15, 2016, 07:30:45 pmOnly 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, 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 visibiltyLink:https://drive.google.com/file/d/0B2utYvfiQ0a2X0FQWndtUjBpdGM/view?usp=sharing
The Sudden Rarity said, September 18, 2016, 04:54:26 amgo moleboxWhat does that even mean? PS that launcher is looking pretty nifty!
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.