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Goku Updated Today 17-08-2020 (Read 60825 times)

Started by vyn, April 24, 2019, 06:51:49 am
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vyn

Goku Updated Today 17-08-2020
#1  April 24, 2019, 06:51:49 am
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He is here!!

Took some time but Im pretty happy with the result.



Making a little website for my projects, Ill have something better soon.

Download: https://www.mediafire.com/folder/a6bepg66b3bcp/Mugen_Characters

Please feel free to make voice patches and AI patches, I will host them with the character, just keep em high quality and somewhat balanced please.

Moves and such:

Spoiler, click to toggle visibilty

Enjoy!!, feedback is welcome.
Last Edit: August 18, 2020, 05:14:38 am by vyn
Re: Goku
#2  April 24, 2019, 08:24:43 am
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Re: Goku
#3  April 24, 2019, 08:43:06 am
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 Hmmm, a hitstun decay system might be a good idea to control that kind of comboing to which I am sure ArcSys regularly uses,
Re: Goku
#4  April 24, 2019, 09:22:13 am
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dude you need to teach me how to make some of these effects!


its so clear and crisp!
Re: Goku
#5  April 24, 2019, 02:12:38 pm
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Doing the spirit bomb and then his lvl3 before or just as it starts hitting the opponent can knock them out of his lvl3 it looks like as they're still getting hit by the spirit bomb thrown earlier during it.
I think this Goku's pretty neat though.
So is this like a one-time thing the whole doing a DB character?
Edit: It also looks like you can run out of juggle points in the middle of his lvl 3 or something making the last KHH whiff even if you hit with it.
Double edit: Did a little combo with him. https://streamable.com/96gb1
Quadruple edit: He can still do his power charge even when his meter's full.
Quintuple edit: But I think instant transmission should cost a full bar instead of half a bar or it should cost more meter when used in combos or something.
Yet another edit: Goku's still hittable during his lvl3 after it hits the opponent.
Also this. https://streamable.com/8sy6n
Last Edit: April 24, 2019, 05:38:45 pm by Memes never die/Manby
Re: Goku
#6  April 25, 2019, 01:00:06 am
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Thumbs up man. Glad to see you work on a DBZ char!
Re: Goku
#7  April 25, 2019, 02:03:25 am
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"Awesome" it's not enough to describe it. Congrats!
Re: Goku
#8  April 25, 2019, 06:13:05 am
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amazing, really fun to play and very creative, just as expected an incredible work!
Re: Goku
#9  April 25, 2019, 08:05:09 am
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Good to see you release a character for a while. Here's my feedback on him:

-Normal guard sparks has no transparency.
-Lot of the effects are misaligned:




-The effect on the aura is way too overpowering, which makes it impossible for the character to be seen while performing the super:


I don't see any major issues when it comes to the gameplay. However but I see a lot aesthetics wise, which most of my feedback comes in. Some of the effects feels off or completely misplaced. I'm not sure if it has anything to do with playing the character on 1.0. Since you haven't released Kage yet, I hope you consider taking a look on the aesthetics as well before releasing him.
I will still do detail and aesthetic feedback for the rest.
Re: Goku
#10  April 25, 2019, 11:17:10 am
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The character is for 1.1.
Re: Goku
#11  April 25, 2019, 11:59:34 am
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The character is for 1.1.
If that's true, why is the message icon on this topic not "Character-1.1" and the def file still says 1.0? And if it was, M.U.G.E.N would crash telling me it's not compatible. I'm pretty sure vyn wouldn't make a mistake like that.
I will still do detail and aesthetic feedback for the rest.
Re: Goku
#12  April 25, 2019, 12:22:57 pm
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None of those problems happened to me on MUGEN 1.0. (Windowed 800x600)
Re: Goku
#13  April 25, 2019, 01:52:17 pm
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Wonderfull, congratulations! (felicitaciones!)
Marvel vs Capcom Extreme (find the MvC2 characters project right here too!):
marvelvscapcomextreme.000webhostapp.com

Follow the project on:
www.instagram.com/marvelvscapcomextreme/
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I recieved messages of users that want to donate from paypal or patreon, if you consider that this is a nice and very dedicated project, you can donate any amount that you want right here:
www.paypal.me/marianoemeschini
Re: Goku
#14  April 25, 2019, 04:38:52 pm
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None of those problems happened to me on MUGEN 1.0. (Windowed 800x600)

I had the same problems as SolidZone, while running Goku on 1.0. He runs perfectly fine on 1.1 though.
Besides of that it's pretty fun character. Maybe a bit too flashy. Great job Vyn.
Re: Goku
#15  April 25, 2019, 06:04:29 pm
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I had the same problems as SolidZone, while running Goku on 1.0. He runs perfectly fine on 1.1 though.

And there you have it.

What I meant before is that the character was probably coded with 1.1 in mind and not 1.0. Not every character for 1.1 crashes on 1.0.

Just as he made those mistakes (mistakes that don't happen on 1.1) that you reported, Solidzone, he could've made the "mistake" (he might have forgotten) of not writing it's primarily for 1.1.
Plus the first video on the first post is recorded on Mugen 1.1. How do I know that? The Bandicam watermark is reversed and there's zoom out on the Kamehameha on 0:10 and 0:35 (always of the first video).



- The grab uses the default hitspark under Goku's feet.
- The QCF, any button Kamehameha levels don't change the damage at all, I expected him to deal more damage as he charged. I understand that if you charge fully it becomes unblockable, but between normal and SSJ2 there's not much difference.
- If you become SSJ3 and immediately release the button the Kamehameha isn't unblockable. It seems you have to hold the button until the character throws it himself in order for it to be unblockable.
- There's probably a need for a limiter to how many times you can throw a Genkidama during a combo.
Last Edit: April 25, 2019, 06:17:15 pm by AlexSin

vyn

Re: Goku
#16  April 25, 2019, 07:33:10 pm
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https://streamable.com/9e0hf

will implement some sort of limit to the comboability, though not too much, i want him to remain a combo heavy character.

Hmmm, a hitstun decay system might be a good idea to control that kind of comboing to which I am sure ArcSys regularly uses,

indeed
dude you need to teach me how to make some of these effects!


its so clear and crisp!

, seems like the most appropiate solution

heh, its mostly a good base and some blur

You've done a god's work!

tnx bro!

below

Doing the spirit bomb... Ill make meteor smash have priority over spirit bomb.
So is this like a one-time thing the whole doing a DB character?... Id like to make another one yes.
Edit: It also looks like you can run out of juggle points... My bad, ill fix that.
Double edit: Did a little combo with him. https://streamable.com/96gb1... Wanna send that file my way?, its a lovely combo.
Quadruple edit: He can still do his power charge even when his meter's full... i like it that way :(, it ends right away by itself.
Quintuple edit: But I think instant transmission should... This is actually a good idea.
Yet another edit: Goku's still hittable during his lvl3 after it hits the opponent... Oops.
Also this. https://streamable.com/8sy6n... ya, ill limit that a bit.

Thumbs up man. Glad to see you work on a DBZ char!

tnx man

"Awesome" it's not enough to describe it. Congrats!

tnx bro

amazing, really fun to play and very creative, just as expected an incredible work!

tnx bro

Good to see you release a character for a while. Here's my feedback on him...

Tnx bro!. hes 1.1 only, ill note that somewhere to make it clear. You can see the effects properly aligned in videos and such.

The character is for 1.1.

yup

The character is for 1.1.
If that's true, why is the message icon on this topic not "Character-1.1" and the def file still says 1.0? And if it was, M.U.G.E.N would crash telling me it's not compatible. I'm pretty sure vyn wouldn't make a mistake like that.

tnx for bro.

character def file should say 1.1, my bad. Not all characters freeze older versions of mugen, depends on which ones of the new features authors use.

None of those problems happened to me on MUGEN 1.0. (Windowed 800x600)

better to play it on 1.1 mate

Wonderfull, congratulations! (felicitaciones!)

tnx my man

None of those problems happened to me on MUGEN 1.0. (Windowed 800x600)

I had the same problems as SolidZone, while running Goku on 1.0. He runs perfectly fine on 1.1 though.
Besides of that it's pretty fun character. Maybe a bit too flashy. Great job Vyn.

tnx bro

I had the same problems as SolidZone, while running Goku on 1.0. He runs perfectly fine on 1.1 though.

And there you have it.

What I meant before is that the character was probably coded with 1.1 in mind and not 1.0. Not every character for 1.1 crashes on 1.0.

Just as he made those mistakes (mistakes that don't happen on 1.1) that you reported, Solidzone, he could've made the "mistake" (he might have forgotten) of not writing it's primarily for 1.1.
Plus the first video on the first post is recorded on Mugen 1.1. How do I know that? The Bandicam watermark is reversed and there's zoom out on the Kamehameha on 0:10 and 0:35 (always of the first video).



- The grab uses the default hitspark under Goku's feet.
- The QCF, any button Kamehameha levels don't change the damage at all, I expected him to deal more damage as he charged. I understand that if you charge fully it becomes unblockable, but between normal and SSJ2 there's not much difference.
- If you become SSJ3 and immediately release the button the Kamehameha isn't unblockable. It seems you have to hold the button until the character throws it himself in order for it to be unblockable.
- There's probably a need for a limiter to how many times you can throw a Genkidama during a combo.

Please play on 1.1, i did not test or code for 1.0 or below.

That histpark should not be there, ill remove it.
Kamehame should indeed have increasing damage, my bad. Unblockable is indeed only when fully charged (auto release).
How many times where you able to land spirit bomb in a single combo??.

thanks everyone for your feedback and support :)



Last Edit: April 25, 2019, 07:36:14 pm by vyn
Re: Goku
#17  April 25, 2019, 07:54:38 pm
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But, FF3 isn´t allow put that 1.1 to "Mugen version"...  Or i can´t ? It is that JUST my lucky? :(
but that not big-> Well... good at these def can edit also Notepad :) .
Hey, can i help, or maybe i need help
Re: Goku
#18  April 27, 2019, 07:39:42 pm
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- The grab uses the default hitspark under Goku's feet.
- The QCF, any button Kamehameha levels don't change the damage at all, I expected him to deal more damage as he charged. I understand that if you charge fully it becomes unblockable, but between normal and SSJ2 there's not much difference.
- If you become SSJ3 and immediately release the button the Kamehameha isn't unblockable. It seems you have to hold the button until the character throws it himself in order for it to be unblockable.
- There's probably a need for a limiter to how many times you can throw a Genkidama during a combo.

Please play on 1.1, i did not test or code for 1.0 or below.

That histpark should not be there, ill remove it.
Kamehame should indeed have increasing damage, my bad. Unblockable is indeed only when fully charged (auto release).
How many times where you able to land spirit bomb in a single combo??.



Shown:
- infinite in the corner: 0:00 ->0:10
- infinite possible anywhere on the stage: 0:10 -> 0:16
- Genkidama combo: 0:18 -> 0:32 (I failed but it's probably possible to do it again)
- Super BG effect not showing properly when killing the enemy (look on the lower part of the screen): 0:37
(same thing happens for the SSJ Blue rush)


- If you defeat the enemy with the Genkidama or the Kaioken rush, the Super BG effect won't appear.

Tested on 1.1.
Re: Goku
#19  April 27, 2019, 08:29:43 pm
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Just to prevent further confusion, I changed the message icon to 1.1 character.
Re: Goku
#20  April 27, 2019, 10:09:51 pm
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Vyn, you did it again! :D

And yep, the Super BG effects are kinda messy, both in 1.0 and 1.1

Expect that, it's in overall another awesome work from you. :)
Re: Goku
#21  April 30, 2019, 06:29:01 pm
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@vyn: will you update the character? I'm asking this because I think you missed my feedback.

vyn

Re: Goku
#22  April 30, 2019, 07:23:45 pm
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Yeah bro, i included you in the previous reply, ill update the character and eventually im also adding an ultra instinct super.
Re: Goku
#23  April 30, 2019, 07:37:51 pm
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Something I've done thinking about your character.
Re: Goku
#24  April 30, 2019, 11:21:12 pm
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Yeah bro, i included you in the previous reply, ill update the character and eventually im also adding an ultra instinct super.
@vyn:
No, you didn't look at the last post I made with a video.
This one: http://mugenguild.com/forum/msg.2439246

- The grab uses the default hitspark under Goku's feet.
- The QCF, any button Kamehameha levels don't change the damage at all, I expected him to deal more damage as he charged. I understand that if you charge fully it becomes unblockable, but between normal and SSJ2 there's not much difference.
- If you become SSJ3 and immediately release the button the Kamehameha isn't unblockable. It seems you have to hold the button until the character throws it himself in order for it to be unblockable.
- There's probably a need for a limiter to how many times you can throw a Genkidama during a combo.

Please play on 1.1, i did not test or code for 1.0 or below.

That histpark should not be there, ill remove it.
Kamehame should indeed have increasing damage, my bad. Unblockable is indeed only when fully charged (auto release).
How many times where you able to land spirit bomb in a single combo??.

[youtube]https://www.youtube.com/watch?v=9ElQC2HvWMk&feature=youtu.be[/youtube]

Shown:
- infinite in the corner: 0:00 ->0:10
- infinite possible anywhere on the stage: 0:10 -> 0:16
- Genkidama combo: 0:18 -> 0:32 (I failed but it's probably possible to do it again)
- Super BG effect not showing properly when killing the enemy (look on the lower part of the screen): 0:37
(same thing happens for the SSJ Blue rush)


- If you defeat the enemy with the Genkidama or the Kaioken rush, the Super BG effect won't appear.

Tested on 1.1.
Re: Goku
#25  May 01, 2019, 01:21:45 am
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 Yeah, that's why I recommend hitstun decay for that kind of thing to prevent those loop infinites. Thinking about it, a custom cornerpush that increases pushback little by little with every hit added to a combo could be useful as extra preventive measures against infinite loops too.

vyn

Re: Goku
#26  May 05, 2019, 03:15:33 am
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I updated goku to adress everything posted so far and a few extra things I found.

Also simplified the hyper ko background to a simple ko sound. I like it better
Re: Goku
#27  May 05, 2019, 11:42:54 am
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dude you need to teach me how to make some of these effects!


its so clear and crisp!

There are 3 easy methods you can use to achieve the cool visuals that you are asking about for any sprite, explod, or animations. There are more, such as using photoshop/paintstop pro's blur, radial blur, etc.. but these are easier.

Method 1:
Open "Fighter Factory" Load up your character and Navigate to the "Animation File" (should be next to the "Sprite" tab on the top tool bar). At the bottom left hand corner you should see the option labeled "Transparency" click the little arrow and select "Addition". Repeat for any sprite you want to have that transparent effect that gives off a little energetic/see through glow.

Method 2:
Manually navigate to your character's "AIR.file" (you might need to convert file to .txt or notepad in order to open it.) find the sprite/animation you want to give the effect to and add an "A" next to it (You can do this in Fighter factory if you put the AIR file into text mode). For example:

;Particles of Ice    -----> Name of sprite/explode/animation you want to give the effect to.
[Begin Action 50719]
8769,0, 0,0, 3, , A -----> This means the sprite will have the effect you want.
8769,1, 0,0, 3, , A -----> Repeat
8769,1, 0,0, 3 ----> No cool crisp transparent effect
8769,1, 0,0, 3 ----> No cool crisp transparent effect

Method 3:
Navigate to your character's "CNS.file" if you want this effect on Fireballs, Energy, Auras, etc.. you would use this. For example:

[State 0, Particles of Ice]
type = Explod
trigger1 = Movehit
anim = 50719
ID = 50719
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 999
scale = 0.4,1
sprpriority = 3
ontop = 1
ownpal = 1
trans = add ------> this gives you the cool transparent effect you want.
removeongethit = 1

If you want this effect on a character, or helper, you would add this in the character's CNS.file under the specfic Statedef. For example:

[Statedef 12345] ----> charcter's state
type = S
movetype = A
physics = S
anim = 50719
velset = 0
ctrl = 0

[State 0, Trans]  ----> This entire piece of code gives your character or helper the cool transparent effect you want.
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0 ;
ctrl = 1

That's it! now have fun making some cool effects that look really sweet on dark stages, or using dark hyper backgrounds.

EDITED:

@Vyn nice character
Last Edit: May 05, 2019, 11:47:34 am by shadowhand23
Re: Goku (Updated 05/04/2019)
#28  May 05, 2019, 01:29:58 pm
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@vyn: This character kicks some serious ass man. Its beautiful and all round solid. I hate to be that guy but i seriously hoped for an AI cuz I'm a solitary player and am really missing out on having him as an opponent on arcade runs.
Re: Goku (Updated 05/04/2019)
#29  May 05, 2019, 04:11:21 pm
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@vyn: This character kicks some serious ass man. Its beautiful and all round solid. I hate to be that guy but i seriously hoped for an AI cuz I'm a solitary player and am really missing out on having him as an opponent on arcade runs.

Yeah I agree. Characters this nicely put together need that extra oomph. A.I is that extra oomph.
Re: Goku (Updated 05/04/2019)
#30  May 05, 2019, 04:39:44 pm
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Re: Goku (Updated 05/04/2019)
#31  May 05, 2019, 05:37:13 pm
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Was I supposed to do this loop or... (Not an infinite, since it stops at 26 hits, but still.)

Re: Goku (Updated 05/04/2019)
#32  May 05, 2019, 05:41:23 pm
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vyn

Re: Goku (Updated 05/04/2019)
#33  May 05, 2019, 07:18:30 pm
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Re: Goku (Updated 05/04/2019)
#34  May 06, 2019, 02:16:13 am
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vyn

Re: Goku (Updated 05/04/2019)
#35  May 06, 2019, 02:32:45 am
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Hi vyn,I make a japanese voice patch for your Goku.
DL:
http://www.mediafire.com/folder/t1mmzd53my5j2/Voice_patch

Dude thanks so much!, I tested it and im afraid the voice is not loud enough, (goku sound effects are pretty loud, thats my fault), do you think you could make them louder? like twice at least?.

I already put the link in my site though but louder would be just perfect.
Louder Now.
please redownload.


Tested again, its perfect.

I updated the link in my site as well, thanks a lot man.
Re: Goku (Updated 05/04/2019)
#36  May 06, 2019, 04:17:05 pm
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This is just awesome Vyn. Thank you so much for sharing your creations!
Thank you all for sharing!

vyn

Re: Goku (Updated 05/04/2019)
#37  May 14, 2019, 07:33:37 pm
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Got a report the dl link wasnt working but it seems to work fine on my end, can anyone confirm please?.
Re: Goku (Updated 05/04/2019)
#38  May 14, 2019, 08:51:50 pm
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vyn

Re: Goku (Updated 05/04/2019)
#39  May 14, 2019, 08:53:21 pm
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Thank you!.
Re: Goku (Updated 05/04/2019)
#40  June 01, 2019, 05:58:48 pm
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Do you plan to release Goku for 1.0 version too?
This is fate.
Last Edit: June 05, 2019, 09:40:46 pm by Darkrow
Re: Goku (Updated 05/04/2019)
#41  June 23, 2019, 06:19:42 am
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vyn

Re: Goku (Updated 05/04/2019)
#42  August 16, 2020, 04:34:48 am
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Updating this one soon, in case anyone has anything else to report.

Thanks!.
Re: Goku (Updated 05/04/2019)
#43  August 16, 2020, 04:59:06 pm
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Does he use all 5 stocks for his Level 3? I remember that being an issue when I tried him.
WIP Schedule:
The next Street Fighter All-Stars update

vyn

Re: Goku (Updated 05/04/2019)
#44  August 18, 2020, 05:13:33 am
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Updated today.

- Added SSJ4 Gogeta Super
- Boss AI coded by BFX
- Juggle limited for launcher and power dash
- Many alignment fixes
- Power increased from 500 to 1000 for instant transmission if cancelled into
- Overall Comboability reduced a bit
- Many other things i forgot.

Download: https://www.mediafire.com/folder/a6bepg66b3bcp/Mugen_Characters

Video:
Re: Goku Updated Today 17-08-2020
#45  August 18, 2020, 07:40:22 am
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The AI spams the same moves over and over. Is it possible to tweak it to have more variety?
Re: Goku Updated Today 17-08-2020
#46  August 18, 2020, 12:36:55 pm
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Oh the Level 3 takes power on the second Super Portrait making it use 4000 power. The Level 4 does the same thing (I think) so it takes 5000 power. Might be a super pause thing you forgot to remove, gotta check.
The Kaioken also feels like wasted potential because it's simple another super and all you do is tap the button for more hits. Different followups could spice it up.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Goku Updated Today 17-08-2020
#47  August 18, 2020, 02:58:37 pm
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vyn

Re: Goku Updated Today 17-08-2020
#48  August 21, 2020, 05:18:39 am
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Oh the Level 3 takes power on the second Super Portrait making it use 4000 power. The Level 4 does the same thing (I think) so it takes 5000 power. Might be a super pause thing you forgot to remove, gotta check.
The Kaioken also feels like wasted potential because it's simple another super and all you do is tap the button for more hits. Different followups could spice it up.

fixed that