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_CharactersPlease 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 visibiltyGameplayWe all love dragon ball for many things and one of them is definitely how the main characters can transform into stronger crazier versions of themselves with cool new hairstyles to boot. So this is pretty much a Base Form Goku but everytime he uses a special or super attack, he transforms into one of his many versions. SystemThis character is a simplified mix of DBFZ and MVC3 style. He has 3 attack buttons for light, medium and heavy attacks plus one launcher button, a power dash button and a power charge button.Special and super moves are as follows:System SkillsLight Attack + Launcher: Unblockable throw move.Medium Attack + Power Dash: Instant Transmission (consumes half a power bar).Heavy Attack + Power Charge: Kaioken (consumes 1 power bar, keep attacking to extend).Attack + Attack during Guard: Guard Push (Ground only)SpecialsQCF + Attack: Kamehameha. (Air and Ground OK)QCB + Attack: Heavy Elbow. (Ground only)QCB + Attack: Dragon Flash Kick. (Air only)DP + Attack: Dragon Punch. (Ground Only)Supers:QCF + 2Attack: Super Kamehameha. (Air and Ground OK)QCB + 2Attack: Super Spirit Bomb. (Air and Ground OK)DP + 2Attack: God Meteor Smash. (Ground Only)Enjoy!!, feedback is welcome.
Hmmm, a hitstun decay system might be a good idea to control that kind of comboing to which I am sure ArcSys regularly uses,
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/96gb1Quadruple 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
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.
AlexSin said, April 25, 2019, 11:17:10 amThe 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.
Henry Hero said, April 25, 2019, 12:22:57 pmNone 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.
sabockee said, April 25, 2019, 04:38:52 pmI 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.
Himeragi Yukina said, April 24, 2019, 08:24:43 amhttps://streamable.com/9e0hfwill implement some sort of limit to the comboability, though not too much, i want him to remain a combo heavy character.Nep Heart said, April 24, 2019, 08:43:06 am Hmmm, a hitstun decay system might be a good idea to control that kind of comboing to which I am sure ArcSys regularly uses,indeedkiLabee said, April 24, 2019, 09:22:13 amdude you need to teach me how to make some of these effects!its so clear and crisp!, seems like the most appropiate solutionheh, its mostly a good base and some blurMysticus said, April 24, 2019, 10:08:00 amYou've done a god's work!tnx bro!Memes never die/Manby said, April 24, 2019, 02:12:38 pmbelowDoing 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.DJMouF said, April 25, 2019, 01:00:06 amThumbs up man. Glad to see you work on a DBZ char! tnx manTsuyoi said, April 25, 2019, 02:03:25 am"Awesome" it's not enough to describe it. Congrats!tnx bro\0/ sunbro said, April 25, 2019, 06:13:05 amamazing, really fun to play and very creative, just as expected an incredible work! tnx broSolidZone 26 said, April 25, 2019, 08:05:09 amGood 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.AlexSin said, April 25, 2019, 11:17:10 amThe character is for 1.1.yupSolidZone 26 said, April 25, 2019, 11:59:34 amAlexSin said, April 25, 2019, 11:17:10 amThe 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.Henry Hero said, April 25, 2019, 12:22:57 pmNone of those problems happened to me on MUGEN 1.0. (Windowed 800x600)better to play it on 1.1 mateREDHOT said, April 25, 2019, 01:52:17 pmWonderfull, congratulations! (felicitaciones!)tnx my mansabockee said, April 25, 2019, 04:38:52 pmHenry Hero said, April 25, 2019, 12:22:57 pmNone 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 broAlexSin said, April 25, 2019, 06:04:29 pmsabockee said, April 25, 2019, 04:38:52 pmI 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
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 .
vyn said, April 25, 2019, 07:33:10 pmAlexSin said, April 25, 2019, 06:04:29 pm- 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.
Vyn, you did it again! And yep, the Super BG effects are kinda messy, both in 1.0 and 1.1Expect that, it's in overall another awesome work from you.
Yeah bro, i included you in the previous reply, ill update the character and eventually im also adding an ultra instinct super.
vyn said, April 30, 2019, 07:23:45 pmYeah 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.2439246AlexSin said, April 27, 2019, 07:39:42 pmvyn said, April 25, 2019, 07:33:10 pmAlexSin said, April 25, 2019, 06:04:29 pm- 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.
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.
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
kiLabee said, April 24, 2019, 09:22:13 amdude 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 -----> Repeat8769,1, 0,0, 3 ----> No cool crisp transparent effect8769,1, 0,0, 3 ----> No cool crisp transparent effectMethod 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 = Explodtrigger1 = Movehitanim = 50719ID = 50719pos = 0,0postype = p1facing = 1bindtime = -1removetime = -2pausemovetime = 999scale = 0.4,1sprpriority = 3ontop = 1ownpal = 1trans = add ------> this gives you the cool transparent effect you want.removeongethit = 1If 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 statetype = Smovetype = Aphysics = Sanim = 50719velset = 0ctrl = 0[State 0, Trans] ----> This entire piece of code gives your character or helper the cool transparent effect you want.type = transtrigger1 = 1trans = addalphaalpha = 256,256[State 0, ChangeState]type = ChangeStatetrigger1 = animtime = 0value = 0 ;ctrl = 1That'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
@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.
YugaCurry said, May 05, 2019, 01:29:58 pm@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.
Hi vyn,I make a japanese voice patch for your Goku.DL:http://www.mediafire.com/folder/t1mmzd53my5j2/Voice_patch
MU_CSX said, May 05, 2019, 05:41:23 pmHi vyn,I make a japanese voice patch for your Goku.DL:http://www.mediafire.com/folder/t1mmzd53my5j2/Voice_patchDude 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.
vyn said, May 05, 2019, 07:18:30 pmMU_CSX said, May 05, 2019, 05:41:23 pmHi vyn,I make a japanese voice patch for your Goku.DL:http://www.mediafire.com/folder/t1mmzd53my5j2/Voice_patchDude 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.
MU_CSX said, May 06, 2019, 02:16:13 amvyn said, May 05, 2019, 07:18:30 pmMU_CSX said, May 05, 2019, 05:41:23 pmHi vyn,I make a japanese voice patch for your Goku.DL:http://www.mediafire.com/folder/t1mmzd53my5j2/Voice_patchDude 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.
Got a report the dl link wasnt working but it seems to work fine on my end, can anyone confirm please?.
vyn said, May 14, 2019, 07:33:37 pmGot a report the dl link wasnt working but it seems to work fine on my end, can anyone confirm please?.I try and works fine.
Darkrow said, June 01, 2019, 05:58:48 pmDo you plan to release Goku for 1.0 version too?sorry for the late reply but, seconded.
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_CharactersVideo:
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.
RagingRowen said, August 18, 2020, 12:36:55 pmOh 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